Change Logs

Anything and everything related to the Evolution server.
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

You need at least 200 adrenaline and Level 2 Weapon Smithing to plus a Mocking Weapon from +3 to +4.

The skill should give Skeeter a message if he is unable to enhance the Paladin's Mocking Weapon.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

hm, im fairly sure he would have at least level 2 weapon smithing by now, so does it specifically say it cant up it due to lack of adrenaline? he told me something like he needed either 175 or 200 adren, so he seemed to know about that, and we were waiting for his adren to get up there, i assumed he had hit the 200 mark, and we tried it, but he said it just wouldnt let him, not sure what his adren was, is there a max # of times a map you can + other peoples things? he had upped my healing weap twice as i mentioned, so he definitely was using it right the first time or two...
Azmodan
1337 Haxor
Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

upping healing weapon from +2 to +3 also needs 200 adren so he has enough
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

The skill will tell Berserker what's the issue if he's unable to max someone's weapon. Look at the bottom left corner (where text is displayed) to find out what's wrong or look in the chat window.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

i'd have to ask him, that's odd. but considering he did the healing +2 to +3, i'd assume he had the 200 and knew what he was doing. maybe other berserks will have to try it and see
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

something is broken with UoW Level 7

we were in the spinning AI room where you blow up each spinning piece of the generator and w/e, and killed everything but the infinite skaarj and infinite hunters, but the generator didn't become vulnerable.

so we were all sitting watching burek slowly get infinite XP off the infinite hunter until it killed him since the objective wouldnt unlock


and i dont know if it's related but one player did trans into the previous room as the doors were closing so he was trapped in there alone til PMs killed him, dont know why that'd matter
Taries
Camper
Posts: 76
Joined: Fri Mar 30, 2012 3:35 am
Location: Czech Republic

if i really dont like smthing on UoW7 its when you join server when ppl fighting at generator part u get always pushed away by skaarj and killed before u even load :/
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

Image

Image


See it's showing as dark blue. It goes from red to orange to that lighter green then suddenly turns black, then dark blue, then to full health, still the same kinda dark blue it was. The getting lighter until full was better and made more sense, hopefully thats easily fixable @_@
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Monster Assault RPG
  • New rank IV Support ability: Power Field
  • New rank I miscellaneous ability: Stability
  • Weapon mastery requirements went up 10%.
  • [anchor=AmrilLink goto=]Sturdy[/anchor] weapons will neutralize the Amril's recoil.
  • Amrils of Damage will amplify the recoil by 1.5
  • Amrils of Rage will have doubled recoil.
  • Reflecting Weapons are now copiable.
  • Created map-specific experience multiplier. The experience multiplier is displayed on the map stats.
  • When displaying map records, the high scores are automatically multiplied by the map's current experience multiplier.
  • New console command: 'WeaponInfo' describes your current weapon. Copied from DWRPG.
  • Medic weapons will be at full strength even when recalled from a map transition.
  • High Metabolism will not disable the Paladin's perk.
  • Paladins' High Metabolism and Oak Sage may stack.
  • Paladin's Experience Healing ability now applies to Field Medic.
  • Fury will not work on Frenzy weapons.
  • No longer gain threat for making Mocking, Frenzy, or Infinite weapons (already self beneficial).
  • Quarter threat for making Reloading weapons.
  • Vigor's CostPerSecond is now 3 instead of 2,3,4,5,6
  • The Caster of Vigor will lose adrenaline at 0.5% of the damage per level instead of 1% of the damage per level.
  • Vigor now gives threat to the monster you're damaging. The amount of threat is determined by the total adrenaline distribution. The adren:threat ratio is the same as Energy Transfer.
  • Number of relics data is replicated to clients now. This should make it possible to purchase Treasure Hunter online.
  • Local sound effects and a message is displayed whenever the player finds a relic.
  • Paladins are notified when their spirit resurrected somebody.
  • Medic awareness will not appear when flying in a space fighter.
  • Damage weapons have a " of Damage" suffix.
  • Negative damage weapons have a "Damaged " prefix.
  • Decreased probability of rolling a blank weapon by 75%
  • Implosion will only explode once.
  • Blade Shield aura effects have a consistent texture.
  • Removed global experience multiplier (replaced by map-specific experience multiplier)
  • Removed configurable monster list from the RPG Mutator (content is not being used)
  • Removed MonsterTongue ability
  • Removed Summoning Charm
DW Monster Assault
  • Hit sounds will work even if the damage type is not from a weapon or from a vehicle. This means you can hear hit sounds from abilities such as Shout, Death Ward, Retaliation, Decay, Poisoned Weapons, and Implosion. This also means that hit sounds will always work when fighting as a player monster.
  • When saving player states (for a map transition), it will not save the player's health if they are playing as a monster.
  • Super weapons will not replenish ammunition when transitioning to another map.
  • Players can lose their player monster privileges if they abuse it.
  • Mappers can now enable dedicated monsters via Player Monster Filter. By default this is turned off.
  • Replaced "Booster" with "Regeneration" text in DW Menu.
  • Added condition checks for class icons to reduce log warnings while the scoreboard is up.
Smart Monster Pack/Sample
  • When riding dragons, players can no longer do nose dives (to prevent accidental suicidal dives to the ground).
  • Sawyers can no longer decapitate players with god mode.
  • Face huggers can no longer face hug players with god mode.
  • Monsters will trigger their death event even if a summoned pet killed them, and if they aren't playing any death animations.
  • Mole's scoring value is now 7 instead of 10.
  • Angus and Gold Angus scoring value is now 7 instead of 5.
  • Tentacles of various sizes will attach to the ceiling.
  • Angus' death sounds works online.
  • Player monster raptors cannot attack faster than once per second.
  • Player monster dinosaurs may attack in mid animation.
  • Wind Shield (from Physical Skeletal Mages) no longer have the countershove ability.
  • Damage threshold for Wind Shield is now 10 instead of 20.
  • Reduced opacity for Wind Shield effects in half.
  • Vampirism particle effects (from Poison Skeletal Mages) will not respawn dead particles.
  • Mappers can now customize xenomorph projectiles.
  • Giant Gasbags now have a summon limit.
  • Queens now have a summon limit.
DW Assault Mapper Tools
  • FPM Use Triggers will double the monsters' melee range.
  • For FPMUseTriggers: increased delay when recalling old weapons after returning from a friendly player monster. Current delay is 4 seconds.
  • Team Progress Volumes will track the number of players inside the volume even if the volume is disabled.
  • If the score multiplier for the monster spawner is greater than 0, then the lowest scoring value the monster may achieve is 1.
  • Optimized MonsterOnlyJumppad.
ME_RPGExpansion
  • Already began construction of a fifth class! Details will be mentioned in the next change log.
  • New rank 4 Necromancer ability: Summon Champion.
  • Necromancer's minions are no longer immune to poison damage.
    • Skeleton's poison resistance is 90% instead of 100%.
    • Toxic Skeletal Mage's poison resistance is 95% instead of 180%.
    • Remaining Skeletal Mages' poison resistance is 80%.
    • Boney's poison resistance is 75%
    • Fat Zombie's poison resistance is 85%.
    • Sawyer's poison resistance is 90%.
    • Commando's poison resistance is 90%.
  • All zombie strength are adjusted based on the skeleton's strength.
    [table=width:70%;border:1px solid #cccccc;][tr=text-align:center;][td=border:1px solid #cccccc;]Minion[/td][td=border:1px solid #cccccc;]Physical Resistance[/td][td=border:1px solid #cccccc;]Health[/td][td=border:1px solid #cccccc;]Melee Damage[/td][td=border:1px solid #cccccc;]Speed[/td][/tr]
    [tr=text-align:center;][td=border:1px solid #cccccc;]Skeleton[/td][td=border:1px solid #cccccc;]-20%[/td][td=border:1px solid #cccccc;]200[/td][td=border:1px solid #cccccc;]50[/td][td=border:1px solid #cccccc;]300[/td][/tr]
    [tr=text-align:center;][td=border:1px solid #cccccc;]Boney[/td][td=border:1px solid #cccccc;]-5% (old: 0%)[/td][td=border:1px solid #cccccc;]140[/td][td=border:1px solid #cccccc;]50 (old: 62)[/td][td=border:1px solid #cccccc;]300[/td][/tr]
    [tr=text-align:center;][td=border:1px solid #cccccc;]Fat Zombie[/td][td=border:1px solid #cccccc;]5%[/td][td=border:1px solid #cccccc;]200 (old: 220)[/td][td=border:1px solid #cccccc;]50 (old: 62)[/td][td=border:1px solid #cccccc;]250 (old: 280)[/td][/tr]
    [tr=text-align:center;][td=border:1px solid #cccccc;]Sawyer[/td][td=border:1px solid #cccccc;]0% (old: 16%)[/td][td=border:1px solid #cccccc;]200 (old: 250)[/td][td=border:1px solid #cccccc;]75 (old: 65)[/td][td=border:1px solid #cccccc;]300 (old: 350)[/td][/tr]
    [tr=text-align:center;][td=border:1px solid #cccccc;]Commando[/td][td=border:1px solid #cccccc;]15% (old: 40%)[/td][td=border:1px solid #cccccc;]250 (old: 322)[/td][td=border:1px solid #cccccc;]60 (old: 72)[/td][td=border:1px solid #cccccc;]325 (old: 600)[/td][/tr][/table]
  • Due to lowered poison resistance, Toxic Proficiency now makes all of the Necro minions invulnerable to the summoner's bio rifle.
  • The victim's poison resistance will reduce the damage for Decay.
  • Wraith will curse the driver of a vehicle instead of cursing the vehicle, itself.
  • Wraith will not expire if the victim is inside a vehicle.
  • The duration of Wraith will reset if the victim exit a vehicle.
  • When casting Amplify Damage as a player monster, your health must be greater than the cost for casting this skill.
  • Recall Minions will not reset the minions' physics if they are petrified.
  • New icon material for Recall Minions ability.
  • New sounds when summoning monsters and recalling minions.
  • Other players can now hear Necro casting spells.
  • Optimized Ghosts of Anguish interaction with vehicles.
  • Ghosts will not attach to the vehicle when spawning while the caster is driving.
  • Ghosts will be unleashed at a 0.2 second intervals instead of simultaneously.
  • When configuring the maximum number of ghosts, the timer will reset (so that it will automatically continuously populating ghosts until the player's current ghosts reaches the new maximum value).
  • Explosions from the Ghosts of Anguish now have sound effects.
  • Last level of Death Ward requires rank 3 instead of 4 (due to Ghost of Anguish requirements).
  • Skeleton's mass is now 70 instead of 40 (to prevent floating skeletons in low gravity maps).
  • Preservation will not activate if there aren't any AI monsters in the Necromancer's army.
  • Reduced opacity effects for casting Poison Supremacy in half.
  • Revised ability description for Immortality.
AMRiL ME
  • Amril's recoil is flexible (see [anchor= goto=AmrilLink]Monster Assault RPG[/anchor] magic weapon changes)
DW U2 Weapons
  • Flamethrower's spread is reduced.
  • Flamethrower does half damage.
Note: as of this update, only Xenomorph Colony Part II uses this new flamethrower.


Map Updates
  • Argento is updated.
  • Nocturne is updated.
  • Use of Weapons Level 2 is updated.
  • Use of Weapons Level 3 is updated.
  • Use of Weapons Level 4 is updated.
  • Use of Weapons Level 5 is updated.
  • Use of Weapons Level 6 is updated.
  • Use of Weapons Level 7 is updated.
  • Vindication is updated.
  • Xenomorph Part I is updated.
  • Xenomorph Part II is updated.

Don't forget, the Necromancer class is coming out in a couple weeks from today. Here's a visualization of the class structure to make it easier for you to plan your character builds.
Image

Agonizing Demise: When a summoned minion is killed, all nearby hostiles will take damage.
Arcane Reclamation: Damage all minions to replenish mana.
Blood Frenzy: Heals all nearby teammates when you are killed. Also increases maximum health when playing as a monster.
Carrion Metamorphosis: Consume a soul for bio rifle ammo.
Death Ward: Protects the Necromancer from all undead hostiles. A portion of the damage absorbed is returned back to the attacker.
Decay: While cursed, the victim will continuously take poison damage.
Extended Retention: Increases maximum number of souls you can possess.
Fatigue: While cursed, the victim will run slower and do less damage.
Ghosts of Anguish: Exploding Skulls!
Immortality: Play as a friendly player monster immediately after you were killed. This also recalls old souls and minions when you are resurrected.
Iron Maiden: While cursed, the victim will take damage when damaging others.
Pierce Armor: While cursed, the victim's resistances will be lowered.
Plague: While active, all nearby hostiles will periodically take poison damage.
Poison Mastery: Automatically reduces all poison damage. Grants Poison Ward. Poison Ward gives Necromancer the ability to absorb poison damage for health.
Poison Supremacy: Protects all nearby teammates from poison damage. Casts decay to any hostile that melee attacked the caster.
Premature Burial: You will spawn with extra souls.
Preservation: Petrifies your summoned monsters.
Putrid Expiration: When a summoned minion dies, all nearby hostiles will continuously take poison damage for a period of time.
Reaping Energy: Gain additional mana when your summoned pets kill something.
Resurgence: Summons a friendly player monster. At max level, you can fully resurrect someone.
Revivification: Summons a monster of the same class of your captured souls to fight for you (automatically perishes if it aged long enough).
Soul Transfer: Tosses soul(s). Useful if you want to toss out weak souls or give souls to another Necromancer.
Summon Champion: Summons a player monster to join your army. Should the player monster do enough damage, the player will resurrect itself.
Summon Demon: Summons a demon. Demons' strength is heavily dependent on the soul's strength and ability level.
Summon Forgotten: Summons Forgottens or Ethereal Forgottens. Forgottens are the flying flaming skulls from Doom.
Summon Mastery: Increases attributes for all summoned monsters.
Summon Skeletal Mage: Summons a skeleton that casts elemental abilities and have elemental attacks.
Summon Skeleton: Summons basic melee skeletons.
Summon Zombie: Summons basic melee zombies.
Tainted Summons: Gives a teammate an opportunity to summon a monster.
Toxic Proficiency: Passively increases your poison damage. Reduces self damage when poisoning self. Makes all summoned minions immune to summoner's bio rifle.
Unnatural Shout: Consume a soul to heal self and nearby teammates.
Venom Containment: Gain mana when taking poison damage.
Wraith: Curses the attacker (randomly chosen from Decay, Fatigue, Iron Maiden, and Pierce Armor).[/color]
Last edited by DW_Ant on Fri May 03, 2013 10:38 pm, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

lol good, so glad the flamethrower does less damage, i was afraid xeno part 2 was getting too easy -_- xD


certainly a lot of abilities for necro :o i cant imagine what a 5th class would be, seems like everything is covered xD
Post Reply