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  1. A4 changelog
  2.  
  3. General:
  4.  
  5. -When using max health altering cvars, old limits would still be respected thanks to 'healthing' being super bugged
  6.  
  7. Doom:
  8.  
  9. -Spider Masterminds now have fixed sprites which allows them to have clean translations much like the event images. Thanks you NEON for these new sprites!
  10.  
  11. Hexen
  12.  
  13. Wendigo(and Yeti too): The Wendigo's 'See' state didn't loop and jumped to 'Idle' which is why they would incessantly make their active sound. Also removed and redid redundant code for both monsters
  14.  
  15. Strife
  16.  
  17. Programmer: Programmers limit per round was set to 4, not 5
  18.  
  19. Chex:
  20.  
  21. Flem Spore(Upgraded): Created sprites to differentiate between upgraded and unupgraded spores
  22.  
  23. Flem Spore(Upgraded): Upgraded Flem Spores now have the chance to spawn Larva, Armored Bipedals, Cyclops, Quadrumpus and Stridicus
  24.  
  25. Common Flemoid(Upgrade): Raised the cost of the upgrade from 30 to 30/10
  26.  
  27. Common Flemoid: By default, Common Flemoids now have their original split upgrade and spawn normal spores
  28.  
  29. Armored Bipedal: By default, Armored Bipedal Flemoids now have their original split upgrade upgrade and spawn normal spores in their missile states
  30.  
  31. Stridicus (Upgrade): Raised the cost from 30/10 to 30/15
  32.  
  33. Stridicus: By default, Stridicus now have the original legacy upgrade with the exception of the death state only spawning 2 spores instead of 4
  34.  
  35. Flem Mine: Added the 'MaxTargetRange' property to mines and set it to 1000 units. Hopefully this curbs the random player kills from across the map with stagnant mines
  36.  
  37. Super Cyclops Flemoid: Increased Super Cyclops' damage by 1/3 and lowered their painchance by 2/3
  38.  
  39. Maximus: Maxmius now partially hit ghosts the same way Super Cyclops do (1/4 second doesn't, 1/4 does repeat), dropped their cost from 50/15 to 40/12, and increased their rate of fire
  40.  
  41. Flem Meteor(Upraded): Upgraded Meteors now have the chance to spawn upgraded spores
  42.  
  43. Slime Carrier: Slime Carriers now have the chance to spawn upgraded spores
  44.  
  45. Flembomination: Flembos now have the chance to spawn upgraded spores
  46.  
  47. Lord Snotfolus: Snot Lords now have the chance to spawn upgraded spores. They also had different 'See' states in TLMS compared to LMS before giving up. The TLMS version is now the default
  48.  
  49. Bipedal Flemoid: Bipedals health on the messages said 150 instead of 140
  50.  
  51. Virus:
  52.  
  53. Mesh Flier: Dropped Meshies painchance, and increased the amount of damage done by their missiles and explosions
  54.  
  55. Previous Version Bugs:
  56.  
  57. Heresiarch: When using the remover, Heresiarch's cubes would just drop to the ground and stay there indefinitely
  58.  
  59. Vanilla Pain Elementals that were retrofitted dropped 2 blue mana bottles
  60.  
  61. Pain Elemental(s): Thruspecies caused summonballs to create 2 Pain Elementals instead of one
  62.  
  63. Death Wyvern: Reverted the previous versions changes back to how 3.0 was
  64.  
  65. Heresiarch: Modifications were done to the Cube scripts to curb glitching that may have occured
  66.  
  67. Spectre B: Increased the cost from 80/42 to 80/45
  68.  
  69. -Chex 'corpses' wouldn't disappear upon being successfully revived
  70.  
  71.  
  72.  
  73. --------------------------------------------------------------A1-3 Changelog--------------------------------------------
  74. Global:
  75.  
  76. -Spawned monsters now face the same direction in which they were summoned. This actually radically improves the AI of the mod
  77.  
  78. -Implemented something I'd like to call the 'XDeath Rule' across the entire mod. What this means is if a low tier monster that can be revived gets gibbed, they can no longer be revived as the corpse has been destroyed. This isn't too different than what Doom has already had to begin with only now it's applied to every class. However, Mid-Tier monsters are the exceptions to this 'rule.' Chaingunners, Cacodemons, Undead Knights, Wraiths, Chaos Serpents, Swamp Stalkers, Templars, Reavers, Order Turrets, Quadrumpus, Stridicus, and Mills can still be revived despite a gibbed death. Eventually a lot of monsters will have attacks that are guaranteed to gib to help balance this further, but that'll have to wait until a later revision
  79.  
  80. -All weapons now have their appropriate tag names and no longer default to 'Shotgun'
  81. New Translations: Arch-Vile(All), Crusaders(All)
  82.  
  83. -Hopefully fixed all the projectile in projectile obituary bugs for the Iron Lich, Wendigo, and Barrage Weredragon... again
  84.  
  85. -Monsters that don't bleed left blood splatters\decals on the walls
  86.  
  87. Doom
  88.  
  89. -Restored the original Chaingunner attack sound, Cyberdemon walk sound, Spider Mastermind walk sound, and Arachnotron walk sounds
  90.  
  91. -Pain Elemental(Both): Redid Pain Elementals completely. Removed the FRIGHTENED flag completely so they don't run away. Now they perform a check where if they're closer than 400 map units, they will have the flag MISSILEEVENMORE which makes them way more useful in an actual fighting situation. They are no longer pushable either. Dual Elementals now have the limit of 60 as well.
  92.  
  93. Heretic:
  94.  
  95. D'Sparil: D'Sparil stage 2 can now spawn up to 16 Disciples instead of 12
  96.  
  97. Hexen
  98.  
  99. Menelkir: Increased Menelkir's health from 650 to 900 and slightly increased their firing rate
  100.  
  101. Heresiarch: Thanks to both Avernus and Gui, the Heresiarch has been completely decoded and now is able to be balanced. The HP determines what attack does with 1/3 being more liekly to shoot red seeker balls, 1/3 more likely to shoot purple balls, and 1/3 likely to summon Bishops if they're far enough otherwise its more apt to do purple attacks. The projectles themselves have been weakened a bit, but I'm sure this will need extensive testing to really be ironed out. The max Bishop count that the Heresiarch can make is also set to 10 for now. Again a big thanks to Avernus and Gui!
  102.  
  103. -Restored the missing Reiver sight sound
  104.  
  105. Strife:
  106.  
  107. Strife mech monsters now spawn the proper 'blood' from the game (spark/fire upon impact)
  108. Crusaders, Order Bishops, and Inquisitors now all make the unique Strife sound for their steps instead of the generic large clop from before
  109.  
  110. Stalker(Both): Stalkers can no longer be resurrected. However, they're still affected by the repair drone
  111.  
  112. Order Bishop: Order Bishop's height is now 100 up from the default 56. Also dropped the damage the missile does from 9 to 7 and dropped the explosion damage from 64 to 48. If this is too much then next release will increase the attack again
  113.  
  114. Programmer: Completely remade the Programmer's Projectile. It doesn't inherit which means it no longer does teamdamage, and now the individual bolts/radius of the spot have been adjusted so it's more effective. Also restored the Programmer's melee state along with increasing the missile chance
  115.  
  116. Spectre A: Lowered the chance to attack, the double bolt, but increased the strength of the projectile to compensate. Dropped the price down to 70/40 as it was originally due to the rebalance
  117.  
  118. Spectre B: Upped the chance to attack, made the attack shoot twice in the frame, and increased the strength of the bolt. Dropped the price down to 80/42 due to the rebalance
  119.  
  120. Entity: Wrote out all of the Entity's attacks so they no longer share attacks with other Strife heroes and each Sigil attack has been adjusted to better suit the monster. Also abandoned the random choice for an attack in favor of using distance to have a higher chance to do certain attacks depending on where the Entity is vs the target. This makes the Entity more reliable and consistent to balance
  121.  
  122. -Fixed all of the misplaced/generic Strife lightning obituaries
  123.  
  124. Stalker(Upgraded): Upgraded Stalkers when hit with the repair drone would come back as the unupgraded version
  125.  
  126. Programmer: For whatever reason, the programmers death state went ahead to a non existent frame 'Y' when it should have stopped at 'X.' Now the corpse should remain on the field and fade properly as intended
  127.  
  128. Chex
  129.  
  130. -Chex monsters that can be revived now leave a 'mini figure' of themselves that let players know where their corpses lie
  131.  
  132. Flembomination: The Flembomination summonball was too big for the monster. They should now be less temperamental to spawn
  133.  
  134. Virus
  135.  
  136. Prism: XDeath state didn't spawn mana upon Prism's death
  137.  
  138. Land Carrier(All): Land Carries summonballs radius was way smaller than it should have been. LCs should be way less temperamental to spawn now especially against a wall
  139.  
  140.  
  141. General:
  142.  
  143. -Doubled the height of mana, and item pickups from the default 16 to 32
  144.  
  145. -Now every monster that drops blue mana upon death (minus the mine) will have an HPBar. Should have done this one years ago
  146.  
  147. -If you hold down fire when using the teleporter, the second projectile file will be a ranged one. This applies to all classes with the except for Virus
  148.  
  149. -Added in BRIGHT to all the lighting sprites used in the main pk3. This includes all the torches, lights ect. Also added in missing GLDefs to a few said objects
  150.  
  151. -Now when a hero is made a message will be logged to console indicating said monster. Colors have been applied to the text to further tell 'em apart as well
  152.  
  153. New Translations: Doom Imp(C), Lost Soul (G,R), Cacodemon(Y),Iron Lich(Y), Afrit (B, G, R, S),Hexen Bishop(all(including making the blur shadowed(but not painstate. UGH.))), Wendigo (R, Y), Meshwalker(Y), Hexen Teleporter(all), Strife Teleporter(all), Team Teleporter(all)
  154.  
  155. Virus:
  156.  
  157. Mill(DeathBlaze): Added an antenna on top of DB Mills so they're easier to tell apart from normal Mills
  158.  
  159. Balance:
  160.  
  161. Doom:
  162.  
  163. -Dropped the number of Chaingunners to Revenants to 8, and increased the number of Revenants to Mancubus to 7
  164.  
  165. Hexen:
  166.  
  167. -Wendigo/Yeti: Wendigos remain exactly the same while Yetis, their upgraded counter part, can no longer hit ghosts in any capacity. The shards now pass through ghosts just like the main projectile
  168.  
  169. Death Wyvern: Dropped the mana cost from 70/55 to 60/55 & raised the damage of the fireball to 10 due to the Leaders new balance
  170.  
  171. Strife:
  172.  
  173. Programmer: Removed the 'Close Enough' state and reworked the 'Frightened' flag check in 'See' as per Avernus' recommendations. This should hopefully balance everything out now at least until the spot lightning is decoded...
  174.  
  175. Entity: Dropped the Sigil 3 spread shot damage from 15 to 9
  176.  
  177. Chex:
  178.  
  179. Cyclops: Removed the +PUSHABLE flag from the attack and see state that disables it. Going to gauge how this goes
  180.  
  181. Virus:
  182.  
  183. -You now are able to select which level/grade of units affected by the ground upgrade you'd like after purchasing by using altfire. For example: You've unlocked level 2 ground units and if you hit altfire, you will be able to switch between level 1 and 2. This does lead to a lot of the subsequent balance changes, but hopefully everything is coherent and doesn't break the flow of gameplay...
  184.  
  185. -Adjusted the explosion damage from Virus so they now correspond to whatever level the monster is. The original explosion is now level 3, and the level 2 explosion I've made is now the default explosion for other Virus units not affected by the upgrade
  186.  
  187. Turret(Upgraded): Level 2 turrets now fire faster, and have an increased chance of firing while level 3 now hit ghosts. Due to this change, level 3 Turrets have went up in price and now cost 10/3
  188.  
  189. Turret(Spreadshot & Upgraded): Level 2 turrets now fire faster, and have an increased chance of firing while level 3 now hit ghosts with one ball and shoot the level one projectile for the other. Due to this change, the costs are now 14/1, 15/2 and 16/3 for each of the levels
  190.  
  191. Treadmill: Treadmills are no longer able to be resurrected
  192.  
  193. Treadmill(Upgraded): Level 2 and 3 Treadmills now have increased rates of fire. Because of this, the costs for each level are now 35/7 and 40/9 respectively
  194.  
  195. Virus: Virus' projectiles now drop the fleck as they fly along in addition to being charged. Also boosted the radius from 10 to 13
  196.  
  197. Meshwalker(Upgraded): Level 2 and 3 Meshwalkers now have 1550 and 1700hp while getting increased firing rates per level. Again due to said changes the costs for level 2 and 3 Meshwalkers are now 50/12 & 55/14
  198.  
  199. Leader: Redid all three of the Leader's attacks so now the red blaster and missiles have way more pep and impact than before. Subsequently I had to increase the cost to 75/55 to compensate because now the Leader is bad to the bone
  200.  
  201. Felix: Redid all the attack projectiles and increased the power and output of the Felix overall. Now the Felix does some great range dumbfire... especially the alpha strike
  202.  
  203. Felix(Upgraded): Level 2 and 3 Felixes now have 4750 & 5000hp while gaining higher firing rates per level. Due to this, costs for the Felix at level 2 and 3 are now 80/75 & 90/80
  204.  
  205. Land Carrier(Upgraded): Level 2 and 3 Land Carriers now summon 75 and 100 pairs of Drones while gaining +2 projectiles in the concentrated attack per level while having increased firing rates. The cost for level 2 & 3 Land Carrier's now are 115/105 and 130/110
  206.  
  207. Bugs
  208.  
  209. Doom:
  210.  
  211. Arch-Vile(s): Arch-Vile's, as well as Pulse, had a radius of 64 on their summmonballs. It should have been 20. Now Vile's will be less prone to missed spawns. Also attempted to redo the FRIGHTENED flag system so the Vile doesn't just take off and never return to the battlefield
  212.  
  213. Heretic:
  214.  
  215. Mummy: Apparently this engine doesn't know how to inherit and upgraded Ressed Mummies would call for a Deathstate that should be inherited but wasn't
  216.  
  217. Ophidian: The Cost message said 31/8 and not 32/8 as it should have read
  218.  
  219. D'Sparil(Serpent): In the 'See' state, D'Sparil had an ill defined jump that is more than likely responsible for many teamkills/owner kills over the past several years. This should curb said issue
  220.  
  221. Hexen:
  222.  
  223. Wraith: The Reiver cost was 10/3 and not 12/3 on the fullscreen hud
  224.  
  225. Strife:
  226.  
  227. Macil: LMS Macil's didn't properly loop in their firing state meaning they wouldn't have rapid fire as they should have
  228.  
  229. Chex:
  230.  
  231. Quadrumpus: Quadpumpus vanilla projectiles didn't leave a decal on a wall
  232.  
  233. Virus:
  234.  
  235. Spreadshot Turret: Level 2 Spreadshot summonballs weren't translucent and the summon sound didn't play. Talk about game breaking bugs. The cost message also said they cost more than they did
  236.  
  237. Felix: The hud messages and new hud erroneously stated that the Felix could partially hit ghosts. This is not true because the Felix CAN ALWAYS hit ghosts
  238.  
  239. Land Carrier: Level 2 & 3 Land Carriers were said to have spawned 100 pairs of Drones when they only made 50
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