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MWZ 2.0 Patch Notes

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Aug 28th, 2023
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  1. v2.0.0
  2.  
  3. Global Changes
  4. · Added new gamemode: Invigoration. Earn perks to win! This mode is very customizable.
  5. · Added new gamemode: Blacksmith. Upgrade every weapon to win.
  6. · Added new gamemode: Nuke Roulette. Cycle through weapons from the Mystery Box every wave until you earn the Tactical Nuke.
  7. · Change Game Mode menu now has sub-menus for better categorization.
  8. · Updated Information Hub, map filters, and other frontend menus.
  9. · Edit Game Rules (mutators) menus has been expanded once again. Now there is a tab dynamically generated depending on the map selected for map-specific options. This menu's tabs were reorganized to compliment these changes.
  10. · New Fun mutators such as Boost Sliding.
  11. · Fixed Boost Jump mutator not working on stock maps.
  12. · Difficulties have been reworked and a new menu has been created for it.
  13. · The perk limit has been adjusted for lower difficulties. The perk limit is otherwise the default 4 for the remaining difficulties.
  14. · The main HUD has been revamped. Additionally, a ton of GSC HUD elements were converted to LUA and integrated into the HUD.
  15. · Re-arranged the character tables (affects which characters are in the mod).
  16. · Finally got around to rewriting the Trading Table feature during Daybreak's development. Now PAP camo and attachments properly display for applicable weapons and ammo is always properly tracked.
  17. · Reduced the effectiveness of Bandolier (previously Candolier). Reduced from being "typically" 2x ammo to 1.5x. Ammo all around changed, mostly reduced (some buffs too).
  18. · Removed Specialists. That keybind will now be used for One Man Army and in the future other abilities as well. No, you cannot complete EES that require Specialists now. I'm not going to "fix" that.
  19. · Magic Wheel can now do more things: upgrade/downgrade a random perk that you have, grant all perks (Perkaholic), bankrupt (take ALL of your money), jackpot (gives $25k), or teleport you to a random location.
  20. · Changed fall damage formula for all modes (including Realism's own formula) to be less aggressive initially, but still punishing at higher heights like the older CODs. Gorod Krovi has an even further reduced damage formula specific to it.
  21. · Fixed a bug with the Hellhound damage reduction variables being set incorrectly (dogs were too resistant, especially on the first wave).
  22. · Gobblegum machines are replaced with Armory stations and Gobblegums themselves are no longer available. Several Gobblegums have been implemented into perks and other aspects. Expect more GG-like functionality implemented into other aspects of the mod.
  23. · Removed the majority of the systems/scripts for Gobblegums (see above).
  24. · Damage overrides for vehicle AI should work the same as they do for actors now (Stopping Power, Hollow Points, Damage proficiency, Armor Piercing Rounds, Danger Close, Sonic Boom, Commando, etc).
  25. · Players can now knife the Mystery Box to share the weapon with their teammates. This was developed for Daybreak (but never added) and also made available in other projects I helped out with like the CWZ mod, Biodome, Okinawa, etc.
  26. · Possibly controversial change: Added sliding cooldown and HUD element for it. This cooldown goes away with Extreme Conditioning Pro, as its ability is unlimited sprint anyways. This cooldown can also be removed by playing on lower difficulties.
  27. · Possibly controversial change: Reloading while sprinting is no longer possible, unless you have the Lightweight perk, or by playing on lower difficulties.
  28. · Gamemode always resets to Classic after returning from a match to the pre-game lobby.
  29. · Interactable objects are now typically highlighted in green (available) or red (disabled). This includes wallbuys, the Magic Wheel, perk stations, armory stations, etc.
  30. · Changed critically low health overlay (MW2CR) and SFX.
  31. · Screen becomes bloodier the lower your health gets (not just when critically low).
  32. · QoL change: Insta-Kill grants 50% more damage (which stacks with other damage modifiers) to any enemies otherwise immune to the drop.
  33. · QoL change: Nuke drop now deals bonus damage any enemies otherwise immune to the drop.
  34. · QoL change: The final zombie alive will now be keylined in red.
  35. · Anti-anti-mod implemented. This means maps like Operation Haborage that purposely blocked mods, can no longer do so.
  36. · The custom map Operation Haborage is actually fun with MWZ now: swapped Juggernaut's (Jugger-Nog) location with Overkill's (Mule Kick). No more perk machine randomization. This means only needing to do the power quest for Jugg now.
  37. · There are likely many other changes I forgot to list here, big and small. Also, the entire mod has been refactored at this point, so code is much more optimized, etc. This also means there will be new bugs replacing the old bugs, as is a rule of scripting.
  38.  
  39. Weapons
  40. · Added Fists (bare hands). Punch faster than you can use the standard inventory/offhand knife, but deal slightly less damage. Slower/weaker than the tactical knife. Unobtainable through normal means, but may be added as an option later.
  41. · Added Stinger. Lock-on only launcher. The worst weapon you'll ever have the misfortune of using.
  42. · Replaced MG36 with Bered MK8.
  43. · Removed AN-94, Ranger (normal version), Kar98k, and MTS-255.
  44. · Speed repack works differently now: 7% movement speed bonus like before, except now when players are sprinting any weapon movement speed debuffs are ignored (like how Stamin-Up used to do this), and thrice as long sprint duration. All of these effects stack with Extreme Conditioning, Lightweight, and Juiced.
  45. · Removed Impact, Quickdraw, Ready Up, & Stalker repacks. Removed bullet penetration buff from Armor Piercing rounds. These changes were made to accomodate the changes made to perks, which utilize these abilities now.
  46. · Changed Pack-a-Punch camos to be like MWR's Exclusion Zone. ;)
  47. · Sniper and thermal scopes reworked (thanks Motato), with new distortion shader (thanks Scob).
  48. · Fixed a bug where the starting pistol would be lost after downing.
  49. · Now a prompt displays for MWZ's offhand weapons that tells players how to use them (such as how to detonate C4).
  50. · Camera movements for the Model 1887's inspect animation are much more subtle now thanks to HitmanVere.
  51. · Updated Tactical Insertion models to MW2CR version. The Tactical Insertion will no longer be available in the Mystery Box for solo matches.
  52. · Replaced inventory/offhand knife models. Parabolic knife from MWR for standard inventory melee and Commando knife from MW2CR for Commando melee. Replaced their animations with MW19's and MW2CR's respectively (thanks Motato).
  53. · Weapons will now follow predictive formulas reflective of their assigned tiers.
  54. · Add new weapon tier: F. Specifically for starting/loadout weapons and the awful Stinger. Uses the color red. Changed S-tier's color to yellow/gold. The icons for tiers were also updated as well.
  55. · Redid wallbuy system. Custom maps have significantly better wallbuy replace logic, with methods to replace wallbuys that aren't defined in the "find and replace" dictionary. Wallbuys also now have semi-randomization in cases where the replacement dictionary is used, if applicable.
  56. · Verruckt and Ascension now have location-specific wallbuys for their spawn rooms (ex: Verruckt has 2 different sets of starting room weapons depending on which side the player spawns on).
  57. · Launchers are now weaker and follow a predictable formula where the damage is (typically) twice as much as the launcher of the previous tier's damage. Javelin > MK32 > Thumper > AT4 > RPG > Stinger. The MGL-32 and Crossbow don't follow this pattern as their damage is determined by the projectiles that it spawns (MGL-32: frags for base, incendiary grenades for upgraded). Underbarrel launchers are affected by these damage changes as well.
  58. · The G3 & M14 now both have identical potential DPS with slightly varied stats: G3 is weaker/fires faster, M14 is stronger/fires slower.
  59. · Shotguns no longer grant critical/headshot bonus damage. Underbarrel shotguns and weapons converted to buckshot are affected by these damage changes as well.
  60. · Shotguns now deal guaranteed minimum damage: (damage * pellet count) + guaranteed bonus damage.
  61. · Nerfed the Minigun's slide out state timer. This essentially slows the player briefly after sliding with this weapon. Also adjusted mag size and stock ammo amounts for base and upgraded versions.
  62. · Fixed Sonic Boom not properly applying damage buff sometimes.
  63. · QoL change: player only switches to Riot Shield upon first obtaining it from the spawnables location now (subsequently reacquiring it will not switch to it briefly anymore).
  64. · Nerfed the AUG HBAR from S-Tier to D-Tier and the AS Val from B-Tier to D-Tier. These are now starting room wallbuys. AUG HBAR's upgraded weapon is mostly unaffected, while AS Val's upgraded weapon is now less lethal.
  65. · Updated models for CBJ-MS & P99.
  66. · Changed PAP'd ability for CBJ-MS (becomes a nailgun). Added inspect for CBJ-MS (thanks Motato).
  67. · Changed the M4A1 back to the M4 Carbine. When upgraded, the M4 Carbine uses M4A1 model instead.
  68. · Adjusted MP5 animations (thanks Motato for the help). Added inspect to MP5K and first raise to Five-seveN (thanks Motato).
  69. · The upgraded Bulldog's projectiles are now "smart" and seek out targets. ADS for higher target acquisition accuracy.
  70. · The upgraded Striker is now technically a scripted bullet weapon, so damage is dealt more consistently (it is still treated by perks/etc as a fire weapon though).
  71. · The upgraded Dragunov now uses iron sights and is burst-fire instead of its previous effect.
  72. · Reduced cost of Throwing Knives and Tactical Insertions. Ammo cost for Throwing Knives is now less than the initial cost.
  73. · Fixed some minor SFX that Motato nagged me about.
  74. · Probably a bunch of other changes I forgot to mention.
  75.  
  76. Perks
  77. See Information Hub in-game for a breakdown of every perk.
  78. · Perk system reworked: all perk machines have been replaced with perk stations. Each station holds 2 perks: a primary and secondary perk. Secondary perks are different as they don't use up a perk slot. 3 more perks are planned to be added (1 primary and 2 secondary perks).
  79. · Added upgradeable perks feature. Pro perks from MW2/3 are back! Upgrade perks by completing their respective challenges. They can also be upgraded via Mega-Bonus in certain game modes. Perks will be auto-upgraded by selecting the lowest difficulty. Other methods of upgrading perks are planned for the future.
  80. · Fixed visual bug: Double Tap no longer shows an extra bullet trail (since it isn't Double Tap II in MWZ). It will, however, show that extra bullet when it's upgraded (Double Tap Pro is essentially Double Tap II).
  81. · Perk locations are randomized in several maps again: Shadows of Evil (Juggernaut, Stopping Power, & Sleight of Hand), Shangri-La (Juggernaut & Sleight of Hand), & Shi no Numa (Juggernaut, Stopping Power, Sleight of Hand, & Overkill as the main perks randomized between each other; the rest randomized between themselves).
  82. · Perks that are effectively useless in certain game modes (Overkill in Gun Game) are now indicated as such: perk icons are darkened. Milestone updates and splashes no longer appear for these "paused" perks.
  83.  
  84. Power Ups
  85. · Power up models now have a neon color to them instead of the standard gold. Glowing FX has been removed.
  86. · Most power ups now have a delay before spawning in, like BO4/BOCW.
  87. · Renamed Nuke drop to MOAB. Renamed Zombie Blood to Scrambler (and changed visuals).
  88. · Fixed Team Infinite Ammo lasting after a map restart. It also now reloads everyone's current weapon when picked up.
  89. · Fixed Solo Insta-Kill not working on vehicle-based AI.
  90.  
  91. Enemies
  92. · Hitmarkers also have Juggernaut icon variants for "Elites", aka any tougher enemies like Hellhounds or Panzer Soldat. Besides "hit" and "critical kill" SFX, hitmarkers also now have "elite hit" and "elite critical hit" SFX (armor-like).
  93.  
  94. Streaks
  95. · Added Cluster Strike.
  96. · Added Advanced UAV.
  97. · Added Juggernaut Maniac.
  98. · Streaks now rely on a queue system, so it should no longer be possible to activate multiple at a time if several are earned (but unused). The original intention was to override older streaks with newer ones, but this ought to be more desirable and less buggy.
  99. · Zombies now target the destination of aerial streaks: where-ever the missiles are destined to hit.
  100. · Changed the way Precision Airstrikes work. Cluster Strikes behave similar to how Precision Airstrikes used to.
  101. · Sentry Gun kills now count towards your streak, but not towards your kills (they do not earn you money or contribute towards challenges).
  102. · Sentry Gun now uses the MW2CR model instead of the MW19 model.
  103. · Replaced Ghosts' smartphone with the model from MWII.
  104. · Players who opt out of using streaks can still have Doomstreaks activate now (streaks must be disabled for all players in the mutators if they wish to avoid them).
  105. · Fixed "Tactical Nuke Ends the Game" mutator to not cause the player to be stuck in slo-mo after nuking the map.
  106.  
  107. Classic
  108. · Fixed free PAP power up mutator not working.
  109.  
  110. Realism
  111. · Added armor station which replaces Juggernaut perk station. Armor works the same as Jugg, but isn't a perk, and won't waste your perk slot. It breaks upon downing, instead of having its own "health".
  112. · Players can now vote to skip the Intermission.
  113. · Fixed the HUD unhiding itself on Verruckt.
  114.  
  115. Pandemonium
  116. · Odds adjusted for smart power up summons.
  117. · The Mega-Bonus now not only gives the player every available perk, but also upgrades them all to their pro versions.
  118.  
  119. Cranked
  120. · Perks reordered to accomodate perk changes. Self Revive is now the final perk earned, making going down much deadlier.
  121. · Instead of invisibly applying buffs to players who are "cranked", now perks of equivalent ability are given in a visible manner.
  122. · The Mega-Bonus now not only gives the player every available perk, but also upgrades them all to their pro versions.
  123.  
  124. Gun Game
  125. · Perks reordered to accomodate perk changes.
  126. · Juggernaut, Lightweight, Sleight of Hand, & Stopping Power are now timed bonuses. All players, regardless of their progression, will earn them at the same time. Players joining mid-game will be granted them immediately if they were already earned.
  127. · The Mega-Bonus now not only gives the player every available perk, but also upgrades them all to their pro versions.
  128. · Players are no longer given the Commando knife upon obtaining its perk (but still benefit from the melee damage/recovery buffs).
  129. · Rewrote weapon list generation.
  130. · Reordered weapons list, now organized as such: melee, sidearms, snipers, SMGs, ARs, shotguns, LMGs, launchers/special, and finally wonder weapons.
  131. · Added Rangers power up weapons to the game mode as the final weapons.
  132. · Demotions in Gun Game may grant Doom Streaks.
  133. · Stock ammo hidden for game mode.
  134.  
  135. Sharpshooter
  136. · Perks reordered to accomodate perk changes.
  137. · Juggernaut, Lightweight, Sleight of Hand, Danger Close, & Stopping Power are now timed bonuses. All players, regardless of their progression, will earn them at the same time. Players joining mid-game will be granted them immediately if they were already earned.
  138. · The Mega-Bonus now not only gives the player every available perk, but also upgrades them all to their pro versions.
  139. · Players are no longer given the Commando knife upon obtaining the perk (but still benefit from the melee damage/recovery buffs).
  140. · Stock ammo hidden for game mode.
  141.  
  142. Starting Room
  143. · Added End of Wave Bonus option (feature taken from Pandemonium mode) for players who want guaranteed drops in between waves (helps for acquiring perks, etc).
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