Here's the change list for May 24th, 2015:
Monster Assault RPG
- Replaced Team Player stat with Monster Slayer stat (number of times you killed a player monster).
- Replaced Contributor with Vicious Monster stat (number of times you killed a player when you're controlling a monster).
- For Aegis: Min deactivation interval is now 1 second instead of 2 seconds.
- For Aegis: Min recast interval is now 1 second instead of immediately.
- Enhanced Armor now has a limited damage capacity (4k per level).
- Enhanced Armor will not grant the Paladin health higher than 5k.
- Enhanced Armor damage absorb credit is scaled with the monster's damage scaling.
- You cannot reclaim Enhanced Armor back from entering vehicles.
- Removed ability: Vehicle Vitality. Players who purchased this ability will be refunded stat points.
- Supports can now summon skaarj warriors and skaarj troopers as long as their summon count is less than 3.
- Doubled damage for Implosion.
- Sacrifice mana cost is now 300 instead of 400.
- Sacrifice does 10% damage per level to the caster instead of 15% damage per level to the caster.
- Sacrifice's self damage ignores the berserker's damage perk.
- High Metabolism sound FX and visuals are displayed correctly to other players (instead of displaying the Armor Supremacy FX).
- Medkits' threat value is reduced by 50%.
- Built a script to automatically purge inactive accounts.
- TransMechanic artifact is not given to player monsters.
- When unpossessing a vehicle, the vehicle's original controller is restored. This is only noticeable when unpossessing autoturrets.
- Removed redundant sentence from Life Cord ability description.
ME RPG Expansion
- New Mechanic ability: Reserve (Mechanic is granted protection for a few seconds to give them a chance to exit the turret before it's destroyed).
- New Mechanic ability: Weapon Melt (Melts weapons for scrap metal).
- New Mechanic ability: Sentry (Summons up to 3 sentries).
- New Mechanic weapon: Inferno Weapons (automatically torches all nearby monsters).
- Lucky Weapon Combos are built for Weapon Craftsman.
- Piercing Weapon Combos are built for Weapon Craftsman.
- Mechanic's weapon masteries are now 15, 50, 90, 170 instead of 0, 30, 70, 135*
- Arctic Wisp does not target friendly units.
- Firewalls from Scorched weapons does not damage teammates.
- Fire Shield, Arctic Wisp, Scorched Weapons' fireballs, and Magma Weapons' fireballs does not cause damage to the user.
- Magma weapons, Arctic Ward, Chromatic, Chromatic Ward weapons does not react to friendly fire.
- Imbued Traps does not roll magic weapons when respawning.
- Imbued Traps will not cause the client to lose their ability to select their deployment weapons after entering vehicles.
- Craft Turret overrides the turret's max health (1k, 1.5k, 2k health).
- Either "AltActivateItem DestroyTurrets" or "AltActivateItem Destroy Turrets" in the console will destroy turrets for the Craft Turret ability.
- Mechanics cannot craft turrets underwater.
- Doubled burn damage for Scorched Weapons.
- Burn damage (per hit) for scorched weapons is now 4-4+Modifier instead of 2-2+modifier.
- Scorched Weapons are now copiable.
- Powered weapons now scale with the monster's damage scaling. It'll grant more adrenaline for taking damage from monsters with higher damage scaling.
- Retaliation weapons' retaliation affect now considers the user's resistances.
- Fixed Knockback Amrils.
- Sentinels now repairs vehicles even if someone else is the driver.
- Sentinels now repair Shock Turrets if the Mechanic is using it.
- Mechanics cannot summon more than one Sentinel at once.
- Max poison resistance for Sentinels is now 95% instead of 100%.
- You can't spend mana to recall sentinels if there aren't any sentinels to recall.
- The correct mana cost is displayed when attempting to recall sentinels.
- Mechanics can now select a particular metal type to use for Metal Fission.
- Metal Fission now displays metal cost on UI.
- Distributor now displays metal cost on UI.
- Fixed index offset for altactivateitem <number> for the Recycle ability.
- EMP Artifact and TransMechanic are only supplied to players server-side.
DW Monster Assault
- The artifact ordering menu is now working.
- The Circular artifact option is now working.
- Removed artifact debugging logs.
- Resurrection events will not cause friendly player monsters to suicide if they are not out of lives (ie: the player controlling the sentry in Robot Factory).***
Smart Monster Pack
- Giant Coilbag's guided projectiles are now replicated to clients (players should be able to see the projectiles' curved motion).
- Alt fire for Shock Air Drones toggles fire on/off when controlled by a player.
- Shock Air Drones can aim directly down.
- Revised teleporting behavior for Wraiths and Hell Time Hunters
- Revised teleporting behavior for player controlled Wraiths (alt fire).
- Mech Titan considers inheritance when taking damage.
Smart Monster Pack Sample
- Reduced monster dodging frequency.
- Monsters can't cast curses to players if the monster can't see their target.
- If the level designer specified, the monster will destroy all spells it casted when the monster is slain.
DW Assault Mapper Tools
- New property to the Adv Monster Spawner. bClearSpellsWhenKilled will remove all spells the monster casted when it's slain.
- Removed bToggleInvulnerability from old monster spawner (bToggleGodMode still exists).
- Old monster spawner now supports simulating number of players.
- Implemented GameRulesCriticalFPM (level designers can now specify which friendly player monsters are critical to the map. Criticial friendly player monsters will not be killed when the player controlling it disconnects or suicides. The monster instead becomes abandoned where another player can control it).
- Implemented DynamicFPMUseTrigger (Allows other players to control an abandoned fpm monster).
- Reduced opacity for Glacier Blight by 50%.
- Implemented DWTeleporter (allows the teleporter to consider specific actors).
- Implemented PRIRelicCheck. If the player's weapon stats and vehicle stats satisfy what the the level designer specified, the player is given the map's relic.
- When possessing ASWeakerLinkTurrets, the turret will not eat the player's artifacts.
- Revised Action_Inventory for easier inheritance.
______________________________
We've hit a new record regarding number of map updates. This change list contains 14 map updates!
______________________________
New map: Albatross!
Author: Ryan Brucks
Converted to Monster Assault by: DW>Ant
From the ancient days of the Tournament comes a classic 1on1 arena, renovated and redesigned to once again mediate in the fate of bloodshed. Do not be fooled by its ostensible simplicity, for those who command design will always dominate in this arena.
This map was originally built as a tutorial for the monster spawner. The tutorial became obsolete when the new monster spawner was built. This map was already converted to Monster Assault, might as well put this map on the server.
New map: Cirban!
Author: Evan 'acc' Miller
Converted to Monster Assault by: Chris
Moreeee...
Get ready to increase your kill-count. Or your death-count.
This scenario recreates the Rising Rebellion of 2274, on the planet Lunaer IV.
Miners, brutally opressed by their ruling overlords, staged a coup d'etat on the city of Cirban under the banner of the Rising Class (RC).
By quickly disabling Cirban's power and communications center, city officials were never able to send off distress signals.
Without aid from the sister planets, Lunaer I-V, Cirban fell swiftly and surely into the hands of the RC forces.
New map: Mythology!
Author: Frase
Converted to Monster Assault by: Chris
I do not believe in myths. DO you?
In the days of Atlantis, a mythical creature was solidified and buried deep within the mountains.
Many centuries later, a force tunneled into the rock, building defensive tunnels along the way.
Disguised by the ancient surface, attackers were fortunate to find the location just in time to launch an attack on the project in hope of preventing the forces intentions of awakening the creature.
New map: Outpost!
Author: ZedeX
Converted to Monster Assault by: Chris
One last mission. One last takeover. Location: Planet Z. Life-expectancy: Low.
The invaders reached your Outpost on Planet Z and stopped the communication between the Outpost and the Headquarters.
Now we can't get any information about the enemy.
Your mission is to re-establish the communication.
New map: Tarydium Mine!
Author: SithNight
Converted to Monster Assault by: Chris
It shall not fall in the wrong hands. At all costs.
During the war against the Skaarj Tarydium Mines were high priorities, the Tarydium crystals were a main source for weapons and power. After the war most of the mines were destroyed to prevent any further mining of Tarydium as well as to prevent them from getting into the wrong hands. Since some of the mines were privately owned a few of the owners refused to shut them down because of the high profit they got off them. They were warned, however, that there is a possibility they may be found by another race, be killed, and have their Tarydium stolen. Such a scenario was never a concern to the owners but to their surprise it became a reality. The Hellions have invaded a mine on the rocky shores of Silex Island. Your goal is to infiltrate the Tarydium mine and destroy the main power generator to prevent any further mining of Tarydium.
Castle is back!
The map roster cycled through 6467 maps since Castle was last played.
Author: Andreas 'LuckyStrike' Koehler
Converted to Monster Assault by: Chris
Castle returns!!! And this time the monsters are expecting you.
Can you infiltrate the castle tower and stop the monsters data transmission?
Heated Escort is back!
The map roster cycled through 58308 maps since Heated Escort was last played.
Author: DW>Ant
Forced away from your hometown, your squad crosses through this desert to unite your team with the Alliance several miles to the North. During your journey, you found the Red Valley Passage. A tribe of barbarians uses this passage for hunting. Going around will delay you for too long. With few options, your squad agreed to cut through the Red Valley. You've armed your rifles and ready the tanks. It is certain, that this ride will be bumpy.
All Time High is updated.**
Divine Fortress is updated.
- Dead players can now gain exp from experience triggers.
- Score requirement for experience triggers start in the negatives so players entering late in the game may still receive experience.
- Can't trigger the cutscene if the wall did not break.
- Added a vehicle teleporter at the front door so players can take the vehicles to the inner walls early.
- The drivers of vehicles cannot take damage.
- Sniper ledge does not blow up after the Mech Titan is killed.
- Replaced classic sniper rifle with widowmaker.
- Door ignores friendly fire.
- Players can take an air drone shaft to the main gate to supply a temporary shield.
- Replaced fire shield power up with an ability to cast curse Fatigue upon all hostile monsters.
- Increased main gate's damage capacity from 20k to 35k.
Nocturne is updated.
- Goro will not destroy the scorpion when it's slain.
- Players cannot trigger the button that opens the second highway more than once (second time would have caused the scorpion to be destroyed).
Rancid Mountain is updated.**
- Reduced number of monsters at the door trap section (beginning of second raft) by 75%.
- Reduced exp from ice waillords.
- After triggering the virus objective, the level limiter for damaging monsters is set to 0-50.
- The monsters after the virus objective now have positive scoring values instead of 0.
- Increased level requirement that disables the translocator spawn.
- Decreased experience distribution for second half.
Robot Factory is updated.
- God mode at the beginning is disabled seconds after the first cutscene (to prevent players from getting killed when falling).
- Flipped recommended player levels order (400-100) is converted to (100-400).
- Vehicles are visible by default (then turned off in game). This enables late joining players to see the vehicles.
- Scoring value for turret objectives is now 0. Instead it's replaced by team experience triggers.
- Scoring value for satellite is now 0. Instead it's replaced by a team experience trigger.
- Reduced total amount of experience given from objectives in early part of map.
- Invisibility is disabled early in the map.
- Mech Titan's experience is increased.
- Arctic Sentry's damage is increased by 250%.
- Skaarj and Mercenaries under ion cannon is destroyed when the ion cannon is destroyed.
- Sentry hack time for the four hold objectives is now 10 seconds each instead of 15 seconds each.
- Added super adren pill and health pack at the beginning of countdown sequence.
- Increased experience for destroying AI generator and beating the map.
- Increased damage for guided ice skaarj projectiles.
- Disabled dedicated monsters.
- Added resurrection event after the AI Generator is destroyed.
- Weakened minions between post AI Generator and the bosses at the end.
- If the AI Generator is destroyed while the sentry is at the sentry spawn room, the sentry is teleported out of the room to prevent it from getting trapped in there.
- Replaced ending progress volume with proximity objective.
Use of Weapons Level 7 is updated.
- Monsters are not cleared at the end to prevent crashing.
Xenomorph Colony Part 2 is updated.**
- Queen is now vulnerable after it gets burned.
- Runners (in the tank part) score value is now 0.01 instead of full exp.
- Added team experience trigger after the tank section.
- Increased player monster predalien score and interval requirements.
- Added lighting by super hp pickup by twin elevator shafts.
- Reduced healing by 50% in first cargo area.
______________________________
Special Thanks to Silly Warlock for reporting and solving some of the bugs!
* Change log was applied in between server updates.
** Contains other changes, but it's not posted here to avoid spoilers.
*** This log was reverted due to a critical bug discovered shortly after updates.