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Castle of The Bladekeeper (_b2) Changelog

Jun 17th, 2022 (edited)
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  1. 1. Fixed Bladekeeper beam attacks from doing massive amounts of damage.
  2. 2. Fixed Limit Break spells effect from staying forever due to using 2 limit break spells of the same type at the same time.
  3. 3. Fixed Loophole spell.
  4. 4. Ability drops should no longer be overlayed by the chat.
  5. 5. Changed the position of the defense spot in the room that leads to the sewer due to how it can be abused by zombies when strafing.
  6. 6. Spell casting cooldown will now increase with each spell used:
  7. - Base cooldown is 70.
  8. - If checkpointless mode is active, it will increment by 5 seconds, otherwise it will increment by 10.
  9. - On new round beginning, the cooldown will reset back to the base cooldown.
  10. 7. Fixed when human players who are prisoned by the imprisonment spell and teleported being stuck forever.
  11. 8. Blackbars during cutscenes should now consistently show.
  12. 9. Buffed swords of light by a little bit:
  13. - Note: Swords of light is meant to be a defensive item, it should slow zombies who get hit by it a little bit, but it doesn't knock them back.
  14. - New Calculations are as follows:
  15. - < 3 [x1 Damage, 20% slowness]
  16. - >= 3 and < 6 [x0.95 Damage, 15% Slowness]
  17. - >= 6 and < 9 [x0.75 Damage, 10% Slowness]
  18. - >= 9 [x0.65 Damage, 5% Slowness]
  19. 10. Changed how Mother ZM detection works, servers don't need to worry about making zm spawn under a specific time anymore, as long as the mother zm spawn within 60 seconds of the round starting.
  20. 11. Divine Benediction Spell Changes:
  21. - Reduced base damage from 10k to 6k.
  22. - Mother Zombies are completely immune to this spell.
  23. 12. Clipped sacrifice statues, now you no longer need to jump in and out, only jump on the top of the circle (think of it as a platform).
  24. 13. Reduced The Flamekeeper HP per player by 10% [from 1350 to 1215]
  25. - Note: by the time you reach this boss, as a team you are expected to have a decent damage level hence why the HP is high, same for The Bladekeeper boss.
  26. 14. Nerfed zombie spells human damage by 20%-30%, nerfed corruption spells range from 1250 to 960.
  27. 15. Fixed the weird outline plane on Cerberus model.
  28. 16. Parryswords can only be equipped by players who have >= x2 damage and >= 50% resistance (to prevent random clueless players from screwing up the round).
  29. 17. SVIP players now only get 1 of each spell per round instead of 5.
  30. 18. The Bladekeeper boss should no longer rarely fire 2 attacks at the same time.
  31. 19. Reworked The New Bladekeepers/True ending to be more epic and compelling.
  32. 20. Players will now be able to see the true ending score(referred to as Ascension Score in the map) on each encounter completion:
  33. - Note: Some of the trigger conditions are assumed to be achieved unless failed, thats why you will see a decent score at the beginning of the map even though you just started.
  34. 21. Due to how laggy the game_ui based commands menu on a live server, my friend Tilgep made a plugin to recreate the menu, which is alot smoother and with the ability to move around when its open.
  35. - Plugin link: https://github.com/tilgep/COTBK-Menu
  36.  
  37. Post Release Patch:
  38.  
  39. 1. Fixed nuke not working at the normal ending.
  40. 2. Increased corrupted shields cooldown from 15 to 35.
  41. 3. Fixed Bladekeeper from being able to fire 2 attacks after triggering next phase while being parried.
  42. 4. Fixed sword break GFX from randomly playing when Bladekeeper boss is active.
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