Showing posts with label Frosty Winter Event. Show all posts
Showing posts with label Frosty Winter Event. Show all posts

Thursday, January 21, 2016

Outbreak Survival [2.6 Volcanic Survival update]

In this post I'll be going over all the new changes in patch 2.6 Volcanic Survival



Update additions: New map made by CarterTheHippo; Voltrix Base.

2 new lava themed weapons:
  • Magma Blade - Weak dagger that applies a fire DoT on hit.
  • Magmabow (returns from the original game!) - Applies a fire DoT with headshots
2 new Basic weapons (3 more are currently disabled until the next update).
  • Basic SMG - Will be your go-to basic item for this weapon type
  • Deadshot - Revolver that deals bonus damage upon headshot.
2 new Zombie classes:
  • Ash Zombie - Can throw ash clouds which will engulf an area with ash. Humans trapped inside will take damage while also being slowed.
  • Magma Zombie - Can apply a burn DoT when it strikes the same target 3 times. Burn DoT can stack multiple times.
1 new Support item:
  • Cooling water - Once used can remove the effects of all current Burn or Fire DoTs. Weighs only 1, but has a 40 second cooldown between uses.
Voltrix Base objective: Battle Zombies and infect Humans as usual. But you're in an active volcano, so beware the rising lava! Turn on those ice generators to slow the progression of the lava to climb to the next level in-time!

New gamepass item!
  • The "Fully Loaded" gamepass - This gamepass allows you to store and save up to 8 loadout slots. (Double the standard 4), but since this requires more data loading it will cost quite a bit (200rs) which makes it for the dedicated fans only. [Fun fact, slots E through H were created and could have been enabled since loadouts were first introduced].

New badges:
  • Save Carter! - CarterTheHippo is trapped on his map, save him to get the badge!
  • Hidden plant master. These mysterious plants have been lurking in the Lobby. Find them all to claim this badge!

Weapon fixes

  • Zombie basic attack: Fixed the glitch where Zombies could strike air, and then walk up to any target to instantly deal one round of base damage. (Damaging arms will de-activate if nothing is hit within the SwingRate period).
  • Breaker Attack code has now been replaced with Remote Events and no longer uses Remote Functions. 
  • Squid Launcher has also had its Remote Functions Removed which has been replaced with Remote Events.
  • The Remote Event change will remove the glitch where the tool would take a very long time to actually be usable. Note, that the Aerial Flight still uses Remote Functions and will still have the same issues. Current and previous attempts at replacing the Functions with Events have thus far failed with this particular item.
  • Fixed all bugs associated with the Breaker Attack.
  • Fixed the Space Boots. Replaced them with the stable code from the new PvZ:B version.
  • Proton Collider should now destroy the Orb part when unequipped. Can no longer charge while not equipped.
  • Particle Cannon has had the same changes for its Beam attack.
Weapon changes:

  • All shotguns are now testing the new 6.0 feature.
  • 6.0 Weapons currently have a new property to account for damage falloff and damage ramp up. They can also check what limb they hit and give out the appropriate damage if that feature is enabled for the item.
  • 6.0 Weapons locally create MuzzleFlashes, Bullets and can even have tracer rounds enabled. Local parts means less lag overall.
  • 6.0 Weapons use RenderStepped, which is more efficient that the old loop system for spread cooldown.
  • 6.0 Weapons are now extremely easy to customise and only run off of one Local Script and connect to a single global Server Script, instead of one local and one server per tool.
  • The Rusty Healing tool will no longer use ammo. It will instead just be a weaker version of the Automender.
  • Health Potion: Vulnerable effect reduced, duration decreased to 6 seconds down from 8. Drink time reduced, from 8 seconds to 6. (This is for all versions). Can no longer jump with the Health Potion in use. Deselecting the Potion will immediately release you from being frozen, but will also throw away your Potion.
  • New Vulnerable effect now deals 1.5* damage down from 2.5*
  • New Potion stats: 
  • Starter Mini: 1 Weight 50 HP ~ Free, max 1.
  • Mini Health Potion 1 Weight 50 HP ~ Points max 6
  • Health Potion: 2 Weight Full HP ~ Points max 4
  • These Health Potion updates apply to all potion items including event candy cane's and the bacta tank item.
Event changes:
  • The Frosty Winter Event is still active, but all 4 event maps will have the same chance as appearing compared with the regular maps. (Previously had a 4x chance of showing up).

GUI changes:

Stats GUI:
  • The old health bar will no longer use pips to tell how much HP you have left. Instead it will work like the old one, and scale according to the amount of health you currently have. Like the first iteration however, it will still have health and armour combined into one.
Winner GUI:
  • New end of round GUI will now display more stats, and give a Points breakdown for each stat. This follows the new update that removes Points for KO's and replaces it with fixed Chest based rewards.
  • More chest ranks are obtainable depending on your performance in-game.

Music changes:
  • Music will now be played locally via a localscript instead of from a server script. This change aims to reduce any extra strain on the server.
  • Nimbus Station track has been fixed.
Sound changes:
  • More sound effects have been added! In this update teleporters will have new teleport SFX.
  • In a previous update (2.3), all explosive Zombie classes had new sound effects added, each update aims to improve the sounds of the game until there's nothing left to add.

Zombie changes:
  • Striker Zombie; Damage now 8 down from 10, speed now 26 down from 28.
  • Snow Chugga Zombie: Speed increased to 17 up from 16, damage reduced to 6 down from 8.
  • Brute: Health reduced to 600 down from 800. Speed increased to 14 up from 12.
  • Squid Zombie: Squid Ink size increased. Math.random formula changed from 350min,700max pixels to 600min,1200max pixels. Squid and Ink decays after 10 seconds up from 5.
Code changes:
  • The game will no longer reward Points for KO's and instead put more Points in the end-game chests. Players will have the opportunity to upgrade their chest based upon their performance during that round.
  • Removed plenty of unnecessary pcall() and Spawn().
  • Made the game code more stable and less prone to breaking once encountering an error.

Code fixes:
  • Fixed the glitch where the Music player would error out when encountering the new Voltrix Base map
  • Fixed the new Stats GUI health bar from not working properly.
  • Fixed the new Stats GUI health bar from not Tweening properly.
  • Fixed the Stage 0 bug.

Outbreak Survival 2.6 update - status update

The 2.6 update has a lot of new features. But unfortunately I'm going to have to need to postpone certain features so the update gets released on time.

These features include: The 6.0 Weapon system, all items will remain the same and the new end game Winner GUI with the new reward system.

Both of these features need more time to be developed to guarantee them working upon release.

More detailed explanations are as follows: Spending time editing and creating both these  new features would probably mean the update won't be released during January, which I can't allow because people have been waiting a while for the new items and map. Another reason is that, starting February first; I won't get the same amount of time to work on the game as I did during the Christmas break and the month of January.

The new Winner GUI will take a good couple of days to design, while the new reward system will take even longer. The amount of work required to incorporate a new system of tracking how well the player did during a game, balancing the right amount of rewards for that, as well as changing all the prices and items in the game to reflect this new amount would take a long period of time.

The 6.0 Weapon system also has a few issues. While I've managed to get it working, and it functions without glitches. Adding in just the Shotguns (the only weapons I've converted so far), would mean I'd have to temporarily re-code the Inventory GUI and Shops to account for two different types of weapons (the way their stats are saved are slightly different), so it would be easier for me to convert every weapon over to the new system, instead of a select few. This means however; I can't finish all of these before January is over, since it takes quite a while to convert and rebalance the items.

The 2.6 update still has a lot of new features and improvements, and hopefully after the new patch notes are out you'll agree. :)

The postponed features will still appear in the new patch notes, but will be crossed out so you can still read them, but they won't be in the new update.

The new update is expected to be released this weekend.

Wednesday, January 20, 2016

Outbreak Survival final 2.5 update

An update was released today that added Carter's updated version of PowerOut. This new map update includes a revamp to the Janitors Closet, turning it into a small cinema.

The secret teleporter has also been moved elsewhere, and the exit is now more useful.

Monday, January 11, 2016

Outbreak Survival [Frosty Winter Event] [2.5] Million Milestone update, New year's eve and further patch notes.

29/12/2015
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Patch 2.5.300: Million Milestone update! Added a new Million Robux melee item, various balance changes, new adverts and images.

Patch 2.5.301: Fixes.

30/12/2015
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Patch 2.5.302: Fixed PowerOut teleporting players who got too close to the edge of vents.

31/12/2015

Patch 2.5.303: Final 2015 patch. Possibly fixed PowerOut doors. Fixed Anti-Armour dealing more damage than it should. Added a new 2016/2015eve pet code (check Twitter), changed the way both the Minigun and Knight's shield slows down the user.

01/01/2016
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Patch 2.5.304: (First 2016 patch!) Added a new game status label which will be used to help track down the infamous stage 0 bug. If anyone notices the stage 0 bug while playing. Simply go to the Menu, read what the server status label says and post it on the group wall or shoot me a PM. This will help me identify where in the code this happens so I can fix it once and for all. :)

Patch 2.5.305: New update PowerOut map with balance changes and roof spawning fixes.

Patch 2.5.306: Added more server status names within the area I think the bug is. (Thanks 09NightWolf for reporting its whereabouts!)

02/01/2016
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Patch 2.5.307: Fixed the Spectral Zombie not gaining speed. Changes to Winter Castle and Builder Town: Both map's barricades can no longer be rebuild at 45 seconds or less. On Builder Town, the Human Only door on the Pirate Ship no longer kills.

03/01/2016
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Patch 2.5.308: Added new PowerOut map changes, added new Toxic Spill changes.

06/01/2016
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Patch 2.5.309: Fixed saving erroring out. Some people who have had their stats reset to 0 will need to message me.

Outbreak Survival: [Frosty Winter Event] [2.5] All 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]).

06/12/2015
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Patch 2.5.002: Nerfed brute, fixed shops not loading correctly.

07/12/2015
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Patch 2.5.003: Fixed some items glitches, fixed a few errors in some utility tools. Fixed freezing items.

08/12/2015
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Patch 2.5.004: Fixed autumn wind not opening the electric door, fixed builder town out of bounds area. Added teleporter to map roof above safe room. Builder town's shoot through windows are no longer walk-throughable. Builder town has warning strips all around the frozen water areas. Fixed a few event weapon bugs.

Changed the stats for the Striker and Blitz Zombies. New stats loading that won't stop you from playing if it errors. New health bar is now green, the background colour for the hexagon and nameplate is now team coloured.


09/12/2015
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Patch 2.5.005: The last patch didn't save due to Roblox studio having issues with Ctrl+S. Many item changes, slowly moving towards the "3.0" game. Increased lobby wait time by 35 seconds. Made a change to the custom sets. Re-added a few fixes to event items.

15/12/2015
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Patch 2.5.007: Fixed a few item bugs (candy cane?), fixed the new event items clipping the top bar of the Inventory, fixed the Inventory timer from going into negative numbers, changed the Bolt-On Town map boundaries a bit. Fixed Overdrive Kaboom Zombie keeping both the normal and overdrive explosion code (resulting in 40 + 30 damage, will now deal 45).

21/12/2015
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Patch 2.5.100: Changed the colour of the Points images in the Points shop (red was too harsh), changed how the Menu system works. Most of the buttons will now display above the character stats. Pressing the new menu button will open the old side menu. Admin commands GUI has now been moved to the old main menu. Menu UI has new scaling properties, which fit all device screen sizes perfectly.

Added VertexArray's Toxic Spill winter edition, enabled present drops on this map, fixed the Winter map's barricade code to work with FilteringEnabled, added new game Icon, edited a few GUI's. Un-CSG'd many CSG objects in Winter Castle. Lobby stats board now only updates per join, leave and round end. Rebalanced many Zombie attacks. Reduced a few maps timer by a minute.

22/12/2015
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Patch 2.5.101: Fixed the end round screen not displaying correctly. Fixed a few minor bugs.

23/12/2015
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Patch 2.5.102: Max health value on the stats GUI is now rounded, timer is now rounded (don't know why it was displaying .333333), heroic music auto plays below 2 minutes and with 2 or less humans (basically this can now activate at 1:30, 0:53, any time below 2:00). Fixed maps not having a divisible by 60 time limit.

23/12/2015
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Patch 2.5.103: Fixed minor bugs (hopefully the one that causes the game script to stop working). Removed many extra unneeded threads.


24/12/2015
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Patch 2.5.104: Nerfed Striker damage slightly, removed 30 threads. Improved the loading, shouldn't error as often meaning players may be able to play even if their data fails to load.

25/12/2015
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Patch 2.5.200: Added patch 2.5.104. Added Carter's winter version of PowerOut, enabled present drops in PowerOut. Save system will now only save if both your Rank and Points are not 0 (will prevent accidental datawipes), reduced Lobby size (most of it went unexplored anyway, will one day re-use as a map). Present is now redeemable.


26/12/2015
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Patch 2.5.203: Shield Zombie's shield is now CanCollide false, to compensate the shield now has 30% block up from 20%. Anti-Armour changes. Deals the same damage vs armour (8), only deals 2 damage against normal targets. New efficient Overdrive code. New experimental WalkSpeed manager (will hopefully nullify speed exploiters).

27/12/2015
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Patch 2.5.204: Fixed some items deleting your character (lol), don't use the Taco or Ninja mask unless you are on this server version.

Patch 2.5.205: Fixed some bugs: Includes staying invisible bug, anti-armour 60 damage bug, falling to your death at the end of the round, Builder Town hanging out in the Workspace.

Outbreak Survival [Frosty Winter Event] [2.5]

The Frosty Winter event is back!



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]).





Outbreak Survival: [Frosty Winter Event]

The Frosty Winter Event marked the game's second large update. Taking a lot of time to create, meant that the Halloween Event and map lasted until this update was completed.

The Frosty Winter Event included a new Winter Castle map, and like the previous event had Winter themed coloured Zombies.

The Winter Castle map had a few distinct locations. The main Castle, which had a few town buildings you could enter, the Ducky Cove which is home to the Ducky Pirate vessel, and Builder Town; a collection of buildings where people used to create toys for Christmas, along with a factory that was located at the back of the map.

Presents also rained from the sky at various times during the game, and like the Halloween Event; some granted more of the Presents currency than others, while one gave out an item for free.

Two new Zombies were also added to the event. 

The Decay Zombie, that would explode much in the same way as the Kamikaze Zombie however upon touching a Survivor it would quickly lose HP allowing it to detonate sooner. It had higher hitpoints as well, being at 300 HP, 14 Speed and 60 explosion damage. It was unlocked at 5:30 in-game round time.










The other Zombie was the Leaper Zombie. This fast Zombie had low gravity, which made it similar to the Gravity Zombie. Except that it was a crawling type Zombie and was less durable but faster.








A new game mechanic was added to the Winter Event map: Barricades. These pieces of wood stopped anyone from getting through. Zombies could damage the planks by touching them once and waiting for them to fall down (usually between 10-20 seconds depending on the location), once destroyed there would be a 30-60 second cooldown before the planks could be rebuilt again. Rebuilding them required the user to click on a Hammer that was located beside each barricade entrance.

Like the previous updates this one attracted a spike in players up to 4 servers. But still didn't manage to re-create the success of the Mystery Update event.