Publish 419


  • Administrators

    Here’s a rundown of all the updates that have happened since Publish 418
    Changes are in order from oldest to newest so some changes might “overwrite” previous ones.
    New changes will be posted in this thread in separate posts.

    [header]Zombie Survival[/header]

    New content

    • Added Drone to worth and points. Requires an unlock skill.

    • Added Oberon Pulse Shotgun to tier 3.

    • Added Artemis Dual Crossbows to tier 4.

    • Added Spinfusor to tier 4.

    • Added Hurricane to tier 2.

    • Added Molotov Cocktail to worth and points.

    • Medic Cloud Bomb is now added.

    • Added skill Unlock: Crafting Pack. Alternate Junk Pack which costs more worth but all props are useful in crafting recipes.

    • Added skills: Worthiness I - IV. Scattered around the skill web, these each grant 5 worth per but you start with 3 less points per.

    • Added skill: Turret Lock. -95% turret scan angle. Your turrets always scan almost exactly straight ahead.

    • Added new skill: Focus. Universally decreases aiming cone size by 10%.

    • Added new skill: Wooism. No longer less accurate while moving. No longer more accurate while aiming or crouching.

    • Added new skill: Glutton. Gain up to 30 blood armor when eating food. No longer receive health from eating food. -10 max health.

    Changes and fixes

    • Added better explosion effects for Detonation Pack and Grenades.

    • Repairing needed for one point decreased 50 -> 35. Means you need to repair less to get a point.

    • Nails can be closer together (16 units -> 9 units).

    • Bosses no longer regenerate health from feign death.

    • Gore Child health decreased 25 -> 20.

    • Chem Burster radius / damage reduced from 128 / 55 to 90 / 44 at maximum charge. Minimum charge reduced from 33% to 20%.

    • Reduced Wrench worth requirement 25 -> 20.

    • Chem Burster moved from wave 5 to wave 6.

    • Fixed exploit that allowed people to farm points by repairing props damaged by the anti-skycade system. When a prop is damaged by the system, any repairs will not give points until all the damage dealt by the system (not counting legit zombie damage) is repaired.

    • Fixed the load button in the worth menu not working.

    • Health per one point of healing increased from 5 to 10. You have to heal another player twice as much to get a point. It was a bit ridiculous that healing 1 person from 0 to 100% would give you 20 points.

    • Any damage dealt by a non-zombie to a player or a nailed prop will now add to that object’s “useless damage” counter. Healing or repairing will deduct from it and you will receive reduced/no points from healing/repairing if they have any.

    • Sigil spawning logic changed so that it checks validity, even if it is from a noding profile. Prevents sigils appearing in walls, on static props, etc.

    • Fixed medkit healing 15 HP when it had less than 15 ammo left.

    • Increased med kit ammo from resupplies 15 -> 23.

    • You can now purchase blast turrets, sigil fragments, medical kits, medic guns, and medic cloud bombs from resupply crates.

    • Medic cloud bombs have a stock of 20 per round.

    • Sigil fragments have a stock of 30 per round.

    • Weapons now have weight to them when deciding which weapon to auto swap to when you drop or lose it. Food is lowest priority, fists are second lowest, melee is second highest, and guns are highest priority to auto swap to. Higher tier guns also take higher priority than lower tier ones.

    • Optimization in animation code for humans, similar to the deal that zombie animation code received.

    • Fix for multi-bullet weapons dealing less damage than they should. Each bullet is now capable of hitting an independent hitbox, making multi shot weapons a bit more “random” in their damage distribution, although technically more correct. Damage per shot has been reduced, but the final, calculated damage remains the same. It’s best to just ignore this change if you don’t understand it.

    • Fixed FPS loss from barricade phasing.

    • The Hunter now acts as a bolt action and reloads automatically. Overall reload speed increased.

    • The Bullet Storm ammo efficiency has been increased 25% and the storm mode now only consumes one bullet.

    • Spread weapon cone now decreases for each consecutive bullet in the blast. The first bullet is 100% cone and the last is 25%. This means that it is more likely for bullets to be near the center than near the edges. This makes it very similar to how valve does it.

    • Spread weapon cone overall decreased by 20% (was erroneously a bit high).

    • Reduced spread on Waraxe.

    • Fixed Waraxe damage being less than Battleaxe.

    • Bosses no longer heal from gibs.

    • Slight visual update on skill web. Support for catmullrom splines between skills.

    • SMG ammo resupply reduced 40 -> 32 (is now 2 more than assault rifle)

    • Turrets no longer give you 250 ammo when buying them with points.

    • Turret point cost reduced 50 -> 40

    • Tosser reload speed reduced 1.0x -> 0.6x (was previously VERY fast)

    • Crackler reload speed increased 1.0x -> 1.1x

    • Blaster cone spread diameter reduced 30 degrees -> 26 degrees

    • All starting pistol worth reduced 50 -> 45

    • Z9000 worth reduced 50 -> 40

    • Owens reload speed decreased 1.0x -> 0.6x (was previously VERY fast)

    • Bullet Storm ammo efficiency reduced from 125% -> 100%

    • Bullet Storm secondary mode now reduces firing rate by 33% but increases damage from 1 x 17.5 -> 2 x 11.67. DPS stays roughly the same, time to empty magazine increases, ammo efficiency increases slightly.

    • Fixed camera angles being tilted if switching modes while view punched.

    • Akbar weapon damage increased 18 -> 20

    • Reaper weapon damage decreased 24 -> 21.5

    • Reaper weapon accuracy decreased by about 7%

    • Silencer weapon accuracy decreased by about 20%

    • Tickle Monster health decreased 2000 -> 1400

    • Tickle Monster melee reach decreased 160 -> 150

    • Tickle Monster melee damage decreased 26 -> 24

    • Fix crash having to do with meat hooks.

    • Useless damage system on players temp removed. Exploiting will be met with harsh punishments.

    • Oxygen tanks now transparent when on transparent player.

    • Players drawn cheaply at a higher transparency than before (shadow man).

    • Fixed medic cloud bomb sometimes not working (going through a wall).

    • Increased medic cloud bomb healing by 25%.

    • Removed gibs from Chem Bursters to preserve some semblance of client performance during the final wave.

    • Increased Long Arm damage 120 -> 150

    • Decreased Long Arm fire delay 1.5s -> 1.25s

    • Fixed status_poison stealing ownership of damage from the original attackers.

    • Screen brightness when facing escape doors reduced overall.

    • Screen brightness when facing escape doors while a spectator is half as normal.

    • Reduced the cone of the Blaster drastically, about 60%. Also, The Blaster cone now blooms while moving, much more than other shotguns. Maximum bloom is still about 50% less than minimum bloom on the previous cone.

    • Reduced the cone of the Sweeper by about 40%.

    • Reduced the cone of the Ender by about 10%.

    • Reduced the cone of the Glock 3 by about 10%. It’s cone bloom has been widened.

    • Increased the ricochet pellet damage of the Annabelle from 120% -> 160%.

    • Decreased the size of Ass Kicker class from 3x -> 2x.

    • AFK people are now far less likely to be picked as zombie volunteers.

    • Bosses can eat gibs again since Chem Bursters don’t spam them everywhere.

    • Fixed Crow, Wisp, Fast Zombie, and Super Zombie movement not being predicted properly on high pings. This was more pronounced for the Crow than other classes, especially when turning the camera and flying.

    • Fixed dropping props with USE causing current weapon to not draw in 3rd person or for other players.

    • Fixed Resupply Box being lower than the model should be, causing it to trigger skycade damage if on a displacement.

    • Fixed Blood Armor being depleted from friendly explosions or other such sources.

    • Acrobat jump power reduced from +25% to 20%.

    • Acrobat fall speed penalty increased from 25% to 100%.

    • Fixed Wooism allowing you to zoom or aim down sights (which didn’t give you any extra accuracy anyway).

    • Fixed Annabelle not allowing aim down sights.

    • Added some more curviness to the skill web.

    • People no longer render at all if their transparency is below 10%.

    • Glock3 damage increased 14.2x3 = 42.6 -> 16.5x3 = 49.5. This brings it slightly higher than the deagle at the cost of possibly missing part of your shots.

    • Owens damage increased 9x2 = 18 -> 11.5x2 = 23. Slightly higher than Battleaxe at the cost of possibly missing part of your shots.

    • Oberon is now single-load shotgun instead of multi-load. Accuracy is now static.

    • Crossbow bolt resupply increased from 4 -> 8.

    • Crossbow bolts from arsenal crate now gives you 5 per 9 points instead of 1 per 9 points.

    • Added additional Crossbow ammo to worth.

    • Drone aiming now comes from camera position.

    • Drone rope now breaks at extreme tension.

    • Drone rope shortened.

    • Fast Zombie pounce damage vs. non-humans increased to 20.

    • Drone damage decreased 9 -> 8 (no it’s not supposed to be ammo efficient).

    • Drone accuracy decreased slightly.

    • Drone can now pick up slightly heavier objects.

    • Flesh Creeper nest health increased 100 -> 350.

    • Spinfusor damage decreased 125+125 -> 120+120

    • Spinfusor points increased 200 -> 350

    • Spinfusor tier increased 5 -> 6

    • Regenerator health penalty reduced 10 -> 7

    • Blood Armor regeneration time increased 3s -> 6s

    • Safe Fall threshold, slow down changed +50%, +25% -> 30%, 40%

    • Fixed teleporting to same sigil

    • Spinfusor points reduced 350 -> 300

    • Pulse weapons (sans spinfusor) now generate 125% as many points as other weapons. They do less damage but the slowdown is now considered ‘helpful’ to your team in terms of points.

    • Pulse ammo per 9 points reduced 40 -> 30 to bring it in line with other ammo types.

    • Adonis damage reduced 34 -> 27.2. It was being used as a damage dealer instead of crowd control. The damage is reduced but the points per shot are the same.

    [header]Extreme Football Throwdown[/header]

    • Major (up to 2x FPS) client-side performance increase.

  • Administrators

    Here’s a rundown of all the updates that have happened since Publish 418
    Changes are in order from oldest to newest so some changes might “overwrite” previous ones.
    New changes will be posted in this thread in separate posts.

    [header]Zombie Survival[/header]

    New content

    • Added Drone to worth and points. Requires an unlock skill.

    • Added Oberon Pulse Shotgun to tier 3.

    • Added Artemis Dual Crossbows to tier 4.

    • Added Spinfusor to tier 4.

    • Added Hurricane to tier 2.

    • Added Molotov Cocktail to worth and points.

    • Medic Cloud Bomb is now added.

    • Added skill Unlock: Crafting Pack. Alternate Junk Pack which costs more worth but all props are useful in crafting recipes.

    • Added skills: Worthiness I - IV. Scattered around the skill web, these each grant 5 worth per but you start with 3 less points per.

    • Added skill: Turret Lock. -95% turret scan angle. Your turrets always scan almost exactly straight ahead.

    • Added new skill: Focus. Universally decreases aiming cone size by 10%.

    • Added new skill: Wooism. No longer less accurate while moving. No longer more accurate while aiming or crouching.

    • Added new skill: Glutton. Gain up to 30 blood armor when eating food. No longer receive health from eating food. -10 max health.

    Changes and fixes

    • Added better explosion effects for Detonation Pack and Grenades.

    • Repairing needed for one point decreased 50 -> 35. Means you need to repair less to get a point.

    • Nails can be closer together (16 units -> 9 units).

    • Bosses no longer regenerate health from feign death.

    • Gore Child health decreased 25 -> 20.

    • Chem Burster radius / damage reduced from 128 / 55 to 90 / 44 at maximum charge. Minimum charge reduced from 33% to 20%.

    • Reduced Wrench worth requirement 25 -> 20.

    • Chem Burster moved from wave 5 to wave 6.

    • Fixed exploit that allowed people to farm points by repairing props damaged by the anti-skycade system. When a prop is damaged by the system, any repairs will not give points until all the damage dealt by the system (not counting legit zombie damage) is repaired.

    • Fixed the load button in the worth menu not working.

    • Health per one point of healing increased from 5 to 10. You have to heal another player twice as much to get a point. It was a bit ridiculous that healing 1 person from 0 to 100% would give you 20 points.

    • Any damage dealt by a non-zombie to a player or a nailed prop will now add to that object’s “useless damage” counter. Healing or repairing will deduct from it and you will receive reduced/no points from healing/repairing if they have any.

    • Sigil spawning logic changed so that it checks validity, even if it is from a noding profile. Prevents sigils appearing in walls, on static props, etc.

    • Fixed medkit healing 15 HP when it had less than 15 ammo left.

    • Increased med kit ammo from resupplies 15 -> 23.

    • You can now purchase blast turrets, sigil fragments, medical kits, medic guns, and medic cloud bombs from resupply crates.

    • Medic cloud bombs have a stock of 20 per round.

    • Sigil fragments have a stock of 30 per round.

    • Weapons now have weight to them when deciding which weapon to auto swap to when you drop or lose it. Food is lowest priority, fists are second lowest, melee is second highest, and guns are highest priority to auto swap to. Higher tier guns also take higher priority than lower tier ones.

    • Optimization in animation code for humans, similar to the deal that zombie animation code received.

    • Fix for multi-bullet weapons dealing less damage than they should. Each bullet is now capable of hitting an independent hitbox, making multi shot weapons a bit more “random” in their damage distribution, although technically more correct. Damage per shot has been reduced, but the final, calculated damage remains the same. It’s best to just ignore this change if you don’t understand it.

    • Fixed FPS loss from barricade phasing.

    • The Hunter now acts as a bolt action and reloads automatically. Overall reload speed increased.

    • The Bullet Storm ammo efficiency has been increased 25% and the storm mode now only consumes one bullet.

    • Spread weapon cone now decreases for each consecutive bullet in the blast. The first bullet is 100% cone and the last is 25%. This means that it is more likely for bullets to be near the center than near the edges. This makes it very similar to how valve does it.

    • Spread weapon cone overall decreased by 20% (was erroneously a bit high).

    • Reduced spread on Waraxe.

    • Fixed Waraxe damage being less than Battleaxe.

    • Bosses no longer heal from gibs.

    • Slight visual update on skill web. Support for catmullrom splines between skills.

    • SMG ammo resupply reduced 40 -> 32 (is now 2 more than assault rifle)

    • Turrets no longer give you 250 ammo when buying them with points.

    • Turret point cost reduced 50 -> 40

    • Tosser reload speed reduced 1.0x -> 0.6x (was previously VERY fast)

    • Crackler reload speed increased 1.0x -> 1.1x

    • Blaster cone spread diameter reduced 30 degrees -> 26 degrees

    • All starting pistol worth reduced 50 -> 45

    • Z9000 worth reduced 50 -> 40

    • Owens reload speed decreased 1.0x -> 0.6x (was previously VERY fast)

    • Bullet Storm ammo efficiency reduced from 125% -> 100%

    • Bullet Storm secondary mode now reduces firing rate by 33% but increases damage from 1 x 17.5 -> 2 x 11.67. DPS stays roughly the same, time to empty magazine increases, ammo efficiency increases slightly.

    • Fixed camera angles being tilted if switching modes while view punched.

    • Akbar weapon damage increased 18 -> 20

    • Reaper weapon damage decreased 24 -> 21.5

    • Reaper weapon accuracy decreased by about 7%

    • Silencer weapon accuracy decreased by about 20%

    • Tickle Monster health decreased 2000 -> 1400

    • Tickle Monster melee reach decreased 160 -> 150

    • Tickle Monster melee damage decreased 26 -> 24

    • Fix crash having to do with meat hooks.

    • Useless damage system on players temp removed. Exploiting will be met with harsh punishments.

    • Oxygen tanks now transparent when on transparent player.

    • Players drawn cheaply at a higher transparency than before (shadow man).

    • Fixed medic cloud bomb sometimes not working (going through a wall).

    • Increased medic cloud bomb healing by 25%.

    • Removed gibs from Chem Bursters to preserve some semblance of client performance during the final wave.

    • Increased Long Arm damage 120 -> 150

    • Decreased Long Arm fire delay 1.5s -> 1.25s

    • Fixed status_poison stealing ownership of damage from the original attackers.

    • Screen brightness when facing escape doors reduced overall.

    • Screen brightness when facing escape doors while a spectator is half as normal.

    • Reduced the cone of the Blaster drastically, about 60%. Also, The Blaster cone now blooms while moving, much more than other shotguns. Maximum bloom is still about 50% less than minimum bloom on the previous cone.

    • Reduced the cone of the Sweeper by about 40%.

    • Reduced the cone of the Ender by about 10%.

    • Reduced the cone of the Glock 3 by about 10%. It’s cone bloom has been widened.

    • Increased the ricochet pellet damage of the Annabelle from 120% -> 160%.

    • Decreased the size of Ass Kicker class from 3x -> 2x.

    • AFK people are now far less likely to be picked as zombie volunteers.

    • Bosses can eat gibs again since Chem Bursters don’t spam them everywhere.

    • Fixed Crow, Wisp, Fast Zombie, and Super Zombie movement not being predicted properly on high pings. This was more pronounced for the Crow than other classes, especially when turning the camera and flying.

    • Fixed dropping props with USE causing current weapon to not draw in 3rd person or for other players.

    • Fixed Resupply Box being lower than the model should be, causing it to trigger skycade damage if on a displacement.

    • Fixed Blood Armor being depleted from friendly explosions or other such sources.

    • Acrobat jump power reduced from +25% to 20%.

    • Acrobat fall speed penalty increased from 25% to 100%.

    • Fixed Wooism allowing you to zoom or aim down sights (which didn’t give you any extra accuracy anyway).

    • Fixed Annabelle not allowing aim down sights.

    • Added some more curviness to the skill web.

    • People no longer render at all if their transparency is below 10%.

    • Glock3 damage increased 14.2x3 = 42.6 -> 16.5x3 = 49.5. This brings it slightly higher than the deagle at the cost of possibly missing part of your shots.

    • Owens damage increased 9x2 = 18 -> 11.5x2 = 23. Slightly higher than Battleaxe at the cost of possibly missing part of your shots.

    • Oberon is now single-load shotgun instead of multi-load. Accuracy is now static.

    • Crossbow bolt resupply increased from 4 -> 8.

    • Crossbow bolts from arsenal crate now gives you 5 per 9 points instead of 1 per 9 points.

    • Added additional Crossbow ammo to worth.

    • Drone aiming now comes from camera position.

    • Drone rope now breaks at extreme tension.

    • Drone rope shortened.

    • Fast Zombie pounce damage vs. non-humans increased to 20.

    • Drone damage decreased 9 -> 8 (no it’s not supposed to be ammo efficient).

    • Drone accuracy decreased slightly.

    • Drone can now pick up slightly heavier objects.

    • Flesh Creeper nest health increased 100 -> 350.

    • Spinfusor damage decreased 125+125 -> 120+120

    • Spinfusor points increased 200 -> 350

    • Spinfusor tier increased 5 -> 6

    • Regenerator health penalty reduced 10 -> 7

    • Blood Armor regeneration time increased 3s -> 6s

    • Safe Fall threshold, slow down changed +50%, +25% -> 30%, 40%

    • Fixed teleporting to same sigil

    • Spinfusor points reduced 350 -> 300

    • Pulse weapons (sans spinfusor) now generate 125% as many points as other weapons. They do less damage but the slowdown is now considered ‘helpful’ to your team in terms of points.

    • Pulse ammo per 9 points reduced 40 -> 30 to bring it in line with other ammo types.

    • Adonis damage reduced 34 -> 27.2. It was being used as a damage dealer instead of crowd control. The damage is reduced but the points per shot are the same.

    [header]Extreme Football Throwdown[/header]

    • Major (up to 2x FPS) client-side performance increase.

  • Administrators

    • Added Initial Dead zombie class. This is a special class which overrides the default Zombie class during wave 1 only. It is a slightly faster, moderately tougher version of Fresh Dead designed to combat spawn camping.
    • Zombie melee size has been increased. In general, triple the size. Some human melee weapons were easier to hit than zombie claws which were using a rather low size. Clarification: this is for size, as in how easy it is to hit, not maximum range.
    • Poison Headcrab pounce damage decreased 45 -> 37.
    • Fixed drone not dropping ammo when it dies.


  • I’d reckon Zombie XP from Zombie Escape needs to be toned down significantly. It’s 50XP from winning (which now happens rarely as there’s only one hard ZE map on the server), compared to 18XP per brain. 3 brains will give you the XP for a win. It’s pretty easy to see why this is a lot of XP for zombies, and very feasible to get even 10 brains or more at high player counts and the gimmicks of ZE. Also perhaps 18XP for general ZS is a bit too much right now, given boss zombies on high player counts getting a high brain total as opposed to winning, but it’s definitely not as bad as ZE. Perhaps redeeming should be more incentivized for XP, after all you don’t win if you’re a zombie.



  • If you carry a prop while a drone has its ropes bound to it and nail the prop, both the prop and the drone will freeze.



  • prop_manhack and prop_drone can claim the kill if the zombie was near death and on the last hit took physics damage from either one falling on their head.


  • Game Admins

    If “Fast Weapon Switch” is disabled in the advanced keyboard options, you are unable to select fists. Pressing 1 will do nothing other than make a sound (it doesn’t even switch over to the fist icon)



  • I think Adonis needs a buff in some way now.

    It had pretty good sustained DPS before, one of the weapons with the highest sustained DPS, and was point efficient for making points. Now it has lost DPS. It never really had a good slowing factor a Tier 5 gun too, especially at it’s current price. I think the rate of fire needs to be increased to compensate for the lost DPS, which will preserve the ammo efficiency (but see below about point bonus). A rate of fire increase to 0.16 from 0.2 would put it back at it’s regular burst DPS, at least. It also would make the slow a bit better.

    Also, this is hearsay but apparently the 125% point bonus does not seem to work, zombies appear to the give the same amount of points for damaging them with pulse weapons.



  • wide load debuff doesnt make your character fat.


  • Administrators

    • Tosser damage reduced 15 -> 14.5
    • Manhack health increased 55 -> 100
    • Manhack / Sawhack / Drone handling increased
    • Manhack doesn’t ricochet as hard off of players.
    • Removed DSP effect from zombie vision.
    • Fixed pulse weapon point multiplier not working.
    • Fixed Manhack / Drone being able to take physics kill credit.


    • Manhack health increased 55 -> 100
    • Manhack / Sawhack / Drone handling increased
    • Manhack doesn’t ricochet as hard off of players.

    Thank you!

    Also on an unrelated note zombie nightvision doesn’t work in low end cards, maybe fallback to the old dynamic light system if it finds dxlevel <  90?


  • Administrators

    Maybe they should fall back on something not made before hl2 came out.


  • Administrators

    • Fixed zombie attack animations being unsynced (different swing animations being played for server/client), resulting in inaccurate clientside hitboxes.

  • Administrators

    Here’s some proposed changes:

    • Removed arm damage multiplier (was 0.5x) and stomach multiplier (0.75x). Arms are too thin and stomach is inconsistent on some models. So only multipliers are head, legs, and <everything else>. Head might be dropped from 2x to 1.75x to compensate.
    • Zombies can see the health of barricades through some sort of colored outline.
    • Added flinch animations. Hitting a certain area will play flinch gestures.


  • @JetBoom:

    Here’s some proposed changes:

    • Removed arm damage multiplier (was 0.5x) and stomach multiplier (0.75x). Arms are too thin and stomach is inconsistent on some models. So only multipliers are head, legs, and <everything else>. Head might be dropped from 2x to 1.75x to compensate.

    Interesting, guess this will help inaccurate weapons like shotguns and SMGs a bit, but it does take down the strength of certain rifles and other very accurate weapons.


  • Game Admins

    @Raox:

    Interesting, guess this will help inaccurate weapons like shotguns and SMGs a bit, but it does take down the strength of certain rifles and other very accurate weapons.

    headshots are one of the most satisfying things about playing human, the change would nerf accurate weapons that are incredibly fun to use like the hunter. you could introduce headshot multipliers for individual weapons



  • zombie attack animations are still broken, also shadow lurkers and torsos are t pose


  • Administrators

    • Removed arm damage multiplier (was 0.5x) and stomach multiplier (0.75x). Arms are too thin and stomach is inconsistent on some models. So only multipliers are head, legs, and <everything else>. Head might be dropped from 2x to 1.75x to compensate.
    • Fixed zombie animations.
    • Added remort level display.
    • Added option to hide XP info.


  • @JetBoom:

    • Added remort level display.

    Can’t seem to see this myself.



  • Teleporting to same sigil still happens.


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