Hey there.
It's me again.
Boy, I feel like I just opened a freaking time capsule. (and forgot to close it)
Because I haven't played the game for a VERY long time, what did I miss in terms of Bug'n'MAS?
Also, you can clearly see how much better my English is than it used to be. (it's still not perfect, granted, but at least I don't struggle anymore trying to say the easiest thing possible)
Good to keep an eye out for.
Two things I've definitely noticed with the BM2 bugs:
"MASH THAT [...] SPACEBAR!" - me on flying as most bugs
I know that not every bug is supposed to be like the Firefly, but still, getting upwards is a real chore.
Also, are they attacks supposed to knock down almost everything (blocks-wise)? Not that I'm complaining, they're giant insects, all things told, but still.
Playing on Bedroom (the block one) provides decent amount of fun even alone, but of course playing with people would be more than ideal.
Overall, I love the direction that the mod's heading in, and unless my internet fails me (which it often does) - expect to see me on the server. (unless it's private, yadda yadda, plsgimmekey)
Ah, I remember you. Looks like the last time you posted here was nearly two years ago. :L
Some things that have happened:
-BugMod6 will be released to the public, and instead BugMod5 will be kept private
(though I might might include some of the bugs in gamemodes)-Some good progress has been made on Mod4
-I released more MAS mods that you might not have seen:
Troop Transport,
Orb Launcher,
Teh Scarab-Waps (robotic bugs yay),
Interceptor gunshipAlso the Saturday servers are always open (no pass), and they usually go up at 3:00PM PST
The SpaceBar mashing will probably be changed to holding the space bar. Some bugs will keep the current system though, because they are supposed to have a hard time flying (Earwig, Praying Mantis, etc).
The attacks breaking most bricks is somewhat accidental, haha. None of the builds I use on the server are designed with brick breaking in mind, so I never think to balance the weapons in that area.
I've added that to my to-do list though, so hopefully I'll get around to fixing that up eventually.
Speaking of balance, I have made some changes based off of feedback/testing from yesterdays server:
-Reduced the health of the worm (1800 to 1600)
-Increased the pulse delay of the Jumping spider bite poison slightly
-Reduced the attack rate of the jumping spider slash slightly (needs testing. I might revert this change)
-Reduce the pulse damage of the jumping spider bite (from 12 to 9, for a total of 56 dmg instead of 68 dmg)
-Reduced the health of the tick slightly (from 350 to 280)
-Nerf the Bug Acid ball poison (reduced pulse damage, and made non-lethal)
-Increased the running speed of the Guard bug SLIGHTLY (they were overly slow before, lol)