Changelog
1.6.2
Changes
- Fix Wilson not tipping or fidgeting after his introduction in c3_1 (i.e. removed some now-obsolete contexts)
- Fixed bug where developer overlay text could appear over beast home nodes
- Added a new feature for mods where health vials can be picked up and stored by the player (Does not effect EZ2) (https://github.com/entropy-zero/source-sdk-2013/pull/223)
- Added new Crab Synth NPC for mods and future content (https://github.com/entropy-zero/source-sdk-2013/pull/226)
- Added new Arbeit personality core NPC for mods and future content (https://github.com/entropy-zero/source-sdk-2013/pull/227)
- Added new Mortar Synth NPC for mods and future content (https://github.com/entropy-zero/source-sdk-2013/pull/229)
- Players can give friendly Combine assassins dual weapons
- Fix for bug with Combine assassin vantage points
- Added Manhack ammo type to EZ2
Unused Content
The Crab Synths, Mortar Synths, and Arbeit Personality Cores do not appear in the main campaign, but they are available for use and experimentation by modders. Like the Combine Assassins and Combine Husks introduced in 1.6.1, these come from sequel-related experiments and are included with the main game for simplicity and to keep them independent from our development cycle.
These NPCs do not have any accompanying demo maps, so in order to spawn them, you must use "npc_create npc_crabsynth", "ent_create npc_mortarsynth" (not npc_create), and "npc_create npc_arbeit_personality_core" commands in the developer console.
Note that mortar synths may spawn in the floor when created in this way. Use the "ent_teleport !picker" command successively while facing one in order to get it out of the ground.
How to get the update
If you would like to test out this new update, please set your Entropy : Zero 2 beta branch to "upcoming". For more information about beta branches, please check out our Entropy : Zero 2 version guide.
https://steamcommunity.com/sharedfiles/filedetails/?id=2861987007