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Note: TremZ and Unvanquished have up to a month ago split. They are now both separate projects

Unvanquished: http://unvanquished.net
TremZ: http://tremz.com
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Buffing the dragoon and nerfing the rifle and chaingun...hmmm
Will the shotgun be like 1.1 or 1.2?

No more barb pounce :(
SG should be 1.2ish

Nerf human, buff alien :o
I expect sm.

The problem of humans being worn out by attrition is still ignored.

i laughed when i saw "u've waited for 6 years" ,hope to be balance after the moderation

The problem of humans being worn out by attrition is still ignored.


They can't do anything about it unless they modify the whole building mechanics.

Maybe i shall try Tremz, that would help soothing my niche to play NS2

http://www.youtube.com/watch?v=ZjPywj1TODo

Maybe i shall try Tremz, that would help soothing my niche to play NS2

http://www.youtube.com/watch?v=ZjPywj1TODo


NS sucks compared to Tremulous, I am talking about 1 though.

i love NS1 human command system ;P

RTS meets FPS meets orgasm

those texture not much difference between tremz and tremulous :(

Sounds like a lot of stuff not change at all in this alpha release

They should make it DOTA like ...

Make it feels like whats popular right now and hope it will grab some players, re-skin is not the direction of improving a gameplay dead-ended game.

Tremz (Unvanquished) alpha is crappier than I expect...with major gameplay bugs and almost no change to the balance/mechanisms whatsoever..

The worst bug being unable to keep sensitivity.
Also missing textures in lots of maps, unable to bind certain keys except typing in console and fullscreen mode causing crashes are pretty deadly as well.

TremZ and Unvanquished have split into separate projects. Unvanquished is the one with an alpha release out (two as of April 1st). TremZ hasn't released anything, and doesn't have its source publicly available. Many of the bugs from the first release have been fixed (There are still four commands that you can't use the HUD to bind, but other than that we've fixed everything Joto mentioned). See unvanquished.net or drop by #unvanquished on Freenode for details or to provide feedback.

I'd also appreciate it if you could update the links in the OP.

Some stuff I forgot to mention:

So far, we have been focusing on getting our engine stable so we can move on to gameplay changes. Eventually, we plan on making significant changes (new weapons/classes etc) but this is in the distant future, and will only occur if we're confident that they'll be balanced and fun. Balance changes at this stage are experimental and likely to change. Please let us know if anything about our gameplay ideas pisses you off because it's relatively easy to change things right now.

Thanks for the input Kynes. I like Tremulous and I will surely give Unvanquished a try again. I never know TremZ and Unvanquished are different projects so sorry about that if we made some mistake in our "review". To be honest, it is sad to see that alpha 1 of Unvanquished is filled with bugs but I am sure you guys will improve it in the future.

As for gameplay, there is only one thing I concern - the problem of prolonged camping. The game rewards camping too much when it gives important credit/evolve points/stage points for killing enemies. It makes any decent player camps because they know they won't be helping the team for fighting outside. This has to be changed simply because the best way to play the game was to camp until the very last minute. Tremulous needs some sort of reward for controlling area of maps or capturing certain points etc. to improve this aspect of game.

Penalizing/removing rewards for camping is one of our top gameplay priorities, and we're considering some of the ideas from the Domination mod.

TremZ and Unvanquished was one and the same up to about a month ago. Not trying to make a fuss about the drama but some details here: http://aussieassault.net/forum/index.php?/topic/1941-the-direction-of-tremzunvanquished/

We always liked the old domination mod but had to stop running it b then cause too many players simply aren't used to it. No doubt about balance and gameplay are being important but I think we need to attract and eventually build a new community first. 'Significant changes (new weapons/classes etc)' would definitely be a great start to that