Monster Assault RPG
- Weapon masteries should only be replenished based on the weapon that is doing the damage instead of the shooter's current weapon.
- Abilities (like Shout, Plague, Implosion) that are not fired from a weapon will not benefit from weapon mastery bonuses.
- For any projectile, the projectile will inherit the magic properties of the weapon that fired the weapon instead of the shooter's current held weapon.
- Abilities (like Shout, Plague, Implosion) that are not fired from a magic weapon will not receive their magic properties.
- Offensive magic modifiers for link guns now work.
- Healing weapon's heal multiplier is now 4% per modifier instead of 3.75% per modifier.
- Experienced Healing now ignores map exp multiplier.
- Experienced Healing will not work when healing another player that was damaged from a 0-score monster.
- Experienced Healing is now 1% per level instead of 0.5% per level.
- The last two levels of Experienced Healing required rank III instead of IV.
- Enhanced Armor can only be active for: 30, 45, 60, 75, 90 seconds before draining all of its energy.
- Damage absorbed that goes to adrenaline negatively from Enhanced Armor is now 10% instead of 5%.
- Stat point cost for Enhanced Armor is now 8 per level instead of 10 per level.
- Adrenaline cost for Life Burst is now 125 instead of 75.
- Supports cannot use adrenaline syringe while they are imploding.
- Implosion's damage per adrenaline ratio is now 50% per level instead of 37.5% per level.
- Energy Leech's adren steal rate is now 1.2% per level instead of 1.5% per level.
- Life Siphon's life steal rate is now 0.75% per level instead of 1.5% per level.
- Paladin's perk is disabled when their current health is greater than their max health.
- Effects from Power Field and Aegis will gradually fade instead of an immediate vanish when the caster deactivates the skill.
- Moved DamTypeRPGWeapons class from Smart Monster Pack to Monster Assault RPG
- New Monster ability: Monster Regeneration!
- When being summoned as a Champion, the player's monster abilities such as Monster Vitality, Monster Strength, and Blood Frenzy apply to the monster.
- Necro summoning abilities (such as Summon Regeneration) applies to Summoned Champions.
- Damage threshold for a transfiguration when fighting as a summoned champion is now 3000 instead of 10000.
- When typing 'AltActivateItem info' for the Summon Champion ability, it will also notify the necromancer the slain Champion status in how close they are for a resurrection.
- Decay damage per second is now: 14-18, 18-23, 22-28, 26-33, 30-38 instead of 11-12, 14-16, 17-20, 20-24, 23-28.
- Plague's damage is now 14-16, 20-22, 26-32, 32-40, 38-48 instead of 7-8, 10-12, 13-16, 16-20, 19-24
- Venom Containment will not replenish adrenaline when taking damage from 0-score monsters.
- Venom Containment will not replenish adrenaline when the Necromancer is in a vehicle.
- Carrion Metamorphosis works for magic bio rifles
- TossArtifact in console for SoulTransfer does nothing instead of removing artifact.
- Plague's effects will gradually fade instead of an immediate vanish when the caster deactivates the skill.
- Players can connect to the server alive at most 3 times per game.
- Revised how player data is stored in game
- Changeclass console command is disabled when the server is full.
- SwitchTeam console command is disabled.
- Doubled projectile damage for Invulnerability Hunter
- Shockwave and shake attacks are now replicated to clients.
- Optimized net code for Invulnerability Hunters.
- Advanced Skeletal Magi now replicate their second hand aura.
- Death Actor is now a dynamic array for DWScriptedMonsters. Mappers can customize monsters to spawn multiple actors when they die.
- Revised damage types for turrets and mines so that the magic modifiers and weapon masteries will work.