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Zblood Addon Changelog

Sep 12th, 2015
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  1. Implying anyone reads these, Here we go!
  2.  
  3. |-=-=-=-=-=-=-=-=-=-=-=-|
  4. |||||||||1.30||||||||||||
  5. |=-=-=-=-=-=-=-=-=-=-=-=|
  6. -This version is nothing but player feedback implementations :O
  7. -TNT and flare gun altfire will now pass through allies.
  8. -TNT ctrl will charge up slightly faster.
  9. -Slightly nerfed the damage of gill beasts in water.
  10. -Hell Hound fire heal from 1 to 4, Damage vs burning players reduced.
  11. -Added hobby the puppey, scariest being in the universe <3.
  12. -Fixed stone gargoyle projectiles being hax seeking. Reduced hp back to 6648. Speed -2!
  13. -Lifeleech healing +1.
  14. -HellHand +7 hp, -2 height.
  15. -Added a new version of the hell hand.. This one is scarier.
  16. -Slightly buffed the charge speed of tnt.
  17. -Phantasm wall passing projectiles damage reduced even further.
  18. -Rats will move in a straight line less often now.
  19. -Tchern will now shoot life leech while channeling his spells.
  20. -Lowered tchern's resistance to most weapons. It was 20% too high vs everything.
  21. -Fanatics +1 Warning shot.
  22. -Buffed damage of flaregun altfire. Both good and whiffed.
  23. -Didn't fix John the pacificst Fanatic!
  24. -Fixed Spider mothers having high mass.
  25.  
  26. =======================
  27. 1.29
  28. ----
  29. -Gill beasts code changed. If this doesn't crash servers they will be disabled next patch.
  30. -Fixed various bugs\exploits.
  31. -Fanatics pain chances reduced. Now more luckly to drop tommy gun.
  32. -Fixed tesla dealing double the intended damage to most animals\beasts. (Wtf X3 damage on hellhounds) Altfire was NOT nerfed.
  33. -Fixed LifeLeech not dealing bonus damage to alot of humanoids.
  34. -Fixed green spiders not having double the hp of red spiders. Lowered the chance of the stupid colored variants to spawn.
  35. =======================
  36. <<<<<0<<<1.28>>>0>>>>>>
  37. <><><><><><><><><><><><
  38. =======================
  39. Caleb :
  40. -The following will now pass through allies :
  41. * Altfire on tnt, Proximity TNT, remote TNT and spraycan altfire.
  42. -Improvements to some weapon animations.
  43.  
  44. Spider Mother:
  45. *Fixed walking animation being jumpy as hell
  46.  
  47. Tchern:
  48. 1)Fixed oversight where tchern would kill himself.
  49. 2)Reduced the radius of his eternal sleep aura.
  50. 3)Buffed the speed of the fastest missile variations.
  51.  
  52. Acolyte :
  53. *Nerfed the speed at which they toss tnt.
  54.  
  55. Zealot:
  56. *Fixed missing sprite while altfiring. Also gave more time before he starts shooting. +25 hp.
  57.  
  58. Cheogh :
  59. *Reduced the distance he can slam people around. Increased Height.
  60.  
  61. Innocent :
  62. * +1 Speed, +15 pain chance
  63.  
  64. Phantasm:
  65. 1) Infinite loop broken
  66. 2) Fixed phantams getting stuck in pain->slow speed behaviour.
  67. Voodoo now stinks vs animals and spiders.. first buff to rats ever.
  68.  
  69. Gill Beast:
  70. 1)Removed a trillion random check from gill beasts.
  71. 2)Hopefully fixed server crashing
  72.  
  73. =======================
  74. (((((((((1.27))))))))))
  75. =======================
  76. ---------------------
  77. -Tchern projectiles are deadlier now.
  78. -Zombies are now op, they will never drop the fail heads again.
  79. -Zealots can now use the tesla altfire attack.
  80. Caleb :
  81. -Tommy Gun : Max possible damage increased, still rng based. [Stronger overall]
  82. -Akimbo Tommy : No longer always deals the max possible damage on altfire..
  83. - Increased walking and running speeds
  84.  
  85. Monster Stat Changes:
  86. -Phantasm : -80 Max Health, =2 Speed, -3 projectile speed
  87. -Hounds : -40 max health , Max sproink height + 10
  88. -Shial : +111 max health. -1 pain chance
  89. -Cerberus : HP reduced to 4444
  90. -Hand : -1 move speed
  91. -Acolyte : -25 hp, +2 speed
  92. -Zealot : +25 hp
  93. -Cultist : -12 hp
  94. -Cheogh : +1 speed
  95. -Gargoyle : -30 hp, now 666. Increased pain chance for most weps. Bones easier to see and deal -3 damage.
  96. -Butcher : Reduced RNG on vomit damage.
  97. -Fanatic : reduced pain chances. +1 warning shot.
  98. -Zombie : Increased hp to 256. Increased damage taken from fire to compenstate. +5 faking chance.
  99. -Gill Beast : Reduced biting range by 35%
  100. -Morons + 8 hp.
  101.  
  102.  
  103. Phantasm:
  104. *You now have 8 tics to escape a melee attack before the phantasm is fully solid
  105. *Hopefully no longer appears solid while they are not
  106. *Projectile damage will be extremely lowered if it passes through a wall
  107. *Will no longer do the slow attack mode after a melee
  108.  
  109. Hell Hounds:
  110. * Fixed an infinite loop if a dog went swimming
  111. * If caleb is on fire they will try to dodge a bit more while trying to get a bite
  112.  
  113. Mother Spider:
  114. * +111 max health. -1 pain chance
  115.  
  116. Cerberus :
  117. * Health reduced to 4444
  118.  
  119. Dangerous world :
  120. * Beware, more evil awaits
  121. * Removed acolytes from list of random monsters
  122. =======================
  123. 1.26
  124. =======================
  125. *Hopefully fixed tnt graphics for good.
  126. *Players are now weaker to napalm and explosives.
  127. They were pretty much usable recklessely full time.
  128. *Tchern has 2 more projectile speeds now.
  129. *TNT explosion a bit refined.
  130. =======================
  131.  
  132. 1.25
  133. Action Package
  134.  
  135. contains 15 cards
  136. -----------------------
  137. =======================
  138.  
  139. *Slightly buffed the fire speed of ctrl sawed off. Altfire is no longer
  140. 100% better. This also aims to nerf phantasms.. hopefully for the last time.
  141. *Cursed hands +1 movement speed.
  142. *Stone Gargoyles +500 hp. They were too easy for skilled people.. balancing about
  143. complete goofs isn't a concern.
  144. *Butcher cleaver -1 damage. That is 2 more hits to kill the player if they get pushed hilariously.
  145. *Green cultists slightly slower to toss.
  146. -20 damage.
  147. *Zealot +50 hp.
  148. *Brown cultist +2 hp.
  149. *Phantasms back to 780 hp.
  150. Less scream range.
  151. *The one that binds now might shoot extra slow shots to confuse you even more.
  152. Some resistances got reduced.
  153. *Innocents deal +2 damage to evil. +5 hp.
  154. *Players have +6 shells on first shotgun they get.
  155. *Until half the bar slightly boosted the speed of charging up tnt.
  156. *Dangerous world :
  157. No more random zombie cans. They were fun but blocked traps.
  158. Added cultists to it.
  159. Spiders added as well. Be afraid, very afraid.
  160. *Lowered chance blue cultists toss proximity tnt.
  161. *Some tweaks to remote and proxy tnt behaviour.
  162. =======================
  163. 1.24
  164. Pegg Nothing
  165. =======================
  166.  
  167. *Changess to Phantasms:
  168. Phantasms can move through things anytime except when they try to melee attack.
  169. Phantasms will attempt to charge through you then backstab you.
  170. Phantasms attacks now pass through everything and hurt people they pass.
  171. They disappear after some distance.
  172. Causes significant bleeding upon a successful melee -just visual-
  173. Reduced their projectile damage slightly.
  174. Increased the distance from which their projectiles can be heard.
  175. Reduced the distance their screams can be heard from to just when they are dangerously close.
  176. *Doubled the distance from which butchers are forced to use cleavers.
  177. *Player TNT is no longer bright midair. It makes no sense at all for TNT to be that shiny.
  178. Also a buff for napalm. Since only with it you'll see its path.
  179. If you throw without charging the tnt will be visible.
  180. *Fixed the GLDefs warnings.
  181. *Players can no longer altfire flaregun without ammo left.
  182. *Gillbeasts XDeath should no longer spawn gibs outside map. Also removed lagfest caused by a rocket science formula in it.
  183. *Changes to GillBeasts:
  184. Less memory hogs while idle.
  185. Are less likely to bite nothing but air upclose.
  186. *Hell Hounds that try to swim will instantly die instead of pretending to die indefinitely.
  187. *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).
  188. *Fanatics shoot one extra warning shot now. -low damage shots-
  189. *Spraycan altfire can no longer be started underwater with good timing.
  190. *Added safety script to prevent some conditions from passing between lives and cause
  191. bugs that were fixed for 1 life. Such as IT BURNS bug happening if you die while on fire.
  192. *Vastly reduced the speed of remote tnt. It wasn't even possible to see them flying.
  193. *Updates to Proximity Dynamite
  194. Reduced their flying speed to reasonable levels.
  195. Reduced their detection range
  196. Also reduced their radius, so they can be actually thrown through windows
  197. Before it was impossible to toss them around corners.
  198. Made them bigger visually. As a nerf to Zealots.
  199. -Remote TNT won't get one, so it can be used as a surprise trap.
  200. Increased tripwire damage to 5.
  201. *Middle charge levels of tnt are now easier to use.
  202. *Implemented butchers alpha burn death as a rare fire death.
  203. *Fixed gargoyles using some weird sound as their wings sound.
  204. *Added brightmaps to the following:
  205. Cultists TNT on floor, Proximity ladmines, Altfire TNT on floor
  206. *SprayCan altfire nows lights up its Area of effect.
  207. Its only safe to pass through once the light is gone.
  208. Needs dynamic lights enabled.
  209. *Fixed Acolytes being named aclyothes.
  210. *Zombies cause bleeding for a bit
  211. This is just visual. Has no impact on the game at.
  212. *Played a bit with blood physics.
  213. *Increased the fuse times on acolytes tnt.
  214. *Cultists now alert other enemies when they shoot.
  215. If you'll rely on silent weapons, kill them swiftly!!
  216. *Blue cultists now alert enemies with their attacks and also upon death.
  217. *Most enemies celebrate victory by running around.
  218. *Smoothed out Innocents running animation and speed.
  219. Also Gave them their random speech lines.
  220. *Reduced the distance from which gillbeasts earrape breathing can be heard.
  221. *Random games changes:
  222. Hell Hands spawn chance reduced.
  223. Spiders might spawn now.
  224. *Reduced the collision height of innocents so they don't get stuck in some areas.
  225. *Brown cultists are unable to push players with their tnt now.
  226. Green cultists are still able to.
  227. *Increased the time casings remain on the floor.
  228. This isn't a high amount! Its just so they don't fade right after hitting the floor.
  229. *Made gargoyle bones easier to see..
  230. *Heart pickups have even more cheesy pickup messages.
  231. =======================
  232. 1.23
  233. OverSights
  234. And
  235. Nightmares
  236. =======================
  237.  
  238. *Fixed IT BURNS playing whenever the player is shot if he was burned even once.
  239. *Players will now pass each other. You can even pull silly mind tricks
  240. on opponents through this.
  241. *Improved the hit detection of fire weapons
  242. *Updates to FlareGun:
  243. Better synced the weapon's animations.
  244. If the shot target is upclose to the player, they will burn faster.
  245. Altfire will burn caleb longer.
  246. *Flaregun now burns nearby targets faster.
  247. *Burning damage while already on fire will extend the previous duration.
  248. *Enabled brown cultists to throw tnt once again.
  249. *Updates to zealots [Blue Cultists]
  250. Kept their windup time but they'll attack rapidly afterward
  251. Can now throw proximity TNT. -Even if it isn't in original blood.
  252. Isn't really that much of a buff. If you are running in the open you'll die regardless.
  253. HP doubled
  254. Pain chance reduced.
  255. *Updates to Aclyotes [Green Cultists]
  256. They'll randomly throw their tnt at the player's direction
  257. Their tnt can and will push the player back while sliding
  258. Possibly to a painful death.
  259. +25 Max Hp
  260. *Health Pickup cannot push caleb while flying.
  261. *Inverted the previous nerfs to grey and brown cultists
  262. Grey cultists now only shoot 2 warning shots instead of 6. and their damage increased
  263. Brown Cultists no longer deal pistol damage with their attacks.
  264. *Increased the explosion range of cultist tnt
  265. *Phantasm : Removed all nerfs due to the maps having way less of them.
  266. Damage nerfs are gone.
  267. They gained back the 100 hp they lost.
  268. Reduced pain chance.
  269. Will spend way less time in -hit me am slowed- mode.
  270. Extra damage from weapons gone.
  271. *Inverted the resistance changes to stone gargs and spider mothers.
  272. *Butcher's vomit effects will no longer push players.
  273. =======================
  274. 1.22
  275. Cleanup Update
  276. =======================
  277. *Small visual changes are not listed here.
  278. *Updated red spiders poison
  279. Will no longer cause an earthquake
  280. Is now Cumilative instead of stacking.
  281. Duration and intensity will increase if too many spiders bite caleb.
  282. Closer to original poisoning than the previous one.
  283. Screen gets an orangish hue while poisoned.
  284. Doesn't continue if the player dies.
  285. *Changed spider mothers hp
  286. The first 2 of them on the map will have 2000 hp.
  287. All others will have 1000 less hp.
  288. -That is, custom spawned ones with above 2000 hp will have 1000 less hp.
  289. This should reduce how grindy some maps are currently.
  290. *Fire Weapons will now burn targets over time
  291. Timing your shots will allow you to kill things with minimal ammo usage.
  292. Spraycan burns the target every 25 shots.Targets behind original only suffer ripper damage.
  293. The player himself can catch on fire damage from many sources.
  294. Enter water to put yourself out.
  295. Players being burned from some sources will die and not give a frag to the enemy.
  296. Includes spraycan altfire and hellhound attacks.
  297. Flaregun and spraycan main shot burns are non-lethal but tick health rapidly.
  298. *Flareguns will now home on targets with extreme accuracy. -In blood, it was a challenge itself to miss with this thing!
  299. If the flaregun cannot fire a burning shot -cursor not directly on target.
  300. It'll shoot the old high damage projectile instead.
  301. -Damage output is nearly same just that it burns targets faster-
  302. Altfire flare will burn the player if it explodes nearby him\her.
  303. *Reworked LifeLeech so it isn't a fire copy of tesla rifle :
  304. Now shots recover 1hp and ammo whenever they hit anything that has blood.
  305. Before players could use spirit armor as ammo, now it steals 4 of it per shot and damages you at same time.
  306. If you don't have essence power you'll take 2 damage up from 1
  307. Making it a great weapon ONLY if the player plans carefully when to use it.
  308. Gave it twinkling component to the shot trails.
  309. *Updates to Hell Hands
  310. Previously, only one player could be choked at any time. No longer it is a case.
  311. Instead of suiciding on a player already being choked, the hand will run around at fast speed.
  312. Added burn death animation.
  313. Slightly -very low- increased the spawn chances of them since they are no longer as op as before.
  314. Fixed the player becoming immune to choking sometimes after respawn.
  315. *Updates to Spiders
  316. Improved the animations and behaviour of spider mothers.
  317. Improved the walking animation of little spiders.
  318. Spider Mothers are no longer blocked by their kids.
  319. Spider Mother might push caleb off high areas.
  320. Increased Green Spiders poison damage a bit.
  321. Spiders take a lot higher damage from fire now.
  322. If spiders see the player is holding a spraycan, they'll freak out and run around.
  323. Some spiders are now "climbers" and will lend a hand for other spiders to climb.
  324. Nerfed the speed at which spider mothers breed.
  325. *Updates to Hell Hounds
  326. Improved their jumping around. They won't suddenly appear on floor anymore.
  327. Their breath attacks will put the player on fire.
  328. It does way less damage as well.
  329. HellHounds will attempt to bite burning players until fire ends.
  330. HellHounds bites will deal more damage to burning players.
  331. They will attempt to jump to avoid sequential attacks.
  332. *Increased the number of rats that spawn.
  333. *Fixed remote dynamite spawning with the sprites of proximity dynamite.
  334. Also fixed its weapon animations randomly glitching.
  335. *If the player doesn't have enough ammo to altfire tesla rifle, it'll do a normal fire burst instead.
  336. *Phantasm melee damage is now a set 42 instead of random between 8 and 80...
  337. Their missiles also deal 23 damage.
  338. Overall they no longer can kill players with just 2 melee attacks.
  339. Getting combo'd by their melee then missile is still dangerous.
  340. *Hopefully reduced the randomness of tnt damage registering and explosives spawning.
  341. *Fixed the playr's "It Burns" sound repetation.
  342. *Updates to GillBeasts
  343. GillBeasts will idle if there is no player around them for a while.
  344. They can also leave water -This sadly doesn't work on the default maps because of the mapping style..
  345. If you load a mapset with lots of waters and cacodemons you might get to see it.
  346. *Updates to Cerberus
  347. Will attempt to attack in a pattern to clear the area.
  348. Has a bit higher attack initiation time.
  349. Now the fight with him is less luck-based and more timing based.
  350. Sorry people with high pings you might have a terrible time vs them.
  351. *Buffed the attack speed of tesla akimbo and made its altfire do normal attack
  352. *Reduced the duration of GunsAkimbo -down 7 secs-
  353. =======================
  354. 1.21
  355. Testing Bug Fix
  356. =======================
  357. *Proximity and remote Dynamites less buggy.
  358. *Proximity and Remote Dynamites spawn chances raised.
  359. They also come with 3 ammo instead of 1.
  360. *Gillbeast really loud breathing can be heard from a much smaller distance.
  361. Same for feast screams.
  362. *Fixed the stupid "fix" that rekt akimbo weapons and made them use different ammo types
  363. Also fixed Voodoo getting lost the moment it hit an enemy.
  364. *Made more stuff +CannotPush to get rid of artificial lag caused by many objects.
  365. Most importantly added it to phantasms for balance.
  366. *Nerfed spiders poison duration and intensity.
  367. *Buffed innocents speed by 1.
  368. *Upon respawn, caleb will get a shotgun. -regardless of gamemode and cvars-
  369. *Caleb Movement forward speed slightly increased.
  370. *You can now get rid of choking hands by spamming use
  371. 1\3 chance per "choke"
  372. Can still get rid of them fastest using explosives -always success-
  373. ========================
  374. 1.2vvv
  375. Gigantic Gameplay
  376. Patch
  377. ========================
  378. If you want to play this version on doom maps use ZBludInDoom2.wad with it.
  379. You'll still encounter silly graphic bugs but nothing too wild.
  380.  
  381. Some modifications in this version haven't been documented before I forgot to.
  382. Big Changes:
  383.  
  384. *Working Proximity TNT available
  385. They are extremely rare.
  386. Triggered by sensing physical objects beyond floor -includes doors\walls-
  387. Do not use around gibs or below doors.
  388. When triggered by someone other than original thrower they'll trigger a slowing tripwire.
  389. The tripwire doesn't trigger if original creator steps on it.
  390. It might not explode on original user sometimes as safety leeway.
  391. The tripwire triggers when it is destroyed. In this case it'll stun its original user.
  392.  
  393. *Added Remote Dynamite
  394. Similar to Proximity dynamite, they are rare.
  395. Triggered in several ways:
  396. A)Getting shot down
  397. B)Proximity tripwire activates them from a distance similar to its stun distance.
  398. You can save powerup traps with remote dynamite without wasting proximity
  399. C)Activation via the remote control.
  400. Watch out! Step damage affects them, they'll only take so much before exploding
  401. Monsters can't sense them
  402.  
  403. *Reduced the player's mass to slightly less than half. This will allow some new monster attacks.
  404. 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-
  405. Fanatics will push you back making it harder to melee them.
  406. Stone Gargoyle will try to send you flying then kills you midair.
  407.  
  408. *Removed stonegarg invincibility frames because they are retarded for gameplay.
  409.  
  410. *Tchernobog should no longer lag the hell out of servers -hopefully-
  411.  
  412. *Voodoo Self-Damage part no longer usuable to lag the server.
  413.  
  414. *Phantasms should spend less years hiding in walls.
  415.  
  416. *Fixed burned spiders not lowering the amount of alive spiders.
  417.  
  418. Misc. Changes:
  419.  
  420. *Spiders poison now lowers in intensity as it closes up to ending.
  421. This makes getting swarmed by spiders a little bit less stupid.
  422. *Hand choking animation made a bit darker so it doesn't shine like crazy.
  423. *Spiders can pass each other once again.
  424. No more spider rape mountains.
  425. Spider mothers can now climb areas the player can reach by jumping. Beware.
  426. *Increased spider "spawners" size to match normal spiders. This should reduce spiders stuck in stuff and walls.
  427.  
  428. *Butcher's cleavers now try to push away caleb so the butcher can kill him with vomit
  429. Butcher's cleaver now deals damage using its trailers.
  430.  
  431. *Rewrote some obits
  432. *Voodoo doll is now a silent weapon. All under appreciated weapons are now silenT?!
  433. *Phantasms no longer cause a silly pain animation when they melee Caleb.
  434. *Fixed being burned going to pain state instead of dying.
  435. As a side effect, fixed : killing other players with fire in DM will heal you by 100 hp.
  436.  
  437. *Fixed zombie voodoo death animations.
  438. *Increased most of the drop chances for ammo.
  439. *No longer uses the screaming end music for maps.
  440. *Bullets that hit near the player's position might play a ricochet sound.
  441. *Reduced the chance choking hands spawn even more. Now you'll encounter them less
  442. on the sad side that means they are more likely to catch you offguard.
  443. *Fixed some lag generating stuff like pitchfork performing 10 checks per sec for some reason :|
  444.  
  445. * Zombies now fake at the same speed as normal death.
  446. * Changed dangerous world to spawn tnt sometimes. Including proximity and remote.
  447.  
  448. ========================
  449. 1.2VV
  450. ========================
  451. * All stone gargoyle resistances =except tesla= have been lowered.
  452. Fixed them not taking a lot of damage from tommy guns as well.
  453. Stone gargoyles no longer immune to stomping. In fact it does double its
  454. low damage to them.
  455. * Reduced spider mothers resistance to fire and flares, Fuck consistancy
  456. with original until someone decides to fix the stupid maps with 3-5 mothers.
  457. * Choking hands no longer deal 70 damage on first touch.
  458. Choking hands can be killed more reliably while choking you using explosive damage
  459. Being choked now only causing strangled pain sound, Not both it and normal pain sound.
  460. * Spider spam limit is now 150 down from 200
  461. Because they are more dangerous. And to further help reduce lag spikoreino.
  462. * Spiders can now form a ball of death
  463. Spiders can bite jumping players if they are left to breed to large numbers
  464. Spiders no longer pass each other, they'll cover a larger area left unchecked!
  465. Spiders are weaker to fire, making it even better than before at killing a swarm of them.
  466. * Nerfed cultists initialization speed on attacks.
  467. Fanatics now shoot a low damage shot, 3 shots that never hit then start their real attack damage
  468. Brown cultists weren't nerfed like grey ones.
  469. * Dynamite no longer alerts monsters just by lighting its fuse on fire.
  470. You can now ambush enemies and they'll realize that too late.
  471. * Flaregun will not alert enemies except for its altfire shot.
  472. Is now a great weapon to single out enemies one by one.
  473. * Nerfed choking hands beyond epic dodging of shell attacks due to hitbox size.
  474. It was a pray to RNG to hit them.
  475. * Morons hp buffed to 80
  476. Morons will cause nearby enemies to target them.
  477. Enemies take damage if morons are running around them. This damage is only significent on spiders and rats though.
  478. Morons speed buffed by 3.
  479. * Pitchfork deals 50% extra damage to gargoyles. Armless players rejoice.
  480. * Players now get some ammo on their respawns to prevent full defeats in maps lacking ammo
  481. +3 Dynamite sticks on respawn.
  482. Some flaregun and shotgun ammo on respawn.
  483. * Fixed tesla cannon pick up message being pron misspelled.
  484. * Bothered adding my nickname to the credits because so ppl stop spamming I
  485. am pretending to be updating it and is just admin.
  486. * F1 help page now gives vital notes on how to play the game successfully.
  487.  
  488. ========================
  489. ZZZZ X 1.2V
  490. ========================
  491. * SpiderMothers no longer take 60 times the damage from pitchfork!
  492. * Phantasms hp reduced because of how rage inducing they are
  493. * Dangerous world shifted around
  494. * Choking hands now less luckly to do nothing when they reach caleb
  495. * Modified some monster stats to be more challenging instead of dull :P
  496. * Teleportation fog should now disappear..
  497. * Increased fanatic's pain chance and you have more tic before they spray you to death
  498. * Spraycan altfire burn duration slightly buffed, now zombies less likely to survive it
  499. * Zombies no longer repeatedly unfake and attack if you use close weps to kill them -aka rape fork users-
  500. * Napalm altfire now actually causes an earthquake when they explode instead of nothing happening
  501. Buffed its damage slightly, it is still rarely useful but heavily demolishes stacked enemies.
  502. * Annoying sounds now have limited max distance
  503. Phantasms no longer echo the entire map
  504. Stone gargoyle is dramatically more discrete while moving around
  505. Added wing sound to gargoyles, its from hexen
  506. * Spider mothers max spider count is now limited. It is also intentionally breakable if there is a lot of spiders
  507. Spider mothers will be unable to spawn anything until next map when this break happens.
  508. * Spider poison no longer limited to ruining horizontal aim.
  509. * Added brightmaps to some stuff ,most visible on monsters.
  510. * Improved Napalm -solo- and Spray can weapons animations.
  511. * Nerfed spider mothers because everyone hates them thx to mappers.
  512. ========================
  513. ZZZZ 1.1
  514. ========================
  515. * Removed the experimental stuns, It was a stupid idea to add them..
  516. * Misc improvements to shotgun and tommy
  517. * Stone gargoyles active sound is no longer global.. phantasms still same
  518. * Fixed phantasms getting stuck in walls, making maxing a level impossible and sometimes camping walls and killing people with scythe
  519. * TNT was falling a bit too quickly, now its slightly easier to use most of time -CALL GG IF YOU TRY TO TNT GARGS-
  520. * Fixed faking zombies getting hit with tesla alt gaining permanent immunity to non-AOE damage
  521. * Fixed a missing letter in spraycan causing it to steal ammo without throwing anything if you hold altfire for 2 tics
  522. * Some minor weapon fixes and visuals
  523. * Blood effects hopefully more acceptable
  524. * Napalm altfire now a bit more useful, no longer only kills if you hit someone with all shots in a small cabient..
  525. * Spiders burn animation, they also dont lag everyone when they die -waaaaaaaay less blood-
  526. ========================
  527. ZZZ 1.1
  528. ========================
  529. * Choking hands no longer cause the client to crash upon killing him
  530. * Slightly improved choking hands animation while strangling, it is still shit
  531. * Red spiders now impair ability to aim instead of retarding caleb
  532. * Getting bit by a lot of red spiders however, will do similar to the old effect
  533. * Heavy hits on head now confuses caleb for a few seconds..
  534. Monsters who can hit calebs head are Gargoyles (Both), Zombies (Very very low effect though)
  535. * Thrown weapons no longer hit faking zombies, ex : tnt over a faking zombie used to explode midair and kill caleb.
  536. * Fire now less boring
  537. * Phantasms have a new trick, be careful! also bigger melee range
  538. * Shial tries to move to side when she enters pain -or the good old jeronemo in face
  539. * Red Spiders cover more area while chasing caleb around
  540. * Butchers try to move to sides if they are being hit heavily
  541. * Brown cultists got their tnt spam back :O
  542. * Gargoyles move less jittery
  543. * Stone gargoyle now tries to go up more often
  544. * Certain monsters have extra bloody deaths
  545. * Replaced the shitty win music with enemy screams :D
  546. * Fixed a wrong frame in napalm launcher
  547. * Some enemy melee damages less randomized, mostly they hurt the same
  548. ========================
  549. ZZ 1.1
  550. ========================
  551. ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
  552. *)Gill beasts a bit slower to murder people and hp reduced
  553. *)Gargoyles a tiny bit weaker
  554. *)Phantasm are now way scarier
  555. *)TNT max levels no longer throw tnt into outer space
  556. *)Altfire on tnt will put it where you are standing
  557. *)Tommy animations less weird
  558. *)Blood splats are a bit better
  559. *)Less red-walls from dead zombies
  560. *)World is a bit less safer now -aka more random-
  561. *)Zombies will run around happily after murdering you
  562. *)Zombies no longer iddqd while faking -tnt them plz-
  563. *)Shial now spawns less spiders
  564. *)Brown spiders are now more annoying
  565. *)Shial now spawsns way less green spiders...
  566. *)No more teamkilling with tnt
  567. *)Altfire tnt does less damage than directly booming it into someone's face
  568. *)Destroy gibs and stuff from your newest victims
  569. *)The hand is here to swallow your soul!! Needs better animation..
  570. *)Free innocents from wretched lives
  571. *)Cerberus now more difficult to lame out
  572. *)Armor chipping is gone -Ressurect cheat will disable armor-
  573. *)Life leech is now less useless in bloodbath -it wasn't stealing life at all-
  574. *)Tesla and sg less op in DM
  575. *)Free yourself with tnt from cursed hands!
  576. *)Removed a null call in akimbo napalm
  577. *)Voodoo can hit faking zombies
  578. *)Brown spiders effect is additive now
  579. *)Tripled duration of spider dizziness
  580. *)Fixed altfire tnt last levels durations
  581. *)Phantasms will sometimes spin reverse-clockwise at double speed
  582. *)Phantasms will move through walls while incorporeal -Or they'll suicide with spinning-
  583. *)Phantasms spam souls less
  584. *)Buried zombies lurk around.. TNT em
  585. *)Flying blood no longer cause a pain orgy
  586. *)Green cultists now fail aim just like original
  587. *)Red cultists gone for now
  588. *)Few misc ACS changes
  589. *)Life leech now damages and lowers armor at once like original
  590. *)Life leech fully heals upon killing another player -- Best weapon vs tesla
  591. *)Some enemies now gib into 2 hands/eyes AS THEY SHOULD'VE BEEN
  592. *)Blood on floor now looks considerably better
  593. *)Moved blood rain to Flying blood instead of trailer
  594. *)Monsters deal even less damage on 2nd&1st difficulty.. wtf they were horribly hard
  595. *)RollOff of some sounds gone
  596. *)Shial is less agressive upon sight and jumps more randomly around
  597. *)Tesla no longer teaches zombies fake 1o1
  598. *)Replaced dead bodies with decapicated innocents
  599. *)Zombies no longer thrust monsters into their death upon waking from a fake
  600. *)Gargoyles appearantly better at dodging projectiles.. OH SHIT
  601. *)Zombies no longer cheat pass all other zombies before their first fake
  602. *)some stuff I can't even remember
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