Pufulet Posted December 7, 2015 Posted December 7, 2015 (edited) - Fixed being able to shoot nails.- Fixed not being able to nail func_physboxes.- Fixed being able to damage other humans with func_physboxes. To Add: Being able to damage zombies by throwing shit at them. Edited December 7, 2015 by Pufulet
Pufulet Posted December 9, 2015 Posted December 9, 2015 - Fixed burning bodies damaging players.- Updated alyxgun viewmodel.
Pufulet Posted December 24, 2015 Posted December 24, 2015 (edited) - Fixed clientside error with shotguns. - Increased plank damage from 16 to 17. - Updated healthy reward perk. - Added map zs_siege_v5. - Slightly buffed anti venom perk. - Increased Ghoul speed. - Decreased height of ghoul collision box and view position. Edited December 24, 2015 by Pufulet
Pufulet Posted December 25, 2015 Posted December 25, 2015 - Added a new global perk. - Added a new sharpshooter perk. - Added a new sharpshooter bonus. - Updated Viper perk. - Increased barreta accuracy. - Increased musket accuracy. - Fall damage can now kill you. - Updated boots of steel. - Several other minor changes
Pufulet Posted December 28, 2015 Posted December 28, 2015 (edited) Priority Todo List: [High Priority]Update kill feedFix certain killicons.Update killfeed display.Remove poison damage from ghoul and poison zombie.[Medium Priority]TurretsRemove ability to turn off turrets.USE to pickup turret.Automatically switch on/off when no ammo.Fix redeeming with no proper loadout.[Low Priority]Fix damage over time always having toxic effect even when under bleed damage (check zombies healing instantly as this isnt counted as proper damage?)Add proper colour changing in the damage over time code.[Low Priority (new content)]Add Pulse Rifle MK2MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige). Edited December 28, 2015 by Pufulet
Guest AleksCore Posted December 28, 2015 Posted December 28, 2015 (edited) Hey. I've noticed about one new bug or "feauture" which I don't like. I've had Medi 01 pistol with ~300+ ammo, when I got T2 weapon (Medi 02 rifle) I lost all my ammo for pistol. (I've had like 20 ammo for rifle and 10 for pistol or something like this) Edited December 28, 2015 by AleksCore
Pufulet Posted December 28, 2015 Posted December 28, 2015 - Updated kill feed. - Increased SP required for each weapon from 30 -> 50 SP. - Increase ammo given from sources for the following weapons: > Rifle 16 -> 28 > Pistol 12 -> 18 > SMG 20 -> 30 > 357 / Sniper 6 -> 8 > Shotgun 6 -> 8
Guest AleksCore Posted December 28, 2015 Posted December 28, 2015 (edited) Hey. I've noticed about one new bug or "feauture" which I don't like. I've had Medi 01 pistol with ~300+ ammo, when I got T2 weapon (Medi 02 rifle) I lost all my ammo for pistol. (I've had like 20 ammo for rifle and 10 for pistol or something like this)The same ammo for all weapons. I also lose ammo when I heal with Medi guns. Edited December 28, 2015 by AleksCore
Pufulet Posted December 28, 2015 Posted December 28, 2015 Ammo system has been updated. Players now hold the ammo on themselves instead of weapons. Please let me know of any issues that appeared because of this change.
Pufulet Posted December 29, 2015 Posted December 29, 2015 Several updates and fixes regarding the new ammo system.
Guest AleksCore Posted December 29, 2015 Posted December 29, 2015 (edited) For now medic lose ammo for pistols and rifles when healing people with Medkit. I don't know it supposed to be like this or no. Also, if I kill zombies with melee - I get ammo for melee? But melee don't need ammo. As 10 level medic I should say for 10 level I have not enough ammo to shoot and heal (which is the same ammo) Edited December 30, 2015 by AleksCore
Pufulet Posted January 1, 2016 Posted January 1, 2016 Priority Todo List: [High Priority]Update kill feedFix certain killicons.[Medium Priority]TurretsRemove ability to turn off turrets.USE to pickup turret.Automatically switch on/off when no ammo.Fix redeeming with no proper loadout.[Low Priority]Fix damage over time always having toxic effect even when under bleed damage (check zombies healing instantly as this isnt counted as proper damage?)Add proper colour changing in the damage over time code.[Low Priority (new content)]Add Pulse Rifle MK2MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige).
Braindawg Posted January 1, 2016 Posted January 1, 2016 make it so if you pick up ammo with a melee weapon out it automatically gives that ammo to either your pistol or primary weapon slot
Greens Duby Posted January 4, 2016 Greens Posted January 4, 2016 The reason players generally went is because of this weapon system, a crate works and always will, something new which you're proposing sounds cool and interesting, give it a go and see what comes about.Perhaps come up with some new cool way for people to interact with a crate type system, an npc gun dealer whoWalks around the map or something.The hud is lame, so lame, low res text on a screen, so gmod9/10, not saying use the hud me and Ben created, but we won't object giving the you files, a new hud gives a proper look to a game, the load out screen, pile of trash, Rob you have a good taste in menu design, create something cool and fresh, like Necro did.About all I got to say.
Pufulet Posted January 5, 2016 Posted January 5, 2016 [High Priority]Update kill feedFix certain killicons (mediguns)Add +x medic ammo received as a bonus.Picking up ammo with melee to go to primary, if not then secondary.[Medium Priority]TurretsRemove ability to turn off turrets.USE to pickup turret.Automatically switch on/off when no ammo.Fix redeeming with no proper loadout.
Pufulet Posted January 6, 2016 Posted January 6, 2016 (edited) For tonight's update, mainly on Medic (I will post changelog when it's up.): CLASSES WILL RECEIVE THE CORRECT AMMO FOR SPAWN +10 medical ammo on spawn+10% medical efficiency (bonus healing)+10% medical ammo received + lvl * 10 medical ammo on spawn+ lvl * 10 medical ammo received+ lvl * 3% medical efficiency Base ammo given is 20 (22 for lvl 0) MedkitHeal 10Heal others cooldown: 10 seconds.Heal self cooldown: 20 seconds. Mediguns have the same but a base healing power of 5. New PerksFlow-9 Seconds healing cooldown-80% healing powerTransfusionHealing an undead with the medical kit does (10 + healing power) damage and converts to medical ammo.Saint33% of healing also goes to self.Can overheal self to 120 health. Edited January 6, 2016 by Pufulet
Pufulet Posted January 7, 2016 Posted January 7, 2016 - Added everything from above but no perks yet.- Temporarily disabled global perks.- Each zombie now has a limit of how much SP for damage they can give that life. This is their base value * 3. Temporary until a better system is in place.
Pufulet Posted January 7, 2016 Posted January 7, 2016 (edited) Priority Todo List: [High Priority]Add 10 second dormant time for blood spawners.[Medium Priority]TurretsRemove ability to turn off turrets.USE to pickup turret.Automatically switch on/off when no ammo.Fix redeeming with no proper loadout.Fix some text not scaling on new loadout screen.[Low Priority]Medic PerksFlow-9 Seconds healing cooldown-80% healing powerTransfusionHealing an undead with the medical kit does (10 + healing power) damage and converts to medical ammo. Add Pulse Rifle MK2 (Braindawg) https://www.dropbox.com/s/hoh1dd8crmoxkc1/Pulse%20Rifle.txt?dl=0Add BoomstickUpdate ammo box entitiyHold only 1 type of ammo.Update model depending on the type of ammo.Set how much ammo the entity can have else use the give ammo pack function.Add health vial entityReplace all health vials with a vial that stores medical ammo.Do something with batteries.MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige).Update game time mechanics:2:15 warm up time15:00 round time0:45 end timeDisable new humans after warm up time * 2Disable redemption after warm up time + 12 minutes (add message "all chances at redemption are over)" Edited January 8, 2016 by Pufulet
Pufulet Posted January 11, 2016 Posted January 11, 2016 - Updated Blood Spawner.- Creating a spawner will start out as a blood ball (50 health).- After 12 seconds the ball explodes into a spawner (120 health). http://images.akamai.steamusercontent.com/ugc/543048106421003062/771310DAB60C7D4C8979A20DA59FD6F75EEC4ED3/http://images.akamai.steamusercontent.com/ugc/543048106421003314/3220EE72F485216909CB5FBDC50578DA655D46A0/
Pufulet Posted January 12, 2016 Posted January 12, 2016 - Updated Turret - Increased turret base ammo capacity 80->100. - Turrets now regenerate ammo while active at half the speed. - Turrets will automatically turn off to regenerate when depleted. - Humans can now only pickup and place turrets (removed disabling them). - Added a turret perk for close quarters.
Pufulet Posted January 13, 2016 Posted January 13, 2016 (edited) Priority Todo List: [High Priority]Fix redeeming (no initial human spawn) and not getting desired loadout.[Medium Priority]Fix some text not scaling on new loadout screen.[Low Priority]Medic PerksFlow-9 Seconds healing cooldown-80% healing powerTransfusionHealing an undead with the medical kit does (10 + healing power) damage and converts to medical ammo.Add Pulse Rifle MK2 (Braindawg) https://www.dropbox.... Rifle.txt?dl=0Add BoomstickUpdate ammo box entitiyHold only 1 type of ammo.Update model depending on the type of ammo.Set how much ammo the entity can have else use the give ammo pack function.Add health vial entityReplace all health vials with a vial that stores medical ammo.Do something with batteries.Create a new endgame screen.MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige).Update game time mechanics:0:45 end timeDisable new humans after warm up time * 2Disable redemption after warm up time + 12 minutes (add message "all chances at redemption are over)" Edited January 13, 2016 by Pufulet
Pufulet Posted January 13, 2016 Posted January 13, 2016 - Slightly scaled down fall damage. - Added 2 new medic perks. - Fixed a bug where redeeming (no initial spawn) as a human would not apply saved loadout.
Pufulet Posted January 14, 2016 Posted January 14, 2016 Priority Todo List: [High Priority]Fix some text not scaling on the new loadout screen.Fix a frequent issue where the loadout screen would consume fps.[Medium Priority]Add a long term leveling system (prestige or some other bonuses and perks).[Low Priority]Add Pulse Rifle MK2 (Braindawg) https://www.dropbox.... Rifle.txt?dl=0Add BoomstickUpdate ammo box entitiyHold only 1 type of ammo.Update model depending on the type of ammo.Set how much ammo the entity can have else use the give ammo pack function.Add health vial entityReplace all health vials with a vial that stores medical ammo.Do something with batteries.Create a new endgame screen.MOUSE2 to throw stuff at zombies while holding them.RELOAD to unnail props while holding the hammer.Add further leveling of some sorts (prestige).Update game time mechanics:0:45 end timeDisable new humans after warm up time * 2Disable redemption after warm up time + 12 minutes (add message "all chances at redemption are over)"
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