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Live Zombie Survival development tracking (changelog)


Ywa

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XM1014 shoots butter, it needs to be buffed.
Musket is OP as shet atm, and also shoots 2 bullets (at once I mean) for some reason, which may explain that.
Also encountered a glitch in Mall where I could heal a nail fully in one hit, not sure how, but it was in the little cading room
 

Edited by Antz
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- Decent sized update for human classes.
- All classes receive a base of +10% damage increase of their weapon type followed by +2% per level.
- Fixed up grenade and balanced properly.
- Balanced several weapons.
- New loadout descriptions for each class.
- Preparations for potential level cap increase.

 

Players should now be encouraged to stick with their class weapon types as they receive a base bonus from level 0. I expect more weapons may need slight balancing.

 

Some other base bonuses.

General bonuses that are gained are slightly lower.

Higher level players still have advantages over lower leveled, but less noticeable.

 

This will allow me to increase the level cap without making people overpowered and probably more balanced than what we're used to.

Level cap increase is something I have been thinking about due to a couple of people (no lifes) reaching max level already.

Edited by Pufulet
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A great deal of stuff got updated today:

 

  • - Poison Zombie Health 500 -> 480.
  • - Poison Zombie - Damage 37 -> 35. Receives poison bonus from attacks.
  • - Remade "Action Reload" perk.
  • - Remade "Take Point" perk.
  • - Fixed Support Suit increasing nail health from 200 instead of 100.
  • - Updated "Natural Immunity" perk.
  • - Added "Regeneration" perk for support.
  • - Remade "Reinforced Calibre" perk.
  • - Commando and Sharpshooter now have am accuracy/recoil perk.
  • - Sharpshooter now has a speed perk.
  • - Fixed how headshot damage works. Headshots will give 2x damage no matter what plus class bonuses.
  • - Melee headshots give 1.5x damage.
  • - Engineer starts with 3 C4 instead of 4.
  • - Removed maximum amount of C4 limitation.
  • - Updated grenade damage/radius.
  • - Added Commando perk "Defender Rifle".
  • - Several other minor stuff I forgot about.
  • - Updated several perks.
  • - Updated barricading system, more nails means less damage to the actual prop.
  • - When a nail breaks, that damage is also lowered by the amount of remaining nails.
  • - Damage to nail maximum health is also affected by the amount of nails.
  • - More nails, better barricade.
  • - Type !damage in chat to enable damage logging in chat!
  • - Updated some hints.

Lots more stuff including noticeable fps increase thanks to Ywa updates.

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Added Blood Spawner

 

Ghouls can create them by pressing RELOAD and looking at the floor. Creating one will instantly kill you. Zombies can spawn on them and (currently) even when a human is next to one. They reward 10SP and 50XP when destroyed by a human and have 60 health. The creator can destroy their own as well.

 

There is a distance of 512 units required between blood spawners and a player can only create one. Creating another will destroy your previous.

 

These are still to be improved regarding balancing and expect another update for them today or whenever so that you don't have to cycle off an undead to spawn on one.

 

http://images.akamai.steamusercontent.com/ugc/531768813546692545/D3789E38A4F6AF218C71FC1E89872E6927E2E4AC/

Edited by Pufulet
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One of the main reasons for players disconnecting when zombie from reports is random zombie selection. People can get selected several times in a row.

 

Humans closest to a zombie gas will be selected using some lovely calculations and such.

 

I can't show who is going to get selected because I don't know how to correctly do it (code for it is there just needs correcting) but you can look at the screenies below as proof of it working.

 

Don't want to be a zombie? Stay the hell away from any gasses when warmup time is coming to an end.

 

http://images.akamai.steamusercontent.com/ugc/531768892752636098/AD69D2A108495ABEEEF8F05AD5385172CFA169C9/

http://images.akamai.steamusercontent.com/ugc/531768892752636337/7BCE315BD99A2862430FBC3AED47321188E4F257/

Edited by Pufulet
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- Humans run backwards 45% slower.
- Increased global human speed from 186 to 194 to compensate.
- Medics now receive +10% damage resistance.
- Medics receive 3% damage resistance instead of 5% per level.
- Moved some undead damage related code to another file for optimisation.
- Weapons are 25% more accurate apart from moving but have the same iron sight size (they go in the middle more often).
- Weapons are 10% less accurate when moving, works the same as the above change.
- Screen punch when firing has been modified.
- Compensating for recoil is easier now due to the change above.
- Increased ak47 fire rate, damage 14 -> 14.5
- Magnum starts with 18 extra bullets instead of 12, lowered recoil from 3.3 to 3.
- Classic Pistol renamed to Pistol, damage 9 -> 8.
- Added Shotgun to support shop for 200.
- Chipper is now 200SP, damage 9 -> 10.
- Undead now regenerate 3 health every second if they haven't been hurt for 4 seconds.
- Normal Zombie health 240 -> 225.
- Poison Zombie health 480 -> 450.
- Zombine health 380 -> 350.
- Medics gets +3% movement speed base, Berserker gets +2%.

Edited by Pufulet
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Pyro Update

 

- Removed dynamic light for flare, fps issues.
- Flare can now pass through humans.
- Dragon's Breath, damage 10 -> 11, 5 shots instead of 4.

- Optimised and updated scoreboard.

- Updated SkillShop ammo prices and names.

- Added Dragon's Breath shotgun thanks to Braindawg.
- Added Flaregun perk for Pyro.

- Added Pyro class, deals with chance to burn targets and general fire damage.

- Added 3 Pyro perks.
- Minor changes.

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- Old anti-bhop is gone.

 

- New anti-bhop/crouch spam system in place. Players will now get dazed which will temporarily lower their speed and accelerate back to normal.
- Crouch-jumping will daze the player longer than just jumping due to increased velocity when coming down.
- Crouching while moving forwards will daze the player.
- A zombie doing 20 damage or more will daze the player slightly.
- Zombies are affected by the daze system, they don't get dazed on damage.
- Zombies walk backwards slower.
- Modified certain zombie stats.
- Redeemers will have their dual elites selected instead of nothing.

 

- Added Pyro weapon TMP for 300SP.

- Pyro weapon Glock is now 100SP.

- Pyro Flaregun perk has been changed to Glock.

- Slightly buffed Dragon's Breath.

 

- Humans are also at 200 base speed and 180 jump power

Edited by Pufulet
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  • 1 month later...
  • 4 weeks later...

My commits are not pushing to the live server, sorry guys. Gotta talk to Ywa.

 

  • - Updated Pyro.
  • - Fixed fast zombies not slowing while attacking.
  • - Disabled humans reviving as zombies on initial death.
  • - Humans become slightly more agile.
  • - Poison zombies and ghouls slow down correctly when throwing flesh.
  • - Other minor changes.

 

Revision 1995 by Pufulet

  • - Fixed Unlife and Lasthuman songs colliding.

 

Revision 1994 by Pufulet

  • - New Loadout Menu which should be properly supported by all widescreen users.

 

Revision 1993 by Pufulet

  • - Removed vodka from Berserker.
  • - Sharpshooter now has a knife instead of a beer bottle.

 

Revision 1992 by Pufulet

  • - Pyro burn length greatly reduced.
  • - Changed "Burn" to "Scorch" for pyro.
  • - Burn damage increased.
  • - Removed Engineer combust perk.
  • - Slightly lowered TMP damage.
  • - Doubled damage of flare gun.
  • - Flare gun can only be shot once.

 

http://images.akamai.steamusercontent.com/ugc/619597245244593435/92CFFE79868C6F7A667D30B17F08EAA2A7B2026E/

Edited by Pufulet
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Revision 1998 by Pufulet

  • - Turret is now collidable.

- Personal weapon drops are now specific for your class.

- The weapon drop will trigger no matter when you get 100sp.

- Weapon drop now tells you what weapon you have.

- Disabled assists.

- Other minor changes.

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