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Enemy Territory: Quake Wars

Platform(s): PC
Genre: Action
Publisher: Acivision
Developer: id Software

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PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Enemy Territory: Quake Wars' - v1.5 Full Patch Details

by Rainier on May 8, 2008 @ 10:40 a.m. PDT

Developed by Splash Damage and built on id Software's new MegaTexture rendering technology, Enemy Territory: Quake Wars pits the armies of Earth against the invading alien Strogg in the ultimate online strategic shooter. Featuring strategic team play, persistent character promotions, day and nighttime combat missions, and the universe's most powerful weapons and vehicles, Enemy Territory: Quake Wars transports players to the front lines of an epic new war for Earth.

Get the Enemy Territory: Quake Wars v1.5 BETA Patch/Server off WP (490/64mb)

User Interface Improvements

We've packed tons of small UI and HUD improvements into the 1.5 update, lots of which are the result of feedback from our players. We've added new customization options for turret lock-on warnings, so you can now get the full warning (beep and text), just the warning tone, just the HUD text, or nothing at all. Mine trigger warnings can similarly be toggled on or off and it's also possible to set the size of the mine indicators on the HUD or turn those off completely.

The Limbo menu sees the addition of an Auto-Join button, which, as the name might imply, joins the team that is currently short in numbers. We also found that a lot of people didn't quite understand the Hot Servers tab in the server browser, so we've thrown that out in favor of a much more straightforward 'Join Best Server' button. The functionality is still the same, of course, so pressing that button will put you on an available server that's close to you.

New Customization Cvars

A lot of our players are really into the game and would like to customize as many aspects of it as possible. To that extent, 1.5 brings a variety of new cvars that can be used to really adapt the game to how you want it. It's now possible to set mouse sensitivity on a per-vehicle basis, so if you'd like your mouse to be really twitchy in flying vehicles and far less responsive in, say, the Trojan APC, you can do just that. We've also included new cvars for quickly switching spawn points for those who want to avoid the limbo menu whenever possible.

Matchcasters will no doubt enjoy the new spectator mode functionality in 1.5. There are several new commands that allow spectators to switch to the next/previous player, and to directly hop to a specific client. You can also jump to players currently completing the objective, and even set a custom camera position and angle that you can hop to at the touch of a button.
Ranks and Statistics

In the statistics department, the in-game scoreboard once again correctly displays player ranks, so you can quickly tell who's experienced and thus safe to follow around in the game. Vehicle and deployable kills are now counted correctly in your statistics, and there have also been a few smaller fixes related to objectives giving no or too much XP.

On the Ranked Server side, servers are now restricted to a maximum number of 24 players, since that is what the maps were balanced for. It's also no longer possible to start a ranked match with fewer than six players.

Bot Improvements

John Dean over at id Software has been busy teaching the ETQW bots new tricks for the upcoming console versions. We didn't want our PC players to miss out on these, so 1.5 features a truly colossal number of bot-related improvements. In general, bots now understand the battlefield even better than before and will act more like a human player would. Your AI teammates have also been conditioned to pay more attention to what you're doing and they'll better support you in vehicles and when attacking objectives. There are loads of other bot-related fixes and improvements - check the changelog below for more.

Miscellaneous Fixes

1.5 also comes with a large number of bug and exploit fixes. Some of these are actually quite inventive, such as using the Third Eye Camera to transmit an objective when the player is actually nowhere near it, or using an Icarus vehicle drop to teleport inside a building. There were also several map holes that have now been plugged and number of smaller fixes that were made (such as the MCP sometimes dropping in sideways).

Enemy Territory: QUAKE Wars 1.5 Full Changelog

User Interface

Added an Auto-Join button to the Limbo Menu
Added new server browser filter. Players can now filter servers by the maximum number of bots playing
Revised the 'Hot Server' weightings so lower ping servers are given higher priority than before
Replaced Hot Server list with a 'Join Best Server' button in the server browser
Fixed custom maps confusing the map voting system
Fixed the Flyer Drone personal best being referred to as Flyer Hive
Fixed the 'Most Vamptire Damage' typo in Personal Achievements
Fixed the final Objective in a map not counting towards the Most Objectives Completed end-game reward
Fixed Player Ranks not showing in-game or on the Scoreboard
Fixed spectators seeing a defaulted string in the end-game scoreboard
Fixed transparency options for Tooltips and Subtle Motivators not always saving
Fixed video options not always saving if a player is using a 'Set as Default' profile

HUD

Fixed the Buddy Player Arrows showing when a friend playing on the enemy team took a disguise
Fixed the Objective Bar sometimes flashing red while an objective was being completed
Fixed the first bar of a two-part objective sometimes being empty when a client connected to a server
Fixed the deployable HUD icons being affected by picmip
Players will no longer receive warning VO for incoming enemy artillery
Added g_aptWarning for toggling APT warning on the HUD
Restricted the g_mineIconSize cvar to values between 0 and 20
The Fireteam menu will now not show 'next page' unless there are 9 or more players (instead of 8)
Fixed Buddy Player Arrows showing up as the incorrect colour if that player had a Clan Tag
Fixed the Objective Bar sometimes changing colour

Ranked Servers

Locked si_maxPlayers to 24 on Ranked Servers
Fixed being able to start a match on a Ranked server with less than 6 players

Map Loads, Auto-Downloads, ETQW:TV

Fixed downloading modifications from the server not working with Vista and UAC
Fixed the intro movie overriding the Accept Download prompt for mods on game restart
Fixed the map loading music continuing to play after the load had completed
Fixed the server crash when clients are downloading files
Fixed ETQW:TV Relays crashing when clients tried to connect too early

Player Statistics

Fixed capturing the Energy Cells on Quarry giving no XP
Fixed certain Achievement stats, such as Vehicle and Deployable kills, not being counted
Fixed ranks above Supreme Commander displaying as ##### or emptyname
Fixed Mining Laser objectives giving an additional 40 Soldier XP to the constructor
Fixed XP Save not working on reconnects

Miscellaneous

Added several commands for spectating:

spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.g. "Specate Client 1" or "Spectate Client Tapir" for a player called Tapir
spectate next - Jumps to the next player
spectate prev - Jumps to the previous player
spectate objective - Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)
spectate position - Jumps to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera.

Added the setSpawnPoint command:

setSpawnPoint next - selects one spawn ahead of the player's current selection
setSpawnPoint prev - selects one spawn back from the player's current selection
setSpawnPoint default - selects the current front-line spawn point
setSpawnPoint base - sets the player's spawn point to the main base (Command Center/Domination Hub)

Added several cvars for separate vehicle sensitivities:

m_bumblebeePitchScale - adjusts the vertical sensitivity in the Bumblebee
m_bumblebeeYawScale - adjusts the horizontal sensitivity in the Bumblebee
m_heavyVehiclePitchScale - adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator
m_heavyVehicleYawScale - adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator
m_helicopterPitchScale - adjusts the vertical sensitivity in the Anansi and Tormentor
m_helicopterYawScale - adjusts the horizontal sensitivity in the Anansi and Tormentor
m_lightVehiclePitchScale - adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky
m_lightVehicleYawScale - adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky
m_playerPitchScale - adjusts the vertical sensitivity as infantry and in the Icarus
m_playerYawScale - adjusts the horizontal sensitivity as infantry and in the Icarus.

Added several cvars for automatic recording of demos and generating of screenshots of the end game score board:

g_autoScreenshot - automatically take a screenshot of the scoreboard at the end of a map
g_autoRecordDemos - automatically starts & stops demos at the start & end of a map
g_autoScreenshotNameFormat - auto screenshot name format
g_autoDemoNameFormat - demo name format

Fixed the "Deployable Location Approved" VO playing when the deploy process had not successfully completed
Fixed the intermittent server crashes some users were experiencing
Fixed unintentionally skipping through multiple weapons and tools when using the mousewheel
Fixed the 'Aborting Bombardment' VO not playing when the Airstrike/Violator beacon is in an invalid location
Fixed spectators sometimes hearing hit-beeps when switching between players
Fixed player landing sound sometimes playing multiple times
Fixed some cases of vehicle wheels occasionally being above the ground when they spawn
Fixed a disguise spotting issue
Fixed lock-on issues when the MCP is disabled
Fixed visual MCP deploy issue where it would sometimes come in sideways
Fixed objects sometimes showing up in the wrong place when playing back demos

Bots

Bots in single player are much more focused on the player and the commands the player gives
Mission Critical bots will follow you to the objective then complete it once you lead them there
Bots skill with the Anansi and Tormentor has been improved
Bots in flyers are now much more dangerous on the higher skill levels
Bots on Easy difficulty have been made easier
Bots now understand the MCP changes implemented in 1.4
Bots are better at accomplishing objectives
Bots are better at guarding their teams HE/Plasma charges
Bots keep focused on their current enemy when they jump into a vehicle
Bots will no longer use mounted MGs if there are no enemies around the MG to attack
Bots are much better at attacking deployables
Bot gunners now target deployables
Bot gunners will more often stay in the vehicle with you
Bots now drop health crates dynamically
Fixed bots not driving the MCP on Slipgate
Fixed lots of cases of the bots having issues pathing to a goal
Fixed potential bot freeze issue with enemies & hunting
Fixed Medics not seeing obstacles when giving supplies
Fixed Anansi pilots getting stuck chasing Icarus players around the map
Bots will now avoid vehicles 'booby trapped' with Charges, unless it's the MCP
Bots will now stop and give engineers time to repair their vehicle
Bot Oppressors will use their Energy Shields more effectively
Bots can now use all seats in the Bumblebee
Removed some debug prints
Lots of miscellaneous bot tweaks, fixes, and improvements

Tooltips

Fixed the 'Press F3 to Ready Up' tooltip not always displaying
Fixed the Tooltip frame being completely white on first map load
Fixed decoy tooltip not always playing
Fixed Strogg Hack tooltip not playing on Volcano
Fixed players not turning to face final objective on Outskirts during tooltip
Fixed not resetting proficiency upgrade VO when resetting tooltips

Fixed Exploits

Fixed map holes in Salvage, Refinery and Area22
Fixed an exploit with the Third Eye Camera
Fixed clients having incorrect spread values for the Scoped Assault Rifle whilst unscoped
Fixed exploit that allowed GDF to get past Strogg Energy Shields
Fixed being able to complete certain objectives at a distance


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