Publish 417 - return of the publishes


  • Administrators

    Publishes are back and we’re starting with an enormous update to Zombie Survival. Updates since 416 are at the bottom of the post.

    [header]In general[/header]

    • New chat emoticons added.

      • Emote voice pitch will not be slightly changed if a player has altered their voice pitch through membership options.

      [header]Zombie Survival[/header]

      Major Highlights

      Persistent skill system

      http://heavy.noxiousnet.com/skillweb1.webm

      • Players now have XP (experience points), levels, and SP (skill points). These persist through rounds. You start at level 1 with 1 skill point and gain 1 skill point for every level. All skills are balanced so that they add variety, slight powerups with down sides, rather than straight overpowered upgrades. A few select skills are straight upgrades but these are mostly old, reconfigured traits from the worth menu.
      • 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.
      • At level 50, you stop gaining XP (max level). It is not possible to have every skill unlocked at max level. You can choose to “remort” at this point, reverting to level 1 and losing all of your acquired skills. Every time you remort you gain 1 extra skill point. So a person at remort level 5 and XP level 50 would have 55 skill points but they had to go from level 1 to 50 a total of 5 times. This is here as a “very long term” goal.
      • There is now a skill web available when pressing F3 as a human (the weapon database has been moved to the F1 menu). You can unlock any skill connected to any other already unlocked skill.
      • Most skills have a down side to them, so you can choose to deactivate or activate any skills you have unlocked.
      • Removed all traits and debuffs from the Worth menu. They have been rebalanced, split, removed, reworked, etc. to be part of the skill web.
      • Many, many new skills have been added. Here is an old list. The initial goal is 86 skills.
      
      Speed I - +2% movement speed. -1 maximum health
      Speed II - +2% movement speed. -1 maximum health
      Speed III - +2% movement speed. -1 maximum health
      Speed IV - +2% movement speed. -1 maximum health
      Speed V - +4% movement speed. -2 maximum health
      Health I - +4 maximum health. -1% movement speed
      Health II - +4 maximum health. -1% movement speed
      Health III - +4 maximum health. -1% movement speed
      Health IV - +4 maximum health. -1% movement speed
      Health V - +5 maximum health. -2% movement speed
      Surgeon I - -10% medical kit cooldown. +10% medic gun effectiveness
      Surgeon II - -10% medical kit cooldown. +10% medic gun effectiveness
      Surgeon III - -15% medical kit cooldown. +15% medic gun effectiveness
      Handy I - +8% repair rate
      Handy II - +8% repair rate
      Handy III - +10% repair rate
      Debuff: Slow - +10 starting Worth. -20% movement speed
      Unlock: Blast Turret - Unlocks purchasing the Blast Turret. Fires buckshot instead of SMG ammo. Damage is higher close up. Cannot scan for targets far away
      Turret Overload - Your turrets scan for targets much faster. Turret health -25%
      Battler I - +7.5% melee damage
      Battler II - +7.5% melee damage
      Battler III - +10% melee damage
      Debuff: Noodle Arms - +10 starting Worth. Unable to pick up objects
      Muscular - Pick up heavy objects instead of dragging them
      Blood Armor - You gain 10 points of regenerating armor. -10 maximum health
      Regenerator - Regenerate 1 health every 6s when below 50% health.. -10 maximum health
      Debuff: Weakness - +15 starting Worth. -30 maximum health
      Preparedness - Start with a random food item
      Debuff: Palsy - +5 starting Worth. Aiming ability reduced when health is low
      Debuff: Hemophilia - +15 starting Worth. Bleed for extra damage when hit
      Debuff: Banned for Life - +20 starting Worth. Unable to use arsenal crates
      Debuff: Clumsy - +20 starting Worth. Knocked down when hit
      Debuff: Wide Load - +10 starting Worth. Unable to use barricade phasing
      Debuff: Crafting Pack - Unlock crafting pack, alternate junk pack that drops random crafting material
      Unlock: Ammo Crate - Unlock alternate arsenal crate that only sells cheap ammo
      Unlock: Flash Bomb - Unlocks purchasing the Flash Bomb. Deals no damage. Stuns all zombies around the flash
      Unlock: Medic Cloud Bomb - Unlocks purchasing the Medic Cloud Bomb. Slowly heals all humans inside the cloud
      Unlock: Decoy - Unlocks purchasing the Decoy. Zombies believe it is a human. Can be destroyed. Explodes when destroyed
      Safe Fall - +50% fall damage threshold. +50% faster fall damage recovery. +25% slow down when landing
      Gourmet - +100% recovery from food. +100% time to eat food
      Acrobat - +25% jumping power. +25% slow down from fall damage
      Quick Reload - +25% weapon reload speed. -25% weapon draw speed
      Quick Draw - +50% weapon draw speed. -15% weapon reload speed
      Ropeadope - Movement speed is no longer slower when punching. +25% time before next swing
      Knuckle Master - +200% unarmed strike damage. +25% time before next swing
      Critical Knuckle - Stun and knockback when punching a zombie in the head
      Cheap Knuckle - Slow down zombies when punching them from behind
      Combo Knuckle - Next unarmed attack is 100% faster if hitting something. Next unarmed attack is 50% slower if not hitting something
      Last Stand - Melee damage +75% when below 25% health
      Backpeddler - +25% movement speed when running backwards. -20% movement speed when running any other direction
      Hammer Discipline - +25% swing speed with the Carpenter Hammer
      Overcharge Flashlight - Your flashlight now produces a blinding flash that stuns zombies. Your flashlight now breaks after one use
      Aviator = 23 - Manhack speed and handling +40%. Manhack health -25%
      Reinforced Blades - Manhack damage +25%. Manhack handling -15%
      Reinforced Hull - Manhack health +40%. Manhack handling -15%
      Loaded Hull - Manhacks explode when destroyed, dealing damage. Manhack health -25%
      Phaser - +33% barricade phasing movement speed
      Scavenger - See dropped weapons, ammo, and items through walls.
      Tanker - +30 maximum health. -30% movement speed
      Ultra Nimble - +30% movement speed. -30 maximum health
      
      

      Sanity Sigils

      (major changes from the previous Sigil update which received mixed reviews)

      Each round is different, even on the same map. 3 Sanity Sigils are placed in a random spot, chosen by a smart placement system, when the round begins. They can be corrupted by zombies by damaging them enough. If a Sigil is corrupted, the zombies gain a flat resistance. Humans can decorrupt and reclaim sigils by damaging them back. Sigils have a lot of health and regenerate quickly. Chipping its health down is not a viable tactic.

      All Sigil locations and health can be viewed by all humans via new icons that appear around the fear-o-meter.

      Pressing USE on an uncorrupted sigil as a human will allow you to teleport between them all.

      After the last wave is over, all sigils will be transformed in to escape doors. These doors take 10 seconds to open. Simply running through the door will allow you to escape, winning the round for yourself. You have 3 minutes to accomplish this.

      Point Saving

      A stock point saving system has been added to ZS. The system is completely disabled by default (and will stay that way on NoXiousNet). It is available to server owners who wish to use it.

      Whenever you acquire points as a human, those points are now saved and can be used in future rounds or maps. This has been a controversial custom feature discussed by players from all over. The feature has now been created for the official version and balanced to make both sides happy.

      Weapons and tools from the arsenal crate are now separated in to tiers. Buying items from a certain tier is possible if the current wave is that tier or above. For example, in order to purchase something from tier 3, it must be wave 3 or above. This system was made to prevent humans having overpowered weapons early in the game. This can be disabled by the server owner.

      Some items have stocks and can only be purchased a limited number of times per round. This includes deployables like turrets, very high tier weapons, explosives, and others.

      New content

      • Added new zombie boss class: Doom Crab. A massive, black headcrab. Primary attack is a vertical leap which damages in an area that it lands. Right click launches numerous, damage dealing body parts and bones from its underbelly.
      • The Wil’ O Wisp class has been moved from a hidden dev class to a boss class. It can now be damaged and features two methods of attack. Left click will fire a slow moving energy ball. The projectile does minimal damage but blinds anyone near or looking at the explosion. The recharge time is quite long. When the Wil O’ Wisp dies, it deals a small amount of damage over a large area and blinds anyone nearby for quite a long time. This class can be used for guaranteed damage if you fly inside a barricade.
      • Added new zombie boss class: Ass Kicker. Giant pair of zombie pants. Low damage but one kick knocks humans down with immense force.
      • Fast Zombies now have two different attacks depending on if they’re moving or not. Standing still is the current, rapid fire attack. Moving is a slower, heavier attack similar to regular zombies although it does less damage. This should make them less of a no skill, w+m1 class.
      • Fast Zombies can now be turned in to Fast Zombie Torsos if killed with a shot in the legs.
      • Most weapons now have clones of themselves at different “qualities”. You can tell what quality a weapon is by its prefix. Higher quality weapons do more damage. Prefix and qualities: Sturdy=115%, Honed=125%, Perfected=133%.
      • Added food. Restores a certain amount of health after eating. Takes a few seconds but is “free” health. Food can be obtained from the map and some skills (Preparedness gives 1 random food item). Different food has different health bonuses and time to eat.
      • Putting multiple nails in a prop now increases the maximum health of that prop. The max increase is 300 health and each EXTRA nail is 100 health. The max amount of nails in a prop has been increased 3 -> 4.
      • Added a third person camera mode for humans. Press the context menu button to cycle modes. These are “real” over the shoulder modes so your player model will face wherever your crosshair is pointed. A red circle will appear over your crosshair if you would be shooting a wall instead of what your crosshair is looking at.
      • When switching weapons, the weapon display panel at the top of the screen will now show ammo details (total ammo and in-clip).
      • The Carpenter Hammer, Sledgehammer, Junk Pack, and Annabelle now use the gmod hand model system instead of static models.
      • Added numerous icons for weapons, zombie classes, and kill actions. Also fixed up old ones.
      • Added a new ambient sound to the Nightmare boss.
      • Zombie vision has been changed. Instead of creating a dynamic light at the eye position, it now renders the world in full bright and applies a tint to the screen. Using zombie vision should no longer ruin performance (if anything, it would improve it) and will work regardless of the environment. A downside such as limited draw distance may be added in the future.
      • Pressing USE on an uncorrupted sanity sigil will allow you to teleport, after a few seconds of charging, to another uncorrupted sigil in the level.

      Major fixes

      • Fixed collisions being wonky when standing on an enemy player’s head which resulted in an odd sliding/loss of control.
      • Added a workaround for player collisions on big / small classes such as (Giga) Gore Child and such. Players should no longer get stuck inside of each other!
      • Fixed melee attacks (including zombie melee) not being able to hit hitboxes outside of a player’s bounding box. Fixes crouching being able to avoid attacks that would otherwise hit you.
      • Prevented players from spamming the crouch button while jumping to make their hitboxes wonky. Players in mid-air are now FORCED to hold crouch down for 0.5 seconds EXTRA after letting go of the key.
      • Anti bunny hop changed. Now reduces your horizontal velocity when you land on the ground rather than preventing jumping too much.
      • Fixed Flesh Creeper building erroneously displaying “Not enough room for a nest” when nothing was actually there to block it.
      • Fixed Sweeper, Boomstick, Annabelle, and Blaster reload systems allowing people to fire a bit faster than they should be allowed to. There is now also now a base shotgun weapon class which makes it easier to create new pump-style shotguns.
      • Cheap model shadows are now forced off (shadow_control entity removed) if max players is more than 16. Saves a bit of performance. This does not change dynamic shadows or flashlight induced shadows.
      • Flashlights of other players no longer produce dynamic lights, increasing performance.
      • Slight performance increase on a few constantly called functions. Distance -> DistToSqr and Length -> LengthSqr inside of per-frame functions. Other areas have been rewritten or tweaked.

      Minor fixes

      • Fixed humans being able to destroy weapons and ammo pickups.
      • Zombie torso view model’s swing animation is now fast to match up with the quicker swipe attack of the class.
      • Fixed Zombie chance to be turned in to Zombie Legs being 0% if they were killed by being shot in the legs. A typo made them always turn in to Zombie Torsos.
      • The human menu will no longer display ammo (count, drop button, give button) for ammo that you have none of.
      • Fixed rounding issue with count down displays. Timers will now stop at 00:01 instead of being at 00:00 for the last second (rounding up instead of down).

      Other changes

      • Removed the 15% speed reduction from strafing.
      • Idle sounds on most classes now have an animation for them (right click with zombie).
      • Added a health bar to the Spot Lamp, Resupply Box, and Arsenal Crate.
      • Removing a nail will now still print the console message to everyone, even if the original deployer has left or is on the zombie team.
      • Re-added world decals to most custom effects such as blood splatters. Model decals remain disabled until confirmed they don’t crash. Note: this doesn’t hit performance, as engine effects were already making world decals.
      • The Carpenter Hammer no longer has a wind up time. Its damage has been reduced to compensate. Repair rate remains the same as before. Makes repairing easier and more “instant”.
      • Sigil health display has been moved to the bottom of the screen, around the fear-o-meter, because sigil corruption now only adds zombie damage resistance. The indicators in the world may be removed or invisible when far away in a future update.
      • Sigil size has been reduced so it’s not possible to “hide inside” of them with phasing and so they take up less room.
      • Added colors to death messages appearing in the console. Now includes team colors and a color for the inflictor (weapon).
      • Turrets can now be placed on walls and ceilings.
      • Axe knockback severely reduced (was erroneously very high).
      • Plank move speed reduced from +3 tier to +2 tier and its damage reduced 20->16. Was erroneously faster than the knife.
      • Zombies get slight speed bonus from gas buff (15%).

      Github changes (already available)

      [header]Zombie Survival[/header]

      • Fixed SequenceDuration being able to return nil.
      • Giga Gore Child now cannot throw while feigning.
      • Fixed not being able to deploy weapons with no ammo.
      • Fixed deserialize client exploit.
      • Fixed missing supporter icon.
      • Fast Zombie pounce damage reduced from 10 -> 2.
      • Fast Zombie pounce force vs. players severely reduced.
      • Fast Zombies can now run at 90% speed while attacking.
      • Fixed zombie limbs from scaling with human perks.
      • Prevented Zombies getting muscular damage buff.
      • Fixed zombies being able to hold onto props during team change.
      • Fix colors not updating on some text items due to gmod update.
      • Maximum of 7 turrets active at once.
      • Blaster ammo capacity 6 -> 5.
      • Players are no longer implicitly zombies if they’re not humans. Players are no longer implicitly humans if they’re not zombies. This is preparation for a third, optional spectator team. IMPORTANT: THIS WILL UNDOUBTEDLY BREAK YOUR CUSTOM SERVERS IF YOU ARE RELYING ON THE IMPLICIT FACT THAT THERE WERE ONLY TWO TEAMS.
      • A few small optimizations and fixes.
      • Zombies now have same transparency effects as humans.
      • ZVision now uses human aura colours in options menu.
      • Reduced pp effects on ZombieVision, making it clearer.
      • Prevented being able to crouch phase jump through barricades.
      • Added case for telling the user that they will be boss.
      • Added HUD display to show who will become a boss.
      • Added option to prevent being picked as a boss zombie.
      • Fixed base gun display on scrolling to a map slot weapon.
      • Added a system to chain arguments through source and gamemode entities.
      • Prevented base gamemode call for vehicles.

      [header]Extreme Football Throwdown[/header]

      • Players can no longer get knocked down or damaged during the preround state.
      • Added EntityTakeDamage state hook.
      • Fix round timer being wrong for spectators.
      • Fix spectators being alive and being able to tackle.
      • Added minimap. Minimap displays the map, goals, ball location and team carrying it, and all current living players. Bounds and texture are generated from goal locations.
      • Fix being able to charge while looking behind you.
      • Scoreboard “Kills” changed to “Score”.
      • Fix double cross counter.
      • Move dive tackle from left to right click (charging is automatic).
      • Fix last attacker not working for kills.
      • No longer need to hold right click to tackle. It is automatic. Right click is now free for any future moves.
      • Players can now look around when frozen during the pre-round state.
      • Blitz Ball now burns people if more than 250 speed rather than 200 speed (easier to catch without burning).
      • Scoreboard made wider.
      • Fix Arcane Wand bolt being created when the round changes.
      • Fix dive tackling allowing you to bypass player freeze.
      • Fix 2047 max score (fretta13 change).
      • Fix being able to have “too many” spectators (fretta13 change).
      • Fix missing CreateMove causing tomahawks to allow instant turning, power struggles to allow turning, etc.
      • Fix last attacker not clearing on player death.
      • Fix missing supporter icon.
      • Updated help information for F1 menu.
      • Added AutoSelect team button to F2 menu.
      • Auto-Join selects the team that are currently losing.
      • Added Ice Ball powerup. Ball has very low friction and does not bounce well. Holding the ice ball reduces the holders speed to 75%. If a ball hits a surface at speed it creates an ice spike. Any player who touches the ice spike is frozen in place.
      • Prevented being able to fire the melondriver while swimming.
      • Included IO functionality with delays.
      • logic_teamscore now obtains the score and sends outputs. New input: “getscore”. New outputs “ongetredscore” and “ongetredscore”.
      • Added a system to chain arguments through source and gamemode entities.

  • Administrators

    Publishes are back and we’re starting with an enormous update to Zombie Survival. Updates since 416 are at the bottom of the post.

    [header]In general[/header]

    • New chat emoticons added.

      • Emote voice pitch will not be slightly changed if a player has altered their voice pitch through membership options.

      [header]Zombie Survival[/header]

      Major Highlights

      Persistent skill system

      http://heavy.noxiousnet.com/skillweb1.webm

      • Players now have XP (experience points), levels, and SP (skill points). These persist through rounds. You start at level 1 with 1 skill point and gain 1 skill point for every level. All skills are balanced so that they add variety, slight powerups with down sides, rather than straight overpowered upgrades. A few select skills are straight upgrades but these are mostly old, reconfigured traits from the worth menu.
      • 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.
      • At level 50, you stop gaining XP (max level). It is not possible to have every skill unlocked at max level. You can choose to “remort” at this point, reverting to level 1 and losing all of your acquired skills. Every time you remort you gain 1 extra skill point. So a person at remort level 5 and XP level 50 would have 55 skill points but they had to go from level 1 to 50 a total of 5 times. This is here as a “very long term” goal.
      • There is now a skill web available when pressing F3 as a human (the weapon database has been moved to the F1 menu). You can unlock any skill connected to any other already unlocked skill.
      • Most skills have a down side to them, so you can choose to deactivate or activate any skills you have unlocked.
      • Removed all traits and debuffs from the Worth menu. They have been rebalanced, split, removed, reworked, etc. to be part of the skill web.
      • Many, many new skills have been added. Here is an old list. The initial goal is 86 skills.
      
      Speed I - +2% movement speed. -1 maximum health
      Speed II - +2% movement speed. -1 maximum health
      Speed III - +2% movement speed. -1 maximum health
      Speed IV - +2% movement speed. -1 maximum health
      Speed V - +4% movement speed. -2 maximum health
      Health I - +4 maximum health. -1% movement speed
      Health II - +4 maximum health. -1% movement speed
      Health III - +4 maximum health. -1% movement speed
      Health IV - +4 maximum health. -1% movement speed
      Health V - +5 maximum health. -2% movement speed
      Surgeon I - -10% medical kit cooldown. +10% medic gun effectiveness
      Surgeon II - -10% medical kit cooldown. +10% medic gun effectiveness
      Surgeon III - -15% medical kit cooldown. +15% medic gun effectiveness
      Handy I - +8% repair rate
      Handy II - +8% repair rate
      Handy III - +10% repair rate
      Debuff: Slow - +10 starting Worth. -20% movement speed
      Unlock: Blast Turret - Unlocks purchasing the Blast Turret. Fires buckshot instead of SMG ammo. Damage is higher close up. Cannot scan for targets far away
      Turret Overload - Your turrets scan for targets much faster. Turret health -25%
      Battler I - +7.5% melee damage
      Battler II - +7.5% melee damage
      Battler III - +10% melee damage
      Debuff: Noodle Arms - +10 starting Worth. Unable to pick up objects
      Muscular - Pick up heavy objects instead of dragging them
      Blood Armor - You gain 10 points of regenerating armor. -10 maximum health
      Regenerator - Regenerate 1 health every 6s when below 50% health.. -10 maximum health
      Debuff: Weakness - +15 starting Worth. -30 maximum health
      Preparedness - Start with a random food item
      Debuff: Palsy - +5 starting Worth. Aiming ability reduced when health is low
      Debuff: Hemophilia - +15 starting Worth. Bleed for extra damage when hit
      Debuff: Banned for Life - +20 starting Worth. Unable to use arsenal crates
      Debuff: Clumsy - +20 starting Worth. Knocked down when hit
      Debuff: Wide Load - +10 starting Worth. Unable to use barricade phasing
      Debuff: Crafting Pack - Unlock crafting pack, alternate junk pack that drops random crafting material
      Unlock: Ammo Crate - Unlock alternate arsenal crate that only sells cheap ammo
      Unlock: Flash Bomb - Unlocks purchasing the Flash Bomb. Deals no damage. Stuns all zombies around the flash
      Unlock: Medic Cloud Bomb - Unlocks purchasing the Medic Cloud Bomb. Slowly heals all humans inside the cloud
      Unlock: Decoy - Unlocks purchasing the Decoy. Zombies believe it is a human. Can be destroyed. Explodes when destroyed
      Safe Fall - +50% fall damage threshold. +50% faster fall damage recovery. +25% slow down when landing
      Gourmet - +100% recovery from food. +100% time to eat food
      Acrobat - +25% jumping power. +25% slow down from fall damage
      Quick Reload - +25% weapon reload speed. -25% weapon draw speed
      Quick Draw - +50% weapon draw speed. -15% weapon reload speed
      Ropeadope - Movement speed is no longer slower when punching. +25% time before next swing
      Knuckle Master - +200% unarmed strike damage. +25% time before next swing
      Critical Knuckle - Stun and knockback when punching a zombie in the head
      Cheap Knuckle - Slow down zombies when punching them from behind
      Combo Knuckle - Next unarmed attack is 100% faster if hitting something. Next unarmed attack is 50% slower if not hitting something
      Last Stand - Melee damage +75% when below 25% health
      Backpeddler - +25% movement speed when running backwards. -20% movement speed when running any other direction
      Hammer Discipline - +25% swing speed with the Carpenter Hammer
      Overcharge Flashlight - Your flashlight now produces a blinding flash that stuns zombies. Your flashlight now breaks after one use
      Aviator = 23 - Manhack speed and handling +40%. Manhack health -25%
      Reinforced Blades - Manhack damage +25%. Manhack handling -15%
      Reinforced Hull - Manhack health +40%. Manhack handling -15%
      Loaded Hull - Manhacks explode when destroyed, dealing damage. Manhack health -25%
      Phaser - +33% barricade phasing movement speed
      Scavenger - See dropped weapons, ammo, and items through walls.
      Tanker - +30 maximum health. -30% movement speed
      Ultra Nimble - +30% movement speed. -30 maximum health
      
      

      Sanity Sigils

      (major changes from the previous Sigil update which received mixed reviews)

      Each round is different, even on the same map. 3 Sanity Sigils are placed in a random spot, chosen by a smart placement system, when the round begins. They can be corrupted by zombies by damaging them enough. If a Sigil is corrupted, the zombies gain a flat resistance. Humans can decorrupt and reclaim sigils by damaging them back. Sigils have a lot of health and regenerate quickly. Chipping its health down is not a viable tactic.

      All Sigil locations and health can be viewed by all humans via new icons that appear around the fear-o-meter.

      Pressing USE on an uncorrupted sigil as a human will allow you to teleport between them all.

      After the last wave is over, all sigils will be transformed in to escape doors. These doors take 10 seconds to open. Simply running through the door will allow you to escape, winning the round for yourself. You have 3 minutes to accomplish this.

      Point Saving

      A stock point saving system has been added to ZS. The system is completely disabled by default (and will stay that way on NoXiousNet). It is available to server owners who wish to use it.

      Whenever you acquire points as a human, those points are now saved and can be used in future rounds or maps. This has been a controversial custom feature discussed by players from all over. The feature has now been created for the official version and balanced to make both sides happy.

      Weapons and tools from the arsenal crate are now separated in to tiers. Buying items from a certain tier is possible if the current wave is that tier or above. For example, in order to purchase something from tier 3, it must be wave 3 or above. This system was made to prevent humans having overpowered weapons early in the game. This can be disabled by the server owner.

      Some items have stocks and can only be purchased a limited number of times per round. This includes deployables like turrets, very high tier weapons, explosives, and others.

      New content

      • Added new zombie boss class: Doom Crab. A massive, black headcrab. Primary attack is a vertical leap which damages in an area that it lands. Right click launches numerous, damage dealing body parts and bones from its underbelly.
      • The Wil’ O Wisp class has been moved from a hidden dev class to a boss class. It can now be damaged and features two methods of attack. Left click will fire a slow moving energy ball. The projectile does minimal damage but blinds anyone near or looking at the explosion. The recharge time is quite long. When the Wil O’ Wisp dies, it deals a small amount of damage over a large area and blinds anyone nearby for quite a long time. This class can be used for guaranteed damage if you fly inside a barricade.
      • Added new zombie boss class: Ass Kicker. Giant pair of zombie pants. Low damage but one kick knocks humans down with immense force.
      • Fast Zombies now have two different attacks depending on if they’re moving or not. Standing still is the current, rapid fire attack. Moving is a slower, heavier attack similar to regular zombies although it does less damage. This should make them less of a no skill, w+m1 class.
      • Fast Zombies can now be turned in to Fast Zombie Torsos if killed with a shot in the legs.
      • Most weapons now have clones of themselves at different “qualities”. You can tell what quality a weapon is by its prefix. Higher quality weapons do more damage. Prefix and qualities: Sturdy=115%, Honed=125%, Perfected=133%.
      • Added food. Restores a certain amount of health after eating. Takes a few seconds but is “free” health. Food can be obtained from the map and some skills (Preparedness gives 1 random food item). Different food has different health bonuses and time to eat.
      • Putting multiple nails in a prop now increases the maximum health of that prop. The max increase is 300 health and each EXTRA nail is 100 health. The max amount of nails in a prop has been increased 3 -> 4.
      • Added a third person camera mode for humans. Press the context menu button to cycle modes. These are “real” over the shoulder modes so your player model will face wherever your crosshair is pointed. A red circle will appear over your crosshair if you would be shooting a wall instead of what your crosshair is looking at.
      • When switching weapons, the weapon display panel at the top of the screen will now show ammo details (total ammo and in-clip).
      • The Carpenter Hammer, Sledgehammer, Junk Pack, and Annabelle now use the gmod hand model system instead of static models.
      • Added numerous icons for weapons, zombie classes, and kill actions. Also fixed up old ones.
      • Added a new ambient sound to the Nightmare boss.
      • Zombie vision has been changed. Instead of creating a dynamic light at the eye position, it now renders the world in full bright and applies a tint to the screen. Using zombie vision should no longer ruin performance (if anything, it would improve it) and will work regardless of the environment. A downside such as limited draw distance may be added in the future.
      • Pressing USE on an uncorrupted sanity sigil will allow you to teleport, after a few seconds of charging, to another uncorrupted sigil in the level.

      Major fixes

      • Fixed collisions being wonky when standing on an enemy player’s head which resulted in an odd sliding/loss of control.
      • Added a workaround for player collisions on big / small classes such as (Giga) Gore Child and such. Players should no longer get stuck inside of each other!
      • Fixed melee attacks (including zombie melee) not being able to hit hitboxes outside of a player’s bounding box. Fixes crouching being able to avoid attacks that would otherwise hit you.
      • Prevented players from spamming the crouch button while jumping to make their hitboxes wonky. Players in mid-air are now FORCED to hold crouch down for 0.5 seconds EXTRA after letting go of the key.
      • Anti bunny hop changed. Now reduces your horizontal velocity when you land on the ground rather than preventing jumping too much.
      • Fixed Flesh Creeper building erroneously displaying “Not enough room for a nest” when nothing was actually there to block it.
      • Fixed Sweeper, Boomstick, Annabelle, and Blaster reload systems allowing people to fire a bit faster than they should be allowed to. There is now also now a base shotgun weapon class which makes it easier to create new pump-style shotguns.
      • Cheap model shadows are now forced off (shadow_control entity removed) if max players is more than 16. Saves a bit of performance. This does not change dynamic shadows or flashlight induced shadows.
      • Flashlights of other players no longer produce dynamic lights, increasing performance.
      • Slight performance increase on a few constantly called functions. Distance -> DistToSqr and Length -> LengthSqr inside of per-frame functions. Other areas have been rewritten or tweaked.

      Minor fixes

      • Fixed humans being able to destroy weapons and ammo pickups.
      • Zombie torso view model’s swing animation is now fast to match up with the quicker swipe attack of the class.
      • Fixed Zombie chance to be turned in to Zombie Legs being 0% if they were killed by being shot in the legs. A typo made them always turn in to Zombie Torsos.
      • The human menu will no longer display ammo (count, drop button, give button) for ammo that you have none of.
      • Fixed rounding issue with count down displays. Timers will now stop at 00:01 instead of being at 00:00 for the last second (rounding up instead of down).

      Other changes

      • Removed the 15% speed reduction from strafing.
      • Idle sounds on most classes now have an animation for them (right click with zombie).
      • Added a health bar to the Spot Lamp, Resupply Box, and Arsenal Crate.
      • Removing a nail will now still print the console message to everyone, even if the original deployer has left or is on the zombie team.
      • Re-added world decals to most custom effects such as blood splatters. Model decals remain disabled until confirmed they don’t crash. Note: this doesn’t hit performance, as engine effects were already making world decals.
      • The Carpenter Hammer no longer has a wind up time. Its damage has been reduced to compensate. Repair rate remains the same as before. Makes repairing easier and more “instant”.
      • Sigil health display has been moved to the bottom of the screen, around the fear-o-meter, because sigil corruption now only adds zombie damage resistance. The indicators in the world may be removed or invisible when far away in a future update.
      • Sigil size has been reduced so it’s not possible to “hide inside” of them with phasing and so they take up less room.
      • Added colors to death messages appearing in the console. Now includes team colors and a color for the inflictor (weapon).
      • Turrets can now be placed on walls and ceilings.
      • Axe knockback severely reduced (was erroneously very high).
      • Plank move speed reduced from +3 tier to +2 tier and its damage reduced 20->16. Was erroneously faster than the knife.
      • Zombies get slight speed bonus from gas buff (15%).

      Github changes (already available)

      [header]Zombie Survival[/header]

      • Fixed SequenceDuration being able to return nil.
      • Giga Gore Child now cannot throw while feigning.
      • Fixed not being able to deploy weapons with no ammo.
      • Fixed deserialize client exploit.
      • Fixed missing supporter icon.
      • Fast Zombie pounce damage reduced from 10 -> 2.
      • Fast Zombie pounce force vs. players severely reduced.
      • Fast Zombies can now run at 90% speed while attacking.
      • Fixed zombie limbs from scaling with human perks.
      • Prevented Zombies getting muscular damage buff.
      • Fixed zombies being able to hold onto props during team change.
      • Fix colors not updating on some text items due to gmod update.
      • Maximum of 7 turrets active at once.
      • Blaster ammo capacity 6 -> 5.
      • Players are no longer implicitly zombies if they’re not humans. Players are no longer implicitly humans if they’re not zombies. This is preparation for a third, optional spectator team. IMPORTANT: THIS WILL UNDOUBTEDLY BREAK YOUR CUSTOM SERVERS IF YOU ARE RELYING ON THE IMPLICIT FACT THAT THERE WERE ONLY TWO TEAMS.
      • A few small optimizations and fixes.
      • Zombies now have same transparency effects as humans.
      • ZVision now uses human aura colours in options menu.
      • Reduced pp effects on ZombieVision, making it clearer.
      • Prevented being able to crouch phase jump through barricades.
      • Added case for telling the user that they will be boss.
      • Added HUD display to show who will become a boss.
      • Added option to prevent being picked as a boss zombie.
      • Fixed base gun display on scrolling to a map slot weapon.
      • Added a system to chain arguments through source and gamemode entities.
      • Prevented base gamemode call for vehicles.

      [header]Extreme Football Throwdown[/header]

      • Players can no longer get knocked down or damaged during the preround state.
      • Added EntityTakeDamage state hook.
      • Fix round timer being wrong for spectators.
      • Fix spectators being alive and being able to tackle.
      • Added minimap. Minimap displays the map, goals, ball location and team carrying it, and all current living players. Bounds and texture are generated from goal locations.
      • Fix being able to charge while looking behind you.
      • Scoreboard “Kills” changed to “Score”.
      • Fix double cross counter.
      • Move dive tackle from left to right click (charging is automatic).
      • Fix last attacker not working for kills.
      • No longer need to hold right click to tackle. It is automatic. Right click is now free for any future moves.
      • Players can now look around when frozen during the pre-round state.
      • Blitz Ball now burns people if more than 250 speed rather than 200 speed (easier to catch without burning).
      • Scoreboard made wider.
      • Fix Arcane Wand bolt being created when the round changes.
      • Fix dive tackling allowing you to bypass player freeze.
      • Fix 2047 max score (fretta13 change).
      • Fix being able to have “too many” spectators (fretta13 change).
      • Fix missing CreateMove causing tomahawks to allow instant turning, power struggles to allow turning, etc.
      • Fix last attacker not clearing on player death.
      • Fix missing supporter icon.
      • Updated help information for F1 menu.
      • Added AutoSelect team button to F2 menu.
      • Auto-Join selects the team that are currently losing.
      • Added Ice Ball powerup. Ball has very low friction and does not bounce well. Holding the ice ball reduces the holders speed to 75%. If a ball hits a surface at speed it creates an ice spike. Any player who touches the ice spike is frozen in place.
      • Prevented being able to fire the melondriver while swimming.
      • Included IO functionality with delays.
      • logic_teamscore now obtains the score and sends outputs. New input: “getscore”. New outputs “ongetredscore” and “ongetredscore”.
      • Added a system to chain arguments through source and gamemode entities.


  • Fuck it. Trying.



  • nice update



  • Bosses still get spawn protection and wisp can sit at the spawn hitting the cade without taking damage, also the medic cloud doesn’t seem to be working

    I’m pretty sure everything else is fine though



  • move muscular to the handy area plz



  • Medic cloud bomb is missing, can use SP on it but doesn’t show in shop.



  • Really great update, some points:

    • Surgeon perks are probably a bit strong, I’m gaining points quite fast as a medic
    • Zombie vision causes bizarre warping of textures
    • Barricades are kinda strong with the extra nail hp


  • @Raox:

    Really great update, some points:

    • Surgeon perks are probably a bit strong, I’m gaining points quite fast as a medic

    Surgeon has always done this, btw.



  • @Jacky:

    Surgeon has always done this, btw.

    not when it reduces the cooldown



  • Surgeon perks are very good, too good in fact, makes the player a really good medic.


  • Administrators

    Late change: Bosses no longer get spawn protection from gas.

    If you think something is unbalanced then make a thread about it with a poll. Agree, disagree, other. Even if it’s not about skills or something in this update. That’s the quickest way to get attention on it and for me to see if people really agree with you.

    Medic cloud bomb isn’t made yet, I needed a skill to take up its slot though. It’ll be added soon.



  • lua script error for turret scan, the laser does not show up:



  • make the skill tree zoomable with the scrollwheel and make it draggable holding a mouse click on the background for a more responsive interaction with it



  • Then this update will on github?



  • The spawn protection was fine on other bosses, I just meant the wisp was having issues since it’s ranged. Other bosses ended up dying in the 10 seconds before the next wave started.

    I think a boss based on clearing crowds outside of barricades would be nice (maybe a replacement for ass kicker since it’s pretty useless despite the fun and novelty), something with very high health and speed but can only deal damage by charging into people and ragdolling them, that way it couldn’t be used against props.



  • Regarding exploiting hitboxes when crouching, may I suggest increasing the hullduck to 39 - 39.5 since it’s currently set to 32 by default which means you cannot melee a zombie in the head.

    The hl2 vent prop is 40.6 units which means increasing the hull will not affect places where you can crouch through as no sensible map would go any shorter.

    This solution has been tested on other servers and is a fairly successful fix.


  • Administrators

    That’s not how melee works anymore.



  • Could the debuffs be moved to the worth menu, available to check out if you’ve unlocked them with SP? It would be more practical seeing as it’s difficult to activate or deactivate a debuff between rounds. It’d have the same process as unlocking the Blast Turret.


  • Administrators

    You’re going to be able to create/save skill loadouts and then select/save them in your worth cart. I can do what you’re saying but that means every skill would need to be there, not just debuffs.

    Here’s some other changes I’m going to do:

    • Leveling curve changed. Now a bit harder to progress earlier on and a bit easier later on. Overall XP for max is the same.
    • Can now perform a skill reset. Supporters (gold/diamond) can do it at will, anyone else must be level 10+. This is not a remort and you will lose everything except your remort level.

    I also just added this:

    • 10 XP for killing a human.
    • 200 XP for winning.

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