Full notes
Full Zombie Grinder update
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What changed
- Fixes
- Compatibility
- Server
- UI and audio
- Gameplay
- Balance
Update 25/02/2016 (To Version 1.0.33.28a) A few new things, various fixed things and some modified things! Side effect of this update is controller-bindings have now been reset (sorry!), as a lot of the controller input systems have been heavily modified.
Added:
Ability to drop weapons and coins.
Support default bindings for a huge number of controllers, controller support should be a lot more wide now. All controller configurations have been reset.
Local hosting option to lobbies, ticked by default. Handy if you don't want to wait for dedicated server searches.
Along with the above we've added additional button names / icon sets for the main controller types (ds4/ds3/xb1/xb360).
Support for manual control of enemy spawning.
Support for oval-paint tool in editor.
Compass pips showing the position and state of other players.
Various new gib types for destroyable objects.
Dead tag next to player names when they are dead.
Modified:
Nerfed the floater zombies firing interval and attack radius.
Increased per-round score bonus, reduced per-damage score reduction, reduced per-death score reduction, increased per-revive score bonus.
Reduced gib counts for a lot of different effects, reduces visual clutter.
Love pylon and turrets have far higher base health.
Enemy drops and player drops now dissappear out of existance after a while, get them while you can! Time depends on drop source, usually 2 minutes.
Disable various vfx processing when running as a dedicated server with a null renderer. Should reduce dedicated server CPU usage a lot.
Heavily changed item drop rates so rarity is a bit more evenly spread out.
Further balancing of fire damage.
Actors tag/event linking is now many-to-many, lot nicer when hooking up events in maps! Shift+Click on to several objects also quick-links them.
Maximum zoom out when sharing the same screen is reduced. This mainly effects campaign maps and is mainly a base for some of the future campaign maps.
Fixed:
Ensure players are spawned on round change in wave modes, even when the intermission is short.
Some text typo's.
Country flags now correctly show up in dedicated servers on the scoreboard.
Some HUD elements not desaturating when the player they refer to is dead.
Prevent overshooting the pathing target of zombies when they are moving at high speed (smooths out some of the jerky behaviour at very high waves).
Some indestructable weapons (namely screwdrivers) not being consumed when used.
Being able to equip a few passive skills that you shouldn't be able to.
Cheater achievement not unlocking correctly if user gains last level by purchasing any of the +1 level skill items.
Potential negative values for challenge's time-remaining.
Loss of items when going to further levels in dungeon.
Crash when disposing of render targets on GPU's without framebuffer-object support.
Turret damage not correctly contributing to turret challenges.
Not being able to change reference values in the editor property grid.
Now force fmod to emit stero format audio, rather than whatever the OS default is. Should fix some audio bugs people have had.
Have fun! - Tim
Source
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