Here are the change logs from May 6th, 2017.
ME RPG Expansion
- Auto Turrets is back!
- Vehicle Bomb is back!
- Hunter Scholar is back!
- Tained Summons is back!
- Vehicle Bomb requires 1-3 circuits (based on level) instead of 1 circuit for all levels.
- Vehicle Bomb requires 3 scrap metal per bomb instead of 2 scrap metal per bomb.
- Vehicle Bomb now requires 90 + (10*level) mana instead of 50.
- Vehicle Bomb now costs 10 stats per level instead of 3 stats per level.
- Vehicle Bomb levels 6-8 now requires rank IV.
- Vehicle Bomb now does multiple (distributed) damage events over time (much like a redeemer) instead of a single damage event (much like Sacrifice).
- Vehicle Bomb now increases explosion radius by 10% per level.
- Vehicle Bomb's base distance is now 2000 instead of 2500.
- Vehicle Bomb no longer auto detonates when someone reenters an armed minigun turret. This update also requires DWMonsterAssault update since it replaces Minigun Turrets with DWMinigunTurrets.
- Hunter Scholar now gives 25% bonus tokens per level instead of 50% bonus tokens per level.
- Hunter Scholar max level is now 8 instead of 4.
- Hunter Scholar rank requirements is now 1,1,2,2,3,3,4,4 instead of 1,2,3,4
- Hunter Scholar now costs 15 stats per level instead of 5 stats per level.
- You can no longer salvage ridable dragons.
- Mechanics can no longer deploy auto turrets, manual turrets, and charged fields on movers.
- Mechanics can no longer salvage other Mechanic's crafted minigun turrets. This update also requires DWMonsterAssault update since it replaces Minigun Turrets with DWMinigunTurrets.
- Fixed bug with Crafted Turrets that would cause the mech (driver) to be vulnerable if the Mech reenters the turret.
- Players can no longer enter Mechanic's crafted link turrets.
- Link Turrets no longer heal from link guns.
- Revised auto turrets' projectile spawn offset.
- Charged Fields now ignore lightning immune monsters.
- Removed 100 mana requirement for Polarized Fields.
- Arcane Reclamation now drains the summoned monsters' max health instead of instantly dropping their max health to 5.
- Death Ward now ignores friendly fire.
- Death Ward now retaliates 30% per level of the absorbed damage instead of 10% per level of the absorbed damage.
- Immortality resurrection no longer breaks SummonRegeneration.
- PutridExpiration and Agonize Demise now works for Revived and Forgottens (not Ethereal forgottens).
- Forgottens base mana cost is now 30 instead of 20.
- Ethereal Forgottens base mana is now 60 instead of 40.
- Summoned Forgottens' health increases by 25% per level instead of 10% per level.
- Tainted summon's threat formula is now divided by number of summons, instead of duplicating threat for each summon.
- Reduced footstep volume for summoned Skeletons and Skeletal Magi.
- Updated client message for Skeletal Magi, "Can't support any more skeletal magi."
- Changed Summon Giant Gasbag's summoned gasbags (these changes also require SmartMonsterPack updates):
- Fixed Piercing weapons when applied to weapons that uses DamTypeRPGParent damage type. This fixes weapons such as Cryoequalizer and Hydra Grenade Launcher.
- Piercing weapons now converts 25% of the damage to magic damage.
- Chromatic Ward's damage increases by 2-3% per modifier instead of 1-2% per modifier.
- Sacrilegious weapons now increases damage by 4% per modifier instead of 0%.
- Divine Weapons now reduces all damage intake by 3% per modifier instead of 0%.
- Explosive Rejuvenating Waters is now the same as normal rejuvenating waters. Supplies 1 shield, 1 mana, 1 health, 1% ammo per modifier every 20 seconds instead of 1 shield, 2 mana, 3 health, 1.5% ammo with the modifier decreasing the interval.
- Summoned Earth Dragons from mud weapons will now attempt to spawn in multiple locations around the slain target.
- Summoned Earth Dragons from mud weapons life duration is now 18 seconds per modifier instead of 35 seconds.
- Summoned Earth Dragons from mud weapons health is now default instead of 500.
- Inferno weapons now increases burn radius by 10% per modifier.
- Inferno weapons now damages monsters 6 damage per second per modifier instead of 3 damage per second per modifier.
- Inferno weapon's description mentions that the burn effect is not amplified if more than one Inferno weapon is burning a single target.
- Added particle FX when a user is holding an Inferno weapon.
- Increased Scorched weapon's burn damage by 25%.
- Increased Scorched weapon's burn duration by 50%.
- Fixed bug with Magma weapon FX would eventually detach from user.
- [OFFLINE ONLY]Cheating Magic Weapon Maker's AltActivateItem command can specify what magic weapon to roll.
- Auto turret's ability description mentions that AltActivateItem will switch to Salvage Turret mode.
- Fixed typo in Chromatic Ward description.
- Revised Death Ward's ability description.
Monster Assault RPG
- Players can now see their summoned monsters' health on hud!
- Ability descriptions now appends auto generated descriptions. The auto generated descriptions mentions the ability's stat costs for each level, rank requirements, total cost, and max level.
- Removed the max level and stat costs from ability descriptions.
- In the Personal Stats Menu, maps will have an asterisk before the name if the player found that map's relic.
- In the map's stats menu, the description will mention relic name if the player found that map's relic.
- Mechanics can now purchase Weapon Dispenser.
- Weapon Dispenser's menu will initialize checkboxes to select weapons that will not replace an existing magic weapon in possession.
- Weapon Dispenser can no longer be casted upon tossed weapons.
- Weapon Dispenser can no longer be interacted with during cutscene. The dispenser's client list also clears during cutscenes.
- Optimized magic weapon maker modifier generator function. It now calls a single Rand function rather than iterating at most 50 times until it produced a positive weapon.
- Supplements now works with Advanced Medkits.
- Medkits that failed to spawn will refund the Paladin's adrenaline.
- Fixed damage formulate for Vehicle Mastery.
- Vehicle Mastery now amplifies damage knockback.
- Resistances and defensive abilities now applies to the driver and vehicle when taking damage.
- Removed Armor Supremacy pause functionality.
- Berserkers can no longer select Life Reserve after they used that ability.
- Berserker's retaliation strength is now at 50% instead of 25% when the Berserker takes damage inside vehicles.
- Berserkers will now gain experience from Sacrifice based on the damage done to monsters instead of gaining threat. The experience gained ignores level limits.
- Support's Implosion requires 15 minutes to charge before the player can use it.
- Fixed bug with FriendlyMonsterController where when it possessed a monster, it would reset the monster's sight radius. This fix allows summoned monsters to see targets within its intended sight range. Summoned monsters' sight radius is now based on the summon ability instead of 2k uu.
- AltActivateItem for Support's regroup summons ability will instruct monsters to either defend the support's current position, or follow the support. Details are added in Summon Manta and Pupae ability descriptions. 'AltActivateItem Help' for the regroup artifact will display keybind options.
- When recalling summoned monsters, the summoned monster will stop its attack on its current enemy (unless the enemy was spotted again). This update also requires ME RPG Expansion updates to apply to Necromancer and Mechanic summons.
- Summoned Shrikes now cost 100 mana, and 150 mana for Advanced Shrikes instead of 150, 188, 225, 263, 300 mana.
- Summoned gasbags will now spawn with FriendlyMonsterControllers. This will give xp and adrenaline credit when the small gasbags hits targets.
- Summoned gasbags now have halos.
- Summoned gasbags now time out 90 seconds after spawn.
- Regrouping Giant Gasbag will also regroup its summoned gasbags.
- Summoned gasbags now have amplified projectile speeds.
- Weapons that uses DamTypeRPG damage types no longer completely overrides the magic weapon's element type (such as burning weapons converting some of the damage to fire damage). Now 75% of the damage is the weapon's natural element type, and 25% of the damage is the weapon's magic element type.
- Each level of Loaded Enforcer increases the minimum modifiers for Reloading and Infinite weapons. Each level increases the minimum modifier by 1 where level 1 could produce reloading weapons +0.
- Loaded Enforcer max level is now 5 instead of 2.
- AltActivateItem for Reloading Weapon Maker now toggles the reloading weapon's ability to reload other player's ammo.
- When reloading other players with Reloading Weapon, the reloading overlay material is rendered over the player that received the ammo bonus.
- New overlay material for Reloading weapons.
- Revised ability descriptions that reduces a portion of damage remaining. The following abilities are affected:
- Poison Supremacy
- Summon Demon
- Tainted Summons
- Chromatic Ward
- Aegis
- Life Cord
- Guardian
- Specter
- Supplements
- Added mana cost in Field Medic's ability description.
- Revised Fury ability description.
DW Monster Assault
- Player monster menu now displays the monster's resistances.
- Added option in DW Menu's RPG ability settings to bind ActivateItem. This change also required how RPG detects custom key binds. If the defaults are U, then the artifact hints are displayed on hud.
- The DW Menu's RPG ability settings will prompt the user if they want to save their changes before they close the menu if they made changes that were not saved to configuration files.
- Players spawning in are protected until they move, damage targets, or 12 seconds elapsed.
- % macros are now case sensitive. Upper cased letters displays the maximum, and lower cased letters displays the current. This applies to mana, shield, and health.
- Fixed %s (for shield) macros when players are inside vehicles.
- %a now displays the player's selected ability.
- Fixed precision issue with Regeneration combo where if the player's max health was amplified (by Oak Sage for example), the shield wouldn't regenerate even if the client is at max health.
- Added console command 'DW_PrevItem'. This command will select the previous item client-side only (doesn't require a server response). The RPG now defaults to this command with the [ key. However, if players with custom keybinds will still reference PrevItem. Custom binds should be updated to DW_PrevItem to browse through abilities faster.
- Melee monsters are now able to hit deployed DWLeviathan from the sides.
- The event MESafeModeResurrection is broadcasted if a resurrection was instigated due to SafeMode. In some maps (such as DeathBox), the players are resurrected if everyone dies since that map has SafeMode activated.
- Fixed missing animation warnings when browsing monsters in the player monster menu.
- Fixed range for doom monster search index in monster roster. Doom monster range is now 108-147 instead of 108-247.
Smart Monster Pack/Sample
- Monsters can no longer heal beyond 50% of their super max health when absorbing damage due to its element type.
- Fixed rare crash when xeno giblets are infinitely spawning.
- Xenomorphs no longer pounces through players. It will stop when colliding with players.
- Xenomorphs can no longer pounce while in the air.
- Drone and Predalien melee range is now 70 instead of 150.
- Runner melee range is now 70 instead of 50.
- Player monster xenomorph melee range multiplier is now 2x instead of 1.5x.
- Player monster xenomorph speed multiplier is now 1x instead of 75%.
- Player monster xenomorph health multiplier is now 1x instead of 75%.
- Fixed legless xenomorph chat animations.
- Fixed legless xenomorph idle rest animations.
- Face huggers can now face hug player monsters just as easy as hugging summons (now follows the same code path).
- Ridable dragons' max health will be preserved even when the rider mounts/dismounts the dragon.
- Fixed missing dragon state. This would have caused the dragons to become unresponsive.
- Changed manta melee behavior. They still struggle to hit tagets, but that is intended.
- Mantas are now able to strike players without collision.
- Manta melee range is now 64 instead of 256.
- Giant manta melee range is now 188 instead of 512.
- Fixed Ranged Attacks for Dilophosaurus. Note: the monster spawner must set bHasRangedAttack for the Dilophosaurus to spit.
- Fire Air Drone's flamethrower can no longer burn targets through walls.
- Shock Air Drone's beam can no longer be reflected. However the chain lightning can still be reflected.
- Fixed Archvile's flame attack element. It now does fire damage.
- Lurve Dragons now do poison damage instead of lightning damage.
- Being a fire elemental, the Fury Titan is now a Thing type instead of Feral.
- Fury Titan now has 125% fire resistance instead of 90%.
- Fury Titan now has -40% cold resistance instead of 0%.
- ImperialMale/Female now has 15% vehicle resistance instead of 25%.
- BloodEagleFemale/Male now has 40% vehicle resistance instead of 60%.
- BloodEagleLightFemale now has 25% vehicle resistance instead of 33%.
- BloodEagleLightMale now has 33% vehicle resistance instead of 50%.
- PhoenixFemale/Male now has 40% vehicle resistance instead of 60%.
- PhoenixLightFamle/Male now has 25% vehicle resistance instead of 40%.
- Mercury now has 50% vehicle resistance instead of 75%.
- Monster's vehicle resistance is only applied when the damage type is a vehicle damage type instead of applying vehicle resistance whenever the attack is inside a vehicle. This means that attacks such as mines, charged field, shout, etc... is no longer resisted by the monster's vehicle resistance regardless if the attacker is inside the vehicle or not.
- Riding Dragons are no longer considered vehicles.
- Auto turrets are not considered vehicles.
- Manned turrets are considered vehicles.
- For monsters with custom attacks and without custom melee attacks, fixed bug when players stand too close to the monster the monster would simply stand there.
- For monsters that summoned other monsters, fixed bug where the monster's AI assumed that it summoned a monster regardless if the summoned monster failed to spawn or not.
- Monsters no longer explode when reacting to friendly fire. MonsterController::FindRoamDest was calling Suicide.
- When monsters take damage, they no longer dynamically load the rpg damage type. Instead the damage type is casted.
- Added sounds to Volcanic Slith's ultima.
- WOSSliths now disable their collisions when slain.
- Fixed slith swimming animations if it spawned underwater.
- Fixed Warlord swimming animations.
- Brutes are now Mutants instead of Feral.
- The player controlling the Fire Air Drone can no longer see the flamethrower effect when in first person.
- BioBud's corpses' acceleration is based on the monster's current physics volume's gravity instead of the monster's acceleration.
- Renamed seeker (the one with the light) with Guardian Seeker to avoid name conflict with Seeker (the one that pulls players).
- Coilbag's friendly name is now Coilbag instead of Gasbag.
- Reduced Sentry footstep volume.
- Fixed gasbag animation error when gasbags are in a walking state.
- Fixed Nali Cow idle animation accessor error.
DW Assault Mapper Tools
- Implemented wiki generator scripts that reads through various actors to produce wiki text about monsters, maps, and magic weapons. This update also requires DW Monster Assault for the commands.
- Implemented DWProximityTrigger where it could check multiple conditions before invoking its event. Currently there are two conditions the level designer could choose from:
- Check if there are hostile monsters within distance.
- Check if instigator has a particular inventory item.
- Fatigue no longer permanently affect players if it expired while the player is holding a critical objective (such as Argento's power core).
- Implemented new scripted action that can enable/disable player spawns for new players entering the game. This update also requires DWMonsterAssault update.
- Implemented Client Timer Actor. Allows a function to be called client-side only. You can see an example of this used in Argento with the dust kicking up as players move around the desert.
- Implemented new monster spawner state: SpawnAllNoPause - This will attempt to spawn all monsters and will continuously check if it can spawn more monsters despite reaching the max number of monsters at once limit.
- Fixed bug with Burn inventory items where the max damage was always equal to min damage. Now the damage ranges from min to max. This affects various burning-related entities such as Scorched weapons.
- Added flags to Action_Inventory scripted action where you can add/remove inventory items to hostile and/or allied monsters.
- Implemented Scripted Action: Comment - leaves a message for level designers.
- The Shield spell now has a strength variable to make it easier for overriding. Defaults to 50% strength.
- MapChecker now runs its script on PreBeginPlay instead of PostBeginPlay to eliminate false positives when finding spawn point references to monster spawners that already destroyed themselves.
- Added GetFriendlyName function for spells (for the wiki generator).
- Fixed AdvMonsterSpawner monster roster accessor error when searching for a monster name with a name mismatch, and if the author did not did not provide a hint where the monster could be found in roster.
- Fixed bug with MonsterSpawner's PlayerRange when it's equal to 1. If the PlayerRange.Max was equal to 1, then it would have activated if there was at most 1 player instead of meaning 100% of server population.
DW U2 Weapons
- Implemented DWU2 Rocket Launcher for future fixes.
- The DWU2 Rocket Launcher takes 3 seconds to reload instead of 3.5 seconds.
- When empty, the DWU2 Rocket Launcher takes 3.5 seconds instead of 4 seconds.
- Widowmaker pickups now refer to DWU2Widowmakers instead of U2Widowmakers.
- Alt fire for U2 turrets will destroy the old deployed turret, and places a new one.
- Players recovering their turrets no longer spawns a turret pickup. Instead it directly adds to ammo counter.
- Level-specific friendly turrets no longer attacks player-deployed turrets.
- Level-specific hostile turrets now attacks player-deployed turrets.
DW Helix
- Fixed spelling error with Dual Helix Minigun Turret name.
New monster pack:
Monster Evolution Music Pack 5-6-2017
This music pack includes the missing music files for Forgotten Fane.
It is also worth noting that every map now has a relic! Cirban's relic is removed.
__________________________________________________________
New Map: Death Box!
- DeathBox.jpg (58.6 KiB) Viewed 13629 times
Author: DW>Ant
Within this isolated space station, there lies a crowded room. With no where to run, no where to hide, the only surviving tactic is to arm your defenses. In one way or another, there will be blood.
Note: This is intended to be a secret map, and will be removed from map voting list after tests.
New Map: Fallen City!
Author: Phil Cole, Rogelio Olguin
Converted to Monster Assault by: DW>Ant
Following the human/skaarj war, many of Earth's cities lay in ruins. When the New Earth Government attempted to assert its authority over these areas, they were confronted by many rebel groups, often covertly financed by the great corporations, which had established bases in the destroyed cities. This scenario recreates the destruction of a rebel command center by NEG forces. In keeping with the historical battle, the attacker's insertion point is a distance away from the command center, because of the heavy anti-aircraft protection around the bunker.
Outpost is back!
- Can no longer control the turrets by pressing Use next to them.
- Added objective names.
- Revised objective descriptions for wiki generator.
- The upper terminal to gain access to the control room below is now an objective.
- Changed "Additional Data have been successfully transmitted." to "Additional Data has been successfully transmitted."
- Removed unused player starts.
- Removed lockers from unused first defender spawn.
- Added 2 more teleportation destinations to antenna control room.
- Revised appearance and fight sequence for queen fight.
- Added lockers to lower section. Added shotgun.
- Added music change during queen fight.
- Doors at lower sector are no longer unlit.
- Added hydra grenade launcher and flame thrower to antenna control room.
- Add decorations under walkway in center room.
- Support beams under walkway in center room are closer to the wall.
- Ceiling support beams in center room only appears if average level is 124 or below.
- If average level is 124 or below, then players are teleported out of pipes when reactor switch is activated.
- Added doors to spiral ramp rooms. They'll open when reactor switch is activated.
- Added wall infos near pipe entrances.
- Alternate exit from pipes are closed until the escape sequence requires the players to travel back up the pipes.
- Level limit monsters is now 200-550 instead of 200-350.
- Level limit objectives is now 150-350 instead of 200-350.
- Purple xenomorphs now have 50% fire, 50% physical, default poison resistances instead of fire immune, physical immune, and poison immune.
- Blue xenomorphas now have 50% cold, default fire, 50% lightning, default physical, default poison resistances instead of cold immune, 0% fire, lightning immune, 0% physical, 0% poison resistances.
- Facehuggers wearing the fire skin now has 75% fire resistance instead of 0% fire resistance.
- Moved tower closer to wall in the room next to main entrance (where the players respawn).
- Replaced first objective from event objective to use trigger objective.
- Increased collision radius of first use trigger objective by 50%.
- The first use trigger objective can only be used once.
- Players now spawn with shock rifle, link gun, flak cannon, and rocket launcher.
- KR-Infiltrate plays during escape sequence.
- Added blocking volumes under destroyed area where the antenna falls into.
Abyss is updated.
- Fish are now infinite.
- Added distance requirement where fish cannot spawn within 2500uu within the closest player.
- Increased number of spawn points for fish.
- Scuba gear only spawns if the average level is 99 or below.
- Monsters can now travel through door.
- Disabled dinosaur, bosses, and dragon player monsters.
- Flooded minigun turrets should disappear if the original was destroyed.
- Revised monster aggression for terminals 1 and 2.
- Maximum level limit for monsters is now 325 instead of 200.
- Maximum level limit for objectives is now 275 instead of 160.
- Revised end game camera.
- Terminal explosion effects and debri are rendered online.
- Improved pathing for cacodemons in upper floor.
- Placed blocking volumes over terminals.
- Added relic.
Argento is updated.
- Lowered ZKill location.
- The triggers to initialize the second power core objective can only be triggered once, and initially active to false. This prevents the initialize power core objective sequence from skipping.
- Removed movement modifiers (haste, fall damage, double jump, and collision).
- Monsters now uses DWU2Flamethrowers instead of U2Flamethrowers.
- Fixed typo in map default music. It now plays Ghosts of Anubis.
- Optimized laser fences so that each fence is one mover instead of 8 movers.
- Add and revised player-only blocking volumes over force fields and rocks.
- The other two laser fences at the center are disabled when the force field generator is destroyed.
- Removed Iso Combat.
- Added blocking volume under tents.
- Level limit monsters is now 130-340 instead of 75-225.
- Level limit objectives is now 125-300 instead of 90-275.
- Maximum recommended level is now 175 instead of 150.
- Added missing support so that the cables by the second power core objective are attached to something.
- Added pathing across center laser fences.
- Added dust FX to all characters walking on the desert.
- Revised camouflage.
- Revised recommended number of players.
Confexia is updated.
- Added secret to DeathBox. If players are able to find the secret, then the server will switch to DeathBox after Confexia.
- Player monsters are no longer able to obtain relic.
- Replaced shrikes with angus.
- Level limit monsters is now 200-600 instead of 150-600.
- Level limit objectives is now 150-450 instead of 120-450.
- Fire sentries now damages all nearby targets when it dies.
- Fixed fire sentries' burn fx aura.
- Added concrete block behind locker next to disable force field terminal to prevent players from getting stuck behind the locker.
- Revised vehicle collision over the fuel depot's support structures.
- Toxic seeker's plague duration now lasts about 45 seconds instead of 30 seconds.
- Fixed mesh hole on trim of tower's roof next to fuel depot.
- Fixed Z-fighting on trim of tower's roof next to fuel depot.
- Fixed wedge between debri next to fortress entrance.
- Ice lord at the beginning will spawn if there are 10-32 players instead of 6-32 players. A vagary or bruiser will take its place instead.
- Fixed terrain wedges along side wall next to fuel depot spawn.
- Added head and side coverings at player spawn next to fuel depot.
- Added small shield pack at player spawn next to fuel depot.
- Removed fire area next to player spawn next to fuel depot.
Convoy is updated.
- Added minigun turret at beginning.
- Added pathing to top of first vehicle.
- Hatches at first vehicle are closed until players complete the first hold objective.
- Shifted locker, shield, and health to center of first vehicle.
- Shield at first vehicle spawns immediately.
- Added author name.
- Removed jumppads from nali sniper ledges.
- Added minigun turret, sniper ammo, locker, shield pack, and health pack on second floor of center vehicle.
- Center vehicle's controls will now open both side doors.
- It's now possible to access the upper floor of center vehicle when side doors open.
- Added monsters to second half of map.
- WailLords at forward weapon cache scaling is now 50%.
- WailLords at forward weapon cache health multiplier is now 75%.
- WailLords at forward weapon cache speed multiplier is now 75%.
- Level limit monsters is now 80-250 instead of 100-150.
- Level limit objectives is now 80-175 instead of 100-150.
- Added ceiling decorations to Nexus missile vehicle.
- Archvile can now cast shield.
- Added god mode during ending cutscene.
- Revised camouflage.
- Revised recommended number of players.
- Enabled Bio Bud and Air Drone player monsters.
- Disabled Xenomorph player monsters.
- Players now spawn with minigun, shock rifle, flak cannon, and sniper rifle.
- Added keg spawn on roof of Nexus Trailer.
- Revised pathing by forward weapon cache.
- Added relic.
Cubes 4 All is updated.
- Fixed rare bug where if you killed two zombies at the same time while the trigger is on its second 1 second wait time, it would skip the open yellow door event.
- Removed Iso combat.
- Level limit monsters is now 90-220 instead of 50-150.
- Level limit objectives is now 50-115 instead of 50-75.
- Recommended number of players is now 2-5 instead of 6-10.
- Added smooth collision over debri in High Hall (big dark room).
- Fixed typo in Raya Idol return room objective.
- Added objective locations, descriptions, and defender objectives.
- Added spawn points to the unused spawners that spawn 1-4 skaarj snipers in attic-combs.
- Linked Ice Skaarj spawn point to the unused spawner in attic-combs.
- Added default music - Demon Crater (UB-Crater).
- Music changes to Nali Chant (UB-NaliChant-S1) when Raya Idol is picked up.
Divine Fortress is updated.
- Link turrets now shoot at monsters.
- Doubled health for link turrets (3200).
- Disabled remote turret control terminals.
- Added friendly U2 turrets throughout the fortress region.
- Added friendly fire auto turrets near final door.
- Added friendly link turrets near final door.
- Friendly monsters now ignore stealth alerts.
- Added 2 shock turrets on sniper's ledge.
- Added 2 shock turrets at corner of wall.
- Revised army movement during cutscene.
- Added super shield on roof of hallway above the first door on the interior side.
- Added grenade launcher and lightning gun to bottom locker.
- Each base xp trigger for each wave is: 0, 50, 65, 80, 95, 110, 125, 140, 155, 170, 185, 200, 215 instead of 0, 50, 50, 50, 50, 50, 50, 50, 50, 75, 100, 100, 100.
- Base end game xp is now 1250 instead of 650.
- Replaced friendly fire dragons with advanced shock air drones.
- Those shock air drones will not spawn until the first door is destroyed.
- Replaced burning skeletal magi with shaft air drones equipped with bombs.
- Door can no longer take more than 250 damage from a single hit.
- Amril ammo respawns instantly.
- Replaced mine layer pickup ammo with Colosseum's mine layer pickup ammo.
- Vehicle teleporter can no longer telefrag players.
- The following vehicles in the fortress area can no longer be salvaged: Ion Tank, Crusader, Hurricane, Armadillo, Goliath, SPMA, and Link Turrets.
- The crusader can only heal vehicles instead of all nearby allies.
- Replaced Widowmaker with classic sniper rifle.
- Doubled health for first door.
- Increased health for second door by 50%.
- Removed custom player monster options.
- Added default player monster roster options. All monsters except for Xenomorphs are available.
- Added resurrection event when Immortality shrine is activated.
- Vehicles in garage respawns in 3 minutes instead of 6 minutes.
- Ion Tank, Armadillo, second bender, and second hurricane now spawns at wave 4 instead of 11.
- Link heal multipliers for Ion Tank, extra hurricane, and second amadillo is now 0.35 instead of 2.0.
- Replaced friendly monster token shrine with resurrection shrine.
- Replaced turret drop button with door force field button.
- Replaced fatigue curse button with a power up that reduces all damage intake by 75% for 5 minutes.
- Removed shaft air drone fpm trigger.
- Repositioned Saturn in space skybox.
- Revised defeat cutscene.
- Revised victory and defeat end game camera angles.
- % player threshold needed to skip the large cutscene is now 50% instead of 75%.
- Base xp for watching the large cutscene is now 100 instead of 80.
- Respawn time for ultra double damage (60 second double damage) above the door is now 3 minutes instead of 6 minutes.
- Respawn time for redeemer and EONS Nuke Layer is now 2 minutes instead of 10 minutes.
- Fixed spelling error in location names "West outter road" and "East outter road"
- Changed miniboss projectile sounds for rock projectile.
- Replaced miniboss wooden door projectile with rusted beam.
- Revised level description.
- Added lighting to inner courtyard area.
- Added location volumes to the following areas: inner courtyard area, upper sniper tower, top of inner courtyard walls, first gate, super weapon area, super adrenaline buildings, shoulder platforms, weapon container and ammo container.
- Fixed location name for rooftop of east wing.
- Fixed elite mercenary attacking behavior during large cutscene.
- Revised monster aggression during defeat cutscene.
- Replaced triggered death events with damage volumes during defeat cutscene.
- Mercenaries during the defeat cutscene fights back.
- Added ice redeemer.
- Converted Wave12-13 monster spawners with AdvMonsterSpawners to support interval spawners without interruptions and without forcing auto replace monster when slaying a monster.
- Wave 12 automatically expires 7 minutes after it started.
- Retreating skaarj in victory cutscene now runs instead of walks.
- Revised monster AI during victory cutscene.
- Reduced victory cutscene length for second camera angle by about 7 seconds.
- Increased victory cutscene length for first camera angle by 2 seconds.
- Removed simplified collision over antennas on top of vehicle garages.
- Number of kills needed to complete wave 12 is now 40 instead of 30.
- Increased maximum number of monsters at once for wave 12 by one for each monster type except for grass and fury titans.
- Ice Beam Waillords are added, and they share the same spawner with advanced beam waillords.
- Wave 12 monsters gain reinforcements when wave 13 begins (about 25% extra monsters during wave 13 with less number of monsters at once).
- Added two small shield packs on top of center tower.
- Revised some of the text in intro cutscene.
- Replaced Flamethrower with DWU2 FlameThrower.
- Replaced Shark Rocket Launcher with DW Shark Rocket Launcher.
- Fixed spawn points that did not have associated monster spawners.
- Cleared extra info field in map properties that mentioned music usage (since wiki now lists the music the map uses).
Dragon Tower is updated.
- Replaced existing relic with new relic.
- Removed hard mode.
- Added moving 3D stairs over escalators. These are only rendered if the game is in high detailed mode.
- Escalators now moves pawns on it.
- Revised pathing through escalators.
- Removed messages that mentions xp reward.
- Removed floating light under escalators next to vehicle garage.
- Removed 5 scripted triggers that were associated to breakable glass (but the glass wasn't breakable from last beta).
- Removed 2 lights inside world geometry.
- Revised recommended number of players.
- Disabled player monsters.
- Revised map description.
- Map's extra info now lists the game rules.
- Fixed pathing through the window panels to the restaurant.
- Fixed mercenary aggroing triggers.
- Added aggro event when flag area is entered.
- Cleared legacy player states to fix strange map transfer bug with Rancid Mountain. Say the map is coming from Use of Weapons Level 7, the player's health, weapon, shield information is saved in ini. Since this map has reference to legacy variables so that its information can be passed to Rancid Mountain, the player states persist through this map. If Rancid Mountain was played after Dragon Tower, Rancid Mountain will recognize that the previous map was Dragon Tower, and it will recall the saved player state data (which was saved from Use of Weapons level 7), and recovers the player's weapons, health, shield, mana in Rancid Mountain.
- All hostile monsters now have Vehicle Salvage capabilities.
- Removed windows in building across from flag B due to Hall of Mirrors.
Forgotten Fane is updated.
- Added zoning.
- Added location names to each zone.
- Added pathing through doorways.
- Added pathing in beginning section.
- Removed health vials beyond level boundaries near entrance gate.
- Removed old dedicated monster spawn area.
- Added collision to mushrooms at front gate.
- Increased water depth to prevent fall damage in beginning.
- Fixed water seam at edge of first lake.
- Revised team progress volume locations so that it touches the gate/door.
- Required team % for the first progress volume is now 50% instead of 75%.
- Fixed Nali intro message.
- Fixed overlapping water volume in ending fall.
- Removed hidden ledges in ending fall.
- Removed extra steam emitter on water next to trials area.
- Fixed misaligned ladder under giant krall statue.
- Players no longer have to jump to get off of ladders.
- Added link ammo in middle of trials.
- Added a small gap after the 2 ladders in trials.
- Revised the ledge next to final ladder in trials.
- Added a few dim lights at a few spots in trials area.
- Added decoration to the last ladder in trials.
- Removed water visuals inside the gasbag/krall spawn pit under the giant krall statue.
- Added trim at the corners of the gasbag/krall spawn pit under the giant krall statue so that players without power jump can jump out of there if they jump down into there.
- Added lighting in the gasbag/krall spawn pit under giant krall statue.
- All kralls that shoot ice balls are now elite kralls (2 spawners were affected).
- Added chain decorations that are attached to weight blocks.
- Weight blocks can now collide with players.
- Added disintegration FX and sound when weight blocks are destroyed.
- Fixed player spawn location for third resurrection shrine.
- Paladins can no longer jump from first krall boss area to the upper ledge area.
- All player monsters except for OSM monsters are disabled.
- Added relic.
Gauntlet is updated.
- The final ship at the end will fly through any encroacher.
- Your character will be shown flying the ship during the victory cutscene.
- Increased view distance fog in beginning area.
- Fixed collision wedge in corner of building outside.
Grand Canyon Night is updated.
- Land Mines no longer prevent skeletal mage gates from opening.
- It's no longer possible to jump inside the arctic skeletal mage gate before it opens.
- It's no longer possible to get stuck behind boxes in spam hall.
- Cave exit opens when players reaches the end of caves.
- Fixed hp spawns on the wall next to ion tank spawns.
- Increased cliff collision precision on side of cave entrance.
- Fixed bug where Brimstone would speak when players were defeated outside of Necromancer boss fight.
- Expanded monster blocking volume extents to the roof of Brimstone's castle.
- Removed ledge of the back of the boat.
- Revised monster collision volumes by the docks.
- Players can now teleport to the docks before the second Necromancer boss fight starts.
- Moved hay stack by burning skeletal mage area closer to corner to prevent skeletal magi from hiding behind it.
- Fixed collision wedges by hay stacks and pipes in Necromancer boss fight area.
- Added infinite pickup spawns after the Necromancer was defeated. Added berserk hunter in supply room.
- Improved pathing green titan area.
- Added giant doors under wall to green titan area.
- Moved 2 ion tank spawns to behind behind the building for shelter.
- Desert infinite monsters doesn't clear until the house objectives are disabled.
- Deleted vehicle factory and path nodes beyond level boundaries.
- Fixed mesh hole on edge of caverns to the Cryo weapon spawn.
- Moved cryo weapon to its own spawn away from locker.
- Replaced Shark Rocket Launcher with DW Shark Rocket Launcher.
Heated Escort is updated.
- The map's experience multiplier is restored.
- Player monster damage scaling is now 1.0 instead of 1.5.
- Fixed disconnected flying pathing at end section and beginning section.
- Helix health is now 15k instead of 20k.
- The air drone cannot complete the proximity objectives until the area is clear from hostiles.
- Ice Beam Waillords over checkpoints now spawns if the average level is 190+ instead of 100+.
- Simplified sign collision.
- Added visual indicators over each checkpoint.
- Restored super shield and redeemer spawns by cyber demon area.
Lobby is updated.
- Added death volume and gravity volume in outer space (for regrouped summoned monsters).
- Removed black corners around planet earth.
- Removed black corners around nebula.
- Nebula is now animated.
- Revised doorway appearance across from hangar entrance hallway.
- Removed marines.
- Disabled player monsters.
- Revised objective description.
- Lighting is sharper on the floor on hangar entrance hallway.
- Added DW and Monster Evo logos.
- Added flares to lights outside.
- Added flares to ceiling lights.
- Removed DM-Flight ships.
- Added relic.
Mythology is updated.
- Added one way blocking volume to building entrance.
- Added one way blocking volume to xeno ledge.
- Elevator no longer crushes players.
- Scoring value for destroying the final objective is now 200 instead of 0. Score is distributed to the players that damage the objective.
- Plasma sentries now wear the bluish material.
- Flak sentries now wear the orange material.
- Plasma sentry's resistances are now consistent throughout the map (25% fire and 50% lightning resistance).
- Fixed skins for Ion Sentry.
- Fixed destroyable objectives' collision.
- The second destroyable objective no longer pushes nearby players back when it's destroyed.
- Increased dragon head collision size.
- Removed minimum level requirement.
- Fixed dog statue's fire emitter in net play.
- Raised panels by infinite skeleton spawns.
- Fattened collision slop over hanging light at dragon statue room.
- Added wolf sound when dog statue trigger is disabled.
- Added flare emitters over samurai statues when activated.
- Added queen sound when queen spawns.
- Skeletons now spawn at a 2-3 per second rate per spawner.
- Skeletons no longer immediately replace other skeletons when one is destroyed.
- Relic is now a team relic.
- Removed period from relic name.
Nano Technics is updated.
- Added covers to the dishwater's silverware basket since the ladders were causing crashes in editor.
- Added third key frame to platform that travels across lightning gates.
- Revised objective names and descriptions.
- Removed isolated krall spawn (from old player monster system).
- In the coffee machine, the blocking spheres over the objectives now ignores encroachers.
- Removed mesh emitter from dragon spawn fx.
- Fire dragons now do 50% damage.
- Fire titan's vulnerability time is now 40 seconds (initial) and 48 seconds (subsequent) instead of 26 seconds (initial) and 34 seconds (subsequent).
- Disabled Dinosaurs, Xenomorphs, and Air Drones player monsters.
- Removed unused Trigger_ASRoundEndXPMod.
- End game xp is now 250 instead of 100.
- Fire titan score multiplier is now 3x instead of 1x.
- Added multiple spawn points for Sawyers.
- Added few more spawn points for Fat Zombies.
- Added multiple spawn points for Cerubs.
- The exit coffee machine objective is disabled until Wraiths and Seekers are killed.
- Added guard rails by teleporter in first section.
- Added more flying path nodes in first section.
- Added map description.
- The recommended number of players is now 1-8 instead of 2-15.
- Revised camouflage.
- There are now 2 lockers at the beginning.
- Added blocking volume over the two lockers during cutscenes.
- Fridge and coffee machine pipes now collides with karma ragdolls.
- Restored ring FX for first delivery core objective.
- Reversed portal direction in dishwasher.
- Added space in "Fire Titan Killed" text.
- Doubled cherubs' sight radius.
- Added ending camera angle.
- Added message to crouch to apply repairs for first delivery objective.
- Wraiths and seekers no longer lean against the closed cage when aggroed early.
- Added relic.
Nocturne is now updated.
- You can no longer kill zombies through door in portal room.
- Relic now ignores mechanic turret kills.
- Removed iso combat.
- At the end of every other wave in portal room, the entire team respawns to safety.
- Fixed floating lantern at beginning (near mole spawns).
- Reduced damage capacity for redeemer secret.
- Added blocking volumes preventing players from going up to the roofs.
- The relic is now team-based.
- The relic's kill credits is now accumulated rather than requiring one player to get all of the kills.
- Metal monsters are now considered robots.
- Metal monsters now have -25% lightning resistance.
- Metal monsters now have 65% poison resistance.
- The Electric metal slith has 25% lightning resistance.
- The Invulnerability hunter's resistances are default still.
- Ghost monsters are now considered undead.
- Ghost monsters now have 80% poison resistance.
Robot Factory is updated.
- the ending trigger is now automatically triggered when the ships land.
- Turrets can no longer be salvaged.
- Increased damage and accuracy for sentinel turrets by ion turret.
- Replaced queen souls with emperor souls at end spawn area.
- Added 2 grass titan souls at end spawn area.
- Added 2 skaarj lords and 4 pupae souls at end spawn area.
- Players spawning under the Ion Cannon now has 6 seconds of invulnerability (identical to DeathBox spawn protection).
- Monsters no longer clear when the Ion Turret is destroyed.
- Added collision to debri under wall by first objective (where the sentries stand behind the third link turret).
- The Arctic Sentry Prototype chambers now casts glacier blight to vehicles.
- The Arctic Sentry Prototype chambers now casts Glacier Blight to all allied monsters.
Sub Rosa is updated.
- Players are no longer able to jump on wall before the gate is destroyed.
- Removed jump pads on wall around main gate.
- Removed translocator pickup under terrain.
- Super shield on the right room next to main gate is available in easy mode.
- Locker in the left room next to main gate closes in hard mode.
- Removed redeemer.
- Replaced super shock rifle spawn with super shield and keg o health.
- Added mine layer to second locker next to front gate (next to double damage) to be consistent with the right locker.
- Weapon ammo counts in right locker next to front gate (next to double damage) is now the same as the ammo counts in left locker next to front gate (next to super shield).
- The lockers that become available when the vault opens now have consistent weapons. Both lockers now have bio, shock, link, minigun, flak, rocket, sniper instead of Bio, link, flak, sniper in one, and minigun, link, rocket launcher, shock in the other.
- Minigun turret on hill at the beginning now faces the other way.
- Minigun turrets on bridge at the end is rotated 180 degrees.
- Fixed typo in objective completion message when completing the vault objectives. "I'm getting some very strange readings..." instead of "I'm getting somevery strange readings..."
- Removed suspended turrets between vault and vault key rooms.
- Reduced damage and accuracy for suspended turrets.
- Removed extra turret spawn at the last objective.
- Removed X's from map title.
- Difficulty is no longer randomly selected if the players did not start the game in time.
- Revised text at the beginning.
- Revised difficulty voting area appearance.
- Hard mode level limit monsters is now 150-400 instead of 150-275.
- Hard mode level limit objectives is now 150-300 instead of 150-275.
- Easy mode level limit monsters is now 70-210 instead of 80-105.
- Easy mode level limit objectives is now 70-140 instead of 80-105.
- Recommended level range is now 50-220 instead of 80-200.
- Enabled player monster air drones.
- Removed customized player monster options with null classes.
- Added resurrection event when assault begins.
- Removed hidden resurrection trigger at beginning.
- Replaced time-sensitive resurrection shrine at antenna alignment objective with a forced resurrection event when antenna is aligned.
- Revised pathing through the front door.
- Revised pathing through the doorway after the keys were stolen.
- Revised pathing through the vault's doorway.
- Removed wall panels covering in statue room (at first room).
- Removed player spawns at front gate and at front door.
- The door that closes behind players when the keys are stolen will crush when encroached.
- Players trapped behind that door will be teleported to the key room.
- Placed blocking volumes over blue ceiling in key room.
- A minute after the keys are stolen, the spawn will update to spawn new players above the doorway (where the air drones spawn).
- Removed monsters that spawn behind the players when the keys are stolen.
- Added sniper rifle to lockers in vault.
- Added shock, link, and sniper to the locker by the keys.
- Removed locker by antenna (preserved the locker by super shield).
- Removed locker in side rooms at the end.
- Removed unused vehicle factories.
- A minute after the vault shuts, poison gas will spew out from vents causing damage to everyone that did not enter xenomorph room (hard mode only).
- Fixed issue where the data stick wouldn't disappear after picking it up.
- Nali fighters at the end have 2x damage multiplier instead of 6x or 8x.
- Nali fighters at the end have 2.5x score multiplier instead of 5x.
- Moved sniper spawns that were inside blocking volumes.
- Removed minigun turrets under terrain.
- Removed floating tree leaves at the end.
- Increased collision precision over the mesh with the lights where players could stand inside them before.
- Removed ending jump pads.
- Added flying pathing to end area.
- Deleted unused player starts and portals.
- Revised camouflage.
- Fixed the following spawners with missing monster classes: Spawner83 (Raptor), Spawner44 (Raptor), Spawner53 (Angus).
- Removed super shield and mine layer ammo that's beyond level boundaries.
- Fixed mesh holes under the wall/gate next to the truck at the beginning.
- Added ASRoundEndXPModifiers where beating the map in easy mode will grant 300 end game xp, and beating the map in hard mode will grant 750 end game xp.
- Removed hard mode's end game xp trigger where the xp reward ranges from 0-100 based on your score.
- Added relic.
Utopia Part I is updated.
- Reduced beginning wait time to 1 minutes instead of 3 minutes.
- Fixed building collision next to garrison and bunker at beginning.
- Players can no longer get stuck behind boxes in corner by the first locker.
- Fixed Z Fighting with Monster Evo logo on building in first courtyard.
- Players outside the trial area are teleported in hidden passageway when players reach the third trial room.
- Added extra info describing the map's inspiration.
- In the first courtyard, there's now one spawner for each Monsta spawner. As the particular spawner gets destroyed, it'll also disable its associated spawner (reducing maximum number of monsters at once, and slowing down the Monsta spawn interval).
- Fixed the following spawn points: SpawnPoint99, 125, 216, 227, 229. This diversifies monster spawns for Nali fighters in garden amubhs room, Nali Fighter snipers near armory entrance, ground monsters in first courtyard, and tentacles in hidden passageway.
- Fixed Imperial ally spawn during sniper intro cutscene.
- Fixed relic discovered notification.
Utopia Part II is updated.
- Added extra info describing the map's inspiration.
- Added ResurrectionNoXP event when pipe to the Capitol Courtyard opens.
- Slaying the titan will now reward 200 xp to the team instead of 50.
- 50 xp is granted to the team for entering the falling city sequence.
- 100 xp is granted to the team if an individual makes it to the sewers.
- The red hallway after the titan room opens when the cutscene finishes.
- Removed blocking volumes over the ledges by the beginning.
- Added blocking volumes over by the pipes from part I.
- The timer to close the sewer (at the beginning) begins when a player left the sewer.
- Capitol door closes 90 seconds after the window to the titan room opened. Players trapped outside will respawn inside the capitol.
- Players can no longer rush the cutting the vent after the titan room by spamming the Use Key. This also makes it impossible to break the sequence.
- Added ResurrectionNoXP event right before the victory cutscene.
- Infinite mercenaries will now spawn when the window opens instead of when the players are near the window.
- For the infinite mercenaries during the titan fight, there are now at most 12 mercenaries at once instead of 4 at once.
- For the infinite mercenaries during the titan fight, mercenaries now spawn once per 2 seconds instead of once per 4 seconds.
- Enlightens that spawn after the Mech Titan is defeated now spawn in their own Aerial spawn points instead of sharing with ground units' spawns.
- Warlord's damage scaling in titan room is now 50%.
- Ice Skaarj damage scaling in titan room is now 50%.
- Slightly reduced window width to titan room.
- Added cages to the sides of the window to titan room.
- Titan's damage scaling is now 20%.
- Titan now has 0% lightning resistance instead of default.
- Changed energy beam in titan room to from Ion tank's damage type to lightning damage type (due to monster's vehicle resistance changes).
- Titan now throws a guided lightning bolt instead of insta kill rocks.
- Added ambient lighting to various skyscrapers and meshes that were pitch black in the falling city sequence.
- Fixed skyscrapers that would turn pitch black when you flew too close to them.
Vindication is updated.
- It's no longer possible to kill monsters before or during intro cutscene.
- Repaired flying pathing over by broken wall that the tank destroys.
- Blood projections no longer projects on actors and weapons.
- Added blocking volume to sloped corner next to lightning gun spawn to prevent players from getting stuck there.
- Level limit monsters is now 135-400 instead of 125-200.
- Level limit objectives is now 125-300 instead of 115-200.
- Enabled xenomorph player monsters.
- Added infinite monsters at the end (in the ledge area by predaliens). Monster classes are based on average level.
- Fixed unused nali fighter spawn point by the tank.
- Bubbles in the water at the beginning pops instead of fading.
Wangara I is updated.
- Player monsters can no longer fly over the force field at the end.
- Changed objective message from "Kill all brutes in cave" to "Kill brutes in cave".
- Added default music - Level3.
- Ambient ships that flies overhead now toggles visibility when they start and end movement.
- Fixed terrain hole that didn't connect with cliff at the last force field.
- Blood projector inside the ship during victory cutscene is no longer displayed on roof of ship.
- Burning Ice Skaarj at the beginning no longer wanders when idling.
- Added redeemer secret.
- Remoed OSM instructions from map description.
Wangara II is updated.
- Titan is now a robot type.
- Removed redeemer during victory cutscene.
- Increased damage threshold for relic trigger.
- Added default music - KR-Roughinery.
- Removed OSM instructions from map description.
- Recommended number of players is now 1-6 instead of 1.
Xenomorph Part I is updated.
- Players are resurrected before the Bravo team objective begins.
- Leviathan can no longer be salvaged.
- Spectators can now watch cutscenes.
- Added barrel under stairs next to gate controls in bender tunnels.
- Extra xenomorphs spawn in the long route in bender tunnels (at most 4 at once).
- Bravo team assault sounds will only play if players are still with them. The loop terminates if the players enter the vent.
- Using default player monster options (Xenomorphs only).
- Revised water surface appearance (increased resolution, new material, increased UV tiles, changed lighting, two sided, and revised movement physics).
- Removed crash message from loading screen.
- Renamed data stick with key card.
- Fixed predalien introduction spawn in water pipes.
- Revised objective names and descriptions.
- Added numerous blocking volumes around walls and buildings outside.
- Recommended number of players is now 2-10 instead of 12-16.
- Players will spawn dead if they join the game while players are going through hell bender tunnels.
Xenomorph Part II is updated.
- Progress volume after the facehugger cargo room now times out after 90 seconds.
- Added vehicle barrices next to trailer vehicle at the beacon.
- The tank can no longer be salvaged.
- Removed hard mode.
- Player monsters can no longer interact with button to lobby or the button that activates the elevator to the nest.
- Player monsters can no longer pickup the Praetorian eggs.
- Player monsters are disabled during the queen fight.
- Added numerous blocking volumes around walls and buildings outside.
- A lesser queen spawns if average level is above 200. If killed, 240 xp is granted. This underdeveloped queen does not need to be burned to be vulnerable.
- Player monster queens can no longer activate the furnace trigger.
- Using default player monster options (Xenomorphs only).
- Removed crash message from loading screen.
- Spectators can now view cutscenes.
- Fixed unused spawn points: 209 (Face hugger spawn in cargo room), 322 (egg in nest), 385 (infinite xeno spawn in nest).
- Revised objective names and descriptions.
- Recommended number of players is now 4-10 instead of 12-16.
- New players will spawn dead if they join during the 15 minute countdown.
- Xeno hallucination automatically expires in 2 seconds.
- Fixed pathing in first praetorian room where pathing no longer tells monsters to go through hand rails.
- Moved box closer to wall in first praetorian room.
- Placed blocking volume around boxes left side of door in first praetorian room.
- Placed blocking volume around box under stairs in first praetorian room.
- Placed blocking volume next to panel in upper corner of first praetorian room.
- Replaced ladder at the end with a pile of boxes.
- Added ambient sound for the extraction ship even if the ship stopped moving.
- Added smoke FX when extraction ship arrived.
- Replaced Shark Rocket Launcher with DW Shark Rocket Launcher.
I'm starting to get dizzy by the end of this. I didn't deeply review this change list. Please forgive any typos or grammar. If something seems unclear, feel free to ask questions about it.