Lots of patch notes were saved for this update, they are as follow:
Initial release notes:
Breaker Zombie: Minimum buy price increased, doubles in cost each time you buy it. (Resets on round end). Reduced the ground slam damage amount from 40 to 30, reduced the shockwave ability damage from 10 to 8. Reduced walkspeed from 15 to 14, reduced punch damage from 15 to 10, reduced crush damage from 30 to 25.
Sandvich: Can use while at full health to "taunt" (doesn't use any of the charges). Ice Zombie cannot be frozen by the Ice Staff, Ice Zombie no longer loses health after shooting an Ice Shard. Made a few changes to the current Zombie abilities and added some new ones.
Changed Crystal Mines: Can deploy a Mine every 60 seconds (you have 3 mines total). Each mine can be activated 3 times each before being destroyed (once a mine has been activated, it will have a 30 second cooldown and then re-activate). Because of this the mine item will be about 3-4 weight. Clarification: For the Heavy set for every item in the set equipped you gain +400 minigun ammo and +32 shotgun ammo. (With all items equipped +800 / + 64).
Changes to the Puddle ability: Split into two different puddles. Sludge Puddle: Max 4 charges no cooldown between uses (the offensive puddle ability), lasts forever until round ends or its health reaches 0, has higher damage, more health, its max size is smaller but grows more quickly.
Sludge Pool: Similar to the old one (tactical puddle), has a 30 second cooldown, slower growth rate, but is larger than the puddle, deals less damage, has less health, once it reaches max size it will stay active for 2 minutes, after which it will start to recede and eventually vanish. (All puddles have nerfed max health).
New Zombie abilities: Worm Nest [Active Ability]. On use will spawn a Worm Nest which will periodically spawn worms until its destroyed. Can replace the Worm Nest every 30 seconds. Nest has a 20 second "arm" time. Sludge Trail [Passive Ability]. While active you will start to spawn mini puddles every 30 seconds. These will grow in size and then eventually recede. (Much smaller than the Active puddles).
Armoured Hide [Passive Ability]. Grants your Zombie character +10% Defence rating.
Fixed the Impaler staff, fixed the game always selecting Expanded XL and Toxic Spill, fixed the game swords, fixed the Zombie shop Tooltip glitches, fixed Crystal Mine, fixed the Ice Zombie taking damage from shooting Ice. Stealth classes will now have their pets destroyed. Added the missing Rocket Module (rockets should work now). Fixed Minigun being able to drop crates without having the full set equipped. Added cooldown to the Crit chance for the Minigun (fired too often). Fixed the Minigun from not being able to remove all of the Slow down effects.
Made the skip button appear earlier on, so that if you get stuck in the loading screen you can continue. Quests now have double or in some cases triple the rewards, Quests now also give out XP as a reward.
Changed Sandvich, now has a cooldown GUI like the rest of the items. You can now press Q to taunt which doesn't use up any charges. Proton Collider has the width of each beam increased, Proton Pistol has been buffed slightly to not suck as much to use before being boosted with the Collider. Particle Cannon has had its beam damage increased.
Fixed the Animations bugging out (hopefully). Fixed some swords not working. Hopefully fixed the ghost pet. Fixed the Basic Crossbow not working. Fixed the Unloader bugging out.
Edited some Weight values and changed some stats of underperforming items
Reduced the time it takes to charge the Rage meter on the Sergeants Rifle [450 damage down from 1000], increased its max ammo, increased its weight slightly
Can't find any issues with the Impaler staff or Frogs in test mode, will have to re-check in online mode
Pet follows the HumanoidRootPart instead of the torso which means for Crawling Zombies the pet won't be rotated the wrong way round.
Worm changes: Cannot damage team members, will give you Points if your worm kills the enemy.
Don't forget to use the code OriginalSurvivor in the code menu for some cool stuff. That code will be removed once group testing is over!
Added the Vendor button and shop button to the bottom right corner of the screen while in the lobby.
Updates after initial launch:
15/09/2015
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Patch 2.3.010: Fixed the game always selecting Expanded XL and Toxic Spill, fixed some of the swords not working., fixed the Zombie shop Tooltip glitches, fixed Crystal Mine, fixed the Ice Zombie taking damage from shooting Ice. Stealth classes will now have their pets destroyed. Added the missing Rocket Module (rockets should work now).
Fixed Minigun being able to drop crates without having the full set equipped. Added cooldown to the Crit chance for the Minigun (fired too often). Fixed the Minigun from not being able to remove all of the Slow down effects.
Made the skip button appear earlier on, so that if you get stuck in the loading screen you can continue. Quests now have double or in some cases triple the rewards, Quests now also give out XP as a reward. Edited some Weight values and changed some stats of under performing items.
Changed Sandvich, now has a cooldown GUI like the rest of the items. You can now press Q to taunt which doesn't use up any charges. Proton Collider has the width of each beam increased, Proton Pistol has been buffed slightly to not suck as much to use before being boosted with the Collider. Particle Cannon has had its beam damage increased.
Fixed the Animations bugging out (hopefully). Hopefully fixed the ghost pet. Fixed the Basic Crossbow not working. Fixed the Unloader bugging out. Reduced the time it takes to charge the Rage meter on the Sergeants Rifle [450 damage down from 1000], increased its max ammo, increased its weight slightly.
Can't find any issues with the Impaler staff or Frogs in test mode, will have to re-check in online mode. Pet follows the HumanoidRootPart instead of the torso which means for Crawling Zombies the pet won't be rotated the wrong way round. Worm changes: Cannot damage team members, will give you Points if your worm kills the enemy.
Added the Vendor button and shop button to the bottom right corner of the screen while in the lobby. Don't forget to use the code OriginalSurvivor in the code menu for some cool stuff. That code will be removed once group testing is over!
18/09/2015
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Patch 2.3.020: Fixed incorrect XP formula for the GUI which meant it looked like you were at 100% when you weren't. Fixed Quest GUI from not showing quests. Selected pet should save and load now. Fixed Bolt-On Town CSG, you can now enter the basement of Carter's building. Hopefully fixed the glitch where Zombies die in the outside Castle Spawn area.
Added loads of if statements to the Game code to check if things exist. (Will hopefully stop the game breaking). Fixed an error in the quest award code. Changed the quest description to leave a space between currency rewards. (Was reading as: 100 Points400 XP).
Fixed the Shop (bottom right) button not working, fixed QuestLibary giving out Tokens instead of Points, fixed a stats error allowing for infinite Cookie spam. Fixed the Arctic Blade loading the wrong module (should work now).
Fixed music being cut off when humans win, lowered the price of some of the pets, max level increased to 30, changed the XP bar to account for this new max level. Fixed the Impaler staff not working. Fixed Gravity Lock loading the wrong module.
Fixed wrong icon for the Impaler Zombie (has squid zombie icon). Added new map descriptions to Communal Town and Expanded XL. Fixed not being able to buy the Breaker Zombie class
20/09/2015
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Patch 2.3.030: Fixed jump boots, fixed certain zombies not slowing down humans, fixed loads of item glitches, fixed a few zombie tool glitches, fixed some ability glitches, fixed medpacks.
Fixed a few Noob/Knight sword bugs, fixed some sludge puddle issues. Fixed human kills not displaying. Made it so the Squid Launcher can get credit for an assist (deals 0 damage).
22/09/2015
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Patch 2.3.040: New animations for the Lurched type Zombies, new reload and draw animations (old ones couldn't be accessed anymore). Rebalanced loads of items, rebalanced a few Zombie classes.
26/09/2015
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Patch 2.3.050: Fixed the Castle Town map spawning error, fixed spawned worms not dealing damage. Changed spawned worms to expire after 2 minutes. Fixed the game breaking on the 2nd round. Fixed stats not being imported correctly.
Patch 2.3.060: Sludge changes: Since the Puddle wasn't as useful as the Pool anymore. --Sludge Puddle-- Faster growth, smaller size, times out more quickly, shorter cooldown. (25) [Recedes after 1 min.], more damage, less health. --Sludge Pool-- Slower growth, larger size, lasts longer, longer cooldown. (40) [Recedes after 8 mins after growth.], less damage, more health.
27/09/2015
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Patch 2.3.080: Possibly fixed the cloaking items, fixed the Starter Sniper from loading the wrong module, nerfed the maximum defence rating from 60% to 50%. (There will not be any further nerfs at this time). Buffed the Compound armour (4 weight down from 5). Nerfed the Blockade armour, 40% defence down from 50%.
Fixed all health potions from throwing any errors. Fixed Starter Medpack. Reduced the cost of hunter instincts and allowed it to become active at stage 3. (Instead of 5 mins). Fixed the Spectral attack from bugging out when hitting an NPC. Added more health to the Impaler Zombie, removed the Impaler staff, replaced it with the basic attack. (Charge is still there).
Fixed the Shield Zombie's shield from sticking out at 45 degrees instead of 90 degrees. Added destroyable doors to all hard to find secret areas. - Can only break down the doors at stage 4. Doors have high health. Doors can still be defended from the location. Changed Knight's sword to be less glitchable, nerfed the defence rating to 35.
Reduced the prices of many zombie abilities, change Rejuvenate to heal for full health on kill and half on assist. Added new breakable doors to Autumn Wind and PowerOut (will also have doors added to the caves soon). Changed the weapon system to be able to damage doors, humans deal 1/4 damage to doors so watch out for friendly fire!
28/09/2015
Patch 2.3.110: Infested bloat zombie's now have to be killed to spawn worms. Health potions apply the Decay frog effect when using (you take extra damage while drinking). Fixed Worms not being killable, fixed worms health not being visible. Added walls to the balcony area.
Added new Inventory sign. Possibly fixed Inventory double HP bug. Fixed being able to use the Ducky Pirate items for free. Increased the lobby time (since people like spending time in the new lobby) by 20 seconds. Possibly fixed a few Minigun bugs.
28/09/2015
Patch 2.3.114: Anti-Armour Zombie changes: Deals 5 damage, deals 3* damage to armour, deals 2* damage to players with Defence, higher chance of removing defence. Striker Zombie changes: Low speed high damage class, so damage increased slightly, deals 2* damage to armoured players.
Given breaker regular claws until the tool can be fixed later on. All loadouts have sadly been reset due to a multiplication error. Max server count still at 20, but servers will usually stay at around 16 to reduce lag.
29/09/2015
Patch 2.3.120: New daily quests for under Rank 8's. Some of the really difficult daily quests have been toned down, assists now count for half a kill for quests. (Rank 8+ players can still get the lower quests, but at a reduced chance).
Increased the Kaboom Zombie's attack rate from 2 to 1.5. Buffed a few items. Tuned some of the Zombie's attack damage amounts. Changed the Health debuff to 1.5* dmg taken up from 1.1* - removed the colour effect. Made the hTag and the zDied images larger.
Worm changes: Infested Bloat will spawn green worms periodically instead of purple ones. On death the Infested Bloat will spawn two purple worms instead of 5, however purple worms are much stronger in terms of health, damage and speed. (The 2 are equivalent to 5).
30/09/2015
2.3.121: Changed the music code to play the full length of the song if the pitch is slower, fixed Breaker not getting its attack, combined the ChosenGUI and MapGUI into one to avoid glitches. Fixed Striker 1 hit killing armoured targets, Striker now just ignores Defence rating instead of dealing x2 damage.
2.3.130: Fixed the Autumn wind and Power out map destroyable doors. Removed a floating brick in Autumn wind at the castle. Made the Communal Town objects easier to push and also fixed the floating sandbags in that building. Moved the credits sign in Bolt-On town that blocked players shooting through a place.
Added the Drowning Water thingy to Bolt-On town, removed the insta kill part, added ladders to that water area and a place for Zombies to heal up. Changed one of the building's roof to have Wedge parts instead of Wedge meshes. Removed some Unions in Castle Front to reduce lag, added a ladder for the outside Zombie spawn point.
01/10/2015
Patch 2.3.140: Fixed some display GUI bugs, possibly fixed a few slow server issues (not all of them). Fixed the Acid Knife, fixed pets, made it easier to see the Quest completed screen. Fixed the destroy door code. Fixed various GUI errors.
Patch 2.3.150: Fixed the Loadouts not working (the load loop had a break in the wrong place). Fixed the save system saving the wrong way round (updated the datastore when it should have saved and vice versa). Fixed the glitch where Survivors could become class "None" by glitching the loadouts.
Darts tag enemies. If the human kills the Tracer Zombie, then tag vanishes. Tag vanishes after 5 mins.
Tracker Zombie, can see all Zombies on the map. Can barely move and can die easily.
GUI's are conflicting
Removed the Shop and Vendor buttons in light of the new lobby.
10/10/2015
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Patch 2.3.500: Fixed all destroyable doors, at stage 4 on certain maps these doors can be destroyed by both teams. New Chest reward GUI, now matches the other GUI's colour scheme and is faster + more efficient. New teleport pad code, is more efficient and uses modules. Fixed the Heavy item's from having a short delay after dropping a crate from killing the target.
The human only door in castle front will be destroyed at stage 4. Bins are now anchored and won't fly around everywhere, can destroy the wall to the key door area at stage 4. Added more ladders to the water in that map too. Made the round only rebuyable armour have better stats (since it only lasts for one round).
Game now supports variable round time. The game code has been changed to reflect this. The new map will have a 12 minute survive time, any other maps you guys think need extending, let me know. Fixed the Starter Mini Health potion healing for 500 instead of 50. Changed the Medpacks so that they can be destroyed by touching them. (2 hits for starter, 3 hits for normal).
The damage label in the Zombie GUI now displays DPS instead of damage per hit. Made the anti-hat drop script more efficient (was causing lots of lag). Removed 200 lines from the choose Zombie code, removed 60 lines from the Teleport humans to game code.
Fixed the Anti-freeze armour + the other one. Moved the Vendors around (Starter and Basic shops are now next to the Inventory). Made the 2 new Zombie classes live (Mega Bomber and Armoured Zombie).
Fixed Zombie claws not damaging the doors, also added new Datastore system, your stats will autosave every 90 seconds instead of every 4 changes made. Data stores don't load or save when the Amazon servers are down (means you won't lose your stats but can still play) (Roblox uses Amazon servers to save all datastores).
11/10/2015
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Patch 2.3.501: Fixed a loadout glitch allowing you to equip multiple loadouts without taking on extra weight. Fixed the First Aid Kit in the Merchant store, fixed the missing graphics for the new classes. Made the Lobby load locally.
Made it so your camera resets upon spawning. Made it so the mouse sensitivity resets for Snipers on unequip. Fixed the ghost pet from not healing targets.
12/10/2015
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Patch 2.3.502: Made it so your speed returns to normal after 2 seconds if you unequip the Sandvich mid feast. (You don't heal if the full amount if you unequip half way through).
Outbreak Survival is a game created on Roblox by hoshpup. Outbreak Survival is a fast paced Zombies vs Humans survival game. Players are selected to either become a Zombie or a Human. You win the round by infecting all the Humans or surviving for the allotted time. This blog is made specifically to inform player of upcoming updates, news, balance changes and developer insight.
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