This is a big release, quickly put together after our very successful playtest. Expect some big updates to the map pg_lunacy in the near future, for now we have big updates to the gameplay. This release is subtitled 'Movement'.
And here is the updated version of the mod!
Proving Grounds 1.7 'Movement'
Adjusted Marine resupply on 'e' to:
Cost - 2 res per Wave, Health - Max 50% of health per wave. Does not overflow to armor, Ammo - Supplies 2 clips of ammo (8 Grenades) per wave
Resupply no longer auto reloads your weapon
Reduced auto-res flow to 1 per 25secs (from 10secs)
Reduced RFK reward min/max to 3/9 from 5/15
Scoreboard now only shows - Score, Kills and Ping. Who needs to know how many times they've died in a death match game :P
Removed SlowspeedModifier on all classes/abilities
Removed Slow backward walking for all players
Massively increased health of Hive and CCAlien:
Reduced alien in egg time from 2 > 1, WaveSpawnInterval from 11>5 and WaveSpawnTimePerAlien 4>2
Increased MaxAliensPerWave 4 < 6
Aliens can now select 2 upgrades
Added Regen ability
Removed all carapace speed reductions for aliens (except fade)
Increased alien off-infestation regen percentage from 0.02 < 0.05 so it is now the same on and off infestation
Reduced all alien gestation times
Reduced MarineRespawnTime 7 > 3
Guns can no longer be dropped or picked up
Removed weapon stay. Guns vanish the moment you buy a new weapon. Ammo does not drop either
Removed Jump height restriction on marines
Reduced Marine airfriction force
Increased Marine AirControl
Set Marine walk speed to same as sprint
IP's are extremely hard to destroy, marines now have 2. (Don't waste time attacking them)
Added perma-NanoShield to IP's
Fixed alien losing abilities options after deselecting them and evolving something else
Player evolving when not selected any upgrades
Added Standard NS2 Fade. Fade has tier 2 weapons as all alien classes
Aliens cannot see Nanoshield on IPS, but marines can
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