Monster Assault RPG
- New ability: Seeking Revenge. Rank II Berserker ability. When you die, it moves your Vengeance charger to the killer's location instead of where you died. You must have Vengeance level 4 to be able to purchase this ability. Costs -5 stat points!
- Using adrenaline combos will disable Energy Leech, Adren Surge, and Adrenaline Drip.
- Adrenaline Drip replenishes up to 33% of your max adrenaline for all three levels instead of 25%, 33%, and 50% of your max adrenaline.
- Dedicated monsters are ignored when calculating the piercing factor.
- Vengeance gives 5X the amount of adren if it kills something.
- Reduced cost for Medic Awareness. Before it cost: 10 and 5 stat points. Now it costs: 1 and 1 stat points.
- Oak Sage increases all nearby teammate's max health by 10% instead of 5%.
- You can now summon spirits even if the map activates player collision.
- Energy weapons will not give adrenaline if you are attacking 0-score monsters.
- Modifier range for Protection weapons now ranges from -6 to 3 instead of 0 to 3.
- Mocking weapons will not mock friendly summoned monsters.
- Mocking weapons will not mock the target if the user is dealing 0 damage (when you hit a queen's shield for an example).
- The magic weapon makers will not roll anything with default max ammo of 5 and below (instead of 4 and below). This means you can't roll turrets.
- Cautiousness will not reduce Fury's health drain rate.
- Using Fury inside vehicles will damage the driver instead of the vehicle.
- You cannot use Fury inside a vehicle that fully protects the driver (like a Goliath or Raptor).
- You can no longer roll a Cautious Link Gun or a Cautious Translocator.
- You can no longer roll a Rage Link gun.
- Max modifier for reflecting weapons is now 6 instead of 7. The +7 modifier has a 100% chance to reflect energy projectiles.
- You cannot use Enhanced Armor in vehicles.
- All Paladin ability's threat level increased by 20%.
- New requirements for Summon Guardian and Summon Spector. You cannot have Summon Guardian if you don't have enough physical resistance. You cannot purchase Summon Spector if you don't have enough fire, cold, lightning, or poison resistance.
- Reloading weapons (passive reloading bonus to the Support character) only reloads the current weapon instead of all nonsuper weapons.
- Decreased threat for Ammo Dump and Energy Transfer by 50%.
- Increased threat level for Trans Mechanic by 50%.
- Summon Slith's ultima builds up when it strikes more monsters (it must deal melee damage to charge up). If the Slith doesn't strike enough monsters, then it wont cast ultima when it dies.
- Summon Skaarj Snipers/Trooper's default ground speed is set when they deactivated their shield. (prevents them from getting stuck).
- Summon Brute's default ground speed when they are finished charging towards an enemy.
- All Support's summoning ability's threat is reduced by 50%.
- When summoning mini razor flies, your threat value increases as if you were summoning a Manta.
- Aegis threat values increased by 50%.
- Summon Grass titans base hp is reduced by 25%. However it still has ~41% more hp than the normal titan.
- Reduced opacity for donator's poison aura.
- New monsters: Imperial Light Male, Imperial Light Female, Imperial Male, Imperial Female, Phoenix Light Female, Phoenix Light Male, Phoenix Female, Phoenix Male, Mercury, Blood Eagle Light Female, Blood Eagle Light Male, Blood Eagle Female, and Blood Eagle Male.
- All Space Marines are replaced by Imperial Troops. Because of this you can now see what weapon they are holding.
- Nali Fighters, Stormtroopers, Space Marines, and Tribe's troopers are less trigger happy. They should not infinitely spam if their enemy is not visible.
- All player monster Xenomorph's lunge interval time is 4 seconds.
- Player Monster Face Hugger's lunge interval time is 8 seconds.
- Increased aggression for Ticks, Trites, Forgottens, Maggots, Wraiths, Vulgars, and Pinkies.
- Improved accuracy for all ranged doom monsters.
- The server will not crash if the mapper gave a monster a custom ammunition class.
- The mapper can now customize attacks for any doom monster.
- the mapper can now customize the projectile class for all ranged doom monsters, Satore monsters, Dragons, DWTitans, and Bio Buds
- Bio Buds will not become transparent when you shoot them.
- Friendly names and damage ratings are set to all OSM, Satore, and Bio Bud monsters. You'll see this use when a map utilizes the Monster Selection menu (see DW Assault Mapper Tools).
- Warlord's falling death state will not happen if a player is controlling it, or if it's a summoned monster.
- When wounded, Wraiths cannot teleport to the origin of the map when retreating.
- The mapper can now customize the sentry skins.
- Prepivot for sentry monster is fixed (even when the sentry is scaled up)
- Shrikes now have special resistances against being squashed in vehicles (if mapper permits it)
- Mole damage is reduced by 33%
- Reduced Spinner damage by 75%
- Spinner projectiles are now visible.
- Spinner projectiles are 300% faster (covers greater range)
- Spinner projectiles TossZ velocity is now set to 0 (it wont arc its projectile as high as it did before).
- Increased Black Heart's projectile's life span to 8 seconds instead of 1 second.
- Black Heart's projectile will bounce no more than 3 times.
- Nonplayer monster metroids deal ~32.3% less damage.
- The mapper can give any monster an ammo class. The monster will use its new custom ammo class regardless of the projectile type only if there is one custom projectile. If multiple projectiles are detected, then the custom attack will check for matching projectiles before applying the adjust aim from the ammo class.
- If muted, the client will be notified that they cannot use the text chat until next game when they attempt to use text chat.
- New function added. RespawnPlayerAnyPawn respawns the player regardless if they are a monster or not. Useful for the Monster Selection menu (see DW Assault Mapper Tools).
- Mappers can now have interactive menus in their maps using the Menu Use Trigger.
- The following are new menus for mappers to use:
- Info Page: displays text in front of user's screen until player hits the close button.
- Key Pad: the player can enter a number password. Failed event is triggered if user enters the wrong password. Passed event is triggered if the user enters the correct password. Passwords can by dynamically adjusted.
- Monster Selection: This menu displays a drop down menu, displaying a list of monsters. Selecting a monster will display the monster in the screen. If the player has enough points to become this monster, the player can hit the call monster button. Respawning the player as that monster. The player will not change teams when using this menu. This means that mappers can use this menu so that the player can transform themselves into a friendly monster! Monster interacting with this menu trigger is optional to the mapper.
- Scene Managers now hides your weapon and restores is at the end of the cutscene. Edit: this functionality has been removed since there are some maps have cutscenes that don't end.
- Scene Managers will now check your pawn class. If your pawn class is the same from when the cutscene started and when it ended, then the Scene Manager will restore your behind view property. Your pawn class changes when you enter/leave vehicles during the cutscene.
- Scene Managers resets its player data (tracking who is playing in behind view), every time the cutscene ends just in case the mapper wants to trigger the same cutscene multiple times.
- Optimized search iterations for Scene Managers.
- Action_PlayerMovement now considers the player's Power Jump and Air Master abilities.
- Added bAffectWholeTeam for Action_Inventory.
- Scripted action Inventory can now detect RPGWeapons when seeking for a weapon class.
- The Monster Spawner.Speed Modifier property now adjusts the monster's Air Control property.
- Because of the new marines, the Monster Spawner's misc category range increased (slightly overlapping with Unreal Classic monsters).
- For scripted action set variable, the display options are functional if the mapper is using the Equals operator.
- For scripted action set variable, a boolean property is added to overwrite display options in case the mapper has special cases when assigning variables.
- conditional triggers' check for living/dead player conditions will continue even if no instigator of the event is detected.
- Monsters can now interact with sequence triggers as long as the mapper permits it.
- bTriggerOnceOnly boolean added for Experience Triggers.
- Optimized monster spawning counting items function.
- Fixed Monster Spawner.Monsters Per Trigger property.
- The spawning emitters for the monster spawner will not force the life span of the emitter to be 4 seconds if the emitter's default life span is greater than 0.
- When counting number of monsters (to determine if it's okay to spawn another monster), the monster spawner will consider monsters even with mismatching tags.
- Other players can no longer see another Necromancer's soul bar.
- Initial soul capacity for the Necro is now 5 instead of 10.
- Soul Capacity for Extended Retention increments by 5 instead of 10 per level.
- Starting cost for Extended Retention is now 2 instead of 4.
- Cost add per level for Extended Retention is now 0 instead of 1.
- Max level for Extended Retention is now 19 instead of 7. This means at max level, you can hold 100 souls.
- You must have Extended Retention to be able to purchase Premature Burial.
- Following changes are for Resurgence:
- Monster's health increase per level is now 10% instead of 40%.
- Monsters damage increase per level is now 5% instead of 20%.
- 3 souls are required for a partial resurrection.
- 10 souls are required for a full resurrection.
- 50 mana is required for a partial resurrection (instead of 100).
- 150 mana is required for a full resurrection (instead of 300).
- Resurrected player monster's base hp increased by 300%.
- CostAddPerLevel is now 0 instead of 2.
- Summon Mastery now increases mana cost for Revivification and Summon Demon.
- Because last month's update increased many Necro summon's hp, Arcane Reclamation's damage to all summons is doubled.
- Reaping ability increases mana cost for all summons by 10% per level.
- Arcane Reclamation starting cost is now 1 instead of 6.
- You need to be level 75 to be able to purchase level 13 summon zombie/skeleton (instead of level 12)
- Necromancer gains threat when casting Fatigue.
- Necromancer gains experience when an Iron Maiden cursed monster takes damage from the curse.
- When the Necromancer kills a monster, they cannot obtain its soul if they are not looking at it.
- Revised ability description for Amplify Damage.
- Revised ability description for Reaping Energy.
- Reduced Unnatural Shout's casting effect's opacity by 50% (it's not as bright).
- Unnatural Shout doesn't display "it costs 0 adrenaline to use this ability" when using Unnatural Shout when your amount of adren is exactly 20.
- Due to RPGWeapon conflicts, you cannot pickup your own turrets.
- Turrets no longer infinitely destroys itself when its owner disconnects from the server.
- New map: AS-ArgentoB1!
- New map: AS-Simulation!
- Updated map: AS-ChocoWars-7
- Updated map: AS-TorlanEvolution-Beta16
- AS-ME-Thrust-B4 is back!
- AS-Lobby-G is replaced by AS-Simulation
- AS-Utopia-Part-1 and AS-Utopia-Part-2 are removed due to map specific custom marine skins. The old space marines were pulled from the server.
- Expected map updates soon:
- Nano Clean
- Use of Weapons 2 and 4
- Utopia Parts 1 and 2
- Xenomorph Parts 1 and 2 (lower priority)
Edit:
Minor update from July 26, 2012:
Monster Assault RPG
- Spirits can now spawn and regroup with the summoner on maps that enable player collision.