Publish 422 and our 10th birthday



  • Right now i think the molotov is terrible weapon to use and 84 damage buff from the fire cloud would not help very much.



  • @GT4_PL said in Publish 422 and our 10th birthday:

    Right now i think the molotov is terrible weapon to use and 84 damage buff from the fire cloud would not help very much.

    If you were going to post using GT4’s forum account, could you make it not obvious?
    GT4 has suddenly become fluent in english.



  • Who knows… Maybe GT4 learned proper grammar within the past 3 years.



  • Additions

    • Reworked and remade the Force Field Emitter for addition. A deployable which blocks zombie projectiles, but doesn’t block melee (from zombies or humans) or bullets.
    • Added new skill: Hauling Module - +70% drone carrying mass, -40% drone speed
    • Added new skill: Smart Targeting - Medic gun darts home in on injured targets at long range (a quiet blip will signify a lockon). +150% medic gun fire delay.

    Balance Changes

    • Blaster
      • Damage: 9.25 -> 9.5 per pellet
      • Clip Size: 5 -> 6
    • Inquisitor
      • Instead of splitting into smaller bolts, it now splits into a shower of bolt fragments which are hitscan (bullets).
      • These fragments can headshot.
      • Increased the base damage of the bolt from 55 -> 68. The bolt fragment shower is 34 damage total, but can headshot.
    • Silencer
      • Damage: 20.75 -> 20
      • Reload Speed Multiplier: 0.6 -> 0.72
      • Min Cone: 6 -> 4.5
    • Long Arm
      • Clip Size: 6 -> 5
    • Blast Turret
      • Spread: 0.2 -> 2.5 (A fix/nerf/buff if you will)
    • Shade Rework
      • Heavily reworked the shade, it can now be shot at now, but can produce a shield with regenerating health and a damage cap per second by pressing SHIFT.
      • This shield has 600 health, can take 150 damage a second (prevents any more damage over 150 damage taken for that second) and regenerates 25 health every 0.4 seconds. It can also block ANY projectiles while active (Impaler bolts included).
      • If the shield is destroyed or taken down (by pressing SHIFT again) it can’t be redeployed for 6 seconds.
      • Can now also press R to pull a rock out of the ground right in front of you if you’re looking at it. These rocks don’t do heavy damage, can only damage humans and are slow to spam, as a backup to props.
      • Added a flashy death effect to the shade.
      • Flashlights no longer damage the shade.
    • Increased the amount of ammo 1 scrap from a remantler is worth from 1/4 of a resupply to 1/3.
    • Red Marrow
      • Damage while Blood Shield is active: 25 -> 15
      • Health: 2000 -> 1800. This affects the amount of times the blood shield is active from 10 to 9 times.
    • Reduce the detection radius of the proxy mine slightly (make it less overly sensitive and dealing little damage): 200 -> 150.
    • Put shotgun resupply/arsenal/cache values to their old arsenal value of 10 -> 12.
    • Increase Det Pack Stocks: 6 -> 8. The main issue lied with price and sustainability and that was addressed.
    • Added a fire cloud to the molotov. Zombies that stand in the cloud will get ignited and also take some extra burn damage if they remain in it. The cloud lasts 7.2 seconds. Deals upto 84 extra damage maximum per zombie, and slows zombies a small amount.
    • Reload speed from skills now affects weapons with shotgun reloading.
    • Reduced the reload bonus on Quick Reload from 25% -> 20%.
    • Unified the prices of all tier 3 weapons to be 70 points. Reaper and Ender are currently less bought as a result of their higher prices and the Akbar while bought often doesn’t warrant being 80 points for being the only assault rifle in the tier.

    Other Changes

    • Made repair fields, zappers, drones and manhacks use health bars instead of an abstract health percentage (which didn’t even have a percent symbol), of which previously could be confusing for newer players.
    • Reworked the FGD:
      • All weapons and entities are now available in the FGD.
      • Fixed some weapons having the wrong model in hammer.
    • Slightly increased the rotation speed of locking on to players to give them items.
    • Readded the old message beacon message relating to force field emitters.
    • The Remantler now shows the damage benefit you’ll get from a newly remantled weapon.
    • Remantling should be a little more clear in the fact that you already have the weapon you’re trying to remantle.
    • Slightly change the sound of the blaster to not share the same sound as the Annabelle.
    • Stopped proxy mines from decaying.

    Bugfixes

    • Moved the location of the “giving items to” notification higher up (which fixes overlaying on top of zombie volunteers)
    • Fixed rehitting the phase key won’t reset your phasing speed to 1 again with Wide Load if you’re already phasing.
    • Fixed food not changing your movement speed.
    • Fixed food not working with custom deploy speeds.
    • Remantlers will now always empty your weapon, which fixes remantling a weapon destroying your clip of your held weapon prior to the remantling.
    • Crafting now empties the clip of a weapon you’re holding, and no longer provides ammo from nowhere from the new weapon.
    • Fixed fire self damage issues.
    • Fixed a couple of inconsistent skill descriptions.
    • Fixed fast zombie torsos not giving points, they give 1 point like regular torsos do now.
    • Fixed blast turret accuracy not being adjusted after the lua bullets update (making them 50x more accurate than they previously were).


  • @Raox said in Publish 422 and our 10th birthday:

    • This shield has 600 health, can take 150 damage a second (prevents any more damage over 150 damage taken for that second) and regenerates 25 health every 0.4 seconds. It can also block ANY projectiles while active (Impaler bolts included).

    Doesn’t this mean artemis and spinfusor will simply explode on impact, not migitating the AOE effect of these weapons and only affecting just the impaler?


  • Administrators

    it wont stop them from exploding but you still need line of sight to get damaged by it so standing behind the shield will protect you



  • @Raox said in Publish 422 and our 10th birthday:

    • Shade Rework

    The Shade can now pull objects out of the hands of humans.

    What’s the decision on not including this from the old publish, or was it just forgotten?



  • @Box said in Publish 422 and our 10th birthday:

    @Raox said in Publish 422 and our 10th birthday:

    • Shade Rework

    The Shade can now pull objects out of the hands of humans.

    What’s the decision on not including this from the old publish, or was it just forgotten?

    Just forgotten, actually.

    I added it just now.


  • Game Admins

    @Raox said in Publish 422 and our 10th birthday:

    Reworked the FGD:

    All weapons and entities are now available in the FGD.
    Fixed some weapons having the wrong model in hammer.

    As always, the latest version of this file can be found here.



  • https://dl.dropboxusercontent.com/u/8255941/zs_abandoned_mall_v8 2016-10-30 00-36-37.webm

    Shade shield was a bit too restrictive in terms of the shade not being able to move, so for next update the Shade can move slowly while channeling the shield. It’s also much much faster to create. He can also throw rocks a bit faster than before.


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