Showing posts with label release. Show all posts
Showing posts with label release. Show all posts
Wednesday, January 5, 2011
Thursday, December 23, 2010
ZDoom Wars Classic Patch: 0.32_1
Just a minor update to fix a couple reported issues.
-HPBAR spam shouldn't happen now.
-Ghost and nitro mummies spawned faster once ghost nitro mummies were unlocked.
-Made Rail Rev trails client side.
-Put obituaries straight into many of the projectiles.
-Some monsters did not have -COUNTKILL.
-HPBAR spam shouldn't happen now.
-Ghost and nitro mummies spawned faster once ghost nitro mummies were unlocked.
-Made Rail Rev trails client side.
-Put obituaries straight into many of the projectiles.
-Some monsters did not have -COUNTKILL.
Tuesday, August 17, 2010
ZDoom Wars Public Beta 3.1 now available!
And it's pretty cool.
NOTE: Slime Meteors and Carriers just aren't going to work right until Skulltag has SXF_TRANSFERPOINTERS. Sorry.
Overall:
Balance Changes:
-The health bar will now scroll much faster, so you can assess how much damage you've taken quicker!
New Additions:
-All Hero and elite Units have healthbars over their heads now.
-Each class now has differing health values, and each spawn with something unique. This is covered in each faction's manual. C-375 has gone unchanged.
-Manuals and quick reference sheet updated. Combat units with support or non-combat abilities are now more clearly demarcated.
-All summoners will now not be switched to when unlocked, and non-basic units will not auto-fire if the button is held. Tap to spam these guys. This protects against accidentally spawning two barons of hell or what not.
-Sound improvements, courtesy of ReDoom. The Cyberdemon has a new death sound, the Chaingunners and the Mastermind will have beefier
sounding guns, and numerous blood splats, footsteps, and bullet pinging sounds are upgraded.
-Finally found the psd file for the credits screen. It has been updated.
-All gibs and deathsplosions are now clientside. Apparently they weren't before. :|
-Evilspacetomato has revised the ACS to be much more streamlined.
Bug Fixes:
-Small things with green or blue blood will no longer be tossed about when they bleed. Thusly, Flemoids charging a Chaingunner will be
more effective, and Flemoid units' superior weight will be able to be brought to bear.
-Evilspacetomato fixed the bug where the cooldown image was not in time with the actual cooldown.
-Hero summon projectiles now uniformly use the same graphics and sounds.
Map Pack:
-The pit in the center of Wierd Bases has been removed and replaced by some decoration on the ground.
-Each base in Wierd Bases now has a one-way teleport to another base. The opening of each teleport depends on where players spawn.
-The number of fireballs in Wierd Bases has been halved to reduce lag.
-Reduced the unit holding capacity and raised the vulnerability of the Hall of Death in Da Void.
-Got rid of a couple of useless platforms in Da Void.
-Improved a couple fortifications in Da Void.
-Increased the size of the automatic elevator in Da Void, and slightly decreased its wait time.
-Changed the script numbers in Valley to avoid conflicts.
-Some texture misalignments in Blazing Colosseum were fixed.
-Turmoil and Command and Conquer had their sky heights lowered some.
-Enabled heroes to enter the tomb in Grimwald.
-Changed the bars in the tomb in Grimwald to a low barrier to weaken the fortifications.
-Made the side platforms in the Grimwald tomb smaller.
-Made the side entrances in the Grimwald tomb larger.
-Adjusted the sound blocking lines in the Grimwald Cavern.
-A malfunctioning pit in Something Epic was fixed.
Doom:
Balance Changes:
-Zombieman accuracy increased from a 10 degree variance to a 9 degree variance.
-Imp attack speed increased by 1 tic.
-Imp fireball speed increased from 20 to 25.
-Spider Mastermind max damage raised from 18 to 19.
-It now only takes 5 mancubus to unlock Arachnotrons, down from 8.
-It now only takes 4 Arachnotrons to unlock the Spider Mastermind and Cyberdemon, down from 6.
-Baron of Hell and Hell Knight speed increased from 9 to 10.
-Pain Elemental price lowered from 40/24 to 35/12.
-Dual Pain Elemental price lowered from 50/26 to 40/14.
-Pain Elemental retrofit price lowered from 15 to 10.
-Arachnotrons now have an 18 tic wind up period before beginning their attack.
-Arachnotron projectile speed reduced from 35 to 30.
Bug Fixes:
-Pre-upgraded Revenants took 12 to unlock Mancs, instead of 6.
Heretic:
Balance Changes:
-Dismounted D'Sparil's projectile will now force radius damage.
Bug Fixes:
-When unlocking the Nitro Mummy Ghosts with Nitro Mummies, you were not notified that you had also unlocked the Mummy Upgrade.
Hexen:
Balance Changes:
-Swamp Stalker health boosted from 200 to 250.
-Boosted the firing height of the Swamp Stalker's projectile by 12 units.
-Swamp Stalker projectile damage boosted from 8 to 10.
-Only half of Zedek's attack now effects ghosts.
-Lengthened Zedek's attack state by 6 tics (after the attack itself).
-Lengthened Traductus' attack state by 6 tics (after the attack itself).
Bug Fixes:
-The last frame of the summoning animation was too high up.
-Enchant particles were not client side. Yeah, I know.
-Korax cost 10 less normal mana than he was supposed to.
Strife:
Balance Changes:
-The Order Turret Ranged attack has been reduced to 3 bullets, down from 4.
-Order Turrets can no longer hit ghosts. Rejoice.
-Spectre A price lowered from 70/60 to 70/40. Because really, Spectre B is 80/40. :|
-Acolytes did not have obituaries.
Bug Fixes:
-Order Turret wrecks were solid.
CQ:
Bug Fixes:
-First person to read to here gets slow applause that they'll never hear.
-Upgraded Common Flemoids had 10 more health. D:
Virus:
Balance Changes:
-Turret attack rate slowed by 2 tics.
-Spreadshot turret attack spread reduced from a 4 degree variance to 3.
-Spreadshot turret minimum damage raised from 3 to 4.
Bug Fixes:
-The Land Unit upgrade actually decreased the Felix's health until both iterations have been bought. The health value for the first upgrade is now 4600, and 4750 for the second.
-Turrets did not change appearance immediately upon being retrofitted.
NOTE: Slime Meteors and Carriers just aren't going to work right until Skulltag has SXF_TRANSFERPOINTERS. Sorry.
Overall:
Balance Changes:
-The health bar will now scroll much faster, so you can assess how much damage you've taken quicker!
New Additions:
-All Hero and elite Units have healthbars over their heads now.
-Each class now has differing health values, and each spawn with something unique. This is covered in each faction's manual. C-375 has gone unchanged.
-Manuals and quick reference sheet updated. Combat units with support or non-combat abilities are now more clearly demarcated.
-All summoners will now not be switched to when unlocked, and non-basic units will not auto-fire if the button is held. Tap to spam these guys. This protects against accidentally spawning two barons of hell or what not.
-Sound improvements, courtesy of ReDoom. The Cyberdemon has a new death sound, the Chaingunners and the Mastermind will have beefier
sounding guns, and numerous blood splats, footsteps, and bullet pinging sounds are upgraded.
-Finally found the psd file for the credits screen. It has been updated.
-All gibs and deathsplosions are now clientside. Apparently they weren't before. :|
-Evilspacetomato has revised the ACS to be much more streamlined.
Bug Fixes:
-Small things with green or blue blood will no longer be tossed about when they bleed. Thusly, Flemoids charging a Chaingunner will be
more effective, and Flemoid units' superior weight will be able to be brought to bear.
-Evilspacetomato fixed the bug where the cooldown image was not in time with the actual cooldown.
-Hero summon projectiles now uniformly use the same graphics and sounds.
Map Pack:
-The pit in the center of Wierd Bases has been removed and replaced by some decoration on the ground.
-Each base in Wierd Bases now has a one-way teleport to another base. The opening of each teleport depends on where players spawn.
-The number of fireballs in Wierd Bases has been halved to reduce lag.
-Reduced the unit holding capacity and raised the vulnerability of the Hall of Death in Da Void.
-Got rid of a couple of useless platforms in Da Void.
-Improved a couple fortifications in Da Void.
-Increased the size of the automatic elevator in Da Void, and slightly decreased its wait time.
-Changed the script numbers in Valley to avoid conflicts.
-Some texture misalignments in Blazing Colosseum were fixed.
-Turmoil and Command and Conquer had their sky heights lowered some.
-Enabled heroes to enter the tomb in Grimwald.
-Changed the bars in the tomb in Grimwald to a low barrier to weaken the fortifications.
-Made the side platforms in the Grimwald tomb smaller.
-Made the side entrances in the Grimwald tomb larger.
-Adjusted the sound blocking lines in the Grimwald Cavern.
-A malfunctioning pit in Something Epic was fixed.
Doom:
Balance Changes:
-Zombieman accuracy increased from a 10 degree variance to a 9 degree variance.
-Imp attack speed increased by 1 tic.
-Imp fireball speed increased from 20 to 25.
-Spider Mastermind max damage raised from 18 to 19.
-It now only takes 5 mancubus to unlock Arachnotrons, down from 8.
-It now only takes 4 Arachnotrons to unlock the Spider Mastermind and Cyberdemon, down from 6.
-Baron of Hell and Hell Knight speed increased from 9 to 10.
-Pain Elemental price lowered from 40/24 to 35/12.
-Dual Pain Elemental price lowered from 50/26 to 40/14.
-Pain Elemental retrofit price lowered from 15 to 10.
-Arachnotrons now have an 18 tic wind up period before beginning their attack.
-Arachnotron projectile speed reduced from 35 to 30.
Bug Fixes:
-Pre-upgraded Revenants took 12 to unlock Mancs, instead of 6.
Heretic:
Balance Changes:
-Dismounted D'Sparil's projectile will now force radius damage.
Bug Fixes:
-When unlocking the Nitro Mummy Ghosts with Nitro Mummies, you were not notified that you had also unlocked the Mummy Upgrade.
Hexen:
Balance Changes:
-Swamp Stalker health boosted from 200 to 250.
-Boosted the firing height of the Swamp Stalker's projectile by 12 units.
-Swamp Stalker projectile damage boosted from 8 to 10.
-Only half of Zedek's attack now effects ghosts.
-Lengthened Zedek's attack state by 6 tics (after the attack itself).
-Lengthened Traductus' attack state by 6 tics (after the attack itself).
Bug Fixes:
-The last frame of the summoning animation was too high up.
-Enchant particles were not client side. Yeah, I know.
-Korax cost 10 less normal mana than he was supposed to.
Strife:
Balance Changes:
-The Order Turret Ranged attack has been reduced to 3 bullets, down from 4.
-Order Turrets can no longer hit ghosts. Rejoice.
-Spectre A price lowered from 70/60 to 70/40. Because really, Spectre B is 80/40. :|
-Acolytes did not have obituaries.
Bug Fixes:
-Order Turret wrecks were solid.
CQ:
Bug Fixes:
-First person to read to here gets slow applause that they'll never hear.
-Upgraded Common Flemoids had 10 more health. D:
Virus:
Balance Changes:
-Turret attack rate slowed by 2 tics.
-Spreadshot turret attack spread reduced from a 4 degree variance to 3.
-Spreadshot turret minimum damage raised from 3 to 4.
Bug Fixes:
-The Land Unit upgrade actually decreased the Felix's health until both iterations have been bought. The health value for the first upgrade is now 4600, and 4750 for the second.
-Turrets did not change appearance immediately upon being retrofitted.
Wednesday, July 14, 2010
ZDoom Wars Public Beta 3.0
After a couple days of gay download errors and WhoDaMan trying to gain Amnesty, it is finally here.
Overall:
New Additions:
-Caverns music is different. You obviously don't need to download the updated music pack, but you can. It's a song from Stargunner. (jk it's not up for download, wait till 3.1)
Bug Fixes:
-There was a typo on the Help screen.
Map Pack:
-The plateau containing the green structure is now reachable from the ground in battlefield 1994.
-Fixed Sound Blocking lines in Grimwald, Greater Crucible, and System Reboot.
-Platforms at gate base in Despair Canyon are now larger.
-The System Reboot side-bases now have no doors and some platforms have been removed/made more accessible.
-Caverns has been adjusted to prevent monsters from crowding in corners. The center and the bridges therein should be a focal point of the action now.
-Red Canyon has been slightly updated by Whodaman with minor playability changes. The hanging bodies that blocked spawns are gone,
some passageways are larger, and there are some new platforms in the center.
-The starting message on Lesser Crucible should now be correct.
Doom:
Balance Changes:
-Flame Mancubus now use the "Suppression 2" damage type, which deals 1.3 times damage against units who are also vulnerable to Snipers.
-Chaingunner ranged attack variance lowered from 10 degrees to 9.
-Barons of Hell can now hit ghosts, and their ranged damage was boosted from 10 to 11.
Heretic:
Balance Changes:
-Pods can now only spawn up to 15 other pods.
-Primogenitor Pods now have only have 400 health.
-Primogenitor Pods are now slightly larger.
-D'Sparil's serpent will now spit 2 fireballs when at full health, and 4 when at low health.
Bugs:
-10 Ghost Nitro Mummies are now required to unlock Clinks. Before, it could be done with 29 of any type of mummy, and 1 Ghost Nitro Mummy. Progress chart updated accordingly.
Hexen:
Balance Changes:
-Swamp Stalkers now have a 72 unit melee range.
-Swamp Stalker projectile speed raised from 15 to 20.
-Changed the Swamp Stalker burrowing sound to a sound from Starcraft.
-Traductus speed reduced by 2.
-Menelkir speed raised by 3.
Bug Fixes:
-Swamp Stalkers were stuck in the sector they were spawned in due to an inheritance issue.
Strife:
Balance Changes:
-Order Turrets will now not fire its alarm beams if the foe is within combat range.
-Order Turrets will now appear a tiny bit larger.
-Order Turrets will now only fire one alarm beam instead of three, to reduce lag.
-Order Turret max engagement range reduced to 18000 units, from 20000.
-Order Turrets are now solid, because Turret Gods are for weenies.
-Order Turret price raised from 10/4 to 12/5.
-Templar ranged attack variance decreased from 13 degrees to 11.
-Templar minmissilechance reduced from 200 to 190 (will shoot more often).
-The Entity is now 3/4ths its original size.
-Entity speed raised from 16 to 18.
-Entity Minmissile chance lowered from 55 to 50 (It will shoot more often).
-The Entity will now try and maintain a 3000 unit distance from foes.
Bug Fixes:
-The Order turret didn't have an Obituary.
-The Order turret's summonball was the wrong width.
-Order Turrets did not drop mana.
-Alien Spectres and The Entity have obituaries now.
CQ:
Balance Changes:
-Slime Carriers will now create less Flem Spores and Resurrection slime as a result of re-solidifying Flem Spores and Resurrection slime.
-Slime Meteors now spawn at a much, much higher rate, but only when the enemy is not only within sight, but within 1800 units.
-Flem Spores and Resurrection Slimes are now solid once more.
-Lord Snotfolus' height has been reduced from 132 to 126 so that he can traverse standard 128 unit tall halls.
Bug Fixes:
-Some jumps in the Slime Carrier were inoperable, thus the Slime Carrier didn't properly weaken as it was hurt.
-Slime Carriers and Flem Meteors should spawn things that actually fight now. Hopefully.
Virus:
Balance Changes:
-Drone minmissilechance lowered from 140 to 135 (slightly increased fire rate).
-Drone health buffed from 40 to 45.
-Shield Drones will now try to keep a small distance between themselves and enemies.
-Leader health increased from 3500 to 3800.
-Land Carrier minmissilechance reduced from 70 to 60 (it will shoot more often).
-Turrets will now have a quicker reaction time.
Bug Fixes:
-Preupgraded Spreadshot turrets had a slower See state animation.
Overall:
New Additions:
-Caverns music is different. You obviously don't need to download the updated music pack, but you can. It's a song from Stargunner. (jk it's not up for download, wait till 3.1)
Bug Fixes:
-There was a typo on the Help screen.
Map Pack:
-The plateau containing the green structure is now reachable from the ground in battlefield 1994.
-Fixed Sound Blocking lines in Grimwald, Greater Crucible, and System Reboot.
-Platforms at gate base in Despair Canyon are now larger.
-The System Reboot side-bases now have no doors and some platforms have been removed/made more accessible.
-Caverns has been adjusted to prevent monsters from crowding in corners. The center and the bridges therein should be a focal point of the action now.
-Red Canyon has been slightly updated by Whodaman with minor playability changes. The hanging bodies that blocked spawns are gone,
some passageways are larger, and there are some new platforms in the center.
-The starting message on Lesser Crucible should now be correct.
Doom:
Balance Changes:
-Flame Mancubus now use the "Suppression 2" damage type, which deals 1.3 times damage against units who are also vulnerable to Snipers.
-Chaingunner ranged attack variance lowered from 10 degrees to 9.
-Barons of Hell can now hit ghosts, and their ranged damage was boosted from 10 to 11.
Heretic:
Balance Changes:
-Pods can now only spawn up to 15 other pods.
-Primogenitor Pods now have only have 400 health.
-Primogenitor Pods are now slightly larger.
-D'Sparil's serpent will now spit 2 fireballs when at full health, and 4 when at low health.
Bugs:
-10 Ghost Nitro Mummies are now required to unlock Clinks. Before, it could be done with 29 of any type of mummy, and 1 Ghost Nitro Mummy. Progress chart updated accordingly.
Hexen:
Balance Changes:
-Swamp Stalkers now have a 72 unit melee range.
-Swamp Stalker projectile speed raised from 15 to 20.
-Changed the Swamp Stalker burrowing sound to a sound from Starcraft.
-Traductus speed reduced by 2.
-Menelkir speed raised by 3.
Bug Fixes:
-Swamp Stalkers were stuck in the sector they were spawned in due to an inheritance issue.
Strife:
Balance Changes:
-Order Turrets will now not fire its alarm beams if the foe is within combat range.
-Order Turrets will now appear a tiny bit larger.
-Order Turrets will now only fire one alarm beam instead of three, to reduce lag.
-Order Turret max engagement range reduced to 18000 units, from 20000.
-Order Turrets are now solid, because Turret Gods are for weenies.
-Order Turret price raised from 10/4 to 12/5.
-Templar ranged attack variance decreased from 13 degrees to 11.
-Templar minmissilechance reduced from 200 to 190 (will shoot more often).
-The Entity is now 3/4ths its original size.
-Entity speed raised from 16 to 18.
-Entity Minmissile chance lowered from 55 to 50 (It will shoot more often).
-The Entity will now try and maintain a 3000 unit distance from foes.
Bug Fixes:
-The Order turret didn't have an Obituary.
-The Order turret's summonball was the wrong width.
-Order Turrets did not drop mana.
-Alien Spectres and The Entity have obituaries now.
CQ:
Balance Changes:
-Slime Carriers will now create less Flem Spores and Resurrection slime as a result of re-solidifying Flem Spores and Resurrection slime.
-Slime Meteors now spawn at a much, much higher rate, but only when the enemy is not only within sight, but within 1800 units.
-Flem Spores and Resurrection Slimes are now solid once more.
-Lord Snotfolus' height has been reduced from 132 to 126 so that he can traverse standard 128 unit tall halls.
Bug Fixes:
-Some jumps in the Slime Carrier were inoperable, thus the Slime Carrier didn't properly weaken as it was hurt.
-Slime Carriers and Flem Meteors should spawn things that actually fight now. Hopefully.
Virus:
Balance Changes:
-Drone minmissilechance lowered from 140 to 135 (slightly increased fire rate).
-Drone health buffed from 40 to 45.
-Shield Drones will now try to keep a small distance between themselves and enemies.
-Leader health increased from 3500 to 3800.
-Land Carrier minmissilechance reduced from 70 to 60 (it will shoot more often).
-Turrets will now have a quicker reaction time.
Bug Fixes:
-Preupgraded Spreadshot turrets had a slower See state animation.
Thursday, July 1, 2010
ZDWars Public Beta 2.9 is now OUT!
So, here it is. Two years down the line, and with a new set of monsters.
Changelog:
Balance Changes:
New Additions:
-To celebrate ZDoom Wars' 2 year anniversary, every faction has recieved a new unit.
-Updated the manuals, etc. etc.
-Made the list of units effected by the Repair Drone in the Strife manual more specific.
-Updated and changed the F1 Help screen.
Bug Fixes:
-The player class previews in the Multiplayer menu should no longer flicker with doomguy graphics.
-Hero death sounds should be much more audible now.
-EvilSpacetomato has greatly revised the C-375 height limiting system. It should work much better now, and allows unconditional ladder use. There is also a height indicator on Virus players' HUD that shows how high you are. 384 units is the max height. C-375 can now use the water entrance into Tech Monolith.
-Some jumps were removed from Retrofitted units to slightly reduce bandwidth usage.
Map Pack:
-Blazing Colosseum scripts revised to eliminate the double deep and damaging ground bugs, by evilspacetomato.
-The slime in Despair Canyon now kills units who fall or are spawned in it.
-Some graphical glitches on Despair Canyon were fixed.
-Wierd bases has been made more attractive.
-The delay between the center of the level lowering in Wierd Bases has been doubled.
-Da Void's skybox has been fixed.
-Da Void has been made more attractive.
-Some areas of Da Void have been changed to be more accessible or less campable.
-The watery pits on either side of the bridge in Valley will now kill monsters.
-The sector that would kill players instead of teleporting them in Something Epic has been fixed.
-Fixed a spot in Grimwald where large monsters couldn't pass through.
Doom:
New Additions:
-The Doom Faction has a new unit: The Lost Soul, unlocked alongside imps.
Balance Changes:
-Cyberdemon price raised from 130/115 to 140/125.
-Spider Mastermind attack variance increased from 8 degrees to 10.
-The Spider Mastermind now fires 4 bullets per attack cycle, up from 3.
-Spider Mastermind minimum damage raised from 14 to 16.
-Buffed Cacodemon melee damage from 12 to 13.
-Increased Cacodemon melee range from 72 to 84.
-Pain Elementals will now attempt to distance themselves from opponents who are within 800 units.
-Archviles will now distance themselves from enemies who are within 500 units.
-Archviles now only lose 10 health per resurrection, down from 15. This means they can resurrect 90 units if they are not hit otherwise, up from 60.
Bug Fixes:
-Retrofitted Pain Elementals would not attack at range.
-The invisible Lost Soul projectile made sounds.
Heretic:
New Additions:
-The Heretic Faction has a new unit: The Gas Pod, unlocked alongside Ophidians.
Balance Changes:
-The point at which D'Sparil begins spitting triple fireballs has been changed from 1600 health to 2200 health.
-Lich Whirlwind height decreased from 32 to 24.
-Maulotaur melee speed increased by 3 tics.
-Maulotaur health increased from 4200 to 4400.
Bug Fixes:
-Nitro Ghost Mummies could not be unlocked using normal mummies.
Hexen:
New Additions:
-The Hexen Faction has a new unit: The Swamp Stalker, unlocked alongside Chaos Serpents.
Balance Changes:
-Enchant radius raised from 200 to 225.
-All Enchant-able Units are now immune to radius damage coming from other Enchanted units.
-Menelkir damage reduced from 10 to 9.
-Enchanted Chaos Serpent direct damage reduced from 6 to 4.
-Enchanted Bishop direct damage reduced from 5 to 4.
-Enchanted Bishop projectile homing max turn angle lowered from 9 to 8.
-Wraith ranged attack damage reduced from 8 to 7.
-Wendigo health boosted from 850 to 1000.
-Enchanted Ettin magic attack chance raised by 30.
-Centaurs now fire 3 magic projectiles when enchanted, up from 2.
Bug Fixes:
-Homing chaos Serpents and Bishops were immune to radius damage.
Strife:
New Additions:
-The Strife Faction now has a new unit: The Order Turret, unlocked alongside Reavers.
Balance Changes:
-Devastator Crusader's melee attack has been sped up by 2 tics.
-The Crusader's missile now has a slight homing ability, increasing its effective range.
-Crusader price lowered from 40/10 to 35/8.
-Pre-upgraded Crusader price lowered from 55/12 to 40/9.
-Crusader retrofit price lowered from 15 to 12.
-Gargantuan Sniper Templar price change. It now costs 18/7, instead of 40/6, which was dumb.
-Templar retrofit cost reduced from 15 to 10.
-Stalker width reduced from 30 to 20.
-Alien Spectre fleeing range increased from 2000 to 3000.
-The Programmer will now move away from foes who are within 1200 units.
-The chance of each unit effected by a Repair Drone of resurrecting has been increased.
-Removed the inheritance from Rebels and Acolytes, so they theoretically won't set on fire now.
Bug Fixes:
-Spectre A dropped 10 mana, instead of 25.
-The pre-upgraded Devastator Crusader's melee attack was slower than it should be.
CQ:
New Additions:
-The CQ Faction now has a new unit: The Slime Carrier, unlocked alongside Super Cyclops.
Balance Changes:
-The commonus split upgrade now effects the spores created by Slime Meteors.
-Slime Meteors now drop 6 spores on death, up from 3.
-Slime Meteor spawn chance increased by 30, and idle spore spawn chance increased by 15.
-Slime Meteor's health has been increased from 250 to 300.
-Boosted the chance of a Flem Spore spawning a bipedicus or larva.
-Flem Spores will now always successfully spawn, though their spawning of the flemoid itself is not full proof.
-The way Flem Spores move about is a little more randomized to avoid overlapping spawns.
-Cyclops pain chance raised from 40 to 50.
-Resurrection Slime summon balls are no longer +RIPPER.
-Resurrection slime can now pass through monsters and will always successfully spawn.
-Super Cyclops damage reduced from 8 to 7.
-Super Cyclops health reduced from 750 to 700.
Bug Fixes:
-The Slime Meteor is now referred to by its proper name in the onscreen message and manual.
-The Slime Meteor summonball was 5 units too thin.
-The Super Cyclop's frames during its chase state were not evenly distributed.
Virus:
New Additions:
-The Virus Faction now has a new unit: The Shield drone, unlocked alongside Greater Prisms.
Balance Changes:
-Spore health increased from 65 to 75.
-Spore attack rate sped up by 2 tics.
-All Virus units are now immune to the explosions from other Virus units.
-Air Carriers now carry 30 drones.
-Air Carrier health raised from 600 to 750.
-All of the Leader's attacks can now hit ghosts.
Bug Fixes:
-C-375 was not resistant to KaBoom damage.
Changelog:
Balance Changes:
New Additions:
-To celebrate ZDoom Wars' 2 year anniversary, every faction has recieved a new unit.
-Updated the manuals, etc. etc.
-Made the list of units effected by the Repair Drone in the Strife manual more specific.
-Updated and changed the F1 Help screen.
Bug Fixes:
-The player class previews in the Multiplayer menu should no longer flicker with doomguy graphics.
-Hero death sounds should be much more audible now.
-EvilSpacetomato has greatly revised the C-375 height limiting system. It should work much better now, and allows unconditional ladder use. There is also a height indicator on Virus players' HUD that shows how high you are. 384 units is the max height. C-375 can now use the water entrance into Tech Monolith.
-Some jumps were removed from Retrofitted units to slightly reduce bandwidth usage.
Map Pack:
-Blazing Colosseum scripts revised to eliminate the double deep and damaging ground bugs, by evilspacetomato.
-The slime in Despair Canyon now kills units who fall or are spawned in it.
-Some graphical glitches on Despair Canyon were fixed.
-Wierd bases has been made more attractive.
-The delay between the center of the level lowering in Wierd Bases has been doubled.
-Da Void's skybox has been fixed.
-Da Void has been made more attractive.
-Some areas of Da Void have been changed to be more accessible or less campable.
-The watery pits on either side of the bridge in Valley will now kill monsters.
-The sector that would kill players instead of teleporting them in Something Epic has been fixed.
-Fixed a spot in Grimwald where large monsters couldn't pass through.
Doom:
New Additions:
-The Doom Faction has a new unit: The Lost Soul, unlocked alongside imps.
Balance Changes:
-Cyberdemon price raised from 130/115 to 140/125.
-Spider Mastermind attack variance increased from 8 degrees to 10.
-The Spider Mastermind now fires 4 bullets per attack cycle, up from 3.
-Spider Mastermind minimum damage raised from 14 to 16.
-Buffed Cacodemon melee damage from 12 to 13.
-Increased Cacodemon melee range from 72 to 84.
-Pain Elementals will now attempt to distance themselves from opponents who are within 800 units.
-Archviles will now distance themselves from enemies who are within 500 units.
-Archviles now only lose 10 health per resurrection, down from 15. This means they can resurrect 90 units if they are not hit otherwise, up from 60.
Bug Fixes:
-Retrofitted Pain Elementals would not attack at range.
-The invisible Lost Soul projectile made sounds.
Heretic:
New Additions:
-The Heretic Faction has a new unit: The Gas Pod, unlocked alongside Ophidians.
Balance Changes:
-The point at which D'Sparil begins spitting triple fireballs has been changed from 1600 health to 2200 health.
-Lich Whirlwind height decreased from 32 to 24.
-Maulotaur melee speed increased by 3 tics.
-Maulotaur health increased from 4200 to 4400.
Bug Fixes:
-Nitro Ghost Mummies could not be unlocked using normal mummies.
Hexen:
New Additions:
-The Hexen Faction has a new unit: The Swamp Stalker, unlocked alongside Chaos Serpents.
Balance Changes:
-Enchant radius raised from 200 to 225.
-All Enchant-able Units are now immune to radius damage coming from other Enchanted units.
-Menelkir damage reduced from 10 to 9.
-Enchanted Chaos Serpent direct damage reduced from 6 to 4.
-Enchanted Bishop direct damage reduced from 5 to 4.
-Enchanted Bishop projectile homing max turn angle lowered from 9 to 8.
-Wraith ranged attack damage reduced from 8 to 7.
-Wendigo health boosted from 850 to 1000.
-Enchanted Ettin magic attack chance raised by 30.
-Centaurs now fire 3 magic projectiles when enchanted, up from 2.
Bug Fixes:
-Homing chaos Serpents and Bishops were immune to radius damage.
Strife:
New Additions:
-The Strife Faction now has a new unit: The Order Turret, unlocked alongside Reavers.
Balance Changes:
-Devastator Crusader's melee attack has been sped up by 2 tics.
-The Crusader's missile now has a slight homing ability, increasing its effective range.
-Crusader price lowered from 40/10 to 35/8.
-Pre-upgraded Crusader price lowered from 55/12 to 40/9.
-Crusader retrofit price lowered from 15 to 12.
-Gargantuan Sniper Templar price change. It now costs 18/7, instead of 40/6, which was dumb.
-Templar retrofit cost reduced from 15 to 10.
-Stalker width reduced from 30 to 20.
-Alien Spectre fleeing range increased from 2000 to 3000.
-The Programmer will now move away from foes who are within 1200 units.
-The chance of each unit effected by a Repair Drone of resurrecting has been increased.
-Removed the inheritance from Rebels and Acolytes, so they theoretically won't set on fire now.
Bug Fixes:
-Spectre A dropped 10 mana, instead of 25.
-The pre-upgraded Devastator Crusader's melee attack was slower than it should be.
CQ:
New Additions:
-The CQ Faction now has a new unit: The Slime Carrier, unlocked alongside Super Cyclops.
Balance Changes:
-The commonus split upgrade now effects the spores created by Slime Meteors.
-Slime Meteors now drop 6 spores on death, up from 3.
-Slime Meteor spawn chance increased by 30, and idle spore spawn chance increased by 15.
-Slime Meteor's health has been increased from 250 to 300.
-Boosted the chance of a Flem Spore spawning a bipedicus or larva.
-Flem Spores will now always successfully spawn, though their spawning of the flemoid itself is not full proof.
-The way Flem Spores move about is a little more randomized to avoid overlapping spawns.
-Cyclops pain chance raised from 40 to 50.
-Resurrection Slime summon balls are no longer +RIPPER.
-Resurrection slime can now pass through monsters and will always successfully spawn.
-Super Cyclops damage reduced from 8 to 7.
-Super Cyclops health reduced from 750 to 700.
Bug Fixes:
-The Slime Meteor is now referred to by its proper name in the onscreen message and manual.
-The Slime Meteor summonball was 5 units too thin.
-The Super Cyclop's frames during its chase state were not evenly distributed.
Virus:
New Additions:
-The Virus Faction now has a new unit: The Shield drone, unlocked alongside Greater Prisms.
Balance Changes:
-Spore health increased from 65 to 75.
-Spore attack rate sped up by 2 tics.
-All Virus units are now immune to the explosions from other Virus units.
-Air Carriers now carry 30 drones.
-Air Carrier health raised from 600 to 750.
-All of the Leader's attacks can now hit ghosts.
Bug Fixes:
-C-375 was not resistant to KaBoom damage.
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.
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.
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.
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.
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.
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, April 27, 2010
Version 2.6 is now available!
Get it from the download link at the top of the page, as usual.
Changelog:
Overall:
Balance Changes:
-non-flying heroes can now never fall off of ledges, or be forced off of them, even by loremasters.
New Additions:
-Updated the manuals and readme.
-Revised the map description section of the Main Manual.
-Updated the Quick reference sheet's map list, which I had failed to do before.
-Revised the Tech Tree portion of the Quick reference sheet to instead talk about what thin and offset lines mean on the tech trees.
Bug Fixes:
-Removed a bunch of unused resources to reduce file size.
Map Pack:
- Organized map pack wad, maps are in order and other resources are cleaned up.
-All maps now have Air Control, as they should.
-Changed some script numbers on Blazing Colosseum to prevent conflicts.
-Buffed Lord Maldovious quite a bit.
-There are now 4 symmetrical bases with Center Bridge Control in Caverns. It now supports 4 players, in other words.
-Majorly upgraded Throughfare Castle in Valley. Re-textured the rock walls in the map. Ice FOrtress now has some more ledges to put monsters on.
-Detailed Despair Canyon (e.g. separated hex tiles, added borders, replaced multiple textures, added grey ashwalls, aligned textures)
-Made the 3rd ridge in Despair Canyon accessible to every class. (Was useless before)
-Added on to each base, and added spawns to Despair Canyon.
-Added two small towers to the center of Wierd Bases.
-Fixed misaligned window textures in Wierd Bases.
-Fixed a bug that prevented access to the spawn points in a couple places.
-Added 2 small rock islands on opposite sides of Pacific Battle.
-The statues in Flame Temple will now be uniformly grey.
-The elevators in the Inquisitor area of Flame Temple now work.
-The Inquisitor's cage didn't have an inside before.
-The Inquisitor base is smaller and more accessible now, so should be less prone to being spammed with shooting units.
Doom:
Balance Changes:
-6 Hellknights are required to unlock Barons, up from 5.
-Barons of Hell no longer simultaneously unlock Cyberdemons. It now takes 3 Barons to do so.
-The Doom Tech Tree image has been updated to reflect these changes.
Bug Fixes:
-There was a bug that required only 3 Hellknights to unlock Barons and Cyberdemons.
Heretic:
Balance Changes:
-Raised D'Sparil's Disciple-summoning projectile spawn height from 35 to 50. This may improve the chances of the projectile succeeding in spawning a Disciple.
-Undead Ghost Knight price raised from 10/4 to 10/5 due to their recent improvements.
-Barrage Weredragon's secondary projectile can no longer hit Ghosts.
Bug Fixes:
-The Iron Lich's Iceball can now hit Ghosts.
Hexen:
Balance Changes:
-Zedek shot radius explosion reduced from 84 to 72.
-Zedek health reduced from 1200 to 1000. His health was so high because he was injuring himself before. Now it's just silly.
-When the Heresiarch summons Bishops, they will no longer play their rising animation if they fail to spawn.
Bug Fixes:
-Enchant sparkles will no longer splash in water.
Strife:
Balance Changes:
-Inquisitor rifle shot inaccuracy reduced from 10 degrees to 9 degrees variance.
-Inquisitor grenade explosion radius increased from 192 to 210.
-Inquisitor grenade direct damage reduced from 18 to 12.
-Inquisitor grenade explosion damage is now forced, and deals the KaBoom damage type.
-Sped up a couple of the Entity's attacks, and made a couple others fire multiple projectiles.
-The Entity and Sub Entities no longer have the +SHADOW flag.
-Made the Sub Entity fire two projectiles in its attack state, instead of just one.
-The Programmer's missile state is now several times longer, so he'll be vulnerable while conjuring a lightning storm.
-The Programmer's minmissilechance was raised from 180 to 200 (less shooting).
-The Programmer's health has been raised from 2400 to 2600.
Bug Fixes:
-There was an incorrect jump that caused the Inquisitor to always use his close-range grenade attack when close enough. Now he will also use his rifle.
-Got rid of some unused code in the Inquisitor.
CQ:
Bug Fixes:
-Common Flemoids still dropped mana.
Virus:
Balance Changes:
-Unupgraded turrets can hit ghosts once again, but spreadshot turrets still can't.
-Spreadshot turret attack sped up by 2 tics.
-Prism attack state sped up by 2 tics.
-Greater Prism direct attack state sped up by 2 tics.
-The Virus will now attempt to move away from an enemy if it is within 1000 units after each shot it takes.
Bug Fixes:
-A once-upgraded Land Carrier cost too much mana.
-The Ground Unit Upgrade was working sort of in reverse. Upgrading once gave level three units, but upgrading twice gave level two units.
And there you have it. Now go get on the Oblacek and NODE-3 servers and test drive the new stuff!
Also, there has already been some useful discussion no the IRC channel. Really dudes, even if you don't use IRC start! :P
EDIT: NODE-3 and Oblacek are both updated.
Changelog:
Overall:
Balance Changes:
-non-flying heroes can now never fall off of ledges, or be forced off of them, even by loremasters.
New Additions:
-Updated the manuals and readme.
-Revised the map description section of the Main Manual.
-Updated the Quick reference sheet's map list, which I had failed to do before.
-Revised the Tech Tree portion of the Quick reference sheet to instead talk about what thin and offset lines mean on the tech trees.
Bug Fixes:
-Removed a bunch of unused resources to reduce file size.
Map Pack:
- Organized map pack wad, maps are in order and other resources are cleaned up.
-All maps now have Air Control, as they should.
-Changed some script numbers on Blazing Colosseum to prevent conflicts.
-Buffed Lord Maldovious quite a bit.
-There are now 4 symmetrical bases with Center Bridge Control in Caverns. It now supports 4 players, in other words.
-Majorly upgraded Throughfare Castle in Valley. Re-textured the rock walls in the map. Ice FOrtress now has some more ledges to put monsters on.
-Detailed Despair Canyon (e.g. separated hex tiles, added borders, replaced multiple textures, added grey ashwalls, aligned textures)
-Made the 3rd ridge in Despair Canyon accessible to every class. (Was useless before)
-Added on to each base, and added spawns to Despair Canyon.
-Added two small towers to the center of Wierd Bases.
-Fixed misaligned window textures in Wierd Bases.
-Fixed a bug that prevented access to the spawn points in a couple places.
-Added 2 small rock islands on opposite sides of Pacific Battle.
-The statues in Flame Temple will now be uniformly grey.
-The elevators in the Inquisitor area of Flame Temple now work.
-The Inquisitor's cage didn't have an inside before.
-The Inquisitor base is smaller and more accessible now, so should be less prone to being spammed with shooting units.
Doom:
Balance Changes:
-6 Hellknights are required to unlock Barons, up from 5.
-Barons of Hell no longer simultaneously unlock Cyberdemons. It now takes 3 Barons to do so.
-The Doom Tech Tree image has been updated to reflect these changes.
Bug Fixes:
-There was a bug that required only 3 Hellknights to unlock Barons and Cyberdemons.
Heretic:
Balance Changes:
-Raised D'Sparil's Disciple-summoning projectile spawn height from 35 to 50. This may improve the chances of the projectile succeeding in spawning a Disciple.
-Undead Ghost Knight price raised from 10/4 to 10/5 due to their recent improvements.
-Barrage Weredragon's secondary projectile can no longer hit Ghosts.
Bug Fixes:
-The Iron Lich's Iceball can now hit Ghosts.
Hexen:
Balance Changes:
-Zedek shot radius explosion reduced from 84 to 72.
-Zedek health reduced from 1200 to 1000. His health was so high because he was injuring himself before. Now it's just silly.
-When the Heresiarch summons Bishops, they will no longer play their rising animation if they fail to spawn.
Bug Fixes:
-Enchant sparkles will no longer splash in water.
Strife:
Balance Changes:
-Inquisitor rifle shot inaccuracy reduced from 10 degrees to 9 degrees variance.
-Inquisitor grenade explosion radius increased from 192 to 210.
-Inquisitor grenade direct damage reduced from 18 to 12.
-Inquisitor grenade explosion damage is now forced, and deals the KaBoom damage type.
-Sped up a couple of the Entity's attacks, and made a couple others fire multiple projectiles.
-The Entity and Sub Entities no longer have the +SHADOW flag.
-Made the Sub Entity fire two projectiles in its attack state, instead of just one.
-The Programmer's missile state is now several times longer, so he'll be vulnerable while conjuring a lightning storm.
-The Programmer's minmissilechance was raised from 180 to 200 (less shooting).
-The Programmer's health has been raised from 2400 to 2600.
Bug Fixes:
-There was an incorrect jump that caused the Inquisitor to always use his close-range grenade attack when close enough. Now he will also use his rifle.
-Got rid of some unused code in the Inquisitor.
CQ:
Bug Fixes:
-Common Flemoids still dropped mana.
Virus:
Balance Changes:
-Unupgraded turrets can hit ghosts once again, but spreadshot turrets still can't.
-Spreadshot turret attack sped up by 2 tics.
-Prism attack state sped up by 2 tics.
-Greater Prism direct attack state sped up by 2 tics.
-The Virus will now attempt to move away from an enemy if it is within 1000 units after each shot it takes.
Bug Fixes:
-A once-upgraded Land Carrier cost too much mana.
-The Ground Unit Upgrade was working sort of in reverse. Upgrading once gave level three units, but upgrading twice gave level two units.
And there you have it. Now go get on the Oblacek and NODE-3 servers and test drive the new stuff!
Also, there has already been some useful discussion no the IRC channel. Really dudes, even if you don't use IRC start! :P
EDIT: NODE-3 and Oblacek are both updated.
Sunday, April 4, 2010
ZDWars version 2.5V2, post ridiculous version, now out!
Some good changes here. Really stabilizes the new stuff, and even gives a shot in the arm to some of the Map Pack 3 Maps.
Full changelog:
Bug Fixes:
-Got rid of the A_Queuecorpse commands, which were apparently useless anyway.
Map Pack:
-An Updated version of Flame Temple has been swapped in. The map can now theoretically support 4 players, and has another statue - of an Inquisitor.
-An Updated version of Red Canyon has been swapped in. The bases look much nicer, and there is a large new area with an additional fortress and new base connections.
-The doors in Command and Conquer are now Repeatable Lines, so they can be opened and closed as you please.
-Updated the author's name in Despair Canyon.
-There is an updated version of City of Chaos, with new rooms and awesomeness.
-Updated the author's name in The City of Chaos and Turmoil.
Doom:
Balance Changes:
-Chaingunner health increased from 180 to 220.
Heretic:
Balance Changes:
-Ghost Undead Knight health increased from 330 to 380.
-Ghost Undead Knight melee range increased from 72 to 84.
-Mounted D'Sparil now has the MISSILEMORE flag.
-Dismounted D'Sparil now has the MISSILEEVENMORE flag.
-Mounted D'Sparil minmissilechance decreased from 110 to 100 (an increase in fire rate).
-Barrage Weredragon projectile's radius damage removed. Direct damage increased from 6 to 7.
-Yeah, I had no recollection of making them do radius damage. Anyway, Barrage Weredragons should no longer do radius damage, and therefore not hurt themselves.
Bug Fixes:
-Disciples will no longer ghost on and off during their attack state, since it interfered with the Ghost Wave ability.
Hexen:
Balance Changes:
-Afrit Enchanted Death projectile damage raised from 7 to 9.
-Zedek and Traductus will now strafe less.
Bug Fixes:
-Chaos Serpent Enchantment was broken.
-Homing Chaos Serpent fireballs didn't use all the appropriate frames.
Strife:
Balance Changes:
-Increased the Programmer's minmissilechance from 115 to 180. (less shooting)
-Decreased the Programmer's speed from 24 to 22.
-Spectre A will now fire two projectiles per attack, instead of one.
-Rebel speed boosted from 8 to 9.
Bug Fixes:
-Adjusted some flags with the Programmer.
-Spectres no longer have the +SHADOW flag.
CQ:
New Additions:
-Added in obituaries from CQ3.
Virus:
Balance Changes:
-The Felix has been given a minmissilechance of 100. (more shooting)
Bug Fixes:
-The Upgraded Spore projectile inherited from the wrong actor.
Full changelog:
Bug Fixes:
-Got rid of the A_Queuecorpse commands, which were apparently useless anyway.
Map Pack:
-An Updated version of Flame Temple has been swapped in. The map can now theoretically support 4 players, and has another statue - of an Inquisitor.
-An Updated version of Red Canyon has been swapped in. The bases look much nicer, and there is a large new area with an additional fortress and new base connections.
-The doors in Command and Conquer are now Repeatable Lines, so they can be opened and closed as you please.
-Updated the author's name in Despair Canyon.
-There is an updated version of City of Chaos, with new rooms and awesomeness.
-Updated the author's name in The City of Chaos and Turmoil.
Doom:
Balance Changes:
-Chaingunner health increased from 180 to 220.
Heretic:
Balance Changes:
-Ghost Undead Knight health increased from 330 to 380.
-Ghost Undead Knight melee range increased from 72 to 84.
-Mounted D'Sparil now has the MISSILEMORE flag.
-Dismounted D'Sparil now has the MISSILEEVENMORE flag.
-Mounted D'Sparil minmissilechance decreased from 110 to 100 (an increase in fire rate).
-Barrage Weredragon projectile's radius damage removed. Direct damage increased from 6 to 7.
-Yeah, I had no recollection of making them do radius damage. Anyway, Barrage Weredragons should no longer do radius damage, and therefore not hurt themselves.
Bug Fixes:
-Disciples will no longer ghost on and off during their attack state, since it interfered with the Ghost Wave ability.
Hexen:
Balance Changes:
-Afrit Enchanted Death projectile damage raised from 7 to 9.
-Zedek and Traductus will now strafe less.
Bug Fixes:
-Chaos Serpent Enchantment was broken.
-Homing Chaos Serpent fireballs didn't use all the appropriate frames.
Strife:
Balance Changes:
-Increased the Programmer's minmissilechance from 115 to 180. (less shooting)
-Decreased the Programmer's speed from 24 to 22.
-Spectre A will now fire two projectiles per attack, instead of one.
-Rebel speed boosted from 8 to 9.
Bug Fixes:
-Adjusted some flags with the Programmer.
-Spectres no longer have the +SHADOW flag.
CQ:
New Additions:
-Added in obituaries from CQ3.
Virus:
Balance Changes:
-The Felix has been given a minmissilechance of 100. (more shooting)
Bug Fixes:
-The Upgraded Spore projectile inherited from the wrong actor.
Wednesday, March 31, 2010
ZDoom Wars 2.5 and Map Pack 3 Released!
At long last, Version 2.5 of ZDoom Wars, along with Map Pack 3, has been released. Click the download link at the top of the blog page and retrieve all the files!
The complete changelog:
Overall:
Balance Changes:
-Units that cost only 2 mana no longer drop anything upon death.
-Ghost Units are overall more useful, due to several changes (see below)
-Retrofit Summoners are now listed just after the monster they effect, Pre-upgraded monsters are next to Retrofits, and some monsters were reordered to reflect their relative power.
-Many Heroes weren't immune to Radius Damage as they should be.
New Additions:
-Manuals updated, etc, with new purty stuff that makes it easier to use.
-Added flavor text to the monster profiles in the manuals from the original game manuals.
-Mana will now work correctly after respawning.
-Barrage Weredragons now have their own sprites, courtesy of Banjoster.
-Heretic, Hexen, and Strife summoners now use png graphics.
-Weird Bases now uses a High Quality version of the music it had previously.
-Introduced a "Ridiculous" damage type, used to make heroes resistant to certain things. Heroes only take 60% damage from Ridiculous damage.
-New, custom ZDoom Wars HUD, by Firewolf. It displays health and both types of mana, with both bars and numerical values visible. It also works in Widescreen, and is easier to read than the default HUD at high resolutions.
-Mana items will now blink for a few seconds before vanishing. Suggested by Zal. Don't know why I didn't do this before!
-Those who voted that something in the wad would be retarded were, of course, correct.
Bug Fixes:
-Player footstep sounds were broken.
-Some classes used incorrect frames in their HeroSuppression.Pain state.
-Each class now has game-appropriate blood.
-Hero indicators weren't moving at the right speed, and so were inaccurate.
Map Pack:
-You may notice that there are 8 brand new maps. Check the manual for Map descriptions. The descriptions will be more filled out and such in later versions.
-Weird Bases rehauled. Name purposefully misspelled for no clear reason.
-Battlefield 1994 rehauled.
-You can no longer spawn monsters outside the level in Dead Haze.
-A monster-blocking line in Valley was removed.
-Added some more sound-blocking lines in Valley.
-Lesser Crucible, though keeping its name, has been replaced by Greater Crucible, which has been replaced by an even greater Crucible map.
-Courtyard Teleport in Tech Monolith now only works for players.
-Fixed the HOM in the Courtyard Teleport destination.
-You can no longer go outside the wall in Tech Monolith.
Doom:
Balance Changes:
-Several unit prices shifted to have less normal mana cost, but more hero mana cost.
-The Shotgunguy will now be BRIGHT during his firing state, for the sake of Software users.
-Cyberdemon price raised from 120/100, to 130/115
-Mancubus now deal "Ridiculous" damage. Heroes only take 60% damage from this damagetype.
-Mancubus damage reduced from 14 to 13.
-Mancubus projectile speed increased from 22 to 24.
-Flame Mancubus now fire 2 more flames per attack.
-Flame Mancubus projectiles now live for 2 tics longer.
-Normal Lost Soul health boosted from 40 to 60.
-Normal Lost Souls now take 120% damage from Suppression and KaBoom damage type attacks.
-Lost Souls from Dual Elementals are now slightly smaller, to differentiate them a bit.
-Lost Souls from Dual Elementals now take 150% damage from Suppression and KaBoom damage type attacks.
-Increased the dimensions of the Lost Soul Projectile.
-The Lost Soul Projectile can now be shot in midair, to reduce the times the soul deals damage despite being stopped midair.
-Pain Elementals may now only use their missile attack 40 times during the course of their life.
-Preupgraded Rail Revenants took longer to fire than retrofitted ones.
-Revenant melee damage reduced from 20 to 18.
-Rail Rev accuracy increased from a 5 degree variance to a 4 degree variance.
-Revenant's dumbfire rockets can no longer hit Ghosts.
-Arachnotron health decreased from 850 to 800.
-Spider Mastermind minimum damage raised from 12 to 14.
-Spider mastermind accuracy increased from 9 degrees of variance, to 8.
Heretic:
Balance Changes:
-Ghost Wave radius increased from 125 to 175.
-Gargoyle and Gargoyle Leader mass reduced to 30.
-Disciples of D'Sparil no longer temporarily lose their Ghost Status while firing.
-Iron Lich's secondary Ice shards did not use the Hero Suppression damage type.
-Barrage Weredragon secondary projectiles now can only fly upwards at a pitch of 60 degrees max, down from 90.
-Barrage Weredragons are now immune to their secondary projectiles, enemy's or otherwise.
-Maulotaur Melee damage increased from 36 to 45.
-Maulotaur health increased from 4000 to 4200.
Bug Fixes:
-You are now notified when you unlock the mummy upgrade, since you actually have to unlock Nitro Ghost Mummies to recieve it.
Hexen:
Balance Changes:
-Enchant particle size increased slightly.
-Ettin painchance lowered from 60 to 50.
-Ettin enchantment now also delivers damage on strike.
-Enchanted Ettin hit knock-back force raised from 500 to 750.
-Chance of Enchanted Ettin hit raised by 10.
-Frame count in the Upgraded Ettin's pain state rearranged to be more efficient. They now get a full 25 tics of reflection, with less wasted frames, making the defense more effective.
-There is now a more significant visual effect for the Afrit Enchanted Death.
-Afrit Enchanted Death damage buffed.
-All Chaos Serpents are now immune to radius damage.
-Chaos Serpent Enchanted Projectile buffed in both explosive damage and explosive radius.
-Homing Chaos Serpent projectiles now home in less effectively.
-Enchant ability radius increased from 125 to 200.
-Centaur Enchanted Defense effect increased in size.
-Bishops can no longer hit Ghosts.
-Decreased the number of projectiles fired by a Bishop, but increased the per-projectile damage to compensate. The purpose of this is to reduce lag.
-Wraith speed increased from 13 to 14.
-Wraiths now have the +MISSILEMORE flag.
-Heresiarch health boosted from 4000 to 4500.
-Heresiarch bouncing, flaming head damage increased from 10 to 18.
-Heresiarch purple sphere damage increased from 6 to 7, and explosive damage increased from 20 to 30.
-Korax minmissilechance reduced from 70 to 60. He should shoot more often.
-Korax health raised from 5000 to 5500.
-The damage was raised from 8 to 9 on a couple of Korax's projectiles.
-...Korax couldn't hit Ghosts. :|
-Zedek, Traductus, and Menelkir now have the NODROPOFF flag. This means that they won't go strafing off of cliffs, and cannot be pushed off cliffs.
-Zedek and Traductus no longer have melee states.
-Zedek is now immune to radius damage.
Bug Fixes:
-Even un-enchanted Afrits emitted their death-projectiles.
-The Death Wyvern was not immune to Annihilate damage.
Strife:
Balance Changes:
-Spectre A has been replaced by the Programmer. He's very similar to the old Spectre A, but is faster.
-Spectre B has been renamed Spectre A, and Spectre C has been renamed Spectre B.
-Spectres incorrectly had the Shadow flag.
-Both Spectre types given more effective melee attacks.
-Spectre A's attack now homes in more effectively.
-The Spectre C (B) attack will now make less projectiles, so it shouldn't lag as much, though it will be weaker.
-Therefore, Spectre B main projectile damage has been raised from 13 to 15.
-All Sigil attacks can now hit Ghosts.
-The Inquisitor now shoots 4 bullets in its attack state, up from 2.
-The Inquisitor's Grenade states were shortened by 2 tics.
-The Inquisitor's shooting state was shortened by 3 tics.
-The Inquisitor's health was raised from 4250 to 4750.
-The invisible Robot Rez actors will now vanish after 2 minutes.
-Repair Drone effect radius increased from 200 to 250.
-Reavers can no longer hit Ghosts at range.
-The Sniper Templar's attack state was shortened by 4 tics.
-Order Bishops can no longer hit Ghosts.
-Templar health boosted from 350 to 400.
Bug Fixes:
-Fixed a visual innaccuracy with the Tech Tree image.
New Additions:
-There is now a visual effect for the Repair Drone.
CQ:
Balance Changes:
-Flembrane mass increased from 4000 to 6000.
-Larva mass increased from 100 to 150.
-Super Cyclops mass increased from 800 to 1000.
-Super Cyclops will now dodge less.
-Super Cyclops flem spore chance reduced by 5.
-Stridicus mass increased from 500 to 600.
-Stridicus pain chance increased from 15 to 25.
-Cyclops mass decreased from 260 to 220.
-Cyclops speed decreased from 12 to 11.
-Cyclops meleerange decreased from 86 to 78.
-Flembomination fire rate increased by 2 tics each cycle, overall.
-Snotfolus spore production rates increased by 5.
-Maximus can no longer hit Ghosts.
Bug Fixes:
-Fixed a sprite conflict with an unused sprite.
-Stridicus took away one less Hero Mana then they should have, presumably because I programmed the perfect douchebag.
Virus:
Balance Changes:
-Greater Prism health raised from 350 to 360.
-Greater Prisms now fire 4 projectiles in their missile1 state, up from 3.
-Spore shots changed to the KaBoom damage type, to reduce their effect on players.
-Spore speed reduced from 17 to 16.
-Spores given a minmissilechance of 160, so they shoot less often.
-The Spore Upgrade now gives Spores a 30% damage reduction vs. KaBoom damage, lowers their painchance by 20, and lowers their Sniper vulnerability from 150% to 120%, but no longer allows them to hit Ghosts.
-Meshwalkers can now hit ghosts, but only with their blaster.
-Drones can no longer hit Ghosts.
-Spreadshot Turrets can no longer hit Ghosts.
-Meshflier price raised from 40/8 to 40/15.
-Meshflier health reduced from 1500 to 1200.
-Meshflier missile explosion radius reduced to 90.
-Land Carrier frontal assault variance reduced from 3 degrees to 2.
-Land Carrier drone capacity boosted from 40 to 50.
-The Land Carrier's projectiles can no longer be reflected.
-Air Carrier drone capacity boosted from 16 to 20.
-Air Carrier health boosted from 500 to 600.
Bug Fixes:
-It costed more to retrofit a turret than to summon it pre-upgraded.
-Meshfliers spawned quicker than they were supposed to.
I am quite relieved to finally have that out of the way. Focus in the next few versions will be on ironing out Map Pack 3, and continuing to fix up unplayed maps, as well as detail them. Balancing will of course happen as normal. Meanwhile, I can work on OTHER things. Remember, spots in Map Pack 4 are open - though it will be a very long time before it comes out.
EDIT: 10:16 AM Hotfix, because Spores could STILL hit ghosts. D:
The complete changelog:
Overall:
Balance Changes:
-Units that cost only 2 mana no longer drop anything upon death.
-Ghost Units are overall more useful, due to several changes (see below)
-Retrofit Summoners are now listed just after the monster they effect, Pre-upgraded monsters are next to Retrofits, and some monsters were reordered to reflect their relative power.
-Many Heroes weren't immune to Radius Damage as they should be.
New Additions:
-Manuals updated, etc, with new purty stuff that makes it easier to use.
-Added flavor text to the monster profiles in the manuals from the original game manuals.
-Mana will now work correctly after respawning.
-Barrage Weredragons now have their own sprites, courtesy of Banjoster.
-Heretic, Hexen, and Strife summoners now use png graphics.
-Weird Bases now uses a High Quality version of the music it had previously.
-Introduced a "Ridiculous" damage type, used to make heroes resistant to certain things. Heroes only take 60% damage from Ridiculous damage.
-New, custom ZDoom Wars HUD, by Firewolf. It displays health and both types of mana, with both bars and numerical values visible. It also works in Widescreen, and is easier to read than the default HUD at high resolutions.
-Mana items will now blink for a few seconds before vanishing. Suggested by Zal. Don't know why I didn't do this before!
-Those who voted that something in the wad would be retarded were, of course, correct.
Bug Fixes:
-Player footstep sounds were broken.
-Some classes used incorrect frames in their HeroSuppression.Pain state.
-Each class now has game-appropriate blood.
-Hero indicators weren't moving at the right speed, and so were inaccurate.
Map Pack:
-You may notice that there are 8 brand new maps. Check the manual for Map descriptions. The descriptions will be more filled out and such in later versions.
-Weird Bases rehauled. Name purposefully misspelled for no clear reason.
-Battlefield 1994 rehauled.
-You can no longer spawn monsters outside the level in Dead Haze.
-A monster-blocking line in Valley was removed.
-Added some more sound-blocking lines in Valley.
-Lesser Crucible, though keeping its name, has been replaced by Greater Crucible, which has been replaced by an even greater Crucible map.
-Courtyard Teleport in Tech Monolith now only works for players.
-Fixed the HOM in the Courtyard Teleport destination.
-You can no longer go outside the wall in Tech Monolith.
Doom:
Balance Changes:
-Several unit prices shifted to have less normal mana cost, but more hero mana cost.
-The Shotgunguy will now be BRIGHT during his firing state, for the sake of Software users.
-Cyberdemon price raised from 120/100, to 130/115
-Mancubus now deal "Ridiculous" damage. Heroes only take 60% damage from this damagetype.
-Mancubus damage reduced from 14 to 13.
-Mancubus projectile speed increased from 22 to 24.
-Flame Mancubus now fire 2 more flames per attack.
-Flame Mancubus projectiles now live for 2 tics longer.
-Normal Lost Soul health boosted from 40 to 60.
-Normal Lost Souls now take 120% damage from Suppression and KaBoom damage type attacks.
-Lost Souls from Dual Elementals are now slightly smaller, to differentiate them a bit.
-Lost Souls from Dual Elementals now take 150% damage from Suppression and KaBoom damage type attacks.
-Increased the dimensions of the Lost Soul Projectile.
-The Lost Soul Projectile can now be shot in midair, to reduce the times the soul deals damage despite being stopped midair.
-Pain Elementals may now only use their missile attack 40 times during the course of their life.
-Preupgraded Rail Revenants took longer to fire than retrofitted ones.
-Revenant melee damage reduced from 20 to 18.
-Rail Rev accuracy increased from a 5 degree variance to a 4 degree variance.
-Revenant's dumbfire rockets can no longer hit Ghosts.
-Arachnotron health decreased from 850 to 800.
-Spider Mastermind minimum damage raised from 12 to 14.
-Spider mastermind accuracy increased from 9 degrees of variance, to 8.
Heretic:
Balance Changes:
-Ghost Wave radius increased from 125 to 175.
-Gargoyle and Gargoyle Leader mass reduced to 30.
-Disciples of D'Sparil no longer temporarily lose their Ghost Status while firing.
-Iron Lich's secondary Ice shards did not use the Hero Suppression damage type.
-Barrage Weredragon secondary projectiles now can only fly upwards at a pitch of 60 degrees max, down from 90.
-Barrage Weredragons are now immune to their secondary projectiles, enemy's or otherwise.
-Maulotaur Melee damage increased from 36 to 45.
-Maulotaur health increased from 4000 to 4200.
Bug Fixes:
-You are now notified when you unlock the mummy upgrade, since you actually have to unlock Nitro Ghost Mummies to recieve it.
Hexen:
Balance Changes:
-Enchant particle size increased slightly.
-Ettin painchance lowered from 60 to 50.
-Ettin enchantment now also delivers damage on strike.
-Enchanted Ettin hit knock-back force raised from 500 to 750.
-Chance of Enchanted Ettin hit raised by 10.
-Frame count in the Upgraded Ettin's pain state rearranged to be more efficient. They now get a full 25 tics of reflection, with less wasted frames, making the defense more effective.
-There is now a more significant visual effect for the Afrit Enchanted Death.
-Afrit Enchanted Death damage buffed.
-All Chaos Serpents are now immune to radius damage.
-Chaos Serpent Enchanted Projectile buffed in both explosive damage and explosive radius.
-Homing Chaos Serpent projectiles now home in less effectively.
-Enchant ability radius increased from 125 to 200.
-Centaur Enchanted Defense effect increased in size.
-Bishops can no longer hit Ghosts.
-Decreased the number of projectiles fired by a Bishop, but increased the per-projectile damage to compensate. The purpose of this is to reduce lag.
-Wraith speed increased from 13 to 14.
-Wraiths now have the +MISSILEMORE flag.
-Heresiarch health boosted from 4000 to 4500.
-Heresiarch bouncing, flaming head damage increased from 10 to 18.
-Heresiarch purple sphere damage increased from 6 to 7, and explosive damage increased from 20 to 30.
-Korax minmissilechance reduced from 70 to 60. He should shoot more often.
-Korax health raised from 5000 to 5500.
-The damage was raised from 8 to 9 on a couple of Korax's projectiles.
-...Korax couldn't hit Ghosts. :|
-Zedek, Traductus, and Menelkir now have the NODROPOFF flag. This means that they won't go strafing off of cliffs, and cannot be pushed off cliffs.
-Zedek and Traductus no longer have melee states.
-Zedek is now immune to radius damage.
Bug Fixes:
-Even un-enchanted Afrits emitted their death-projectiles.
-The Death Wyvern was not immune to Annihilate damage.
Strife:
Balance Changes:
-Spectre A has been replaced by the Programmer. He's very similar to the old Spectre A, but is faster.
-Spectre B has been renamed Spectre A, and Spectre C has been renamed Spectre B.
-Spectres incorrectly had the Shadow flag.
-Both Spectre types given more effective melee attacks.
-Spectre A's attack now homes in more effectively.
-The Spectre C (B) attack will now make less projectiles, so it shouldn't lag as much, though it will be weaker.
-Therefore, Spectre B main projectile damage has been raised from 13 to 15.
-All Sigil attacks can now hit Ghosts.
-The Inquisitor now shoots 4 bullets in its attack state, up from 2.
-The Inquisitor's Grenade states were shortened by 2 tics.
-The Inquisitor's shooting state was shortened by 3 tics.
-The Inquisitor's health was raised from 4250 to 4750.
-The invisible Robot Rez actors will now vanish after 2 minutes.
-Repair Drone effect radius increased from 200 to 250.
-Reavers can no longer hit Ghosts at range.
-The Sniper Templar's attack state was shortened by 4 tics.
-Order Bishops can no longer hit Ghosts.
-Templar health boosted from 350 to 400.
Bug Fixes:
-Fixed a visual innaccuracy with the Tech Tree image.
New Additions:
-There is now a visual effect for the Repair Drone.
CQ:
Balance Changes:
-Flembrane mass increased from 4000 to 6000.
-Larva mass increased from 100 to 150.
-Super Cyclops mass increased from 800 to 1000.
-Super Cyclops will now dodge less.
-Super Cyclops flem spore chance reduced by 5.
-Stridicus mass increased from 500 to 600.
-Stridicus pain chance increased from 15 to 25.
-Cyclops mass decreased from 260 to 220.
-Cyclops speed decreased from 12 to 11.
-Cyclops meleerange decreased from 86 to 78.
-Flembomination fire rate increased by 2 tics each cycle, overall.
-Snotfolus spore production rates increased by 5.
-Maximus can no longer hit Ghosts.
Bug Fixes:
-Fixed a sprite conflict with an unused sprite.
-Stridicus took away one less Hero Mana then they should have, presumably because I programmed the perfect douchebag.
Virus:
Balance Changes:
-Greater Prism health raised from 350 to 360.
-Greater Prisms now fire 4 projectiles in their missile1 state, up from 3.
-Spore shots changed to the KaBoom damage type, to reduce their effect on players.
-Spore speed reduced from 17 to 16.
-Spores given a minmissilechance of 160, so they shoot less often.
-The Spore Upgrade now gives Spores a 30% damage reduction vs. KaBoom damage, lowers their painchance by 20, and lowers their Sniper vulnerability from 150% to 120%, but no longer allows them to hit Ghosts.
-Meshwalkers can now hit ghosts, but only with their blaster.
-Drones can no longer hit Ghosts.
-Spreadshot Turrets can no longer hit Ghosts.
-Meshflier price raised from 40/8 to 40/15.
-Meshflier health reduced from 1500 to 1200.
-Meshflier missile explosion radius reduced to 90.
-Land Carrier frontal assault variance reduced from 3 degrees to 2.
-Land Carrier drone capacity boosted from 40 to 50.
-The Land Carrier's projectiles can no longer be reflected.
-Air Carrier drone capacity boosted from 16 to 20.
-Air Carrier health boosted from 500 to 600.
Bug Fixes:
-It costed more to retrofit a turret than to summon it pre-upgraded.
-Meshfliers spawned quicker than they were supposed to.
I am quite relieved to finally have that out of the way. Focus in the next few versions will be on ironing out Map Pack 3, and continuing to fix up unplayed maps, as well as detail them. Balancing will of course happen as normal. Meanwhile, I can work on OTHER things. Remember, spots in Map Pack 4 are open - though it will be a very long time before it comes out.
EDIT: 10:16 AM Hotfix, because Spores could STILL hit ghosts. D:
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