Change Logs

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

SomethingToSay wrote:i cant imagine what a 5th class would be, seems like everything is covered xD
http://www.youtube.com/watch?v=Bz7AXECyJEQ
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}
Taries
Camper
Posts: 76
Joined: Fri Mar 30, 2012 3:35 am
Location: Czech Republic

a huge changelog good job i wonder what will be 5th class :D
Azmodan
1337 Haxor
Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

Looks nice that new force field

Image
vinc3h
Camper
Posts: 54
Joined: Thu Sep 13, 2012 10:52 am

what was changed in vindication?
3D Modeler, Texture Artist, Level Designer
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Vindication changes:
  • Pupae are invulnerable until cutscene ended.
  • Intro Rhinog can spit acid.
  • ResurrectionNoXP event triggered when the building is entered.
  • Blocking volume under the ramp.
  • Lowered tentacle spawn above the rocket waillord.
  • Removed mover navigation by the vagary spawn. (prevents spiders from clustering around mover).
  • When leaving the first building (lightning gun spawn), players cannot teleport to the new spawn locations.
  • Added moving blocking volume by the tank objective (prevents player from jumping over the opening door before dragon spawn).
  • Exp Trigger now gives 115 experience instead of 150 (prior to entering second building)
  • Removed lift by the predaliens.
  • Team progress volume at the end is now 75% instead of 100%.
  • Added rare beam waillord appearance at the end (at end lift's old location).
Change log wasn't recorded. I'm listing the bullets I remembered.[/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

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
vinc3h
Camper
Posts: 54
Joined: Thu Sep 13, 2012 10:52 am

ah, just curious. added a res so early into the map tho? lol
3D Modeler, Texture Artist, Level Designer
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I apologies for a late post of the change log. A lot of factors are postponing my activity here.

Change logs from May 25th and June 2nd:
ME RPG Expansion
  • Necromancer class is now public!!!
  • Mechanic class is now in beta testing. Majority of the rank I abilities are on the server.
  • Revivification stat point cost is now 15, 5, 5, 5 instead of 15, 15, 15, 15.
  • Revivification mana cost is now 115, 100, 85, 70 instead of 100, 90, 80, 70.
  • Blood Frenzy will not work if the Necromancer suicides or if the killer doesn't exist.
  • Poison Ward's damage capacity is 100 per level instead of 250 per level.
  • Damage values for Putrid Expiration is now: 6-12, 9-15, 12-18, 15-21 instead of 6.5-11.5, 9.5-14.5, 12.5-17.5, 15.5-20.5.
  • Regrouping petrified minions will not 'pop' them in the air.
  • Piercing weapons pierces 10% of the monsters' resistances per modifier.
  • Piercing modifier ranges from 3-6.
  • Preservation will not be toggled when jumping in or out of a vehicle.
  • Preservation can be activated even if you're inside a vehicle.
  • Preservation will not automatically disable itself when the user runs out of adrenaline from a different ability.
  • "You have awaken minions" message from Preservation will not appear if all of your minions died.
  • Summon Regeneration heal interval is now 4-7 instead of 2-4.
  • Summon Demon's 'AltActivateItem Info' will list the best potential demon the Necromancer may summon from using a particular soul.
  • Mechanic Icons are visible.
  • Revised Agonizing Demise ability description.
  • Revised Carrion Metamorphosis ability description.
  • Revised Immortality ability description.
  • Revised Poison Mastery ability description.
  • Revised Preservation ability description.
  • Revised Summon Champion ability description.

Monster Assault RPG
  • Experience reward is amplified by 15% for all maps.
  • Paladin's perk will grant the user 6% adrenaline of the damage instead of (1/15th of the damage).
  • Fake Monster Weapon no longer calls Level.Game.ReduceDamage (since DWScriptedMonsters call Level.Game.ReduceDamage. The RPG.NetDamage function was running twice whenever the monsters took damage. The following changes were made to counteract the change in offensive abilities:
    • Berserker's damage perk ranges from 50%-110%
    • Critical Shot chance is now 2% per level instead of 1% per level.
    • Energy Leech gains 1.5% adrenaline per level instead of 1% per level.
    • Life Siphon gains 1.5% health return per level instead of 1% per level.
    • Hallowed Warrior is now 5% per level instead of 2.5% per level.
    • Toxic Proficiency is now 6% per level instead of 3% per level.
    • All weapon mastery caps have been doubled (or more than doubled)
  • Deployment weapons will have amplified damage based on the user's Deployment Mastery instead of Sharpshooter (copy/paste issue from previous version).
  • Summoned Pupae health is doubled.
  • Level 4 Giant Razor Fly can be summoned even if level 5 Summon Fly is purchased.
  • Summon flies can be immediately be replaced when the flies die.
  • Summoned Mantas cannot attack vertically downward.
  • Vigor's effectiveness is now 0.3% per level instead of 1% per level.
  • Vigor's mana cost is now 1.5% of the damage instead of 0.5% per level of the damage.
  • Increased Vigor's adren distribution precision. Meaning you wont gain one adrenaline point until the sum of the fractions add up to at least 1.
  • Random leeching adrenaline bonus interval from Vigor is now 1.5, 1, .75, .6, .5 (based on level), instead of 0.5 regardless of level.
  • Vigor can give more than 1 adrenaline per shot when doing excessive damage.
  • Other Supports cannot benefit from Vigor.
  • Max protection for a Frenzied Weapon of Defense is now 25%, 30%, 35%, 40%, 45% (based on weapon modifier) instead of 15%, 20%, 25%, 30%, 35%.
  • Reflecting Weapons are now copiable.
  • Minimum level requirement is added to the LevelLimiterInfo to prevent low levels from farming experience in objective-based exp maps.
  • Using a Guided Rocket Launcher or a vehicle will not break adrenaline drip.
DW Monster Assault
  • Levi's collision is enabled when it's deployed.
  • When saving player states during a map transition, some inventory items (if bTravel is false), will be destroyed before being saved. This prevents temporary buffs such as High Metabolism and Oak Sage from saving beyond the player's max health.
  • When saving player states during a map transition, the max health a player may save is their max health. This prevents abilities like Blood Frenzy or Enhanced Armor from saving player's health beyond their max health.
  • Added configurable search indexes for DWMonsterRoster.ini (in preparation for the new monster spawner).
  • Speed adrenaline combo will not make the player lose their RPG data when slain.
  • Class icon data will automatically populate when a new class is added.
  • Mechanic class icon is now configurable through the DWMenu.
  • As a dedicated monster, the melee range is doubled.
  • Repositioned TimerTrigger appearance on hud.
  • As a normal attacker, you can spectate any friendly monster with high health.

Smart Monster Pack/Sample
  • Friendly monsters cannot push players around.
  • Xenomorphs cannot die from friendly fire.
  • Brutes and Kralls are much more aggressive.
  • Other monsters cannot benefit from Wind Shield.
  • bNotOnDedServer is true for all emitters not related to the server (skeletal mage FX and several Air Drone FX).
  • Added conditional checks to monster controller to reduce log spam.
DW Assault Mapper Tools
  • Began developing the new monster spawner.
  • DW Monster Spawner will not make 0 score monsters (such as nali cows and nali rabbits) 1 score when the mapper set the scoring multiplier greater than 0.
  • New action for ScriptedTriggers: Action_GivePMStuff. Grants the mapper to add monster tokens or reclamation coins to event instigator or to all.
  • Action_SetLevelLimit recalculates the slopes and intercepts.
  • New mutator: MutDisableReconnect. Automatically kills reconnecting players.
DW U2 Weapons
  • Turrets cannot be tossed for additional ammo.
[/color]
Last edited by DW_Ant on Fri Jun 07, 2013 6:58 pm, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
warhead2
1337 Haxor
Posts: 166
Joined: Tue Nov 10, 2009 9:55 am
Location: Indiana

is it true then that now it is twice as difficult to get max masteries? if so, is that intentional?
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
DW_Ant
DW Clan Member
Posts: 2670
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

warhead2 wrote:is it true then that now it is twice as difficult to get max masteries? if so, is that intentional?
Yes that is true, and it is intended. Primary reason is that players can still improve upon weapon masteries at rank III and up instead of instantly maxing out their weapon masteries after promoting their ranking.
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}
Azmodan
1337 Haxor
Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

warhead2 wrote:is it true then that now it is twice as difficult to get max masteries?
not twice, 2,733 times as hard if you are a rank 4 berserker :D
Post Reply