Change Logs

Anything and everything related to the Evolution server.
Thwart
1337 Haxor
Posts: 153
Joined: Thu Jul 30, 2009 5:26 am
Location: Chicago, Illinois

SomethingToSay wrote: it shows its love by flying in front of you right as you're firing off triple rox...
Right! Now imagine the spirit's confusion when you shoot rox at it when it's just trying to hug you! Why would you do that?!
"To be positive: to be mistaken at the top of one's voice." -Ambrose Bierce
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

Divine isn't giving XP to dead people, so if you're dead during a wave's completion you get nothing, plus there's a problem with the cutscene skipping I think

last night we didn't skip cutscene and got 80 points for completing the first tank part of Divine, and today we did skip it and didn't get the 80 points, so there's a glitch
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

SomethingToSay wrote:Divine isn't giving XP to dead people, so if you're dead during a wave's completion you get nothing
Yes, that's already on my list. I'm thinking about doing a quick update to give experience to dead players, but I want to see if there are any other quick fixes I can make.


SomethingToSay wrote:last night we didn't skip cutscene and got 80 points for completing the first tank part of Divine, and today we did skip it and didn't get the 80 points, so there's a glitch
That is no glitch. You can either play through the introduction and earn the exp for it, or skip the introduction and jump straight to the map.

The 80 points is roughly around 1k points per hour considering the length of the cutscene.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

DW Monster Assault
  • Completely redone the Dedicated Monster system. See the bottom for details.
  • Redone Time Trigger actor. It's easy to use for mappers, and it displays the time remaining on the players' HUD.
  • The death messages for summon pets are working, again.
  • The "Player is out" messages will not broadcast if the player is already dead (to reduce spam when the player is frequently dieing in Isolated Combat).
  • Mapper can now add additional player monster options via PlayerMonsterFilter actor. You can notice this in Divine Fortress's new PM setup.
  • Monster Tokens are back in Isolated Combat.
  • No benefits are given when killing player monsters. No Reclamation Coin is given, and no resurrection will occur.
  • Players can now keybind AltActivateItem for artifact's alternative use in the DWMenu.
  • Disabling the player monster precaching will display the monster's portrait instead of displaying the 3D model.
  • Precaching player monster option no longer cycles through all monsters for at least one tick.
  • The dedicated monster button (in Player Monster Menu) becomes invisible when the player is unable to become a dedicated monster.
  • Legacy variables created. Mappers can now store variables that can be recalled by another map using the Variable Storage actor. An example of this is used in Xenomorph Part II, it'll precisely recall the location of the Leviathan's parked location from Xenomorph Part I.
  • Mappers can now save, remove, recall player states from a previous map. For example, the player's adrenaline, health, shield, monster tokens, and Reclamation Coins will be recalled from the beginning of Utopia Part 2 and Xenomorph Part 2.
  • Super Safe Mode cheat created (offline only). It'll basically respawn any slain player immediately after they die. Type in SuperSafeMode in console to toggle this.
  • Players can use the Regeneration adren combo even if the player is maxed out on super shield and their max health is greater than 200.
  • Default value for DWASPlayerReplicationInfo.PlayerRecordIndex is -1 instead of 0. This means this value isn't assigned when you don't enter the game (via spectating).
Monster Assault RPG
  • New Magic Weapon: Explosive (amplifies the splash radius by 8% per modifier. Modifier range 1-10).
    Paladin Weapon Mastery Cap changes
    Old (per rank): -5, 10, 25, 50
    New (per rank): 0, 15, 30, 50
  • Weapon Mastery categories are much more dynamic. Modders can now add, remove, edit weapons without adding extra dependencies to the server packages or without being required to recompile the packages. This means that players don't have to download U2 Weapons if the map doesn't use them, but they can still be on this list. Modders could also switch categories should they feel the need to change categories. For example, they could easily change the rocket launcher to close quarters instead of explosive.
  • Weapon categories will find subclassed weapons even if they aren't found on the RPG config file. This means the mapper could subclass a weapon, and the RPG will still recognize the weapon. For example, the Long Ranged Sniper rifle (in Utopia part 1) will automatically be placed in the sharpshooter category.
  • Greatly optimized the find weapon category and level up weapon mastery algorithms.
  • Player monsters no longer have additional resistances from the player's RPG resistances.
  • Default threat value is applied to friendly player monsters instead of maxed.
  • Friendly player monsters will not do amplified damage based on the piercing factor.
  • Super weapons will no longer pierce resistances.
  • Experience reward is now considers the monster's damage scaling. No longer gain extra experience points when playing a monster with low Damage Scaling.
  • Optimized RPGNetDamage for readability and speed.
  • Threat is reduced by 50% when summoning a spirit.
  • The Paladin is given additional threat (1.5X the threat of summon spirit) only when the spirit resurrects a different player.
  • AltActivateItem for medkits will toggle Adv Medkits.
  • Paladins will not gain threat when a monster pickups up an advanced medkit.
  • Increased threat for Life Cord, Guardian, Oak Sage, and Specter by 8%.
  • Advanced Medkits are active by default.
  • Summoned Shrikes cannot crouch.
  • Increased Summoned Raptor damage by 40% to counter last change log's base raptor damage adjustment.
  • Supports no longer gain threat from monster summons.
  • Disabled default collision for Experience Triggers.
SmartMonsterPack / Sample
  • Doom Lords and Ice Lords have their deemers back!
  • Miniboss MechTitan now has protection from corner shots. The monster must be able to see the player to be able to take damage from that player.
  • Maggots, Ticks, Trites, Pinkies, Wraiths, and Vulgars can be controlled by a player.
  • Player monster Wraiths alternative attack will teleport them near the summoner (if any).
  • Reduced melee range for player monster manta.
  • Optimized monster resistances in DWScriptedMonster TakeDamage function
  • The following changes are related to Skeletal Mages
    • All mages have randomized attack interval.
    • All Skeletal Mages can be Advanced (chosen by mapper). When advanced, the mages may utilize their alternative attack.
    • Physical Mages: Reduced damage, amplified projectile momentum (larger knockback)
    • Fire Mages: Increased splash damage
    • Frozen Mages: Greatly increased damage, greatly reduced momentum (smaller knockback)
    • Electric Mages: Greatly increased projectile speed. Reduced momentum.
    • Toxic Mages: Reduced momentum
  • AI controlled and dedicated monster kralls can no longer crouch. Normal player monster Kralls can still crouch.
  • Player monster Lurve Dragons can now heal other allied monsters and self.
  • Consequences for cursing players when you're a mole traveling underground is fairly severe.
  • Monster Vitality, Become player monster, monster spawners, friendly player monsters, monsters from Resurgence, and all summoned monster's SuperHealthMax property is assigned. This means that they can health from Advanced Medkits.
  • Friendly WailLords cannot drain adrenaline.
  • Increased aggression for Fat Zombies (less dodging and more charging).
  • Reduced Minor Drone melee damage by ~25.53%.
  • Removed Prepivot for the Kraken monster (you no longer have to shoot over its head to hit it).
  • Neither Tentacles and Eggs can be controlled by a dedicated monster player.
  • Friendly monster name and damage rating is set for Tentacles.
DWAssaultMapperTools
  • New Scripted Action for Scripted Triggers: ACTION_SetGameCheats. The mapper now has the option to change the global difficulty, activate pm cheats, turn on/off safe mode and super safe mode.
  • The super function of the SpecificProxTrigger is called when checking if it should trigger its event or not. This means TriggerOnceOnly, ConstraintPawnClass properties will work.
  • Mappers can now override which monsters can be controlled by a dedicated monster or not. by default the following monsters cannot be controlled by a dedicated monster player: Acrocanthosaurus, Alien Queen, Bird, Spinosaurus, Tyrannosaurus Rex.
ME_RPGExpansion
  • New Necro ability: Summon Regeneration (grants healing for all summons over time).
  • New Necro ability: Tainted Summons (enables the Necromancer to infuse a soul into an artifact. Then the Necromancer may toss that artifact to a teammate. The teammate may summon a monster with this artifact).
  • New Necro ability: Preservation (The Necromancer can petrify all of its minions. While petrified, the minions cannot move).
  • Wraith is working again!
  • Changes to the Amplify Damage skill
    • Health cost is 75 instead of 35
    • Amplifies damage by 50% instead of 100%
    • Curse duration is 25 seconds regardless of level.... instead of 20 seconds per level
    • Starting cost is 12 instead of 15
    • CostAddPerLevel is -2
    • Amplify damage will pierce resistances instead of directly multiplying the damage based on the player's current resistances. For example getting cursed with 90% resistance will drop your resistances down to 45% instead of 85%.
  • Changes to the Decay skill
    • Decay Damage is now: 11-12, 14-16, 17-20, 20-24, 23-28.... instead of 14-16, 20-24, 26-32, 32-40, 38-48
    • Decay damage is reduced by 75% when the victim is out of sight from the caster.
    • Decay mana cost is now: 8, 11, 14, 17, 20.... instead of 7, 10, 12, 15, 17.
    • Adrenaline cost for Decay is not influenced if it's a player monster or boss.
  • StartingCost for Summon Forgotten is 11 instead of 8
  • CostAddPerlevel for Summon Forgotten is -1 instead of 1
  • Summon Forgotten duration is now 60 regardless of its level.
  • Mana cost for Summon forgotten is now 20 instead of 60.
  • Max level for Iron Maiden is now 5 instead of 6.
  • Agonizing Demise has 50 damage increase per level instead of 25 per level.
  • Agonizing Demise Damage radius is 350 instead of 275.
  • Visual effect for Putrid Expiration is back.
  • Revised Resurgence to properly remove the old monster controller.
  • Necromancers can now summon Advanced Skeletal Mages at Summon Skeletal Mage level 8 and above.
  • Necromancers will not lose their Soul bar when departing from a spacecraft.
Amril_ME
  • Amril now gives the shooter a kick back when they shoot a rocket.
  • Amril ammo pickups' respawn time is set based on mapper's specifications.
  • Amril's max ammo is 10 instead of 25.
  • Amril's initial ammo amount is 4 instead of 5.
  • Amril's ammo pickup amount is 3 instead of 5.
  • Amril will not lock onto friendly monsters.
  • Amril's pickup skin has a place holder (using AVRiL's skin for now)
DWU2Weapons
  • You can now manually reload U2Weapons by typing in "Reload" in console.
  • Auto turret weapons are hidden from drop down menus so the mapper may place the correct turret weapon.
Map Updates
  • Divine Fortress is back!
  • Resident Unreal is back!
  • Acatana is updated.
  • Utopia Part 1 is updated.
  • Utopia Part 2 is updated.
  • Xenomorph Part 1 is updated.
  • Xenomorph Part 2 is updated.


New Dedicated Monster System
  • Dedicated Monsters can control nearly any monster in the game. The conditions must follow:
    • The mapper must allow the monster to be controlled.
    • It must be a DWScriptedMonster (Spirits and the special zombies in Resident Unreal are not DWScriptedMonsters)
    • The monster cannot be already controlled by a player.
    • The monster must exist in the map.
  • The dedicated monsters are no longer shackled by kills, time, or distance constraints.
  • Dedicated monsters can control hostile monsters, friendly monsters, and summoned monsters.
  • No signs for killing a dedicated monster is given. No special death message, no spree messages, no notifications.
  • No additional benefits are given to dedicated monsters when they take over another monster. The monster they control are exactly the same in health, speed, damage, resistances, etc...
  • Dedicated monsters are not granted experience points for killing/damaging anything.
  • Dedicated monsters lose their RPG data (they cannot gain experience. They cannot utilize their Monster abilities).
  • You must be at least level 50 to be able to become a dedicated monster.
  • Special rules are enforced for dedicated monsters:
    • You cannot stall the game. When controlling a key monster, you can not hide to an out of reach location.
    • No sabotaging. Don't take over a summoned monster only to suicide (waste adren). Don't take over monsters and idle. Don't let attackers get free shots from you.
  • Failure to comply to those rules will make the player lose dedicated monster privileges.
  • Due to this new concept and how easy it may be to exploit this, dedicated monsters are only enabled automatically when a moderator is present in game.
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Last edited by DW_Ant on Fri Jan 04, 2013 7:56 pm, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

DW_Ant wrote: That is no glitch. You can either play through the introduction and earn the exp for it, or skip the introduction and jump straight to the map.

I'm not understanding that... you're not skipping anything though... you're still playing through that part either way, all you're skipping is a long cutscene you'd probably use to go get a soda or something during anyway




Why no threat at all for summoning monsters? :( and here i was nearly gonna buy some pets for my support @_@ nevermind



oh and could you make the rate of fire for the Choco doom lord lower? it made quite a crazy fireworks display covering everything with tons of deemer blasts last time we faced it, you couldnt hit it with anything, the whole screen was green and you couldnt see it -_-



what does this mean?
vv
You can now manually reload U2Weapons by typing in "Reload" in console.



So dedicated monsters still are constrained to the monster they pick by life right(so once you pick a monster you're it until you die)? I was also going to mention what if it's a situation like nocturne and someone takes over the mech titan and suicides to get the team a win or something, etc. I'd think it'd be too easily exploitable to ever have it active unless a mod is around

How do they cycle through the monsters of the map and select one?

I'd assume dedi monsters still get 60 points per human kill, so they get points by killing players? And still 25% rate (one per 4 human players)?
Thwart
1337 Haxor
Posts: 153
Joined: Thu Jul 30, 2009 5:26 am
Location: Chicago, Illinois

SomethingToSay wrote: So dedicated monsters still are constrained to the monster they pick by life right(so once you pick a monster you're it until you die)? I was also going to mention what if it's a situation like nocturne and someone takes over the mech titan and suicides to get the team a win or something, etc. I'd think it'd be too easily exploitable to ever have it active unless a mod is around


I'd assume dedi monsters still get 60 points per human kill, so they get points by killing players? And still 25% rate (one per 4 human players)?
Under "New Dedicated Monster System," Ant wrote:
Dedicated monsters are not granted experience points for killing/damaging anything.
Dedicated monsters lose their RPG data (they cannot gain experience. They cannot utilize their Monster abilities).
Special rules are enforced for dedicated monsters:
You cannot stall the game. When controlling a key monster, you can not hide to an out of reach location.
No sabotaging. Don't take over a summoned monster only to suicide (waste adren). Don't take over monsters and idle. Don't let attackers get free shots from you.
Failure to comply to those rules will make the player lose dedicated monster privileges.
Due to this new concept and how easy it may be to exploit this, dedicated monsters are only enabled automatically when a moderator is present in game.
"To be positive: to be mistaken at the top of one's voice." -Ambrose Bierce
Taries
Camper
Posts: 76
Joined: Fri Mar 30, 2012 3:35 am
Location: Czech Republic

New Magic Weapon: Explosive (amplifies the splash damage by 8% per modifier. Modifier range 1-10).

Yay so my idea is now in game :D.

About Lurve Dragon... when is medic Lurve PM he get XP for healling other monsters? Hope not it will be unfair.
Azmodan
1337 Haxor
Posts: 156
Joined: Sun Apr 04, 2010 3:46 pm

I think the exp for healing others is bound to the medic artifacts ->medic gun, blast, sphere
a lurve dragon has neither of those
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Very impressive list of update Ant.
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

Thwart wrote:
SomethingToSay wrote: So dedicated monsters still are constrained to the monster they pick by life right(so once you pick a monster you're it until you die)? I was also going to mention what if it's a situation like nocturne and someone takes over the mech titan and suicides to get the team a win or something, etc. I'd think it'd be too easily exploitable to ever have it active unless a mod is around


I'd assume dedi monsters still get 60 points per human kill, so they get points by killing players? And still 25% rate (one per 4 human players)?
Under "New Dedicated Monster System," Ant wrote:
Dedicated monsters are not granted experience points for killing/damaging anything.
Dedicated monsters lose their RPG data (they cannot gain experience. They cannot utilize their Monster abilities).

So they gain NOTHING? Why would anyone ever be a dedi then?



edit: actually i would imagine this is a temporary measure since it's been recently changed and people can only dedi when a mod is around anyway, oh well
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