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!