Change Logs

Anything and everything related to the Evolution server.
DW_Ant
DW Clan Member
Posts: 2653
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Monster Evolution is updated!

Monster Assault RPG
  • Added bonus XP multiplier events. Just like for map xp multipliers, records are scaled to the current bonus event.
    • A +25% bonus XP event is now active for the duration of this weekend!
  • The Support's summon preferences are now saved to the client's ini file. The browse selection type (eg: browse through all summoned monsters, tiered monsters, or strongest only) and the option for the ability to automatically select the next strongest affordable monster if the current selected monster is too expensive to summon is now remembered across maps.
  • Changed the following for Summon Skaarj Troopers:
    • Disabled ducking
    • Attack rate is now 0.2 seconds instead of 0.4 seconds.
    • Shielded attack rate is now 0.1 seconds instead of 0.7 seconds.
    • Shield chance is now 10% instead of 20%.
    • Skaarj Trooper's retaliation triggers regardless if the attacker is the trooper's current target or not.
  • Changed the following for Summon Skaarj Snipers:
    • Disabled ducking
    • Attack rate is now 0.75 seconds instead of 1.9 seconds.
    • Shielded attack rate is now 0.4 seconds instead of 1 second.
    • Shield chance is now 10% instead of 50%.
    • Skaarj Sniper's retaliation triggers regardless if the attacker is the sniper's current target or not.
    • Skaarj Sniper's retaliation now strikes the attacker instead of the sniper's current target.
  • Changed the following for all brute summons:
    • Enabled 'Gut Attack' animation to allow the brute to strike their targets when close rather than stretching their arms forward and shooting behind their target's head.
    • Increased damage output by 50%.
    • Summoned brutes may be dense, but at least their thick skin comes with a perk. They can now resist all damage intake. This ability is compounded with the monster's resistances.
      • Lesser Brutes resist 10% of all damage.
      • Brutes resist 15% of all damage.
      • Behemoths resist 20% of all damage.
  • Raptor summoning cost is now 310 instead of 260.
  • Disabled summoned raptors' hit animation to prevent them from excessively biting their targets every time they take damage.
  • Supports' summons max health is now rounded to the nearest whole number, allowing their health bars to turn blue when they regenerate to max health.
  • Implosion now protects all monsters in pulls, rendering them immune to all damage until it implodes.
  • Implosion now distributes experience to the team. The caster gains an additional 35%. Level limitations are now ignored.
  • Vengeance no longer gives 4x adrenaline for slaying monsters.
  • Vengeance now makes the Berserker temporarily invulnerable until it detonates. This will provide the Berserker xp credit for damaging monsters. When negating damage from the invulnerability, the Berserker's knockback momentum is multiplied by 32! The Berserker will perish after the Vengeance explosion.
  • Fixed bug where Vengeance and Retaliation are not purchaseable if the Berserker did not purchase any abilities.
  • Specters, Guardians, Life Cord, and Aegis can now protect players from environmental damage and when the attacker is not found (eg: when a monster is killed before their projectiles land and Xenomorph acid blood). These skills do not protect players from self damage though.
  • Iron Legs no longer affects summons and player monsters.

ME RPG Expansion
  • New Rank I Monster Ability: Bone Enchantments - When spawning as a Skeletal Mage, you will gain their advanced spell casting capabilities.
  • New Rank II Necromancer Ability: Plated Bones - Increases Summon Skeletons' physical resistance by 2% per level (up to 10 levels).
  • New Rank III Necromancer Ability: Soul Forging - Fuse multiple souls to summon a skeletal mage of an element of your choosing regardless of the souls used.
  • Summon Skeletal Magii now have distinct portraits and names depending on the summon mode.
  • Physical Skeletal Mage is now named Cyclone Skeletal Mage.
  • The Sentinel panel now uses ratios instead of hard thresholds when configuring when their drone should spawn health, ammo, adrenaline, and armor.
  • Supports can now purchase Summon Regeneration. The ability moved from Necromancer Class to Misc Abilities in the RPG class dropdown.
  • Summon Regeneration no longer requires Summon Zombie or Summon Skeleton.
  • Craft Turret ability description no longer states that level 4 requires rank 3 since the max level is only 3.
DW Monster Assault
  • All player monsters options are now available at the start of the match instead of waiting for each monsters' cooldown period before becoming available.
  • Spectators can no longer follow friendly monsters. Summoned monsters and human controlled monsters can still be viewed.
  • The idle kicker can now detect vehicle movement.
Smart Monster Pack
  • Advanced Burning Skeletal Magii can now cast level 5 Fire Shield where it would resist 50% of the fire damage rather than 10%.

DW Assault Mapper Tools
  • Glacier Blight's vehicle damage scaling is now 1.0 instead of 0.4.
  • Players no longer become immune to Decay and Glacier Blight when they jump in a vehicle that renders the driver immune to damage (eg: passenger seats). Instead the damage is transferred to the vehicle.
  • Adv DW Monster Spawner changes
    • Removed TriggerChance based on the number of players and levels. TriggerChance for conditional variables remain.
    • Fixed a bug where TriggerChance is computed after it was used for the first time. It's now calculated before it's used.
    • Added a NewChanceToSpawn fields to allow the spawner to overwrite its ChanceToSpawn based on various conditions. The spawners can now differentiate between trigger chances (react to trigger events) and the ChanceToSpawn (when triggering for the first time, this variable determines if the spawner should be dormant or not).
Gauntlet is updated
  • Added 2 health pickups in the monster teleport room.
  • Added super shield pickup in the monster teleport room.
  • Increased XP reward for the dinosaurs and goro in the cages by 20%.
  • Added 4 health pickups in the hangar.
  • Added super shield and keg health in the hangar.
  • The infinite Air Drone Bombers' health multipliers are now 5% instead of 20%.
  • Increased XP reward for the Skaarj and Warlord in the hangar by 50%.
  • Level limits for XP gained from damaging monsters are now 90-210 instead of 50-160.
  • Level limits for XP gained from completing objectives are now 75-155 instead of 50-115.
Nano Technics is updated
  • Reduced health of dishwasher rust objectives by 50%.
  • The end boss is now a fury titan instead of a regular titan. Its appearance remains the same due to shielding mechanics.
  • The lava in the oven is now a liquid (instead of being able to fall and walk under lava).
  • End game XP is now 175 instead of 100.
  • Level limits for XP gained from damaging monsters are now 90-220 instead of 75-150.
  • Level limits for XP gained from completing objectives are now 60-150 instead of 30-115.
Seraphim Falling is updated
  • Added windows, floor grates, ceiling vents, ambient sounds, and revised lighting in certain areas.
  • In the first spawn: replaced the two nonrespawnable health packs (total healing 50) with DW Health Packs (repeat touch health packs). Total healing is now 200.
  • In the second spawn: replaced the health pack (total healing 25) with DW Health Packs (total healing is now 600).
  • In the room outside the gas room: replaced the two nonrespawnable health packs (total healing 50) with DW Health Packs (total healing 150).
  • Added 200 adrenaline at both spawns.
  • Added 2 respawnable shield packs in the second spawn.
  • Chestbursters will spawn instead of face huggers when the average level is 1-50.
  • Fixed bug where killing 2 or more undead at the same time still gives the relic.
Temple Run is updated
  • The shield pack at the beginning now spawns immediately.
  • Added a second shield pack at the beginning.
  • The warlord ambush now triggers when there are 2 or more players instead of 5 or more players. If there are 2 or more players, the ambush happens 50% of the time.
  • The warlords in the ambush are no longer zero score. Instead their score multipliers are now 1.25.
  • There are a total of 5 ambush warlords instead of an infinite number of warlords.
  • Added 8 flanking skaarj that will assist the warlords in the ambush.
  • When the ambush happens, the player spawn points are now outside instead of the middle of the ambush.
  • Slight adjustments to lighting.
  • Added adrenaline in the super shield secret.
  • Added two weapon lockers (at ship and cave) to allow weapon copying.
  • Revised the second redeemer secret to make it easier to discover (change logs are intentionally vague).
    • Order of operations can now be executed in any order rather than a specific order.
    • Added feedback to progressing the secret.
    • Added more steps involved for secret.
    • Changed the monsters for secret.
Thrust is updated
  • Added Air Drones throughout the map. Each area can spawn 2-4 drones (easy mode), 4-8 drones (hard mode).
  • Fixed pathing through the door by the sniper rifle ammo spawn after the pressure tank objective.
  • The very same door by the sniper rifle ammo spawn no longer toggles open/close every time a monster is slain.
  • Player monter drones are enabled.
  • Fixed the possibility of trapping players inside the doors behind the guidance missile since the doors can now only open (they cannot close once they open).
  • Revised oil tanks' collision.
  • Added a small box for the skaarj snipers on top of the oil tanks.
  • Extended the team progress volume at the end so players could hide inside the ship when waiting for their allies.
  • Bridge support beams are now touching the bridge.
  • Closed off the gap between the arcs and the terrain at the beginning spawn.
  • Added player blocking volumes over the first hill by the beginning spawn.
  • Fixed bug where the rocket thrusters are always on. They are now turned on upon activating the launch sequence.
  • Renamed AS-ME-Thrust to AS-Thrust-ME for alphabetical sorting purposes.
  • Level limits for gaining XP from damaging monsters are now 115-275 instead of 90-180 (easy mode).
  • Level limits for gaining XP from damaging monsters are now 175-350 instead of 150-225 (hard mode).
Xenomorph Colony Part II is updated
  • Placed a blocking volume between the treads of the tank at the extraction site.
  • Runners in the vents (after the goliath tunnel) no longer have high resistances and damage.
  • The runners in those vents (after the goliath tunnel) now provide XP.
  • There are a total of 2-6 runners that may spawn in those vents after the goliath tunnel.
General log warning fixes
  • Fixed log warnings when trying to access null variables from the following:
    • Killer from DWScriptedMonster::Died function.
    • Killed from ASGameInfo::Killed function.
    • Killer from ASGameInfo::NotifyKilled function.
    • P from ASGameInfo::CheckEndGame function.
    • Mechanic from MechanicSentinelController::FindMechanic function.
    • Mechanic from MechanicLinkController::FindMechanic function.
    • PlayerReplicationInfo from ArtifactSentinel::UpdateSentinelMaster function.
    • PlayerReplicationInfo from ArtifactSentry::UpdateSentryMaster function.
    • C from FriendlyMonsterController::SameTeamAs function.
    • InstigatedBy from DWScriptedMonster::TakeDamage function.
    • InstigatedBy from RPGRules::AwardEXPForDamage function.
    • InstigatedBy from RPGRules::NetDamage function.
    • Instigator from AbilityLifeSiphon::HandleDamage function.
    • FireMode from RPGStatsInv::OverrideFireRate function.
    • MoveTarget from ScriptedSmartBrute::RangedAttack function.
    • Controller from DWScriptedMonster::TakeDamage function.
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}
DW_Ant
DW Clan Member
Posts: 2653
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

A hotfix is applied today.
  • Implosion no longer gives XP credit for over killing monsters. When a monster is killed, XP is given to based on the damage needed to slay monsters instead.
  • Removed Lucifer from the player monster roster.
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}
DW_Ant
DW Clan Member
Posts: 2653
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Monster Evolution is updated!
To celebrate Monster Evolution's 10th anniversary, the server will be running a temporary 35% bonus xp multiplier!

ME RPG Expansion
  • New Rank III Necromancer ability: Frost Lich - Alters some of the poisoned skills to deal cold damage instead.
  • Immortality received several updates:
    • Immortality no longer respawns the Necromancer as a monster. Instead they will transform into a ghost form where they still have access to their weapons, minions, souls, and abilities even while 'dead'. However their weapon damage output is reduced by 75%.
    • While in ghost form, the Necromancer will still have access to other controls as if they're living. For example they can still interact with buttons, vehicles, and objectives.
    • Necromancers will automatically restore their form from a resurrection event.
    • Mana cost for Immortality is now 50, 25, 0 instead of 50 for all levels.
    • Immortality now costs 20 stats per level instead of 30, 20, 10 stat points.
    • Level 2 allows this ability to be used at most 3 times per life. Level 3 allows unlimited number of resurrections per life. Immortality will not activate if the Necromancer is slain while in ghost form.
    • Immortality is active even if the map allows for immediate resurrections (such as Jumpship and Dragon Tower).
    • Immortality no longer automatically casts regroup minions, unpetrify minions, ghosts of anguish, fatigue, and poison supremacy.
  • Increased Plague's base radius by 25%.
  • Poison Supremacy duration is now 120, 135, 150, 165, 180 seconds instead of 90, 100, 110, 120, 130 seconds.
  • Poison Supremacy poison damage output now applies for weapons with low damage output (such as flamethrowers and shotguns).
  • Fixed bug where the goop smoke particle FX for Poison Supremacy would not work online.
  • Reduced Summon Demons' base health by 10%. The ability health multipliers remain the same.
  • The curse ability error messages will now display regardless if it's a repeated message or not.
  • Fixed a bug related to abilities that draw to the hud (such as Necormancer souls, Mechanic metal, and Overcharge), where the hud elements would disappear if the player is resurrected before the previous character is killed.
  • Fixed client-side crash when the Mechanic hud attempts to reference a destroyed artifact.
  • Fixed bug in Blood Frenzy where it wouldn't assign the monster's super health max.
Monster Assault RPG
  • Supports can now summon an Ice Skaarj instead of a Skaarj Assassin.
  • Fury now drains 5 health per second per level instead of 7 health per second per level.
  • Removed mention of ignoring Berserker health in Fury ability description since the Berserk's health perk no longer exists.
  • Cry of Repulsion minimum cast interval is now 8 seconds instead of 3 seconds.
  • Cry of Repulsion now costs 20 mana instead of 40 mana.
  • Fixed bug in Recall where it could recall the space fighter's weapon if the player respawns before their ship explodes.
  • Fixed a bug related to abilities that draw to the hud (such as Personal Medkit, Adren Syringe, and Frenzy), where the hud elements will vanish if the player is resurrected before the previous character is killed.
Smart Monster Pack/Sample
  • Monsters no longer attack turrets that are on their team.
  • Fixed turret friendly fire against monsters.
  • Increased summon dragons' flying, swimming, and running speed by 50%.
  • Increased summon shrikes' running and swimming speed by 25%.
  • Summoned shrikes no longer crouch.
  • Increased summon waillord damage output by 15%.
  • Level designers can now specify which monsters can ignore threat.
  • Altered how monster skin replication works in order to support changing skins multiple times.
  • Slightly improved performance by only allowing spell casting monsters to clear spells when slain. This check is ignored for ordinary monsters.
DW Assault Mapper Tools
  • Added scripted Action_PlayTaunt - Allows level designers to invoke speech messages based on instigator or random players.
  • Added InvMonsterShield inventory item. This will allow level designers to place instanced shields for individual monsters rather than relaying on a global material switch.
  • Monster spawner's bClearSpellsWhenKilled now defaults to true. Unless the level designer told the spawner otherwise, curses will automatically expire when the caster is slain.
  • Monster jump spots can now be activated/deactivated via trigger system.
  • Level designers can now add inventory requirements to the PRIRelicCheck.
  • Fixed bug in AdvDWMonsterSpawner where if the spawner failed to find a spawn location and if the spawn interval is positive, it would disable the spawner. Instead it should only disable the spawner if the interval is 0 to avoid infinite checks. Positive intervals will allow the spawner to try again later.
DWMonsterAssault
  • Implemented DWSpaceFighters:
    • These spacefighters can target monsters and vehicles.
    • When ramming into a monster, the monster will most likely be killed, too.
    • Contains a global event: 'MEShipDestroyed' that is triggered every time a ship blows up.
  • Fixed bug where the free spectator camera could be on its side after viewing a space fighter.
  • Added internal counters for resurrection events.
New map: AS-Mothership!
Image
First contact with the Skaarj came during the recovery of the prison transporter Vortex Rikers on Na Pali. Within a year the Skaarj had pushed humanity back to the brink of destruction. This scenario replicates the final battle for Earth, and the stunning victory by humans in the face of almost certain defeat. A Skaarj Mothership orbited the Earth, and rained death upon the planet in preparation for the final landing. In a daring suicide mission, the humans attacked the Skaarj Mothership in small one man fighters, hoping to exploit a flaw in the Mothership defenses their analysis had revealed.

Acatana is updated
  • The recommended player levels are now 115-175 instead of 135-250.
  • The experience multipliers based on level for damaging monsters are now 135-650 instead of 135-250
  • The experience multipliers based on level for completing objectives are now 135-500 instead of 135-250
  • The map now recommends 2-8 players instead of 8-12 players.
  • Changed camouflage meshes.
  • The engine component (space) objectives health is now 4000 instead of 5000.
  • Each space objective now provides 4 points instead of 5.
  • Added few air drones around each space objective.
  • Replaced space fighters with DWSpaceFighters to allow players to ram and target monsters.
  • Player movement abilities like Haste is restored after the players land their space fighters.
  • Added a one time 50 adrenaline pickup spawn on the pipe by the bridge.
  • Add flak weapons in outdoor lockers.
  • Sealed the gap between the bunker door and the ceiling.
  • Fixed occlusion bug in the defender spawn room where the sky would be revealed when standing on the other side of the room.
  • Replaced one way pathing through the shields in the defender spawn room with a two way path.
  • It is now a 2 way path through the bunker door and security gate objective.
  • Added jumpspots to the turret ledge across from the shield component objectives.
  • Added jumpspot to allow monsters jump from the upper ledge to the lower floor in the defender spawn room.
  • KR-Collision-Course music plays when the blueprints are picked up.
  • Add a few snipers in inner courtyard and at the sniper bunker.
  • Added turret ambush monsters
  • Players outside will forcibly teleport back to the spawn if they're outside by the time the blueprints are picked up.
  • 2-3 lucifers will spawn instead of 2-33 lucifers.
  • Lucifers' damage scaling is now 0.75 instead of 0.225
  • Lucifers' health multiplier is now 0.25 instead of 0.1.
  • Lucifers' scale size is now 0.67 instead of 0.5.
  • Lucifers' score multiplier is now 0.85 instead of 0.4.
  • Moved delivery objective on the landing pad instead of in front of it.
  • Replaced the weapon lockers and super shield spawn in hangar 1 with a redeemer locker.
  • Reduced terrain Z-fighting behind hangar 1.
  • Replaced the Krall, Elite Krall, Lesser Brute, Brute, Behemoth monsters in Hangar 1 with a new ambush.
  • Added monsters that spawn at the landing pad during the blueprint objective.
  • Due to the increased difficulty, the time record for Acatana has been reset.
Divine Fortress is updated
  • The extra weapons that spawns around the upper locker now spawn away from the locker to not interfere with Weapon Dispenser.
  • Displaced translocator weapon spawn to avoid Weapon Dispenser interference.
  • Moved the translocator from the door to the lower weapon locker.
  • Fixed bug where the floor sentinels could shoot themselves.
  • The cyber demon now has a protective electrical field where all hostiles will take continuous damage for standing near it.
  • Allied mercenaries will only spawn if there are 0-4 players to save bandwidth.
  • All monsters now ignore threat.
  • The defeat cutscene no longer snaps the camera back to the players. Instead it'll linger in the egg room during map voting.
  • Added link gun ammo to the other side of portal.
  • Moved pistol and minigun ammo where the new link ammo is located.
Heated Escort is updated
  • All monsters now ignore threat.
  • Each checkpoint now enables when at most 20 (instead of 10) monsters are alive within its radius.
  • Increased the shock air drone damage by 50%.
Attachments
Monstership.jpg
Monstership.jpg (158.29 KiB) Viewed 157 times
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}
DW_Ant
DW Clan Member
Posts: 2653
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

A hot fix is applied today.

DW Assault Mapper Tools
  • Fixed bug where cutscenes would cause spacefighter pilots to eject their seats.
  • Implemented Action_HealInstigator - This action allows level designers to heal players that started or continued the script sequence.
Smart Monster Pack
  • Fixed bug where xenomorphs (with custom melee attacks) can break after striking a target.
Mothership is updated
  • The allied ship now has two healing stations. Each of them provides 250 healing that respawns every 30 seconds.
  • For the infinite monsters in space, halved the number of monsters that can be alive at once.
  • Replaced one of the infinite shock air drone spawners with a rocket air drone.
  • The other infinite shock air drone spawner can be disabled when the giant coilbag is defeated.
  • Removed Beamwaillords from infinite spawner.
  • Player monsters are disabled during the space combat.
  • Fixed bug where the departure fighters would automatically take off at match start.
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}
DW_Ant
DW Clan Member
Posts: 2653
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Mothership is updated
  • XP multipliers from damaging monsters based on level are now 250-800 instead of 200-750.
  • XP multipliers from completing objectives based on level are now 200-700 instead of 150-650.
  • Recommended level range is now 150-400 instead of 135-350.
  • Added text hint regarding how to repair your ship at the healing stations at the start of the match.
  • Monsters' score values in space are now 0.5 instead of 0.35 (excluding infinite drones).
  • Fixed wedge spot between the pipes in the hangar.
  • Praetorians' damage scaling is reduced by 50%.
  • Added super shield and keg spawn stations on the link turret ledges.
  • Added items to reward players for completing a jumping puzzle.
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}
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