Change Logs

Anything and everything related to the Evolution server.
DW_Ant
DW Clan Member
Posts: 2680
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

A hot fix is applied today.

DWAssaultMapperTools
  • Implemented InvAlwaysRelevant actor that makes its owner replicate to all clients regardless of their location.
  • Implemented scripted action: ACTION_FlashlightSetReset - Allows the level designers to update the flashlight's property regarding if it should return to spawn location or drop where the carrier died.
  • Fixed bug where the FlashlightActor's location would not replicate to clients if it's dropped a second time.

Xenomorph Colonist Part 1 is updated
  • Updated appearance in the hugger cargo room to accurately reflect Part 2.
  • Fixed bug where monsters are invisible in the underground passage area.
  • Disabled player teleportation when the spawns update.
  • Fixed bug where players could be trapped outside the living commons area when the door closes on them.
  • Removed player spawns outside the living commons door. Also removed the lost player teleporter there, too.
  • All monsters are now invulnerable except for Facehuggers when they find a host.
  • Removed resurrection at egg carriers objective.
  • All players respawn inside the underground passage exit room if the door in the underground passage closes while they're outside of it.
  • If the flashlight carrier died after entering the underground passage, the flashlight will now drop where they died instead of returning back to the spawn.
  • Increased drone speed in underground passage by 5%.
  • Increased drones' alertness in underground passage by 25%.
  • Increased the number of drones in underground passage.
  • Fixed bug where fall damage could still apply while entering water from the stairs.
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}
DW_Ant
DW Clan Member
Posts: 2680
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

A hot fix is applied today.

MonsterAssaultRPG
  • Fixed floating point rounding error when displaying the bonus experience multiplier on the hud.

DWAssaultMapperTools
  • Implemented DWPickupObjectiveSpawn. Same as ASOBJ_EnergyCore_Spawn except that is allows the level designers to customize the pickup class, hide the spawn base, determine the reset time, and how it could attach to the carrier.

New Package: XenoColonist - A package that contains various actors that are specific to the Xenomorph Colonist maps.


Xenomorph Colonist Part I is updated
  • Fixed bug where the 3rd/2nd person camera would activate again when picking up the flashlight even if the players are outside the tunnels.
  • Moved Xenomorph Stalker from mylevel to XenoColonist package.
  • The Xenomorph Stalker can no longer capture players if they escaped the underground passage.
  • The Stalker's strike time is now 2 seconds instead of 1.5 seconds.
  • Fixed player respawn during the flashlight introduction cutscene.
  • Players can no longer get crushed by the Leviathan at the beginning.
  • Added a button that allows players to spawn Runners in the underground tunnels for additional experience.
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    Monster Evolution is updated today!

    DW Assault Mapper Tools
    • Optimized Action_Inventory to avoid dynamically loading inventory classes.

    DW Monster Assault
    • Fixed bug where certain inventory items such as the Oak Sage may prevent players from recalling weapons for the next map.
    • Fixed bug where the player states and map variables could be remembered across maps when it shouldn't have when playing a map without the VariableStorage actor. For example, if the first level is played, but the server transitions to an irrelevant map. After that map, the server jumps to the second level. The second level would have remembered player data from level 1 when it shouldn't have.

    DW Wormhole
    • Added scripted action Action_WormholeMessage, allows level designers to send a message to the discord channel.
    • Updated to be compatible with Wormhole version 1.3.0

    Monster Assault RPG
    • New Rank III Berserk ability: War Cry! Grants nearby allies temporary berserk.
      • For those that customized their skill menus, you can add War Cry to your list with this line:
      • Commands=(ClassType=CT_Berserker,SkillPath="Offense.War Cry",SkillPathArray=,PrimaryCommand="ServerActivateArtifact ArtifactWarCry",PrimaryPrefix="Cast ",SecondaryCommand=,SecondaryPrefix=,TertiaryCommand="SelectAbility ArtifactWarCry",TertiaryPrefix="[Select] ",RequiredInventory="MonsterAssaultRPG.ArtifactWarCry",RequiredInventoryClass=None)
    • New inventory item for level designers. InvNeutralizeDamage - When given to someone, they cannot do damage.
    • When a friendly monster without a target takes damage from a hostile, they are aggroed towards the attacker.
    • Mocking weapon makers can no longer randomly break. It can now be used 1 time per ability level.
    • Curses can now classify where they come from (eg: map, monster, Necromancer, etc...). This classification can be used for prioritization when determining when a target can be cursed.
      • This change requires updates to the DWAssaultMapperTools, ME_RPGExpansion, and SmartMonsterPackSample.
    • Fixed visual bug where entering and exiting vehicles may restore destroyed abilities on the client's inventory.
    • When resetting builds back to level 1, the character will now suicide to prevent stacking abilities between resets.
    • The DamTypeRPGParent properties are now placed in a category to make it easier for level designers to locate and modify the element type for their custom damage types.

    ME RPG Expansion
    • Fixed bug where salvaging crafted turrets may cause the Mechanic to suicide.
    • Vehicles and turrets are now immune to knockback and freeze effects.
    • Fixed client-side crash when replacing Mud or Magma weapons.
    • When using Mud weapons, the summoned Earth Dragons' sight and hearing radius is now increased to 25000.
    • When recalling weapons, Imbued Traps will now enchant mine layers and grenade launchers if they don't have any magic modifiers.
    • Imbued Weapons now only generate magic modifiers for weapons that exist in a weapon spawn or weapon locker somewhere in the current map.
    • Imbued Weapons no longer generate vanilla weapons. It will now always select an available magic modifier.
    • Necromancers can now replace curses caused from Sacrilegious weapons and Charged Field.
    • Monsters that protect themselves are no longer immune to Necromancer curses.
    • Sacrilegious weapons now drain 3 health per second (regardless of the modifier) instead of 2.5-5 health per second (based on modifier).
    • For Weapon Craftsman, revised the 'Set Filters to Available' button tooltip to specify that used weapons will not be included.
    • The threat reward for the Sentinel ability now varies based on its ability level, but its max level is the same as it currently is at 8.33% per pickup.

    SmartMonsterPack/Sample
    • Warlords will now reset their animation state whenever their physics restart, too.
      • Should the warlords get stuck when going for a swim, the Support's regroup ability will restore their animation state.
    • Increased summon shrike and advanced shrike's base health by 25%.
    • Increased summon shrike and advanced shrike's base speed by 25%.
    • Increased summon fire, electric, and ion dragons' base damage scaling by 10%.
    • Summoned titans now throw lava rocks.
      • The dps is roughly 40 (50% physical, 50% fire damage)
      • The splash radius is 440
    • Summoned grass titans now only throw rocks that spew out mines.
      • The summoned grass titans can now only throw one rock at a time.
      • Increased summoned grass titan damage scaling where their DPS is now roughly around 60-80.
    • When xenomorphs lose their legs, their jump height and pounce velocity is reduced by 50%.
    • Fixed bug where friendly monsters may attack players with summons.
    • Doom seekers will now check the monster spawner to see if they're allowed to protect other monsters.

    Wormhole
    Special thanks to Infy for providing these updates!
    • Upgrading from version 1.0.7 to version 1.3.0 beta.
    • Introduces a new plugin system to allow for a more customizable experience.
    • Automatic Emoji Translation: Use emoji aliases in-game and see them as actual emojis in the corresponding Discord channel.
    • Stability fixes

    New Map: PvP Calandras
    Calandras.jpg
    Calandras.jpg (231.86 KiB) Viewed 420005 times
    The courtyards of Calandras were once beautiful and welcoming. While the Temple has been preserved, a new less-inviting use has been found for the exteriors.


    Divine Fortress is updated
    • Cutscenes are now skippable.
    • Removed skip cutscene progress volume at the beginning.
    • The mana and experience gained for watching the intro cutscene is now awarded at the end instead of the beginning.
    • There is now a gate across the bridge that can only be opened from the lower lever in the beginning escort area.
    • The lower lever now unlocks the upper lever in the beginning escort area.
    • Monsters can no longer interact with the levers to open the gates at the beginning escort area.
    • Fixed softlock bug where the cyberdemon or maledicts may fail to spawn if their spawns are obstructed.
    • The cyberdemon's proximity damage now does elemental damage instead of lightning damage.
    • Replaced Guardians with Hell Time Hunters.
    • Vehicles can now push around friendly monsters easily.
    • Fixed bug where queens may teleport out of bounds.
    • Fixed bug where the skaarj during the wave 2's introduction scene does not expire after the cutscene.
    • The kill monster threshold for wave 12 (the one right before the cyberdemon) to progress to the next wave is now 35 instead of 40. This change does not influence the number of monsters for wave 12.
    • Added wormhole notifications whenever the map advances to the next wave.
    • Fixed smeared textures around ion cannon.

    Glacier is updated
    • The cutscene is now skippable.
    • The blast door can no longer be destroyed before the cutscene.
    • Upon spawning, the cyberdemon will now kill all vehicles and summons that stand too close to their spawn.
    • Fixed bug where the cyberdemon and lesser bosses may fail to spawn from obstruction.
    • Fixed bug where monsters could open the door near the security gate controls without the ion tank being present.
    • Added an adrenaline pickup somewhere

    Grand Canyon Night is updated
    • Cutscenes are now skippable.
    • There are now panels protecting the Phantom power source.
    • Increased collision radius for triggers that'll spawn maledicts and ethereal forgottens by the Phantom power source.

    Outback is updated
    • Reduced the min player requirement to collect spino eggs from 6 to 4.

    Resident Unreal is updated
    Special thanks to Wail for helping with this update.
    • Doom seekers no longer protect the guardian and Vagaries. The boss will still become invulnerable until enough doom seekers are slain though.
    • The cutscene is now skippable.
    • Revised end game camera.
    • The recommended number of players is now 3-6 instead of 6-10
    • Increased level limit range for xp gained from monsters from 150-250 to 200-300
    • Increased level limit range for xp gained from objectives from 150-250 to 200-300
    • Increased the recommended level range from 100-225 to 100-250
    • Reduced the minimum level requirement from 40-75 to 25-50
    • Removed player monster spawn room.
    • Reversed the direction of the police station teleporter.
    • Removed xenomorph and dinosaur player monsters.
    • Revised the collision around the vehicles.
    • The targets in the police station can now only be triggered from sniper and the magnum.
    • Revenant in the window speed multiplier is reduced to zero to allow them to shoot more often.
    • Reduced the health multiplier of the spiders in the vents.
    • It's no longer possible to crouch under the helipad.
    • Disabled collision on bush next to resurrection phone booth to prevent players from stubbing their toes.
    • Fixed floating light inside the police station.
    • Added missing light mesh in police station near the jail entrance.
    • Fixed objectives where they can now be completed.
    • Jail cells can now see the outdoors.
    • Added lighting to buildings in skybox.
    • Fixed cloud seam in the skybox.
    • When collecting the keys, it now reads "Chief's office" instead of "Chiefs office".
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    A hot fix is applied today.

    Divine Fortress is updated
    • Fixed bug where god mode wouldn't be removed when skipping the introduction scene.
    • Hid the mover related to moving the blocking volume over the bridge's gate.

    Grand Canyon Night is updated
    • Phantom source hatch objectives are now replicating online.
    • Mechanics rejoice! There are more turrets to salvage on the rooftop of the building holding the shield generator.
    • It's no longer possible to shoot over the wall between the zombie dinosaur area and the Necromancer encounter.
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    A hot fix is applied today.

    DW Monster Assault
    • Fixed server infinite recursion crash when saving player states between level transitions.

    Monster Assault RPG
    • War Cry now costs 75 mana to cost instead of 50.
    • War Cry's threat reward is only given when the player damages monsters with their weapons. It no longer applies from skills such as retaliation and turrets.
    • Reduced threat reward for War Cry from damage by 10%.
    • Due to concentrated fire and large health pools, bosses now ignore 75% of War Cry's threat reward.
    • Zero score monsters now ignore threat.
    • All berserkers that gave a player War Cry will now all receive threat from damage instead of only the last berserker receiving threat.
    • Summoned monsters no longer give experience and weapon experience to players that linked the summoner using the Link Gun.
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    Monster Evolution is updated today!
    Special thanks to Wail for QoL updates!

    DWAssaultMapperTools
    • The ConditionalTrigger can now check if the instigator is carrying a flag or objective item before triggering.
    • The monster spawner can now set the monster's strafing behavior in the AI category.
    • The flashlight cannot be picked up if the user already has a flashlight.
    • Added ReplicatedNeutralCharMesh - Same as NeutralCharacter except that it can mirror another player's appearance.
    • Brought over ACTION_SetInstigatorEvent from AllBetsLost to be part of this package.

    DWMonsterAssault
    • A new sound now plays when selecting the next or previous artifact.
    • The RPGStatsMenu now plays a new sound when opening and closing the menu.

    MonsterAssaultRPG
    • Added border around the selected artifact on the hud.
    • A status icon is drawn next to the selected artifact if the artifact is active.

    SmartMonsterPack/Sample
    • Added a new experimental flag to the monster's strafing behavior. When set to no strafe, the monster will prefer to charge straight towards the enemy and refrain from dodging.
    • Fixed bug where the Xenomorph acid blood would not spawn if the Xenomorph died in tight areas.
    • Added slight randomization for the egg proximity check to avoid synchronized face hugger activation.

    XenoColonist
    • Moved InvSetPlayerAttributes from my level to XenoColonist package.
    • Moved isolation tracker from mylevel to XenoColonist package.
    • Implemented a toggleable patrol point.
    • A host of changes were made to customize various encounters in part II. Details will not be listed here to avoid spoilers.

    New map! Seraphim Rising
    You kill they before escape your make! Aliens hostile with overrun and attacked been has, Seraphim SS the, ship your.


    New map! Xenomorph Colonist Part 2
    We have no contact with the marines. We're on our own for this one. Although the lockdown may have slowed the Xenomorphs, we can't hide in this garage forever. We have to go back in there and restore the power. With our luck, some of the sectors are still operational running on auxiliary power. But who knows for how much longer? Once the power is back, we should be able to contact someone for extraction.
    For the few of us colonists that are still alive, we're going back in there with no combat training, no armor, and no weapons. But what other choice do we have?


    Hugs 4 All
    • Revised intro message
    • The caged face huggers at the spawn now have 20x instead of 2x the health.
    • Added a quick text to each caged hugger stating what they're immune and vulnerable to.
    • Half of the face huggers now prefer to charge head on instead of strafing around.
    • The queens and predaliens now also prefer to charge head on instead of strafing.
    • Added new face huggers that are only vulnerable to weapon damage.
    • Summoning monsters now have a chance to summon a weapon only huggers.
    • Added a new trap

    To Do List
    • Added new temporary PvP optional objective.
    • Raised the inspect milk objectives above the cartons.
    • Moved the translocator limit volume in the fridge.

    Xenomorph Colonist Part 1
    • The ending now loads into part 2.
    • Fixed bug where the flashlight carrier angle could interrupt the defeat cutscene.
    • During the defeat cutscene, it now shows the last survivor the stalker captured instead of showing the local player.
    • Fixed bug where the sound wouldn't play in multiplayer games when activating additional xenos in the tunnels.
    • Revised player respawn radius when the flash light encounter begins.

    In addition to that, the rest of the April Fools' maps is back!
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    A hot fix is applied today.

    ME RPG Expansion
    • Immortality, Blood Frenzy, and Wraith no longer triggers if the Necromancer's max health is less than 50.

    Hugs 4 All
    • Weapon only face huggers are immune to pets and vehicles.

    Xenomorph Colonist Part 1
    • Fixed bug where the cacooned event can still trigger even after when the players escaped the tunnels.
    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}
    DW_Ant
    DW Clan Member
    Posts: 2680
    Joined: Sat Jun 21, 2008 11:00 pm
    Location: North Carolina

    Monster Evolution is updated today!

    DWAssaultMapperTools
    • Implemented PickupMonsterLure - A pickup that can attract certain monsters even if they're on the other side of the map.
      • This pickup can be seen in action in the new map.
      • Works for preplaced pickups in the editor.
      • This is also compatible with the ThingFactory if there's a need for dynamically placed pickups.
    • Implemented InvHealthGate - Allows developers to invoke an event whenever the monster reaches the next health threshold. This can be very handy to build phased boss fights.
    • New ScriptedAction: ACTION_DWDisplayMessage - It's the same as ACTION_DisplayMessage except that it can format the message before broadcasting it.
    • The ConditionalTrigger can now check the event instigator's inventory. If an InventoryClass is specified, then the instigator must have that item to trigger the event.
    • There's now an option in DWTeleporter to require users to press use to enter the teleporter.
    • The DWTeleporter now adjusts the navigation cost to factor in its enabled state and class constraints.
    • Fixed bug where the "Relic Discovered" message does not broadcast to the player that is controlling a monster from a FPMTrigger (such as in the drone in Heated Escort and the sentry in Robot Factory).
    • Fixed bug where the PickupObjectiveSpawn does not try to precache None announcer voices when the developer removed announcer sounds for the delivery objectives. The developer must use the DWPickupObjectiveSpawn to apply this fix.
    • Fixed bug where InvAlwaysRelevant derived from the wrong class.

    DWMonsterAssault
    • Added Mr. Sparks and Kitty to the character roster. They will make their debut in the new map.
    • Restored two long absent monsters to the monster table. Details of these monsters are described in the SmartMonsterPack change logs.
    • New ScriptedAction: Action_ClearMessage - Removes a localized message of matching class from the hud.

    ME_RPGExpansion
    • Increased Mechanic's summoned drone resistances by 25%. The drone resistances are still capped at 95% (poison) and 90% (everything else).
    • The total threat reward from Armor shard is now (based on level): 5.36%, 6.70%, 8.04%, 9.38%, 10.72% instead of 10.72% for all levels.
    • Ghosts of Anguish now only target monsters.
    • Powered weapons now ignore damage events that deals 0 or negative damage.
    • Adjusted Resupply and Nano Regenerative Ammo ability descriptions to provide more accurate information about ammo resupply.
    • Added small changes to the Mechanic's Sentry and Drone to interface with the boss fight in Junkyard.
    • Fixed bug where Weapon Craftsman tries to recall weapon filter user preferences even if there's no data to pull from.

    MonsterAssaultRPG
    • Fixed bug where the time record messages would not replicate at the end of the game.
    • When a team breaks a score record, it is now broadcasted at the end of the game.
    • Multiple records can now be displayed at the end of the game.
    • When retrieving weapons from a Weapon Dispenser over a weapon locker, the user's ammo bonus now increases the initial ammo received for the new weapons. The ammo received is the equivalent to touching a weapon locker a second time.
    • Players can now only share experience through link chains only when the head of the chain damages monsters with the link gun.
    • The Weapon Forge now informs the user how many uses it has remaining.
    • The DPS monitor now ignores self inflicted damage events.
    • Added InvImmobilize inventory actor. When given, the victim will become unable to move until certain conditions are met or when enough time elapsed.
    • The summoned queen and mini queen now has 3% life steal. The life steal will heal the summoner instead of the queen.
    • Adjusted Ammo Dump ability description to provide more accurate information about ammo resupply.
    • Recall can now recall Translocators. If the Translocator disc is deployed, it will still linger even while the wielder is slain.
    • Fixed bug where the Recall ability prevented magic weapons from triggering their death effects.
    • When there are multiple spirits around, the summoner's spirit takes priority for self over other auras even if the other auras are higher level. This will ensure the summoner's infinite aura distance still applies even if there are stronger spirits around.
    • When there are multiple spirits around, fixed bug where the summoner ownership doesn't transfer when one aura of a higher level takes over a lower level aura.
    • Fixed bug where the delayed Vengeance explosion from magic weapons (such as Fury and Sacrilegious) could cause friendly fire to turrets.
    • Fixed bug where summoned monsters wouldn't accumulate scoreboard points for their summoner when they damage hostiles.
    • Fixed bug where the summoner wouldn't replenish their health, armor, and adrenaline if their summoned monsters leveled them up.
    • Fixed bug where Medkit, Healing Weapon Maker, Cry of Repulsion, and Weapon Dispenser could be recovered after being destroyed.
    • Fixed typo in Summon War Skaarj ability description.

    SmartMonsterPack/Sample
    • The long absent Effigy monster has returned! They are now more deadlier than before. One of their abilities can douse enemies in flammable materials.
    • The long absent Magdalena monster has returned! Their attacks have been overhauled that will pose a serious threat to anyone.
    • Added new monster state to run towards monster lure pickups.
    • Added dynamic light to Forgottens and Lost Souls.
    • The Summoned Giant Razor Fly 'self knockback' from stinging a hostile is reduced by 75%.
    • Significantly increased the summoned giant razor fly poison intensity, increasing its DPS from around 150 to 150-400.
    • Slightly increased the summoned razor fly poison intensity.
    • The summoner can now hear hit sounds from the summoned razor fly poison strikes.
    • The summoner's damage multipliers such as U-Damage now applies to summoned razor fly poison strikes.
    • The summoner can now receive experience from summoned razor fly poison strikes even if the fly perished before the poison expired.
    • Petrified monsters can no longer jump.

    Wormhole
    • Upgraded to version 2.0.5. Special thanks to Infy for developing Wormhole updates!
    • There's a new Discord GUI. Use the discord console command to view it. For details on this new Gui feature, visit this link: https://wormhole.unrealuniverse.net/guides/discord-gui
    • Fixed the persistent /status command issue.
    • Streamlined communication protocol.

    New Map: Junkyard!
    Junkyard.jpg
    Junkyard.jpg (244.27 KiB) Viewed 1168 times
    Difficulty: Rank IV
    Recommended Levels: 145-275
    Recommended number of players: 6-12
    In this mission, two teams of mechanics are competing to outlast the other. Here, the players are up against last season's champions: Mr. Sparks and Kitty. Both teams are expected to scavenge the junkyard for scraps. The more they collect the stronger their side becomes. Hopefully, the players have enough tools in their arsenal to withstand the showdown against Mr. Sparks and Kitty.


    Colosseum is updated
    • The experience multipliers from damaging monsters based on level are now 64-160 instead of 8-130.
    • Experience multipliers from completing objectives based on level are now 35-130 instead of 24-96.
    • Increased the score multipliers for all hostile monsters.
    • Added a boss warlord in the fifth wave.
    • Added a shield pack spawn at the supply room.
    • Players now spawn with the Shock Rifle and Lightning Gun (useful for players joining the server in the middle of a wave).
    • Added ammo pickups in the arena.
    • Enabled WOS player monsters.
    • Friendly nalis now spawn before the wave countdown instead of at the end of the countdown.
    • The friendly nali fighter damage scaling is now 0.6 instead of 0.4.
    • Clearing a wave now provides the team 50 adrenaline.
    • Moved Monster Evo and DW Logo
    • The crowd now only cheers when a player dies in the arena.
    • Fixed bug where the crowd stops cheering when two or more players died simultaneously.
    • Fixed back surface textures of the walls above the doors.
    • Fixed flying path nodes.

    Rancid Mountain is updated
    • Reduced progress volume at starting door from 90% to 65%
    • Fixed the janky collision on top of fish tank.
    • Added an obstruction around the destroyable communications relay objectives.
    • 5 experience points are given at the end of the game to allow players to get some end game experience even if their scores are zero.
    • Increased non translocator base end game xp from 400 to 625

    Robot Factory is updated
    • Cutscenes are now skippable.
    • Added a second weapon locker at the landing dock.
    • Added two respawnable imperial soldier souls at the landing dock.
    • Added two respawnable pupae souls under the ion cannon.
    • Added a respawnable ice skaarj soul at the Sentry Prototype station.
    • Fixed one sided texture glitch by the ion cannon door.
    • Added auto turrets under the docks
    • Increased spawn protection time from ion cannon spawn from 6 seconds to 16 seconds.
    • Replaced Super Shock Rifle marine with a cannon-wielding marine.
    • Revised pathing around the shield component objectives.
    • Pruned unneeded flying path nodes to stop the editor from crashing on save.
    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}
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