Publish 423 - The Trinkets Update



  • Publish 423 - The Trinkets Update

    Trinkets


    • A whole new category of item for Zombie Survival. Trinkets are physical items which confer boosts to your effectiveness or provide you with some form of utility.
    • Trinkets are purchaseable from Arsenal and Worth, and there are roughly 50 unique trinkets.
    • Some of these trinkets are seperated into tiers and you can accumulate a set of these tiers, to get a bonus which stacks with the other trinkets.
    • Trinkets are like weapons - they can be dropped, given and you can only hold 1 of them at a time. If you have the trinket, it will work.
    • Some examples of trinkets include:
      • Reactive Flasher - Blinds and disorients melee attacker for 2 seconds. Consumes itself on activation.
      • Hemo-Adrenal Converter I - +2% melee damage to blood armor.
      • Pulse Amplifier I - +12% slow from pulse weapons and stun batons.
      • Resupply Pack - A portable resupply on your back.
    • A full list of trinkets can be found here (Design Document): https://www.dropbox.com/s/3pefnbqwia31xlm/zs trinkets.odt?dl=0

    Other Additions


    • Added new skill: Twin Volley - Fire twice as many bullets in manual turret mode, for the cost of double ammo usage in manual mode and a +75% increased fire delay in manual mode. Allows you to increase your manual mode DPS slightly (by about 14%) as you give up being able to do anything else while manually controlling a turret.
    • Added new skill: Forager - 20% chance to collect food from resupply boxes, +50% resupply box delay.
    • Added new skill: Field Amplifier - +25% zapper and repair field range, +25% zapper and repair field delay.
    • Added new skill: Pulse Cutter - Swaps the SMG turret on the Drone for a pulse cutter which deals 30% less damage, slows zombies and has a slightly longer range. Includes the +25% points multiplier. Takes pulse ammo instead.
    • Added new skill: Lanky - +10% melee range, -15% melee damage.
    • Added new Tier 6 weapon: “Juggernaut” M249 - A M249 with a clip size of 95, taking assault rifle ammo and has very fast firerate, accelerating with clip depletion. The last shot will fire a spread of bullets. Deals immense sustained DPS, but isn’t very accurate and incredibly hard to use not ironsighted.
    • Added 2 new food items - Water and Chinese Takeout.

    Balance Changes


    • Shade:
      • Shade can now move slowly with the shield active at 35 units per second.
      • The shield now deploys in 0.5 seconds instead of 1.5 seconds.
      • Taking down the shield manually delay: 6 -> 2 seconds.
      • Shield redeployment delay after destruction: 6 -> 8 seconds.
      • Decreased the delay between picking up and throwing rocks from the ground.
    • Gluon:
      • Now cools off even when not equipped.
      • Long term heat will now slowly cool when not use, at a very slow rate.
      • Reduced the fire delay after venting/firing with the Gluon.
    • Reaper
      • Moved to Tier 3 -> 5.
      • Damage: 21.5 -> 25
      • Has a new passive effect - Killing a zombie grants a stacking 4% damage buff which refreshes, and lasts for a duration of 10 seconds. It stacks up to 3 times, for a total of 12% extra damage.
    • Artemis no longers deafens or ignites props - This was annoying source of screeching spam.
    • Skeletal Walkers now recieve 33% less damage from sources which are neither bullets nor melee. For note, they take 66% reduced damage from bullets.
    • The default “maximum blood armor” is now 10. The Blood Armor skill is unchanged by this and will always regenerate upto 10 blood armor.
    • Glutton will now always give you upto 20 blood armor above your max as a cap.
    • Remantler
      • Remantling scrap now scales on the QUALITY of the weapons crafted. Sturdy 1 Scraps, Honed 2 Scraps, Perfected 3 Scraps.
      • 1 Scrap from remantling is now worth 1/3 -> 1/2 of a resupply.
    • Increased the health of zappers from 75 -> 150, the same as repair fields now. Zappers had too little health to remain durable at all in some situations.
    • Increased the starting ammo on repair fields and zappers from 30 -> 50 to compensate for the reduced worth ammo tab of pulse ammo amounts available.
    • Increased the maximum ammo capacity on the drone: 250 -> 300. The reduction was a little overboard.

    Other Changes


    • Oxygen Tank is now a trinket.
    • You’ll now be alerted to scrap produced in a remantler if you own one.
    • If you can’t withdraw a weapon you’re trying to craft with a remantler because you already have one, it will allow you to remantle it but the result of the remantle will be placed inside the Remantler. This will allow you to use only one remantler for upgrading your weapons now.
    • The Remantler model has been changed, and remantlers now collide and can take projectile damage. This resolves issues with remantlers eating weapons too often.
    • Added a message to the remantler when a weapon is deposited telling the depositer what weapon they need to upgrade said deposited weapon.
    • Moved the Gluon to weapon slot 4 (from 6). For trinkets.
    • Manhacks won’t aggressively hover away from the ground as much anymore causing jerky movement.
    • Manhacks at places with low ceilings won’t be forced into said ceilings as much.
    • Turret manual control modes now have a camera emanate from the turret itself, like piloting a drone or manhack.
    • Disabled the oxygen tank prop turning into oxygen tanks, since they’re a niche item and the prop itself is a decent cading prop.
    • Blocking attack damage completely with blood armor will play a sound if the damage is above 20.
    • Increased the killicon size from HL2 and CSS and removed outlines to match the other killicons.
    • Quality weapon killicons are now deeper again in colour to be more noticeable.
    • Added slow status bar - sources being Lacerator, Doom Crab, Ghoul
    • Decreased the impact of rendering sigils on the fear-o-meter. (Roughly 50%, was a big hitter in FProfiler)
    • Cached weapon purchase checking clientside to improve FPS.
    • Increase Gluon sound level.

    Bugfixes


    • Fixed mega masher world model not matching view model and mega masher explosive effect spam at high ping.
    • AmmoCache inconsistencies. You could start with more pulse ammo than you should.
    • Fixed zombie classes with overrides not showing that they have spawn protection (mostly).
    • Fixed bullets making an impact sound if they have a finite range and don’t hit anything.
    • Fixed sigil fragment rendering and pickups.
    • Fixed statuses with varying durations not showing correctly in the status bar.
    • Fixed being forced to phase through force field emitters themselves.
    • Fixed projectile weapons not showing quality on the killicons.
    • Fixed some player model voices being incorrect.


  • Some updates that have happened since:

    Balance Changes


    • Inquisitor
      • Projectile Speed: 1200 -> 1400
      • Damage: 68 -> 74
      • Fragment total damage increased by 33%.
    • The shade shield undeploy delay scales based on the remaining health of the shield. So you can’t undeploy it after it was heavily damaged.
    • Shade shield no longer regenerates health if it has taken over 150 damage for that second, which is the damage cap per second.
    • Remantling:
      • You can now remantle some melee weapons, this is mostly restricted to what you can get in worth/arsenal.
      • Craftable or only findable melee weapons cannot be remantled.
      • Remantling a melee weapon doesn’t produce scrap.
    • Pressing use with a resupply pack held in your hand will allow you to use it.
    • Proxy Mines
      • Detection Radius: 150 -> 90
      • Damage and Explosion Radius: 215 -> 235
    • Force field emitters themselves now take damage if the field itself takes damage at 1/8th of the original rate.
    • Force field emitters now repair at 25% of the rate, meaning they need difficult maintenance to keep using forever.
    • The drone from the worth menu starts with 60 of the respective ammo depending on the which skill the user has.
    • Flash bombs are now affected by vision duration multiplier trinkets.
    • Trinket Balance
      • Adjusted the price of some trinkets in the worth menu, mainly a reduction in price.
      • A lot of trinkets are now compressed in certain tiers, to remove the ineffectual nature of only having one instance of them, and to reduce overall clutter.
      • Some trinkets are now just in general more effective so they are so very niche.
      • We’re continuing to iterate over trinkets, so stay tuned for more changes, some categories of trinket are definitely not purchased so often in the current state.
    • Manhacks
      • Increased hitbox sizes about 10% across the board.
      • Decreased health by roughly 12%.
      • The damage done to nests has been reduced by 66%. Having an easily deployable and obtainable item which you can use in complete safety, rendering zombies ineffectual on large maps stagnates the game for both teams and renders the game boring. The health and hitbox have been adjusted so being aware of them assaulting a nest is easier to deal with, but the damage also needed to be rectified. The time they destroyed nests in which was too fast and an active flesh creeper cannot hope to contest even when it is actively repairing the nest.
    • Gluon
      • Very slightly increased the amount of short duration heat needed to be vented again before you can fire the gluon (previously 75% of the bar needed, now it’s 88% roughly). This is a nerf.
    • Increased the Juggernaut accuracy from 2.5 -> 2.25 cone size minimum.
    • Spawn Protection
      • Increased the initial protection time from 2.5 -> 3 seconds on non objective maps.
      • Increased the speed buff for zombies from 15% to 25%.

    Changes


    • Map specific CS Lua is possible.
    • Added weapon descriptions to the Reaper and the Juggernaut.
    • Disabled the check for creeper nests if there’s only 1 remaining. This justification for this is that it can potentially hinder zombie advances on very small maps if placed in a poor location.
    • Added an option to hide resupply and arsenal packs in proximity, allowing you to leave them visible at all times if you wish.
    • Disabled pressing use on arsenal packs. You can press F2.
    • Arsenal packs now work with Buyer’s Insight.
    • Proxy mines now use the grenade explosion effect.
    • Removed the extra deploy speed from trinkets themselves as a weapon.
    • Disabled bullet casing brass ejections since they collide with players and clutter up the screen.
    • Humans redeeming on objective maps won’t check for blocked locations on designated redeem spots. This should ensure, provided redeem points are properly disabled and enabled, that they’ll always redeem where they should instead of falling back to the last known human spawn location.
    • Removed the blocker profile for zs_lighthouse.
    • Added the ability to resupply any ammo type from an arsenal crate. Hold ALT and select the ammo type you want to resupply on the right side. By default you’ll resupply like you do normally, there’s an option for this.
    • Optimised resupply ammo type checking functionality slightly.
    • Optimised Buyer’s Insight rendering.
    • Disabled noodle arm visual bones to keep in line with muscular arm bones also being disabled. This improves performance slightly.
    • After escape doors spawn, you only earn half as many points.
    • Blood Armor is now set to 0 maximum in ZE.

    Bugfixes


    • Fixed spawn protection appearance not working correctly.
    • Gun turrets no longer enter manual mode by default.
    • Fixed the resupply box not animating.
    • Proximity mines don’t collide with zombies or humans at all anymore.
    • Potentially fixed some issues with some zombie melee attacks causing fake blood splats or dealing damage with out blood splats.
    • Fixed fast zombies showing they’re unlocked by infliction on maps which restrict their use.
    • Fixed the kongol axe not rendering model parts when dropped.
    • Fixed ammo drops not rendering correctly.
    • Fixed floating weapon oddities with weapons with custom models.
    • Fixed the Bullet Storm not interacting with being remantled correctly.
    • Fixed up the mega masher so the dropped world model works.
    • Fixed impact mines, manhacks, repair fields and zappers not ignoring bullet collisions.
    • Fixed a potential issue where zombie gasses might have overwritten the initial spawn protection regardless if you’re in gasses or not


  • Map specific CS Lua is possible.

    Any documentation on how this can be used?



  • @Sam-Za-Nemesis said in Publish 423 - The Trinkets Update:

    Map specific CS Lua is possible.

    Any documentation on how this can be used?

    The change is mostly specialized; pretend it wasn’t added to the publish log.



  • More stuff since last log:

    Content Additions


    • Added a new Tier 5 pistol to round off ammo types within the tier: “Nova Colt” Charged Revolver - Good base damage and accuracy for the tier, but can consume pulse ammo at the same time for a faster rate of fire and increased damage, using an electromagnet, significantly increasing the DPS. https://forum.noxiousnet.com/topic/14869/zs-dragon-caesar-charged-revolver
    • Added a new tier 6 crossbow - “Zeus” Voltaic Crossbow - This is an electrified crossbow which shoots a crossbow bolt that will arc between targets up to 4 times. Each arc will do significantly less damage, but the initial hit does around 140 damage, allowing for a large amount of long range chained damage. Uses 2 bolts a shot.

    Balance Changes


    • Increased the arming time of proximity mines from 5 to 8 seconds.
    • Proxy mines no longer detect headcrabs.
    • All thrown weapons can now be rolled with right click. It’ll throw the object at lower speed and at a lower height.
    • Gluon
      • Tier: 5 -> 6
      • Damage is 17.5
      • Range is 894.
      • Has some reduced heat build up.
    • Juggernaut:
      • Damage: 25.5 -> 26.25
      • Start Delay: 0.11 -> 0.1
      • Cone Min: 2.25 -> 1.75
    • Made a massive amount of changes to the trinkets, mostly in respect to compressing them. The amount of changes is too large to list, but general there are less and they are more worthwhile per purchase.
    • Endgame changes:
      • After a door has been opened completely, you don’t gain any points at all (In addition to the 50% points after the doors spawn).
      • Tripled the damage from zombie gasses after the game has been won, to prevent people from staying behind.
      • As soon as an escape door has opened, zombies do increasingly higher amounts of damage to barricades. After a door is open, zombies do 1.5x damage to barricades, after super zombies spawn, this increases to 3x. When gasses spawn, this reaches 4.5x damage.
    • Shade rocks can damage more things and now do 21 -> 28 damage.
    • Doom Crabs don’t jump quite as high anymore, and have a shorter recovery period between pounces.
    • Doubled the spread of blast turrets.
    • Controllables now no longer take damage from surfaces with the Reinforced Hull skill.
    • Forager is now 25% chance to get food from 20%.
    • The slowness debuff now gives +15 worth instead of +10 and now has a +5% point multiplier instead of +4%.
    • Reinforced Hull now has -20% handling instead of -15%.
    • Hauling Module - Carry Mass: +70% -> +90%, Drone Speed: +40% -> +35%.
    • Increased the maximum accuracy of the Annabelle to match the innate inaccuracy of the Tiny Slug, roughly triple the accuracy: 0.75 -> 0.25
    • The damage of props to players has been applied to a damage curve. In simple terms, this means the damage to players at a minimum is now 8, and the maximum is 61. This is done to prevent instant death from props (since they could do 100 or 500 damage under the source physics damage system), but leave it in as a viable strategy. The main issue was it instantly nuking players from across the map.
      • Prop physics damage will now impart a knockdown like fall damage does above a certain threshold. This adds a bit of utility to prop killing for the damage it loses.
      • Shade ignores the damage reduction, to keep it as deadly as before.
    • Swapped Palsy and Noodle Arms benefits (+% points and starting worth). Reason for this is Noodle Arms is was a no brainer debuff which was basically giving free worth and +% points for anyone who doesn’t really cade, while Palsy is far more debilitating.
    • Arsenal and resupply packs reduce movement speed by 20 each.
    • The base bleed tick speed has been decreased: 1 second -> 1.3 seconds, HOWEVER bleed damage will now tick twice as fast if you’re moving faster than 140 units per second. This makes it a far stronger anti spawncamping measure via Lacerators and Nightmare than before but less useful at attacking humans in barricades, in which it’s far more safer to stand still.
    • Fast zombies have only a 50% chance to turn into legs and torsos now.
    • Very slightly lowered the position fast zombies need to take damage to turn into legs and torsos.
    • Reworked the Waraxe and the recipe as it collides with remantling 2 battleaxes to make a Sturdy Battleaxe, in which a Waraxe was pretty much objectively better.
      • Now a craft with a Battleaxe and Glock to provide some of the properties of the Battleaxe, both negatively and positively.
      • Basically becomes a less damage, more accurate Glock with a slightly higher clip size, so it acts a way to add a bit more preference.
    • Reworked the Inquisitor again for like the 4th time.
      • This time it simply pierces once. The first pierce does 85 damage, while the second pierce around 35. It doesn’t do any more damage after this.
      • The reload speed multiplier on the Inquisitor has been increased from 0.55 -> 0.6.
    • Added the Tosser’s reduced reload speed to the Hurricane (0.9), since they have the same base model. It already has an enormous clip size but doesn’t need lightning fast reload speed at the same time.
    • Reduced the reload speed on the Spinfusor, since it is commonly used with Quick Reload and the trinket works with it: 0.85 -> 0.7.
    • The Artemis no longer does any knockback.
    • Reduced the self damage protection on Egocentric: -85% -> -75%. Was too good and allowed AOE weapons and detpacks to be far too safe for the cost.
    • Bumped the EOD Vest to Tier 4 and gave it a -10% self damage modifier (additive with your self damage modifier, allowing you to obtain -85% total again alongside explosive and fire reductions).

    Other Changes


    • Fresh dead are now called Recent Dead. This is to distinguish them from Fresh Dead (as they are different) and also for mappers to use them in their maps more clearly.
    • Clarified a couple of zombie descriptions.
    • The Butcher now has glowing eyes to help differ him from Ghouls a bit more.
    • Red Marrow’s blood shield effect is a bit more snappier and more responsive, to be more informative of when to shoot
    • Made Red Marrow look more fleshy.
    • Added a new thrown weapon base. All thrown items like grenades, flash bombs are derived from it. All thrown weapons can now show a 2D HUD if need be.
    • Removed the models from the trinkets in the arsenal (since they aren’t true or really relevant to the trinkets).
    • Added a crosshair thickness option.
    • Massive interface screen scaling overhaul which should allow people to play at silly resolutions like 4K. This isn’t going to catch all cases of the interface appearing odd at high screen scales, but it should make it basically playable. Some stuff isn’t “finished” or doesn’t scale right now. The important interfaces - worth/arsenal/skills/main menu and the HUD should scale properly.
    • Worth menu and arsenal menu tab button fonts have been changed, alongside some other small things that use that font.
    • Added an option to adjust your global interface/HUD scale at any resolution.
    • The height of the options menu has been generally increased to show the increased amount of options that are being added there.
    • Rounds will no longer restart if the humans win on non ZE maps.
    • Tweaked the look of Artemis bolts and their explosions. Has a bit more of a pronounced “this is going to explode” flashyness with it. It should also be less noisy on larger maps.

    Bugfixes


    • Impact mines, drones, manhacks, repair fields and zappers now all ignore bullet collisions.
    • Fixed 3D HUD not showing on grenades.
    • Normalized the mass of dropped ammo and weapons so they can always be picked up (by humans and drones)
    • Fixed molotovs using grenade ammo.
    • Fixed gun turrets not having the correct PVS in certain situations when in manual control.
    • Probably fixed gun turrets showing they had more health than they actually did.
    • Fixed force field emitters ghosting when placed.
    • Fixed shade shield lua errors.
    • Fixed trigger_bossclass “class” keyvalue not working with a “spawnboss” input.
    • Fixed zombies being unable to knock props out of the hands of humans.
    • Fixed shade being unable to grab props from humans.
    • Fixed some child sprites parented to props/physboxes when carried having their rendering get messed up.
    • Reload sounds for weapons now always occur on a different channel so they don’t override the firing sounds.
    • Non-shotgun weapons now use predicted reloads. This fixes issues where weapons would “double-fire” if held down after reloading or play some custom reload animations twice.
    • Rectified the description of “Hide arsenal and resupply packs in proximity” to “Don’t hide”, since that is what it actually does (and was intended to do)
    • Fixed the functionality of the “Don’t hide” packs option.
    • Fixed the Battleaxe using the wrong killicon.
    • Reduced the physical mass of the Artemis and Zeus to 1, to make physical knockback basically 0. This is hard to control property of source physics.
    • Removed bullet knockback after ALL pellets have hit instead after each one individually. This might fix issues with multi shot hit registration or make it better, but I have something else I want to try after this if this doesn’t work.
    • Fixed the Wisp not having a spawn protection effect.
    • Fixed the Wisp ambient sound being only in one channel.


  • @Raox said in Publish 423 - The Trinkets Update:

    More stuff since last log:

    Content Additions


    • Added a new Tier 5 pistol to round off ammo types within the tier: “Nova Colt” Charged Revolver - Good base damage and accuracy for the tier, but can consume pulse ammo at the same time for a faster rate of fire and increased damage, using an electromagnet, significantly increasing the DPS. https://forum.noxiousnet.com/topic/14869/zs-dragon-caesar-charged-revolver

    Hooray



  • @Sam-Za-Nemesis
    its pretty shitty.



  • A couple more fixes and changes:

    Balance Changes


    • Buyer’s Insight now allows you to see people who are carrying unplaced arsenal crates.
    • Somewhat reduced the chaining maximum radius on Zeus arcs.
    • Made it so the Zeus chain delay requires line of sight allowing you to dodge if you were designated a chain target.
    • Inquisitor Damage: 85 -> 81
    • Zeus Reload Speed: 0.7 -> 0.65
    • The Juggernaut now shoots slow red projectiles AS it is firing every 4 shots. These do double the damage of a standard Juggernaut shot. They are not perfectly accurate (they follow your cone), but are meant to augment your damage output with a Juggernaut (as currently it is unimpressive).
    • The speed up from the Juggernaut has been removed, and it remains at 0.08 firerate now.
    • Lacerators no longer have head or leg multipliers.
    • You can now remantle any Tier 2 weapon or higher with any weapon in the same tier and the same quality. The weapon INSIDE the remantler will be upgraded, the weapon in your hands will be lost. For example, if you’ve put a Glock inside the remantler, you could use a Magnum to upgrade that Glock. The magnum would be consumed, and you would get a Sturdy Glock. Some remantler messages are changed to reflect this.
    • Doom Crabs can now leap forward a bit like regular headcrabs in a delayed fashion. This should make them significantly more dangerous and more capable of defending themselves, as the main pounce attack is very hard to use currently.
    • The Puke Pus now sometimes launches ghoul slowing balls in its main volley of poison. This makes it a much more dangerous adversary at close proximity. Still limited at long range and vulnerable.

    Other Changes


    • Allowed the Shade to pickup physboxes.
    • Significantly reduced the size, opacity, lifetime and compacted the effect of the Chem Burster explosion effect to better suit and show the radius in which it explodes. Chem Bursters are meant to be great barricade destroyers but they’re not meant to exactly completely obscure vision.
    • You don’t need to be behind a wall to see unplaced arsenal crates or arsenal packs anymore with Buyer’s Insight.
    • Made the Doom Crab a slightly darker colour.

    Bugfixes


    • Fixed physboxes to use the new physics damage system.
    • Fixed the Zeus not having a 3D HUD
    • Fixed the Impaler, Inquisitor and the Spinfusor having knockback.
    • Fixed Jouster not reducing your melee knockback (or any source of knockback multiplier.)
    • Fixed a rare bug with the Inquisitor bolts where they would deal damage at very delayed times.
    • Fixed the Inquisitor, Impaler and the Zeus (initial hit) checking for zombie damage resistance at the 0, 0, 0 position of the map.
    • Properly fixed sprites and trails getting messed up when they’re a child of an entity being carried by players.
    • Fixed the XP text on the XP indicator being in a slightly lower position than it should be.


  • Christmas time update:

    Balance Changes


    • Increased the Ass Kicker’s max speed while kicking to 50 from 0.
    • Slightly increased the radius and damage of the Wisp primary attack radius.
    • Increased the health of the Wisp to 900 from 600.
    • Decreased the damage the Tickle Monster does to humans from 24 to 18. Justification for this is that Tickle is mainly meant to be a barricade destroyer at blind spots and has too high of a long range DPS for damaging humans in the current state. Long range damage like this needs to be more a poke/harass rather than a reliable attack, it’s already very easy to hit with.
    • To compensate the Tickle Monster HP has been raised from 1400 to 1750, since he’s a big target that dies quickly in the open as of now.
    • Additionally the Tickle now does 26 damage to props instead of 24.
    • Increased the swing speed of the giga gore child: 3 -> 1.6
    • Increased the baby throw time of the giga gore child: 5 -> 2.1
    • Added a cry functionality that can be done every 8 seconds by pressing R. After a 1 second delay the force of the cry creates a AoE shockwave that knocks down nearby players. This should help the Giga Gore child be more capable in a solo situation.
    • Increased the speed of the Gore Children from 130 to 165. Should make them a lot more mobile and a lot more useful than they currently are.
    • Made the Puke Pus horizontal puke spread about 30% smaller, and the average projectile speed about 10-15% higher.
    • Juggernaut projectile changes: every 6 shots instead of 4, and the projectiles do 150% instead of 200% of the base damage.
    • Increased the clip value for assault rifles from 30 to 32. This increases the amount from arsenal, resupply and starting worth. The buff to ammo is meant to improve the usage of higher tier assault rifles.
    • Crackler damage has been reduced from 16 -> 15 to compensate for the above change (and also just generally reduce the DPS). This brings it to the same amount of “starting” damage in ammo as before this change.
    • Decreased the heat build rate on the Gluon significantly more now it is a Tier 6.
    • The SCAR now converges to super high accuracy depending on the number of shots that have connected in each clip. Reloading resets the accuracy to default.
    • Decreased the attack time of the lead pipe from 1.75 to 1.2.
    • Decreased the tick time on the meat hook from 0.5 to 0.35.
    • Increased the time people can’t pick up your meat hook from 5 seconds to 15.
    • Decreased the attack delay on the zapper: 4 seconds -> 3 seconds.
    • Reduced the clip size of the Hurricane: 45 -> 40.
    • Removed the speed up from the Hurricane completely, it was not completely removed as stated in the past. It now starts at 0.09 delay (a small buff).
    • Reduced the clip size of the Uzi: 40 -> 35.
    • Decreased the fire delay on the Annabelle: 1 -> 0.85 seconds.
    • Removed the recoil from Long Arm since it is too small to be significant.

    Other Changes


    • Boss damage is now based upon your total damage done within a wave, rather than the whole game. https://forum.noxiousnet.com/topic/14920/zs-boss-selection-based-on-wave-damage-instead-of-total
    • Some price and tier adjustments for consistencies sake on some melee weapons. Resolves a very large oversight.
    • Added the remaining craftables to the weapons database.
    • Heavily reworked the class selection screen, it’s now split into 3 groups for an easy look at what zombie classes do at a glance with each role.
      • The roles are Assault, Destruction and Support.
    • Added the option to adjust the size, lifetime and scale of damage numbers.
    • You can now see the scrap on other people’s remantlers.
    • Lowered the pitch of the Puke Pus ambience to separate it from Chem Burster ambience sounds.
    • Bumped up the number of ping bars to 5 (on the scoreboard).
    • Adjusted a few weapon descriptions to more actively reflect what they do.
    • Increased the width of skill web message boxes and made them scale to your resolution.

    Bugfixes


    • Probably fixed arsenal crate indicators showing when they shouldn’t.
    • Probably fixed being able to do act commands in feign death.
    • Fix lua errors from phys damage.
    • Moved the logic for objects that “impale” themselves (arrows, proxy mines) on surfaces to a different hook to prevent potential physics issues.
    • Prevented being able to nail packs.
    • Fixed headcrabs/p crabs being unable to bite sigils, and getting their pounces cancelled by some objects.
    • Fixed the pre game state after a map has started a new round showing that a boss would spawn.
    • Fixed ping bar heights being uneven.


  • zombies play moan animation when they moan in feign death



  • @Dark-Noob said in Publish 423 - The Trinkets Update:

    zombies play moan animation when they moan in feign death

    thank you for revealing this game breaking bug



  • @lamarrr of course



  • Additions


    • Added a new skill: Pitcher - Increases the strength you can throw props and thrown weapons by 10%.
    • Added a new mapping entity brush: func_status - Humans inside this brush will be afflicted with a desired duration based statuses.

    Balance Changes


    • Detonation Packs:
      • Now 10 seconds arm. During this time they’ll flash yellow and can’t be manually detonated during this time. The reason for this is to prevent quickly purchasing a detonation pack as zombies bust through a barricade to deal with them. This should force a bit more forward thinking with them.
      • The time to explode from a remote trigger is now 1.5 seconds up from 1 second.
    • Increased the base damage of the Zeus bolt: 145 -> 155. This was done since the reload speed was previously reduced, to make it less spammy. The increase in base damage also increases the damage of chains.
    • Reaper buff duration upon kill increased to 14 seconds from 10.
    • Reduced the venting time on the Gluon by around 45-50%.
    • Reworked the functionality of the Nova Colt. Instead of firing faster and doing extra damage when it is supplied with pulse ammo, it now consumes pulse ammo after firing to do a 3 round burst of beams that have a short range. *Mechanically acts like an inaccurate Gluon beam.
    • Drones
      • Increased the ammo capacity of back to 450 from 300.
      • Made them only take 2x damage instead of 3x from pounce damage. They have a limited range as is so it’s really not too difficult to counter them now (especially since Shade can grab them).
    • Glock
      • Reload speed reduced from 100% to 92%.
      • Increased the minimum cone size of bullet spread by 10%.
    • Juggernaut
      • Increased the minimum cone size of bullet spread by by 11%.
      • Decreased the penalty from not ironsighting by 50%.
      • Reload speed reduced somewhat.
    • Splinter
      • Significantly changed the reload animation. If 2 shells have been used, the reload animation now plugs into 2 shells and takes 20% longer, however it is 15% shorter if you have a shell already loaded.
      • Reduced the sound levels, a tiny bit, and reduced the recoil significantly.
    • Shade
      • The Shade now takes a tiny amount of damage from the shield being damaged. This is to reduce the amount of staying time a shade has in general.
      • Increased the damage of rocks from 28 to 49.
      • Increased the movement speed from 145 to 170 as he is too immobile now that he can be damaged by bullets.
    • Amigo reload speed increased from 85% to 90%.
    • Increased the Crackler spread to be more average of an assault rifle, by roughly 5% namely.
    • Increased the damage bonus from remantling by 1% across all qualities.
    • Increased the bleed damage from hemophilia slightly.
    • Door props now have 35% less health. With the recent fix to door rotations, it’s clear these props have way too much health given by their sheer volume.
    • Zapper point cost: 70 -> 50, to keep them equal with turrets.
    • Repair field point cost: 70 -> 55, for similar reasons.
    • Increased the range of the Pulse Cutter skill from 20% to 25%.

    Other Changes


    • Adjusted the description of the resupply pack slightly, to reflect what it does better.
    • Players should no longer have a penalty from removing rubber hammered players nails.
    • Turrets no longer collide with players again. They now have a fake hitbox used for colliding with zombie projectiles, so they can be damaged by poison.
    • Turrets no longer need to be phased through.
    • Turrets now ignore bullets and human projectiles. Turrets no longer enter ghosting mode.
    • Slightly improved the performance of visibility checking for explosions.
    • Players with a Stalker equipped now will no longer affect zombie spawning positions, meaning they don’t count as the human epicentre considered for spawning.
    • Separated the slowing effect from zombie gas to its own slowing effect. It now distorts the players screen significantly with a gas effect and slows more. Should help newer players know that they should not be there.
    • The slowing effect from other statuses no longer creates zombie gas particles (since they aren’t zombie gas). Might improve FPS with Doom Crab.
    • Ported class selection functionality to use a net message instead of a con command. It might be more reliable at a higher server load (resulting in less class selection “delays”).
    • Reduced the manhack penalty to nests from 66% to 60%.
    • Added a stock from arsenal crate to zappers and repair fields of 5.
    • FGD updated.
    • Teleporting to another sigil will now show a teleporting to meter in the middle of your screen. This shows you with sigil you’re teleporting to. Works with sigils and the sigil fragment.
    • Pressing SHIFT will now cancel any sigil teleport you’re currently trying to do. Very good for preventing accidental sigil teleports. In the case of the sigil fragment, cancelling the teleport will not consume the fragment.
    • Increased the particle radius of zombie gas and made it scale to whatever radius it has been set to.
    • You can now force sigils to spawn with info_sigilnode on maps. These sigils will always try to have a 100% chance to spawn. Not really recommended to have more than 2 of these.

    Bug Fixes


    • Fixed the Nightmare’s head rotating inside of its body when it isn’t crouching. As humorous and iconic as this is, it’s inconsistent and only allows you to headshot the Nightmare when it is crouching, making it much harder to kill.
    • Removed the custom hulls from the Giga Gore Child. This has a tendency to make it get stuck and unusable in certain maps. He now has the collision box of a normal zombie.
    • Fixed being able to remantle thrown weapons.
    • Doom Crab and Giga Gore child lose their protection from throwing projectiles.
    • Doom Crab now can actually throw projectiles from spawn gas if need be.
    • Stopped respawning as a human resetting your resupply choice.
    • Fixed physboxes ignoring the new damage system.
    • Improved the end board scaling for high resolutions being incorrect.
    • Fixed force field emitter fields and sigil prop blockers blocking explosions and AoE effects of any kind.
    • Fixed being unable to nail props through force fields.
    • Fixed fists being unable to hit sigils properly sometimes (uncorruption, and they hit the prop blockers).
    • Fixed turrets and zappers being unable to detect targets through force fields.
    • Fixed zombies blocking thrown baby projectiles.
    • Fixed the class selection menu reopening on the boss mode if it was closed on that.


  • If a fastie is turned into torso/legs after super zombies start spawning, a super zombie spawns in its place instead of the torso/legs.

    and it emberassed me



  • A couple of now live changes for those that want the details:

    Changes


    • Shade rock damage: 48 -> 66
    • Bonemesh
      • He can now attack whilst moving.
      • Fire delay on meatballs reduced from 4 seconds to 3.
      • Meatballs reduced in size by about 23%.
    • Crackler
      • Minimum spread: 1 -> 1.7
      • Maximum spread: 2.25 -> 3
    • Tosser
      • Maximum spread: 4.5 -> 4
    • Speed I to IV have had their speed increase reduced from 3 to 2.
    • Speed V has had its speed increase reduced from 6 to 4.
    • Ultra Nimble now grants 20 movement speed instead of 30, and at the cost of 30 health instead of 25.


  • UNDOCUMENTED CHANGES

    Added new food items - +12% slow rate.
    A full list of 95, taking assault rifle ammo capacity on the oxygen tank prop turning into oxygen tank prop turning into oxygen tank prop turning into said deposited weapon.
    Fixed being able to compensate for 2 seconds. Consumes itself is a sound if you upto 10 seconds. Consumes itself on the Remantler. This was annoying source of 10 seconds. Consumes itself is unchanged by this and Chinese Takeout.
    Added new passive effect - The Trinkets Update
    A whole new skill: Twin Volley - A M249 with clip size from HL2 and incredibly hard to match the cost of screeching spam.
    Fixed projectile weapons too often.
    Added a resupply.
    Fixed some form of utility.
    Trinkets are roughly 50 unique trinkets.
    Disabled the Gluon to your back.
    Has a niche item for a set of a set of rendering sigils on the drone: 250 -> 5.
    Fixed a nerf.
    Disabled pressing use in worth/arsenal.
    Removed the board.
    Decreased health of the Juggernaut.
    Added an arsenal packs in complete safety, rendering zombies ineffectual on non objective maps.
    Fixed fast zombies ineffectual on non objective maps if it was heavily damaged.
    -Proxy Mines
    –Detection Radius: 150 -> 1400
    –Damage: 68 -> 3 seconds on objective maps.
    Gun turrets no longer enter manual mode by 33%.
    Disabled bullet casing brass ejections since they destroyed nests if the resupply pack held in your hand will allow you want to leave them assaulting a weapon.
    Disabled bullet collisions.
    Blood Armor is possible.
    Remantling a melee weapons cannot hope to resupply on non objective maps.
    Removed the worth menu, mainly a poor location.
    Decreased health by roughly 12%.
    Proxy mines don’t collide with a nerf.
    Increased the Bullet Storm not working correctly.
    Added weapon descriptions to reduce overall clutter.
    Added an option for zs_lighthouse.
    Fixed a weapon.
    You can get messed up.
    Artemis no longer detect headcrabs.
    Proxy mines no longer have the Tiny Slug, roughly 50 from 145 -> 1.75
    Increased the time people can’t pick up your meat hook from 0.5 to 0.35.
    Proxy mines no longer collide with players again. They now have a limited range as is so it’s really not too difficult to counter them now (especially since Shade can grab them).
    -Shade
    –Shade can now move slowly with the Gluon.
    Added new skill: Pulse Cutter - Swaps the SMG turret on the Spinfusor, since it is unimpressive).
    Increased the Doom Crab, Ghoul
    Decreased the Juggernaut.
    Increased the source physics.
    This allows you to correct such carts if you’ve remort at level 50. A new system will be added soon that disables collisions being sustainable sources of points.
    Added some more curviness to the screen. This should make them less of a no skill, w+m1 class.
    Red Marrow can now remort at level 50. A new skill ball will appear in the FGD.
    Forager is now a trinket.
    Lacerators no longer enter ghosting mode.
    Pulse weapons (sans spinfusor) now generate 125% as many points as other weapons. They do less damage but blinds anyone near or looking at.
    Banned for Life skill slot replaced with 1st person.
    Rounds will no longer have head or leg multipliers.
    Added a new passive effect - Killing a zombie gets in close proximity, they’ll launch into the air and explode promptly.
    The Gun Turret will no longer have a penalty from removing rubber hammered players
    Barricade Expert is now only available in the FGD.
    If you can’t withdraw a weapon will leave some scrap in the past. It now starts at 0.09 delay (a small buff).
    Tripled the damage of rocks from 28 to 49.



  • @The-Darker-One said in Publish 423 - The Trinkets Update:

    Fixed a nerf.
    Blood Armor is possible.
    Proxy mines don’t collide with a nerf.
    Fixed a weapon.
    You can get messed up.
    Proxy mines no longer have the Tiny Slug, roughly 50 from 145 -> 1.75
    –Shade can now move slowly with the Gluon.
    Decreased the Juggernaut.
    Increased the source physics.

    :100:



  • @The-Darker-One bazinga



  • It’s time for a list of some real patch notes.

    Remantling Rework


    The values in this image were temporary.

    alt text

    • Added secondary remantling effects to all weapons that appear at Honed quality or higher. The bonuses are small but vary across weapon to weapon, and should provide more ease of use for most of them in some form of the other. Some weapons have slightly more unique bonuses than others.
    • Weapons can now be condensed into a type of ammo in the Remantler called scraps. There’s a whole new interface for this, making it far faster and easier than it has been before to remantle weapons.
    • The quality of a weapon and which tier it is in affects how much scrap it requires to upgrade the quality.
    • Most weapons can also be disassembled, for using their scrap to upgrade any other weapon. There are a few exceptions to this rule - some common melee weapons found on maps cannot be disassembled, but they now CAN be upgraded. Note that disassembling a weapon does make you confirm that you want to it so it’s pretty hard to do this accidently.
    • The remantling interface will show you what benefits the quality will provide on the weapon in a similar way the skill tree does. There are 3 options - you can click on the upgrade bubbles to ascend a weapon quality if you’ve got enough scrap, withdraw the weapon if you don’t want to upgrade or disassemble it, or disassembling it.
    • You can also choose to resupply scrap if you so desire, at a slow rate.
    • The remantler will now give you scrap directly if you own one, and people upgrade a weapon. You do not get scrap for people using a weapon to disassemble.

    Balance Changes


    • Eraser
      • Increased the minimal damage from 21 to 26.
      • The maximum damage remains the same.
      • The fire rate is slightly reduced to compensate.
    • Peashooter
      • Reworked, now only uses ammo on the 2nd shot, so it uses half the ammo (the first shot will always consume ammo however to prevent abuse).
      • The damage has been reduced to 13 from 16 and fire rate reduced significantly.
      • The ammo display for the Peashooter shows exactly how many shots you have left. This changes the role of the Peashooter to more of a reliable dinky gun with a very high ammo value for a starter pistol (more than the other two), but very low damage output.
    • Moved a bit of the Gluon short venting effectiveness to the long term heat, to balance it out better.
    • Added a few missing killicons.
    • Impact Mines
      • Mines layed by the impact mine layer don’t count towards your maximum if they’ve been down for longer than 5 minutes. This is to prevent cases where mine layers would become unusable if mines were placed in a spot they weren’t ever likely or were going to be detonated to reduce the count.
      • The impact mines themselves now decay after 7.5 minutes without exploding as an additional failsafe and to prevent clutter.
      • Increased Mine Layer mine damage a bit.
    • Increased the damage bonuses of Honed and Perfected weapons, to 18% and 27% respectively.
    • Increased the Inquisitor damage: 81 -> 83
    • Increased the Annabelle damage: 65 -> 67.5
    • Reduced the firerate of the Glock: 0.3 -> 0.35
    • Reduced the fire delay on the Oberon from 0.9 to 0.8.
    • Allowed the Waraxe able to be remantled since it is constructed from a Tier 2 weapon. It is considered a Tier 2 (so you can remantle it with Tier 2 weapons). Also made it slightly more accurate.
    • Nova Colt
      • Made the weapon’s laser bursts feel more responsive.
      • Nova Colt beams should scale to the weapons damage from remantling now.
      • Increased the beam damage to 18.
    • Adjusted the bonus on the SCAR bonus to accuracy (a tiny reduction).

    Other Changes


    • Made the Eraser sound a bit more like a Five Seven.
    • Disabled the effects of other player’s flashlights. They’re often incorrect and completely obscure vision in some scenarios. I profiled this and it has virtually no impact to performance (to check if the flashlight effect is on). Note sometimes this might make the effect appear for a frame, I cannot do anything about this even serverside, don’t think it is easy to notice.
    • Slightly changed the mechanics of teleporting with sigils, you always need to be in range whilst teleporting of a sigil now.
    • Previously you could leave the range whilst teleporting and as long as you returned to the sigil in time you would teleport. This also causes the teleport bar to vanish when you’re out of range.
    • Quality weapons look a bit more shiny now.
    • Increased the sound scream radius on the Giga Gore child’s cry a bit. (just audio, not a gameplay change)
    • Made the information showing you can spawn as a Gore Child adapt to your currently bound walk key.
    • Molotov fire pools might now drop to the floor a bit more reliably than they currently do.
    • Made the flame pools from molotovs a little less visible.
    • Changed the sigil teleportation sound effects somewhat.
      • The sound when you initiate teleportation is now louder.
      • The sound of being in the process of teleportation is a bit more noticeable (sounds a bit more chimey and perhaps magical almost).
    • Made Inquisitor bolts a bit easier to see.
    • Slightly altered the color of quality weapons in the kill feed again.

    Bugfixes


    • Fixed props taking physics damage from players/props.
    • Fixed repair fields ignoring props which have repair restrictions, meaning that they could repair aegis boards slowly.
    • Molotov flame pools no longer deal uncredited damage after the thrower dies.
    • Aegis kits and other deployables should no longer have their placement ghost blocked by players.
    • It is no longer possible to teleport from a sigil if it becomes corrupted in the time between teleportation.
    • Fixed zombies taking leg damage when they have spawn protection.
    • Fixed it being possible to craft using held weapons (grabbing them with Shift+E)
    • Fixed releasing your currently bound walk key as a human not closing the resupply choice dropdown.
    • Fixed dim vision from ever making your screen brighter than it should be.
    • Fixed some weapons not having recoil working properly.
    • Fixed a few missing ammo type names.
    • Fixed zombies gettting second wind whilst in feign death, which previously resulting bizarre visual artifacts of the zombie standing up instantly and falling back to feign mode.


  • Additions


    • Tabulated the remantler and added a 2nd tab to the remantler, trinkets. You can now construct trinkets from scrap at roughly the same ratio of points to scrap.

    Balance Changes


    • New formula for receiving scrap as commission if you’re the owner of a remantler: you now get about 12% of the scrap cost used to upgrade a weapon. Should make it more worthwhile to own one.
    • Doubled the amount of scrap you can resupply.
    • Allowed most melee weapons to be disassembled now. The most common ones (Lamps and Keyboards) give you virtually no scrap.
    • Allowed craftable melee weapons to be upgraded, now that they can be assigned some “tiers”.
    • Lacerators now ignore leg damage, as it is too easy to slow them with it.
    • Lacerators are now worth 6 -> 7 points.
    • Impact mines now silently remove after 15 minutes instead of 7.5 minutes.
    • Gluon range and venting speed decreased slightly.
    • Hemophilia has been made a bit stronger in penalty again.
    • Akbar reload speed: 1 -> 0.95 (The firerate reduction will be reverted).

    Other Changes


    • Eraser sound reduced slightly.
    • Made Impaler bolts look a bit more noticeable with a new impact effect, making them a bit more similar to other crossbow bolts now.
    • Made dropped quality weapons have their kill icon color apply to their glow effect.
    • All dropped weapons with custom models should now have their corresponding glow effect.
    • Remantling interface now shows the percentage change in particular stat for Honed secondary bonus stats (so for example, the % reload speed increase), if it is relevant to display it this way.
    • You can now mark a prop_weapon with the restrained keyvalue in order to freeze it in place.
    • Changed the models of scrap ammo.
    • Remantle costs now show in red if you don’t have enough scrap.
    • Disassembling weapons is now audible to other players.
    • You no longer need a weapon to open the remantler menu. Obviously the Remantling tab will be no use to you in this state, but in the other tab you can still construct trinkets with any scrap you have if you don’t have a weapon inside.

    Bugfixes


    • Fixed flashlight not working in third person correctly.
    • Fixed cases where killing the entire zombie team with a trigger_hurt ZE weapon potentially allowing you to win a game.
    • Fixed the overly large board ammo models.
    • Fixed and adjusted screen scaling on the remantler interface.

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