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- Implying anyone reads these, Here we go!
- |-=-=-=-=-=-=-=-=-=-=-=-|
- |||||||||1.30||||||||||||
- |=-=-=-=-=-=-=-=-=-=-=-=|
- -This version is nothing but player feedback implementations :O
- -TNT and flare gun altfire will now pass through allies.
- -TNT ctrl will charge up slightly faster.
- -Slightly nerfed the damage of gill beasts in water.
- -Hell Hound fire heal from 1 to 4, Damage vs burning players reduced.
- -Added hobby the puppey, scariest being in the universe <3.
- -Fixed stone gargoyle projectiles being hax seeking. Reduced hp back to 6648. Speed -2!
- -Lifeleech healing +1.
- -HellHand +7 hp, -2 height.
- -Added a new version of the hell hand.. This one is scarier.
- -Slightly buffed the charge speed of tnt.
- -Phantasm wall passing projectiles damage reduced even further.
- -Rats will move in a straight line less often now.
- -Tchern will now shoot life leech while channeling his spells.
- -Lowered tchern's resistance to most weapons. It was 20% too high vs everything.
- -Fanatics +1 Warning shot.
- -Buffed damage of flaregun altfire. Both good and whiffed.
- -Didn't fix John the pacificst Fanatic!
- -Fixed Spider mothers having high mass.
- =======================
- 1.29
- ----
- -Gill beasts code changed. If this doesn't crash servers they will be disabled next patch.
- -Fixed various bugs\exploits.
- -Fanatics pain chances reduced. Now more luckly to drop tommy gun.
- -Fixed tesla dealing double the intended damage to most animals\beasts. (Wtf X3 damage on hellhounds) Altfire was NOT nerfed.
- -Fixed LifeLeech not dealing bonus damage to alot of humanoids.
- -Fixed green spiders not having double the hp of red spiders. Lowered the chance of the stupid colored variants to spawn.
- =======================
- <<<<<0<<<1.28>>>0>>>>>>
- <><><><><><><><><><><><
- =======================
- Caleb :
- -The following will now pass through allies :
- * Altfire on tnt, Proximity TNT, remote TNT and spraycan altfire.
- -Improvements to some weapon animations.
- Spider Mother:
- *Fixed walking animation being jumpy as hell
- Tchern:
- 1)Fixed oversight where tchern would kill himself.
- 2)Reduced the radius of his eternal sleep aura.
- 3)Buffed the speed of the fastest missile variations.
- Acolyte :
- *Nerfed the speed at which they toss tnt.
- Zealot:
- *Fixed missing sprite while altfiring. Also gave more time before he starts shooting. +25 hp.
- Cheogh :
- *Reduced the distance he can slam people around. Increased Height.
- Innocent :
- * +1 Speed, +15 pain chance
- Phantasm:
- 1) Infinite loop broken
- 2) Fixed phantams getting stuck in pain->slow speed behaviour.
- Voodoo now stinks vs animals and spiders.. first buff to rats ever.
- Gill Beast:
- 1)Removed a trillion random check from gill beasts.
- 2)Hopefully fixed server crashing
- =======================
- (((((((((1.27))))))))))
- =======================
- ---------------------
- -Tchern projectiles are deadlier now.
- -Zombies are now op, they will never drop the fail heads again.
- -Zealots can now use the tesla altfire attack.
- Caleb :
- -Tommy Gun : Max possible damage increased, still rng based. [Stronger overall]
- -Akimbo Tommy : No longer always deals the max possible damage on altfire..
- - Increased walking and running speeds
- Monster Stat Changes:
- -Phantasm : -80 Max Health, =2 Speed, -3 projectile speed
- -Hounds : -40 max health , Max sproink height + 10
- -Shial : +111 max health. -1 pain chance
- -Cerberus : HP reduced to 4444
- -Hand : -1 move speed
- -Acolyte : -25 hp, +2 speed
- -Zealot : +25 hp
- -Cultist : -12 hp
- -Cheogh : +1 speed
- -Gargoyle : -30 hp, now 666. Increased pain chance for most weps. Bones easier to see and deal -3 damage.
- -Butcher : Reduced RNG on vomit damage.
- -Fanatic : reduced pain chances. +1 warning shot.
- -Zombie : Increased hp to 256. Increased damage taken from fire to compenstate. +5 faking chance.
- -Gill Beast : Reduced biting range by 35%
- -Morons + 8 hp.
- Phantasm:
- *You now have 8 tics to escape a melee attack before the phantasm is fully solid
- *Hopefully no longer appears solid while they are not
- *Projectile damage will be extremely lowered if it passes through a wall
- *Will no longer do the slow attack mode after a melee
- Hell Hounds:
- * Fixed an infinite loop if a dog went swimming
- * If caleb is on fire they will try to dodge a bit more while trying to get a bite
- Mother Spider:
- * +111 max health. -1 pain chance
- Cerberus :
- * Health reduced to 4444
- Dangerous world :
- * Beware, more evil awaits
- * Removed acolytes from list of random monsters
- =======================
- 1.26
- =======================
- *Hopefully fixed tnt graphics for good.
- *Players are now weaker to napalm and explosives.
- They were pretty much usable recklessely full time.
- *Tchern has 2 more projectile speeds now.
- *TNT explosion a bit refined.
- =======================
- 1.25
- Action Package
- contains 15 cards
- -----------------------
- =======================
- *Slightly buffed the fire speed of ctrl sawed off. Altfire is no longer
- 100% better. This also aims to nerf phantasms.. hopefully for the last time.
- *Cursed hands +1 movement speed.
- *Stone Gargoyles +500 hp. They were too easy for skilled people.. balancing about
- complete goofs isn't a concern.
- *Butcher cleaver -1 damage. That is 2 more hits to kill the player if they get pushed hilariously.
- *Green cultists slightly slower to toss.
- -20 damage.
- *Zealot +50 hp.
- *Brown cultist +2 hp.
- *Phantasms back to 780 hp.
- Less scream range.
- *The one that binds now might shoot extra slow shots to confuse you even more.
- Some resistances got reduced.
- *Innocents deal +2 damage to evil. +5 hp.
- *Players have +6 shells on first shotgun they get.
- *Until half the bar slightly boosted the speed of charging up tnt.
- *Dangerous world :
- No more random zombie cans. They were fun but blocked traps.
- Added cultists to it.
- Spiders added as well. Be afraid, very afraid.
- *Lowered chance blue cultists toss proximity tnt.
- *Some tweaks to remote and proxy tnt behaviour.
- =======================
- 1.24
- Pegg Nothing
- =======================
- *Changess to Phantasms:
- Phantasms can move through things anytime except when they try to melee attack.
- Phantasms will attempt to charge through you then backstab you.
- Phantasms attacks now pass through everything and hurt people they pass.
- They disappear after some distance.
- Causes significant bleeding upon a successful melee -just visual-
- Reduced their projectile damage slightly.
- Increased the distance from which their projectiles can be heard.
- Reduced the distance their screams can be heard from to just when they are dangerously close.
- *Doubled the distance from which butchers are forced to use cleavers.
- *Player TNT is no longer bright midair. It makes no sense at all for TNT to be that shiny.
- Also a buff for napalm. Since only with it you'll see its path.
- If you throw without charging the tnt will be visible.
- *Fixed the GLDefs warnings.
- *Players can no longer altfire flaregun without ammo left.
- *Gillbeasts XDeath should no longer spawn gibs outside map. Also removed lagfest caused by a rocket science formula in it.
- *Changes to GillBeasts:
- Less memory hogs while idle.
- Are less likely to bite nothing but air upclose.
- *Hell Hounds that try to swim will instantly die instead of pretending to die indefinitely.
- *Flesh gargoyles will fly up if they encounter water. This can get them stuck inside water indefinitely though if they are submerged (ceilings or you deviously standing on them).
- *Fanatics shoot one extra warning shot now. -low damage shots-
- *Spraycan altfire can no longer be started underwater with good timing.
- *Added safety script to prevent some conditions from passing between lives and cause
- bugs that were fixed for 1 life. Such as IT BURNS bug happening if you die while on fire.
- *Vastly reduced the speed of remote tnt. It wasn't even possible to see them flying.
- *Updates to Proximity Dynamite
- Reduced their flying speed to reasonable levels.
- Reduced their detection range
- Also reduced their radius, so they can be actually thrown through windows
- Before it was impossible to toss them around corners.
- Made them bigger visually. As a nerf to Zealots.
- -Remote TNT won't get one, so it can be used as a surprise trap.
- Increased tripwire damage to 5.
- *Middle charge levels of tnt are now easier to use.
- *Implemented butchers alpha burn death as a rare fire death.
- *Fixed gargoyles using some weird sound as their wings sound.
- *Added brightmaps to the following:
- Cultists TNT on floor, Proximity ladmines, Altfire TNT on floor
- *SprayCan altfire nows lights up its Area of effect.
- Its only safe to pass through once the light is gone.
- Needs dynamic lights enabled.
- *Fixed Acolytes being named aclyothes.
- *Zombies cause bleeding for a bit
- This is just visual. Has no impact on the game at.
- *Played a bit with blood physics.
- *Increased the fuse times on acolytes tnt.
- *Cultists now alert other enemies when they shoot.
- If you'll rely on silent weapons, kill them swiftly!!
- *Blue cultists now alert enemies with their attacks and also upon death.
- *Most enemies celebrate victory by running around.
- *Smoothed out Innocents running animation and speed.
- Also Gave them their random speech lines.
- *Reduced the distance from which gillbeasts earrape breathing can be heard.
- *Random games changes:
- Hell Hands spawn chance reduced.
- Spiders might spawn now.
- *Reduced the collision height of innocents so they don't get stuck in some areas.
- *Brown cultists are unable to push players with their tnt now.
- Green cultists are still able to.
- *Increased the time casings remain on the floor.
- This isn't a high amount! Its just so they don't fade right after hitting the floor.
- *Made gargoyle bones easier to see..
- *Heart pickups have even more cheesy pickup messages.
- =======================
- 1.23
- OverSights
- And
- Nightmares
- =======================
- *Fixed IT BURNS playing whenever the player is shot if he was burned even once.
- *Players will now pass each other. You can even pull silly mind tricks
- on opponents through this.
- *Improved the hit detection of fire weapons
- *Updates to FlareGun:
- Better synced the weapon's animations.
- If the shot target is upclose to the player, they will burn faster.
- Altfire will burn caleb longer.
- *Flaregun now burns nearby targets faster.
- *Burning damage while already on fire will extend the previous duration.
- *Enabled brown cultists to throw tnt once again.
- *Updates to zealots [Blue Cultists]
- Kept their windup time but they'll attack rapidly afterward
- Can now throw proximity TNT. -Even if it isn't in original blood.
- Isn't really that much of a buff. If you are running in the open you'll die regardless.
- HP doubled
- Pain chance reduced.
- *Updates to Aclyotes [Green Cultists]
- They'll randomly throw their tnt at the player's direction
- Their tnt can and will push the player back while sliding
- Possibly to a painful death.
- +25 Max Hp
- *Health Pickup cannot push caleb while flying.
- *Inverted the previous nerfs to grey and brown cultists
- Grey cultists now only shoot 2 warning shots instead of 6. and their damage increased
- Brown Cultists no longer deal pistol damage with their attacks.
- *Increased the explosion range of cultist tnt
- *Phantasm : Removed all nerfs due to the maps having way less of them.
- Damage nerfs are gone.
- They gained back the 100 hp they lost.
- Reduced pain chance.
- Will spend way less time in -hit me am slowed- mode.
- Extra damage from weapons gone.
- *Inverted the resistance changes to stone gargs and spider mothers.
- *Butcher's vomit effects will no longer push players.
- =======================
- 1.22
- Cleanup Update
- =======================
- *Small visual changes are not listed here.
- *Updated red spiders poison
- Will no longer cause an earthquake
- Is now Cumilative instead of stacking.
- Duration and intensity will increase if too many spiders bite caleb.
- Closer to original poisoning than the previous one.
- Screen gets an orangish hue while poisoned.
- Doesn't continue if the player dies.
- *Changed spider mothers hp
- The first 2 of them on the map will have 2000 hp.
- All others will have 1000 less hp.
- -That is, custom spawned ones with above 2000 hp will have 1000 less hp.
- This should reduce how grindy some maps are currently.
- *Fire Weapons will now burn targets over time
- Timing your shots will allow you to kill things with minimal ammo usage.
- Spraycan burns the target every 25 shots.Targets behind original only suffer ripper damage.
- The player himself can catch on fire damage from many sources.
- Enter water to put yourself out.
- Players being burned from some sources will die and not give a frag to the enemy.
- Includes spraycan altfire and hellhound attacks.
- Flaregun and spraycan main shot burns are non-lethal but tick health rapidly.
- *Flareguns will now home on targets with extreme accuracy. -In blood, it was a challenge itself to miss with this thing!
- If the flaregun cannot fire a burning shot -cursor not directly on target.
- It'll shoot the old high damage projectile instead.
- -Damage output is nearly same just that it burns targets faster-
- Altfire flare will burn the player if it explodes nearby him\her.
- *Reworked LifeLeech so it isn't a fire copy of tesla rifle :
- Now shots recover 1hp and ammo whenever they hit anything that has blood.
- Before players could use spirit armor as ammo, now it steals 4 of it per shot and damages you at same time.
- If you don't have essence power you'll take 2 damage up from 1
- Making it a great weapon ONLY if the player plans carefully when to use it.
- Gave it twinkling component to the shot trails.
- *Updates to Hell Hands
- Previously, only one player could be choked at any time. No longer it is a case.
- Instead of suiciding on a player already being choked, the hand will run around at fast speed.
- Added burn death animation.
- Slightly -very low- increased the spawn chances of them since they are no longer as op as before.
- Fixed the player becoming immune to choking sometimes after respawn.
- *Updates to Spiders
- Improved the animations and behaviour of spider mothers.
- Improved the walking animation of little spiders.
- Spider Mothers are no longer blocked by their kids.
- Spider Mother might push caleb off high areas.
- Increased Green Spiders poison damage a bit.
- Spiders take a lot higher damage from fire now.
- If spiders see the player is holding a spraycan, they'll freak out and run around.
- Some spiders are now "climbers" and will lend a hand for other spiders to climb.
- Nerfed the speed at which spider mothers breed.
- *Updates to Hell Hounds
- Improved their jumping around. They won't suddenly appear on floor anymore.
- Their breath attacks will put the player on fire.
- It does way less damage as well.
- HellHounds will attempt to bite burning players until fire ends.
- HellHounds bites will deal more damage to burning players.
- They will attempt to jump to avoid sequential attacks.
- *Increased the number of rats that spawn.
- *Fixed remote dynamite spawning with the sprites of proximity dynamite.
- Also fixed its weapon animations randomly glitching.
- *If the player doesn't have enough ammo to altfire tesla rifle, it'll do a normal fire burst instead.
- *Phantasm melee damage is now a set 42 instead of random between 8 and 80...
- Their missiles also deal 23 damage.
- Overall they no longer can kill players with just 2 melee attacks.
- Getting combo'd by their melee then missile is still dangerous.
- *Hopefully reduced the randomness of tnt damage registering and explosives spawning.
- *Fixed the playr's "It Burns" sound repetation.
- *Updates to GillBeasts
- GillBeasts will idle if there is no player around them for a while.
- They can also leave water -This sadly doesn't work on the default maps because of the mapping style..
- If you load a mapset with lots of waters and cacodemons you might get to see it.
- *Updates to Cerberus
- Will attempt to attack in a pattern to clear the area.
- Has a bit higher attack initiation time.
- Now the fight with him is less luck-based and more timing based.
- Sorry people with high pings you might have a terrible time vs them.
- *Buffed the attack speed of tesla akimbo and made its altfire do normal attack
- *Reduced the duration of GunsAkimbo -down 7 secs-
- =======================
- 1.21
- Testing Bug Fix
- =======================
- *Proximity and remote Dynamites less buggy.
- *Proximity and Remote Dynamites spawn chances raised.
- They also come with 3 ammo instead of 1.
- *Gillbeast really loud breathing can be heard from a much smaller distance.
- Same for feast screams.
- *Fixed the stupid "fix" that rekt akimbo weapons and made them use different ammo types
- Also fixed Voodoo getting lost the moment it hit an enemy.
- *Made more stuff +CannotPush to get rid of artificial lag caused by many objects.
- Most importantly added it to phantasms for balance.
- *Nerfed spiders poison duration and intensity.
- *Buffed innocents speed by 1.
- *Upon respawn, caleb will get a shotgun. -regardless of gamemode and cvars-
- *Caleb Movement forward speed slightly increased.
- *You can now get rid of choking hands by spamming use
- 1\3 chance per "choke"
- Can still get rid of them fastest using explosives -always success-
- ========================
- 1.2vvv
- Gigantic Gameplay
- Patch
- ========================
- If you want to play this version on doom maps use ZBludInDoom2.wad with it.
- You'll still encounter silly graphic bugs but nothing too wild.
- Some modifications in this version haven't been documented before I forgot to.
- Big Changes:
- *Working Proximity TNT available
- They are extremely rare.
- Triggered by sensing physical objects beyond floor -includes doors\walls-
- Do not use around gibs or below doors.
- When triggered by someone other than original thrower they'll trigger a slowing tripwire.
- The tripwire doesn't trigger if original creator steps on it.
- It might not explode on original user sometimes as safety leeway.
- The tripwire triggers when it is destroyed. In this case it'll stun its original user.
- *Added Remote Dynamite
- Similar to Proximity dynamite, they are rare.
- Triggered in several ways:
- A)Getting shot down
- B)Proximity tripwire activates them from a distance similar to its stun distance.
- You can save powerup traps with remote dynamite without wasting proximity
- C)Activation via the remote control.
- Watch out! Step damage affects them, they'll only take so much before exploding
- Monsters can't sense them
- *Reduced the player's mass to slightly less than half. This will allow some new monster attacks.
- Gargoyles bone reworked. Now it isn't a ripper, instead it'll push the player back while snapping in their face, causing a small amount of damage. -getting swarmed with them is still deadly-
- Fanatics will push you back making it harder to melee them.
- Stone Gargoyle will try to send you flying then kills you midair.
- *Removed stonegarg invincibility frames because they are retarded for gameplay.
- *Tchernobog should no longer lag the hell out of servers -hopefully-
- *Voodoo Self-Damage part no longer usuable to lag the server.
- *Phantasms should spend less years hiding in walls.
- *Fixed burned spiders not lowering the amount of alive spiders.
- Misc. Changes:
- *Spiders poison now lowers in intensity as it closes up to ending.
- This makes getting swarmed by spiders a little bit less stupid.
- *Hand choking animation made a bit darker so it doesn't shine like crazy.
- *Spiders can pass each other once again.
- No more spider rape mountains.
- Spider mothers can now climb areas the player can reach by jumping. Beware.
- *Increased spider "spawners" size to match normal spiders. This should reduce spiders stuck in stuff and walls.
- *Butcher's cleavers now try to push away caleb so the butcher can kill him with vomit
- Butcher's cleaver now deals damage using its trailers.
- *Rewrote some obits
- *Voodoo doll is now a silent weapon. All under appreciated weapons are now silenT?!
- *Phantasms no longer cause a silly pain animation when they melee Caleb.
- *Fixed being burned going to pain state instead of dying.
- As a side effect, fixed : killing other players with fire in DM will heal you by 100 hp.
- *Fixed zombie voodoo death animations.
- *Increased most of the drop chances for ammo.
- *No longer uses the screaming end music for maps.
- *Bullets that hit near the player's position might play a ricochet sound.
- *Reduced the chance choking hands spawn even more. Now you'll encounter them less
- on the sad side that means they are more likely to catch you offguard.
- *Fixed some lag generating stuff like pitchfork performing 10 checks per sec for some reason :|
- * Zombies now fake at the same speed as normal death.
- * Changed dangerous world to spawn tnt sometimes. Including proximity and remote.
- ========================
- 1.2VV
- ========================
- * All stone gargoyle resistances =except tesla= have been lowered.
- Fixed them not taking a lot of damage from tommy guns as well.
- Stone gargoyles no longer immune to stomping. In fact it does double its
- low damage to them.
- * Reduced spider mothers resistance to fire and flares, Fuck consistancy
- with original until someone decides to fix the stupid maps with 3-5 mothers.
- * Choking hands no longer deal 70 damage on first touch.
- Choking hands can be killed more reliably while choking you using explosive damage
- Being choked now only causing strangled pain sound, Not both it and normal pain sound.
- * Spider spam limit is now 150 down from 200
- Because they are more dangerous. And to further help reduce lag spikoreino.
- * Spiders can now form a ball of death
- Spiders can bite jumping players if they are left to breed to large numbers
- Spiders no longer pass each other, they'll cover a larger area left unchecked!
- Spiders are weaker to fire, making it even better than before at killing a swarm of them.
- * Nerfed cultists initialization speed on attacks.
- Fanatics now shoot a low damage shot, 3 shots that never hit then start their real attack damage
- Brown cultists weren't nerfed like grey ones.
- * Dynamite no longer alerts monsters just by lighting its fuse on fire.
- You can now ambush enemies and they'll realize that too late.
- * Flaregun will not alert enemies except for its altfire shot.
- Is now a great weapon to single out enemies one by one.
- * Nerfed choking hands beyond epic dodging of shell attacks due to hitbox size.
- It was a pray to RNG to hit them.
- * Morons hp buffed to 80
- Morons will cause nearby enemies to target them.
- Enemies take damage if morons are running around them. This damage is only significent on spiders and rats though.
- Morons speed buffed by 3.
- * Pitchfork deals 50% extra damage to gargoyles. Armless players rejoice.
- * Players now get some ammo on their respawns to prevent full defeats in maps lacking ammo
- +3 Dynamite sticks on respawn.
- Some flaregun and shotgun ammo on respawn.
- * Fixed tesla cannon pick up message being pron misspelled.
- * Bothered adding my nickname to the credits because so ppl stop spamming I
- am pretending to be updating it and is just admin.
- * F1 help page now gives vital notes on how to play the game successfully.
- ========================
- ZZZZ X 1.2V
- ========================
- * SpiderMothers no longer take 60 times the damage from pitchfork!
- * Phantasms hp reduced because of how rage inducing they are
- * Dangerous world shifted around
- * Choking hands now less luckly to do nothing when they reach caleb
- * Modified some monster stats to be more challenging instead of dull :P
- * Teleportation fog should now disappear..
- * Increased fanatic's pain chance and you have more tic before they spray you to death
- * Spraycan altfire burn duration slightly buffed, now zombies less likely to survive it
- * Zombies no longer repeatedly unfake and attack if you use close weps to kill them -aka rape fork users-
- * Napalm altfire now actually causes an earthquake when they explode instead of nothing happening
- Buffed its damage slightly, it is still rarely useful but heavily demolishes stacked enemies.
- * Annoying sounds now have limited max distance
- Phantasms no longer echo the entire map
- Stone gargoyle is dramatically more discrete while moving around
- Added wing sound to gargoyles, its from hexen
- * Spider mothers max spider count is now limited. It is also intentionally breakable if there is a lot of spiders
- Spider mothers will be unable to spawn anything until next map when this break happens.
- * Spider poison no longer limited to ruining horizontal aim.
- * Added brightmaps to some stuff ,most visible on monsters.
- * Improved Napalm -solo- and Spray can weapons animations.
- * Nerfed spider mothers because everyone hates them thx to mappers.
- ========================
- ZZZZ 1.1
- ========================
- * Removed the experimental stuns, It was a stupid idea to add them..
- * Misc improvements to shotgun and tommy
- * Stone gargoyles active sound is no longer global.. phantasms still same
- * Fixed phantasms getting stuck in walls, making maxing a level impossible and sometimes camping walls and killing people with scythe
- * TNT was falling a bit too quickly, now its slightly easier to use most of time -CALL GG IF YOU TRY TO TNT GARGS-
- * Fixed faking zombies getting hit with tesla alt gaining permanent immunity to non-AOE damage
- * Fixed a missing letter in spraycan causing it to steal ammo without throwing anything if you hold altfire for 2 tics
- * Some minor weapon fixes and visuals
- * Blood effects hopefully more acceptable
- * Napalm altfire now a bit more useful, no longer only kills if you hit someone with all shots in a small cabient..
- * Spiders burn animation, they also dont lag everyone when they die -waaaaaaaay less blood-
- ========================
- ZZZ 1.1
- ========================
- * Choking hands no longer cause the client to crash upon killing him
- * Slightly improved choking hands animation while strangling, it is still shit
- * Red spiders now impair ability to aim instead of retarding caleb
- * Getting bit by a lot of red spiders however, will do similar to the old effect
- * Heavy hits on head now confuses caleb for a few seconds..
- Monsters who can hit calebs head are Gargoyles (Both), Zombies (Very very low effect though)
- * Thrown weapons no longer hit faking zombies, ex : tnt over a faking zombie used to explode midair and kill caleb.
- * Fire now less boring
- * Phantasms have a new trick, be careful! also bigger melee range
- * Shial tries to move to side when she enters pain -or the good old jeronemo in face
- * Red Spiders cover more area while chasing caleb around
- * Butchers try to move to sides if they are being hit heavily
- * Brown cultists got their tnt spam back :O
- * Gargoyles move less jittery
- * Stone gargoyle now tries to go up more often
- * Certain monsters have extra bloody deaths
- * Replaced the shitty win music with enemy screams :D
- * Fixed a wrong frame in napalm launcher
- * Some enemy melee damages less randomized, mostly they hurt the same
- ========================
- ZZ 1.1
- ========================
- ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
- *)Gill beasts a bit slower to murder people and hp reduced
- *)Gargoyles a tiny bit weaker
- *)Phantasm are now way scarier
- *)TNT max levels no longer throw tnt into outer space
- *)Altfire on tnt will put it where you are standing
- *)Tommy animations less weird
- *)Blood splats are a bit better
- *)Less red-walls from dead zombies
- *)World is a bit less safer now -aka more random-
- *)Zombies will run around happily after murdering you
- *)Zombies no longer iddqd while faking -tnt them plz-
- *)Shial now spawns less spiders
- *)Brown spiders are now more annoying
- *)Shial now spawsns way less green spiders...
- *)No more teamkilling with tnt
- *)Altfire tnt does less damage than directly booming it into someone's face
- *)Destroy gibs and stuff from your newest victims
- *)The hand is here to swallow your soul!! Needs better animation..
- *)Free innocents from wretched lives
- *)Cerberus now more difficult to lame out
- *)Armor chipping is gone -Ressurect cheat will disable armor-
- *)Life leech is now less useless in bloodbath -it wasn't stealing life at all-
- *)Tesla and sg less op in DM
- *)Free yourself with tnt from cursed hands!
- *)Removed a null call in akimbo napalm
- *)Voodoo can hit faking zombies
- *)Brown spiders effect is additive now
- *)Tripled duration of spider dizziness
- *)Fixed altfire tnt last levels durations
- *)Phantasms will sometimes spin reverse-clockwise at double speed
- *)Phantasms will move through walls while incorporeal -Or they'll suicide with spinning-
- *)Phantasms spam souls less
- *)Buried zombies lurk around.. TNT em
- *)Flying blood no longer cause a pain orgy
- *)Green cultists now fail aim just like original
- *)Red cultists gone for now
- *)Few misc ACS changes
- *)Life leech now damages and lowers armor at once like original
- *)Life leech fully heals upon killing another player -- Best weapon vs tesla
- *)Some enemies now gib into 2 hands/eyes AS THEY SHOULD'VE BEEN
- *)Blood on floor now looks considerably better
- *)Moved blood rain to Flying blood instead of trailer
- *)Monsters deal even less damage on 2nd&1st difficulty.. wtf they were horribly hard
- *)RollOff of some sounds gone
- *)Shial is less agressive upon sight and jumps more randomly around
- *)Tesla no longer teaches zombies fake 1o1
- *)Replaced dead bodies with decapicated innocents
- *)Zombies no longer thrust monsters into their death upon waking from a fake
- *)Gargoyles appearantly better at dodging projectiles.. OH SHIT
- *)Zombies no longer cheat pass all other zombies before their first fake
- *)some stuff I can't even remember
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