Publish 429 - EFT 2017 update



  • ZS notes coming soon…

    Extreme Football Throwdown

    Major changes and additions

    • Replaced power struggle system with one that can’t be macro’d. Players will now get an identical list of keys to press, generated from the same random seed. Every 3 keys is part of the same bar and there are 4 bars. Press the keys in the right order as fast as possible. Whoever finishes first or has the most keys after 5 seconds will win. Pressing the wrong key will revert the progress of the current bar so accuracy and speed is important!
    • Added a guiding line for throwing. Shows the trajectory and target point for throwing.
    • Player collision system reworked. Designed to improve game flow, hit detection, and get rid of dead stops against other players.
      • Now have three modes: normal, pass through, and avoid.
      • Normal is default collision.
      • Pass through is no collisions with other players.
      • Avoid is same as pass through but will push slow moving players away from each other.
      • Pass through is triggered on knock down, wall pin, dive tackling, charging, etc.
      • Avoid is triggered when getting back up.
      • Normal is triggered when the conditions for avoid or pass through are done and no enemies are in bounding box.
    • Players can now move slowly when swinging or charging some weapons as well as punching.
    • Players are further immune to knockdown if they are repeatedly hit by different players in a short time. So there’s individual immunity as well as global. Prevents body camping. Being knocked down by any source will will push a clock ahead 1 second. The clock decreases over time 1:1. If the clock is ahead by 2.25 seconds, trigger 3.75s of global knockdown immunity.
    • Players now slow down when hitting the ground by 15%. Prevents bunny hopping.
    • Crouching is no longer possible in the air but jump height has been increased to compensate.
    • Enabled charging while in the air. Players on the ground have priority regardless of speed. If both players are in the air then a mutual knockback occurs with no power struggle, regardless of speed. Vertical speed is not taken in to consideration while in the air.
    • Touching the ball while dive tackling (not while already grabbing a player) will pick the ball up and return to running once you hit the ground, making it a risky way to intercept or race for the ball. A 50% speed reduction will be incurred when hitting the ground.
    • Speed when underwater increased and you can now attack underwater.
    • Added Gravity Ball powerup. Reduces gravity of holder.
    • Added Gravity Orb weapon. Breaks on impact, knocking enemies down and reversing their gravity for a few moments. Powers the ball up to Gravity Ball for a few seconds.
    • Added Smoke Bomb weapon. Breaks on impact, making a smoke screen that obscures vision.

    Improvements and minor changes

    • When the spectator camera is following the ball it will now follow the carrier rather than the ball itself.
    • Added ability to lose a power struggle on purpose by pressing right mouse button.
    • An indicator now appears above a team score when a player from that team has the ball.
    • Allowed players to walk on enemy heads. Should also fix being knocked up in the air, landing on someone and being unable to move.
    • Camera zoom in speed for arcane wand has been increased.
    • Limited team swaps to 2 per match. Rejoining will not reset this. Can no longer swap teams if it would make the teams unbalanced. The only limitation to switching teams when eft_competitive >= 1 is a 5 second timer.
    • Players no longer have to stop moving to begin a throw.
    • Beatdown Stick can now hit the ball.
    • Attacks with the Melon Driver and Arcane Wand can be canceled with right click. You can also move around while attacking.
    • Players now spawn according to distance from the ball spawn. Unoccupied spawns FURTHEST take priority.
    • Improved rendering quality of the 3D HUD.

    Tweaks and number changes

    • Health now regenerates much quicker. The delay before regeneration starts has been reduced from 5s to 1s and the rate has been increased from 2/s to 8/s. Trigger hurts and big damage will still knock people out but there will be less knock outs from dog piles.
    • Respawn time has been increased from 3 seconds to 4 seconds.
    • Respawn time for suicide has been decreased from 6 seconds to 4 seconds.
    • Reduced the delay before a power struggle is over and the impact from 0.66s to 0.4s.
    • Mower trap placement delay has been reduced by 50%. From 1.2s to 0.6s.

    Fixes

    • Fixed getting a boost in the direction you’re moving if you get up while in mid air.
    • Fixed timing on punching so it lines up with the animation.
    • Fixed lag compensation allowing melee to hit further than normal for high ping players.
    • Fixed beating stick and big pole always triggering knockdown immunity globally instead of per player.
    • Fixed Feather Ball powerup persisting on the carrier if they score.


  • As far as I can tell everyone is saying the collision changes, movement changes, hit detection, etc. are great. Some more updates to come.

    I really want to change the power struggle system to something not macroable, pixel detectable, or ping dependent. So far the best idea I’ve had is a typing test - a variant of the current system. Both opponents get a long string of random, predetermined characters (WSAD, space, crouch, etc.) and have like 4 seconds to type them all in. Whoever finishes first or has the most after the time wins. Mistypes either disallow input for a bit or delete progress. The only thing that could cheat at this is OCR. The other idea is rock paper scissors but I don’t want to do something that boring and random.

    A promotion will also be going on to encourage people to check the game out. Planning on at least 2 player models that can’t be purchased with silver.



  • Yeah I’ve never really been a fan of the power struggle due to the points you brought up. It has to be something, like you said, that can’t be analyzed and turned into something an automation program can do.

    One idea is a Plasma Pong clone where the matches last for a maximum of 5 seconds and the push force lerps up to an insane amount over that period. You just steer with your mouse and push with Mouse1.

    I don’t know, something with the element of pushing/pulling or getting the upper hand.

    Make multiple struggle games for variety but have them be stupidly simple like warioware.



  • I’ll use this post to track things before they’re added to the OP.

    Tested

    Testing

    Planned

    • You can now move slowly while charging the Arcane Wand and Melon Driver. You can no longer jump while charging them.
    • Pressing shift to signal for the ball will no longer stop your movement and will add a temporary triangle on the HUD of a friendly ball carrier.


  • I think this is just about every single update to Zombie Survival since the last publish. We’ll be doing another update very shortly so I wanted to follow it up by posting this approximate changelog (since 6th Jun).

    ADDITIONS


    • Added Orphic Focus - Increases your ironsighting potential whilst decreasing your regular accuracy and reload speed.
    • Added two new trinkets: Maintenance Suite and Acquisitions Manifest.
    • Added a new Tier 5 trinket: Refined Subscope. Significantly boosts accuracy but only works on low tier weapons.
    • Added the “Eminence” Particle Cannon: Tier 5 craft that fires projectiles that split into multiple smaller ones on impact.
    • Added the “Gladiator” Super Shotgun: Tier 5 craft that is a pump double shotgun.
    • Removed Petrified Wraith and replaced with it a new class: Tormented Wraith. Tormented Wraith is the Wave 2 upgrade over the regular wraith with a faster right click attack as an additional attack option.
      • Has the unique ability (in terms losing out an ambush potential) to gain a short duration buff when taken below a certain HP via human damage, increasing attack speed and movement. Lasts 2 seconds and can trigger every 8.
    • Added the ability to have skill loadouts. You can now quickly load and save skill configurations if you have the skill unlocked.
    • Added new 2 new skills branching from Blood Armor:
      • Iron Blood - +25% damage reduction from blood armor (doubled when health is 50% or less) but reduces maximum blood armor by 50%. This also reduces overcap limits and the Blood Armor skill regen threshold.
      • Bloodletter - Increases all blood armor generated by 100% but inflicts 5 bleed damage when all blood armor is removed.
    • Added new deployable: Camera - Cameras are available for 20 worth. They allow humans to see areas without actually being there with a camera viewer. They are perfect to keep tabs on sigils, choke points, objectives, bosses, etc.
    • Added new item: Corrupted Sigil Fragment. Teleports you to corrupted sigils. The regular sigil fragment is now available without the skill.
    • Added new item: Cryo Gas Grenade. Spews cryo gas in an area, slowing zombies. Deals less damage than a corrosive gas grenade but is quite effective. The regular gas grenade is now available without the skill.
    • Added the “Convalescence” Medical Rifle for 80 points. Doubles as damaging support rifle which reduces zombie damage slightly and a long range healing weapon.
    • The following weapons are buyable in the arsenal crate instead of being available only as crafts.
      • Butcher Knife, tier 2
      • Grave Digger Shovel, tier 4
      • Kongol Axe, tier 4
      • Frotchet, tier 5
    • Added Procurement Manifest at Tier 4.
    • Added the Arc Zapper. Midtier zapper that arcs between zombies. Deals a bit more damage but has a longer cooldown and consumes more pulse ammo. Zapper is now available to allow players without a skill.
    • Replaced the Repair field skill with Nanite Cloud Bomb, which is available for worth and points. Repairs deployables and props in radius quickly like a medic cloud bomb. A bit more expensive.
    • Added new tier 5 craft: “Smelter” Flak Cannon - Tier 5 craft that uses scrap for ammo. Launches flak projectiles on left click or flak bombs on right click.
    • Added new tier 4 craft: “Ripper” Disc Launcher: Tier 4 craft that launches bouncing discs on left click and explosive ones on right click.
    • Added Frigid Revenant. A new class which upgrades from the Frigid Ghoul and Shadow Walker. Has the abilities of both.
    • Added a zombie class upgrade: Noxious Ghoul. Replaces Ghoul and Elder Ghoul at Wave 4. Has the abilities of both, with goop that can inflict slow and enfeeble. Has more health and a decent poison spread.
    • Added new skill: Haemostasis. Gives you a chance to resist status effects if you have blood armor. Reduces your maximum health as a penalty.
    • Split Quick Reload into a new skill, Sleight of Hand. Carries a -5% aiming penalty.
    • Added new better version of Skeletal Walker: Skeletal Shambler. Hits harder and has a lot more health, making them very effective against bullets. Unlocked on Wave 5. Has the ability to second wind also.
    • Added new tier 5 craft: “ASMD” Shock Rifle - Tier 5 craft that can do a hitscan left click and slow right click projectile. The secondary fire can be detonated with the left click for massive damage.
    • Reworked Crafting Pack into a skill that grants you to the ability buy the components out right from worth and the arsenal.

    BALANCE CHANGES


    • Increased the lock in time for crouch jumping from 0.5 seconds to 0.9. *This should still allow frequent crouch jumping whilst keeping the crouch all the way to the ground.
    • Allowed crouch jump punish leg damage to apply to players who jump near players. Previously the detection for immunity from this applied to everything, it should really only apply to solid objects
    • Changes to various trinkets which weren’t used very much at all:
      • Merged Acrobat Frame II into Pathfinder and renamed it to Agility Magnifier.
      • Merged Auto Recovery System into Galvanizer Implant. Increased the values for it and gave it another weapon switch speed bonus.
      • Reactive Flasher is no longer consumed, but instead takes 75 seconds to recharge. Removed stock from it.
      • Momentum Support Systems now provide a bit of a knockback bonus.
      • Adernaline Amplifier has been merged into Hemo Adreno Convert (Hemo-Adrenaline Amplifier)
      • Pulse Amplifier renamed to Pulse Infuser, and provides a small bonus to explosive radius damage. Boosted the effects of all slowing trinkets.
      • Curb stompers now help mitigate fall damage a little.
      • Olympian Frame now has reduced prop carry slow and also reduces the penalty from carrying heavy weapons.
      • Kevlar Underlay now provides projectile damage reduction.
      • Barbed armour now deals a bit more damage, deals arm damage and has a bit of protection provided with it.
      • Anti Toxin package and Hemostatis Implant buffed a bit.
      • Mining Goggles now provide a reduction to fright duration.
    • Removed Tier 6 weapons. All existing tier 6 weapons have been rebalanced and refactored in Tier 5 and their stats adjusted to compensate. Some weapons, like the Jackhammer and the Impaler were moved to Tier 4 to reduce the clutter in Tier 5.
    • Crossbow now deals 85 base damage tapers to 75% of this value as it pierces through zombies.
    • Inquisitor can now pierce through 3 zombies, and loses a bit less damage per pierce.
    • Removed the reload speed penalty from the Akbar.
    • Aspirant and M4 damage were increased by 0.5.
    • Juggernaut now deals 20 damage and fires 1 projectile every 10 shots. The scaling on the projectiles was also halved.
    • Nova Colt now deals 74 damage but reloads faster than it used to.
    • Quasar fire rate drastically improved and clip size improved to 6.
    • Reaper instantly kills zombies below 4% health. It has reduced base damage but gains a +25% reaper stack damage bonus at 3 stacks.
    • Extinction Crab now appplies fright instead of slow.
    • Large boss zombies have had their sizes significantly reduced. This is to avoid them getting stuck on things. To compensate, most of their health values have been readjusted.
    • You can no longer eat food while sickened.
    • Adjusted the base deploy speed on weapons from 1.1 to 1 to make draw speed more valuable.
    • Adjusted barrage a bit - Bit less force on grenades, a bit more accurate. The explosion effect has also been changed to something more unique on them.
    • Made the maximum cone bloom of the Tosser from 4 ->4.5, putting it closer to other SMGs in terms of cone bloom.
    • Slightly increased the accuracy of the Crackler (4-5%)
    • Increased the accuracy of the ZE Bulletstorm as it was underperforming.
    • Increased the fire rate, accuracy and damage of the ZE Glock for the same reason.
    • Decreased the damage of the ZE Stubber, hence meaning it no longer one shots zombies in the head. Fire delay was also increased. Was heavily overperfoming.
    • Made sure the ZE Eraser uses the new damage scaling system.
    • ZE Sweeper damage was HEAVILY increased (by nearly 50%), accuracy was also increased to make it much more useful.
    • Increased the ZE Tempest damage slightly.
    • Decreased the ZE Quicksilver damage slightly.
    • Made the tempest delay between each in the burst much shorter.
    • Made rocket turrets deal more damage and store more ammo. They also now 125 points.
    • Toned down the SOCOM slightly in all aspects.
    • Tighten the accuracy on the Innervator significantly (33% smaller).
    • Durations of penetrating enfeebles from zombie claws now scale to the amount of humans hit.
    • Blood armor only reduces damage by half instead of absorbing it. Skills give you twice as much armor now. Was giving too much leaway to people for nearly no down side.
    • Shadow walker speed slightly increased as it was the least used zombie.
    • Agile dead health slightly increased. Climbing speed increased to half of fast zombie.
    • Nightmare health increased to give it more time to get kills as it was always the fastest to die.
    • Tanker and Ultra Nimble power reduced both ways a bit.
    • Stoic and Speed skills now ramp up in power per rank. Overall now cancel each other out. Speed effect very slightly increased.
    • Damage resist changed 20% from horde + 20% from sigils to 10% from horde + 20% from sigils.
    • Reduced the health loss on a few skills to go with the blood armor changes.
    • Force Fields now grant 1% of damage taken as points to the owner.
    • Drones
      • Increased the turn speed and gun range a bit.
      • Now operates in first person, and has a special crosshair to show where the bullet will actually go.
      • Fixed drone aiming being fucked up by the recent hitbox update.
    • Increased Ass Kicker range and damage.
    • Increased the Cool Wisp radius of damage and frost effects.
    • Increased the swing speed of the Giga Gore Child.
    • Howler melee range, melee damage and melee attack speed increased, health increased and speed increased. Points were readjusted to compensate for increased health.
    • Puke Pus was overperforming, doing insane damage to barricades and humans and being incredibly popular. Reduced the amount of puke per left click by 13%.
    • Shit Slapper reach increased and damage increased.
    • Frigid Ghoul damage increased from 16 to 18.
    • Added a headshot multiplier statistic for weapons. Amigo and Battle Rifle get a 2.1x multi now.
    • Brass Knuckles base damage increased from 20 to 22.5.
    • Innervator damage and accuracy increased.
    • Lead Pipe damage and range increased.
    • Seditionist damage increased from 51 to 53 and clip size increased from 6 to 7.
    • Shroud damage very slightly increased.
    • Tithonus damage increased and accuracy also increased slightly.
    • Z9000 damage increased from 14 to 14.5 (same as hurricane).
    • Reduced the cost of force fields in worth and points a bit.
    • Blood armor overcap on blood transfusion pack and glutton increased from 10 to 20 and 20 to 40 respectively.
    • You will not get the barricade ghosting movement penalty when teleporting between sigils.
    • All zombies immediately near destination sigils will become temporarilly nocollided.
    • Removed the limit on boss zombies.
    • Prevented turrets from targetting players with spawn protection.
    • Medic cloud bombs now give points to the healer at 50% rate and have their stocks set to 4. They also have a reduced healing radius.
    • Repair rate from the skill tree/trinkets now affects repair fields.
    • Upgrading higher tier weapons now takes about 20% less scrap.
      • The penalty for dismantling melee weapons has been reduced to 25%.
    • Turret Lock now will no longer make the turret turn further than it’s detection angle.
    • Bonemesh hitboxes are now unified.
    • The penalty from resupply and arsenal packs has been removed.
    • Price of higher tier trinkets reduced (50 for Tier 4, 70 for Tier 5).
    • Merged reload and performance trinkets into a single tab, and merged a few reload trinkets.
    • Feather Fall and Galavanizer Trinkets are now tier 3.
    • Grave Shovel for Grave Digger has no knockback. Would throw humans away allowing them to get away easily.
    • Added a right click ability to the fracture to shoot vertically. Has much more spread and harder to use at long range.
    • Drones now deal 40% damage to nests like manhacks. The base damage on them has been increased from 15.5 to 16.5 to compensate, and health is increased from 150 to 170.
    • Boss drops no longer have any components or crafting recipes tied to them.
      • Grave Digger Shovel and Butcher Knife are no longer part of the boss drop table.
      • Doom organ and extinction organ no longer have the ability to remove debuffs.
    • Increased Butcher Knife damage from 40 to 45 and reduced attack delay from 0.6 to 0.5 seconds.
    • Grave Digger Shovel
      • Increased damage from 60 to 110.
      • Increased range from 74 to 78.
      • Reduced stack damage when killing a knocked down zombie from 6 to 5
      • Stacks no longer have a limit of 11
    • Eradicator damage increased from 34 to 36.
    • Force field emitter health reduced from 200 -> 150.
    • Bleak Souls no longer applies an AoE effect, and only knocks back zombies.
    • The Howler takes 50% less damage when its aura is active.
    • Slightly reduced chem burster damage.
    • Bonemesh now provides none boss zombies a small regeneration buff to zombies that it heals, and bonemesh can now overheal zombies up to 125% of their health.
    • Aegis boards are now placeable a bit further like how most other deployables work.
    • Slingshot Zombie
      • Increased pounce delay from 0.6 to 0.7 seconds.
      • Health when transforming into a torso is now based on your health percentage rather than current health. Which means slingshotting at 135/150 hp will set you at 76/85 rather than 85/85.
      • Taking at least 8 damage when pouncing as a torso will remove your pouncing state and reduce your velocity by 10%. This only happens once.
      • Increased torso hull height from 22 to 26.
      • Torso pounce slow duration reduced from 8 to 5 seconds.
      • Attack delay from hitting a human or prop with pounce increased from 0.1 to 1.2 seconds (normal attack delay).
    • Removed the leg damage part of crouch jump punish.
    • Zombies can no longer see deployable stats.
    • Intermission discounts have been removed across the board.
    • Recent Dead is now disabled. Agile Dead remains enabled.
    • Fast Zombies are now available wave 2. Slingshots remain available with wave 3. Wraiths are unlocked on wave 1.
    • Elder Ghoul is now only available wave 2.
    • Added the better versions class system. Deprecates zombie classes that become useless in the late game.
      • Wild Poison Zombie is now the wave 5 version of poison zombie. Vile bloated becomes poison zombie, and bloated (wave 2) becomes vile bloated (wave 3).
      • Lacerator is now the wave 4 version of fast zombie, and agile dead becomes fast zombie on wave 2.
      • Zombie becomes Eradicator on Wave 6.
      • Poison Headcrab now wave 3 and turns in to Barbed at wave 4.
      • Fast Headcrab turns in to Bloodsucker on wave 3.
      • Gore Blaster turns in to Chem Burster on wave 6.
    • Base healing from repair fields reduced to 8hp from 10.
    • Reduced the penalty from Stockpiling from 2.2x to 2.15x.
    • Reduced the damage of the Charon from 81.5 to 77.5.
    • Increased Charon reload delay, decreased accuracy. Slightly increased damage to compensate.
    • Poison Zombie movement slow reduced on throwing.
    • Medical kits/deployables/tools can now all be remantled with various bonuses.
    • Reduce turret damage output by 1/3 and health by 100 for the starter turrets.
    • Humans now get points on wave end, based on which wave it is. This is to go along with the change that removes intermission discounts.
    • Zeus arc radius slightly reduced. Zeus arc delay reduced by 40%, meaning it jumps between zombies faster.
    • Replaced the boomstick damage and secondary remantle bonus with…something more appropriate.
    • Slug Rifle remantle bonus changed to something more interesting.
    • Reaper clip size reduced from 32 to 30.
    • Arsenal and Resupply packs are only 5 more worth now than their deployable counterparts, since they are not bought often.
    • Made flash bombs cheaper in worth.
    • Made message beacons cheaper in the arsenal, but not cheaper in worth.
    • Colossus totally reworked. Now a bit like a handheld railgun. Only uses 1 ammo but does significantly less damage, pierces less. Has a new model.
    • Spinfusor damage slightly decreased but deals a bit more damage on a direct hit.
    • Long Arm and Hunter damage increased by 5%.
    • Removed size remantle bonuses from weapons, they were effectively unnoticeable.
    • Significantly improved remantle bonuses for some melee weapons and made them more normalised across the board. Should make them worthwhile to invest in.
    • Rocket turret health increased.
    • Adjust Tithonus sounds, made it charge a bit faster, and made it reload 5% faster.
    • Reworked Smart Targetting. Right clicking with a medical weapon will now lock onto a player, passing through other players. The darts will home in on the locked player. Carries a -33% healing penalty.
    • Weakness penalty increased from -30 health to -45.
    • Slowness penalty reduced from -45 speed to -33.75 speed.
    • Added the ability for flesh creepers to leap. Should give them significantly more mobility.
    • Flesh Creepers now build nests at twice the speed but get a 1 second lock out of healing or building a nest if it was damaged recently.
    • Increased the health of Elder Ghouls and Gore Blaster Zombies slightly.
    • Increased the speed of Elder Ghoul.
    • Zappers are now affected by pulse slow increase trinkets.
    • Moved Pulse Booster to Tier 1.
    • Force fields now prevent status AOE from projectiles, this affects doom crab, extinction crab and frost shade.
    • Components now have no max carrying capacity and automatically spawn as components on maps.
    • Remade some new crafts for the Muon and Hades.
    • The Blood Armor skill now works like Regenerator.
      • It regenerates upto 60% of your blood armor cap. This means it is affected by owning a blood armor trinket, hence increases the amount you can regenerate to.
      • The associated penalty with Blood Armor has been slightly reduced to compensate, as this is a nerf at the base level.
    • Added damage tapering to spinfusor disc explosions (albeit not as heavy as Broadside)
    • Jackhammer fire delay reduced from 0.35 -> 0.31.
    • Reduce Tosser damage from 14.5 -> 14. Clip size reduced from 25 -> 24. Reload speed reduced from 0.83 -> 0.78. Was the most popular T1 by a metric leapstone and has the stats to prove it.
    • Reverted a recent crackler buff - damage reduced from 15.25 -> 15. Aiming to level down automatic starter weapons a bit.*
    • Projectiles that deal poison are now affected by projectile damage multipliers.
    • Removed the point bonus from Noodle Arms.
    • Lacerators now deal the same damage to barricades as fast zombies.
    • Cosmos damage reduced from 42.5 -> 38.5.
    • Cinder rod has been made a bit more explosive.
    • Reduced the spread of rocket turrets, they’re currently very inaccurate.
    • Leg damage on Hades increased slightly, and range decreased to regular gluon values.
    • Nerfed the damage of the Hades and Muon, as they weren’t properly looked at post tier 6 balancing.
    • First picked zombies are now random classes. Should encourage zombies to change classes.
    • Eradicators can now only revive once per life but will revive to full hp if not killed properly/with special damage types/with a headshot.
    • Made most shotgun type weapons feel more like shotguns in terms of pellet count.
    • Zombies have secondary chance to hit, originating from their torso, to improve hit registration.
    • Pistol ammo supply amounts reduced from 16 -> 14. The pistol meta is extremely dominant currently as a source of producing points and causes other weapons to get commonly overshadowed.
      • Starter pistols given some damage to compensate, as they weren’t strong by themselves and commonly get overlooked.
      • Long Arm was also increased in damage.

    OTHER CHANGES


    • Added statistics tracking in ZS. We now log and analyse various statistics, such as how often a weapon is bought and used, how often certain zombies types are picked and their average damage, and so on. Some maps are blacklisted from this system, such as Tantibus.
    • Increased the maximum value of status bar duration displays.
    • Limited the damage from props to humans even if not hit by a zombie again (reduces gabens and stops potential prop griefing).
    • Changed a bunch of LocalPlayer() calls to MySelf to slightly improve FPS.
    • Added a late buyer message for when a player with said debuff can begin to purchase items.
    • Added functionality for overriding the melee anim on melee weapons.
    • Added functionality for making a melee weapon temporaily count as a melee weapon.
    • Made the Cosmos beam white and brighter.
    • Added particles to the nova blaster when it hits something.
    • Improved skill tree rendering code.
    • Added an option to disable/enable message beacon visiblity.
    • Adjusted the message for when you pickup an inventory item.
    • Allowed players to take knockback from their own special damage.
    • Moved the interface for the drone to infront of the drone when piloting it like a holographic interface.
    • Some deployables that don’t interact with players can now be placed inside props.
    • Reduced the distance at which force fields, gun turrets, zappers and repair fields can be placed.
    • Tanker is now connected to Stoic 5 instead of Blood Armor.
    • You can now choose which sigil to teleport to by pointing towards which one you want.
    • Zombie spawning has the default (LMB) is now a 1/2 chance to be a random spawn, to get button mashers out and wandering.
      • RMB is now a near spawn.
      • Reload remains a far spawn.
      • A + D is now cycle targets.
    • Optimizations to sounds, zombie functionality.
    • Changed the location where the devourer hook comes from.
    • Exiting out of the inventory will now deselect the currently selected inventory item.
    • FF Emitter placing ghosts now show a line of the direction of where the forcefield projects from the emitter.
    • Fast zombie, lacerator now have separate anims for crouching.
    • Changed the worth menu to resemble the arsenal menu. Displays weapon stats while you’re selecting items to checkout. All functionality basically remains the same, however.
    • Items you don’t have unlocked in skills can be have their information examined in the worth menu.
    • Added icons for ammo types.
    • Added the option to hide view models.
    • Added the option to never hide friends via transparency.
    • Reduced the particle effect density on Chem Burster significantly.
    • The skull when a boss zombie spawns has been removed.
    • The notification of who and what boss zombie spawns has been removed.
    • The indicator of what class a zombie is when playing as a human has been removed.
    • Zombie gasses do not slow on wave 0 any more.
    • Added a status bar for knock downs.
    • Renamed Fright to Tremor.
    • Time to get ready reduced from 3 minutes to 2.5 minutes. Most of this time was just people being idle.
    • Worth menu stats now appear on mouse over.
    • Reordered the options menu alphabetically.
    • Make medical darts visually and physically smaller.
    • Added a message when someone buffs you with a medical dart.
    • You no longer need to dismantle trinkets to use them as crafting components.
    • Aegis Boards now make a breaking sound when hit.
    • Damage numbers are now consolidated into a single number if at all possible.
    • Removed being able to disassemble world objects for scrap. This was a bit too spammy and clunky, and was also obtuse to new players.
    • Disabled flinch animations for now as they basically aren’t visible if a player is moving (aka most of the time).
    • Added quick stats display to the skill tree.
    • Added a 2nd sound when turning on a skill.
    • Reduced the model scale of nails.
    • Made the display of nails a bit more minimalistic. Now has a fixed width bar to denote the repairs and health remaining.
    • The barricade expert icon is now colored to indicate the players “barricade expert strength” in relation to their remort level.
    • Removed flesh creeper human detection rings since they’re irrelevant now.
    • Adjustments to the AFK selection algorithm.
    • Nails now have small, particle effects when a prop is nearly destroyed.

    BUGFIXES


    • Fixed Battle Rifle ironsights.
    • The bulletstorm now operates like other weapons do into regards to running out of ammo while ironsighted.
    • Fixed Fright Duration multipliers not working.
    • Fixed the Nova Colt not damaging nests and fixed the nova colt not pushing zombies on headshot.
    • Hopefully catched all instances of countables not being synced to what players actually have.
    • Fixed being unable to tow props with the drone.
    • Fixed exploit that allowed you to get full phasing speed until letting go of zoom.
    • Fix human spawning on disabled spawn points.
    • Fixed some statuses being preserved on death.
    • Probably fixed trying to heal Frail players making a sound clientside.
    • Fixed deployable hitboxes colliding with props.
    • Gas grenades no longer collide with zombies.
    • Fixed zs_nousetodesposit not working with drones.
    • Fixed giving items not using a players lock correctly.
    • Fixed channels not working for turrets.
    • Fixed buckshot and rocket turrets not stopping their sounds when destroyed/packed up.
    • Fixed blast and rocket turrets not inheriting damage correctly with the new remantle changes.
    • Fix player picked as boss if they’re already boss.
    • Fixed remantled deployables not giving the deployable ammo.
    • Fixed the buy ammo button not appearing in the worth menu.
    • Fixed barbed headcrab having less range and not blinding.
    • Fixed the class menu not sorting zombie classes after each wave.
    • Fixed lacerator swinging sounds being very loud.
    • Fixed an issue with Inquisitor bolts.
    • Fixed an issue where reloading immediately after firing causes no firing sound.
    • Fixed bonemesh bombs from creating insane amounts of blood.
    • Readded missing Acrobat Frame to arsenal, tier 1 trinket.
    • Fixed a bug with Tiny slug headshot damage.
    • Medical kit traces can now penetrate through other players.
    • Fixed cases of props applying forces to players when they shouldn’t.
    • Fixed players holstering their medical kit removing other players medical auras.
    • Fixed fist weapons not dealing double damage to headcrabs.
    • Fixed medic gun and rifle trying to resume reloading if it was canceled.
    • Fixed Barbed Headcrab projectile not damaging props and deployables.
    • Fixed M4 and Aspirant having the wrong animation.
    • Fixed zombies taking full slow when crouch jumping.

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