Zombrains Changes
Zhosts now lose their invisibility when attacking or taking damage
Increased the damage of Zomikaze explosions
Added more weapon printers to each stock map
Each stock map now has 1 unique weapon printer that isn’t randomized (Along with the heal rifle printer)
Zombrains has been working pretty well so far! The biggest issue I see so far is human Zhosts being a little too strong.
Overconfident players have been suiciding and using the Zhost to quickly kill 2 teammates to revive by just diving in and getting free damage with the invisibility. With these nerfs, the Zhosts will now have to be a little more careful approaching humans. And remember! The Drone can reveal invisible enemies with its spotting ability, even Zhosts. It may come in handy if it spawns on the map.
All zombie types seem to be being used regularly, but some players seem frustrated with the Zomikaze, so I have increased the explosive damage for their ability.
Finally, weapon printers. On each stock map, I have overall increased the amount of weapon printers to increase weapon variety. Additionally, each map also has a 'static', unique weapon printer (along with the Heal Rifle one). For example, Muleslapper MFG has a Muleslapper printer near USC side. I did this to remove a little RNG out of the weapon printer set ups.
Survival Changes
Sobering up in Survival now takes longer
Increased the reward for ‘Kill X enemy with Y weapon’ missions in Survival
Decreased the kill count requirement for ‘Kill X enemy with Y weapon’ missions in Survival
Players were losing vices a lot faster then I did during testing, this is probably because I was playing solo and the waves were taking longer. I have increased the timers for sobering up, so it should be less intrusive on your Vice collection.
Additionally, I found the 'kill specific enemy with specific weapon' missions to be difficult to complete, for very little pay. I have decreased the requirement so it's more tolerable to complete, and increased the reward so it pays more then a 'kill specific enemy with any weapon' and a 'kill any enemy with specific weapon' missions. I should probably think of better names for these.
Weapon Changes
Wrench/Sword
The hitbox for the Wrench and Sword has been moved closer to the attacker and made longer
Players have been telling me it can be difficult to hit enemies with 2H melee weapons when they're too close to you, the hitbox has been moved back closer to your character, and the range has been extended to maintain its original reach.
Musket
Decreased the attack speed for the Musket bayonet
I'm glad to see the Musket bayonet has some bite, but players were complaining it was better then the actual melee weapons! This attack speed nerf should bring it back down to a humble alt-fire instead of a fully graduated melee weapon.
Hadoken
Fixed hadoken fireballs having too much projectile speed then intended
Hadokens are now harder to perform like in 1.2.7.7
I had forgot about the Hadoken when I added the projectile speed boost, the hadoken was added very early and back then I didn't quite understand yet why it wasn't getting the same range so I increased the speed. It should have the same range and speed as the old version now.
Additionally, like 1.2.7.7, you must release the left and right keys when left-clicking to perform the hadoken now. This should make it more difficult to perform, and less spammable. The Hadoken is not a *full* weapon, its mostly an easter egg with a little utility or potential to make a game mode out of or get a funny kill or something, so it needs to remain low tier in terms of regular usage. If you see any players complaining about the Hadoken being 'broken', please let them know about this change for me! Thank you.
General Changes
Added new console command: comictext
Added new server setting: Server Message of the day
Added a second ammo box to Boring Man Fields 2
You can now generate sprite mods with the weapon skin creator
The game will now remember when you show or hide chat
Moved weapon skin creator menu option to the Sprite Modding menu
Increased the ‘attack’ range for Heal Rifle bots when healing teammates
The 4EVER logic gate can now store passing player IDs and team IDs for COMMAND logic gate use
Bug Fixes
Fixed the Bolt Action not animating correctly while carried by a drone
Fixed game performance taking a plunge when the weapon skin unlock menu is open
Fixed a bug where melee weapon hitboxes would lose 1 frame if you were facing left
Fixed randomized weapon printers randomizing to a weapon that already exists
Attempted to fix a bunch of other things, but unsure if they worked until there's testing
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