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> Battle Grounds 2 Version 2.1 Released
Bubka3
post Oct 8 2011, 04:17 AM
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The time has come for Battle Grounds 2 version 2.1! The Development Team is proud to offer this latest version of BG2, with features such as improved heads up display, improved maps like Township, new Fowler gun, new ticket system option (Battlefield style games) and improved combat movements/melee system. These are just a few examples of improvements that players will find in 2.1, but instead of sitting and reading about it… why not go grab it and experience it for yourself! The causes of Liberty or King and Country await!

-Nathan Hale

Installer:

Mirror 1:
http://router.download.maverickservers.com...1-installer.exe

Mirror 2:
http://www.acc.umu.se/~tjoppen/files/bg2/b...1-installer.exe

Mirror 3:
http://mirrors.redspeedservers.com/bgmod/v...1-installer.exe

Server .zip Mirror 1:
http://www.acc.umu.se/~tjoppen/files/bg2/bg2-2.1.zip

Server .zip Mirror 2:
http://www.moddb.com/mods/battle-grounds-2...2-21-server-zip

View the official post here.

Notice: The downloads page will be updated once the server files are out. We will have them ready shortly.
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Hawke
post Oct 8 2011, 05:30 AM
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And Trenton.


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OctaviusMaximus
post Oct 8 2011, 06:20 AM
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plz fix bayonet. i think u accidentally broke it

This post has been edited by OctaviusMaximus: Oct 8 2011, 06:20 AM
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wellington
post Oct 8 2011, 07:28 AM
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Link for server files plox
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gRanTeLbArT
post Oct 8 2011, 08:57 AM
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Server .zip: http://www.acc.umu.se/~tjoppen/files/bg2/bg2-2.1.zip


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Commander James
post Oct 9 2011, 05:44 AM
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hud looks like shit


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simo
post Nov 12 2011, 12:22 AM
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very excited to play this.
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Smiechu
post Dec 10 2013, 02:16 AM
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Where is the official changelog?
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Chris101
post Dec 10 2013, 06:04 PM
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======================
== Version History: ==
======================
2.1 - October 8, 2011

Add ticket respawn game mode (ála Battlefield). It's activated via mp_respawnstyle 3 and tweaked via mp_tickets_*
New HUD, highly tweakable via scripts/HudLayout.res
- uses a left/right swing-o-meter to visualize the score/ticket balance between the teams
Separate physics system for the bullets, with 1 kHz accuracy and proper lag compensation
- this means the old "player launched into air" bug has finally been squashed
- this also means the guns are usable with considerable latency - up to around 400 ms works OK
Fixed the "kevlar arms" issue - bullets now hit any chest/gut that is behind the victim's arms
Introduced a slight delay to the bullet actually leaving the barrel to compensate for the guns' much improved lethality
Delayed slash weapon hits to the head are not demoted until 100 ms, just like the bayonets
Fixed players not spawning randomly - especially them not spawning in recently activated spawn points
Simplified the way stamina affects player speed - it's now a simple linear ramp from 50%-100%
Upped side/backspeed factors to 75%/55% and dropped officer speed from 220 to 210
Made bringing up/down sights quicker
Sights can now be brought up via +zoom, and are brought down when said button is released.
By default the sights still toggle via Q though
Made crosshair circle only draw when weapon is loaded to emphasize that melee is straight ahead
Lots of weapon tweaks. Most important of these are:
- decreased buckshot spreads by 25% and increased shot count from 8 to 10 (25%)
- upped revolutionnaire and charleville damages by 1, making gut+arm damage lethal for both
- made fowler more accurate than the revolutionnaire
- made carbine less accurate than the normal brown bess
- lowered carbine reload time to 6.0 seconds and made the animation less awful
All muskets and rifle view models now share a common skeleton and compile system thanks to Steve

New maps:
bg_township
bg_trenton
bg_hamlet

Updated maps:
bg_assault
bg_fall
bg_germantown
bg_hubbardton
bg_plateau
bg_pillage

Removed maps:
bg_pinebarrens
bg_miningtown
koth_nightraid


Located: sourcemods/bg2/readme.txt


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