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Posted  Edited by The1337Gh0st - Edit Reason: added glass, updated mutation descriptions again

Event:
 

  • Halloween event is now live until the end of October! Features a full enemy replacement for all waves including bosses.

 

Maps:

 

  • Added HR_Devkonistra
  • Added HR_Aversion (Note: Likely to only stick around for duration of event as map is spooky themed but kinda Mediocre).

 

Mutations:

 

  • Added the following Mutations:
    Singe: Enemy is Tinted Red and Ignited. Immune to Fire damage, Damage builds up Ignite. Only occurs starting from Wave 6.

    Mini: 50% Deceased Size, Tripled Action speed. 50% less damage and Max health.

    Detonate: Tinted Yellow.  50% blast damage resist. Drops a Grenade on Death that deals Blast damage. Only occurs starting from Wave 3.

    Puncture: Tinted Purple. Damage Ignores Resistances and inflicts Break. Only randomly occurs starting from Wave 8.
     

    Eternal: Material is set to a textureless white. 25% global damage resist and damage received cannot exceed 25% of max health. Only randomly occurs starting from wave 8.

     

    Flicker: Tinted brown and randomly flickers. 75% chance to dodge attacks, but only has 25% max health. Only randomly occurs starting from wave 6. 

     

    Wall: Material set to brick. 75% decrease in physical damage taken, but 50% increase in blast and ice damage taken. Only randomly occurs starting from wave 3.

     

    Shockproof: Tinted blue. 75% reduction in damage received from non-physical damage. 50% increased max health if not a boss.  Only randomly occurs starting from wave 6.

    Glass: 50% increase in damage dealt and 50% increase in damage taken if not a boss. If a boss, then 25% damage boost and damage received instead. Damage inflicts Bleeding. Only randomly occurs starting from wave 6.

                

Edited by The1337Gh0st
added glass, updated mutation descriptions again

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Gadgets:

 

 Added:

  • Assassion Optics (Ghost)
  • ULPA Filter (Heavy)
  • Agility Booster (Survivor)

 

Removed:

  • T-Virus and Gunslinger

 

Infusions:

 

Added:

  • Ruination to nearly every weapon

 

Attachments:

 

Removed:

  • 12-gauge belt for M249 due to it causing issues with Horde

 

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Posted  Edited by The1337Gh0st - Edit Reason: added nerf to doom 3 revenant

Enemies:

 

Changed:

 

(Note that raw damage values listed were tested on Apocalypse, so easier difficulties will do different amounts)

  • Changed Doom 3 Revenant missile damage type to Blast
  • Changed Eternal Revenant missile damage type to Blast
  • Nerfed b0ne(r) bomb damage to 40 base damage with damage type changed to Blast
  • Nerfed big b0ne(r) ball damage to 70 with damage type changed to blast, nerfed radius to 300, nerfed fuse time 3 seconds
  • Nerfed b0ne(r) lost soul damage to 4 and direct hit damage to 1, changed direct hit and explosion damage type to blast
  • Nerfed Nameless King to 5% damage (deals around 50 damage per hit), now starts with charged
  • Nerfed Elite Dark Wraith to 0.2 damage scaling (does around 100 damage per hit)
  • Boner Knight, Boner Reviver, and Gigantic Boner now spawn with Singe
  • Changed The Redeemer's melee damage type to Slash, nerfed base hp to 3000
  • Buffed Gigantic Boner's base health to 5000
  • 2Spooky is now guranteed to spawn with Nemesis
  • Added wither skeleton to waves 7 and 8, nerfed damage scaling to 1 (does around 50 damage)
  • Nerfed Boner Knight health scaling to 1.25
  • Nerfed Baby Shocking Skeleton damage scaling to 0.4 (does around 15 damage), now spawns with charged
  • Nerfed Doom 3 Revenant health scaling to 1 and damage scaling to 0.5

 

 

Edited by The1337Gh0st
added nerf to doom 3 revenant

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Posted  Edited by The1337Gh0st - Edit Reason: added number adjustments

Items

 

Added:

 

6 new Watchtowers for Warden: https://steamcommunity.com/sharedfiles/filedetails/?id=2873828373

  • Watchtower Prototype: $1000, 2 Weight, Ballistic damage type
    Prototype version of the watchtower intended to test if enemy deterrent is
    a viable alternative to providing supplies.
    Shoots at nearby enemies every 0.2 seconds with no splash damage.
    Does 25 Ballistic damage.
    (Entity Class: horde_watchtower_prototype)
  • Watchtower MKIV: $1000, 2 Weight
    A watchtower that provides resupply.
    Generates 1 suit battery every 30 seconds.
    (Entity Class: horde_watchtower_mk4)
  • Watchtower MKV: $1500, 3 Weight, Fire damage type
    A watchtower that deters enemies.
    Releases a flame burst every 2 seconds.
    Does 80 Fire damage.
    (Entity Class: horde_watchtower_mk5)
  • Watchtower MKVI: $1500, 3 Weight, Poison damage type
    A watchtower that deters enemies.
    Releases poisonous gas every 0.5 seconds.
    Does 20 Poison damage.
    (Entity Class: horde_watchtower_mk6)
  • Watchtower MKVII: $2000, 4 Weight, Cold damage type
    A watchtower that deters enemies.
    Releases a freeze ray that attacks 1 nearby enemy every 2 seconds with no splash damage.
    Does 250 Cold damage.
    (Entity Class: horde_watchtower_mk7)
  • Watchtower MKVIII: $2000, 4 Weight, Blast damage type
    A watchtower that deters enemies.
    Releases an explosion every 4 seconds.
    Does 350 Blast damage.
    (Entity Class: horde_watchtower_mk8)
Edited by The1337Gh0st
added number adjustments

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Posted  Edited by The1337Gh0st - Edit Reason: added buff for towers

Items

 

Added:

 

2 new Watchtowers for Warden:

 

  • Watchtower MKIX: $1500, 3 Weight
    A watchtower that heals nearby players.
    Releases a healing beam every 0.25 seconds that heals for 5 health.
    (Entity Class: horde_watchtower_mk9)
  • Watchtower X: $2000, 4 Weight
    A watchtower that hardens nearby players.
    Releases a beam every 0.125 seconds that grants 1 armor.
    (Entity Class: horde_watchtower_mk10)
Edited by The1337Gh0st
added buff for towers

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Items:

 

Added:

  • Watchtower MKXI: $2000, 4 Weight
    A watchtower that heals nearby players.
    Releases a beam every 2 seconds that heals 10 health and removes all debuff buildups. 
    (Entity Class: horde_watchtower_mk11)

 

Changed:

 

  • Reduced weight of Astral Relic, Solar Seal, and Void Projector to 8

 

 

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  • 3 months later...
Posted  Edited by The1337Gh0st - Edit Reason: more text

Items:

 

Added:

  • Damage Shard, Vitality Shard, Cleansing Shard, and Agility Shard for all classes
  • Nuke to Demolitionist
  • Added Ultimate Booster and Resistance Booster to Survivor
  • Added all other single-use gadgets (albeit hidden, for the purpose of making one of Gunslinger's perks work properly)
  • Sawrunner can now drop Unstable Injection
  • Mutated Hulk can now drop Matriarch Womb
  • Hell Knight can now drop Hellfire Tincture
  • Pheropod to Medic
  • Fixed Medic 9mm for the latest version of Horde

 

Enemies:

  • Fixed boss health percent spawns for the stage 5 bosses (Hell Knight will start spawning at 50% health, Sawrunner will start spawning at 75% health, and Mutated Hulk will start spawning at 100% health)
  • Fixed Hell Knight being able to spawn with random mutations
  • Changed Mutated Hulk to be guranteed to spawn with Fume
  • Fixed a leftover copy of Subject Breen being able to spawn that was for the purpose of testing
Edited by The1337Gh0st
more text

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Posted  Edited by The1337Gh0st - Edit Reason: reverted spas-12 change

Items:

 

Changed:

 

  • Modified Akimbo M9, Akimbo G17, and Akimbo Deagle to be automatic (Note that to use the second gun with automatic fire, you must hold M1, press M2, then continue to hold M1)
  • Changed Cremator and Artificer's base weapon to flare gun instead of the glock, buffed flare gun damage to 50, reduced recoil to 1, made it hitscan, reduced price to 100 and weight to 2, added infusions, reduced ammo cost to 1

 

 

Edited by The1337Gh0st
reverted spas-12 change

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Posted  Edited by The1337Gh0st - Edit Reason: fixed hr_nalwoo's name

2023-02-09


Second Big Update of the year! Woo!

 

Note: Pointshop might display errors as some models have vanished from the workshop. we're currently trying to sort this out so I apologize for any trouble in the mean time.

 

Enemies:

 

New:

Fodder:

  • The Handcrab. A severed head that behaves similarly to a Fast Headcrab. Starts appearing on Wave 2.
  • The Children. A fast but low HP melee attacker. Starts appearing on Wave 2.
  • The Croucher. Similar to the Faceless Crawler, is a small enemy close to the ground. Starts appearing on Wave 4.
  • The Twitcher Crawler. Slower than the other two "Crawlers", but deals more damage. Starts appearing on Wave 4.
  • The Upper, a weird twitcher variant. Acts similarly to a fodder version of the Faster. Starts appearing on Wave 4.
  • The Carrier, An enhanced version of the Pedro zombie variant, with higher Hp and damage than Pedro. Starts appearing on Wave 4.
  • The Enhanced Baby. Exactly as it says in the name, a Variant of the Baby that has higher HP and damage. Starts appearing on Wave 6.

 

Elites:

  • The Hellhound. A Demonic Dog that behaves similarly to a Houndeye. Starts appearing on Wave 2.
  • The Ghost.  An Eldritch... Thing that applies a damage over time on it's melee attack. Starts appearing on Wave 2.
  • The Mistake. A creepy but resilient undead menace that comes back to life when killed, becoming more Decayed but faster and stronger.
    Starts appearing on Wave 6.
  • The Addiction. A strange pale man. Ranged damage to the Addiction is reflected back to the attacker, but cannot Reflect melee damage. (Note: Addiction still takes damage from Ranged attacks!). Starts appearing on Wave 6.
  • The Skinner. A screeching menace that loves to jump around unpredictably and applies a Slow on melee attack. Starts appearing on Wave 6.
  • The Burnzie. A screaming burning zombie that loves nothing more but for you to burn too. Starts appearing on wave 7.

 

Bosses:

  • The Brute, a misshapen monstrosity that loves to charge at people. Appears on Wave 5.
  • Plan B, a strange variant of Genome. Appears on Wave 5.
  • The Sawer, A mutated variant of the Sawrunner line. Has to be knocked down first to reveal the weakpoint on it's back. Appears on Wave 10.

Maps:

  • Added Hr_Underground_Laboratory (From Previous map event, tracking it here).
  • Added DM_Austyn.
  • Re-added Hr_Nalwoo(was removed from workshop but has since been reuploaded).
Edited by The1337Gh0st
fixed hr_nalwoo's name

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hello this is my part of the big fat update

 

Items:

 

Added:

 

Added the following gadgets:

  • Gunslinger has returned to Ghost
  • T-Virus has returned to Heavy
  • Backpack for Survivor and Heavy
  • Dice for Survivor
  • Embezzle for all classes
  • Idol of Greed for Ghost
  • Instant Refill for all classes
  • Mutagen as a boss drop
  • Portable Battery for all classes
  • Resistance Shard for all classes
  • Ultimate Shard for all classes
  • Unyielding for Survivor and Heavy
  • Medic Bag for Survivor and Medic
  • Ammo Bag for Survivor, Assault, and Heavy

 

Enemies:

 

Changed:

  • Mutated Hulk now drops Mutagen instead of Matriarch Womb
  • Brute now drops Unstable Injection
  • Plan B now drops Matriarch Womb

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Items:

 

Changed:

  • Added Ammo Bag to all classes except for Berserker
  • Reduced Unyielding price to 2000
  • Reduced Dice price to 2500
  • Reduced Medic Bag price to 2500
  • Reduced Ultimate Shard price to 750

 

Added:

  • Hippocampus Stimulant to all classes

 

Enemies:

 

Changed:

  • Fixed kill rewards for Brute, Sawer, and Plan B

  •  

    Reduced Hell Knight's damage by 10% and health by 20%

     

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Posted  Edited by The1337Gh0st - Edit Reason: Fixed a value

Items:

 

Added:

  • Re-added Stickybomb Launcher back to Demolitionist's shop due to it getting fixed

 

Enemies:

 

Changed:

  • Nerfed Skinner health scaling from 1.25 to 0.5
Edited by The1337Gh0st
Fixed a value

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Items:

 

Changed:

  • Replaced the Double Barrel in the shop with the version that Horde uses
  • Removed Akimbo attachment for Double Barrel
  • Changed XM1014 to a version used by the ArcCW MW2 weapon pack, reworked it to be more expensive but has better stats overall
  • Changed Cremator's default weapon back to Glock
  • Buffed Flare Gun to 100 damage but increased price to 750
  • Added Spas-12 to Assault and Engineer

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  • 4 weeks later...

Haxray's Big weapon Shop Rework Update! I'll be splitting this into sections as there is a LOT to cover.

 

TL:DR for those not wanting to read whole thing:

 

-Engineer now specializes in SMGS, leaving shotguns solely to Warden.

-Completely revamped shop for all classes except Cremator.

-Cremator temporarily lost Molotov Cocktails and Incendary grenades, will be fixed when Cremator gets a dedicated update.

-Multiple classes now have new options.

Items:

 

Removed:

  • All weapons from previous Modern Warfare 2 and Gunsmith Offensive.

Added:

 

Melee:

  • New Starting all-class Knife The Shiv.
  • New Berzerker starting Knife S.O.G Knife (available to all classes for 500$)

 

Pistols:

  • New: ASP Pistol, new all class starting pistol.
  • New: Browning HP, Ghost's new starting pistol. (Available to all classes for 500$)
  • New: Kriss Kard, a weak full-automatic Pistol for Field Medic and Survivalist. Field Medic's new starting pistol.
  • New: Tarus Judge, a revolver that fires shotgun shells, new starting weapon for Warden.
  • New: Colt 357, a handcannon upgrade available for Ghost.
  • New: Remmington new model, an upgraded hand-cannon, available to Ghost.

Rifles/DMR:

  • New: Tikhar, a cheap DMR option for Ghost.
  • New: Helsing, a DMR option for Field Medic.
  • New: Springfield M1903A1, a cheap bolt-action rifle for Ghost.
  • New: M1 Carbine, an improved DMR option over Tikhar for Ghost.
  • New: Walter Wa 2000, alternative DMR option for Ghost.
  • New: M1 Garand, DMR Option for Ghost.
  • New: Geweher 41, DMR Option for Ghost.
  • New: HK G3A3, DMR Option for Ghost
  • New: L96A1, Bolt Action Rifle Option for Ghost.
  • New: FN Fal, DMR option for Ghost
  • New: SMI Saritch .308, DMR option for Ghost.
  • New: Dragunov Ots-03, DMR option for Ghost.
  • New: DSR-50, Anti-Material rifle option for Ghost.
  • New: PTRs-41, Anti-Material Rifle option for Ghost.
  • New: Barret M82A1, Anti-Material Rifle option for Ghost.
  • New: Lead Storm PSR, DMR Rifle option for Ghost.

Assault Rifles:

  • New: Enfield XL64E5 for Assault
  • New: Peacekeeper for Assault
  • New: IMI Gali ARM for Assault
  • New: M16/Colt for Assault
  • New: HK G11, for Field Medic
  • New: Famas for Assault
  • New: Ak-47 for Assault
  • New: Fn-Scar-H for Assault
  • New: Sig556 for Assault
  • New: Stoner 63 for Assault
  • New: Fg-42 for Assault
  • New: Akimbo Flatformed Assault Rifles for Demo

Shotguns:  

  • New: Beretta 682, a cheap all class option
  • New: KS-23, Cheap all Class option
  • New: Remmington 870 MCS for Warden
  • New: Duplet Homemade Doublebarrel for Warden
  • New: Hs-10 Autoshotgun for Warden
  • New: Kel-Tech Pump shotgun for Warden
  • New: Spas 12 Auto shotgun for Warden
  • New: Saiga Auto Shotgun for Warden
  • New: SRM Arms Model 1216 for Warden
  • New: Steakout Stakeout for Cremator.
  • New: Abazts Heavy Assault shotgun for Heavy.
  • New: M1897 Trenchgun for Field Medic.

SMGS:

  • New: Mac-11 for All classes(Except Ghost)
  • New: Pm-63 for All Classes(Except Ghost)
  • New: Ots-2 for All Classes (Except Ghost)
  • New: Walter MPL For Field Medic and Engineer.
  • New: Spectre M4 for Field Medic and Engineer.
  • New: Uzi for Engineer.
  • New: Mp5 for Engineer/Field Medic
  • New: AK47U for Engineer
  • New: QCW-05 For Engineer
  • New: M1927 Thompson for Engineer
  • New: PDW-57 for Engineer
  • New: KUDA AP9 for Engineer
  • New: PSSH-41 for Engineer
  • New: CZ Scorpion EVO 3 Ai for Engineer
  • New: Kriss Vector for Field Medic
  • New: Sten Mk3 For Field Medic.

LMGS:

  • New: QJB-95-1 LWS for Heavy
  • New: AAI LSAT for Heavy
  • New: MK48 Mod 1 for Heavy
  • New: RPK-74 for Heavy
  • New: Hk21 for Heavy
  • New: BAR for Heavy
  • New: Type 99 LMG for Heavy
  • New: RPD LMG for Heavy
  • New:  DP-27 LMG for Heavy
  • New: M60E3 LMG for Heavy
  • New: MG-42 for Heavy
  • New: Browning M191 For Heavy
  • New: MG-08 for Heavy
  • New: M134 Death Machine Minigun for Heavy.

Explosives:

  • New: Explosive Crossbow, starting weapon for Demo.
  • New: Avril Anti-Tank Rocket Launcher for Demo
  • New: Remote Detonated Grenade Launcher for Demo
  • New: Eightball Rocket Launcher for Demo.
  • New: Triple Barreled Rocket Launcher for Demo.
  • New: Prototype Flak Cannon for Demo.
  • New: Six Barreled Rocket Launcher for Demo.
  • New: Completed Flak Cannon for Demo.
  • New: Spider Mine Layer for Demo.
  • New: The Redeemer for Demo.

 

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Posted  Edited by The1337Gh0st - Edit Reason: changed wording

Weapons:

 

Changed:

  • Fixed Shiv and SOG Knife not using proper damage types and being unable to headshot, removed view bob effect, rebalanced stats around the previous combat knife
  • Fixed Taurus Judge being unable to deal headshot damage, adjusted ammo price to 10 per clip
  • Added in new replacement gadgets for all of the resist-related gadgets that have increased cost, but also give immunity to their respective status effect
  • Fixed M82A1 being the wrong version
  • Buffed PTRS-41 damage to 1000 with no fall-off
  • Removed Stickybomb Launcher recoil due to it bugging out with server lag
  • Fixed Avril to no longer be able to zoom in
  • Removed lock-on from triple barrel rocket launcher, Avril, and six barrelled rocket launcher
  • Fixed Completed Flak Cannon, Eightball Launcher, and Prototype Flak Cannon's damage to be the proper type
  • Demolitionist will now start with ASP

 

Added:

  • Added in Swashbuckler gadget for Cremator, allows you to deal non-ignite fire damage to increase your next melee damage

 

Classes

 

Changed:

  • Survivor now starts with its own base perk that gives it 0.8% global resist per level (up to 20%)

 

 

 

 

 

Edited by The1337Gh0st
changed wording

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Posted  Edited by The1337Gh0st - Edit Reason: added new survivor change

big fat bug fix update #2, some balancing, and new weapons

 

Weapons:

 

 

Changed:

  • Buffed HS-10 capacity to 6, added automatic firing mode
  • Moved M1897 to shotgun section, now will hit players to heal them for 6 health (up to 48) but only gives you $1 per hit
  • Changed Helsing Healing Rifle to heal players on hit for 25 health, now deals Poison damage, removed damage falloff, added automatic firing mode, buffed accuracy
  • Changed G11 to be able to heal players for 5 health on hit but only gives you $1 per hit, buffed accuracy
  • Changed Sten Mk3 to be able to use suit zoom to fire a healing dart for 10 health
  • Changed Kriss Vector to be able to use suit zoom to fire a healing dart for 10 health
  • Changed Kriss Kard to be able to use suit zoom to fire a healing dart for 8 health, buffed clip size to 15
  • Fixed Storm PSR not gaining extra damage upon changing firing modes, added automatic mode, buffed damage to 80, increased accuracy
  • Added automatic firing mode to PTRS-41, reduced ammo cost to 100
  • Buffed Raygun damage to 75 but increased price to $2500 and weight to 4
  • Removed Healing Darts and KF2 Style Healing Darts from compatible weapons
  • Changed Remington New Army to be automatic

 

 

Added:

  • Added Skorpion as a Pistol to all classes except Berserker for $750
  • Added Ballista Medic Rifle to Medic for $2000, functions similarly to the previous SSG Medic Rifle
  • Added China Lake to Medic and Survivor for $2500 as a replacement to Spore Launcher, fires special grenades that deal Poison damage and heals players for 40 health
  • Added Blundergat to Warden for $3000
  • Added RPG7 to Demolition for $3000
  • Added M202 FLASH to Demolition for $2500
  • Added Milkor M32 to Demolition for $2000

 

 

Classes:

 

 

Changed:

  • Fixed Demolition's Seismic Wave not working for certain types of explosive projectiles (Non-ArcCW weapons will not work due to them being incompatible with how the perk works)
  • Replaced Survivor's Coup De Grace with Chain Reaction

 

Edited by The1337Gh0st
added new survivor change

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Posted  Edited by The1337Gh0st - Edit Reason: forgot to add survivor changes

big fat bug fix update #3 and more balancing (yippee!)

 

Weapons:

 

Changed:

  • Removed healing cash penalty from G11, buffed damage to 35, buffed automatic mode firerate
  • Fixed M1897 not having a headshot multiplier, buffed damage to 20x8 (160), removed cash penalty, added suit zoom healing dart
  • Nerfed Skorpion damage to 20
  • Fixed Chinalake to properly display the enemy's damage position
  • Fixed SRM Arms Model 1216, Saiga, Spas-12, KSG Buckshot, Remington M870, KS-23, Beretta 682, and Stakeout not dealing proper headshot damage
  • Buffed R870 damage to 20x8 (160)
  • Buffed KS-23 damage to 10x20 (200)
  • Added double firing mode to Beretta 682
  • Added automatic firing mode to Spas-12, improved reload speed, buffed damage to 15x8 (120)
  • Buffed Saiga-12 damage to 18x8 (144)
  • Fixed Stakeout not doing proper fire damage, buffed damage to 20x8 (160)
  • Buffed Ballista Medic Rifle damage to 200


Classes:

 

Changed:

  • Replaced Survivor's Liquid Armor with Painkillers
  • Replaced Survivor's Heightened Reflex with Ambush
  • Replaced Survivor's Breathing Technique with Cellular Implosion

 

 

Edited by The1337Gh0st
forgot to add survivor changes

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more balancing

 

Weapons:

 

Changed:

  • Nerfed Death Machine damage to 30 and magazine size to 200, reducing walking speed to 50% and moving while shooting speed to 20%, reduced ammo price to $50
  • Added back RPK magazine attachments
  • Added automatic firing mode to Abzats, buffed damage to 12x10 (120), buffed recoil to 2, fixed optics causing a model error, reduced RPM but increased burst firerate to compensate
  • Nerfed base Blundergat damage to 20x10 (200)
  • Fixed KS-23 not using the proper version of the weapon
  • Nerfed Storm PSR base damage to 50
  • Added automatic firing mode to M82, buffed damage to 350, reduced recoil to 2
  • Added automatic firing mode to Tikhar, buffed damage to 60, fixed bullet type
  • Added automatic firing mode to M1 Garand, Geweher 43, and SVU-AS

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Posted  Edited by The1337Gh0st - Edit Reason: forgot to add text

Weapons:

 

Changed:

  • Nerfed China Lake healing amount to 25, radius to 200, and damage to 200
  • Nerfed RPG damage to 500
  • Nerfed M202 damage to 250
  • Fixed Peacekeeper not using the proper version
  • Reworked M1897 to leech 2 health per pellet hit (up to 16), no longer has healing dart and heal on shot
  • Nerfed G11 damage to 32, slightly reduced automatic RPM

Classes:

 

Changed:

  • Fixed Seismic Wave not working for Crossbow's explosive bolts

 

Enemies:

 

Changed:

  • Fixed Brute's damage type, adjusted damage scaling to 0.6 (deals ~60 damage on Apocalypse), added frenzy mutation, removed immunity to poison damage, fixed unlimited enemy spawn
  • Fixed Plan B damage type, now inflicts a set amount of Break upon dealing melee damage, fixed unlimited enemy spawn, now only receives 25% damage from poison damage, now spawns with Decay, nerfed damage modifier to 0.85 (so that the poison ball attack will not 1-shot on Apocalypse)
  • Fixed Insane Cancers being immune to Electric and Poison damage

 

 

Edited by The1337Gh0st
forgot to add text

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