Created new actor FPMUseTrigger for the Jumpship map. Simply press Use and you'll become a friendly player monster the mapper specified.
Created new Inventory Item: InvRemotePMController - allows player to repossess their old pawn after the friendly player monster they were controlling perished.
Monster Assault RPG
Experience multiplier is back to default. Experience bonus week ended.
Dedicated monsters no longer gain 60 experience points per kill.
Fixed spelling mistake for Poisoned.
DW Monster Assault
Removed hard-coded objective scores when completing Hold Objectives. The objective completer will not gain 15 additional experience for hold objectives.
When in Super Safe Mode, players are able to enter the game alive regardless if they were in the game before or not.
Dedicated monsters cannot use the teleport command.
Dedicated monsters cannot control monsters in Isolated Combat Zone.
A message is broadcasted when a dedicated monster suicides.
Misc
Map records reverted back two weeks ago due to experience multiplier bonus
New map: Jumpship! A new map for rank I players.
[/color]
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
AltActivateItem for Weapon Forger will remotely enhance another player's magic weapon. This will make it possible to enhance negative weapons and nontossable weapons such as Healing and Infinite weapons.
Changes related to the Summon Spirit, Summon Guardian, Summon Oak Sage, and Summon Specter:
All spirits moved into one artifact. Select the artifact, and use AltActivateItem to select which spirit you want to summon. ActivateItem to summon that spirit.
Regroup Spirit action merged into this artifact, too.
Optimized searching performance for the spirit artifacts.
These instructions are displayed in the ability description (for keybind users).
Spirit Mastery no longer gives the Regroup Spirits artifact.
Paladin's perk (gain adrenaline for taking damage) is scaled based on the attacker's Damage Scaling.
Retaliation will scale with the attacker's Damage Scaling.
Retaliation will be at full strength even if the player's health is over 200.
Retaliation will be at quarter strength when the player is driving a vehicle.
Implosion's adrenaline:damage ratio is now 37.5% per level instead of 25% per level.
Adrenaline cost per second for Enhanced Armor is now 8 instead of 3 per level.
When taking damage with Enhanced Armor, 5% of the damage transfers to the adrenaline negatively instead of 20%.
Max level for Treasure Hunter is now 2 instead of 1. First level requires you to get half the relics (+30 stat points). The second level requires you to obtain all relics (+100 stat points). That's 130 stat points altogether.
Summoned Brutes, Behemoths, and Lesser Brutes are more aggressive. They'll attack at their enemy regardless of distance.
Summoned Brutes, Behemoths, and Lesser Brutes will not play victory animations whenever they slay an enemy.
Adrenaline cost for Ammo Dump is now 25, 48, 68, 70, 70 instead of 18, 34, 48, 60, 70.
Increased threat for Ammo Dump by 25%.
Revised Ammo Dump's threat level so that the quantity:threat ratio is consistent regardless of which level Ammo Dump is.
Revised threat level for Energy Transfer so that the cost:threat ratio is approximately (slightly better) than Ammo Dump's threat:cost ratio.
Revised threat level for Medkits so that the quantity:threat ratio is consistent regardless of the Medkit's ability level.
Paladins can toggle their Armor Supremacy on/off to reenable their perk temporarily. Use AltActivateItem to toggle Armor Supremacy.
Enhanced Health Pickups will work for Advanced Medkits.
Advanced Medkit's healing is doubled when monsters pick them up.
Reduced threat for Medkits by 25%.
Perpetuating Soul will not be given to Berserkers in a space fighter (to avoid duplication).
Readiness will not grant Supports adrenaline when entering space fighters or when spawning as a monster.
Trans Mechanic will display a yellow flare over broken translocators to signify that they are repaired. These effects are replicated to all players, and these effects will vanish when the translocator disc(s) break, again.
Sounds for Vigor works online now.
Donator Auras will only be visible to players with high world detail settings.
New map stats: number of flawless victories.
Player kills and deaths will update real time instead of waiting for the game to end.
Low Level Player Monster Protection is disabled when the victim possesses a Reclamation Coin.
Max modifier for Mocking Weapons is now 4 instead of 6.
The RPG Stats menu will be in view mode when the player is a dedicated monster.
When displaying "%W" in chat with Mocking Weapons, the plus modifier will display correctly.
Revised ability description for Vehicle Mastery.
Revised ability description for Advanced Medkits.
Experience Triggers are disabled when the game ends.
Implosion particle effects will render for 8 seconds even if the client is distant from the explosion. This prevents random explosions from reappearing when the player enters the area where the implosion happened.
Added space for reloading message: "Someone has been given a temporary ammo regeneration bonus!"
Added space after "Explosive" for Explosive Weapons.
Cannot roll a Rage U2 Grenade Launcher.
Revised visuals for the following donator auras: Poison, Blurs (red, blue, green), and Blade Shield.
ME RPG Expansion
New Paladin ability: Hallowed Warrior.
New Necro ability: Soul Transfer.
New Necro ability: Ghosts of Anguish.
New Necro ability: Immortality.
The Necromancer's public release date is May 25, 2013. That's also listed in the Necromancer's ability description.
AltActivateItem for all Necromancer curses will curse all nearby hostiles (duration of the curses is divided by number of victims. Cool down for recasting is tripled, too).
Summon Forgotten Changes:
Mana cost is now 40 instead of 20.
Summoning Ethereal Forgottens costs 80 mana instead of 40.
Ethereal Forgottens will perish in 30 seconds instead of 60 seconds.
Normal Forgottens will not time out.
Summoner may choose to summon Ethereal forgottens via AltActivateItem.
Forgotten's health increases by 10% per level instead of 25% per level.
Summon Forgottens' fire resistance is now 95% instead of 250%.
Melee damage for Summon Forgottens is cut in half.
Changes related to Tainted Summons.
Tainted Summoned monsters will automatically regroup to their summoners when the summoner is far.
Health per level is now 15% instead of 5%.
Speed per level is now 9% instead of 3%.
Resistances closer to 100% is now 15% per level instead of 10% per level.
Fixed mana cost in Tainted Summon's ability description.
Revived monsters will automatically perish in 75 seconds regardless of level instead of 60, 75, 90, 105 seconds (based on level).
CostAddPerLevel for Arcane Reclamation is now 1 instead of 2.
Putrid Expiration prerequisites is now Agonizing Demise and either Decay or Toxic Proficiency instead of Agonizing Demise and Decay.
Level 2 Preservation will alert the Necromancer whenever a petrified minion is under attack.
Preservation state (stone skin for example) is replicated to all players.
Mana cost for Preservation is now 2 instead of 5.
Awakening your summons from a preserved state will not cost adrenaline.
Cast Interval for Preservation is now 1 instead of 3 seconds.
Duration for the Poison Supremacy's poison damage is cut in half.
Mana cost for Poison Supremacy is now 50 instead of 70.
Increased duration for Poison Supremacy by 30 seconds for all levels.
AltActivateItem [string] for any Necromancer summoning ability will attempt to consume the soul whose name matches the string variable.
AltActivateItem for Necromancer's Recall Minions skill will regroup all minions in a linear path instead of around the caster.
AltActivateItem [string] for Recall Minions skill will display the Necromancer's summoned monsters and their health.
When determining which demon to summon for Summon Demon, the Reaping Energy and Summon Mastery additional mana costs are considered.
The Venom Containment ability is scaled based on the attacker's Damage Scaling.
The Summon Skeletal Mage's damage bonus increases by 2.5% per level instead of 5% per level.
The Necromancer and minions will become immune to Agonizing Demise damage type to prevent friendly fire.
Skeletal Minions will become immune to FireShield and Arctic Wisp's damage types only from team damage when the Necromancer purchases Summon Skeletal Mage.
Visual effects for Agonizing Demise and Putrid Expiration works online.
Summon Wraith's mana cost is accurately displayed in the Summon Demon's ability description.
Removed Decay's ability description where it mentions that adrenaline cost varies when cursing player monsters and bosses.
Removed Advanced Skeletal Mage details from the Summon Skeletal Mage ability description.
Updated damage radius for Agonizing Demise's ability description.
Smart Monster Pack/Sample
New monster pack! Air Drones
Advanced Physical Skeletal Mages may grant all nearby teammates Wind Shield. Wind Shield will increase the player's defense by 75% and 75% of the damage is retaliated back to the attacker. It also pushes the attacker away from the victim. It only protects the player 1 time. The player must take at least 20 damage for the protection to occur.
Advanced Arctic Skeletal Mages can grant all nearby teammates the Arctic Wisp skill. Arctic Wisp will launch ice bolts towards the player's most recent target.
Increased Frost Nova's radius for Arctic Skeletal Mages by 50%.
Adrenaline given from Advanced Electric Skeletal Mages is reduced by 50%.
Advanced Poison Skeletal Mages can attack up to 12 targets simultaneously instead of 8.
Advanced Poison Skeletal Mages may heal a nearby teammate (or self when none around), whenever one of its advanced projectiles strikes a target.
DWSkeletons will not break into multiple fragments if it's not dead.
Added toggle god mode properties for the DWScriptedMonster.
Dedicated monsters will inherit the monster's god mode status when taking control of that monster.
Lurve Dragons will heal other monsters up to their max health instead of the dragon's max heal limit.
Increased aggression for Archviles.
Archviles will cast their alternative attack more frequently.
Invulnerability Hunter will not increase resistances when its physical resistance is at least 90%.
Amplified damage for Invulnerability Hunter.
Invulnerability Hunter will attack more frequently.
Mech Titan's (Miniboss) will inherit the monster's damage scaling property.
Replaced the MMBoy idle sounds for zombies with other zombie idle sounds.
Shrike's death sounds work online now.
By default, dedicated player monsters can no longer control Lucifer or Carcharodontosaurus.
Reduced opacity for skeletal mage poison explosion and projectile by half.
A DWScriptedMonster will not respond to a kill event if it's already dead.
Switched animations for left/right strafe for the glass monster.
DW Monster Assault
The Variable Storage actor (which handles the player state transitions), will recall the players' old weapons, magic weapons, plus modifiers, and ammo.
Players will not recall another player's state when a map transitions to another part. For example, you'll get your health, armor, adrenaline, monster tokens, etc... when the server switches from Xenomorph Part 1 to Xenomorph Part 2.
Variable Storage Actor will save each player's reclamation coins, adrenaline, and monster tokens even if the player was dead.
For stats reporting, kills will no longer be decremented when players kill idlers, players without player replication info actors, or 0-score players since the old dedicated monster system was removed.
When playing as a player monster, all human players will be wearing Tamika or Jakob skins.
Enemy names will not be displayed on hud.
Friendly player monsters now have regeneration.
You cannot become a dedicated monster if the map doesn't permit it.
the dedicated monster button will be invisible by default.
Once you became a dedicated monster, you'll remain a dedicated monster for the remainder of the game.
Revised GetPercentPlayed results when the player is a spectator.
New console command: 'GetPercentPlayed' displays the percent time you were in the game for. Useful if you want to know how much end game experience is going to be reduced based on your attendance throughout the game.
DW Assault Mapper Tools
New curse: Power Surge, the victim will lose adrenaline every time they damage an enemy.
New scripted action for ScriptedTriggers: SetLegacyVariable where the mapper can set legacy variables.
Weapons are redistributed to the player after the player was slain as a friendly player monster that was spawned from a fpm Use Trigger.
FPMUseTriggers will amplify the monster's melee range by 25%.
The curse effects will scale with the victim's collision radius relative to the attacker's collision radius. This means big monsters will have large curse effects.
Added new properties for the monster spawner: bGodMode and bToggleGodMode.
Added 'Package_AirDrones' in Monster Package enumerator for the Monster Spawner.
Misc
AS-UseofWeapons-Level5 is back!
AS-UseofWeapons-Level6 is back!
AS-UseofWeapons-Level7 is back!
AS-UseofWeapons-Level1 is updated.
AS-UseofWeapons-Level2 is updated.
AS-UseofWeapons-Level3 is updated.
AS-UseofWeapons-Level4 is updated.
AS-Nocturne is finished. It's no longer in beta.
Revised player monster roster.
Air Drones added to monster roster.
Max level you may achieve through donations is now 95 instead of 150.
[/color]
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
well, the donate limit sucks. i was planning on donating for some levels b/c time to play gets limited but now it looks like i can't. is that change just b/c one person complained about it?
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
If They want less money from Us, then what are We to stop them :ssmile:
What troubles me is, that when You donate and ask for levels as reward, then Your Weapon Masteries are basicly cripled. You skip several levels without practicing in any of the masteries. It would be nice, if people who donated for levels, would be able to donate for Weapon Masteries boost, which would offset the disadvantage agains people who gained their levels in normal way.
Or... Ant could do that for free..
In example: He would check how many experience points are required to level up from level 80 to 100 (which was my case) and then he would divide that ammount to half (because people usualy get half of their xp from objectives, vehicles and map wins) and finaly divide the ammount by five and added the resulting experience number to each of five weapon masteries' exprience stats, then it would accordingly affect the Weapon masteries' procentual damage bonus.
What do You think about it ?
By the way, Am I the only one who is not going to make Necromancer character as soon as it comes out? :sshake:
Warhead: Ya think that Somethingtosay trolled them into it?
I made an AM character just to be able to use electromagnet in safe spots with 500 adrenaline and rejuvation weapon +5
sokoro, getting your weapon masteries up goes far faster then getting your rank up so there is no need to spare you that little work.
And yeah, I was wondering about the mocking weapons too, I had set it on the wiki to 3 because Ant said months ago that he had reduced the mocking guns and it also felt like it.
and it makes no sense anyway since i was just playing torlan and made 3 mocking weaps and all got +3 as usual, and skeeter tried the new + thing and they dont overmax anyway, so i dont know what he's talking about with 4 and 6, the mocking weapons are exactly the same
To be more technical about the Mocking Weapons:
The modifier range was set from 1 - 6. It wasn't adjusted before because it was never an issue since the Mocking Weapon Maker forces the modifier based on the Paladin's ability level.
Now that Berserkers have a remote max modifier (Weapon Forge altActivateItem), it's now possible to max the Mocking Weapons. Therefore, the max modifier for Mocking Weapons were reduced from 6 to 4.
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
DW_Ant wrote:To be more technical about the Mocking Weapons:
The modifier range was set from 1 - 6. It wasn't adjusted before because it was never an issue since the Mocking Weapon Maker forces the modifier based on the Paladin's ability level.
Now that Berserkers have a remote max modifier (Weapon Forge altActivateItem), it's now possible to max the Mocking Weapons. Therefore, the max modifier for Mocking Weapons were reduced from 6 to 4.
Right but I have max aggravator and skeeter used the max modifier to max my healing weapon to +3(so he had the right artifact) but then he tried to use it on my mocking +3 weapon, it didn't go to +4, is that not how we get to +4?