MM8BDM-v2b Released!

Posted by admin | Releases | Saturday 11 June 2011 8:11 pm

Barely 24 hours have passed and there’s a new MM8BDM update! Well what do you expect when I get paid so mu… oh wait. Yes folks, this is a bugfix release so don’t expect too many new things to see here. There have been some SLIGHT balance changes but nothing major because I wanted to get this release out to fix the huge amount of crashes that have been going on recently. Playability is important y’know! Depsite that, I managed to fix quite a few niggles and minor annoyances that some of you have made me PAINFULLY aware of… Here’s the list of changes.

  • Thunder Bolt ammo bar fixed.
  • Fixed the turbo man “fail spot” where you could get stuck.
  • M Tanks now work with MM7 weapons.
  • Danger Wrap no longer shows a napalm bomb on detonation.
  • Increased Slash Claw/Thunder Bolt volume.
  • Fixed MMCTF10 blocking lines.
  • Gravity Hold, Super Adaptor and Exit Unit removed from duel mode.
  • Super Adaptor ammo depletion bug fix. You can now change weapons properly in mid air.
  • No longer able to “swim down” to reach weapons in Burstman stage.
  • Gravity Hold removed from Burstman stage.
  • Baccones no longer murder people when touched sometimes.
  • Crows, Fire Traps, Quick Beams and other hazards now correctly take a frag away from the player (But upon doing this ruined their obituaries, no way around it. Prove me otherwise!)
  • MM7 weapons added to LMS.
  • Eddie can now throw out MM7 weapons.
  • Super Adaptor now kills in 3 hits rather than 2.
  • AOE HUD hands now have five fingers (Kapus).
  • MM7 Boss no longer blinds software users.
  • Gamma’s energy refill bug fixed.
  • Sniper Joe now respawns correctly in training mode.
  • Junk Shield makes a sound when it is destroyed (from either too much damage or using another shield).
  • Downgraded to Skulltag 2999 to fix the huge amount of crashes players were getting online.
  • Removed hole in springman stage.
  • Cloud Man weapon layout changed slightly.
  • Thunder Bolt split damage reduced slightly.
  • Exit Unit removed from Gemini Man stage.
  • Blocked off a certain line which prevented Guts Man G spotting you.
  • Fixed Gutsman G “sniping” people.
  • Danger Wrap mines self detonate in a shorter period of time.

There may be other minor fixes that I didn’t think we worth listing (typos etc) but that’s the majority of this update. The big one is the downgrade of Skulltag version. I could have taken the time to report a bug and wait for the ST dev team to look into it but that’s not my style. My players come first, believe it or not, as a lot of you seem to have forgotten. If you want to make it known that something should be changed, please give me REASONS why you want something changed. Baseless whining and “IMO”‘s don’t get us anywhere.

To the rest of you who actually helped out and gave me reasons to change things, thank you for contributing. Hopefully this quick release will show that yes, your voices are heard.

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