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Jan 1st, 2016
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  1. General:
  2.  
  3. -Doubled the height of mana, and item pickups from the default 16 to 32
  4.  
  5. -Now every monster that drops blue mana upon death (minus the mine) will have an HPBar. Should have done this one years ago
  6.  
  7. -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
  8.  
  9. -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
  10.  
  11. -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
  12.  
  13. 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)
  14.  
  15. Virus:
  16.  
  17. Mill(DeathBlaze): Added an antenna on top of DB Mills so they're easier to tell apart from normal Mills
  18.  
  19. Balance:
  20.  
  21. Doom:
  22.  
  23. -Dropped the number of Chaingunners to Revenants to 8, and increased the number of Revenants to Mancubus to 7
  24.  
  25. Hexen:
  26.  
  27. -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
  28.  
  29. 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
  30.  
  31. Strife:
  32.  
  33. 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...
  34.  
  35. Entity: Dropped the Sigil 3 spread shot damage from 15 to 9
  36.  
  37. Chex:
  38.  
  39. Cyclops: Removed the +PUSHABLE flag from the attack and see state that disables it. Going to gauge how this goes
  40.  
  41. Virus:
  42.  
  43. -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...
  44.  
  45. -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
  46.  
  47. 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
  48.  
  49. 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
  50.  
  51. Treadmill: Treadmills are no longer able to be resurrected
  52.  
  53. 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
  54.  
  55. Virus: Virus' projectiles now drop the fleck as they fly along in addition to being charged. Also boosted the radius from 10 to 13
  56.  
  57. 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
  58.  
  59. 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
  60.  
  61. 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
  62.  
  63. 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
  64.  
  65. 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
  66.  
  67. Bugs
  68.  
  69. Doom:
  70.  
  71. 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
  72.  
  73. Heretic:
  74.  
  75. 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
  76.  
  77. Ophidian: The Cost message said 31/8 and not 32/8 as it should have read
  78.  
  79. 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
  80.  
  81. Hexen:
  82.  
  83. Wraith: The Reiver cost was 10/3 and not 12/3 on the fullscreen hud
  84.  
  85. Strife:
  86.  
  87. Macil: LMS Macil's didn't properly loop in their firing state meaning they wouldn't have rapid fire as they should have
  88.  
  89. Chex:
  90.  
  91. Quadrumpus: Quadpumpus vanilla projectiles didn't leave a decal on a wall
  92.  
  93. Virus:
  94.  
  95. 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
  96.  
  97. 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
  98.  
  99. 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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