Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
>0.5.4d #Start * Slightly tweaked start buildings, units and gold to be more fair in the zombie side. - Starting free peasants per front reduced to 1 from 2/3. - Starting gold for zombies increased to 800 from 300. - Starting pile of flesh increased to 3 from 2. - Starting level 1 zombies increased to 8/9 for all zm players. One will purposely suicide on walls to alert new players. - Sweden starts with 3 lumbermills instead of 4 now. The extra market was already enough smooth out the start. - Further reworked initial walls and towers positionment to be more intuitive, reducing some feed when zombies get inside europe as well. #Events * Zombie events now play a sound when the timer starts. #Units * Stone Walls - Base HP: 6600 -> 6400. >0.5.4c * Fix retard hours II. >0.5.4b * Fix retard hours. >0.5.4a #Bugfixes * Fixed some capitals being unable to train upgraded peasants. * Fixed doors not closing if there is a dead unit above them. * Fixed War Frenzy Hotkey not working. * Satellite Strike actually works now. * Fixed checking income returning wrong values in hero mode. * Fixed traitor units not being infectable. #Human Units * Walls - will not close if there's a building above them anymore. * Viking Axeman - Base damage: 250 -> 300. #Human Abilities * Satellite Strike - Cooldown: 120s -> 150s. #Other * Switched loadscreen to blp to reduce filesize. * Zombie events now should ping for zombies as well. * Some buildings that previously didn't have a death animation are now animated. >0.5.4 #Bugfixes * Fixed Missile Defense System being able to target non-ward air units. * Fixed Medieval Peasant & Scientist not having Repair auto-casting on upon being trained. #Human Units * Missile Defense System - Build Time: 65 -> 70. * Medieval Peasant - Base Hitpoints: 220 -> 260. * Industrial Peasant: - Gold Cost: 80g -> 90g - Base Armor: 1 -> 2 * Scientist: - Cost: 100g -> 200g - Base Hitpoints: 220 -> 500 - Base Armor: 0 -> 1 - Level 5 -> 4 * Winged Hussar: - Base Attack: 790 -> 860 - Attack Cooldown: 3.5s -> 3s (Old change but wasn't applied) - Cost: 825g, 175w -> 350g, 100w - Level: 4 -> 3 * Catapult: - Level: 5 -> 4 - Base Damage: 1400 -> 900 * Trebuchet: - Level 6 -> 5 - Base Damage: 1750 -> 1450 - Cost: 360g, 800w -> 400g, 900w * Cannon: - Level: 8 -> 5 - Movement Speed: 135 -> 170 * Light AT Gun - Level 5 -> 6 - Movement Speed: 130 -> 170 * Ship Transport - Movement Speed 160 -> 200. * Crossbowman - Damage Upgrade: 65 -> 50. * Heavy Crossbowman - Base Damage: 650 -> 700. * Spanish Skirmisher - Attack Cooldown: 0.8s -> 1s. * Fire Trooper: - Base Damage: 90 -> 200 - Upgrade Damage: 18 -> 20 #Human Buildings * Foundation - Build Time 6 -> 5. #Zombie Units * Sneezer: - Cost: 40g -> 30g - Range: 400 -> 500 * Zombie Level 5 - Cost: 25g -> 40g #Upgrades * Bow Technologies - Wood Cost Increment: 1000w -> 1200w. #Spells * Call Upon the Militia - Cooldown: 30s -> 60s. * Finger of Death - Normalized CD (45s). * Frenzy - Additional lifesteal per level upgrade: 5% -> 7%. * Unsummon - Salvaged gold: 0.5 -> 0.3. >0.5.3a #Bugfixes * Fixed Satellite Artillery Strike not being re-usable if the unit casting the skill was removed from the game before the cooldown passed. * Fixed Gatling Gunner damaging themselves when attacking. * Fixed checking income returning wrong values under certain conditions. #Units * Gatling gunner: - Projectile Speed: 2400 -> 3000 - Upgrade Damage: 30 -> 32 * Zombuilder - Now benefits from Improved Strength & Improved Regeneration. * Industrial Peasant, Renaissance Peasant & Peasant (Hero Summon) - Now benefit from Infantry Discipline. * Peasant (Hero summon) - Base Hitpoints: 220 -> 270. * Sneezer - Upgrade Damage: 5 -> 7. #Upgrades * Sneezers - Cost: 22500g -> 25000g. #Income * A small diminising return applies to the income given by capitals when possesing 5 or more of them that slowly grows larger based on the quantity. * Dead units won't count for given income anymore. >0.5.3 #Bugfixes * Some building animations shouldn't get stuck upon upgrading under certain conditions anymore. * Daytime will now properly kill revived zombies. * Upgrading Workers will now properly upgrade Industrial Era workers. * Fixed upgrading Equipment Center into Advanced Equipment Center not changing the shop list. * Italy now properly begins the game with a lumberjack. #Units * Arquebusier: - Base Damage: 1000 -> 1100 - Upgrade Damage: 90 -> 110 - Attack cooldown: 4s -> 3.6s * Musketeer: - Base Damage: 1300 -> 1430 - Attack cooldown: 3.6s -> 3.2s - Gold Cost: 650 -> 600 * Early Rifleman: - Base Damage: 1400 -> 1520 - Upgrade Damage: 100 -> 125 - Attack cooldown: 2.6s -> 2.4s * Janissary - Cost: 400g, 250w -> 550g, 300w * Highlander - Cost: 800g, 400w -> 700, 300w * Conquistador - Attack cooldown: 3.5s -> 3.1s * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore. Reverted. * Blunderbuss: - Damage loss factor per new target: 0.60 -> 0.70 - Spill distance: 90 -> 100 - Spill radius: 140 -> 150 - Base Defense: 7 -> 5 * Gatling Gunner: - Removed spill missile damage type - Base Damage: 20(whoops) -> 550 - Upgrade Damage: 32 -> 30 * Stone Walls - Repair cost: 20g -> 10g. * Concrete Walls - Repair cost: 40g, 120w -> 20g, 80w. * Brain Extractors - Normalized given income, upgrading shouldn't be less cost effective over spamming new brain extractors. * Gorecrows - Base Movement Speed: 260 -> 300. #Items Changes * Orb of Fire: - Orb effect won't apply against air units anymore. Reverted - Area of effect: 340 -> 280 #Other - Slightly reduced England's zombie infection event difficulty. - Impending Doom will now reduce income each 20 minutes, up to a maximum of 3 times. - Added hotkeys to Heroes revival. >0.5.2a #Known Issues * AI might break at some point in the game. * AI might not train special units with the exception of gore crows. #Bugfixes * New Market - Corrected base damage. * Fixed auto zombie release killing all targeted units instead of 20. #Spells * Burning Oil: - Upgrade Cost: 2600g, 3600w -> 2000g, 3600w - Duration: 7s -> 1.01s - Full Damage Dealt: 40 -> 120. - Half Damage Dealt: 40 -> 80. - Visual AoE effect has been removed. #Zombie * Auto zombie release: - The amount of units killed now will be based on used food instead of unit quantity. - Zombies will be released twice as fast provided food is still kept above 105. - The amount released will be brought down to 8/9 food from 20 units. * Zombie level 2 - Base hit points: 9500 -> 9000. #Other * Added some neutral hostile militia axeman in Africa. * Removed some leftover debug game message. >0.5.2 #Known Issues * AI might break at some point in the game. * AI might not train special units with the exception of gore crows. #Bugfixes * Removed incorrect upgrade from Uber Dark Brain Extractor * Fixed zombie level research requirements. It might be for real this time. #Human Units * Militia Swordman & Spearman - Removed from production. * Peasant: - Now advances through some ages, changing its stats slighty, looks and cost. - Can now be converted to Militia Axeman for 15g, a slighty stronger version of Militia Swordman. * Workbot - It's now unlocked upon constructing a Robot Assembly, it's not needed to keep the building alive afterwards. * Robot Assembly now requires Advanced Technologies and Science 1. Workers repair ratios have been adjusted slightly to make up for the extra delay on getting Workbots. * Ballista: - Level: 5 -> 4 - Projectile speed: 1100 -> 2100 * Workshop - Added. Hosts Medieval and renaissance siege unit production. Can be upgraded to Artillery Depot. * Catapult - Added. * Trebuchet - Added. * Artillery Depot: - Cost: 200g, 650w -> 200g -> 600w - Base hitpoints: 2400 -> 4600 - Now requires Cannon Techs 3 to be built. Does not require Technology Center anymore * Ore Extractors - Renamed to Factory. #Upgrades * Robotics - Renamed to Industrial Mechanization. * Bow Technology: - Base cost: 500g, 500w -> 460g, 1000w - Increment cost: 500g, 1500w -> 500g, 1000w * Zombie Killer - Base cost: 1500g, 1500w -> 1200g, 1200w. * Incendiary Arrows - Added. * Burning Oil - Added. #Others * Cancelling a foundation upgrade to a unit producing building won't leave rally learned in the unit anymore. * Humans now start with a lumberjack in addition to 300g. >0.5.1 #Known Issues * AI might break at some point in the game. * AI might not train special units with the exception of gore crows. #Bugfixes * Fixed Doomed Choice Tooltip wrongly stating that income will drop down to 50% instead of 60%. * Fixed Infected overseer's tooltip wrongly stating how long it lasted. * Fixed opening gates failing to check for units around. * Removed leftover zombie evolution research message. * Possibly fix zombie evolution sometimes not being researchable (0.5.0b). * Fixed BM timer votation breaking income timer (0.5.0a). #Units * Shipyard & Artillery Depot - Hit points: 2100 -> 2300. * Technology Center - Level: 0 -> 2. * Zombuilder - Can now unsummon buildings. * Ancient Tomb - Cost: 250g -> 300g. * Equipment Center - Cost: 500g, 1000w -> 400g, 800w. #Items * Scroll of Healing - Stock replenish interval: 120s -> 140s. #Others * Culling the Weak is now usable from the beginning of the game. * Wall gates: - Added missing icons when pausing the game. - Increased selection size to better match unit radius check when the model is covered by terrain. - Lowered projectile impact height. - Will not project a shadow anymore. #Zombie * Brown player now starts with an Ancient Tomb. >0.5.0 #Bugfixes * Nukes - Fixed cooldown being much lower than intended. * SRBM - Fixed range being longer than intended. * Fixed Missile Defense System wrong hotkey. * Fixed regular human units in hero mode wrongly stating that they granted wood on zombie kill. * Fixed Missile Defense System being unable to target Missiles. * Fixed Scream of Pain wrongly stating how much damage it reduced. * Fixed buildings with tooltip dummy passives damaging themselves when attacking. * Fixed Brain Extractors tooltips displaying wrong values. * Fixed Tutorial fuckery from -help. #Non-gameplay Relevant * Spearmans & Ballista - Bettered visual fidelity when attacking. * Ballista will now use its correct projectile art and classic model. * Added some missing portraits. * Added icons. * Added some decoration (WIP). * Income, value & event messages were tweaked somewhat. * Grenadier, Medic, Zombuilder - Changed model (Zombuilder model might get changed back if readability isn't good enough). * Optimized imported models where possible - MDXM3 Optimizer pass. * Checking value will now display value sources of the triggering player. It may not work until first income is received. #General * Receiving income will now play a cue sound. * Terrain: - Added a water entrance northeast of Rusia and cleared trees - The cliff north of Romania is now accesible through foot - Tree blockade was modified particulary on zombie ground to avoid unloading units over "tree walls" * Enlarged Russia Noob Protect region (shouldn't be avoidable anymore). * Zombies can now take full control of AI or players that have left the game (-ctrl ai). IIRC leaving players might have their buildings donated, might fix later idk. * Take Over Capital will now only announce capture to allies instead of all players. * Checking value will not be possible for humans on Betrayer Mode anymore. * Turkey Noob Protect event will trigger a bit more on point. * Shortened and modified help given when accesing -help. * AI only mode zombies will access main evolutions faster. * Humans areas around capitals will now be explored from the start to aid with tree targeting. #Zombie Units * Dark Mage - Will not be able to attack structures anymore. * Necrovolver - Gold cost: 150g -> 500g. * Necrocrypt - Gold cost: 150g -> 400g. * Gore Crow - Max HP: 100 -> 110. * Blood Cultist - Attack range: 650 -> 700. * Brain Extractors, Pile of Flesh & Ancient Tomb - Sight Radius (day): 1600 -> 1450. * The following units had their Movement Speed modified: - Zombie level 1: 130 -> 135 - Zombie level 3: 185 -> 180 - Zombie level 5: 220 -> 200 - Mauler: 220 -> 210 - Gore Crow: 400 -> 260 / 450 -> 400 (summ) - Sneezer: 200 -> 190 - Blood Cultist: 220 -> 210 * Keep in mind that movement speed is capped at 522, thus many movement speed upgrades were doing virtually nothing past that (and still are). #Zombie Upgrades * Improved Movement Speed: - Cost Increment: 300g -> 280g - Value: 10% -> 9% - Will also improve Zombuilders & Heroes movement speed by 1% per level * Sneezers - Cost: 27500g -> 22500g. * Blood Cultist - Cost 90000g -> 95000g. #Human Units * Melee - Adquisition Range: 125/150 -> 220 (300 for summs). * Blunderbuss, Fire Troop, Eradicator & Toxic Trooper: AoE attack properties don't apply against flying units anymore. * SRBM - Cast range: 2750 -> 3000. * Medic: - Initial MP: -> 200 -> 400 - Max MP: 700 -> 1000 - MP Regen/s: 4 -> 3.5 * First Aid: - Mana cost: 5 -> 20 - Casting time: 0.9s -> 0.1s - Cooldown: 1s -> 1.8s * Sniper - Cannot critically hit non-organic units anymore. * Tanks & Toxic Trooper - Loading size: 1 -> 2. * Transport - Build time: 25 -> 22. * Frigate - Build time: 80 -> 71. * Battleship - Build time: 80 -> 74. * Light Cruiser - Build time: 80 -> 77. * Gatling Gunner: - AoE damage properties now apply against flying units - Damage spill radius: 60 -> 70 * Grenadier - Attack type: Piercing -> Siege. * Blunderbuss - Base armor: 5 -> 7. * Early Chopper can now load up to 2 units. * Cobra Assault Copter can now load up to 4 units. * Heroes, workers and tanks cannot be loaded into air transports. * Loading an unit into an air transport will forbid the loaded unit from being targeted by teleportation spells. * Stationary Fortress Defender & Fortress Gun: - Added Spell/Explosion Immunity - Unit death when a wall or tower has fallen should be more consistent - Shouldn't be movable anymore * Mortar Emplacement: - Cannon Techs required level: 3 -> 2 - Attack Damage upgrade: 350 -> 360 * Winged Hussar - Attack Cooldown: 3.5s -> 3s. * [Hero Mode]Non-Hero units killing a zombie will now grant wood as the floating text was already wrongly implying. * Recovered Foundation - Removed. #Human Upgrades * Robotics - Research time: 12s -> 20s. * Bow Techs. - Levels: 10 -> 6. * Modern Age - Does not require Gun, Cannon and Ship technologies anymore. #Items Changes * Orb of Fire - Orb effect won't apply against air units anymore. #Experience * Base Hero exp gained for killing a normal unit: 20 -> 15. * Units level change: - Peasant: 1 -> 0 - Militia Swordman/Spearman: 1 -> 0 - Polish Barbarian: 3 -> 1 - Reborn Spartan: 3 -> 2 - Handgunner, Musketeer & Arquebusier: 5 -> 4 - Medic: 2 -> 5 - Sniper: 5 -> 6 * Buildings level change: - Capitals: 0 -> 3 - Long Walls: 1 -> 2 - Concrete Blocks: 1 -> 2 - Long Concrete Walls & Fortress Walls/Towers 1 -> 3 - Market/Lumbermill(5-6): 0 -> 1 - Market/Lumbermill(7-8): 0 -> 2 - Market/Lumbermill(9): 0 -> 3 - Town: 0 -> 1 - Plasma Launcher: 1 -> 2 - Necrovolver & Necrocrypt: 0 -> 3 #Nuclear Missiles & Missile Defense System * Nuclear Launch Facility - Cost: 8000g, 6000w -> 10000g, 7000w * Nuclear Missile: - HP: 500 -> 1000 - Defense: 0 -> 40 - Armor type: Heavy -> Fortified - Will be generated as a neutral unit - Can be targeted manually * Missile Defense System: - Projectile speed 3800 -> 2000 - Targeting range: 3500 -> 2000 - It actually works now #Heroes * Hero Armor: - Damage taken against piercing: 90% -> 60% - Damage taken against siege: 90% -> 75% * Fallen Knight - Base armor: 10 -> 5 * Vampire Lord - Base armor: 13 -> 9 * The Punished: - Base armor: 13 -> 8 - Scream of Pain: - Base damage reduction: 40% -> 25% (+5% per level) - Armor reduction per level(5-10): 3 -> 2 >0.4.1a #Bugfixes * Fixed Mortar Unit production not unlocking upon researching Gun Techs. * Fixed Medic requirements for reforged. * Fixed Gatling gunner using the wrong projectile art. * Fixed Lumpy food cost not being 2 as intended. Whoops. #Non-gameplay Changes * Added new loading screen. * Lumber Mills & Markets from level 1 to 6 were renamed. * Crossbowman & Spanish Skirmisher - Changed model. * Spearman, Spanish Skirmisher, Crossbowman, Heavy Crossbowman - Bettered visual fidelity when attacking. * Workbots will now cast a more properly sized shadow. #Gameplay Changes * Scientist - Gold cost: 40g -> 100g. * Cannon & Light AT Gun - Damage loss factor per new target: none -> 0.95. * Garrison, Modern Barrack & Barracks - Reorganized units placement and their respective hotkeys. * Betrayer Mode: - Allying with the zombies: Now it's done with a skill granted to every workbot and peasant Unallying back will no longer be possible - Doomed Choice - Income of any kind will drop based on game time for the Traitor. For each 10 passing minutes the traitor's income will drop by 10%, capping at 60% received income - Fullsharing as a zombie will now be possible in Betrayer Mode >0.4.1 #Bugfixes * Fixed some variants of Sneezers, Blood Cultists and Gore Crows being able to infect. * Fixed Amphibious Zombie tech failing to update units. * Fixed a couple of mem leaks. * Fixed Income and Zombie lose condition not accounting for late Zombie AI activation (late activation seems to be broken anyways). * Fixed AI failing to communicate its activation on game initialization properly. * Fixed early timed events sometimes advancing to the wrong event. * Restored Edinburgh's event. * England's event will now always be the fourth zombie event to occur. * Fixed American Zombies event spawning in undesirable places. * Fixed Flesh Giant's HP missing a digit. * Fixed zombie units not auto-decaying when exceeding 105 pop. #Changes * Most zombie events were toughened up a little bit. * America zombie events will start 40s later. * Enlarged Russia noob protect activation region. * France event - Removed. * Melee human heroe base armor - +2. * Ranged human heroe base armor - +1. * Russian Warrior & Byzantine Berserker - HP regen: 15 -> 14. * Town - Repair time: 75 -> 100. * Stone Walls - Repair gold cost: 5g -> 20g - Repair wood cost: 50w -> 60w * Concrete Walls - Repair gold cost: 5g -> 40g - Repair wood cost: 50w -> 120w * Human economy - Human Heroes - Additional revival cost per level: 30g -> 10g - Base hero income: 500 -> 400 - Zombie kill bounty Zombie Level 4: 100g -> 150g Zombie Level 5: 150g -> 250g Lumpy: 75g -> 250g Flesh Giant: 250g -> 500g * Zombie heroes - Base armor: +1. * Zombie economy (sort of placeholder change for now) - Pillaged gold: 1g -> 3g (4g for full Zombie AI force) - Human kill bounty: 25g -> 20g * Zombie level 1 - Damage upgrade: 12 -> 13. * Lumpy - Base hitpoints: 90000 -> 80000 - Food cost: 1 -> 2 (summoned Lumpy food cost remains at 1) * Flesh Giant - Food cost: 1 -> 2 (summoned Flesh Giant food cost remains at 1) * Mauler - Now Requires Level 3 Zombies to be researched - Level: 5 -> 4 * Blood Cultist - Now Requires Level 3 Zombies to be researched. * Level 3 Zombies Research - Research time: 150s -> 160s. >0.4.0 * Some upgrades & units - Don't "require" Robotics anymore (this is still gated by their required building or builder). * Robotics now requires Gun Techologies[1]. * Slight trees change to make camping north of Quebec a little harder. * Shortened Technologies to Techs. for most technologies to workaround char limit on requirements. * Italy - Now starts with a shipyard. * Restored old military building upgrading behaviour. * Workbot - Increased scaling size. Yes. * Peasant & Scientist - Cannot attack trees anymore. Use Lumberjacks, Workbots. * Fixed Turkey noob protect. * Fixed some inconsistencies on requirement tooltips. * Fixed double zombie level research protection. * Fixed Brown zombie AI failing to further expand through Europe. * Fixed zombie AI being able to order some hidden units. * Fixed some hidden zombie units providing vision. * Fixed bunch of mem leaks. * Fixed Tech tree multi level requirements bug for refunded. * Optimized Give income function. * Nuclear Launch Facility - Changed building model - Reorganized relevant hotkeys - Altered some icons to portray their functionality better * Russian Warrior - Blizzard Level 2 damage per wave: 2000 -> 2500. * Poland Ranger - Painful Arrows Level 7 damage: 700 -> 800 Level 8 damage: 800 -> 1000 Level 9 damage: 900 -> 1200 Level 10 damage: 1000 -> 1500 >0.3.4b * Disabled some debug messages. Yeah... >0.3.4a * Triggers & Variables clean-up II. >0.3.4 * Human Heroes - Additional revival cost per level: 10g -> 30g. * Take Over Capital - Now displays a progress bar when casting. * Summoned Zombie Units - Bounty on kill: 100% -> 80% (relative to non-summ units). * Gore Crow - Bounty on kill: 50 -> 25 (0.3.2 change that wasn't applied). * Sneezer - Bounty on kill: 50 -> 30. * Triggers & Variables clean-up. * Improved some tooltips. * Hell Keeper - Level: 1 -> 5. * Updated discord link since the last server closed down. * Compressed loading screen files. * The following events now display in-game information as floating text - Zombie Pillage (+1g) (25% chance upon hitting a building) - Bounty for killing a regular human unit (+25g)(from 0.3.4a) - Bounty for killing a human heroe (+100g) - Bounty for killing a human mechanical unit (+100g) - Bounty for killing a human structure (+100g) * Stalker - Turn rate: 0.7 -> 0.8 - Scaling value: 1.5 -> 1.4 * Flesh Giant - Fixed wrong cost value. * Renaissance Era - Does not require Ship Techs[2] anymore. * Artillery Depot - hit points: 1750 -> 2100. >0.3.3 * Spiked Walls - Removed. * Few tooltip corrections. * Markets & Lumber mills - Base defense: 11 -> 10 (1-6)(base defense remains unchanged for levels 7-9) - Level 1 hit points: 2100 (unchanged) - Level 2 hit points: 2100 -> 2200 - Level 3 hit points: 4500 -> 2400 - Level 4 hit points: 4500/7000 -> 2700 - Level 5 hit points: 4500/7000 -> 3000 - Level 6 hit points: 4500/7000 -> 3400 - Level 7 hit points: 4500 (unchanged) - Level 8 hit points: 7500 (unchanged) - Level 9 hit points: 10500 (unchanged) * Technology Centre - Hit points: 2100 -> 2400 * German Teutonic Knight - Battle Cry Cooldown: 45 -> 60 Defense granted per skill level: 5 -> 4 * Changed Max Heroe level from 250 to 40. * Templar Exemplar: fixed Holy Touch II cooldown being 40s instead of 0.4s. Changed to 0.5s. >0.3.2 * "Fixed" Widgetizer completely fucking up customkeys. Some minor issues still persist outside the use of it. * Slightly increased Workbot scale. * Changed extra income and pillage for IA to only be active on IA only mode. * Banner of the Empire will no longer drop on death (whoops). * Couple of tooltip fixes. * Fixed Lumber Mill and Markets using the wrong projectile art. * Lowered Gore Crow Base income per kill to 25. >0.3.1 * -fullshare is now disabled upon entering Betrayer Mode. * Slightly reduced Board size, plstelifdiscauseissue. * Added more colors to messages and to a few income related descriptions. * French's Paladin Aura of Health now only affects organic units. * Fixed a few descriptions giving wrong information about the amount of income the respective unit provides. * Corrected some player colors not using the exact color. * Improved Trading messages. * Doubled Zombie AI pillage return. * Increased Zombie AI buildings income from 1 to 1~1.5 based on difficulty. * Added new icons. * Added new model to T-34. * Income buildings will now display how much resources they're providing per income. * Little fixes. >0.3 >Exemplar Templar * Mana regen reduced from 2 to 1 * Initial mana increased from 100 to 150 * Cleric: reduced manage regen from 2 to 1. * Summoned units exp rate changed to 0.3 from 0.5. * Gore Crow and Sneezer's level changed from 2 to 1. * Sneezer build time changed to 4 from 6. * Lumpy build time changed to 5 from 4. * Take over capital now has a 3m cooldown. * Barcelona can no longer train Conquistador. * Reorganized Zombie buildings hotkeys. * Fixed underground activity zombie event which is now a France event. >Blunderbuss - Rebalanced so it fits with cost and tecnology power * Base damage reverted back to 910 from 510 * Added damage loss factor set at 0.6 per each new target * Wood cost increased to 250 from 225 * Arquebusier: Lowered Attack CD to 3.8 from 4. * Visual changes on human units. * Russian Warrior: increased Blizzard CD from 1m to 1m30s at all levels. * Gatling Gunner - Reworked to be useful. * Firetrooper - Changed to look more kewl. * Visual changes. >0.2.1 * UI was improved slightly by making armor elements match with default UI. * Fixed missing model on an unit. * Fixed a couple hotkeys. * Fixed a few shadows. * Slightly increased Workbot's size scaling. * Slightly reduced Garrison's size scaling. * Cannon now requires Cannon technologies [1] instead of Gun techs. For real this time. >0.2 * Viking axeman's base defense was increased from 1 to 2. * Viking axeman's base damage was increased from 225 to 250. * Viking axeman's base regen rate was increased from 2 to 3. * Polish Barbarian's cost was increased from 50g to 60g. * Polish Barbarian's base regen rate was lowered from 15 to 10. * Polish Barbarian's base movespeed was lowered from 325 to 300. * Blunderbuss's base damage was lowered to 510. * Blunderbuss's attack CD increased to 3.8. * Cannon now requires Cannon technology [1] instead of Gun technologies. * Mortar Emplacement now requires Cannon technologies [3] instead of [1]. * Mortar Emplacement's base damage was lowered from 5000 to 4800. * Mortar Emplacement's damage per upgrade increased from 300 to 350. * Zombie level 1 HP's was increased from 2000 to 2200. * Lumpy's cost was increased from 75g to 90g. * Flesh Giant's cost was increased from 150g to 180g. * Sneezer's cost was lowered from 50g to 40g. * Sneezer's HP was increased from 2000 to 2600. * Stalker's HP was increased from 11000 to 12000. * Gore Crows now have a whopping 1% chance to dodge an attack. * Some Human units received visual changes to reflect better how they should move and interact. * Fixed a few hotkeys. Added more hotkeys. * Zombie buildings received different unit sound sets. * Tons of minor visual changes to zombie units were applied. * Changed a few icons. * Other stuff i consider minor. >0.1 * Reorganized most hotkeys. * Added ground tiles to most human buildings. * Tweaked some human buildings soundsets, scaling and shadow textures. * Changed Spiked Walls icon * Tweaked a few unique units cost and creation time. * Tweaked some skills icons and tooltips. * Increased Foundation build time from 3 to 6. * Removed the ability to upgrade to the next tier on military buildings. * Added the ability to regress to a foundation for a small cost (200g, 150w) to military buildings. * Changed Mortar Emplacement's model.
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
✅ API Glitch (Docs Leak)
CSS | 1 min ago | 0.45 KB
I made $15,000 in 2 days
CSS | 1 min ago | 0.45 KB
This summer smells like money
CSS | 2 min ago | 0.45 KB
✅ API Glitch (Docs Leak)
CSS | 1 hour ago | 0.45 KB
HELLO PROGRAMMER
1 hour ago | 0.03 KB
Untitled
5 hours ago | 2.26 KB
FB2600 User Handbook v0.91
1 day ago | 6.06 KB
FB2600 Administrator & Moderator SOP
1 day ago | 8.13 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!