Full Changelog for CompMod
CompMod 2.7.7 - (12/08/2019)
CompMod 2.7.6 - (11/08/2019)
- Shotgun pellet size changed to 32mm from 60mm
CompMod 2.7.5 - (10/08/2019)
- Shotgun pellet size changed from 66mm to 60mm.
CompMod 2.7.4 - (09/08/2019)
- Fixed an issue that caused the pellet changes to not be applied correctly.
CompMod 2.7.3 - (09/08/2019)
- Changed build time to 10 seconds from 15 seconds
- Outer ring pellet size changed to 66mm from 16mm
- Cluster Grenades
- Changed Cluster Grenades player damage reduction to 50%
CompMod 2.7.2 - (09/08/2019)
- Marines now keep the HoT effect even when they’re full HP for the full duration of the Medpack. Medpacks cannot overheal.
- The result is that Marines can take damage after receiving a Medpack and still benefit from the HoT buff, even if they were already healed to full HP.
- Lerk HP changed to 180/25 from 180/30
- Added display for team supply.
Bug Fixes and Improvements
- Fix carapace being shown incorrectly in spectate view.
- Fix mucous hitsounds.
- Fix Vamparism doing friendly fire.
- Fixed that Cluster Grenades were not having the FlameAble multiplier applied.
- Fixed that the commander actions panel would overlap with the supply display on a Marine’s HUD
- Fixed that the scoreboard would sometimes be slow to open.
CompMod 2.7.1 - (01/08/2019)
- Implement ns2_beta rev 3 hotfix
- Fade’s can’t zoom zoom on the floor anymore
CompMod 2.7.0 - (01/08/2019)
- Implement ns2_beta Revision 3
- Weapon Lifetime
- Reduced weapon lifetime to 18 seconds from 25 seconds
- Stepping on a dropped weapon no longer refreshes the weapon timer
- Mucous Membrane
- Added hitsounds for Aliens with mucous
- Removed the flashlight requirement for finish power nodes without a structure in the room
CompMod 2.6.5 - (30/07/2019)
- Pulse Grenade Hotfix
- Damage lowered to 50 from 140
CompMod 2.6.4 - (27/07/2019)
- Fade Blink Hotfix (Again :D)
- Revert Fade blink speed to 17
- Lower blink initial force to 14.25 from 15
- Fixed that PowerSurge was acting like vanilla.
CompMod 2.6.3 - (27/07/2019)
- Fade Blink Hotfix
- Lowered Fade blink speed to 16.25 from 17
CompMod 2.6.2 - (26/07/2019)
- Fixed that marine walk couldn’t be rebound.
- Walk bind will be reset to default after this patch.
CompMod 2.6.1 - (25/07/2019)
- Fixed a bug that caused a ghost entity to remain after a mine was destroyed while arming.
- Fixed a bug that caused mines to detonate after being destroyed
CompMod 2.6.0 - (25/07-2019)
- Stab replaced by Advanced Swipe
- Upgrades the normal swipe damage to 81 from 70
- Can be researched at Biomass 7
- Costs 25 tres and takes 60 seconds to research
- Team supply is now visible on the player HUD
- Research cost changed to 35 from 25
- Research time changed to 90 from 60
- Now consumes BoneFuel faster when moving
- Added a small initial cost to casting BoneShield
- Improved Grenade Quick Throw
- Implements an improved version of the grenade quick throw found in ns2_beta
- Allows Marines to throw the grenade instantly, without waiting for the deploy animations.
- Heal sound will no longer play when shells are built.
- Drifters can pop blueprints again
- Killfeed shows for spectators and readyroom players again
CompMod 2.5.0 - (28/06/2019)
- Potential fix for view angles being set incorrectly on spawn
- Cysts should no longer starve when they shouldn’t
- Cysts should be able to find their parents more reliably when the chain is updated
- Harvesters now take 60 seconds to die off infestation down from 90 seconds.
- Alien Supply Changes
- Drifter costs 5 from 10
- Whip costs 10 from 5
- Crag costs 25 from 5
- Shift costs 25 from 5
- Shade costs 25 from 5
- Marine Supply Changes
- MAC costs 5 from 10
- Armory costs 0 from 5
- ARCs cost 25 from 35
- Robotics Factory costs 0 from 5
- Sentry Battery costs 10 from 0
- Observatory costs 40 from 0
- Research cost increased to 35 from 25
- Research time increased to 90 seconds from 60 seconds
- Advanced Metabolise requires biomass 4 (from 5)
- Spores require biomass 5 (from 4)
- Power Surge
- No longer slows and damages aliens