![]() Fixed headshot multiplier for SMG's (4x not 3x) - Fixed powerup spamming. Matched scoped weapon stats with mosin nagant scoped (buffed all other scoped weapons.) - Increased difficulty in later rounds, unblocked spawn rates (used to have it locked at a certain point due to a bug i believe is gone now) - Buffed STG44 limb debuffs compared to other SMGs (since its considered an assault rifle) - Double Barreled Shotguns now penetrate more. Added tanning to tesla and burning zombies. Added vocals to speed buffed zombies, tesla zombies and burning zombies. (difficulty ramp-up during beginning of round, difficulty randomizer during middle of round, & difficulty ease as round ends) - Special zombie on nacht now scale in HP with how many player's are on the map. Release - Re-worked difficulty over time area for zombie spawn rates, with 3 conditions to determine difficulty. Buffed M1 Carbine - Fixed aitype for Shi No Numa. Release - Fixed timebetweenspawndelaymin condition breaking for new conditional difficulty system. (shaved off 600mb!) - Simplified new conditional difficulty system code to fix bugs and other issues. bik main menu cinematics in-place for static backgrounds that fit WaW's theme. Double Barreled Shotgun now has a slightly tigher spread. Fixed low health breathing loop spam at high fps. ![]() Added low health effects when hit by zombie. Fixed vocals not playing for certain special zombies. difficulty settings are also better balanced for difficulty conditions. Re-worked difficulty conditions needed for certain conditions to take effect, duration, and cooldowns. Release - Fixed loop crashing for new conditional difficulty settings at round 21. Added new background menus to fit theme of WaW for each map. Fixed SUMPF UI when editing coop gaame settings switching to Asylum UI. Release - Fixed juggernog making player invincible from new health effects. Release - Fixed difficulty not resetting before and after rounds, causing zombies to spam their spawns. Round 2, like round 1 will only have walkers to improve overall flow. Barriers are no longer boarded up upon spawning in. Because early rounds are easier, point management is crucial to survive the later rounds. Early Round Gameplay - Player will now start at 0 points. Jogging zombies have been added to the "sprint" pool instead of "fast_walk." This helps improve horde diversity at higher rounds, and improve the flow between the transitioning of walkers to sprinters. Removed all animations where zombies can combo or insta swipe at an unreasonable rate. Re-balanced zombie hit animations and speed, depending if they are walking, running or sprinting. (Used Code from Gympie5's Boss Zombies) - Changed verruckt sprinter spawn set to appear later and more common in later rounds. (difficulty ramp-up during beginning of round, difficulty randomizer during middle of round, & difficulty ease as round ends) - Added Special Zombies in later rounds depending on map. Re-worked difficulty over time area for zombie spawn rates, with 3 conditions to determine difficulty. HP scales depending if map has perks & pack a punch. Therefore, HP will slowly stop adding onto the total healthpool of zombies. Instead of HP being the main factor of difficulty, it is the number of zombies later on. Re-worked exponential zombie HP increase. Scales depending if there are more players. Early rounds are easier, but exponentially increased the amount of zombies later on.
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