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Zombie Survival Applied Patch Notes
#2
Posted 07 May 2010 - 21:41
[FIX] Fixed most of the animations in-game. (however some of them are broken)
[CHANGED] Created a new melee weapon base. Melee weapons should hit easier.
** Upcoming patch will fix some more animations.
This post has been edited by Deluvas: 07 May 2010 - 21:42
#3
Posted 10 May 2010 - 21:46
[FIX] Fixed animations that were broken in the first update.
[FIX] Fixed some minor errors.
[NEW] Predicted player spawn and death via client.
***Upcoming updates: Fixing some more minor errors
#4
Posted 11 May 2010 - 17:27
[FIX] Death HUD.
[CHANGED] Changed some things in the deathnotice messages.
[CHANGED] Zombie maximum health stays constant. (temporal)
[ADD] Starting zombies have more hp. (exception from rule above)
[CHANGED] Replaced Berserker skin from Charple/Dead Man to Mask guy (temporal)
This post has been edited by Deluvas: 11 May 2010 - 17:39
#5
Posted 13 May 2010 - 18:00
[FIX] Fixed some lua errors about player spawn on the client, when alt-tabbing.
[TEMP] Disabled Lua Effects (GMod update causes crashes) till further notice.
[CHANGE] Reduced Title Editor price to 1500 GC.
[ADD] When you get damaged as human, your speed will be reduced for a moment, then it will recover back.
[ADD] < sv_alltalk > is automatically turned on at end round.
#7
Posted 22 June 2010 - 16:10
- Added headcrabs to zombies. (Thanks Necrossin for pointing out the function)
- Changed zombie crosshair so it turns green when you are in-range.
- You can know scroll though the zombie classes menu with your mouse wheel.
- Changed notification system.
- Added zs_harvest_b1 to the mapcycle.
- Increased the motion blur effect.
- Re-added music on spawn.
#8
Posted 08 July 2010 - 22:58
- Fixed the so called "Karma" nails.
- Fixed 'Unlife' music looping over-time.
- The first 3 zombies will have their health set-up based on the number of humans playing.
- Fixed some 'Zombine' idle sounds playing over-time.
- Poison Headcrab cooldown between spits decreased. Also, the screen lock from both secondary and primary attacks has been removed.
- Fixed a bug where you could kill other humans by blowing up barrels and explosive stuff.
- Fixed the popular 'physbox' prop-kill not giving credit bug, for zombies.
- Poison Zombie cooldown between attacks decreased slightly.
- Added a new damage scaling system.
- 'Half Life 2 batteries' will now be removed at map start.
EDIT:
- Increased props health by 50%.
- Added a scaling damage system for humans (for bullet damage). 'Point blank' shots do more damage, while far away shots do less damage.
Coming:
- Physics damage from Human players( ex: magnum 'push' ) will no longer damage Zombie players.
- Objects/props won't deteriorate when colliding with world or other props.
- Self inflicted physics damage is now ignored.( ex: You push something as a zombie, but it backfires and hurts you. )
- Clamped fire attacks on players to 5 hitpoints and drown damage on players to 10 hitpoints, both per second.
This post has been edited by Deluvas: 10 July 2010 - 00:11
#9
Posted 10 July 2010 - 14:21
- Physics damage from Human players( ex: magnum 'push' ) will no longer damage Zombie players.
- Objects/props won't deteriorate when colliding with world or other props.
- Self inflicted physics damage is now ignored.( ex: You push something as a zombie, but it backfires and hurts you. )
- Clamped fire attacks on players to 5% hitpoints and drown damage on players to 10% of their maximum health, both per second.
- Damage taken by players from crushers reduced to 15% of maximum victim health per second.
- Damage done to players by props/objects without an attacker is now ignored when velocity of the attacker is less than 120. ( Ex: You shouldn't die because some physbox door decided to kill you on its own, but you should die if a couch landed on your head with high-speed! )
Coming:
- Melee weapons will now properly gib breakable objects.
- Tweaked the 'unowned objects/props' system, by checking if the props are on the ground and blocking damage. ( Ex: You try to move a couch, but somehow it backfires and damages you for 10 hitpoints! ). This bug may occur in other forms, but rarely.
- Corrected delayed team damage, although sometimes this bug may occur. Bug example: There are 3 barrels near you and there are team-mates around. You hit a barrel, then die and the other barrels explode, killing players from the same team, around you.
This post has been edited by Deluvas: 22 July 2010 - 20:21
#10
Posted 23 July 2010 - 14:44
- Melee weapons will now properly gib breakable objects.
- Tweaked the 'unowned objects/props' system, by checking if the props are on the ground and blocking damage. ( Ex: You try to move a couch, but somehow it backfires and damages you for 10 hitpoints! ). This bug may occur in other forms, but rarely.
- Corrected delayed team damage, although sometimes this bug may occur. Bug example: There are 3 barrels near you and there are team-mates around. You hit a barrel, then die and the other barrels explode, killing players from the same team, around you.
- Fixed damage indicator for players not showing up.
- Fixed a couple of assist bugs.
This post has been edited by Deluvas: 23 July 2010 - 14:47
#11
Posted 24 July 2010 - 18:29
- Fixed a bug where bullet damage won't scale by the rules.
- Edited a few chunks of the death-notice code.
- Added a new spawn-protection system that is based on damage reduction over time. Maximum time for humans is 60 seconds and for zombies, 20 seconds. Protection is influenced by Infliction. For humans, more infliction, more time. For zombies, the opposite. You start with 100% damage reduction. As protection time runs out, you start to take more and more damage.
- Reduced melee damage by 50%.
- Increased view-punch for melee weapons.
This post has been edited by Deluvas: 24 July 2010 - 18:33
#12
Posted 27 July 2010 - 16:03
PS: It'll be back as soon as the system is finished.
This post has been edited by Deluvas: 27 July 2010 - 16:03
#13
Posted 01 August 2010 - 14:48
- Translated .txt files to SQL Database.
- "game_text" entity is now removed at map start.
- Added a short loading screen for data to be received from server(s).
EDIT: Seems like there's a problem with running console commands from the client that was responsible for the bugged loading screen.
#15
Posted 27 September 2010 - 15:19
- Zombines can now crouch!
- Increased zombie count requirements for SMGs from the Supply Crate.
... The Poison Zombie update:
- Poison zombies are now the undead healers! Stand close to them, and they will heal your ass! (as zombie, obviously). Try and melee them as human, and you're going to slowly going to die. Effect does not stack. The healing effect can be noticed as "green fumes" surrounding the zombies. Be careful though, the healing effect reduced your total speed by 20%!
EDIT: Invisible zombies like Ethereal won't show up the cloud, but they will still heal-up!
This post has been edited by Deluvas: 27 September 2010 - 15:21
#16
Posted 28 September 2010 - 17:10
- Lowered maximum death wait time for zombies from 12 to 8 seconds.
- Tweaked Poison Zombie cloud-healing rate.
- Reduced damage reduction from 50% to 25% for Zombines. (holding grenade)
... The Howler update:
- Howlers are now roof-camper's nightmare! Her scream can now slightly push or pull an object or human player, giving him the ability to disassemble human roof cluster-fucks. This effect can occur only once per 3.2 seconds. Also, the howler has now a chance to 'shield' nearby zombies in a 'sound bubble', reducing damage received by 100%, but also reducing damage done by 80%, for the duration of the scream plus an additional 1 second. Damage reduction for zombies is bullet only!
This post has been edited by Deluvas: 28 September 2010 - 17:10
#17
Posted 02 October 2010 - 01:33
...The Zombine Update:
- Fixed Zombine grenade showing up on client's HUD.
- Added a glow to the grenade. Red means it's a kinetic damage grenade, green means it's a poison grenade! Watch out.
- Reduced minimum Zombine health to 280 and maximum to 350.
- Poisoned grenades will deal damage over time that will eventually fade. You can heal by taking supplies.
- Poisoned humans will have their vision blurred a bit with a yellow and flashing health-bar. Other players can see infected humans by the 'hazard' effect that they emit!
- Added a sprint limit for Zombine, that regenerates over time. However, sprint is infinite while the Zombine holds the grenade.
- Decreased Zombine melee damage by almost 40%.
#18
Posted 27 October 2010 - 13:05
...The Poison Headcrab Update:
- Increased poison headcrab movement speed.
- Edited its primary abilities as it follows: Primary attack will now throw a sticky bomb (green). The sticky bomb can attach to mainly all moving objects, including zombie/human players. The damage is DOT (damage over time type), mostly between 0 and 17 total damage.
- Secondary attack releases another ball/spit, this time red-ish, doing direct damage to a human on hit. There is a chance of 50% that the ball/spit will bounce off, but damage will be reduced with each bounce. Average damage of spit is 10.
- Decreased time between attacks.
- Angle of attack increased slightly (so you can attack downward, too). Tweaked velocity of spit.
- On death, there is a chance that the crab will automatically release a green bomb with a longer fuse (5-6 seconds) which doesn't do more than 15 damage DOT.
#19
Posted 29 October 2010 - 00:05
- Reduced Zombine health slightly.
- Fixed hit boxes for Normal Zombie, Ethereal Zombie, Poison Zombie, Fast Zombie and Zombine.
and ... The Ethereal Zombie Update:
- Reduced health by almost 50%.
- The Ethereal Zombie will now flicker instead of being fully invisible.
- Primary attack damage changed to 10-15 (removed speed limit on attack), however damage while standing still will be double in comparison with running and hitting at the same time. Also, damage caused from the back is doubled. Maximum damage is 40.
- Secondary ability has been added and consists of being able to 'move' through 'ethereal' space, teleporting the Zombie at the pointing location. However, the range of the ability is between 100 and 1000 units. Also, the player can only teleport by pointing at a floor, and not on walls, objects, etc. In addition, the player will emit smoke particles when using this ability.
TODO: Chance viewmodel. Add distract ability.
This post has been edited by Deluvas: 29 October 2010 - 00:06
#20
Posted 29 October 2010 - 14:00
- Added Ethereal view model.
- Added Ethereal disorient ability. On teleport, it has a random chance to slightly disorient humans near it. A maximum of 4 humans can be disoriented at one time. A human cannot be disoriented more than one time per 4 seconds.
Keep in mind that an Ethereal Zombie is very weak, and can be killed with 3-5 pistol shots.

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