Author Topic: Confirmed 1.2 Features  (Read 11678 times)

FisherP

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Confirmed 1.2 Features
« Reply #30 on: May 23, 2007, 02:50:34 am »
Question: Are all the gameplay changes that tjw posted on http://trem.tjw.org/ going to be in trem 1.2.

For the record I like all those changes (except maybe adv goon at S2)

kevlarman

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Confirmed 1.2 Features
« Reply #31 on: May 23, 2007, 03:06:30 am »
Quote from: "FisherP"
Question: Are all the gameplay changes that tjw posted on http://trem.tjw.org/ going to be in trem 1.2.

For the record I like all those changes (except maybe adv goon at S2)
none of those changes are final, but that's what trem 1.2 looks like right now (and +goon at s2 is one of the most fun changes, it's mostly because of that change that humans can no longer camp until the time limit)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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_Equilibrium_

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Confirmed 1.2 Features
« Reply #32 on: May 23, 2007, 03:24:42 am »

mooseberry

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Confirmed 1.2 Features
« Reply #33 on: May 23, 2007, 03:46:27 am »
I'm not sure about this, but wasn't there going to be built in GUIDs?
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stalefries

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Confirmed 1.2 Features
« Reply #34 on: May 23, 2007, 03:53:42 am »
mooseberry, probably, from what I remember.
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techhead

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Confirmed 1.2 Features
« Reply #35 on: May 25, 2007, 02:54:13 am »
Still no word form the devs on what is in and what is just rumors.
I do remember no new weapons or classes, officially.
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