Rusev

Overdose! - Enemy Resource Pack

Jun 4th, 2024 (edited)
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  1. (A FEW CHANGES MIGHT HAVE BEEN MISSED AND THEREFORE NOT WRITTEN!! It's a lot, trust me.)
  2.  
  3. Additional Credits:
  4. Danny S (designing the Polyp Tentacle enemy)
  5. Seriously Stupid (giving permissions to port the Polyp Tentacle enemy)
  6. Many thanks guys, Seriously.
  7.  
  8. New Behaviour Files: (for puppets that have updated behaviours)
  9. - Arachnoid_Adult_ECF.cb
  10. - Arachnoid_Hatchling_ECF.cb
  11. - Beheaded_Bomber_ECF.cb
  12. - Beheaded_Firecracker_ECF.cb
  13. - Beheaded_Kamikaze_ECF.cb
  14. - Beheaded_Rocketeer_ECF.cb
  15. - Drone_Carrier_ECF.cb (for enemies that require to hold onto the drones)
  16. - Gnaar_Female_ECF.cb
  17. - Gnaar_Male_ECF.cb
  18. - Harpy_ECF.cb
  19. - Hopper_ECF.cb
  20. - Kalopsy_ECF.cb
  21. - Khnum_ECF.cb
  22. - Kleer_ECF.cb
  23. - LavaElementalBig_ECF.cb
  24. - LavaElementalSmall_ECF.cb
  25. - MetalSnake_ECF.cb
  26. - Mummy_ECF.cb
  27. - Processed_Brawler_ECF.cb
  28. - Processed_Common_ECF.cb
  29. - Pyro_ECF.cb
  30. - Reptiloid_ECF.cb
  31. - RollingGrenade_Alive_ECF.cb (for rolling grenades)
  32. - Scrapjack_ECF.cb
  33. - Skeleton_Soldier_ECF.cb
  34. - Spider_Big_ECF.cb
  35. - Spider_Small_ECF.cb
  36. - Technopolyp_ECF.cb
  37. - Tentacle_ECF.cb
  38. - Trooper_Brute_ECF.cb
  39. - Trooper_Commander_ECF.cb
  40. - Trooper_Commander_Reinforcements_ECF.cb (currently WIP)
  41. - Trooper_Grenadier_ECF.cb
  42. - Trooper_Laser_ECF.cb
  43. - Trooper_Laser_CircleFoe_ECF.cb (Allows Laser Troopers to circle around the player instead of standing when close)
  44. - Walker_Blue_ECF.cb
  45. - Walker_Red_ECF.cb
  46. - Werebull_ECF.cb
  47.  
  48. -------------------------------------------------------------
  49.  
  50. All enemies:
  51. - Updated decals.
  52. - Updated material values.
  53. - Fixed debris models.
  54. - General optimization.
  55. - Updated NETRICSA entries.
  56. - Enabled ragdolls for smaller enemies by default.
  57. - General polish and improvements for melee executions for all enemies.
  58. - Made much bigger use of shake events across the board.
  59. - All enemies now have additional debris and gibs when damaged.
  60. - All enemies may now be gibbed on all weaponry depending on the circumstances.
  61. - Smaller enemies do not have C4 attachments anymore.
  62. - Created brand new "simple" destructions for enemies that didn't have them.
  63. - Updated score points for some enemies.
  64. - Enemies may now be gibbed when using Serious Rage whilst using lower tier weaponry.
  65. - Added numerous shockwaves/shaker events to exploding projectiles and attacking animations.
  66. - Polished riding enemy mechanic with multiple animation fixes, missing children fixes.
  67. - Ported several SM script fixes (check how to use on Scripts tab on workshop page!)
  68. - Full Sledgehammer support.
  69. - Updated gore sound effects across the board.
  70. - Once again did a pass on ragdoll events to reduce likelihood of ragdolls not working.
  71. - Further updates to gore physics + destruction schemes on all enemies.
  72. - Updated animation lerp values across the board.
  73. - Updated blood particle effects.
  74. - Updated navigation settings for certain bigger enemies so that they attempt to avoid obstacles.
  75. - Cleaned up puppet and behaviour database files to reduce redundancy and hopefully increase performance.
  76. - Certain enemies will now play "sight" animations when seeing the player instead of jumping straight into action.
  77. - Updated all behaviour states in all enemies to be consistent with updates made to the "default" states. All other behaviour states that were unused in stock SS4 (for example, Kleer's "Don't Move" behaviour state) have been updated and finished so they can be used once again. Further updated sensor values for enemies, so certain enemies are more sensitive to threats than others.
  78. - Fixed a bug where bigger and heavier enemies would not be able to destroy static models.
  79. - Added "Fists" weapon support for sound effects and particle effects!
  80. - Added "Sledgehammer" weapon support for sound effects and particle effects!
  81. - Ported Halloween/Christmas functionality from SM with updated LOD ranges!
  82. - Created additional LODs and updated existing ones for enemy weapons/enemy models, all debris AND their seasonal additions to further improve performance.
  83. - Created new "Cheap" enemy puppet database sets that have lower poly counts. Very useful when creating battles with lots of enemies.
  84. - Added partial "Crossbow" weapon support for sound effects and particle effects!
  85.  
  86. Arachnoid Adults + Hatchlings:
  87. - Updated LODs.
  88. - Fixed arachnoid miniguns not spinning.
  89. - Ported fire effect particles from SM.
  90. - Updated body materials. (Flesh + Metal)
  91. - Updated monster VO.
  92. - Ported and updated SM destructions.
  93. - Updated gore sound effects.
  94. - Updated animations with shake events and missing particle effects.
  95. - Updated destruction schemes.
  96. - Miscellaneous fixes.
  97. - Updated meshes with glowing eyes.
  98. - Updated puppets with death shake events.
  99. - Hatchlings are now considered a "small" puppet. They can be melee'd without skill points.
  100. - Updated debris models so they can play animation sound effects.
  101. - Updated player mounting access point.
  102. - Updated behaviour for Adult Arachnoids depending on the difficulty. Shoots 10 times on Tourist/Easy, 20 times on Normal and 40 times on Hard+.
  103. - Updated behaviour for Hatchling Arachnoids depending on the difficulty. Shoots 10 times on Tourist/Easy/Normal/Hard and 15 times on Serious.
  104. - Added new attack on Serious difficulty! Very rarely the Arachnoid Adult will decide to fire it's miniguns on the move.
  105. - Arachnoid Adults can now be crushed by boosted mechs.
  106. - Fixed broken LODs on some debris.
  107. - Updated Arachnoid Adult's pose adjustment settings so that they can react to the environment's hills.
  108. - Eye Emitters will now deactivate on death.
  109. - Updated Arachnoid Hatchling's mesh.
  110. - Updated melee radiuses for all attacks (so that they are more accurate to their animations).
  111. - Updated damage types (from Punch to Piercing).
  112. - Updated melee behaviours for both Arachnoids.
  113. - Added additional hit sound effects when Arachnoids melee attack a puppet.
  114. - Arachnoid Adults are now more resistant to cannonball piercing.
  115.  
  116. Beheaded Bombers + Firecrackers + Kamikazes + Rocketeers + Pyrone:
  117. - Updated LODs.
  118. - Updated meshes with new body textures and new glowing eyes. (Green Bombers, Flashing Orange Kamikazes, Red Firecrackers and Purple Rocketeers)
  119. - Ported and updated SM destructions.
  120. - Updated monster death VO.
  121. - Added brand new animations for "Hard" attacks with new sound effects, sound cues and particle effects.
  122. - Rockeeter's "hard" attack can now be dodged.
  123. - Bombers can now run on higher difficulties.
  124. - Updated body materials. (Their "Eyes" and Kamikaze's bombs are now metal)
  125. - Updated animations with missing particles and shake events.
  126. - Miscellaneous fixes.
  127. - Updated destruction schemes and added new destruction debris.
  128. - Pyrone now has extra "Alive" particle effects and gore sound effects to better befit him as a "boss" enemy.
  129. - Firecrackers now have an "Alive" sound effect.
  130. - Fixed Kamikaze's broken chest collision.
  131. - Rocketeer's "hard" attack now has a new projectile.
  132. - Firecrackers can occasionally go off.
  133. - Fixed rocketeer projectile animation not working.
  134. - Updated and optimized firecracker projectile particle trails.
  135. - Added fastlight to Firecracker's head.
  136. - Fixed debris not playing animations.
  137. - Fixed LODs for certain debris.
  138. - Pyrone can't be crushed by Mechs anymore.
  139. - Firecrackers can now sprint on Hard/Serious difficulties when far away.
  140. - Added additional 180 degrees "sight" animations for bombers when surprised.
  141. - Kamikaze's flocking distance has been increased.
  142. - Enabled and updated motion tilting for all of the beheaded (instead of just the Kamikazes).
  143. - Eye Emitters will now deactivate on death.
  144. - Added additional details (firecrackers now have a fire activator device on their hand where their head is, rocketeers now have pouches).
  145. - Updated fuse particle effects for Kamikazes to make them more visible.
  146. - Updated Beheadeds' pose adjustment settings so that they can react more accurately to terrain.
  147. - Added additional "power down" sound effects to death animations.
  148. - Added additional transition to "Sprint" animations from idle for Kamikazes.
  149. - Updated Firecracker's projectile collision mesh to make it easier to dodge.
  150. - Firecracker's SM head has been ported!
  151. - Firecracker projectiles now have a "explosion" sound effect.
  152. - All Beheaded enemies are now paler, especially Kamikazes which more resemble their SS3 counterparts.
  153.  
  154. Combat Drones:
  155. - Updated body materials and mesh.
  156. - Updated emission values.
  157. - Ported "firing" and "prepare firing" particle effects from SM.
  158. - Re-added unused debris sound effects.
  159. - Added additional fast lights to attacks.
  160. - Ported carrier drones from SM! Can now deliver kamikazes.
  161. - Added multiple barrels for lasers to shoot out of.
  162. - Fixed particle effects not working on attacks.
  163. - Fixed projectiles not playing animations correctly.
  164. - Debris now has deactivated emitters.
  165.  
  166. Gnaars (Female, Male and Invisible):
  167. - Updated LODs.
  168. - Updated meshes. (Invisible Gnaars have been fixed to not disappear at a distance, also added new refraction effects.)
  169. - Re-enabled and updated unused running animations.
  170. - Ported "step" sound effects for Females from SM.
  171. - Added "Alive" particle effects for all Gnaars. (Mouth Breathing particles)
  172. - Miscellaneous Fixes.
  173. - Updated destruction schemes and added new destructions.
  174. - New gore sound effects.
  175. - Added new crit sources and new materials for Gnaars' eyes. Both Male and Female.
  176. - Disabled flocking on Female Gnaars.
  177. - Enabled and updated motion tilting for Female Gnaars.
  178. - Updated "breathing" particle effect logic.
  179. - Added brand new idle sound effects for Gnaars.
  180.  
  181. Harpies:
  182. - Updated LODs.
  183. - Updated body material. (Harpy specific "Feathers" material)
  184. - Added glowing eyes.
  185. - Re-enabled and updated unused flying and diving animations.
  186. - Ported "Hard" attack from SM.
  187. - Added new gibbing VO sound effects.
  188. - Updated destruction schemes.
  189. - Updated projectile trails and destruction particle effects.
  190. - Projectiles will now cause the screen to tint blue when player gets hit.
  191.  
  192. Hoppers:
  193. - Ported to SS4!
  194. - Updated LODs.
  195. - Fixed broken additive damage animations.
  196. - Fixed some clipping issues in various animations
  197. - Attempted a fix at footstep sound effects cutting out.
  198. - Reimplemented an un-used death animation.
  199. - Added an additional wound animation.
  200. - Fixed ragdolls not working and dissolving correctly.
  201. - Replaced multiple sounds that were re-used with brand new ones!
  202. - Fixed idle animations not working correctly.
  203. - Added enemy melee player sound feedback.
  204. - Added "HUD Scar" cut effects when player gets attacked.
  205. - Slightly increased leap attack velocity.
  206. - Updated projectile mesh and particle effects.
  207.  
  208. Kalopsies:
  209. - Updated body materials. (Green Flesh)
  210. - Re-enabled unused wound sound effects.
  211. - Ported particle effects from SM.
  212. - Updated LODs.
  213. - Updated death particle effects.
  214. - Updated destruction schemes.
  215. - The wound texture is now green instead of red.
  216. - Updated death sound effects.
  217.  
  218. Khnums:
  219. - Updated mesh.
  220. - Updated LODs.
  221. - Fixed up all animations with missing shake events, incorrect sound events.
  222. - Fixed missing shake events on death.
  223. - Brand new gibbing and gore sound effects.
  224. - Khnums now play their "Anger" animation after raging before attacking the player.
  225. - Updated rage animation with new particle effects.
  226. - Overhauled firing particles.
  227. - Ignition sound effect is back!
  228. - Updated body material. (Thick Flesh)
  229. - Updated attacks depending on difficulty. Fireballs now behave similarly to Fusion.
  230. - Miscellaneous Fixes.
  231. - Updated sound effects.
  232. - Fixed riding animations.
  233. - Updated destruction schemes and added additional destruction debris.
  234. - Updated player mounting access point.
  235. - Fixed and updated projectile not playing it's alive animation.
  236. - Eye Emitters will now deactivate on death.
  237. - Updated pose adjustment settings so that Khnums can react more accurately to terrain.
  238. - Khnums are now easier to wound and harder to stun.
  239. - Khnums now cannot be pierced with cannonballs.
  240. - Updated stun parameters so that Khnums can only be stunned whilst using high-tier weaponry.
  241. - Updated "breathing" particle effect logic.
  242. - Added brand new idle sound effects for Khnums.
  243.  
  244. Kleers:
  245. - Updated mesh. It is now a combination of SM's and ECF's mesh.
  246. - Added brand new "Alive" particle effects.
  247. - Added "Alive" fast lights.
  248. - Updated "Hard" projectile model with new effects and mesh.
  249. - "Hard" projectiles now behave similarly to Fusion.
  250. - New and updated sound effects.
  251. - Updated material, debris and destructions. (Special "Bones" material.)
  252. - Updated LODs.
  253. - Miscellaneous Fixes.
  254. - Added new attack animations for the electrical chainballs attack.
  255. - New destruction particle effects for electric chainballs.
  256. - Disabled flocking.
  257. - Electric Chainballs will now tint the screen blue when player gets hit.
  258.  
  259. Lava Elementals (Small and Large):
  260. - Brand new sound effects.
  261. - Fixed Lava Puddle not emitting any sound.
  262. - Updated parameters and melee attack radius to make it easier to dodge attacks.
  263. - Fixed death animation not completing correctly.
  264. - Miscellaneous Fixes.
  265. - Added fast lights to lava puddles.
  266. - Lava Elementals can now be crushed by mechs.
  267. - Added flocking for small lava elementals.
  268. - Small lava elementals will now cause damage if touched.
  269. - Small lava elementals will now also attempt to navigate obstacles.
  270. - Large lava elementals now cannot be pierced with cannonballs.
  271.  
  272. Metal Snake:
  273. - Updated LODs.
  274. - New and updated attack and spawn sound effects.
  275. - Updated death particle effects not to loop for too long.
  276. - Optimized death particles.
  277. - Fixed projectile not playing animation.
  278. - Updated score gain on death.
  279. - Updated spawn sound effects.
  280.  
  281. Mummies:
  282. - Updated body material. (Ash + Cloth)
  283. - Re-enabled and updated wound animations.
  284. - Movement speed is now randomized.
  285. - Re-enabled and updated unused walking/running animations.
  286. - Updated LODs.
  287. - Updated destructions and debris.
  288. - Miscellaneous Fixes.
  289. - Fixed ragdolls.
  290. - Updated destruction schemes.
  291. - Added brand new sound effects.
  292. - Fixed Mummies not being able to be crushed by mechs.
  293. - Removed headshot crit collision. Weak point is now only in the middle.
  294. - Updated death particle effects.
  295. - Updated pose adjustment settings so that Mummies can react more accurately to terrain.
  296. - Emitters will now disable on death.
  297.  
  298. Belchers:
  299. - Updated body material. (Fragile flesh)
  300. - Movement speed is now randomized.
  301. - Updated LODs.
  302. - Added new "Alive" particle effect and fastlights.
  303. - Updated destructions and debris from SM.
  304. - Updated animations with missing sound effects, particle effects and shake events.
  305. - Miscellaneous Fixes.
  306. - Updated player mounting access point.
  307. - Fixed riding animations.
  308. - The wound texture is now pale green instead of red.
  309. - Updated "hit" sound effects.
  310. - Updated explosion sound effects.
  311. - Updated projectile "hit" sound effects.
  312. - Updated pose adjustment settings so that Belchers can react more accurately to terrain.
  313.  
  314. Processed:
  315. - Updated LODs.
  316. - Updated body material. (Flesh + Metal)
  317. - Re-enabled and updated unused running/sprinting animations.
  318. - Miscellaneous Fixes.
  319. - Updated destruction schemes and added new debris.
  320. - Enabled and updated motion tilting.
  321. - Updated pose adjustment settings so that the Processed can react more accurately to terrain.
  322. - Slightly reduced the velocity at which the Processed take leaps.
  323. - Updated melee radiuses for all attacks (so that they are more accurate to their animations).
  324. - Updated damage types (from Punch to Cut and Piercing)
  325. - Re-implemented biting attacks! (when both arms get destroyed)
  326. - Added missing sound effects in certain animations.
  327.  
  328. Pyros:
  329. - Updated LODs.
  330. - Updated body material. (Rubber + Flesh + Metal)
  331. - Re-enabled and updated unused melee attacks.
  332. - Re-enabled and updated unused particle effects for landing.
  333. - Added monster VO from SM.
  334. - Added new explosion sound effects.
  335. - Updated destruction schemes and particle effects.
  336. - Updated animations with missing sound effects, particle effects and shake events.
  337. - Updated flamethrower particle effects.
  338. - Updated player mounting access point.
  339. - Fixed riding animations.
  340. - Updated score gain on death.
  341. - Updated pose adjustment settings so that Pyros can react more accurately to terrain.
  342. - Updated melee radiuses for all attacks.
  343.  
  344. Reptiloid:
  345. - Updated LODs.
  346. - Updated mesh.
  347. - Updated body material. (Shiny Green Flesh)
  348. - Added new sound effects.
  349. - Added new "easy" difficulty firing animation.
  350. - Re-enabled and updated unused death animations.
  351. - Added a new "rage" animation for the rage attack.
  352. - Added footsteps from SM.
  353. - Miscellaneous Fixes.
  354. - Updated projectile trail particle effects.
  355. - Updated destruction schemes.
  356. - Updated animations with missing sound effects, particle effects and shake events.
  357. - Reptiloids are now considered a "medium" puppet. They can be melee'd with the first upgrade.
  358. - Further consistency fixes with decals.
  359. - Updated player mounting access point.
  360. - Reptiloids will only use their rage attacks on the higher difficulties. (Hard and above)
  361. - Reptiloids rage has been reworked. They will always rage once on half health. Their rage can be cancelled into a wound animation instead if consistently fired upon with higher tier weaponry. (for example, Miniguns)
  362. - Fixed and updated projectile not playing it's alive animation.
  363. - The wound texture is now green instead of red.
  364. - Updated pose adjustment settings so that the Reptiloids can react more accurately to terrain.
  365. - Eye Emitters will now deactivate on death.
  366. - Reptiloids cannot move whilst raging anymore.
  367. - Reworked Reptiloid's behaviour. They won't be spamming projectiles from a distance anymore and will have a downtime just like the other enemies. Getting up close will aggravate these guys and they will try to approach and attack if so.
  368. - Updated melee radiuses for all attacks.
  369. - Added brand new idle sound effects for Reptiloids.
  370.  
  371. Scrapjack:
  372. - Updated LODs.
  373. - Updated body material.
  374. - Ported sound effects from SM.
  375. - Added new gibbing sound effects.
  376. - Ported destructions from SM.
  377. - Also added brand new destructions.
  378. - Re-enabled and updated unused attack on the go attacks.
  379. - Updated rage animations.
  380. - Fixed rocket projectile animation not working.
  381. - Updated rocket mesh.
  382. - Re-added grenade attack from Fusion.
  383. - Added new rage attacks.
  384. - Updated animations with missing sound effects, particle effects and shake events.
  385. - Updated destruction schemes and added new debris.
  386. - Updated particle effects for attacks.
  387. - Miscellaneous Fixes.
  388. - Added new sound effects.
  389. - Updated emitter colours and values.
  390. - Scrapjacks are now considered a "medium" puppet. They can be melee'd with the first upgrade.
  391. - Updated grenade mesh with PBR materials.
  392. - Added additional sound effects to the Stunned Start animation.
  393. - Eye and Gun Emitters will now deactivate on death.
  394. - Updated pose adjustment settings so that Scrapjacks can react more accurately to terrain.
  395. - Updated melee behaviours.
  396. - Updated melee radiuses for all attacks.
  397. - Scrapjacks now explode Devastator shells on impact instead of piercing.
  398. - Added brand new idle sound effects for Scrapjacks.
  399.  
  400. Skeleton Soldiers:
  401. - Updated LODs.
  402. - Added additional death sound effects.
  403. - Updated NETRICSA.
  404. - Fixed Christmas Variant having the wrong colour for shield breaking particles.
  405. - Re-added missing cut/punch sound cues for animation attacks for both variants.
  406. - Fixed melee damage being emitted from the wrong side.
  407. - Fixed skeletons not being able to be crushed by mechs.
  408. - Enabled flocking.
  409. - Added sight animations.
  410. - Ported to SM!
  411.  
  412. Spiders (Big and Small):
  413. - Added glowing eyes to both spiders.
  414. - Updated LODs.
  415. - Updated meshes and extended the distance at which the eyes glow.
  416. - Updated body materials (spider flesh).
  417. - Updated attacks to behave more similarly to Fusion.
  418. - Fixed small spider melee not having any sound or destructions.
  419. - Re-implemented unused melee sound effects.
  420. - Added new "Hard" attack from fusion.
  421. - Miscellaneous fixes to death animations and death fadeouts.
  422. - Big Spiders are now considered a "Small" puppet. They can be melee'd without skill points.
  423. - Big Spiders will now move about like Small Spiders instead of just simply standing idle when not having a foe.
  424. - Eye Emitters will now deactivate on death.
  425. - The wound texture is now green instead of red.
  426. - Updated melee behaviours.
  427. - Updated melee radiuses for all attacks.
  428. - Added sight animation for Big Spiders.
  429.  
  430. Troopers (Zealots, Grenadiers, Commanders and Soldiers)
  431. - Updated LODs.
  432. - Fixed legs not getting bloody when on low health.
  433. - Updated body materials (flesh and metal).
  434. - Fixed grenadiers not working correctly, updated particles and meshes.
  435. - Updated animations with missing events, sounds etc.
  436. - Updated Commanders shield materials and added new particle effects.
  437. - Updated Commander rocket trails.
  438. - Fixed Commander's rocket not playing spinning animation.
  439. - Added additional Zealot gibbing sound effects.
  440. - Fixed zealot patrol animations not playing correctly.
  441. - Updated Zealot step sound effects.
  442. - All Troopers now have additional VO.
  443. - Updated Soldier's firing sound effects.
  444. - All smaller troopers are now easier to decapitate.
  445. - Added new Grenadier animations and new double/faster grenade lob attacks.
  446. - Re-added missing movement sound effects on all animations.
  447. - Added additional headshot particle effects.
  448. - Snipers now have a red visor.
  449. - Changed sniper reload animation to a more fitting one. Added sound effects to all reload animations.
  450. - Snipers are now projectile based. You may dodge the bullet if you're fast enough.
  451. - Snipers now also emmit a "Laser Hit" particle effect when they have their laser on an item/player.
  452. - Sniper's bullets now also emit a sound effect.
  453. - Updated Laser Trooper's laser mesh. It's more green and more visible.
  454. - Different types of Troopers now use different sets of Sight/Idle sound effects.
  455. - Updated Rolling Mines to use PBR materials.
  456. - Updated player mounting access point for Zealots.
  457. - Re-implemented "Reinforcement" attack for Octanian Commanders. Only works on a map by map basis. (WIP)
  458. - Added a "wound" animation for Octanian Commander's shielded state.
  459. - Added motion tilting and hull slope adjustments for humanoid Octanians.
  460. - Overhauled destruction schemes for all Octanians. Added new debris. Commander's shield now executes it's destruction scheme correctly.
  461. - Octanian Commander's shields now regenerate health a bit slower.
  462. - Updated melee radiuses for all attacks.
  463. - Added cut "Sledgehammer Pickup" sound effect for Zealots.
  464. - Fixed up Zealot's behaviours and updated attacks. Fixed the ranges at which the attacks get picked. The attacks will now also propel the player away. In the side swing attacks, it will do so in a way that should make it impossible to be hit by the attack twice or even thrice. Fixed animation not playing smoothly when transitioning from charging to attacking, and the zealots will now put their hammers up at longer distances.
  465. - Octanian Lasers will now fire more often on higher difficulties. (Hard and Up)
  466.  
  467. Vampires:
  468. - Updated LODs.
  469. - Fixed vampires blood wound texture not working.
  470. - Added new "Alive" particle effects.
  471. - Added new "Charge Trail" particle effects.
  472. - Added new "Charge Prepare" particle effects.
  473. - Updated destruction schematics. They may now be gibbed/ragdolled depending on where and with what you kill them.
  474. - Added an additional execution sound effect cue.
  475. - Miscellaneous fixes.
  476. - Updated body materials.
  477. - Added glowing red eyes.
  478. - Fixed projectile trail not working.
  479. - Updated leap attack particle effects.
  480. - Updated projectile mesh.
  481.  
  482. Technopolyps:
  483. - Updated LODs.
  484. - Updated mesh to allow for "Prepare Hard" attacks.
  485. - Rockets and bullet are now coming out of the correct weapons on the plane.
  486. - Added VO from SM.
  487. - Ported over death explosion from SM along with the downward trajectory on death.
  488. - Fixed rockets not playing animations correctly.
  489. - Updated particle effects.
  490. - Updated collision to be slightly bigger.
  491. - Updated destruction schemes.
  492. - Ported over minigun and hard rockets from Fusion! Minigun is projectile based.
  493. - Added a few missing fastlights.
  494. - Added a "flying" shockwave so that the environment reacts when a helicopter comes close to the ground.
  495. - Technopolyps will now be more vocal in general.
  496.  
  497. Tentacles: (MASSIVE THANKS TO Danny S for designing the enemy, Seriously Stupid for giving the permissions!)
  498. - Ported to SM!
  499. - Added a few unused SFX to the rotation.
  500.  
  501. Walkers:
  502. - Updated LODs.
  503. - Added new AOE attack!
  504. - Added new evasion actions.
  505. - Updated Blue Laser projectiles.
  506. - Miscellaneous fixes and additions to most animations.
  507. - Added brand new destruction presets.
  508. - Updated sound effects.
  509. - Re-enabled melee execution.
  510. - Updated collisions to include Blu-Mech's laserguns.
  511. - Updated body materials (metal flesh).
  512. - Fixed shake events not always working.
  513. - Updated particle effects.
  514. - Red Walkers now have a rage prepare animation.
  515. - Red Walkers will now only scream when using melee or fire raging.
  516. - Fixed Red Walker's rocket not playing it's animation.
  517. - Increased Red Walker's health so Cannonballs won't pierce if killed at full health anymore.
  518. - Red Walkers will now rage more often on higher difficulties.
  519. - Added brand new destructions to Blu Walkers.
  520. - Updated player mounting access points for both Walkers.
  521. - Fixed Blu-Mech's riding animations not working correctly.
  522. - Updated behaviours and active range.
  523. - Blu-Mech's guns now glow in the dark.
  524. - Red-Mech's guns now glow in the dark.
  525. - Updated LODs for Mech's weapons so that they don't disappear at long distances.
  526. - Added sight animation for Blu-Mechs.
  527. - Blu-Mechs cannot be pierced with Devastator shells anymore.
  528. - Red-Mechs are now more resistant to cannonball piercing.
  529. - Fixed Red-Mechs tentacles not animating correctly.
  530.  
  531. Werebulls:
  532. - Added glowing eyes.
  533. - Updated LODs.
  534. - Ported sound effects from SM.
  535. - Added missing shake events and etc to animations.
  536. - Worked around death shake events not working.
  537. - Updated player mounting access point.
  538. - Disabled flocking.
  539. - Updated behaviours.
  540. - Updated "breathing" particle effect logic.
  541. - Added brand new destructions and updated current ones.
  542. - Added new idle sound effects.
  543.  
  544. Witch-Brides:
  545. - Overhauled destruction schemes. Ragdolls happen when killed without burst damage. Additional debris spawns when killed via burst damage with unused sound effects.
  546. - Updated LODs.
  547. - Added glowing eyes.
  548. - Updated particle effects.
  549. - Re-added and updated wound animation.
  550. - Optimized destruction debris.
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