It's been one year and four months since your first post of this mod. xD It's really incredible that you managed to find such a reliable team, kept with it for so long!
Yeah it shouldn't be too long now. Just had some technical difficulties that prevented us from being able to upload files, it will be fixed shortly and the upload will commence.
THEWULFMAN wrote:Yeah it shouldn't be too long now. Just had some technical difficulties that prevented us from being able to upload files, it will be fixed shortly and the upload will commence.
THEWULFMAN wrote:Yeah it shouldn't be too long now. Just had some technical difficulties that prevented us from being able to upload files, it will be fixed shortly and the upload will commence.
THEWULFMAN wrote:Yeah it shouldn't be too long now. Just had some technical difficulties that prevented us from being able to upload files, it will be fixed shortly and the upload will commence.
Marth8880 wrote:Hey guys! Little "sneak peak" at one of the variations of Mordin's hero music! Composed by Jack Wall and Sam Hulick, tracks mixed by me.
Hey guys. Just thought I'd let you all in on what's been going on with the latest patch for Unification.
Hidden/Spoiler:
CHANGE LOG - RELEASE 2
MASS EFFECT: UNIFICATION V1.01
--------------------------------------------
-lowered Throw, Heavy Throw, and Throw Field explosion damage
-lowered Pull, Heavy Pull, and Pull Field explosion damage
-decreased armor ricochet pitch, lowered play probability, and increased max and mute distance
-decreased Scion/Prime/Juggernaut/Destroyer pain chatter play probability and increased play interval
-fixed Thrash icon
-heavily optimized all custom particle effects including water effects; cut most total particle counts nearly in half
-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
-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 several music tracks to loop seamlessly-er
-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 attackaltered orientation of model to better fit new animation
-added vertex colors and emissive colors to Hex Barrier
-added vertex colors and emissive colors to Anti-Ballistic Shield
-lowered uncharged and charged Geth Plasma Shotgun damage, increased ordnance turn rate, increased charge time, increased kick strength
-increased Geth Pulse Rifle kick strength
-decreased Shockwave salvo delay and damage
-adjusted all biotic, tech, and combat powers' cooldown time to fit those of Mass Effect 2 & 3
-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 - OMGZ IT'S SO WEIRD PLAYING IT
WITHOUT LAG
-redacted VRM portal/sector system - may re-implement in future
-implemented Geth Recon Drone as dispensable "remote droid" for Geth Juggernaut
-increased M-92 Mantis damage and kick strength
-created and implemented shotgun and sniper rifle 'reload' animations
-created and implemented biotic power 'use' animation (var2)
-finished seasons 1 & 2 of Batman Beyond
-attempted to fix Combat Drone - failed D: - instead temporarily redacted for time being - might actually re-implement in similar fashion to Geth Recon Drone
and limit ammo
-fixed issue with armored units not being able to recharge health and ammo via powerup items or stations
-added Conquest functionality: when a team's ticket count is below 50 and that team captures a command post, the team will be granted an extra 20 tickets
-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
-decreased global weapon fire sound gain and min/max/mute distance and increased battle chatter gain
-fixed Geth Prime mesh scale
-increased global command post neutralize and capture time
-fixed issue with the map description for PRO and VRM not displaying in the instant action menu
-replaced Alliance Sentinel and Vanguard upgraded powers with non-upgraded versions so they don't feel "better" than the other units :p
-gave all nades shot delay of several seconds so the AI (esp the Sentinels) can no longer use 1337 hAx0rz pl0x
-added tons of unreleased Mass Effect 1 music tracks
-refined amount of sound effect variations used due to several bank overflows
-decreased Geth Pulse Rifle spread (YOU'RE WELCOME :p)
-lowered M-451 Firestorm icon scale
-fixed Nova icon color scheme
-added icon for Grab, Reaper OS, and Thrash
-fixed each side variation's min/max per-class unit count so the sum of them equals the variation's max unit count
-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
-transposed A-61 Mantis Gunship into hover vehicle - now it handles like it's *supposed* to freakin handle :p
-issued AI their driver's license and certifaction to drive the Mako :v - 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 spin like the Snail Tank and Hailfire
-added ME3 Geth Hunter and Pyro chatter to Geth Hunter and Destroyer, respectively
-added more Geth Prime and Trooper chatter
-replaced most biotic and tech sound effects with authentic sounds from ME3
-reworked sound template gain hierarchy so explosions are loudest
-reduced Scram and Distortion Rocket ordnance explosion damage and push values
-changed Cluster Grenade explosion effect and sound property to biotic theme
-reworked entire sound file tree - now things are much easier to patch and update
-decreased Mantis Gunship missile pod's min/optimal/max range and ordnance turn rate, and increased barrage delay
-banged, OK?
-further adjusted the Conquest ticket bonus functionality - now it works like this: if, for example, team 1's ticket count is less than 50 and also less than
team 2's ticket count, team 1 will receive a ticket boost that is equal to half of team 2's ticket count - this applies vice versa
-I'LL TAKE IT (that's for you, Kootra )
-adjusted biotic and tech power min/optimal/max range and targeting parameters
If there's anything you think I've missed or that I should update, let me know!
NOTE: This list is in chronological order: the top is the earliest and the bottom is the most recent. Also, there are a few recent changes that I haven't listed yet.