All Out War 2.2
All Out War 2.2 is the continuation of
AOW Zeta, first created by Swordgrunt and Catastrophe. I took up the project and since have shifted it into the direction of a more fitting addition to 2.1 with
tons of additional bug fixes on top of the ones fixed in Zeta. Along with the bug fixes, I've also started introducing some balance changes to the existing gameplay elements such as weapon/class buffs, crate reworks, and just general things that should've been done from the start but never were.
For the past few months since I've taken up the project, I and a few of the guys from A3 have been bug testing this thing like crazy, trying to find every bug possible in the game so I can safely fix what's wrong before pushing this out on a public server. It has been a roller coaster, just finding new bugs I never even knew existed and working around the engine bugs of Zandronum 3.0.
Now, I feel that the mod is capable of running safely on a server and any bugs that may linger are extremely minor and should not be expected to crash the server and/or clients.
- So what's changed so far? -
There's been lots of changes done since 2.1, both bug fixes as well as balance related.
Here's just a few changes I've implemented that differ from 2.1:
- A couple of the not-so-popular infantry maps (Floating City, Canyon) now have their own War Factories, but players are only allowed to purchase Light Mechs on these maps.
- Class-specific damage debuffs are no longer a thing anymore. Why this was ever a thing I have no idea, but every class now does the same damage.
- Stealths can no longer be identified when looked at (this is currently broken in the latest Zan 3.0 build, but Torr has recently fixed the issue and will actually work when the next version of Zandronum 3.0 is released).
- Several needed buffs were applied to weapons such as the Chrono Bow, Combustion Rifle, and the Tiberium Autorifle.
- Mech prices have been increased to cut down on early-match mech rushes.
- Some important bugs such as the infinite hyperspeed, teleporter nodes out-of-bounds, and the infinite mech menu have been fixed.
Here is a more detailed changelog of just
everything that has been done so far (hopefully I didn't forget anything):
Spoiler: (Open)Code: Select all
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----- LEGEND
------------------------------------------------------------
++ Major Change
+ New Content
- Balance / Tweak
~ Bugfix
* Note
Note: AOW 2.2 is a fork of Zeta made to be in line with AOW 2.1 with added enhancements, bug fixes, and new content.
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----- GAMEPLAY
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- Armor resistance now increases 1% per grade instead of 2% (grade 1 has 8% protection, grade 2 has 9%, etc).
- Enhanced Refining extra income reduced to $125, from $150.
- Extra Frag Grenades and Flashbangs now cost $150 each, from $200.
- All maps now have research centre panels in the spawn room as well as in the building itself.
- Anti-troll mechanics are in-place now. Any Orcas, C4's, Nukes/Ions thrown near friendly terminals will disappear.
- New rank, General, added to round the max HP off at 150 instead of 140.
- Target identification is now toggled for cloaked Stealth Troopers.
- Repair Pads are now easier to repair.
----- CRATE CHANGES ------
+ Added Grenade Pack crate, which gives you 4 Frag Grenades and 4 Flashbangs.
+ Added Soulsphere crate: Adds 100 HP to your existing health when degenerates 1 HP every second.
- Base Crasher and Base Miracle can no longer occur during Sudden Death, nor 5 minutes before it.
- Base Crasher can no longer occur if any of the team's buildings are below 50% health (OBE/RES/BAR) or 40% health (REF/WF).
- Base Miracle can no longer occur if all of the team's buildings are already at or above 99% health.
- Random Weapon can no longer give you Plasma Cannon.
- C4 crate now properly sets your maximum C4 amount to 4, so you can safely refill that amount, and can no longer occur if you already have 4.
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----- CLASSES
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++ Classes no longer have armor "weaknesses" (Do note that this was the behavior in 2.1 as well).
* They do still have resistance to certain weapon types. For example, flamer is no longer weak against chem
but is still resistant against fire-based weapons.
+ Karasawa Soldier imported.
+ Nail-Machine Gunner imported
+ Chem sprayer has his own skin now.
+ The class purchase sounds are back! OH YEEAAH HEADSHOT TIIIIIME!!!
- Chrono Archer: speed reduced to 85%, from 90%;
- Shotgunner: speed increased to 90%, from 80%, and grade 1 armor removed;
- Technician: price increased to $300, from $200;
- Stealth Trooper speed increased to 100%.
~ Suicide Bombers can no longer enter terminals once they've pressed "fire".
~ Utility Teleport Nodes can now be built on of 3D Floors and can no longer be used to teleport out of bounds.
- Some classes no longer do less damage.
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----- WEAPONS
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+ All weapon skins now have crouch sprites (except for medic, Nail-MachineGunner, and Quad-Shotgunner).
+ Chainsaw rework.
* It is back to its Doom self, and no longer insta-kills everything.
* Still shreds people down VERY quickly (firing rate reduced).
* Altfire no longer rips through players.
+ Flashbangs imported.
~ Flame Thrower, Chemical Sprayer, and Plasma Cannon's decay effects should not hurt teammates anymore.
- Flashbang stun decay shortened.
- SMG: main and altfire have been swapped.
- Gatling Gun: shoots twice as many bullets (but damage per bullet is halved), vertical spread lowered: it is slightly less effective beyond close range.
- Chrono Bow: charges nearly twice as fast. Can actually kill things now.
- Grenade Launcher: Grenades have slightly less gravity, thus increased range.
- Plasma Gun: Cools down slightly faster.
- Bomb-Squad Gun: Disarms explosives about 30% faster.
- Tiberium and Combustion autorifles: Have more devastating altfires on their strong version.
- Players no longer spawn with the Pistol
- Remover Gun: Deconstruction speed greatly increased. Can no longer disarm mines.
- Flamethrower and Chemical Sprayer altfire's are now instant.
- Shotgunner and SSG have slightly longer range.
- Player's can now switch weapons if the PlasmaRifle overheats.
- Increased the Flame Thrower's rate of fire to compete with the Chemical Sprayer.
~ Suicide Bomb Pack should consistently play sound now instead of randomly stopping.
~ Missile Launcher's homing no longer stops working randomly. Blast away!
~ Hand Grenades have kill messages now.
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----- MECHS
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+ Wolverine is now fully team-colored;
+ Titan and Wolverine now have firing sprites for their explosive attacks.
+ Fail-safes are in place in case of the outcome that a player might not be able to eject from their mech.
* Not much of an issue, but sometimes players can get their mechs stuck inside level geometry and they're unable to eject.
- Madcat now has much more Shock ammo and doesn't run through it nearly as fast.
- Orca: price is now $1500.
- Raven: price is now $1500.
- Tortoise: price is now $2500
- Wolverine: price is now $3000.
- Madcat: price is now $3000.
- Titan: price is now $3500.
- Rhino: price is now $3000.
- Juggernaut: price is now $5000.
~ Mechs can no longer switch teams, get out of them first.
~ Mechs can no longer be cloned (Not to many people knew about this thankfully).
~ Instant Juggernaut performs a collision detection check to prevent players from getting stuck inside walls/ceilings.
------------------------------------------------------------
----- MAPS
------------------------------------------------------------
++ Updated various maps to the last change Dusk's team did.
+ Floating City and Canyon now allow light mechs only.
+ Space Camp and Shattered Remains were edited to be smaller (credit to Riclo).
+ Retextured maps.
~ All ladders now function properly.
~ Repair Pad on AOW07 was moved outside.
~ HP and Ammo Regens on AOW03 now spawn in the correct position.
~ Refinery death on AOW03 now properly "shuts down" the building.
- Infinite weapon pickups are gone.
- Mines in Glacier were removed.
- Purchase Terminals replaced in the War Factories.
------------------------------------------------------------
----- MISC / BUG FIXES
------------------------------------------------------------
*** All ACS has its source available in the file. Anyone can recompile the scripts themselves to verify the lack of "hidden" code, which was plentiful in AOW 2.1. ***
++ All CVars had the aow_ prefix changed to zeta_ to prevent conflict with the existing CVars.
++ Imported Sprees from Cata-WepZ.
+ Intel messages revamped, multiple intel messages can now be displayed at once.
+ Visual enhancements added to classes.
+ Teleporter Nodes can now be repaired.
+ Dying will now return the killer's armor type.
- Preference menu is now easier to read.
- Shortcut binds for the Grenade and Flashbang throw the item further now.
~ Sandbags should no longer be glitchy when placed near ledges.
~ All Mechs look big and imposing again, instead of being shrunk down.
~ Ravens no longer spawn when you eject out of a mech.
~ Mech explosions can no longer damage your own buildings.
~ You can no longer use C4s while piloting a mech.
~ You can no longer equip armor just before picking a class or entering a mech - if you do so, it will be lost.
~ Instant Juggernaut no longer keeps your armor.
~ All startup warnings fixed.
~ Players now correctly respawn with their ranking health instead of 100
~ This no longer changes your hud_scale settings anymore.
~ Many, many more hidden ACS fixes.
~ Fixed the infinite Berserk bug with OpenDeck
~ The Team Autobalance system will no longer try and switch 1. players in mechs and 2. dead players.
~ Timed C4 can no longer disarm Nukes/Ions.
~ The preference menu can no longer crash clients.
~ Repair Turrets work now and no longer flood the console.
================================================================================
===== Changelog: May 17th, 2017
================================================================================
+ Dying will now return the killer's armor type.
+ Two new Utility turrets: Flame and Chemical.
~ Fixed a bug with OpenDeck not giving desired selections.
~ Fixed a bug with Tiberium bot marines playing sounds for no reason.
~ Fixed node errors in AOW01.
~ Fixed not being able to shoot your weapons on AOW12 and AOW15.
~ Team Switcher is no longer broken.
~ Flame Thrower, Chemical Sprayer, and Plasma Cannon's decay effects should not hurt teammates anymore.
~ Fixed an issue that would reset the ammo of a mech when you would eject and re-enter it.
- The Minigunner class no longer spawns with Bullet Resistance.
- Increased the Flame Thrower's rate of fire to compete with the Chemical Sprayer.
- Madcat has increased movement speed. Health increased from 4000 to 5000.
- Tortoise now only has the Blaster and Impact Grenades, no more machine gun. Health increased from 2500 to 3000.
- Rhino has increased movement speed and is now a medium mech designed for killing mechs and infantry.
* Comes with Rockets, a Plasma Cannon, and a Chemical Sprayer.
================================================================================
===== Changelog: May 31st, 2017
================================================================================
+ Reworked Karasawa.
- Tiberium Autorifle projectiles buffed.
- Bouncing grenades from the Grenade Launcher use DOOMBOUNCE now.
- Jetpack Troopers can now pick up items when their jetpacks are enabled.
- Armor increase from Team boosts will now carry over to your class if you didn't have a class at the time of the boost.
- Players will no longer get disarm crate if they have the TimeGun or Karasawa.
~ Sniper Rifle can no longer be bugged on Research Terminals.
~ Turrets can now be placed on stairs and platforms.
~ Chemical Turrets on the Blue team were displaying their wrong sprites.
~ Instant Juggernaut could be aquired from Powerup Crates on light mech maps.
~ Timed C4 and Remote C4 explosion flames no longer hurt other players on your team.
~ Proximity Mines were disarming in a near instant.
~ Proximity Mines could be disarmed with Flashbangs.
~ One of the Purchase Terminals on AOW03 would not let its desired team go back to the spawn room.
~ The Blue Barracks on AOW03 was not being colored to red when it was detroyed.
~ MCT's on AOW03 and AOW12 now display a blue screen when the appropiate terminal is destroyed.
~ Fixed node and ladder issues on AOW10.
~ Players can no longer obtain "infinite" jetpack fuel.
~ Chronobow is now refilled upon entering the spawn room.
~ Fixed an issue where ejecting from a mech on the repair pad would result in the player going over their max health.
~ Repair Gun would not be given to you if you went over rank Major.
~ Capacity increase for frags/flashbangs would be forgotten if you went over rank Colonel.
~ If one team had their Refinery destroyed, the opposing team could not refine even if they still had their Refinery.
~ Some of the more detailed buildings would make it difficult to place geometry near the doors.
================================================================================
===== Changelog: July 26th, 2017
================================================================================
- Optimized Karasawa's targetting code.
- Karasawa will no longer jump to nearby targets if you didn't initially hit someone.
~ Upon entering the purchase terminal, players would also be given credits.
~ Resigning your class while you had the jetpack on would result in an infinite sound to play.
~ Fixed a bug where random weapon crates wouldn't give you anything.
~ Upon entering the purchase terminal, players would also be given credits.
~ Resigning your class while you had the jetpack on would result in an infinite sound.
================================================================================
===== Changelog: September 10th, 2017
================================================================================
- Karasawa will no longer target players that are initially hit by the weapon's projectile.
- Karasawa projectile does more damage than chained hits.
* 100 for direct hits and 75 for chained.
- Chronobow projectile is now faster and stronger.
- The ChronoArcher and Karasawa classes now spawn with the Machine Gun.
- The Engineer now spawns with the Submachine Gun
~ Fixed an issue where building hit boxes (and maybe other things...) would activate the Karasawa's radial scan for targets.
~ Random screen flashes during Karasawa chaining should be nearly gone now.
~ Chemical and Flame grenades would not be replenished when returning to the spawn room.
~ Fixed an issue with killing sprees not getting reset upon suiciding.
================================================================================
===== Changelog: October 12th, 2017
================================================================================
+ New map: Tenements (By: Riclo500).
+ Players are awarded Enhanced Timed C4 when they're Officer rank or higher (Imported from 2.1).
* Enhanced Timed C4's behave the same way as 2.1's, in that they take a bit longer to disarm and they do more damage.
- Grenade/Flashbang/Selfheal/Remote C4 shortcuts will always return back to the weapon you had out.
- Empty Grenades/Flashbangs wont clutter your inventory.
- Nail Machinegunner's altfire is now instant.
- The Flamethrower isn't so devastating.
- The Chemical Sprayer has been buffed to be on par with the Flamer.
- Chemical Warrior price reduced to match the Flamer's.
- The Chemical Sprayer's maximum ammo has been increased to 400 (Same as Flamer's).
- Players can no longer abuse the donation system by spectating and rejoining.
- Minigunner is 14% faster.
- Shotgunner was given a buff in damage to kill more easily up close.
- SMG's Altfire has now replaced the primary fire. No more altfire.
- Chronobow damage adjusted.
- Tiberium/Combustion Autorifle damage adjusted.
- Missile Launcher's Rockets are now a lot more reliable when homing in on targets.
* Speed of the homing rocket adjusted just slightly because of this.
- XP bonus on the Field Medic reduced greatly.
* 50 XP was way to high, now it's the same as Engineer/Technician.
~ Nail Bombs are now replenished upon entering the spawn room.
~ Sniper Rifle no longer has a range limit when scoped.
~ Fixed an issue with the Grenade/Flashbang/Self Heal shortcuts.
* Unusable Self Heals were also branching from this so that is gone as well.
~ Fixed an issue with "Killing Spree" being printed globally.
~ Stealth Laser Rifle couldn't be used when picked up from the ground.
~ Full Refill packs weren't giving Mechs ammo.
~ Mini-Refinery death wouldn't reset credit flow.
~ Mechs would appear as 'A's on the radar.
~ Fixed an issue with the Stealth Trooper cloak not returning after taking damage.
~ Ammo Cache drops weren't giving ammo for the Chronobow (and probably other classes).
~ Fixed an issue with Self Heal not going over 100 HP.
~ Team balancer should finally be fixed.
* I realized I made a mistake when I revised it several versions ago. Should be fine now.
~ Nail Machinegun and QuadShotgun now have obituaries (overlooked for some time).
~ Going to the spawnroom would refill Timecop ammo.
Do note that this changelog has been merged with Zeta's to cut down on confusion as to what exactly has been changed between Zeta and this version.
- Want to help out? -
My main priority at the moment is balancing what's already
in the mod before I start adding new content, and that is why I have a public server up over on TSPG so people can test out what's changed currently in the mod and give me their feedback (it's also a good way of finding any remaining bugs and fixing them).
If you'd like to contribute any ideas, content, maps, or general assistance, go right ahead! You can either post here in the thread or you can shoot me a PM here on the forums or on IRC, makes no difference to me.
If you're thinking of making a map, by all means go for it! The majority of the maps in All Out War have been there since the start, so I'd definitely say there's nothing wrong with some new maps! If you have any questions or concerns about it just shoot me a PM. All I ask is to not make it a gigantic football field because typical those maps are never played.
- Downloads -
Core: https://allfearthesentinel.net/zandronu ... 041118.pk3
Code: https://allfearthesentinel.net/zandronu ... 050518.pk3
Maps: https://allfearthesentinel.net/zandronu ... 050518.pk3
Music: https://allfearthesentinel.net/zandronu ... 101217.pk3
Patch: https://allfearthesentinel.net/zandronu ... 050518.pk3
- Discord -
https://discord.gg/TPsarkn