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R2 is released!
Change log:
Hidden/Spoiler:
CHANGE LOG - RELEASE 2
MASS EFFECT: UNIFICATION V1.1, R2
FRAYED WIRES STUDIOS--MD
LAST UPDATED: 22-11-2013
--------------------------------------------
GAMEPLAY (SIDES / VEHICLES):
-decreased M-4 Shuriken spread
-added warmup, cooldown, and barrel sound to Spitfire and increased weapon kick strength and spread
-somehow magically fixed custom laser turrets because of reasons and space magic and Game of Thrones
-Joffrey sucks :p
-replaced Infiltrator Shepard's M-92 Mantis with disruptor variant, gave unit armor variant, removed Tactical Cloak, replaced unit's M-100 Grenade Launcher with ML-77 Missile Launcher
-replaced Engineer Shepard's M-100 Grenade Launcher with M-451 Firestorm
-replaced Adept Shepard's M-100 Grenade Launcher with Collector Particle Beam
-replaced Sentinel Shepard's M-100 Grenade Launcher with ML-77 Missile Launcher
-replaced Vanguard Shepard's M-100 Grenade Launcher with Geth Spitfire
-adjusted music tracks to loop seamlessly
-on Omni-Blade, increased damage, added dummy explosion for sound and shake, changed to right-handed, increased shot delay, adjusted various health scales, changed animation to Emperor's final saber attack; altered orientation of model to better fit new animation
-lowered uncharged and charged Geth Plasma Shotgun damage, increased ordnance turn rate, increased charge time, increased kick strength
-essentially "fixed" Geth Pulse Rifle, M-8 Avenger, M-9 Tempest
-replaced Shockwave power with ME3 variant
-adjusted all biotic, tech, and combat powers' cooldown time to fit those of ME2/3
-implemented Geth Recon Drone as dispensable "remote droid" for Geth Juggernaut - may remove
-increased M-92 Mantis damage and kick strength
-attempted to fix Combat Drone - failed; instead temporarily redacted for time being
-fixed issue with armored units not being able to recharge health and ammo via powerup items or stations
-re-adjusted Collector, Geth, and Alliance unit movement speeds
-lowered shotgun and sniper rifle push values and fixed M-92 Mantis secondary push ordnance velocity
-replaced Alliance Sentinel and Vanguard upgraded powers with non-upgraded versions so they don't seem "better" than the other units
-gave all grenades shot delay of several seconds so the AI use them less often
-transposed A-61 Mantis Gunship into hover vehicle
-issued AI their driver's license and certifaction to drive the Mako - basically, the issue was the AI were trying to steer while driving in reverse but they couldn't, and the only way they can is if the vehicle can turn in place like the Snail Tank and Hailfire
-heavily tweaked and polished all biotic, tech, and combat powers' properties
-converted most weapons to ME3 variants
-adjusted all Alliance classes to carry no more than two primary weapons each
-removed Geth Trooper's Pulse Grenades
-gave Frag Grenades to Geth Trooper and Geth Rocket Trooper
-gave Pulse Grenades to Geth Sniper
-replaced Collector Guardian's Collector Assault Rifle (Shredder) with Collector Carbine (un-canon name), the 3-shot-burst weapon these enemies use in ME2
GAMEPLAY (CORE / MAPS / GAME MODES):
-increased global command post neutralize and capture time
-fixed each side variation's min/max per-class unit count so the sum of them equals the variation's max unit count
-added AI heroes to Geth and Alliance for all offline Conquest matches
-in PRO, adjusted lighting to be more realistic towards ME1
-seemingly fixed most offline and online crashing issues
-added 1.5 second delay to 'victory/defeat' event for victory-by-elimination in Conquest matches
-increased 'victory/defeat' event timer to 40 seconds for victory-by-conquest in Conquest matches
-in VRM, added ground-level trenches that connect CP2 to CP1, CP3 to CP1, and CP4 to CP5
-in pol1, moved CP2 spawn path nodes to where the CP actually is instead of in the nearby hangar
-added boundaries to PRO and VRM
-lowered map ceiling in PRO
-removed turrets in hot1 1flag
VISUAL:
-heavily optimized all custom particle effects; cut most total particle counts nearly in half
-added vertex colors to Hex Barrier and Anti-Ballistic Shield
-altered all weapon muzzleflash and ordnance light and glow to fit Mass Effect canon
-fixed Coruscant's God-awful pillar collision in minor halls - yay, first mod ever to do so :p
-improved performance on VRM - removed walkway railing and canyon wall shadow volumes and implemented world shadow map
-redacted VRM portal/sector system - may re-implement in future
-created and implemented shotgun and sniper rifle 'reload' animations
-created and implemented new biotic power 'use' animations
-fixed Geth Prime mesh scale
-changed all non-special (no ammo power) assault rifles, submachine guns, and shotguns to use more optimized impact effect
-created 9pose animations for M-35 Mako and A-61 Mantis Gunship
-added glowing bits to most weapon models
-gave scope meshes environment map
-changed PRO sky and lighting to match ME1 canon
-created and implemented new weapon models for various weapons and fixed issues with existing models
-altered Hex Barrier mesh and textures to better resemble ME3 multiplayer variant
-revised 'grenade throw' animation to be two-thirds its original length, and changed all grenades' initial salvo delay from 0.5 seconds to 0.33 seconds
-fixed double-sided polygon issue with all ammo power mesh extensions
-removed ugly reticule 'bullseye' mesh
-improved sniper scope texture
-refined length of reload animations
AUDIO:
-decreased armor ricochet pitch, lowered play probability, and increased max and mute distance
-decreased unit pain chatter play probability and increased play interval
-decreased global weapon fire sound gain and min/max/mute distance
-added more music tracks
-refined amount of sound effect variations used due to bank overflows
-replaced Systems Alliance unit battle and pain chatter
-added more Geth, Collector, Scion, and Husk/Abomination chatter
-replaced most weapon, biotic, tech, and combat sound effects with authentic sounds from ME3
-reworked sound template gain hierarchy to account for better realism
-reworked entire sound file tree - now things are much easier to patch and update
-fixed problems with stock maps' ambient environmental sound streams and sound effects
-up-converted all custom map ambient environmental sound streams to quadraphonic channels
-added vehicle damage and collision sounds
-added vehicle music
-added sound "test cues" for the SFX and voice over sliders in the Sound Options menu (e.g., the sound you hear when you adjust the "Battle Speech" slider)
-synchronized all reload sounds with animations
-added turret damage sounds
SHELL:
-fixed issue with the map description for PRO and VRM not displaying in the instant action menu
-changed in-description VRM name to "Virmire: Trenches"
-tweaked weapon icon coordinates, scale, and rotation
-fixed Nova icon color scheme
-added icon for Grab, Reaper OS, and Thrash
-fixed Eden Prime load screen
MASS EFFECT: UNIFICATION V1.1, R2
FRAYED WIRES STUDIOS--MD
LAST UPDATED: 22-11-2013
--------------------------------------------
GAMEPLAY (SIDES / VEHICLES):
-decreased M-4 Shuriken spread
-added warmup, cooldown, and barrel sound to Spitfire and increased weapon kick strength and spread
-somehow magically fixed custom laser turrets because of reasons and space magic and Game of Thrones
-Joffrey sucks :p
-replaced Infiltrator Shepard's M-92 Mantis with disruptor variant, gave unit armor variant, removed Tactical Cloak, replaced unit's M-100 Grenade Launcher with ML-77 Missile Launcher
-replaced Engineer Shepard's M-100 Grenade Launcher with M-451 Firestorm
-replaced Adept Shepard's M-100 Grenade Launcher with Collector Particle Beam
-replaced Sentinel Shepard's M-100 Grenade Launcher with ML-77 Missile Launcher
-replaced Vanguard Shepard's M-100 Grenade Launcher with Geth Spitfire
-adjusted music tracks to loop seamlessly
-on Omni-Blade, increased damage, added dummy explosion for sound and shake, changed to right-handed, increased shot delay, adjusted various health scales, changed animation to Emperor's final saber attack; altered orientation of model to better fit new animation
-lowered uncharged and charged Geth Plasma Shotgun damage, increased ordnance turn rate, increased charge time, increased kick strength
-essentially "fixed" Geth Pulse Rifle, M-8 Avenger, M-9 Tempest
-replaced Shockwave power with ME3 variant
-adjusted all biotic, tech, and combat powers' cooldown time to fit those of ME2/3
-implemented Geth Recon Drone as dispensable "remote droid" for Geth Juggernaut - may remove
-increased M-92 Mantis damage and kick strength
-attempted to fix Combat Drone - failed; instead temporarily redacted for time being
-fixed issue with armored units not being able to recharge health and ammo via powerup items or stations
-re-adjusted Collector, Geth, and Alliance unit movement speeds
-lowered shotgun and sniper rifle push values and fixed M-92 Mantis secondary push ordnance velocity
-replaced Alliance Sentinel and Vanguard upgraded powers with non-upgraded versions so they don't seem "better" than the other units
-gave all grenades shot delay of several seconds so the AI use them less often
-transposed A-61 Mantis Gunship into hover vehicle
-issued AI their driver's license and certifaction to drive the Mako - basically, the issue was the AI were trying to steer while driving in reverse but they couldn't, and the only way they can is if the vehicle can turn in place like the Snail Tank and Hailfire
-heavily tweaked and polished all biotic, tech, and combat powers' properties
-converted most weapons to ME3 variants
-adjusted all Alliance classes to carry no more than two primary weapons each
-removed Geth Trooper's Pulse Grenades
-gave Frag Grenades to Geth Trooper and Geth Rocket Trooper
-gave Pulse Grenades to Geth Sniper
-replaced Collector Guardian's Collector Assault Rifle (Shredder) with Collector Carbine (un-canon name), the 3-shot-burst weapon these enemies use in ME2
GAMEPLAY (CORE / MAPS / GAME MODES):
-increased global command post neutralize and capture time
-fixed each side variation's min/max per-class unit count so the sum of them equals the variation's max unit count
-added AI heroes to Geth and Alliance for all offline Conquest matches
-in PRO, adjusted lighting to be more realistic towards ME1
-seemingly fixed most offline and online crashing issues
-added 1.5 second delay to 'victory/defeat' event for victory-by-elimination in Conquest matches
-increased 'victory/defeat' event timer to 40 seconds for victory-by-conquest in Conquest matches
-in VRM, added ground-level trenches that connect CP2 to CP1, CP3 to CP1, and CP4 to CP5
-in pol1, moved CP2 spawn path nodes to where the CP actually is instead of in the nearby hangar
-added boundaries to PRO and VRM
-lowered map ceiling in PRO
-removed turrets in hot1 1flag
VISUAL:
-heavily optimized all custom particle effects; cut most total particle counts nearly in half
-added vertex colors to Hex Barrier and Anti-Ballistic Shield
-altered all weapon muzzleflash and ordnance light and glow to fit Mass Effect canon
-fixed Coruscant's God-awful pillar collision in minor halls - yay, first mod ever to do so :p
-improved performance on VRM - removed walkway railing and canyon wall shadow volumes and implemented world shadow map
-redacted VRM portal/sector system - may re-implement in future
-created and implemented shotgun and sniper rifle 'reload' animations
-created and implemented new biotic power 'use' animations
-fixed Geth Prime mesh scale
-changed all non-special (no ammo power) assault rifles, submachine guns, and shotguns to use more optimized impact effect
-created 9pose animations for M-35 Mako and A-61 Mantis Gunship
-added glowing bits to most weapon models
-gave scope meshes environment map
-changed PRO sky and lighting to match ME1 canon
-created and implemented new weapon models for various weapons and fixed issues with existing models
-altered Hex Barrier mesh and textures to better resemble ME3 multiplayer variant
-revised 'grenade throw' animation to be two-thirds its original length, and changed all grenades' initial salvo delay from 0.5 seconds to 0.33 seconds
-fixed double-sided polygon issue with all ammo power mesh extensions
-removed ugly reticule 'bullseye' mesh
-improved sniper scope texture
-refined length of reload animations
AUDIO:
-decreased armor ricochet pitch, lowered play probability, and increased max and mute distance
-decreased unit pain chatter play probability and increased play interval
-decreased global weapon fire sound gain and min/max/mute distance
-added more music tracks
-refined amount of sound effect variations used due to bank overflows
-replaced Systems Alliance unit battle and pain chatter
-added more Geth, Collector, Scion, and Husk/Abomination chatter
-replaced most weapon, biotic, tech, and combat sound effects with authentic sounds from ME3
-reworked sound template gain hierarchy to account for better realism
-reworked entire sound file tree - now things are much easier to patch and update
-fixed problems with stock maps' ambient environmental sound streams and sound effects
-up-converted all custom map ambient environmental sound streams to quadraphonic channels
-added vehicle damage and collision sounds
-added vehicle music
-added sound "test cues" for the SFX and voice over sliders in the Sound Options menu (e.g., the sound you hear when you adjust the "Battle Speech" slider)
-synchronized all reload sounds with animations
-added turret damage sounds
SHELL:
-fixed issue with the map description for PRO and VRM not displaying in the instant action menu
-changed in-description VRM name to "Virmire: Trenches"
-tweaked weapon icon coordinates, scale, and rotation
-fixed Nova icon color scheme
-added icon for Grab, Reaper OS, and Thrash
-fixed Eden Prime load screen