Tabulated the remantler and added a 2nd tab to the remantler, trinkets. You can now construct trinkets from scrap at roughly the same ratio of points to scrap.
New formula for receiving scrap as commission if you’re the owner of a remantler: you now get about 12% of the scrap cost used to upgrade a weapon. Should make it more worthwhile to own one.
Doubled the amount of scrap you can resupply.
Allowed most melee weapons to be disassembled now. The most common ones (Lamps and Keyboards) give you virtually no scrap.
Allowed craftable melee weapons to be upgraded, now that they can be assigned some “tiers”.
Lacerators now ignore leg damage, as it is too easy to slow them with it.
Lacerators are now worth 6 -> 7 points.
Impact mines now silently remove after 15 minutes instead of 7.5 minutes.
Gluon range and venting speed decreased slightly.
Hemophilia has been made a bit stronger in penalty again.
Akbar reload speed: 1 -> 0.95 (The firerate reduction will be reverted).
Eraser sound reduced slightly.
Made Impaler bolts look a bit more noticeable with a new impact effect, making them a bit more similar to other crossbow bolts now.
Made dropped quality weapons have their kill icon color apply to their glow effect.
All dropped weapons with custom models should now have their corresponding glow effect.
Remantling interface now shows the percentage change in particular stat for Honed secondary bonus stats (so for example, the % reload speed increase), if it is relevant to display it this way.
You can now mark a prop_weapon with the restrained keyvalue in order to freeze it in place.
Changed the models of scrap ammo.
Remantle costs now show in red if you don’t have enough scrap.
Disassembling weapons is now audible to other players.
You no longer need a weapon to open the remantler menu. Obviously the Remantling tab will be no use to you in this state, but in the other tab you can still construct trinkets with any scrap you have if you don’t have a weapon inside.
Fixed flashlight not working in third person correctly.
Fixed cases where killing the entire zombie team with a trigger_hurt ZE weapon potentially allowing you to win a game.
Fixed the overly large board ammo models.
Fixed and adjusted screen scaling on the remantler interface.
Shade shield was a bit too restrictive in terms of the shade not being able to move, so for next update the Shade can move slowly while channeling the shield. It’s also much much faster to create. He can also throw rocks a bit faster than before.
Added a new boss class - Red Marrow - After each bout of 200 damage, the Red Marrow will form a blood shield for 4 seconds and become immune to damage, but cannot attack during this time. It effectively acts as a damage tank or distraction zombie. (Darker One)
Added a new Tier 5 assault rifle for 200 points - ‘Terminus’ SCAR-L - Nothing fancy or unique, just raw fire power. (Darker One)
Moved the Deagle to Tier 3. Increased the damage from 47 -> 53. There was a lack of pistols in Tier 3, and a general majority saw it as being a very powerful pistol for the tier, so much so to adjust the power level of said tier. Moving it to Tier 3 solves the problem of pistol clutter in Tier 2.
Adjustments like piercing bullets could be discussed for later balance.
Reworked the Gluon heavily.
Now uses a short and long term heat system. Short term heat decays quickly over time, but long term heat does not.
Reaching 100% total combined heat will force you to vent the Gluon. You can manually vent by pressing R. Venting is the only way to remove long term heat.
Reduced the maximum range of the Gluon by 30%. (1280 -> 896).
Made the Gluon use a hull size of 4. This means it can’t shoot through small gaps.
The damage properties of the weapon remain the same.
Changed the beam effect additionally, made it more responsive to time.
The Gluon now pulls from all your ammo sources and it doesn’t need to be “reloaded”. You should be able to give a Gluon to other players without issues.
Changed and reworked Wide Load. Instead of completely stopping you from phasing, now limits your phasing speed to 1 for the first 6 seconds of phasing. This applies to manual phasing and phasing when going through sigils.
Holding a repair field or zapper deployable now allows you to resupply pulse.
You can’t empty the clip of items like stones, grenades and other deployable items anymore.
Reduced the door glow effect some more, and decreased the distance in which it starts to apply the effect.
Added a maximum distance of viewing nail HP.
Added a flash bomb kill icon/arsenal upgrade icon.
New zombie class/kill icons added missing icons and adjusted a few existing ones (Darker One)
Fixed suiciding or being killed by a non player allowing you to become a torso/legs instead.
Fixed a rare bug where the Inquisitor would split more than once, and refactored the projectile code in general.
Fixed Inquisitor crossbow bolts being destroyed when they shouldn’t be on things like props.
Fixed nail HP being visible through walls.
Fixed zombies getting 2nd wind from a non player attacker. A normal zombie could revive constantly from a source like a trigger_hurt.
Fixed transparency radius not culling custom weapon models/attachments.
Zombies can no longer use human custom weapons in ZE. (Benjy)
Stopped props from pushing you in ghost mode while you’re phasing.
Stopped being able to push zombies with Critical Knuckle while they have spawn protection.
Ammo pickups that require you to have a weapon that uses the ammo will take into account weapons that resupply with that ammo.
Map placed items like stones and grenades should now come with ammo if picked up.
Blast turrets don’t grant additional ammo when bought from arsenals anymore, as regular turrets no longer do this.
I unlocked the drone recently only to realise it’s still a useless piece of shit, the drone bullets still avoids the nest, the fix didn’t work.
Human players joining late will no longer be dynamically spawned on another player who is near a zombie.This is a great feature, but it should also include zombie spawns.
I’ve seen 1 or 2 late joiners dynamically spawn on players who were near the zombie spawn while there were no zombies present, and then seeing zombies respawn and go after them.
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