Publish 411



  • [header]In general[/header]

    • Redid the account box. It now slides in from the top right and is bigger / more noticeable. It will only be visible when you open the chat box.

      • You now receive different amounts of Silver for awards depending on the difficulty of the award. Hardest is 5,000. Hard is 2,000 and any others are 1,000.
      • Labels have been made a bit more transparent and their maximum length has been set to 255 characters.
      • Fixed /votemap <mapname> shortcut not working.
      • Fixed the AFK kicker not working properly.
      • Fixed /mapstats displaying untruncated numbers.

      [header]Zombie Survival[/header]

      • The formula for barricade health has been altered. Previously it was Clamp(Mass * 3 + Volume * 6, 150, 1100). It has now changed to Clamp(Mass * 2 + Volume * 3, 50, 1000). The old formula was causing things like boots and chairs to have 500+ health.
      • There is now 30 extra seconds before the first round of Zombie Escape.
      • Added the Noodle Arms debuff. Disallows picking up of objects in exchange for Worth.
      • Muscular now actually makes your arms bigger.
      • Targeting a person who is carrying a prop will now display “Carrying: [model]” instead of their current weapon.
      • There is now a 3 second grace period after a Meat Hook falls off of a zombie. Only the person who originally used it will be able to pick it up during this time.
      • Nailed props that have been broken off now have a more obvious effect. They also will automatically break after 10 seconds.
      • Hemophilia has been changed. It not longer prevents people from being healed. Instead, being hit by a zombie will now apply a bleeding effect on you. This will do 20% of the original damage over time.
      • Fixed spectating a zombie, having them redeem, and then staying spectated to the now-human player.
      • Fixed Muscular persisting through different rounds.

      [header]Retro Team Play[/header]

      • Melee weapon timings and ranges have all been matched to their animations and model sizes. A few had hilariously short ranges (short sword) or absurdly long ranges (mage wand).
      • Berserker Charge hit detection is now a lot better.
      • The Crafter building menu now opens when you press the menu key and closes when you release it instead of stupidly creating a frame.
      • Air vehicle controls have been redone. Thrust has been replaced with Cruise mode or Hover mode. Holding down W will make you fly forward and letting go will slowly drift into landing speed.
      • Raven and Wasp fighters now use physical bullets instead of instant tracers and had their damage and firerate changed to compensate.
      • Hovercycles can no longer strafe sideways with A and D.
      • Third person camera is now centered behind the player rather than over the shoulder. Vehicle third person is now shared with player third person so use the Context Menu © instead of Sprint (shift).
      • -Skirdge:
      • Added new warrior ability: Leap. The warrior jumps straight up and comes crashing down with increased gravity. Does small area damage where the warrior lands. Does double damage if the warrior lands on someone. If the warrior leaps into something solid it stuns itself. Everything is based on the warrior’s downward speed when it lands.
      • Added new assassin ability: Shadowstorm. A smoke cloud that lasts for six seconds on a thirty second cooldown. Makes the assassin unbreakably invisible and immune to hostile statuses while inside. Radius is about twice that of a toxic cloud.
      • Added new assassin ability: Nether Bomb. This is a remote detonation bomb that ramps up in damage over a ten second period. Can’t be used effectively mid combat so it’s more of a place and wait type of ability. Can be attached to vehicles, flags, etc. Is destructible by everything. Drains mana of entities it’s attached to and also mana stuns upon detonation. With this and the above two changes all of the non spellcaster classes except for crafter have six abilities, which is what we were aiming for.
      • -The Darker One:
      • Added new remade class: Dragoon
      • -Inferno Blast: Ability with a 15 second cooldown. After a 1.25 second cast time, lobs a large fire ball in the direction you’re aiming. Cast time slows down movement speed and prevents jumping. Inferno Blast is comparable to Flame Spiral in terms of aoe and damage but is affected by gravity and can’t be counterspelled.
      • -Dragoon Flight: Ability with a 20 second cooldown. Grants flight capability for 10 seconds. Being anchored or carrying the flag will stop this effect. While in the air, pressing your jump key will flap your wings to send you upwards. Holding down the jump key will make you glide down slowly. Wings become fatigued when they flap and will have less upward lift as they are used. Standing on the ground will quickly regenerate fatigue.
      • -Dragoon Dash: Ability with a 15 second cooldown. For 5 seconds, gain blazing speed that will leave a trail of Burns on the ground behind you.
      • (Skirdge)-Flamethrower: Spell with a 20 mana cost. Breath fire in front of you to deal fire damage.
      • (Skirdge)-Salamander Skin: Spell with a 30 mana cost. For 30 seconds, grants immunity to the Burn status, ignores any fire damage bellow 5 and reduces by half any fire damage above that.
      • -Dragon’s Blood: Spell that works exactly like Greater Heal except that you can’t heal others and half the healing is done after the channeling. When the channel stops you will heal the same amount during the channel over twice the duration of the channel. So channeling for 3 seconds means you will heal that same amount from that 3 seconds over a 6 second buff when it ends. Buff is capped at 10 seconds. The channel heal and buff heal don’t stack.
      • -Fiery Talon: Spell with a 30 mana cost. Sends 5 Burn projectiles in an arc pattern.
      • Being hit directly by a Burn projectile will ignite you the same as stepping on it.
      • All ice spells now create icebergs on water. Icebergs last 10 seconds, have 50 health, are immune to cold damage and take double fire damage. If a player is in the area where it should be created the iceberg won’t spawn.
      • The longsword now has a defensive stance while standing still for a second. Aiming your view at invertible spells will bat them away as if inverted. Taking damage, attacking or moving will remove the defensive stance.
      • Jolt: Added self damage. Is now a combo spell with Poison Rain when electric spells hit the cloud.
      • Gust only affects the area in front of you.
      • Earthquake no longer damage players you don’t have direct line of sight with. It will still knock them into the air.
      • Volcanic Blast now has a higher minimum angle. When it reaches a certain negative z velocity (downwards) it fragments into multiple projectiles. The initial projectile has a smaller radius and damage.
      • Reduce the damage when indoors on Sun Beam. Add a blind when outdoors. Fixed the effect not playing properly.
      • Longbow no longer has strength scaling and needs to be fully charged to shoot. Time to charge and refire is reduced.
      • Bouncer arrow bounces off enemies hit towards the nearest enemy to it. Player hit counts towards bounce count and stops if there is no more enemies to bounce to. Can only touch an enemy once.
      • Improved tracking on Sprite Arrow.
      • Crossbow now slows you down instead of holding you in place while reloading.
      • Harpoon completely redone. People affected by harpoon wont slide across the floor anymore and will be able to walk at a slower speed. It will act like a leash meaning moving away from the target will drag them with you. Can now hit vehicles which will pull you along and slowly reeled towards it. Lasts twice as long when latched onto a vehicle. No longer has homing. Will snag after 1 second instead of instantly if the person is pulled next to you or you lose sight. Cooldown increased to 10 seconds.
      • Star Burst’s main projectile and fragments had their damage reduced by 4. Fragments now spread further from the main projectile and don’t collide with players. Mana cost increased from 40 to 45.
      • Pixie Swarm now launches 5 pixies forward instead of summoning 4 pixies that follow and are no longer invertible. Moves faster than a fire bolt but slower than a sparkler.
      • Assassin has its regeneration while standing still again and is active while in Shadowstorm without having to stand still. Regen increased from 1/.75 seconds to 1/.5 seconds.
      • Cursed Skulls: Now have a buff indicator when any skulls you own are still floating. Inversion now destroys them rather than invert them. Mana stolen increased.
      • Protect from Poison will prevent the poison status from being applied but won’t remove it if already in effect.
      • Added Toxic Cloud to Necromancer.
      • Sacred Vow speed buff no longer stacks with the amount of players linked to you. (RIP http://youtu.be/vQ4hrYvybUo )
      • -Nightmare:
      • Some seats will make the occupant immune to damage. For now the only seats that won’t protect you are Wasp Fighter seats and mountable turret seats.
      • Added new vehicle: Dreadnought Heavy Tank. 2100 health, 6 minutes respawn time and limited to one per team. This monster is armed with a long range Dreadnought cannon, a mortar cannon and photon cannon. Has one pilot seat, one main cannon seat controlling the Dreadnought cannon, one rear gunner seat controlling the mortar and photon cannon and 4 passenger seats. The DHT hovers above ground and water at a very slow speed. The pilot can make the DHT enter anchor mode with Attack 1 (left mouse btn). While anchored the tank will stop hovering and the Dreadnought cannon will have increased range and fire rate.
      • Added new Vulture Heavy Bomber tailgunner weapon: Flak cannon. Flak explodes when near vehicle.
      • Added new Raven Fighter weapon: Air mines. Pressing reload ® will leave an air mine that will explode after 10 seconds or when an enemy vehicle comes near it. Air mines share the same cooldown as the lockon missile.


  • [header]In general[/header]

    • Redid the account box. It now slides in from the top right and is bigger / more noticeable. It will only be visible when you open the chat box.

      • You now receive different amounts of Silver for awards depending on the difficulty of the award. Hardest is 5,000. Hard is 2,000 and any others are 1,000.
      • Labels have been made a bit more transparent and their maximum length has been set to 255 characters.
      • Fixed /votemap <mapname> shortcut not working.
      • Fixed the AFK kicker not working properly.
      • Fixed /mapstats displaying untruncated numbers.

      [header]Zombie Survival[/header]

      • The formula for barricade health has been altered. Previously it was Clamp(Mass * 3 + Volume * 6, 150, 1100). It has now changed to Clamp(Mass * 2 + Volume * 3, 50, 1000). The old formula was causing things like boots and chairs to have 500+ health.
      • There is now 30 extra seconds before the first round of Zombie Escape.
      • Added the Noodle Arms debuff. Disallows picking up of objects in exchange for Worth.
      • Muscular now actually makes your arms bigger.
      • Targeting a person who is carrying a prop will now display “Carrying: [model]” instead of their current weapon.
      • There is now a 3 second grace period after a Meat Hook falls off of a zombie. Only the person who originally used it will be able to pick it up during this time.
      • Nailed props that have been broken off now have a more obvious effect. They also will automatically break after 10 seconds.
      • Hemophilia has been changed. It not longer prevents people from being healed. Instead, being hit by a zombie will now apply a bleeding effect on you. This will do 20% of the original damage over time.
      • Fixed spectating a zombie, having them redeem, and then staying spectated to the now-human player.
      • Fixed Muscular persisting through different rounds.

      [header]Retro Team Play[/header]

      • Melee weapon timings and ranges have all been matched to their animations and model sizes. A few had hilariously short ranges (short sword) or absurdly long ranges (mage wand).
      • Berserker Charge hit detection is now a lot better.
      • The Crafter building menu now opens when you press the menu key and closes when you release it instead of stupidly creating a frame.
      • Air vehicle controls have been redone. Thrust has been replaced with Cruise mode or Hover mode. Holding down W will make you fly forward and letting go will slowly drift into landing speed.
      • Raven and Wasp fighters now use physical bullets instead of instant tracers and had their damage and firerate changed to compensate.
      • Hovercycles can no longer strafe sideways with A and D.
      • Third person camera is now centered behind the player rather than over the shoulder. Vehicle third person is now shared with player third person so use the Context Menu © instead of Sprint (shift).
      • -Skirdge:
      • Added new warrior ability: Leap. The warrior jumps straight up and comes crashing down with increased gravity. Does small area damage where the warrior lands. Does double damage if the warrior lands on someone. If the warrior leaps into something solid it stuns itself. Everything is based on the warrior’s downward speed when it lands.
      • Added new assassin ability: Shadowstorm. A smoke cloud that lasts for six seconds on a thirty second cooldown. Makes the assassin unbreakably invisible and immune to hostile statuses while inside. Radius is about twice that of a toxic cloud.
      • Added new assassin ability: Nether Bomb. This is a remote detonation bomb that ramps up in damage over a ten second period. Can’t be used effectively mid combat so it’s more of a place and wait type of ability. Can be attached to vehicles, flags, etc. Is destructible by everything. Drains mana of entities it’s attached to and also mana stuns upon detonation. With this and the above two changes all of the non spellcaster classes except for crafter have six abilities, which is what we were aiming for.
      • -The Darker One:
      • Added new remade class: Dragoon
      • -Inferno Blast: Ability with a 15 second cooldown. After a 1.25 second cast time, lobs a large fire ball in the direction you’re aiming. Cast time slows down movement speed and prevents jumping. Inferno Blast is comparable to Flame Spiral in terms of aoe and damage but is affected by gravity and can’t be counterspelled.
      • -Dragoon Flight: Ability with a 20 second cooldown. Grants flight capability for 10 seconds. Being anchored or carrying the flag will stop this effect. While in the air, pressing your jump key will flap your wings to send you upwards. Holding down the jump key will make you glide down slowly. Wings become fatigued when they flap and will have less upward lift as they are used. Standing on the ground will quickly regenerate fatigue.
      • -Dragoon Dash: Ability with a 15 second cooldown. For 5 seconds, gain blazing speed that will leave a trail of Burns on the ground behind you.
      • (Skirdge)-Flamethrower: Spell with a 20 mana cost. Breath fire in front of you to deal fire damage.
      • (Skirdge)-Salamander Skin: Spell with a 30 mana cost. For 30 seconds, grants immunity to the Burn status, ignores any fire damage bellow 5 and reduces by half any fire damage above that.
      • -Dragon’s Blood: Spell that works exactly like Greater Heal except that you can’t heal others and half the healing is done after the channeling. When the channel stops you will heal the same amount during the channel over twice the duration of the channel. So channeling for 3 seconds means you will heal that same amount from that 3 seconds over a 6 second buff when it ends. Buff is capped at 10 seconds. The channel heal and buff heal don’t stack.
      • -Fiery Talon: Spell with a 30 mana cost. Sends 5 Burn projectiles in an arc pattern.
      • Being hit directly by a Burn projectile will ignite you the same as stepping on it.
      • All ice spells now create icebergs on water. Icebergs last 10 seconds, have 50 health, are immune to cold damage and take double fire damage. If a player is in the area where it should be created the iceberg won’t spawn.
      • The longsword now has a defensive stance while standing still for a second. Aiming your view at invertible spells will bat them away as if inverted. Taking damage, attacking or moving will remove the defensive stance.
      • Jolt: Added self damage. Is now a combo spell with Poison Rain when electric spells hit the cloud.
      • Gust only affects the area in front of you.
      • Earthquake no longer damage players you don’t have direct line of sight with. It will still knock them into the air.
      • Volcanic Blast now has a higher minimum angle. When it reaches a certain negative z velocity (downwards) it fragments into multiple projectiles. The initial projectile has a smaller radius and damage.
      • Reduce the damage when indoors on Sun Beam. Add a blind when outdoors. Fixed the effect not playing properly.
      • Longbow no longer has strength scaling and needs to be fully charged to shoot. Time to charge and refire is reduced.
      • Bouncer arrow bounces off enemies hit towards the nearest enemy to it. Player hit counts towards bounce count and stops if there is no more enemies to bounce to. Can only touch an enemy once.
      • Improved tracking on Sprite Arrow.
      • Crossbow now slows you down instead of holding you in place while reloading.
      • Harpoon completely redone. People affected by harpoon wont slide across the floor anymore and will be able to walk at a slower speed. It will act like a leash meaning moving away from the target will drag them with you. Can now hit vehicles which will pull you along and slowly reeled towards it. Lasts twice as long when latched onto a vehicle. No longer has homing. Will snag after 1 second instead of instantly if the person is pulled next to you or you lose sight. Cooldown increased to 10 seconds.
      • Star Burst’s main projectile and fragments had their damage reduced by 4. Fragments now spread further from the main projectile and don’t collide with players. Mana cost increased from 40 to 45.
      • Pixie Swarm now launches 5 pixies forward instead of summoning 4 pixies that follow and are no longer invertible. Moves faster than a fire bolt but slower than a sparkler.
      • Assassin has its regeneration while standing still again and is active while in Shadowstorm without having to stand still. Regen increased from 1/.75 seconds to 1/.5 seconds.
      • Cursed Skulls: Now have a buff indicator when any skulls you own are still floating. Inversion now destroys them rather than invert them. Mana stolen increased.
      • Protect from Poison will prevent the poison status from being applied but won’t remove it if already in effect.
      • Added Toxic Cloud to Necromancer.
      • Sacred Vow speed buff no longer stacks with the amount of players linked to you. (RIP http://youtu.be/vQ4hrYvybUo )
      • -Nightmare:
      • Some seats will make the occupant immune to damage. For now the only seats that won’t protect you are Wasp Fighter seats and mountable turret seats.
      • Added new vehicle: Dreadnought Heavy Tank. 2100 health, 6 minutes respawn time and limited to one per team. This monster is armed with a long range Dreadnought cannon, a mortar cannon and photon cannon. Has one pilot seat, one main cannon seat controlling the Dreadnought cannon, one rear gunner seat controlling the mortar and photon cannon and 4 passenger seats. The DHT hovers above ground and water at a very slow speed. The pilot can make the DHT enter anchor mode with Attack 1 (left mouse btn). While anchored the tank will stop hovering and the Dreadnought cannon will have increased range and fire rate.
      • Added new Vulture Heavy Bomber tailgunner weapon: Flak cannon. Flak explodes when near vehicle.
      • Added new Raven Fighter weapon: Air mines. Pressing reload ® will leave an air mine that will explode after 10 seconds or when an enemy vehicle comes near it. Air mines share the same cooldown as the lockon missile.


  • Hot damn. Now we just need some more game modes for RTP.



  • @StratocasterTB:

    Hot damn. Now we just need some more game modes for RTP.

    Or rather, more players.  :mellow:



  • /votemap <mapname> does not appear to work properly



  • Some players who are killed by zombies, don’t get turned into fresh dead and stay as a ragdoll on the human team.



  • I need back nox ftw!



  • Sweet update.

    @Box:

    Some players who are killed by zombies, don’t get turned into fresh dead and stay as a ragdoll on the human team.

    I can confirm this as this happened to me.

    I was hit by a regular zombie and got knocked down(I had Clumsy), afterwards I got back up and then hit by the zombie again, thus knocking me out.
    blah/yabba/kill commands were futile too whilst ragdolled, if it tells anything.



  • I’ve also had that bug happen to me once in a previous publish when I was killed by a cascade of explosive barrels as human. (one barrel set fire to another)



  • The new formula for prop hp carved many props down to less than half what they had previously.  The largest and bulkiest props available (vending machines, large red couches ) do not even have the maximum amount.  Please consider adjusting it to some midpoint.



  • Or add more repair value.
    Why don’t resupply boxes give you nails?



  • The game would be WAY too easy with nail resupplies.



  • @CMasta:

    The game would be WAY too easy with nail resupplies.

    I don’t see how that would be.



  • It would make maps with shitloads of small props impossible to lose.



  • People really don’t run out of nails that often.



  • @Pufulet:

    Why don’t resupply boxes give you nails?

    It used to but that was at a time when each nail had health of it’s own. By wave 3, we had stockpiled nails to keep pouring into a prop to the end. The system is of course different now.



  • @Nukkun:

    The new formula for prop hp carved many props down to less than half what they had previously.  The largest and bulkiest props available (vending machines, large red couches ) do not even have the maximum amount.  Please consider adjusting it to some midpoint.

    Yes, this.



  • @Nukkun:

    The new formula for prop hp carved many props down to less than half what they had previously.  The largest and bulkiest props available (vending machines, large red couches ) do not even have the maximum amount.  Please consider adjusting it to some midpoint.

    I feel as though we are not ready for this, and it should’ve been done as the final part of the big zs update.



  • I upped it back up a bit.



  • Either the range is too small or non-existent, players who are trying out the flesh creeper class end up making fools of themselves, by building nests in the zombie spawn.


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