Monday, May 31, 2010

ZDoom Wiki page updated

Not that it particularly matters, but I finally got around to updating the ZDWars page in the ZDoom Wiki.

Also, have a nice Memorial Day.

Saturday, May 29, 2010

Public Beta 2.8 OUT!

Alrighty, this is a good one. :D

Changelog:

Overall:

New Additions:
-Grimwald now has a new music track. Music Pack updated.
-Dead Haze now has a new music track. Music Pack updated.
-Despair Canyon now has a new music track. Music Pack updated.

-The Heretic Teleport fog is now used instead of the Strife Teleport fog.

-There is now an image to display your progress in unlocking units. This is toggled using the Strife Objectives key, so bind that to turn it on or off if need be. It appears in the right, upper corner of the screen.

-The HUD will now always be in the lower right corner, no matter the resolution, and will still be visible with the automap open. In addition, the mana and hero mana bars are now labeled.

Bug Fixes:
-Manuals updated and corrected in a couple instances.

-Health will now work properly in the event of a telefrag.


Map Pack:
-Sauerkraut has decorated and expanded Grimwald, providing operable gates and enhanced fortifications.

-The Crucible maps have been upgraded.

-The randomly scrolling floor in Valley has been fixed.
-The step that prevented the land bridge from being useful has been fixed.

-Raised the roof of the elevator and surrounding area in Tech Monolith.

-Changed the script numbers in Blazing Colosseum to prevent script conflicts with the Hero notifications.

-The walls of the chip on System Reboot are now 96 units wide.

-Adjusted all three bases in Despair Canyon, weakening the Hell Base and making the Gate Base less defensible, and making the Trench Base have some better firing arcs and making the battlements more useable.

-The timing was a little off on Lord Malvadious' spawn time.
-The Malvadious actor was moved so it will roam about before being released more reliably.
-There is now a dividing wall in the cage in the south end of city of Chaos.
-Lord Malvadious is now more persistent.
-One of Lord Malvadious' attacks was buffed.
-Lord Malvadious' stepping sounds are now better in sync.
-Lord Malvadious now has an incredibly destructive and dangerous death sequence.

Doom:

Balance Changes:
-The Spider Mastermind now spawns bullets from 8 units higher.
-The Spider Mastermind has been reduced in size from .85 it's original size, to .75.

-Imp health increased from 90 to 100.
-Imp speed increased from 8 to 9.

-Shotgunguy accuracy increased from a 13 degree variance to a 12 degree variance.

-Zombieman attack wind-up reduced by 1 tic.

Bug Fixes:
-Spectre Gibs are now transparent.


Heretic:

Balance Changes:
-The Iron Lich's Whirlwind no longer forces radius damage, so it can't hurt itself. This makes the attack ineffective against heroes, but it was primarly anti-infantry to begin with.

Bug Fixes:
-Normal mummies couldn't be used to unlock Clinks and Disciples.


Hexen:

Balance Changes:
-Afrit health buffed from 50 to 60.
-Afrit attack sped up by 3 tics.
-Afrit Enchanted Death shot speed increased from 20 to 30.
-Afrit Enchanted Death shot now homes in.
-Afrit fireball speed increased from 16 to 22.

-Wraith melee and ranged attacks sped up by 3 tics.
-Wraith health increased from 300 to 320.

-Menelkir minmissile chance raised from 85 to 100 (He'll shoot less).

-All Enchantment effects will not longer reflect.

-Enchanted Serpent projectiles now pierce invulnerability.

-Slightly increased the range of the Enchanted Centaur projectiles.

-Only the first two projectiles in Traductus' attack will now hit ghosts.

-Bishops are now immune to non-forced radius damage.
-Bishops can now be enchanted. Details in the manual.

Bug Fixes:
-Korax's summonball was, get this, twice as wide as it was supposed to be.

-Did a code rewrite to prevent Homing Serpents from appearing green. We'll see if it worked.

-The Bishop now has a short animation in which he closes the magic portal in front of him before going back to his See state.

-Menelkir's walking animation has been slowed down.

-The slaughtaur's unlock message was misspelled.


Strife:

Balance Changes:
-Reaver melee max damage reduced by 1, and melee attack speed slowed by 1 tic.
-Reaver health reduced from 300 to 280.
-Reaver melee range reduced from 72 to 68.
-Reaver speed reduced from 12 to 11.

-The Programmer's lightning bolt damage has been reduced from 13 to 11.
-the Programmer's lightning now deals Ridiculous damage.

Bug Fixes:
-Fixed a graphical bug with the Spectre A spawner.

-The Repair drone no longer drops mana.

-The Programmer's attack frames had some translucency issues.


CQ:

Bug Fixes:
-The Cyclops flemoid sprites are now aligned to more accurately represent their position.

Virus:

Balance Changes:
-Felix health increased from 4000 to 4500.
-Felix minmissilechance reduced from 100 to 50 (He should shoot more often).
-All of the Felix's attacks were majorly buffed.

Bug Fixes:
-The Mill's laser pierced invulnerability.

Thursday, May 27, 2010

o u know

That, in the upper-right corner of your screen, and with working progress bars and pretty pictures of locks for monsters you haven't got yet.

2.8 is due soon!

How soon isn't really clear - there's still a little work to be done. Anyway, the Crucible maps are getting another upgrade, so the current Greater Crucible will become Lesser, and a much expanded and improved map will fill in the spot left vacant.

Bishops will be able to be enchanted in 2.8, as well. When enchanted, they will gain a slow, homing projectile attack which can stunlock lesser units in a radius around the impact, as well as dealing sufficient damage to them.

Evil Space Tomato has magically whipped up a Tech Tree Progress display for all classes, which shows your progress towards unlocking units in the upper right corner of the screen. It is currently triggered by the Strife Objectives key bind.
He has also improved the HUD so that it always displays in the bottom right corner of the screen, and works at low resolutions. Each mana bar is also labeled. So, many thanks to him for these fantastic additions!

That brings this a little closer to tournament-shape. I still need some sprites, though! D:

Tuesday, May 25, 2010

New Dedicated Server

I'm a bit late here, but there's  new ZDWars server called [-==Destiny Server==-] #05 ZDoom Wars. It's in Hungary, and has 4 player slots. It's pretty good, so get in there!

Saturday, May 22, 2010

2.8 Report

Just now, Neuralstunner, MisterCat, and Kate helped me make Health work correctly in the event of a telefrag, so they honestly, really won't be an issue in 2.8.

The music pack will be updated in 2.8, though right now only the track for Grimwald is set to change. Others may follow suit.

The wad is going to use the Heretic Telefog instead of the Strife Telefog, since it looked odd with D'Sparil's Disciples.

There are also a few cosmetic fixes besides that, mostly to fix bugs. For example, the Cyclops flemoid's sprites are going to be better aligned to represent its actual position.

Grimwald is also recieving an update which increases its size a bit, and buffs up the forts, with a couple gates added in, and the water treatment plant thing getting a rehaul.

Friday, May 21, 2010

CQ Monster Pack updated

I fixed some bugs with the CQ monster pack, for use in coop, sp, survival, etc.

-Players were not given the mini zorcher correctly.
-Maximus was too wide for his niche in E3m5, and the Flembrane was also reduced in size for a similar reason.

So yeah, go download that and play with it sometime! One day I might even muster the energy to make the monster packs for the other games. :P

So, no Chromium or Obsidian server...

The folks who run the Chromium and Obsidian servers have judged ZDWars to be too much of a drain on resources. UNLESS I could implement a pop cap CVAR or something, which I have no idea how to do. So, yeah, join the forum and discuss that one.

Tuesday, May 18, 2010

Map Submissions

I've been getting a couple map submissions recently, and it's brought to my attention that a couple earlier submitted maps need some love. So, if you've sent in a map, and I requested that you work on it some, remember to do that!

Sunday, May 16, 2010

A bit of server news...

Eruanna informs me that, since ZDWars eats Bandwidth like a skinny Japanese woman at a hotdog eating contest, it'll only be up towards the end of this month, but that's something.

In other news, remember we have a forum, so sign up for it and start posting. There's already some regular activity, and a screenshot thread where you can show old scars and brag. The link is up top, near the download link.

Saturday, May 15, 2010

Oblacek server updated!

It's now on 2.7, so play it to death. Still no news on NODE-3 or Obsidian.

Thursday, May 13, 2010

Public Beta 2.7 released!

Changelog:

Overall:
New Additions:
-Updated and corrected the Hexen, Strife, and Virus Manuals.

Bug Fixes:
-Player footstep sounds should no longer occur while in the air, or swimming.



-A couple sprites were accidentally removed as part of the 2.6 clean-up.

-There are no longer traces of red in the green blood.

-Got rid of a couple harmless but annoying console messages.



Map Pack:
-Monsters will now die if they fall off the level in Something Epic. The pits are no longer hidden deepwater sectors, so lingering debris won't slow down the game as a fight goes on.

-Fixed some visual issues in several maps.

-There was a lamp on one of the elevators in Doom City Outskirts.

-Fixed an exploit in Battlefield 1994.

-There was no south spawn point in Wierd Bases.

-Added sound-blocking lines to Grimwald.

-Made some anti-camping adjustments to Despair Canyon. The Gate switch is easier to get to, the trench base is more open, and the Hell base now has a ground entrance.


Doom:
Balance Changes:

-The Vile Pulse is now on key 7, so that it is separated from the units, like the other factions.


Heretic:
Balance Changes:

-Undead Knights' red axes now only drip half as much blood, to reduce lag.

Bug Fixes:
-The Barrage Weredragon's fireball wasn't animating.

-"Maulotaur" was misspelled in the unlock message.

-The Iron Lich's whirlwind was not animating correctly.


Hexen:
Balance Changes:

-Menelkir's shot damage has been raised from 6 to 10.
-Menelkir's minmissilechance has been reduced from 90 to 85. (He will shoot more)

-Chaos Serpents can now be Enchanted if they are retrofitted, and can then be re-retrofitted or re-enchanted at any later time.
-Same for preupgraded Serpents.
-Chaos Serpents are no longer immune to radius damage, but enchanted serpents will no longer be able to harm other Chaos Serpents at range.

Bug Fixes:
-The radius of Enchant will now effect Chaos Serpents.

-The Death Wyvern's tooltip did not specify its cooldown time.


Strife:
Balance Changes:

-The Inquisitor's grenade attack has been sped up by 4 tics.
-The Inquisitor's Rifle attack has been sped up by 2 tics.

-Spectre A now has 3500 health, up from 3000.

-Spectre B now has 4000 health, up from 3000.

-Both types of Spectre will now try to back away from opponents when within 2000 units.

Bug Fixes:
-The invisible Rez actor employed by robots effected by the Repair Drone did not disappear as they were supposed to. They now only exist for two minutes, and have 200 health. This should solve the issue with monsters striking at invisible targets.


CQ:
Balance Changes:

-Reduced Snotfolus' main slimeball damage from 24 to 22.


Virus:
Balance Changes:

-Many of the Virus units have been shifted forward in key selection, due to a bug with selecting the turrets with your number keys. The selection for Virus units now spans 6 keys.

-Upgraded Spores now take no extra damage from Snipers.
-Upgraded Spores now have 50% resistance to KaBoom damage, changed from a 30% resistance.
-Upgraded Spores now have 20% resistance to Suppression Damage
-Upgraded Spores now have 20% resistance to Ridiculous Damage.

-A Prism's first shot in its firing state now has a 4 degree variance, up from 3. The second shot still has only a 3 degree variance.

-Virus speed reduced from 16 to 15.
-Virus will not only begin to back up when within 800 units, down from 1000 units.
-Virus fire rate has been slowed by 4 tics.

-Virus unit death explosions now deal KaBoom damage.

Bug Fixes:
-Fixed a selection bug with the Turret.

Tuesday, May 11, 2010

Sooooo...

The votes for the forum came in pretty quickly, and the 2 negative votes may have been chosen simply on the basis that the 4th answer was an Exorcist reference. Anyway, I've now thrown together a goofy little free forum with some tacky Faction-related themes, so get posting! There's a link to it just above the ZDWars download link at the top of the blog page. This blog will continue to operate in much the same manner it already is.

So with that, I've put the forum poll out of the way again.

Monday, May 10, 2010

I am an adventurous man

I'm now running 2 polls at once, at the risk of the previous poll being missed. Anyway, the new poll. Vote on it, but don't forget to scroll down if you haven't voted on Despair Canyon's future yet.

Oblacek - now running 98c Betas

As the title says. Suck it up and install the 98c beta, using your server browser's ability to identify a testing version folder (at least with Doomseeker), and see if it's more stable than before.

Waaaaait...

So, it seems that the winning poll option is going to be putting in both versions of Despair Canyon, but there's a problem with that...


...How am I exactly supposed to do that? I mean, having one take up a slot on the next map pack would be a total rip off for the mappers, and take away a map that many enjoy for months, but I would also dislike having to name it ZDWars2v2 or something dumb, and set a precedent for keeping older versions of the map, which is counter-productive.

...What if the new version was just made significantly less campy? Is that objectionable? Just... balance it out between the two versions? Therefore, it would cater to both the berzerker types as well as the tacticians, as the fortifications would be minimized?

NEW POLL

P.S. Yes, I'm a fan of early voting. There's no reason to delay clicking the check box, it's the internet.

Friday, May 7, 2010

New Server

There is now a SKILL ZDWars server. The Hosting for ZDoom Wars page has been updated to list it. Mobius is the admin.

Also, NODE-3 is apparently down for the time being. :(

The Node-3 Server

Play on it. That is all.

Monday, May 3, 2010

The first news on 2.7

Haven't seen many players lately. Any particular reason you know of? Then again, I've been playing AvP 3 a LOT for the last few days. Like...a LOT.

Anyway, Mik57 is moving, and Damage has finals, so this week will be rather quiet in the mapping department. But I don't exactly have a time table, so I'll be willing to wait on them. At any rate, expect some more detailing work, and if there are gameplay changes you wish made to the maps, throw in your two cents in the comments, the threads, or on IRC, where it can be discussed live.

In the mean time, I've been cracking down on bugs, many of which have been reported by Avernus in the IRC channel THAT I DON'T SEE TOO MANY PEOPLE IN :'(

In case you didn't know about it, there is a ZDoom Wars IRC Channel on irc.skulltag.com, #ZDoomWars.

Anyway, fixes include something that should solve the problem with monsters attacking the ground, and a couple projectiles rendered invisible by mistakes made during the minor wad clean up in 2.6. There are a couple other minor things to be fixed in a couple maps, and then one vexing bug:


If you retrofit a Weredragon, and then use Ghost Wave on it... it doesn't work. At all. And I cannot for the life of me find out why. So if someone wants to poke around in the code and try and figure it out, please do!

As far as current balance changes, expect some improvements to Strife's Spectres and Menelkir, as well as the Inquisitor's attacks being sped up.

As far as balance, the Strife Heroes remain my primary focus, at least for the current versions. Any other outstanding balance issues you've encountered? As is, I think it's getting pretty close to balanced, but I want to make sure that people are actually using the Faction's special abilities. I know Ghost Wave gets used, but try out Enchant. Rough estimates say that it makes Ettins 50% more effective in melee, and the radius blast serpents can wreak total havoc.

Anyway, to recap my questions:
-Any map bugs you've encountered?
-Any map gameplay problems you've seen?
-Any general bugs you've seen?
-Can you figure out the Weredragon issue in Bold up above?
-Are there any balance issues you've noticed in 2.6?
-Are people really using the Special Abilities?