This year there was only two official event maps; Builder Town and Winter Castle. Both of these maps had significant changes happen to them utilising CSG, and better building techniques to create maps that felt full, as opposed to empty with blank space.
Lots of improvements happened to the Inventory GUI, Main Menu, loading screen, Side Menu, Stats GUI, Lobby and game logic.
Two new Core Classes were added, these were classic characters from the original game: The Blitz Zombie made a return, along with the Brute Zombie.
As for Unlocks the Winter Event got the Snow Chugga Zombie.
In total 13 items became obtainable with Presents, the Winter Event currency. Like previous events Presents spawned randomly on event maps, but this year they also dropped from killing Zombies or Humans.
New Overdrive morphs were added for the following classes: Anti-Armoured, Noob, Breaker Overdrive.
More pets were also added to the game.
Eventually PowerOut and Toxic Spill also got Winter Event re-skins, and had Presents enabled on them for players to collect.
Here are the launch day patch notes:
06/12/2015
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Patch 2.5.000: 3 New Zombie classes 8 new event weapons (+7 older ones), 5 new basic items (to be enabled in part 2 of the update), 2 event maps, new status GUI's, GUI colour revamp, present spawns, new pets, local present drops on kill, player points. Less wait time in the lobby. Improved code in various places. (More notes below).
Patch 2.5.001: Fixed Assists not working properly. Snow Chugga attack is now named correctly, class should work now. Fixed Bolt-On Town map exploit. Nerfed Brute Zombie's speed to 12 and attack to 10. Fixed basic Zombie attacks, fixed VIP items not loading. Added Presents to those that bought it and got Pumpkins.
Specifics: Drops spawn in waves of 30 up to two times per event map. You can get a present drop per kill, but you have to collect it by walking up to it. (These drop on all map with enough players). Event maps have 3x the chance to spawn each. Expanded XL, Castle Front and Halloween Realm have been removed from the map rotation.
Major changes: Faster paced games usually keep people interested for longer, so we will slowly be moving the game more towards this. We've started by making all humans visible on the map for a very short amount of time every stage change (cloaking items counteract this). Any balance issue let me know, I'm also thinking about reducing all map timers.
Minor changes: Acid Grenade now slows the user down if they are standing in the cloud. Zombies that ignore defence, actually ignore defence now. A few unlisted balance changes have been made. Hunter Instincts now activates at stage 1. Undid the auto health regen buff from the last update. Noob Sword got its swing animation back. Rank and Event currencies have been moved from the Leaderboard to the top bar.
Future changes: Part 2 of the update will include a community map, along with themed Zombies and weapons to accompany it. As well as having balance changes and any bug fixes that have been reported in this update. (As a side note, I won't be able to spend a lot of time updating or fixing the game until after the 18th December [exams]).
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