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Entropy : Zero 2 News

Release 1.7.1 published to beta branch for testing

We have pushed an updated build of Entropy : Zero 2 to the upcoming branch for testing.

This update exists to resolve issues with the previous 1.7.0 build.

[h2]Changelog[/h2]

[h3]Code Changes[/h3]

  • Fix stukabats spawning fully grown stukabats by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/263
  • Bullsquids precache adult, baby, and egg models by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/264
  • Wilson look cameras and omnipresence by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/267
  • Stasis grenade: NPCs should not teleport when unfrozen by @1upD in https://github.com/entropy-zero/source-sdk-2013/pull/266


Full Changelog on GitHub: https://github.com/entropy-zero/source-sdk-2013/compare/ez2_release-1.7.0...ez2_release-1.7.1


[h3]Asset Changes[/h3]

  • Fix crash while transitioning from ez2_c4_2b to ez2_c4_3



[h2]How to get the update[/h2]

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

Release 1.7.0 published to beta branch for testing

We have pushed an updated build of Entropy : Zero 2 to a new release branch for testing. (Release-1.7)


[h2]New Animations[/h2]

1.7.0 adds new dynamic interactions to many NPCs. Check out this video that shows the new animations in action.

[previewyoutube][/previewyoutube]


[h2]Mapbase 7.2[/h2]

The 1.7.0 update includes Mapbase version 7.2, which brings many improvements and changes for mappers to use. You can read more about Mapbase 7.2 here:
https://www.moddb.com/mods/mapbase/news/mapbase-v7-2-released


[h2]Changelog[/h2]

[h3]Code Changes[/h3]

  • Fix certain CS:S weapons always gibbing NPCs by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/240
  • Kick attack immediately ragdolls enemies near ragdoll magnets by @1upD in https://github.com/entropy-zero/source-sdk-2013/pull/244
  • Fix certain soldiers staring at the player for potentially hundreds of seconds after Bad Cop says something by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/245
  • sk_tripmine_use_owner_relations: Tripmines can use owner entity's relationships instead of default relationships by @1upD in https://github.com/entropy-zero/source-sdk-2013/pull/248
  • Stasis grenade effects by @1upD in https://github.com/entropy-zero/source-sdk-2013/pull/250
  • Fix MP5K using incorrect NPC activities by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/252
  • Xenbies support forced headcrab release by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/257
  • Enable zombigaunt interactions by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/258
  • point_detonatable by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/236
  • Mapbase v7.2 in E:Z2 by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/251
  • Predator dynamic interaction events and AI fixes + Option for mid-animation eating by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/259
  • Predator "aiming" support by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/260
  • Misc. predator fixes by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/261
  • Rewrite stukabat NPC to support optional fly nav, divebomb telegraphing, ragdolling, unique stukapup model, etc. by @Blixibon in https://github.com/entropy-zero/source-sdk-2013/pull/262


Full Changelog on GitHub: https://github.com/entropy-zero/source-sdk-2013/compare/ez2_release-1.6.3...ez2_release-1.7.0


[h3]Asset Changes[/h3]

  • Bullsquids have footstep sounds created by CW3D
  • Gonome eating animation tweaked to trigger the "eat" event mid-animation (as opposed to at the end of it)
  • Stukabats have glowing eyes
  • Xenbies have a zombine-like jawbone instead of a void under the headcrab (only visible after being killed by a barnacle, certain dynamic interactions, etc.)
  • Bullsquids and gonome models support foot IK chains (i.e. dynamic foot positions based on ground traces and animation blends)



[h2]Known Issues[/h2]
  • The level transition from the map ez2_c4_2b to ez2_c4_3 (Or Venture Ghost to Exhumation Zone) causes a crash.
  • Stukabats that spawn stukapups will have stukapups with the same appearance as fully grown stukabats.
  • Loading a save with bullsquids can cause them to appear to be looking in the wrong direction.


We are looking to resolve the first two of these issues in the next release. This release will not be published to the default branch.


[h2]How to get the update[/h2]

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

1.6.3 update is live

[h2]Entropy : Zero 2 Version 1.6.3[/h2]
Overwatch is requesting all units refresh and resolve. Update is live. Acceptance is mandatory.

Version 1.6.3 is going live on the default branch of Entropy : Zero 2 today.

The 1.6 update mostly consists of small QOL improvements with NPC behavior. You can read the full changelog below or click on the individual version numbers to see the announcement for each build.

1.6 also adds some new NPCs that do not appear in the campaign. These are creations that the EZ2 team is working on for potential use in future projects that are made available for workshop addons and mods.

Finally, 1.6.3 makes a change to the way autosaving works in EZ2. You can set a "Save History Count" on the options menu which defaults to 10. The game will preserve up to this many saves. This is intended to prevent situations where you might not have an older save to go back to when you need to load an earlier save.

[h2]Changelog[/h2]

[h3]1.6.0[/h3]
Changes Unused Content
https://www.youtube.com/watch?v=dKf37rZ7e1Q

[h3]1.6.1[/h3]
Changes Unused Content


[h3]1.6.2[/h3]
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
Unused Content
  • 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



[h3]1.6.3[/h3]
Changes
  • New menu option "Save History Count" to change the number of quicksaves and autosaves the game will retain. Defaults to 10 instead of 1
Unused Content
  • Updated metrocop view models in models/weapons/ez1 for mappers to use EZ2 animations
  • Improvements to Husk NPC ( https://github.com/entropy-zero/source-sdk-2013/pull/235 )
  • New input for mappers to change manhacks into Clone Cop manhacks (SetNemesisManhack)


[h2]Unused Content[/h2]

The new NPCs added in the 1.6 update do not appear in the main campaign, but they are available for use and experimentation by modders. They stem from experiments for where we plan on taking the E:Z series going forward. However, for simplicity's sake, we've decided to release them publicly with the game so that the community can use them.

You can find a new "Combine Assassin Demo" map in the Bonus Maps menu demonstrating the new assassins. The other NPCs do not have their own demo map and must be created through the developer console.

Husk Soldier - npc_create npc_husk_soldier
Husk Cop - npc_create npc_husk_police
Crab Synth - npc_create npc_crabsynth
Mortar Synth - ent_create npc_mortarsynth
Personality Core - npc_create npc_arbeit_personality_core

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.

Vote Entropy : Zero Uprising for Mod of the Year 2023



It's that time of year again. ModDB is hosting the 22nd Mod of the Year awards! Let's take this opportunity to show some love and support to the mods we've enjoyed this year.

[h3]Entropy : Zero Uprising[/h3]

Entropy : Zero Uprising (EZU) is a mod for the original Entropy : Zero (EZ1) that released in April of 2023. EZU puts players in the boots of a different metrocop called Victor-Sixty and is set immediately following the destruction of Nova Prospekt during the events of Half-Life 2. If you haven't played EZU Episode 1 already, we would highly recommend giving it a try! It only requires EZ1 to be installed and you can download it from ModDB.

Please consider voting EZU for MOTY 2023!

[h3]EZU Episode 2 News[/h3]

EZU just published an article showing their progress on the second episode, which will be a mod for Entropy : Zero 2. Check out the article here:
https://www.moddb.com/mods/entropy-zero-uprising/news/entropy-zero-uprising-episode-2-progress-update


The EZU team has also published a gameplay preview for Episode 2. You can find the video below, though we would highly encourage reading the whole article as there's a lot more information and media than just what's in the video.
[previewyoutube][/previewyoutube]

Release 1.6.3 published to beta branch for testing

We have pushed an updated build of Entropy : Zero 2 to a new release branch for testing. (Release-1.6)

[h2]Changelog[/h2]

[h3]1.6.3[/h3]
Changes
  • Updated metrocop view models in models/weapons/ez1 for mappers to use EZ2 animations
  • New menu option "Save History Count" to change the number of quicksaves and autosaves the game will retain. Defaults to 10 instead of 1
  • Improvements to Husk NPC (https://github.com/entropy-zero/source-sdk-2013/pull/235)
  • New input for mappers to change manhacks into Clone Cop manhacks (SetNemesisManhack)


[h2]How to get the update[/h2]

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