You are not logged in.

login | register

Search:
Author Topic: Iron Grip Patch1.01 Released!  (Read 11820 times)
* Ome_Vince
King

Karma: 18
Offline Offline
Posts: 8,565



View Profile WWW Email
« on: 10/07/06 at 09:04 pm »


As of today Patch1.01 both server and client are available! We’ve been working hard on reading the feedback we’ve received over the past week, and would like to thank everybody who took the time to provide us this information.
The fix list for this patch is:

Quote
Patch 1.01:
-Added SMLS weapon for General
-New Grenadier voice FX
-Upgraded General Unit with more strength
-Tank turret rotation adjusted
-Tank health adjusted anti Grenade spam
-Tanks now blow up after being dead a while
-Friendly Fire Server Setting Fix
-Better Tank weapon balancing
-New tank death explosions
-SMLI SMG Secondary Fix
-Resistance Hero Menu Selection Fix
-RTS General chat and teamchat button Fix
_40RGE Anti-tank gun damage increased
-Increased Grenadier build time
-Increased RTS Preperation time to help prevent rushes
-Decreased several lag issues



There’s much more on the way! We’re working hard on rounding up a stable feature set, which will be followed by many new expansions including all kinds of new infantry, vehicles, weaponry, superweapons and game-types.
Be sure to drop by our forums for feedback and suggestions to help us improve!
We also would like to take to time and welcome new crewmembers Puzzlemaker and Boecke! A big welcome!
We’re still looking for new modelers, texture artists and mappers. For more information email vvg [at] isotx.com.

Download the new client here:
*Download Patch 1.01 via SpawnPoint
*Download Patch 1.01 via Moddb
*Download Patch 1.01 via Fangaming.com

Server admins will need to download the new server package here:
*Download Windows Server Patch  1.01 via SpawnPoint
*Download Windows Server Patch 1.01 via Moddb


*Download 1.0 Full Client installer via Moddb here

Greetings from the Iron Grip dev team!

« Last Edit: 10/12/06 at 09:07 pm by Ome_Vince » Logged
* Endless
Squire

Karma: 2
Offline Offline
Posts: 180


endlessfelicity@hotmail.com
View Profile WWW Email
« Reply #1 on: 10/07/06 at 09:51 pm »

woohoo Smiley
Logged

Lead us not into temptation, we can find the way ourselves.
Yeah, I'm a photographer: http://endlessfelicity.deviantart.com
* Puzzlemaker
Iron Grip Team

Karma: 5
Offline Offline
Posts: 701



View Profile Email
« Reply #2 on: 10/07/06 at 10:55 pm »

Better appreciate it.
Logged

We started out discussing thermodynamics and quantum physics. By the end, we were saying things like "THIS IS HEAT.  THOG MAKE FIRE.  ROAR."
* Endless
Squire

Karma: 2
Offline Offline
Posts: 180


endlessfelicity@hotmail.com
View Profile WWW Email
« Reply #3 on: 10/07/06 at 11:04 pm »

patch runs great, just need to bring in some more players Tongue
Logged

Lead us not into temptation, we can find the way ourselves.
Yeah, I'm a photographer: http://endlessfelicity.deviantart.com
* Havok4
Squire

Karma: 0
Offline Offline
Posts: 91


View Profile Email
« Reply #4 on: 10/07/06 at 11:17 pm »

Very good work with this, just fix some of the commander bugs and you have a very playable game.
Logged
* Endless
Squire

Karma: 2
Offline Offline
Posts: 180


endlessfelicity@hotmail.com
View Profile WWW Email
« Reply #5 on: 10/07/06 at 11:19 pm »

As a note to getting more players, just realized the Battlefield 2142 demo just came out Tongue
Logged

Lead us not into temptation, we can find the way ourselves.
Yeah, I'm a photographer: http://endlessfelicity.deviantart.com
* Havok4
Squire

Karma: 0
Offline Offline
Posts: 91


View Profile Email
« Reply #6 on: 10/07/06 at 11:24 pm »

That could explain it. And the info pages should be updated. The 4orge cannon is now very fun to use, great work.
« Last Edit: 10/07/06 at 11:27 pm by Havok4 » Logged
* Endless
Squire

Karma: 2
Offline Offline
Posts: 180


endlessfelicity@hotmail.com
View Profile WWW Email
« Reply #7 on: 10/07/06 at 11:55 pm »

Try and make sure you get the patch to FilePlanet, should raise the mod's rating considerably Smiley
Logged

Lead us not into temptation, we can find the way ourselves.
Yeah, I'm a photographer: http://endlessfelicity.deviantart.com
* ey
Iron Grip Beta Tester

Karma: 3
Offline Offline
Posts: 189

Industrial Strength Tank-B-Gone


View Profile
« Reply #8 on: 10/08/06 at 08:31 am »

Congrats on getting out the first patch! This should hopefully make things much more enjoyable Smiley

It might take a little bit of time before the main servers pick up the patch. I get connection errors trying to connect to the ones still using the old 1.0. Well, it looks like at least SpawnPoint is up to date now  Cool
Logged
* RedOctober
Game-W Beta Tester

Karma: 2
Offline Offline
Posts: 1,306


Send three and fourpence, we're going to a dance!


View Profile WWW
« Reply #9 on: 10/08/06 at 09:16 am »

Yeah, that update should take a week or so by my reckoning. Must say that the patch makes some drastic and much needed alterations. I no longer fear moving tanks round corners, nor do I fear losing my commander. Well, not as much.
Logged

When your backs agains a wall and you think things can't get any worse, just remember, the wall could always fall on you.
* Castor
Isotx Developer

Karma: 4
Offline Offline
Posts: 3,177


castor_troy385@hotmail.com
View Profile WWW
« Reply #10 on: 10/08/06 at 10:07 am »

Yeah, that update should take a week or so by my reckoning.

True, We had the patch almost ready last weekend, but there we're some issues when we tested the patch.
Logged



Study everything, you'll find something you can use - Jason Bourne
* Havok4
Squire

Karma: 0
Offline Offline
Posts: 91


View Profile Email
« Reply #11 on: 10/08/06 at 10:15 am »

the next thing that should be on your agenda is fixing the tank pathfinding or lack of pathfinding.
Logged
* Ubermedic
Peasant

Karma: 0
Offline Offline
Posts: 42


Thank you shower. Without you I'd be smelly.


View Profile WWW Email
« Reply #12 on: 10/08/06 at 11:11 am »

Yay!
Now the 40rge is insane good fun!
Logged


* Endless
Squire

Karma: 2
Offline Offline
Posts: 180


endlessfelicity@hotmail.com
View Profile WWW Email
« Reply #13 on: 10/08/06 at 02:38 pm »

Alrighty, I must've played 100 rounds with the new patch, from every weapon class and Rhamos, and I like things for the most part.

The only real problem is that there aren't enough ways to take out tanks. They're more deadly than ever, but they take more to kill than the 2 molitovs/grenades that the characters get (not counting the rockets).  Anti-Tank mines would be the best equalizer IMHO.  Especially if they're difficult for Rhamos to see, it would cause him to have to think twice before sending a tank after somebody. Sticky bombs would be great as well, since their's alot of risk in running up to a tank and trying to stick it to them (maybe they can explode if you get shot while carrying it, ala Saving Private Ryan).

As Rhamos, I can send a riot tank through a street, and its almost certain to kill every player in its path at least once.  This may be helped with map balancing.  Namely giving more options to enter buildings (as apposed to indestructable doors).  This would allow for more ambush options, and defense positions from tanks.

For rebel weapon balancing, the sub-machine gun isn't really powerful enough to justify its own character.  I can take out troops kind of close with it easily, but the guns the Grenadiers and Rhamos get, just spray rounds like mad at close range, and its a difficult match.  I would propose that all characters get a version of the sub-machine gun, making it two secondary weapons plus grenades (and mines instead of grenades for the rocket launder player).
« Last Edit: 10/08/06 at 02:41 pm by Endless » Logged

Lead us not into temptation, we can find the way ourselves.
Yeah, I'm a photographer: http://endlessfelicity.deviantart.com
* ey
Iron Grip Beta Tester

Karma: 3
Offline Offline
Posts: 189

Industrial Strength Tank-B-Gone


View Profile
« Reply #14 on: 10/08/06 at 03:49 pm »

Quote
The only real problem is that there aren't enough ways to take out tanks. They're more deadly than ever, but they take more to kill than the 2 molitovs/grenades that the characters get (not counting the rockets).  Anti-Tank mines would be the best equalizer IMHO.  Especially if they're difficult for Rhamos to see, it would cause him to have to think twice before sending a tank after somebody. Sticky bombs would be great as well, since their's alot of risk in running up to a tank and trying to stick it to them (maybe they can explode if you get shot while carrying it, ala Saving Private Ryan).

Agreed.

Quote
For rebel weapon balancing, the sub-machine gun isn't really powerful enough to justify its own character.  I can take out troops kind of close with it easily, but the guns the Grenadiers and Rhamos get, just spray rounds like mad at close range, and its a difficult match.  I would propose that all characters get a version of the sub-machine gun, making it two secondary weapons plus grenades (and mines instead of grenades for the rocket launder player).

I think the SMG is actually a bit overpowered. At close range it's pretty lethal. Don't think it would be appropriate to give it to everyone. And the mines should go to someone other than the rocket launcher players, so that more than just two people can work on taking out tanks. The mines would be particularly useful against tanks intruding on the resistance's territory, because it's easier to sneak up behind them (more entrances/exits).
Logged

Jump to:  
Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC