Advertisement
demon_1c

Castle of The Bladekeeper (_b1) Changelog

Jun 5th, 2022 (edited)
442
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.73 KB | None | 0 0
  1. 1. Swords of Light swing SFX now only plays to the user(to prevent annoying spam).
  2. 2. Reduced Sacrifice statues HP by 100 (originally 950).
  3. 3. Clipped both tunnel ends on chapter 1 after the maze to prevent people from getting stuck.
  4. 4. Clipped the hole in the abandoned market house to prevent people from getting stuck.
  5. 5. Fixed being able to not get teleported at the sewer exit on Chapter 2 Balcony/Finale Start.
  6. 6. !fixspeed functionality will run automatically now whenever players die/become zombies(the command will be still available just incase anything goes wrong).
  7. 7. !resetpoints command now is only available ONCE with diminishing returns(only returns 2/3 of the level that the player had e.g level 6 will return 4 points).
  8. 8. Fixed remedy spell in rare cases from giving wrong health amount.
  9. 9. Decreased the height of remedy spell effect to allow for more visibility when used.
  10. 10. On Sacrifice Ending, it should be clear on what happens on it now, with a forced camera to show off the nuke the last few moments.
  11. 11. Falling off as a human on Chapter 2's balcony should result in instant death now(to prevent humans from constantly jumping off and delaying).
  12. 12. Intro cutscene is going to play only twice instead five times.
  13. 13. Added a new stat(Luck) which increases your chances of getting spell drops at encounter completions. (base chance: 1 in 10 & max chance: 1 in 5)
  14. - 0.2 Per Level
  15. - Max Luck is 2
  16. 14. Replaced chat based commands system with a UI based commands system that is accessible by typing !commandsmenu or commandsmenu in the chat
  17. - It is recommended to bind "!commandsmenu" to a key
  18. - the old chat based system will stay in the map incase something goes wrong with the ui one(it can be easily toggled between in the MapManager.nut script)
  19. 15. Replaced Stand By Me song with the instrumental version of it(only for the prologue, the sacrifice ending still plays the full song with lyrics)
  20. 16. Added Phong/Shininess to both the Flamekeeper and the Bladekeeper.
  21. 17. Buffed the Flamekeeper:
  22. - HP per player: from 1200 to 1350
  23. - Attacks Damage:
  24. - Whirlwind: from 15 to 50
  25. - Double Smash: from 50 to 110
  26. - Combo 2: from 25 to 75
  27. - Shield Push: from 10 to 25
  28. - Shield Smash: from 80 to 150
  29. * Phase 2 Specific:
  30. - Firebomb: from 50 to 120
  31. - Fire Pits: from 25 to 65
  32. 18. Made teleport post flamekeeper enable faster to give zombies a chance to catch up with humans
  33. 19. Damage zombies based on damage attribute for humans is now enabled with damage grades of:
  34. - Grade 1: (level 1.2 to 1.6) 5 extra dmg.
  35. - Grade 2: (level 1.8 to 2.0) 10 extra dmg.
  36. - Grade 3: (level 2.2 to 2.4) 18 extra dmg.
  37. - Grade 4: (level 2.6) 25 extra dmg.
  38. 20. Fixed speed attribute from being able to increase 1 more level above the actual speed limit.
  39. 21. Bladekeeper Boss Changes:
  40. - The Bladekeeper now casts a spell at the beginning of the fight (Divine Light)
  41. which in 3 mins, it will fully charge and kill all humans (once phase 4/ parry sequence is triggered, the spell will be instantly deactivated).
  42. - Fixed incorrect HP scaling (boss dies faster the more players there are).
  43. - On phase 4, the Bladekeeper is going to attack infinitely until he is dead, players now have to SHOOT and PARRY him.
  44. - Changed detection system from trigger based to code based to prevent triggering 2 attacks at once.
  45. - Bladekeeper's player detection range now increases with each phase to make him more aggressive as the fight goes on:
  46. - Phase 1: 256 UNITS
  47. - Phase 2: 396 UNITS
  48. - Phase 3: 575 UNITS
  49. 22. Made all double trigger levers more forgiving (reset time changed from 0.8s to 1.3s)
  50. 23. Added Abilities that are earned throughout the map:
  51. - Crystal Blessing: Received after defeating the Crystalkeeper [Story Progression Ability].
  52. - Flame Blessing: Received after defeating the Flamekeeper [Story Progression Ability].
  53. - Few other abilities that are specific to zombies [will be listed in the zombie changes].
  54. 24. Fixed wrong 3d skybox on chapter 1 boss arena.
  55. 25. Added a code that runs every 3 seconds to ensure that all players get attributes/stats.
  56. 26. Lowered both Bladekeeper stagger SFXs.
  57. 27. Crystalkeeper changes:
  58. - Increased the Crystalkeeper's speed by 20%
  59. - Added 3 seconds delay after boss finishes an attack to prevent him from being stun locked.
  60. 28. Added Delay Preventers(aka small zones that when touched, humans lose) that are placed near all places where its possible to infinitely delay.
  61. 30. Added Admin Room (location: 0 0 8000)
  62. 31. Cerberus Miniboss Changes:
  63. - Increased HP by 20% (from 375 to 450 per player).
  64. - After elevators now will only move once(for humans), go back down and spawn a mini orb that will help launch zombies to the next level in order to give chance for zombies to catch up with humans.
  65. 32. Added Checkpointless Mode which can be enabled in the admin room(you keep all your points even after you lose, however this may change in the future, with the possibility of adding another Checkpointless mode where you don't keep your points).
  66. - Beating the map normally counts the same as beating the map with no checkpoints, its just meant for people who want to tryhard the map alot more.
  67. - To achieve "True Win", players must beat the map with "The New Bladekeepers" ending.
  68. - Once the checkpointless mode is enabled, the map will reset the stage to the prologue, however you will be granted a checkpoint after beating it, and any loss afterwards will result back to starting from the beginning of chapter 1.
  69. 33. Fixed humans being able proceed normally on chapter 1 beginning without pressing the lever on the mini platform which causes 1 teleport to not be enabled and have zombies stuck at the castle hall.
  70. 34. Added Lore Entries that can be collected throughout the map
  71. - Lore Entries are resembled in books that glow blue when you are near them(1024 units)
  72. - There are total of 9 entries.
  73. - They can be accessed from the UI commands menu.
  74. 35. Zombie Changes:
  75. - Zombies speed is more effective by 10% than humans' speed.
  76. - Zombies jump height has been increased, NOTE this is experimental & maybe changed to a spell / removed later.
  77. - Mother Zombies are now granted Corruption Shields ability at round start.
  78. * Corruption Shields are magical walls that zombies are able to create infront of themselves by using the right click button.
  79. * Only 2 are allowed to be spawned with cooldown of 10 seconds.
  80. 36. Added Loot Pockets;
  81. - Loot Pockets are magical orbs that are scattered around the whole map.
  82. - Each Pocket has 1 in 3 chance to spawn at its respective location.
  83. - Each Pocket can be claimed 5 times by either team (humans or zombies).
  84. - When claimed, you have 50% chance to get loot that you otherwise would get on a normal encounter completion (luck stat affects the drop rates).
  85. - Possible Locations Count: Prologue-4, Chapter One-8, Chapter-Two-8, Finale-7
  86. 37. Added Second Ending / True Ending:
  87. - Unlocking this ending requires specific actions to be done.
  88. - Those actions are meant to be discovered by the players.
  89. - Achieving this ending is the only to consider this map beaten "legitimately".
  90. 38. Added New Spells (All Spells Are Affected By Intellect Stat)
  91. - Human Spells:
  92. 1. Damage Limit Break [Damage Stat Becomes: 4, Base Stay Time: 6, Base Range: 256]
  93. 2. Resistance Limit Break [Resistances Stat Becomes: 100%, Base Stay Time: 6, Base Range: 256]
  94. 3. Divine Benediction [Base Damage: 15000, Base Range: 768, Cast Time: 10 Seconds]
  95. 4. Loop Hole [Effect: TP Zombies Back To Spawn, Base Range: 40, Base Stay Time: 10]
  96.  
  97. - Zombie Spells
  98. 1. Corrupted Remedy [Base heal: 7500HP]
  99. 2. Speed Limit Break Speed Stat Becomes: 1.6, Base Stay Time: 6, Base Range: 256]
  100. 3. Corruption Slug [Base Damage: 80, Base Range: 760, Base Burn Time: 3]
  101. - Effect: Target random CT Player and make an AOE explosion.
  102. 4. Corruption Disease [Base Slow Time: 6, Base Range: 760, Slow Modifier: 60%]
  103. - Effect: Target random CT Player and make an AOE slow effect.
  104. 5. Corruption Sight [Stay Time: 7, Base Range: 512]
  105. - Effect: Target random CT Player and make an AOE blind effect.
  106. 6. Corruption Imprisonment [Base Prison Box Health: 150 (Damage To The Box is Affected By Damage Stat)]
  107. - Effect: Imprison a random CT Player in range and make them unable to move unless the prison box is broken
  108.  
  109.  
  110. - Both Teams:
  111. (Affected By Resistance and Kevlar)
  112. 1. Crystalkeeper Wings [Base Range: 512, CT Damage: 80HP, T Damage: 1500HP, Only Obtained By Defeating The Crystalkeeper]
  113. 2. Summon Cerberus [Base Range: 275, CT Damage: 50HP, T Damage: 512, Stay Time: 8 Seconds, Only Obtained By Defeating Cerberus]
  114. 3. Flamekeeper Explosion [Base Range: 768, CT Damage: 100HP, T Damage: 3500, Only Obtained By Defeating The Flamekeeper]
  115. 4. Intellect Limit Break Intellect Stat Becomes: 3.5, Base Stay Time: 6, Base Range: 256]
  116. 39. Spells & Casting:
  117. - Casting:
  118. - Casting now is only allowed after Mother ZM have spawned(14 seconds from everyone spawning)
  119. - Added cooldown to casting spells (25 seconds) between each use, this cooldown is constant and IS NOT affected by intellect stat.
  120. - Spells:
  121. - Swords Of Light is now less effective depending on how many instances of it are active, instances calculation is dynamic.
  122. - Calculations are as follows:
  123. - < 3 [x1 Damage, 20% slowness]
  124. - >= 3 and < 6 [x0.90 Damage, 15% Slowness]
  125. - >= 6 and < 9 [x0.70 Damage, 5% Slowness]
  126. - >= 9 [x0.55 Damage, 0% Slowness]
  127.  
  128. 40. Changed Zombie teleport timer from 15 seconds to 10 seconds post the long elevator shaft on Chapter 1.
  129.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement