Invasion Changelogs

Discuss the BW-Invasion server here.
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Azarael
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Invasion Changelogs

Post by Azarael » Mon 04 Feb , 2013 5:41 am

General

Due to the addition of RPG, Regeneration has been removed. Starting HP is once again 100.

Quake Monsters

Attacking vehicle armored monsters with weapons they resist will not produce hitsounds.

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Azarael
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Re: Invasion Changelogs

Post by Azarael » Tue 05 Feb , 2013 4:59 am

General
  • EXP is now proportional to damage dealt. You will not receive EXP from attacks which the target ignores.
  • Base monster damage has increased by 50%.
  • Monsters no longer have spawn protection.
Invasion X
  • Bosses scale, either by health or by the number of bosses spawned.
  • Upscaled bosses and monsters give increased EXP rewards.
  • Added some scaling controls for monsters, to reduce the number of monsters spawned while increasing the difficulty. Scaling currently kicks in when playercount exceeds four. With a full server, monsters have triple HP, triple damage and there can be 2.5 times as many monsters present compared to four-player games. Bosses are not affected by this scaling. Enjoy dying.
TiRPG
  • Damage bonus now grants 15% damage max and costs more.
  • Damage reduction has been nerfed to provide 10% at max.
  • Vampirism has been nerfed to provide 15% vamp at max.
  • You cannot possess both Regeneration and Vampire.
  • Adjusted the cost for numerous abilities.
Quake 4 Monsters
  • Reduced the EXP given by Quake 4 bosses.
Dark/Nova
  • Souls grant soulpower equal to the enemy's maximum HP over 1000. For reference, the soulpower granted by a player's soul is 2.0, so a kill on a 2000hp monster is required to produce a soul of equivalent calibre. There is currently no indication as to the quality of a soul. It will come.

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Azarael
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Re: Invasion Changelogs

Post by Azarael » Mon 11 Feb , 2013 12:14 am

General
  • Superweapons above Streak 1 grade are no longer available. (Edit - the M290 and HAMR are available)
  • You cannot do locational damage to monsters.
Titan RPG
  • Vorpal inflicts 20 times the weapon's base damage when it triggers. This will result in Vorpal +10 having an average DPS of 3x the base DPS.
  • Energy Leech and Vampire will not trigger every time if the damage you dealt would give you a HP or Adren return less than one.
  • You may now buy Plus One and Plus Two magic modifiers.
  • The menu key's default binding is now M.
  • Magic weapons can now spawn in the world.
  • Magic weapons retain their attributes when thrown.

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Azarael
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Re: Invasion Changelogs

Post by Azarael » Fri 15 Feb , 2013 1:03 am

General

Weapon damage is modified in Invasion.
  • Shotguns deal 1.5x more damage.
  • Snipers, ordnance excepting the Peacemaker and FP7 grenades deal 2x more damage.
  • The flamethrower and NRP-57 grenades deal 3x more damage.

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Calypto
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Re: Invasion Changelogs

Post by Calypto » Thu 21 Feb , 2013 7:13 am

Waves
  • Wave 6 is now monsters from the Dekaron monster pack instead of Dinotopia
  • The Venom is now the wave 10 boss
  • Wave 10 now has Seekers (or is supposed to)
Pending
  • The replacement of Dinotopia in wave 11 to original Doom monsters

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Re: Invasion Changelogs

Post by Calypto » Sat 02 Mar , 2013 7:58 am

Waves
  • Added Half-Life 2 monsters to waves 5 and 11

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Re: Invasion Changelogs

Post by Calypto » Thu 14 Mar , 2013 4:52 am

General
  • Monsters will now be more dynamic with their movements and will move closer to players as much as they can. Now you don't have to Hunt for monsters mid-wave.

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Re: Invasion Changelogs

Post by Calypto » Sat 16 Mar , 2013 6:51 am

TitanRPG
  • The Max Magic Modifier now uses 175 adrenaline instead of 100
  • The +1 Modifier now uses 50 adrenaline instead of 40
  • Conjuration now has EMP Krall, Light Mercenaries, and Red Bolt Skaarj
  • The Vehicle Ejector ability now adds up to 10 stat points instead of 8 at level two
  • The Mega Blast artifact was improved, and the Bio Bomb now explodes in two seconds instead of three
  • There are now new artifacts called "Self Destruct," the "Globe of Invulnerability," and "Light."
  • There is now a new ability called "Sandbags" which lets you construct sand castles in maps like lol-Beach
  • Added new weapon magic modifiers
  • Lightning Totems do slightly more damage
  • Lowered the cost of Utility Artifacts
Waves
  • Added Alien monsters to wave 6 instead of Dekaron, this will now stop Dekaron-related crashes
  • Added back Dice Krall, the Death Lord, and the Nali Sage
  • The new minimum of live monsters in wave sixteen is now 4.
Sent from my iPhone

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Calypto
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Invasion Changelogs

Post by Calypto » Mon 25 Mar , 2013 1:38 am

TitanRPG
  • The Enhanced Magic Weapon Maker and the +2 Modifiers are now use less than 2000 adrenaline ;'D'D
  • You can buy Self Destruct and Light artifacts from the Artifacts category
  • Luck weapons now do +25% damage per +1
  • The price of Parachute went up from 5 to 10
  • Invisibility no longer uses adrenaline
  • Bolt Bugs are now available in Conjuration
  • Other minor changes

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Re: Invasion Changelogs

Post by Calypto » Mon 01 Apr , 2013 7:55 am

TitanRPG
  • Nerfed Resupply
  • Nerfed Energy Leech
  • The MWM now uses 80 adrenaline
  • Level one of Medic ability now gives the FMD Combat Defibrillator
  • Added the Multi Jump ability
  • Added the E-V as an ability for 400 stat points
Waves
  • There are now more live monsters per each wave
  • Bosses are now harder
  • Most bosses now give less score (and EXP)
  • Some monsters give less score (and EXP)
  • Wave five is now brutes
  • No more rogue flies (for now)

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