* FEATURES: Customizations/Options - updated 10-2-2008

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DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Menu additions added were the awareness bar style, and health numbers. Both can be toggled in the menu. Hoverboard key assignment is done through the menu as well by hitting the INSERT key, if it doesn't work, you can type in the console DWMENU and it will bring up the menu also.

Disabling Adren Combos and changing HitSounds along with some other features can now be adjusted by hitting the insert key on your keyboard. A menu will come up and you should be able to figure out what to do...
Hoverboards work on -HB- named maps. When playing a hoverboard enabled map, just hit your assigned hoverboard key and you will be on it instantly, no need to look for it or anything like that. The sole intent of the hoverboard is to have a convient mode of transportation, and it will go thru other players as well as creatures, no damage can be done to them while your on it, however the creatures can damage your hoverboard, even causing it to explode if you fail to get out of the way. If it explodes, you have a good chance at coming out of it alive, however there is always a chance that it may kill you if a really powerful creature hits it very hard.

PortalGun: Available on very few maps, we have the Portal Gun, There is only 1 instance of it, so only 1 player can have it at any time, and it cannot be tossed. Its a blue colored weapon, left click allows the first portal to be created, right click adds the second or destination portal. You fire it like a gun and aim it at a wall and you'll see a round circle, just walk into it after making a source point and destination point and you'll go from one to the other much like a teleporter, except you put the places to go and come from. You can change the source or destination point by left or right clicking and pointing to a new area. When you die, the gun will drop at the point you died and someone else can pick it up. Using the gun to torment other players can result in a ban.

MonsterLoot: These are special items that drop randomly from the creatures when they are killed. Currently set at 33% chance of a random item dropping. The items can range from health vial/health/shield/experience shard. The shards can only be picked up if you fall within the current range as per this chart, and you will see a message if you don't fall within that range when you try to pick-up:

Low - Blue colored
MaxLevelPickup=155
MinLevelPickup=26
Experience=15

Medium - Green colored
MaxLevelPickup=500
MinLevelPickup=151
Experience=500

High - Red colored
MaxLevelPickup=500
MinLevelPickup=241
Experience=1000

Wild- Yellow-colored (1 in 100 chance)
MaxLevelPickup=1000
MinLevelPickup=25
Experience=Random amount based on experience points needed by the player picking it up to reach their next level. 2%-10% of that amount.

Crates
(ammo for all weapons)

INF +4 Artifact (rare) - Nicknamed "Stickybun" by the players... :cat:

Plus other misc. goodies, such as mine layers and link guns can be dropped from killed monsters.

Some definitions for new weapon modifers that you may see and what they do: (Server 2 has all of these, while Server 1 only has reload, flight and skaarj)

Critical - A vorpal effect available for rapid-fire weapons such as the Link Gun, Minigun, and MP5. Overall damage bonus and chance to instantly kill monsters is reduced to accommodate faster firing speeds of these weapons. Currently not in use.

Earth - This modifier reduces knockback from enemy weapons, adds a 10% piercing effect (10% of the damage you deal ignores monster DR), and gives some specialized protection against Titan rocks.

ManaShield - Damage you take goes to Mana (adrenaline) before draining Health. Modifier determines how effective each mana point is at absorbing damage. Starts with each mana point worth 2.19 health points, increases to 4.79 health points.

Reloading - Shooting a fellow player multiple times (will not work on yourself) will fully reload whatever weapon your teammate is currently holding with a chance of an additional temporary ammo bonus being granted.

Retaliating - When you take damage, the monster that dealt that damage, has it returned to them and then some. Retaliation effect starts at 219% damage taken and increases to 394% damage taken.

Skaarjbane: Skaarjbane weapons deal huge amounts of damage to Skaarj creatures. +30% damage per modifier level against Skaarj. Skaarj creatures are Pupae, Skaarj, Warlords/Waillords, and Queens.

Rejuvenating Waters: Every 3 seconds while this weapon is held, you regain some Health, Ammo, and Adrenaline. These effects stack with similar existing effects (e.g. Health Regeneration).

Flight : While holding this weapon, you can fly, or to be more specific, you can levitate, to get out of flying, use the translocator, and fire and translocate anywhere and it will take you out of the flying mode. 10% piercing damage.

[s]Infinite Artifact:An artifact you can get when making a donation of $20, be sure to write a note that you want the artifact in exchange for the donation. It is an artifact that can make any non-superweapon infinite+4. You will have it on you at all times, on every wave unless you use it, then as long as you have the weapon in your possession, you won't be able to make another, ....should you lose it by dying, it will re-appear, ready to be used again when you come back from death. If you toss it or give the weapon or artifact away, you won't be able to make another inf with that artifact until its gone. Since it is really powerful, and permanent, you have got to want it real bad to get it.[/s]
Note: This Artifact is no longer attainable by donation. Random drops from monsters are still active.

This may change in time, but this is current as of 8-26-2008.

10-2-2008
Tonight on server 2, we will be testing some new things. 2 artifacts, one for the WeaponMaster, and one for the AdrenMaster. They are assignable artifacts for testing purposes, so they won't be available for the general public for awhile, but if the tests work well, then this is something for you to look forward to:

One is a blast sphere for WM's. The other is a Elemental Weapon Maker for AM's.

The healer is getting a new ability they can buy, composed of 2 levels of health awareness. With this, they should be easily able to identify people who need healing by seeing the bar above the players and how low they are. Healing Sphere is new and very nice. Heal multiple people within the sphere and gain experience from it.

5 levels of denial instead of the 2 or 3 previously.

A new flight modifier, with the hope of being more like boots of flight, and the current flight modifier being renamed to Hover.

Costs have been rounded up so players may see an initial 20 experience point deficit due to the changes.

Why server 2? Because its just easier for me to do the changes, server 1 will get it after a few days if all goes well....
Last edited by DW_Wraith on Fri Oct 03, 2008 9:59 am, edited 16 times in total.
chamychan
Killer in Training
Posts: 23
Joined: Sat May 26, 2007 11:00 pm

are DW critical, retaliating, and the other ones available? so far i've only encountered reloading and Skaarjbane...
Tazcrosblade_
1337 Haxor
Posts: 435
Joined: Mon Aug 06, 2007 11:00 pm

those are only avaliable on server 2
savagesarge
Killer in Training
Posts: 12
Joined: Fri Jun 06, 2008 11:00 pm

is tenative available on both servers?
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

nightmorph wrote:Also, does that donation artifact make any weapon infinite +4, or just infinite?
Infinite +4 at the moment.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Awesome.. Cool idea,
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DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Artifact available for both servers now. I just had done the update this past Sunday for server 1.
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

DW_Wraith wrote:Wild- Yellow-colored (1 in 100 chance)
Experience=Random amount based on experience points needed by the player picking it up to reach their next level. 2%-10% of that amount.
MonsterLoot_Beta7f.u wrote: // get touching players stats
StatsInv = GetStatsInvFor(Other.Controller, true);
// find 5% of the XP they need to level
Experience = 0.05 * StatsInv.Data.NeededExp;
// add 0-5% of their XP to level to 5%
Experience += rand(Experience);
// check to see if this value exceeds how much they need for their next level and clip the value to fit
if (Experience > (StatsInv.Data.NeededExp - StatsInv.Data.Experience))
Experience = (StatsInv.Data.NeededExp - StatsInv.Data.Experience);
Last edited by 40_Shards on Tue Sep 02, 2008 10:19 am, edited 1 time in total.
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I love the smell of UnrealEd crashing in the morning.
poisenbery
Posts: 7
Joined: Sat Jun 14, 2008 11:00 pm
Contact:

franky actually had a pretty good idea today
you cant pick up more than one of the same artifact
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

poisenbery wrote:franky actually had a pretty good idea today
you cant pick up more than one of the same artifact
It's a good idea, I think there's just an issue between breakable and unbreakable artifacts atm.
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I love the smell of UnrealEd crashing in the morning.
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