Publish 417 (Tentative changes)



  • Publish 417 was released! Read about it at http://www.noxiousnet.com/forums/index.php?topic=20047.0

    Below are changes which still need to be done and are making their way in over time.

    [header]Zombie Survival[/header]

    • Added new zombie class: Skeletal Walker. Weaker in terms of health/damage than other zombies with only 100 health but they take only 1/3 damage from bullets. They have a 2x fear-o-meter multiplier, so 1 skeleton is = to 2 zombies in terms of area resistance calculations.

      • Added new zombie boss class: Red Bones. Like the Skeletal Walker, he takes 1/3 damage from bullets. Has 800 health. Every 100 health lost will make him crumble for 3 seconds, but he becomes immune to damage during this time. This makes him particularly useful for harassing the inside of a barricade, acting as a distraction, or being a damage sponge.
      • Added deployable: Weapon Remantler. Deposit unwanted weapons by pressing USE and pressing the deposit button next to the weapon. Only normal, sturdy, and honed weapons can be deposited. Depositing a 2nd weapon of the same type will give you a new weapon at one quality above.
      • Added weapon: “Dominator” Molecule Destroyer. This is the first in a group of weapons that encompass an entire new tier of weapons. This weapon takes more than 1 pulse ammo per shot and deals massive (800) damage to a single target with pinpoint accuracy. The entire magazine is used per shot and takes a bit of time to recharge.
      • Added weapon: “Celebrator” Rocket Launcher. Like the old ZS launcher, fires a single rocket that deals heavy aoe damage.
      • Added deployable: Drone. Similar controls as the manhack and all manhack skills work with it. Instead of melee attacks, the drone has two uses. The first is a weak SMG turret. Since it’s flying, this makes drones annoying for zombies that can’t reach them. The second use for a drone is a tow rope, which allows it to pick up and carry light props, dropped weapons and ammo, etc.
      • Added deployable: Rollermine. Basically just a remote controlled rollermine. More health than manhacks and is launched away from zombies that it hits. Manhack skills work with it as well.
      • Turrets that are manually controlled now put your camera where the turret is. Manually controlling a turret now cycles through all your turrets.

      [header]Extreme Football Throwdown[/header]

      • Players on opposite teams no longer have wonky collisions to each other. Now able to stand and walk on their heads instead of getting stuck “floating”.


  • Publish 417 was released! Read about it at http://www.noxiousnet.com/forums/index.php?topic=20047.0

    Below are changes which still need to be done and are making their way in over time.

    [header]Zombie Survival[/header]

    • Added new zombie class: Skeletal Walker. Weaker in terms of health/damage than other zombies with only 100 health but they take only 1/3 damage from bullets. They have a 2x fear-o-meter multiplier, so 1 skeleton is = to 2 zombies in terms of area resistance calculations.

      • Added new zombie boss class: Red Bones. Like the Skeletal Walker, he takes 1/3 damage from bullets. Has 800 health. Every 100 health lost will make him crumble for 3 seconds, but he becomes immune to damage during this time. This makes him particularly useful for harassing the inside of a barricade, acting as a distraction, or being a damage sponge.
      • Added deployable: Weapon Remantler. Deposit unwanted weapons by pressing USE and pressing the deposit button next to the weapon. Only normal, sturdy, and honed weapons can be deposited. Depositing a 2nd weapon of the same type will give you a new weapon at one quality above.
      • Added weapon: “Dominator” Molecule Destroyer. This is the first in a group of weapons that encompass an entire new tier of weapons. This weapon takes more than 1 pulse ammo per shot and deals massive (800) damage to a single target with pinpoint accuracy. The entire magazine is used per shot and takes a bit of time to recharge.
      • Added weapon: “Celebrator” Rocket Launcher. Like the old ZS launcher, fires a single rocket that deals heavy aoe damage.
      • Added deployable: Drone. Similar controls as the manhack and all manhack skills work with it. Instead of melee attacks, the drone has two uses. The first is a weak SMG turret. Since it’s flying, this makes drones annoying for zombies that can’t reach them. The second use for a drone is a tow rope, which allows it to pick up and carry light props, dropped weapons and ammo, etc.
      • Added deployable: Rollermine. Basically just a remote controlled rollermine. More health than manhacks and is launched away from zombies that it hits. Manhack skills work with it as well.
      • Turrets that are manually controlled now put your camera where the turret is. Manually controlling a turret now cycles through all your turrets.

      [header]Extreme Football Throwdown[/header]

      • Players on opposite teams no longer have wonky collisions to each other. Now able to stand and walk on their heads instead of getting stuck “floating”.


  • dodapproval.png

    icon idea



  • Zs gamechanger

    this is gonna b r I n g I t b q c k



  • Could use ideas for skills to fill the rest of the slots. I’m, at this point, adding the rest of the skill modifiers to each skill and programming the functionality of the more complicated ones. If a slot isn’t taken then they can be disabled and added later.



  • Does the surgeon perk mean the medkit cools down faster or slower?



  • It’s faster. The baseline skills (handy, surgeon, battler) have no downsides. If you spec all of the baseline it would be slightly more powerful than the currently available trait system one. Speed and health have downsides (less speed, more health) but the up sides are more than the down. So specing all of them would give you a slight, straight advantage. Ultra Nimble and Tanker have +30 and -30 to the other, so specing both nullifies both.



  • Humans gain XP from points in a 1:1 ratio. The first level up is very easy (50 points) and it progressively takes more time to level up.

    I remember it was stated that you could earn a lot of XP if you successfully win a round as human, is that as a reward still going to be present in this system?



  • If it is, I’d like to see some sort of bonus for zombies as well, to give people more of a reason not to afk.

    Ex: If you have redeeming disabled, you’ll get x amount of exp on a human loss depending on how long you’ve been a zombie. You get no bonus if the humans loose within 1 wave of your death, or some other factors that suggested you did nothing to help the zombie team (little barricade damage, no damage to humans, etc.) Those who were already zombies before wave 1 starts get a larger bonus. The win/loss bonuses are adjusted based on a map’s survival rate.



  • Would zombies also get a skill tree or is it survivors only?



  • Survivors only. Zombies might get more classes and perhaps class variants to make up for it.

    I’ll probably make you get like 20 XP per kill as a zombie or something.



  • @Jet:

    Could use ideas for skills to fill the rest of the slots. I’m, at this point, adding the rest of the skill modifiers to each skill and programming the functionality of the more complicated ones. If a slot isn’t taken then they can be disabled and added later.

    Unlock: Explosive body armor - Allows you to purchase explosive body armor, which knocks back both you and nearby zombies when you fall below 25 hp.
    Advanced turret targeting - your turret gains a second scanning laser, but can’t re-target for a short time after loosing it’s previous target.
    Hasty Reload - Reloading is 50% faster, but any ammo already loaded in your weapon is lost.
    Ready to rock - Start with a rock
    Rock & Roll - Start with 2 rocks
    Can’t Stop the Rock - Gain a rock at the end of each wave.



  • Not sure on any concrete numbers:

    Robust -  40-50% reduced effect of slowdowns. -10-20% overall movement speed.
    Stealthy -  -10-15% aura radius. (any higher would probably need a downside)
    Egocentric -  -50-66% self damage from explosives. -40-50% explosive damage.



  • Goomba Stomp - Instantly kill a headcrab when falling on it. Greatly slowed down afterwards.
    Bounce Boy - Fly away even further when a zombie hits you.
    Open Wounds - Melee weapons cause the target to bleed for periodic damage.
    Hooligan - Thrown props do additional damage.



  • random ideas coming to my head, take what you want and leave whatever

    Handsman - you can’t use weapons or melee weapons but you regenerate health every time you punch a zombie
    Shock Punch - deal a shitload of damage and knocks a zombie back in one punch that you can only use a few times per game, the user is slowed by 50% for 1 second after using. Requires Critical Knuckle, Knuckle Master, and Handsman skills to be unlocked and active before using.
    Poison Fanatic - every time you punch a zombie you have a chance to poison them and impair their vision(drug effect), however you have a chance to lose hp every time you punch due to your fists breaking skin and you receiving some poison yourself. Zombies that have been poisoned have a corresponding visual effect on their models. Requires Handsman unlock and activation.
    Unlock Invulnerability - unlocks a shop item, costs 100 points, makes you invulnerable for 5 seconds, one time use.
    Universal ammunition - all your weapons share the same ammo, however you cannot use high tier weapons.
    Pyscho Blood - every time you shoot or melee a zombie you temporarily gain some percent movement speed that stacks and lose some percent of your maximum hp. Each instance lasts 5 seconds, with some cap on the maximum number of stacks. if you’re hit when Psycho Blood is active, your health stays at whatever percent it to when Pyscho Blood instances wear off. Pyscho Blood is barely noticeable in the early rounds and becomes more severe with movement speed increase and health reduction as zombie rounds progress (or some other modification to the skill to stop it from being OP in the early rounds)

    thats all i got for now mr. trump



  • Overcharged Stunbaton - Hitting a zombie will send out a shock that jumps between other zombies near it. I think rtp had something like this
    Master Chef - Killing a zombie with a frying pan or pot has a chance to give you a food item
    Poisoned Knife - Knifing a zombie in the back poisons them
    Digging for Treasure - Hitting the floor with a shovel has a small chance to dig up a stone. Maybe some other stuff can appear as a super rare drop



  • Keep in mind that it’s more about variations than completely new features or items. Most unlocks are variants of existing items, and the other unlocks will most likely follow that suit later on.

    Some of these names are pretty cringy by the way.



  • @Velox:

    Hasty Reload - Reloading is 50% faster, but any ammo already loaded in your weapon is lost.

    I like this.



  • Strength booster - The medic gun now boosts melee damage and allows the player to pick up heavy props instead of boosting speed.
    Swing booster - The medic gun now increases melee swing speed instead of boosting speed.
    Anti-Poison booster - The medic gun makes a player immune to poison and daze effects caused by poison for the next 40 seconds instead of boosting speed.



  • @deadly:

    Strength booster - The medic gun now boosts melee damage and allows the player to pick up heavy props instead of boosting speed.
    Swing booster - The medic gun now increases melee swing speed instead of boosting speed.
    Anti-Poison booster - The medic gun makes a player immune to poison and daze effects caused by poison for the next 40 seconds instead of boosting speed.

    I’m interested in separate medic gun buffs/tweaks, but I doubt skills can be mutually exclusive in any way, all combinations must work. You’d have to change the downsides of 2 of them, or port them to a separate unlock entirely.


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