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G59 -RevolveR- X

For public discussion of all things EXU2.

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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 10:17

I'm really against using bosses on that level though :/ Also I'm not sure if it's possible to count dead enemies from a ASSController actor, events only happen when the actor is left without enemies anymore. ODs' spawning is done throughout EXMapInfo instead, which has an in-built event trigger for when a player dies.

By the way I already changed the third wave to spawn more enemies however, including the 300th/400th pawns.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 10:32

Ooh! Thats ok then. Those guys are chaotic enough as is.
Well considering you're here, I might as well get a few more things off my back that could be intriguing.

Would it be possible to make a mod for Deathmatch that replaces the Udamage with one of the Pillars? And considering they don't respawn, an idea would be to have them cycle ALA Chaos UT.

Lastly, I would recommend a boss/ambush segment that involves allies. I know that the Saints are against the player, but I just love the thought of them forging an army to fight alongside. Then again, I guess its better the player remains a one man army to give that feel of accomplishment.

That's all I have to say for now. I'm just curious on how you will make a model for whatever that thing is in the skybox of shadow maps in the (final?) Boss. I think I've seen bodygrouped models in Unreal before, but then again, whatever you have in mind has me curious. After all, Im already blown away by the majority of G59 as is.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 11:12

No, Shadow God won't be a boss. You simply can't fight against that enormous thing, story-wise no entity can; if it would be killable in a direct fight G59's core of the story wouldn't even be a thing.
And even then if I'd ever want to put it in I simply can't make that sort of mashed-up pawn.
By the way, you won't deal with Shadow pawns anymore after SHADOWNESS, as you're heading in places that are temporarily unreachable by them. A better excuse is because I don't want players to constantly deal with those - Shadow gameplay is sorta one-dimensional and by the time you reach SHADOWNESS you've pretty much seen all what they can do, plus their mystery aura is blown off.

There won't be any ally as well. Unreal single player was, already, very anti-ally so to say (which is one of the reasons why I don't want to go through ONP, it had really annoying allies. It simply doesn't work). G59 is strongly focused on the "one vs all" theme. It's clear already that Saints are against the Hell Survivor anyway.

As for the pillars, anybody is free to write a mutator with them. It's not in my priorities at all. Just fyi they don't offer much in Deathmatch and some of them can be as outright broken as the Revenant powerup in Doom 4 MP (assuming it's still broken right now like the piece of shit it was in the beta). I guess only Belphegor's pillar fits DM.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 11:50

Yep, Yep. All ok by me! Just thought i'd give my Two Cents.

Potential Spoilers Below
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 11:53

UTNerd24 wrote:Yep, Yep. All ok by me! Just thought i'd give my Two Cents.

Potential Spoilers Below
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 26 Sep 2016, 15:02

The CA map will be by the way the only one for G59. No plans for a second one, I can simply update Ancient with more stuff.

I also went to re-read the old G59 threads and it's still always amazing how things change. The last thread's OP be like "info->defaultphase->phase1->phase2 NOTHING ELSE". That phase shit was dumb and wouldn't have worked as good as I hoped but the result would have been largely different. One map mentioned in one of the released levels has been completely cut. The upcoming finalized G59 release will very likely come with some sort of commentary doc.
Another thing I'm really glad about is how certain EXU core races have been incorporated within the story.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 29 Sep 2016, 03:30

As a player who tends to take his time, you should reward players with good observation skills. Hell, maybe even a whole different path like the Demo of EXU2 to get the Chaos Barrel.
But if your not so much into humorous Easter Eggs, Maybe include a secret boss battle against a Mary-Sue representation of yourself? I imagine your monster species would either be a Skaarj Trooper or a Nali with demon powers.

...What am I doing!? I really gotta stop coming back to these threads and making these recommendations. I should just let you do your thing rather than spouting all these opinions. Don't wanna guilt-trip, But I gotta contain myself and stay out of the masterpiece in the making.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 30 Sep 2016, 16:09

This weekend I'll be playtesting the classic first half of G59 (from the beginning to Map 8) in order to check all the slight but relevant changes done and the overall balance status. Once that's done I'll go for the second half (which requires more extensive changes and balance tests) and then ultimately finish the last level and the ending.
The early part of G59 is going to be more feasible to clear on Easy difficulty, in order to give a better playing experience to EXU2 beginners which I really hope they'll try out G59 when the final version is out.

Tracklist is also finalized; it's changed from the last patch version (just last few tracks only), so once the new version is out you'll have to delete all the previous patch's g59 music from the folder (thanksfully already all easy to recognize).
I'm waiting for Cybernetika+Xenofish to release their new collab album (supposedly very soon) which should contain the final mastered version of Fragmented.

CA-AncientScapes has also some changes: the sky has been modified, it's now clear clouds and all yellow/green like classic perditus was. The underwater item refresher also gives a 2-ammo worth SK6. Music changes to Gamma Ray Chase once the third enemy wave pops up; third enemy wave has a new G59 campaign pawn and there's a very VERY RARE chance that it will spawn either Gatekeepers, Black Knights or Hellfighters.
ODs have their HP boosted up I think instead, with custom sounds now.

For Coop modes, now in all maps you respawn with double Piddledoper, and with increased health if armors aren't in the item list of a specific level. Difficulty increase changes are mostly irrelevant on the long run but I want G59 Coop to lean toward a laid-back experience as it's more fitting to the pack itself. Before the final version is released I may probably test the whole thing online in a server (Loathsome? Jaypeezy? Need your help, one or another). Planning also an after-release online event to commemorate the release.

Last thing - I fixed the Magatsu Guardian (the big Skaarj) projectiles. Now they properly use the arc mesh.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 01 Oct 2016, 08:33

Ok. Last post. I know that G59 is very decoration-heavy, but Don't you think the Scapes have a little TOO many bells and whistles?

Either that or my PC is crap.

If you care at all, here are my settings, you could point out anything I could change:
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 01 Oct 2016, 10:36

This is mine

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Either way I never got a report of AS being laggy, and definitely it's not laggy at all there. And aside the trees (which are the same ones from perditus, and perditus is much more demanding overall) there are practically zero other decorations.
Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff).

EDIT: I forgot I lowered the max amount of ODs that can spawn, it's now up to 10 rather than 25.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 07 Oct 2016, 03:00

UBerserker wrote:Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff)

the FourHundredthPawn is more demanding than any EXU2 map.
A high-end card is enough to handle this guy at a decent framerate. (Small Framerate drops)

the EliteHyperPopper is also a demanding pawn, but still not as insane as the 400thPawn.
Oh, the mercenaries will be always the most demanding, spammers.
You're just expecting confusion.

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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 08 Oct 2016, 14:18

FXANBSS wrote:
UBerserker wrote:Perhaps if many monsters begin to spawn in the map it'll start to get slow but I really don't think it's ever going to be more demanding than most of the bigger Waffnuffly EXU2 maps (e.g. Bluff)

the FourHundredthPawn is more demanding than any EXU2 map.
A high-end card is enough to handle this guy at a decent framerate. (Small Framerate drops)


Set both 100th pawns to spawn much more rarely (not as rare as the boss enemies though as the 100th pawns die in nothing).
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 11 Oct 2016, 12:50

Had another go at the Scapes, and it seems that the map/my computer can definatley take a beating!
The closest thing ive had to a crash is the floor turning into rainbow static when using Nuke weapons like Agonix's BFG 10500 and the Fun Barrel. Is that normal? There's also a near-crash where the game windows and removes itself from the taskbar.

Anyway, Can't wait to see the update and take on some Fighter Jets.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 11 Oct 2016, 14:45

UTNerd24 wrote:Had another go at the Scapes, and it seems that the map/my computer can definatley take a beating!
The closest thing ive had to a crash is the floor turning into rainbow static when using Nuke weapons like Agonix's BFG 10500 and the Fun Barrel. Is that normal? There's also a near-crash where the game windows and removes itself from the taskbar.

Anyway, Can't wait to see the update and take on some Fighter Jets.


Yeah, it can happen but those are weapons you aren't supposed to use. Either way I turned off high shadow detail for the terrain, so crashes like that shouldn't happen anymore.


Expect a news post in the next hours.
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Subject: Re: <EXU2> "G59 -RevolveR- BALANCE OF THE OUTERWORLD"

Post Posted: 12 Oct 2016, 21:10

Holy mother of fuck! We've finally got there

(yes you get a LRPC at the end of this map, all main weapons appear)

So yeah I finally finished testing all of the updated G59 campaign except Map 14 which is still in-the-works. Map 13, as you can see from the screenshot, took me over THREE HOURS to finish. This behemoth ended up utterly amazing - after managing to strike down all the issues that caused it to crash (replaced fader panels with knives and removed a lot of useless pathnodes).
Regarding pathnodes, the reworked "Escape from Na Pali" makes extensive use of them; what happens generally is that when monsters hear something bad, they will either start patrolling around the map or they'll start actively hunting you, meaning you got to check your back all the time as the enemies will make full use of the level's layout. So you cannot overcommit to fights because you will never be sure you haven't left anything behind. The map has a crapload of items and ammo so you can use almost any fighting strategy against the enemies, Hellgun aside.
It's still quite demanding graphic-wise but as long as you have a 2009-era computer you should be fine. At worst there's some lag while using the Quadshot's primary fire in front of a busy-looking part of the map. No crashes though.

So now, what's the status with G59? Between me and the release there's just Map 14 and the ending cutscene left to develop (Map 14 is the alien thing I've shown recently). It's still far away from being finished but at the speed I'm going everything could be ready for the end of October or for early November? I absolutely want to finish everything before the end of 2016.

Note that, after G59 is fully released, I will still release patches for it, mostly for balance reasons or if a new EXU2 version is out, however I'm not planning any other additions to the pre-existing levels. Everything is overdone by now.

While I'll focus on Map 14 from now and on, here's the next version's patchlog. Have a good read! (I really hope Cybernetika and Xenofish release their album soon as well lol)


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Miscellaneous
  • Main package updated with new content.
  • Music list slightly changed and re-tagged, images removed. Recommended to remove the old G59 songlist in your folder before copy-pasting the new one.
  • G59-Sounds.uax has been updated with new custom sounds.
  • The visuals of the MagatsuGuardian's projectiles have been finally fixed.
  • Various creatures that were unused yet before this patch have been either overall buffed or slightly changed.
  • Sin Pillar of Lust's charge increased from 150 to 200.
  • Sin Pillar of Greed's charge decreased from 4 to 2.
  • Sin Pillar of Pride's charge increased from 10000 to 30000.
  • Sin Pillar of Rage's charge decreased from 40 to 7.
  • Drakk texture package updated and finalized.
  • MagatsuTyrants and MagatsuNova will explode upon death, just like how MagatsuTroopers and MagatsuBots do.
  • Killable version of Ghatanothoa (Titan form only) available for multiplayer. His strikes deal 1000 damage points each.
  • Gatekeepers/Naberius death sound has been changed to the regular Gasbag one.

The Ancient Scapes
  • Custom sounds added for the Outerdark Destroyers: ambient noise, projectile shooting and spawning.
  • Added an enormous BlockPlayer actor above the arena, so hopefully you don't get BLASTED into the far mountains (you bump on an invisible ceiling).
  • OuterdarkDestroyer's base health increased from 130000 to 170000.
  • Instead of 25, now only up to 10 OuterdarkDestroyers can spawn in the map.
  • Third enemy wave can now spawn DemonGuardians, Eelhandras and RoyalSkaarjFiends.
  • Music changes to Cybernetika's "Gamma Ray Chase" when the third enemy wave begins to appear.
  • Battle activation glyph graphic has been changed.
  • Modified the skybox color and cloud style to be more streamlined and clear.
  • Third enemy wave can now rarely spawn ThreeHundredthPawn and the FourHundredthPawn.
  • Third enemy wave can now VERY RARELY spawn GateKeepers, BlackKnights and Hellfighters.
  • The underwater item refresher now gives SK6 with two mortar ammo.
  • Turned off high shadow detail settings for terrain textures to avoid graphical crashes.

LIMIT BURST
  • The inner panning textures of the vortex have been fixed (you won't see anymore those stretched white lines).
  • The bridge now looks slightly different and better.
  • Easy difficulty now has 2 less UltraEnergyBags and 10 less BlueBags.

The Limbo
  • The EnergyAR at the beginning of the map starts out with 700 ammo instead of 650 now.
  • The Easy and Medium difficulties only NuclearKeg at the beginning of the map has been removed.
  • The fog lights of the MagnificentArmor glyphs (when activated) have their fog radius decreased for a little bit.
  • The DemonWarlord in the first valley now appears always in all difficulties. He also drops a MiniKeg now instead of a FuckerCola.
  • The FirePolices in the first valley are now Coop-only - they'll always appear though, in any difficulty.
  • The MiniPulseBrutes in the first valley have been removed.
  • Few remaining InvisibleMiniBrutes (arrow/grenade types) have been removed.
  • The RocketTentacle in the first valley's tower ceiling has been replaced by a DemonTentacle one, who only appears on Unreal difficulty.
  • The SkaarjFiend in the third valley that's Hard difficulty only now appears on Medium difficulty too.
  • All the Fire/Hyper Krall in the third valley have been removed.
  • Removed a DemonFucker in the third valley (the lone one hiding behind the tall rock).
  • The Unreal-difficulty GigaDemonGasbag now has spawning effects.
  • Hard/Unreal difficulty's bridge fight now has MercenarySkaarj replaced by AssholeSkaarj with lower odds of appearance (from 7 to 6).
  • Agidynes spawning in the bridge fight on higher difficulties (Hard/Unreal) have their odds of appearance lowered (from 4 to 3).
  • The hole which connects the bridge floor to the final area is now closed with a grate, so you can't translocate through it anymore.
  • Second valley has now an access slope, a very rough one. Be careful when you're on it during fights.
  • Due to the addition of the slope, the enemies that spawn when you get the ArmorSeed in the second valley's tower appear in different spots.
  • Added a few new build details.
  • Naberius' boss sequence begins slightly much later now after killing the DemonJuggernaut (you wait now 25 seconds rather than 10).
  • Various fixes to translator messages.
  • All the pre-placed Chargers in the map now have 5000 HP instead of 9000 HP.
  • In Coop mode you now always respawn with double Piddledopers.
  • In Coop mode you won't respawn with EXUThighPads but you'll start with 600 HP instead of the default 300 HP.
  • The DemonTentacles hidden at the top of both towers now appear on Hard difficulty too instead of Unreal only.
  • The second tower's ArmorSeed ambush now has 2 DemonSkaarj instead of 6 on Easy difficulty.
  • The DemonJuggernaut on Easy/Medium/Hard difficulties has his health lowered from 7500 to 6000.
  • Possibly fixed a bug where the golden flute would be moved around for some reason.
  • An Unreal only SkaarjFiend (the first one you meet) has been removed. You'll face instead up to three DemonSkaarj like in other difficulties.
  • The blood in the sewer tunnel is now a proper water zone.

VOIDNESS
  • A ShadowBrood now spawns somewhere after you cross the outer courtyard to get the CombatBoots and return to the doorway.
  • The "fake" shadows you see in the first area will disappear once the first wave of real Shadows pops up.
  • For the first Tachyon secret, all related blood decals emanate a dark red glow that act as a "guide".
  • For the second Tachyon secret, panels across the map that will receive ammo are marked by a Hell circle (including the activation panel itself).
  • Fixed some invisible brushes in the second floor of the area with the broken pipe.
  • One BigShadowSkaarj in the large "U-shaped" area has its odds of appearances increased from 20% to 45%. Appears on all difficulties except Easy.
  • One BigShadowSkaarj in the large "U-shaped" area now appears on all difficulties except Easy.
  • Two ShadowBroods that were Coop-only now appear in Single Player too, in all difficulties.
  • Four BigShadowSkaarj removed.
  • One BigShadowSkaarj in the later parts of the map now almost always appear (odds of appearance increased from 33% to 90%).
  • The random Tsathoggua encounters now occur in Medium difficulty too. They're based on the Hard counterparts, with the same odds of appearance.
  • The Shadow groups that can appear in the first areas when you reach a certain point in the level are now activated by the second Tachyon secret.
  • The BigShadowSkaarj that appear in previous areas upon activating the second Tachyon secret now spawn after every 40 seconds instead of 20.
  • In Coop mode you now always respawn with double Piddledopers.
  • The last Shadow wave of the map (the one in the final elevator) now plays the typical Shadow ambush sound instead of a laugh.
  • Any thrown Translocator disc will be forcibly returned once the Hastur spawn event begins.
  • The first translator log has been moved a bit away from the nearby panel (you could hit both messsages really easily before).

The Hyper Boundary Gate
  • All types of mini Brutes have been removed.
  • BioApocalypseSpinners have been added on Hard and Unreal difficulties. They're much weaker than their default EXU counterparts.
  • Added seven Tachyon ammo somewhere in the map.
  • Replaced the DemonSaturationFlare with a ShockBurstFlare (and it appears on Unreal difficulty as well).
  • Added a translator log in the boss arena, next to the light activation panel.
  • Added three ShockTroopers and one ShockCommando in the boss arena (the latter pawn appears on Hard and Unreal difficulties only).
  • In Coop mode you now always respawn with double Piddledopers.
  • In Coop mode you'll start with 600 HP instead of the default 300 HP.
  • Some very small improvements to the build done.
  • Four RocketTentacles have been filtered out of Easy difficulty.
  • The BeamTentacle has been filtered out of Easy difficulty, but his odds of appearance have been slightly increased.
  • Both Morax versions have their default health changed to 175000 (SP) and 350000 (Coop).
  • The two inner rectangular-shaped pillars in Morax's arena have now windows in them, so you can see what's happening beyond with the boss.
  • Various fixes to translator messages.
  • Removed the four RocketTentacles at the end of the map.
  • Changed the placement of some crates in Morax's arena, they would get Morax stuck in some place most of the time.
  • Added two more PlasmaPacks in Morax's arena.
  • None of the Watchers spawn AdvancedDemonKrallElites anymore.
  • Extractor's zoom will now read the mysterious creature's name as "???" instead of his true, spoiler-ish one.

Perditus Paradisus
  • Changed the color of some sky-related lights (what was purple is now orange).
  • The Coop RFPC/Clusterfucker pickup duo in the valley now appears next to all valley's checkpoints rather than the location's entrance one only.
  • Fix to a translator message; the first one wrongly had a reference to "humans", they haven't set foot on the planet for ages in the G59 timeline.
  • Added a new mini-location at the beginning of the level. Contains items and new enemies named Eelhandra.
  • Added some new brushes (including the wall seen in CA-AncientScapes) and changed some textures.
  • In Coop mode you now always respawn with double Piddledopers and 700 HP instead of the default 300 HP.
  • The EMD (Cryox)'s terrible side entrance has been completely replaced by a single direct passage.
  • The skybox has been slightly improved.
  • The LavaTitans and the Archdemon have their SightRadius lowered, so you can walk around the big valley with less worries.
  • The ICBM decorations now have working collisions; you could run through them beforehand.
  • Removed the Invisibility.
  • Removed the explosive MiniKeg in the Tonatiuh scanner area.

The ELECTRIC MASSIVE DIVER -Rad2032-
  • The corridor with the panels that leads to the "tri-cores" section has been widened.
  • The aforementioned corridor's enhanced HyperBrute and HellBots have their placements slightly changed.
  • Always in the same location, a coop-only enhanced HyperBrute is now available in single player, all difficulties.
  • Near the aforementioned area there's a new small room. Some items have been moved in, plus some items and enemies have been placed inside.
  • The three doors in the first section of the map now open faster.
  • In Coop mode you now always respawn with double Piddledopers.
  • Several fixes to translator messages.
  • All the bigger HyperBrutes in the map (so not the ones grouped in the three core rooms) have higher mass and shouldn't wander around anymore.
  • Some zones on the way to the Commander Moowis' room are now much less dark.
  • The spawning section where Demons appear in the second core chamber during their assault against you is now marked with large Hell glyphs.
  • Removed the MagicArmorSeed in the weapon tower section.
  • Removed a TachyonDriver.
  • Removed two Tachyon ammo.
  • Two CombatSeeds that were dropped by HyperMercenaries have been removed.
  • None of the Hyper enemies drop EnergizerBalls anymore.
  • The command panel that unlocks tunnel 3 now makes a sound when you trigger it.
  • Various message glyphs are now much more visible.
  • The red alarm lights that are on during the Demon assault battle pulse at a slower rate now (they were quite annoying to the eyes).
  • The EMD NuclearSlith have their melee range increased and also their melee power massively buffed. Should be impossible swimming through them now.

NOTHINGNESS
  • In Coop mode you now always respawn with double Piddledopers.
  • Added two more bloody hints for the puzzle at the beginning of the level.
  • The secret Shadow enemy in Coop mode has his health increased from 40000 to 100000.
  • You have now 900 seconds instead of 1600 to find everything you want in the valley before BigShadowSkaarj begin to spawn everywhere.
  • The grate lever should now work all the time, there's now a six seconds re-trigger delay.
  • The three BigShadowSkaarj you encounter (NOT the ones inside the long corridor) now appear on Hard and Unreal difficulties only, on Medium no more.

Holy Mausoleum of Exusia
  • The small breakable wall in the first section of the map (Saint world) is now illuminated (on the side where you break it).
  • The door between the first section of the map and the Soul Ritual chamber (Saint world) will be unlocked once you exit the first dark section.
  • Soul Ritual chamber (Saint world) now has doors for the side corridors.
  • Other than as a translator message, the fountain code is now also displayed as a broadcasted message. This means it's saved in your system log forever.
  • Berith has now 10000 less health in all modes (160000/230000/320000 to 150000/220000/310000).
  • In Coop mode you now always respawn with double Piddledopers.
  • Several fixes to translator messages.
  • Some texture changes in the Shadow world.
  • In the Shadow world, you can now teleport through the bars that lead to the side corridors of the Soul Ritual chamber (the ones without the candles).
  • New area added in one of the side corridors of the Soul Ritual chamber: The Sanctuary of Safety (both worlds accessible). Has items and enemies.
  • Removed the MagicArmorSeed at the beginning of the map.
  • The shootable button to unlock the very first door now glows, so you can figure out what to do there.
  • Removed the boss arena's Hellbook appearing in the same spot in the Shadow world. Not sure how it got there.
  • Fixed some collision issues on the very top of the Great Column area.
  • Added two Tachyon ammo in the Shadow world.
  • Aside possible exceptions, a player will get his thrown Translocator disc forcibly returned if he travels between Saint and Shadow world.
  • Fixed the CreatureFactories in the Shadow version of the Great Column area, they would get accidentally triggered by touching them.
  • Removed the BlockMonster actor in the Shadow version of the Great Column area. Shouldn't have been there anymore.
  • Few lighting changes.

SHADOWNESS
  • In Coop mode you now always respawn with double Piddledopers and 900 HP instead of the default 300 HP.
  • Various fixes to translator messages.
  • 50 additional ShadowSquids (in their own ambush) will spawn in Coop mode.
  • The big thing now "welcomes" you as soon as you get out of the starting point.
  • Ghatanothoa's pathing improved.
  • You can now access again the Aztec entrance (the small hole in the pit next to Ghatanothoa, for those who didn't play the Unreal beta).

Nephesh Ruah
  • Added a set of semi-secret optional areas with new info and some additional items in the first section of the map.
  • At the beginning of the level a message prompt will suggest players that the HellGun will be completely useless from now and on (throw it away).
  • Extractor's zoom will now read the mysterious creature's name as "???" instead of his true, spoiler-ish one.
  • Strangely there were three duplicates of the EXMapInfo in the map. All of them removed, only the original one remains.
  • In Coop mode you now always respawn with double Piddledopers.
  • Various fixes to translator messages.
  • Various build improvements. Magatsu have still zero sense of fashion.
  • When a MagatsuQueen is ready to spawn, there will be a very bright foggy light around the spawnpoint instead of a giant pentagram. It worked badly.
  • First Magatsu battle: in all non-coop difficulties, the max amount of Dactyls that can appear is 50 instead of a different amount per difficulty.
  • First Magatsu battle: in Coop, Dactyls spawn more than twice as fast (from 1.5 to 0.5 seconds).
  • First Magatsu battle: amount of enemies is now 125 on Easy; alternate MagatsuBots spawning don't spawn in Medium; amount of enemies is now 175 on Hard.
  • First Magatsu battle: enemies now spawn every two seconds in all difficulties (Easy and Medium enemies spawned every 1.5 seconds).
  • First Magatsu battle: Eris #1's base health has been increased from 15000 to 20000; Coop version's base health has been increased from 90000 to 100000.
  • Second Magatsu battle: KrallSwarmLeader ambushes from the secret doors occur earlier. Rest of the enemies also begin to spawn earlier and FASTER.
  • Second Magatsu battle: Eris #2's base health in non-coop mode has been increased from 27000 to 30000.
  • Second Magatsu battle: no more spawning MagatsuGassius on Unreal difficulty (so, none at all).
  • Third Magatsu battle: MagatsuAssassins will now spawn on Hard and Unreal difficulties as well.
  • Third Magatsu battle: increased the chances of MagatsuGassius appearing on Unreal difficulty (as they appear on that difficulty only).
  • Third Magatsu battle: Eris #3's base health has been increased from 20000 to 25000. Coop version's base health has been increased from 100000 to 110000.
  • The player who turns on the Magatsu lecture (just as you reach the center of the lecture room) will have its translocator disc forcibly returned.
  • The small secret area in the corridor before the last room with enemies has been completely removed, including the two EARAmmo packs.
  • The door to the last room with enemies (same one as the point above) now opens faster (around one second instead of four).
  • Removed two FusionFlares.
  • Removed a lot of BloodBoxes.
  • Changed the placement of a MunitionFlare.
  • Added special sounds for the beginning of the Magatsu lecturing event and for when you read the message in the Queen's shrine.
  • Various EARAmmo packs have been removed.
  • Almost all items in the entire map got their placement reshuffled. Now they're grouped instead of being placed with a "Deathmatch map" mentality.
  • Translocator disc is forcibly returned for the player who triggers the DactylCore ambush in the cave where they are first met.
  • Translocator disc is forcibly returned for the first player who access the secret mirror room.
  • MagatsuStalkers have now slightly higher melee range and smaller collision radius.
  • Tops of the glass cages containing the MagatsuQueen statues are now blocked.
  • A HyperFlakker ammo that was available only on Easy and Medium difficulty is now available instead on Hard and Unreal ones.
  • The entrance to the third MagatsuQueen area is now slightly larger, so more enemies can fit through.
  • Two MagatsuTroopers (area directly after the third MagatsuQueen) that were Coop-only now appear on Single Player, Unreal difficulty only.
  • Ambient music will now stop in key moments that are close to the activation of each Magatsu big battle.
  • Removed the explosive MiniKeg in one of the secret areas.

Dementia Praecox
  • The giant MagatsuGassius are now unique instead of being modified regular ones. They spawn the normal Gassius much more frequently as well.
  • Malsum's spawning point has been changed a bit, so both the player and the boss can spot each other better.
  • In Coop mode you now always respawn with double Piddledopers.
  • In Coop mode you won't spawn with an EXUShieldBelt anymore, however you'll spawn with 600 HP instead of 400.
  • One MagicArmorSeed added at the beginning of the map, for Easy and Medium difficulties only.
  • Improved build for various parts of the map.
  • Several fixes to translator messages.
  • The two MagatsuAssassins right at the beginning of the map have been moved away from the door.
  • All MagatsuStalkers have been removed.
  • Added four Shotty ammo boxes.
  • Added two PlasmaPacks.
  • Added one ClusterPack.
  • New enemy: MagatsuSentinels. They are the Spinner variant of the race. Very durable and like to bomb you with explosive red mortar orbs.
  • MagatsuSentinels will replace some major enemies, like MagatsuGuardians. They appear in all difficulties.
  • Various MagatsuGuardian and some MagatsuTroopers have been filtered out from Easy difficulty, some of them from Medium and Hard too.
  • Added three more Tachyon ammo at the beginning of the map and another one in the Ibris tower's armory room.
  • The area with the Dark Dactyl Chambers is locked until you activate three panels in new outposts scattered in the map. New items and enemies imbound.
  • The MagatsuBot ambushes (except the one that occurs after you unlock the security guardpost) now have more spawning units in Coop.
  • Moved a ClustershockFlare hidden in the area with the fourth red crystal in a more visible position (exactly near the fourth crystal itself).
  • Added a second ClustershockFlare exactly next to the aforementioned other one.
  • The outer area with the fourth red crystal is now enclosed by walls, instead of invisible barriers (which are still there against translocator tricks).
  • Panels that activate access to important areas will now kill any thrown translocator disc once they are triggered.
  • Slightly reworked the Ibris access' guardpost area, both its entrance and part of the interior. Some minor item/enemy changes have been done too.
  • Upon unlocking the Ibris tower's elevator, you'll fight more big enemies on the way back.
  • The creature factory actors that are activated after turning on the Ibris elevator now work on Unreal difficulty and Coop mode.
  • A MagatsuGassiusCORE now appears in the Ibris tower' armory room, Unreal difficulty only.
  • Ibris tower's MissileBackpack charge has been decreased from 1000 to 500.
  • After you operate the panel in the Ibris tower, you'll be ambushed by surprising guests.
  • Like with the most important access panels, translocator discs will be returned when the portal is crossed. There are multiple trigger checks.
  • Removed the NuclearKeg at the end of the map.
  • The Hard version of Malsum is now the same as the Unreal difficulty one instead of the Easy and Medium variants.
  • Malsum health in Unreal and Hard difficulties increased from 90000 to 100000; Medium and Easy difficulties' one increased from 65000 to 70000.
  • After the secret is resolved, the white fog lights will be deactivated shortly after. They increased chances of game crash.
  • The Ibris tower's elevator panel, the one at the top, will be activated once you unlock the portal (so you can't return down until then).
  • Removed a BloodBox.
  • Removed the EXUKeg in the temple entrance area.

Discord of Aliquam
  • Updated the exit teleport's map target.
  • Map skybox is now the same one from the previous two maps. Few light actors in the map have been modified accordingly.
  • Various fixes to translator messages.
  • In Coop mode you now always respawn with double Piddledopers.
  • The red circular church windows are now translucent so you can now see the skybox through them.
  • The FirestormGenerator has been moved from the first room to the last church area. Serves as a better hint on why the item is in this map.
  • New translator messages added.
  • Added few more MagatsuKrakens (Tentacles) in the church areas.
  • Added a new small section accessible in the room on the left hand side, in the entrance hall. Enemies waiting inside.
  • The aforementioned area is mandatory as it contains a panel which unlocks the access the last church area (the door to the latter starts up closed).
  • The FrostArmor found in the first part of the map is moved to this new area.
  • Next to the FrostArmor's new placement, three Shotty ammo boxes and a MiniKeg have been added.
  • For this newly added area, there's a new set of Coop checkpoints that will turn on after you trigger the access panel there.
  • MagatsuStalkers will now spawn after pressing the aforementioned panel, instead of touching the old FrostArmor placement's trigger.
  • Other than more MagatsuStalkers spawning in the aforementioned ambush, there will be also MagatsuSentinels on the way.
  • This MagatsuStalker + MagatsuSentinel ambush, upon activation, will return any thrown Translocator disc.
  • Pathing for the church areas done.
  • Added four Tachyon ammo in the last church area.
  • Max amount of spawning MagatsuTyrants (Titans) lowered from 24 to 20. Also only up to 2 they can spawn in the map instead of 3.
  • Max amount of spawning MagatsuNova (Warlods) lowered from 36 to 24. Also only up to 2 they can spawn in the map instead of 4.
  • UltraBelt's charge decreased from 13000 to 10000.
  • Removed the EAR, the ShitGun and the HyperFlakker in the last section of the map.
  • Added a FusionFlare, a BackpackMissile and a ScreamerMissileLauncher (not in Coop) in the last section of the map.
  • MagatsuQueens have a more noticeable spawn effect.
  • Slightly improvements the build of the arena.
  • Removed the MunitionFlare at the beginning of the map.
  • MagatsuQueens' spawning delay time has been increased from 7 to 15 (this means each Queen might randomly take more time to pop into the arena).
  • MagatsuQueens' base health in Easy, Medium and Hard difficulties (non-Coop) has been increased from 50000 to 60000.
  • Translocator disc will be returned the instant the MagatsuQueen spawn event is triggered (there was a 1.5 seconds delay beforehand).

The Elder Abyss Champions
  • New map added.

Kingdom of Yaksha ~Verflucht Demon Legion~
  • New map added.

One Amongst Superiors
  • New map added, plus ending (currently not finished).
Last edited by UBerserker on 18 Oct 2016, 19:56, edited 2 times in total.
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