Offizielle Patch Notes: (In Englisch)
Dark Messiah Might & Magic Multiplayer
MP build 1.02 notes
The sizeable optimisation/CTF patch is now ready! Apologies for the delay, but we think this one was worth waiting for.
This patch contains new content (as well as optimised content) so will take a little while to download when it is made available.
New Content
New game mode - Capture The Flag
Significant optimisations for sounds, textures and particles on lower-specification hardware
New Map - CTF_2
New Map - CTF_MP3
CTF RULES
Defend your team's flag while stealing the enemy flag.
You must have both flags at your own base to score.
Scoring a flag will give XP to all players on the scoring team. Returning your own flag also gives personal XP.
Flags will not appear until there are players on both teams, and the 'battle begins' timer has finished
Picking up a flag will slow you down, disables your weapon and briefly highlights you to the enemy team.
Pressing fire when holding a flag will drop it and allow you to fight (be careful not to pick the flag up again when fighting)
Dropped flags return to their base when touched by their team, or after 20 seconds.
Optimisations
These can be found in the Options->Gameplay tab, and will generally require a restart of the game engine to use.
Character LOD values lower by default (can be returned to higher quality by users in config files)
Option to use alternative particles - New high performance particles for all spell effects. Total particles reduced, 'distort' effects removed, dynamic lights reduced. (This replaces the particle sliders)
Option to use lower-quality sounds - uses lower file size sound samples for decreased resource usage. May improve framerates, but reduces overall sound quality
Option to disable streamed sounds - prevents sound being streamed from the hard drive during play. May improve framerates, but will disable some ambient noise.
Option to use lower quality texturemaps - reduces load times and increases framerates for almost all users.
Option to force simplified texture surfaces (this disables Normal mapping and Specular mapping). Will speed up loading times, especially for low RAM users, but the visual quality is reduced.
Map Changes
MP1 - Recompiled - spawnpoint error fixed
MP2 - Recompiled - ambient sounds improved, framerate optimised, spawnpoint error fixed
MP3 - Recompiled - framerate optimisations (detail models now fade earlier)
MP5 - Portcullises at final Undead point now lock open for last flag. New route added to final quadrant. Ambient sounds optimised.
Character Changes
Assassin Backstab improved
-Changed reticle so that it goes red when a target is available. Removed text message.
-Tweaked backstab distance and speed numbers.
-Removed 'Can't backstab when no stamina' condition
-Removed 'players slow down when locked onto each other' for the backstab case
Assassin Triggered Poison Orbs - Recharge time added, Mana cost added
Mage Lightning Orb - no longer instant-fire, must be charged, will not hit behind caster when cast.
Mage Flame Arrow & Lightning Shock damage adjusted for maxed elemental alignments.
Mage FireBlast - Projectile flight speed reduced
Mage Chain Lightning damage adjusted - now will not automatically kill the second person to be struck
Priestess is now informed how many teammates have been mass resurrected or healed
Priestess is now limited to one bramble patch in the world
Warrior Leaping Attack fixed
Warrior Safeguard now defends only in an arc in front of the character (you will need to track lightning orbs/fireballs to be protected)
Warrior Safeguard now costs mana to create, and takes mana if it is hit by a spell. If mana is depleted, the Safeguard will fall.
Warrior Safeguard now emits a noise telling players it is active
Warrior shield no longer interferes with the movement model with when hit by an arrow
Warrior parry now halves the incoming damage from a Stance attack, instead of 'clanging' it
Warriors will now be able to approach closer when locked on to an enemy who is facing away from them (e.g. running away)
Miscellaneous
Smoothed Spectator Cam
Game Timer now shown on main screen and it highlights when time is short.
Teamkill menu now available for 15 seconds after a teamkill
Added 'gained XP' icon on death message. When a player gains XP, they will see a small green tick.
Added 'lost XP' icon on death message. When a player loses XP (teamkills) they will see a small red cross
Fixed occasional 'black error box' bug under certain conditions
Fixed 'permanently looping' sound samples under certain conditions (firebombs hitting but not killing)
Fixed missing end-of-map music on some levels
Parry/Block now works on Weapon Strength.
Weapons can parry (halve damage) any weapon of equivalent strength or less. Sword>Dagger>Staff
Game will now load any map compiled in any version of Hammer (Full 'easy to use' SDK is still to come. Users are able to extract FGD files/sounds/models/textures at the moment, but this is complex)
Server owners may now adjust all console variables via script files / on the fly - allows total control over game balance (full list of variables will be available soon)
Class Restrictions enabled on all custom servers through the Create Server dialogue, or config files. Classes can be individually enabled/disabled.
XP Level Cap implemented for custom servers. Server owners can set min and max XP levels for their games via config files only (GUI will be implemented when fully translated). NOTE - do not set max XP level above 10!
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Nett nett...