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hollonPM
#11
May 08, 2020 11:59 AM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
Vehicle Invasion (normal invasion) restored. Pretend like DC Invasion never happened
Steam: hollon11
hollonPM
#12
May 13, 2020 12:12 AM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208F and 208G:
Necromancer Changes:
- Removed Death Regen and Death Leech from Necromancers
- Necromancers can no longer use Blood Magic on skeletons, skulls, ghosts or tech monsters
- Resurrected players will be immediately sent back to death if the Necromancer goes into Phantom 2 (ie is OUT)
- Necromancers in Phantom 2 can no longer use Blood Magic. However, the Lightning Bolt fire now only requires 5 energy instead of 10. Players can now store up to 20 energy at a time
- Resurrecting players now sets the cool down timer for all Necromancers rather than the individual Necromancer to prevent the spamming and accidental resurrection of the same player. Additionally, when a resurrected player is returned to death, the cool down timer is set again on all Necromancers
- Blood Mage subclass changed to Soul Sorcerer subclass. Soul Sorcerers can use blood magic on all monsters unlike other Necromancers. Soul Sorcerers receive the Soul Staff instead of Blood Magic weapon
- Poison Mages now receive a Poisoned Infinity Maker, which deals 20% less damage, but not the poison damage
- Diseased niche on Poison Mage changed so that enemies that die from player's plague spawn a small explosion. The explosion itself will not infect other enemies with the plague, but the plague cloud will still spawn

Weapon Master changes:
- Decreased damage overall on WMs:
* Extreme WM from 50% extra damage to 30% extra damage
* Berserker/Sniper from 75% extra damage to 50%
* Tanks from 100% extra damage to 80%
* Maxed proficiency from 125% to 100%
- Removed the Adrenaline surge nerf from EWM. They now receive normal adrenaline from kills.

Other Changes:
- Increased weapon damage on Base Builder subclass for Engineers from 50% less weapon damage to 25% less weapon damage
- Fixed an issue with WM-ENG hybrids getting a second pair of Bio Rifles
- Potentially fixed an issue where resurrected players with Loaded Weapons (WM or Gen) received extra weapons
- Fixed an issue with summon charms granted by hunt missions that allowed players with monster summoning capabilities to spawn more than the max limit
- Various under-the-hood changes to make the code safer and produce less log clutter

Wave Changes:
- Max wave is now 15 instead of 18
- Bonus waves - two titan waves and one skaarj wave. The Bonus waves do not increment the wave number, so the game stays within the 16 limit bounds. Nothing has changed really- we still have our 18 waves
- BONUS letters unlocks bonus wave 16
Steam: hollon11
fatealPM
#13
May 15, 2020 3:13 AM
fateal Member - Joined: Feb 06, 2011
Posts: 18
The removal of death regen/leech was just what was needed and has really lowered survivability, especially on the poison mage which i have spent the most time playing.

I have another idea of a skill for the resurrector subclass:

Shadow: if there are no players to resurrect, resurrection will create a shadowy clone of the player( of the player (max 1). Essentially a bot which does 80% less damage. The idea is not to have yet another powerful pet, but rather interact with the next skill...


Consume soul: When the necromancer takes fatal damage, they teleport inside a shadow or resurrected player, killing the shadow or player and restoring 50 health.

A niche for example could enable summoning 2 shadows
((>>F8_AL<<)) ...........medic

F8_AL<((AM)) ...........Adren master
hollonPM
#14
May 15, 2020 10:00 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
fateal wrote:
The removal of death regen/leech was just what was needed and has really lowered survivability, especially on the poison mage which i have spent the most time playing.

I have another idea of a skill for the resurrector subclass:

Shadow: if there are no players to resurrect, resurrection will create a shadowy clone of the player( of the player (max 1). Essentially a bot which does 80% less damage. The idea is not to have yet another powerful pet, but rather interact with the next skill...


Consume soul: When the necromancer takes fatal damage, they teleport inside a shadow or resurrected player, killing the shadow or player and restoring 50 health.

A niche for example could enable summoning 2 shadows

Those sound pretty interesting, I'll see what I can do!
Steam: hollon11
hollonPM
#15
May 24, 2020 12:15 AM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208H
- Boss Waves
- Boss Awareness ability allows players to see the boss's health
- Dead players will now respawn on the Bunny wave
- Bunnies can no longer be killed by Ultima, Lingering Spirit, pets, vehicles, turrets, sentinels
- Set in a cap for maximum poison damage with Poison Blast
- Changed Blood Magic weapon alt fire
- Gold pets now immune to Titanium titan rocks. Gold pets no longer immune to Ice Titans
- Fixed Gold Behemoth pet not reflecting energy attacks
- Fixed burn effect not getting applied by heat weapons/fire monsters
- Under-the-hood changes to the bonus lettering system, bunnies, and black holes produced by the Adren Wraith to make the code safer and more efficient
- Removed the Super Beast and replaced with a modified HellBender because of the introduction of bosses but also because of the Super Beast's ability to crash the server when certain projectiles go through its grinder
Steam: hollon11
Last edited by: hollon May 24, 2020 1:48 AM
hollonPM
#16
May 28, 2020 5:02 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208I
- Bosses now spawn with a damage reduction shield that lasts for at least 15 seconds. The shield reduces all damage dealt to the boss by 50%. After 15 seconds, there is a 50% chance that the shield disappears for 7 seconds, otherwise the shield remains for another 15 seconds. This process repeats indefinitely
- Bosses are now given a temporary combo that does 300 damage to all players every 20 seconds(5 adren drip per second to reach 100 adrenaline). The combo damage is affected by damage reduction, so maxing DR and holding a Protection or Heavy Guard weapon will help. As mentioned in the Boss thread, special abilities will be implemented in the future to counteract boss combos
- Burn damage dealt by heat weapons are now capped at 50 damage. Previously, the heat damage was calculated a % of the target's health
- Fixed the white exp ghosts not sucking exp from players. Remember that players under level 60 are not affected by this ghost
Steam: hollon11
hollonPM
#17
May 31, 2020 12:11 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208J
- Damage from Boss combo no longer ignores shield
- Ghost and Phantom deactivated during bunny wave
- Fixed Boss wave message not showing
- Fixed boss shield time interval not working
- Fixed heat condition message not displaying

Necromancer Updates:
- Decreased Blood Magic weapon primary fire damage from 200 to 150 and increased its damage radius from 300 to 450
- Phantom 1 lifespan decreased from 20 seconds to 10 seconds. The healing has been increased so the Necromancer regenerates the same amount of health. The lifespan for Phantom 1 for Fatal niche is 5 seconds, but health has been boosted to maintain the regeneration amount
- Decreased the max damage dealt by the Blood Magic drain ability from a max of 20 each half second to a max of 12 each half second. The Health returned has been increased so that the amount of healing remains the same
- Plague damage decreased from 5 to 4 per second
- Resurrected players are no longer given weapons
- Resurrected players now deal 35% less weapon damage, and 55% less damage with super weapons. However, resurrected players spawn with max adrenaline
- Necromancers now receive XP from resurrected players based off of the experience that resurrected players earn during the time they are alive, not the scoring value earned. This means a Necromancer can resurrect low-damage classes such as Healers and still receive large amounts of XP
- Exp ghosts no longer drain exp from resurrected players
Steam: hollon11
hollonPM
#18
Jun 08, 2020 7:58 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
Steam: hollon11
hollonPM
#19
Jul 29, 2020 1:18 AM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208L
- Team missions now work independently as a mutator and are no longer handled by the activating player to prevent issues when the player dies or leaves the game during the mission
- Removed the Coin Grab mission
- Boss wave no longer disables the Invasion timer to hopefully correct some issues when a player joined during the middle of a boss fight
- Hunt missions now work on bosses and their minions
- Bosses now immune to pet Titan rocks
- Hopefully solved the "Boss: " text to include the boss name. I need confirmation on this as I cannot test for myself
Steam: hollon11
hollonPM
#20
Aug 13, 2020 5:26 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
208M
- Critical fix to an issue where actors were not getting destroyed. This resulted in some build up and eventually loss of performance on the server. I missed one small word in a piece of code that made the difference, my bad!
Steam: hollon11
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