Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

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Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

#1

Post by Ivan » Fri Mar 29, 2013 10:30 pm

Image

A whole new balance, with guidance of feedback we had over time, the continuation of Nordic Saga. A new legacy...

And new surprises...

phpBB [media]


============= Final Release =============
The core
The code -- Updated v1.4b -- Outdated if using addon!
The maps -- Updated
The music
lod-addonv1.4b.pk3 -- Updated -- Don't include lod-codev1.4b.pk3 if you include addon.
lod-addon-maps.pk3
=====================================

Load order is:
1. lod-corev1.2.pk3
2. lod-music.pk3
3. lod-mapsv1.6a.pk3
4. lod-addonv1.4b.pk3
5. lod-addon-mapsv1.3.pk3

=====================================

The addon may contain bugs, as it wasn't thoroughly tested. Report back any bugs found on #gvh at zandronum irc!

=== The Team ===

Developers: Catastrophe, Ivan
Contributors: Ammar (Trailer), Bloax (Art), Wirtualnosc (ACS)
Testers: Ammar, Anannyo, Darkener, Mobius, Mudkipper, and Slyfox. (Note all these players have been selected since they've been playing since first GvH)
Spoiler: Addon Changelog (Open)

Code: Select all


=======  CHANGELOG FOR THE ADDON v1.4b  ========

=== GENERAL ===

* Cooldown messages don't show up for everyone anymore.

=== MARINE ===

* Fixed his shotgun hud icon mismatch.

=== ENGINEER ===

* Fixed a bug where his nailgun had infinite ammo.
* Pulverizer explosion is now correctly shown.
- You only get 25 more metal from dispenser now down from 50.
- Pulverizer upgrade cost is now 150 up from 75.

=== PLANESWALKER ===

+ Razorblade damage increased to 5 from 4.
+ Razorblade height increased to 8 from 4.
+ Now starts with 60 shells instead of 50.
* Dash weapon is now an item instead.

=== WARLOCK ===

* The lightning altfire now goes through allies. (So they won't mess up your main ball, the smaller lightnings still don't)
* The lightning altfire will now always go counter clockwise from the direction you faced when you fired it.



=== CHOKE ===

+ Vomit now does random(3,4) damage up from 3.

=== IMPALER ===

+ Spike direct hit damage increased to 18 up from random(12, 18).

=== NIGHTMARE ===

+ Made it's normal attack a bit bigger.
+ Fastened alt fire travel speed by twice as much.
+ Now immune to Witchhunter poison.

=== MOHOPH ===

+ Movement speed increased by 4%.
+ Mohoph distraction effects are less transparent now, so it's harder to tell the real Mohoph a bit more.
+ Mohoph distraction effects spawn around him instead of directly on him now.
+ Mohoph distraction effects last 10 tics more now.
+ Mohoph distraction effects bounce around, so they are useful in closed areas as well. (Previously they'd simply vanish)

=======  CHANGELOG FOR THE ADDON v1.4  ========

=== GENERAL ===

* Cooldown text now disappears at proper times. (They don't linger anymore for a few more seconds)
* We now have a team balancer! A proper one too...

=== MARINE ===

* Shotgun reverted to old one.
* Shotgun now shows weapon tip properly.
* Grenades now go through allies.

=== HUNTER ===

+ Super fire arrow spawns one more magma ball.
+ Super lightning arrow does 60 damage up from 55.
* Fire and super fire arrows go through allies.

=== CYBORG ===

+ Fuel cap increased to 32 from 24.
+ Now gains 4 fuel per charge up from 3.
+ Plasma speed increased to 35 from 30.
+ Plasma now does 30 - 35 - 40 damage.
+ Cyborg pulse damage is now 32 per 4 tics instead of 24 per 4 tics. (Total 128 up from 96)
+ Weak plasma damage increased to 10 from 9.
* Fixed a bug where Cyborg couldn't get his no jetpack use achievement.
* Fixed the cyborg fuel desync.

=== GHOSTBUSTER ===

+ Expander weapon spread reduced to 3.2 x 2.2 from 4.8 x 3.8.
+ Expander explosion deals full damage in 28 unit radius now.
+ Expander uses 3 ammo instead of 4.
+ Sonic echo bounces 2 more times now.
* Ghostbuster Nightmare power now rips.
- Ghostbuster Nightmare power does 3 damage instead of 7.
* Ghostbuster traps should activate properly now. (Random fucks ups could happen, allegedly)
* Rocks go through allies.

=== ENGINEER ===

+ Nailgun clip size increased to 18 from 16.
+ Nailgun MG clip size increased to 24 from 18.
+ Normal nails do 20 and 16 damage now.
+ Upgraded nailgun nails do 18 and 15 damage now. (Primary and alt)
+ Pulverizer ball does full damage in 24 unit radius now.
+ Pulverizer ball explosion does total of 128 up from 64 damage but in intervals of 4 tics instead of 2.
+ Pulverizer ball explosion does full damage in 32 unit radius.
+ Sentry healths are now as follows: 250, 375 and 500.
+ Sentry bullet damages are now as follows: 8, 10 and 12. (Previously had some randomization)
+ Starts with 150 metal up from 100.
* Adding missing reload counters to doom hud.

=== WITCH HUNTER ===

+ Death cask souls do 5 more damage now.
+ Death cask heals by 5 up from 2.
- There is now a brief delay (a bit less than half a second) for the explosion of the death cask.
+ Dart damage increased to 6 from 4.
+ Now starts with 25 heartseeker ammo instead of 20.
- Heartseeker projectile speed reduced to 54 from 64.
+ Laser altfire now shoots 5 projectiles instead of 3.
* Fixed the obituary bug of his laser.
* Player sprites are now affected by your color!
* Remade the poison cask. It now creates the same amount of gas clouds but the clouds do 2 damage in 64 unit radius every 2 tics. It also poisons you for 15 damage. (Less than before)
	- So, now it's more dangerous if you stay inside. Previously it was touch once and you could lose as well as 50 health.
	- It also doesn't hurt the Witch Hunter anymore.

=== WARLOCK ===

+ Normal fireball speed increased to 56.
+ Ice primary fire does 10 damage per projectile now up from 9.
- Ice primary speed lowered to 40 from 42.
+ Mini ice shard damage increased to 12 from 10.
* Warlock lightning altfire changed! Now the ball will instead circle around the area you created it for two seconds. Orbit radius is 64 units.
+ Warlock lightning altfire now uses 1 ammo.
* Warlock altfire does 8 damage in 64 unit radius as it travels.
* Flamepillar shouldn't fail spawn at slopes now. (Hopefully)
* Fixed a bug where "No Souls Captured" text wouldn't show on ice hands weapon.
* His souls are automatically used now.
* Protector's armor no longer overried or messes up your boneshield.
* Boneshield explosion is made more responsive and can't fail to spawn anymore. (It could fail to appear before)

=== PROTECTOR ===

+ Mini-missiles now do 16 damage instead of random(10, 16).
+ Mini-missiles explode for 16 damage instead of 5.
* Tooltip for missile launcher and lightning gun fixed. Now mentions you can't dash.




=== SJAS ===

+ Sjas now moves 7.75% faster. (This is only 2.25% less than v2b9).
+ Scream now does 164 damage instead of 144, and has radius of 130 up from 120. (Only 16 damage less than v2b9)
+ Scream speed increased by 7 tics.

=== JITTERSKULL ===

* Now has changes from kpatch.
- Now weaker by 25% against Warlock's ice. (Matches what he has against Hunter now, total 50%)

=== CREEPER ===

+ Increased maximum creeper ball use chances to 30 from 12.
* Attack turned into limited range bullet attack. (Should help unlagged users now, behaviorally it should be identical)
* HUD now displays the number of creeper balls in reserve that can be recharged. (Kpatch)
* Creeper can no longer fire heal balls if the remaining number of heal balls is 0. (Kpatch)

=== CHOKE ===

* Fixed a bug where he wouldn't be healed properly when attacking Warlock. (Sometimes)
* No longer has autoaim.

=== FROSTBITE ===

+ Melee damage increased to 80 from 72.
+ Frozen wind does 4 damage up from 3.
+ Health regen limit increases by 5 per each kill instead of flat 20 now. (So for example if you get a kill, you can heal up to 25 health if you're lower than 25 etc)
+ Glacial mortar creates much more winds now and they cover a wider space, but the winds lose speed as they travel.
* No longer has autoaim.
* Glacial bomb no longer gets triggered by ally ghouls. (Kpatch)
* Glacial bomb has better bounce, doesn't go off by randomly bouncing from walls. (Kpatch)
* Frostbite's ice balls and the frozen wind from ice balls now tranfer kills to the player 100% of the time. (Kpatch)

=== NIGHTMARE ===

- Nightmare no longer does two attacks on his primary attack.
- You now get healed for 25 per dim vision kill.
+ Your dim vision kill heal can heal up to 300 now instead of 125.
+ Dim vision initially lasts 6 seconds up from 5.
* Nightmare melee does 75 damage now. (It was previously 150 due to a bug)
* Nightmare melee is now a limited range bullet. (Should be identical to it's previous behavior)
* Nightmare altfire now unleashes waves of shadow explosions in front of it, dealing massive damage at the end of it's range.

=== IMPALER ===

+ Has 85 hp up from 80.

=== MOHOPH ===

* Ranged attack now goes through allies.
* Mohoph should hopefully not randomly get thruster power from killing other humans.
* Fixed inconsisten Warlock ice hand weapon with morph.

=== MORGWYR ===

- Morgwyr now makes noises as it moves and lands from jumping.
+ Morgwyr attack cooldown reduced to 3 seconds from 4. (Kpatch)
- Morgwyr shoots 6 bats down from 8. (Kpatch)
* Morgwyr no longer jumps to the missing saw death state upon death by saws. (Kpatch)
* Fixed a bug where he could dash across the map if pressing altfire as well as primary.
* Made his blood a bit more visible.
* Morgwyr should hopefully not get stuck at random places when he teleports now.
* Player sprites are now affected by your color!

=======  CHANGELOG FOR THE ADDON  ========

* Reduced the switch time of all human weapons by 50%.

=== MARINE ===

- Fixed his GLDEFS.
+ All weapon animations for the marine have been redone.
	- Smoke FX added to all guns.
	- Weapons now drop casings.
	- Grenade spawns shrapnel and causes tremors.

=== HUNTER ===

- Improved the enchant sound.
- Added lights to lightning bows and the lightning magic.
- Fixed a bug with normal magic description in weapon tips.

+ Hunter's Super Lightning arrows are modified.
	- Super Hunter lightning arrow shoots 5 railguns now with the damage spread out.
	- If it hits the floor it spawns lightning now.

=== CYBORG ===

- Fires trail leaving plasma when fully charged. (Only graphical difference, damage is same)
- The pulse "not enough energy" message is made into HudMessage from Print.
- Will randomly taunt upon killing an enemy.
- For some reason, the plasma hit sound was not playing at random. This is fixed.
- If the Cyborg's health is below 15%, he will now start smoking up.
- When Cyborg fires, he releases some smoke from his gun.

=== GHOSTBUSTER ===

- He somehow had a 3% extra speed compared to Marine, removed this.
- Ghost buster traps give off more FX.

=== ENGINEER ===

- Can have 2 drones again! (Through dispenser)
- Fixed a bug where sentries weren't immune to Ghostbuster's Nightmare powerup.
- Removed the Print messages, replaced them with HudMessage.
- Now has an icon system to show that your Dispenser, Sentry and Drones are up.
- Hopefully fixed the desync issues with the wrench.
- Rewrote the Sentry and Dispenser system, saved 140 kilobytes!
- Fixed a bug where Sentry Level 1 would still randomly fire at invisible Nightmares or Creepers.
- Polished saw blade weapon sprites. (By Pegg)
- Polished wrench sprites. (By Pegg)
- Pulverizer now has lights.

=== WITCH HUNTER ===

- Laser is now a limited range weapon.
- Changed the firing sound of the laser's primary fire.
- Starts with 20 Heartseeker ammo again.
- Dartgun now has 2 additional firing sounds.
- Heartseeker will cause tiny smokes to appear when it hits.
- Changed the dart sprites.
- Darts play a sound when they hit a wall or a non-bleeding enemy.
- The Explosive cask shooting height increased by 16.
- His hook damage is increased by 8. (It actually does hurt now)
- Explosive cask will explode upon direct hits.
- Improved the animations of all weapons except the hook.
	+ The laser and the darts are smoother.
	+ Heartseeker is smoother and shoots a harmless smoke.

=== WARLOCK ===

- Removed the Print messages, replaced them with HudMessage.
- Fixed a bug where his lightning hand cast sound would get cut off.
- Fixed a bug where the lights were missing from Warlock's ice particles.
- Fixed an ancient and rare bug where somtimes you'd get the rewards at the incorrect conditions, and sometimes never.
- Shadow Walk now has a cooldown message.

+ Warlock's fire, ice, and lightning animations have been redone.
	- Ice FX fades out and makes trails. (Due to some animation changes, the alt fire shoots less ice but does so faster)
	- Fire produces smoke.

=== PLANESWALKER ===

- Added lights to his shotgun.
- Added a small point light to his blades to make them more visible in the darker areas.
- Enhanced shotgun shot has a different sound and particles now.

=== SJAS ===

- Removed the reflection cooldown.
- Increased attack radius by 8. (Should be back to old values)

=== JITTERSKULL ===

- Reduced his push on attack a little bit.
- Polished sprites. (By Pegg)

=== CREEPER ===

- Reduced the distance the stun balls travel by very little.

=== CHOKE ===

- Reduced the melee damage by 1.

=== NIGHTMARE ===

- Fixed a bug where "Wait 3 seconds" message would never display at the beginning of a round.
- Removed the Print messages, replaced them with HudMessage.
- Replaced his player sprite with of Misty's, gameplay remains the same.
- Increased the size of the melee attack by 1.

=== MOHOPH ===

- Added lights to all the forms that did not have them, so they are harder to distinguish.
- Fixed a bug where Marine form would not get slowed down upon holding the grenade.
- Fixed a bug where Hunter form would not get slowed down upon holding the arrow.
- Fixed a bug where Witchhunter form would show painstate upon getting hit.
- Fixed a bug where Witchhunter form still used the old laser.

=== GENERAL ===

- Added bots!
- Cleaned up unused stuff in the source and other decorate files.

**************************************************************************

- Added 2 new classes, Protector and Morgwyr!

=== PROTECTOR ===

--- STORY ---

	Coming from a civilization in perfect harmony far from our timeline, the Protector is an elite security guard working for the TimeTravel Co. He works for the company as the "Head of Defense". Basically, if any
trespasser were to come by the corporation, he'd be the first to contact it and most likely eradicate it. He is the ultimate soldier from the future, armed with the latest technology they can offer. However, he has
a reason to exist. Even in a state of perfect harmony, the TimeTravel Co knew something would disturb their timeline, something evil from the past would change the future. The Ghouls as we know, have the potential to alter
the future and change the events altogether, causing the very civilization itself to cease to exist! Seeing this, and knowing they had no better choice, TimeTravel Co sent their best man, the Protector to aid the humanity in their
battle against the Ghouls. They knew ghouls were nothing like anything the Protector or they themselves had faced before. This battle would determine the outcome of all humanity, the past, the present and the future...

--- GAMEPLAY ---

* Protector comes with 3 weapons: A Shock Rifle, a Mini-Missile Launcher and a Lightning Gun.
	+ Shock Rifle: Shoots a duo of green energy blasts, limited range. As it fires, releases a ring of energy discharge that deals 1 damage, but rips through enemies.
	+ Mini-Missile Launcher: Shoots mini missiles. They first start slow, but immediately accelerate to thrice their initial speed after 8 tics.
	+ Lightning Gun: Shoots an invisible ray that leaves energy fields as it travels, dealing constant damage throughout. Bounces 3 times.
* The alt fire for all these weapons is the Energy Dash. It's an improved version of the Cyborg's dash, however it has a few pros and cons.
	+ It can dash to sideways, for that you press forward+any side key or backward+any side key.
	+ You are not required to be on ground level to dash.
	- You can not dash upwards.
	- You can't dash when stunned by a Creeper.
	- Your dash range is shorter, and has a small cooldown. Also, after you dash you pause briefly.
	- Since the dash is purely based on the energy stored, you need the energy gained from the weapons to dash. Each weapon generates a certain amount of energy.
* For every kill he gets, he fills a special power source that allows him to upgrade his weapons and other abilities. The list of upgrades is as follows:
	1. Shock Rifle damage increases by 2, the discharge damage increases by 1.
	2. Mini missile hit damage increases by 5, explosion damage increases by 4.
	3. Dashing deals damage at start and ending points, each doing 30 damage in a 96 unit radius.
	4. Mini Missiles start recharging the same way Shock Rifle does. (Up to 15 ammo, charges by 1)
	5. Lightning Gun starts recharging the same way Shock Rifle does. (Up to 5 ammo, charges by 1)
	6. Lightning Gun deals 4 more damage and shoots a railgun doing 15 damage. Also bounces 4 times instead of 3.
	7. Dash range increases by 50%.
* The reflection of the upgrades is shown as a meter at the top right corner of the screen. The more it fills, the more upgrades you have!
	
* Protector starts the game with 50 armor that reduces the damage taken by 50%. For each kill he gets, he gains 25 armor. If a Protector dies, he leaves his armor behind for others to pick up, even if he has no armor left.

+++ RESISTANCES +++

* Choke and Frostbite's bite: 20%

--- WEAKNESSES ---

* Creeper's Stun: 300%
* Sjas' Scream: 20%

+++ MOHOPH POWERUP : DISTORTION +++

	You are pushed wherever you are looking at while you're attacking.

=== MORGWYR ===

--- STORY ---

	The beast now known as Morgwyr was once a famous actor, always proud of his looks. As many admirers he had, he had rivals that would do anything to bring him down. It didn't him to be 
far from kind, and at every little mistake his colleagues would make he'd cuss them to no end, which eventually would lead them to get fired. At a dark night, while he was practicing
for his next role, two of his colleagues snuck up behind him, first knocked him unconcious and tied him up then dragged him into a forest. When he finally woke up, he realized
he was far from home. Shortly after, the two came to him and said "It's time you pay for the misery you brought upon us" and pulled a knife. They mercilessly cut his face until he would no longer
be recognized, and just before he died, they put him on a stake and set him on fire. As he burned, he constantly screamed "You will pay, this is NOT THE END!". Of course, since he was disfigured so much nothing
he would say could be understood, they thought he was pleading for his life, or praying. They'd soon realize, this was not the case... The wind blew away all his smithereens and
the two left after staying the night in the forest. However, they didn't leave the forest in one piece... Ever since then, Morgwyr is a restless soul who would stop at nothing to tear apart any human being he'd encounter.

--- GAMEPLAY ---

!! TURN ON MODELS TO SEE HIS MARKER PROPERLY !!

* Primary Fire: Lunge forward, dealing damage on the way. Leave a marker at the place before you lunged.
* Alt fire: If you had used primary fire when you press this, you teleport to the marker you left. This resets your attack cooldown, but puts the displacement on cooldown.
If you didn't use primary fire when you press this, then you summon a swarm of bats that will go a certain distance before disappearing.
* The bats have an ammo system similar to other Ghouls, he regenerates when he stands still, 1 charge per 45 tics He charged up to 5 ammo, and can go above this with kills, 2 per kill. (max 20)

+++ RESISTANCES +++

* Curses: 25%
* PlanesWalker's Vortex: 15%

--- WEAKNESSES ---

* Fire damage and Plasma types: 15%

+++ GHOSTBUSTER POWERUP : MOLECULAR EXPANDER +++

	Works as an explosive hitscan attack, upon kill makes the ghoul expand and explode, dealing area damage.
-- Addon Version 1.3 --

Here's a new patch! Lots of long awaited changes with some very poor testing (Not enough time, yeah...). Enjoy and share your feedback! This has most of the changes made by LifeStyle's addon, so please include NO OTHER addon than this while hosting.

Link: DOWNLOAD

[spoiler]LEGEND:

- NERF
+ BUFF
* TWEAK

======= CHANGELOG FOR THE ADDON v1.3 ========

RUNDOWN: Expect lots of changes that pave the way to eliminate stalling. Some interesting changes are sure to change playstyles a bit.

=== GENERAL ===

* Aligned the alt ammo number x-offset to match the normal ammo one for the fullscreen hud.

=== MARINE ===

* Shotgun graphics are now from Brutal Doom. (Johnny's version)
+ Shotgun spread changed to 5.6 x 4.2 from 7 x 7.
* Shotgun damage changed to -> 10 pellets doing random(3, 4) * random(1, 2) damage from 7 pellets doing 5 * random(1, 3).
- Shotgun now has to reload after firing 6 shells. You reload the same way you'd reload your pistols.
- Pistols do a flat 5 damage now.
+ Pistol accuracy made into a fixed 0.5 x 0.5 from random(0, 1) x 1.

=== HUNTER ===

- Slowed movement speed by 3.5%.
- Now takes 15% more damage from all of Nightmare's attacks.

=== CYBORG ===

- Fuel cap lowered to 24.
+ Gains 3 fuel per charge up.
+ Fuel will now always recharge.
+ Upward dashing also takes 8 fuel (same with all others), down from 10.
* Fixed a bug where Cyborg could get the charging achievement earlier than he should.

=== ENGINEER ===

- Upgraded Nailgun: Clip reduced to 16.
- Pulverizer: Has now an ammo of 1.
- Pulverizer: Needs to wait 5 seconds to get a new ammo. You don't have to have it equipped or stand still for this.
+ Drone: Damage increased by 1.

=== WITCH HUNTER ===

- Casks: Slowed down throw speed by 35%.

=== WARLOCK ===

- Ice Hands: Shoots only 5 ice projectiles instead of 13.
+ Ice Hands: Damage per ice projectile for primary attack increased to 9 from 5.
+ Changed his rewards to allow access earlier. Gets rewards at 2, 4 and 6 kills respectively.

=== PLANESWALKER ===

- Dash cooldown increased to 6 seconds from 5.

=== PROTECTOR ===

- Slowed down his movement speed by 2.5%.
- Armor reduces 25% of the damage, down from 50%.
+ Can dash while firing.
- Can now dash only while using the Shock Rifle.
- Shock Rifle: Charges 5 cells instead of 8.
+ Shock Rifle: The circular beam that goes a short distance when you fire goes a bit farther now.
+ Shock Rifle: The upgraded attack deals a fixed 10 damage, instead of random(8, 10).
+ Missile Launcher: New Alternate Fire: Launches only one, fast missile.
- Missile Launcher: No longer auto aims.
- Missile Launcher: Damage of rocket direct hits changed to random(10, 16) from 3. (Doom range)
+ Missile Launcher: Explosion damage up to 5 from 3.
* Missile Launcher: Fixed the super fast ammo recharge. Now gains 4 missiles every 56 tics.
+ Lightning Gun: Bounce count up to 4 from 3. It's up to 5 from 4 for the powered up version.
- Lightning Gun: Now recharges every 60 tics instead of 20 tics, when upgraded.
+ Fixed a bug where you wouldn't get any rockets from the dispenser.

* Reworked the upgrade system. You still get a level per kill. Here's how it works now:
* Level 1: Makes you regenerate 8 cells instead of 5 for the Shock Rifle.
* Level 2: Makes your Shock Rifle shoot a bigger, more damaging projectile.
* Level 3: Makes your Missile Launcher fire faster. Also allows recharging of the Missile Launcher and Lightning Gun.
* Level 4: Your dash deals damage to where you were before you use it, and after you use it.
* Level 5: Your dash range is increased.





=== SJAS ===

+ Has 25% damage resistance against Ghostbuster's Expander shots.
+ Now moves 2.5% faster.

=== JITTERSKULL ===

+ He will no longer be stopped when he directly hits a human. (Meaning he will keep crunching humans if they are close by!)

=== CREEPER ===

- Radius increased by 1.
- Can now recharge at most 12 stun balls in a game.
+ Gains an extra charge per kill.
+ There is no cap to how many extra charges he can gain.

=== CHOKE ===

+ Has 15% damage resistance against Protector's missiles.
* Made his bloodfeast special attack prettier.

=== FROSTBITE ===

* Changed his weapon sprite to a better looking one. (Thanks to Bloax)

=== NIGHTMARE ===

- No longer gains cloak charges for standing still.
- Jump height reduced to 10 from 11.
- While cloaked, takes 25% less damage down from 40%.
+ Cloak charges are consumed every 1.5 seconds instead of every second.
+ Gains 8 cloak charge per kill.
+ Can store 24 cloak charges max up from 20.
+ Dim Vision affected player kills also restore 24 cloak charges up from 20.
+ Dim Vision duration extended to 5 seconds up from 4.
- Scale increased by 1.25%.
+ Smokes generated while moving/standing will no longer block your vision. (Not as often as before)
+ Melee damage increased to 50 from 45.

+ New Alt Fire: Nightmare is frozen in place, doing very quick melee attacks all around it each doing around 10 to 14 damage. Enemies can be hit by multiple instances of these.
* For each successful hit, gains 1 cloak charge.
* Can be used while doing a melee attack. Will NOT interrupt the melee attack sequence.
* However, you can't melee if you have used this attack until it is over.

=== IMPALER ===

+ Spike radius increased by 1.
+ Spike damage increased to random(12, 18) from random(10,15).
+ Now also resistant against Protector Lightning Gun by 70%. (Impaler has 70% resist against any kind of lightning)

=== MOHOPH ===

* Now has weapon messages for the morphed (disguised) weapons as well. (SO PLEASE, STOP THINKING THEY DO DAMAGE!)
* Fixed all inconsistencies between class weapons and morphed versions of those.

=== MORGWYR ===

- His bats no longer auto aim.
+ His lunge damage radius increased by 8.
+ Gains 2 bat charges if he uses his displace.
+ Tightened his bat spread by 3 horizontally and 6 vertically.
+ Bat speed increased to 40 from 12.
+ Bat Damage increased by 2.
+ Bat starting ammo is now 6. This is also the new cap.
- You can no longer lunge + displace + lunge again to cover large distances.
* You can now only displace by using the primary fire after lunging.

* New special ability: Time Shift. When used, teleports Morgwyr 2 seconds back in time to where he was. He also has his
health set to the value it was at that time.
- Can't be used before 2 seconds into the game.[/spoiler]
Last edited by Ivan on Tue Aug 29, 2017 3:42 pm, edited 10 times in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Guardsoul
Forum Regular
Posts: 495
Joined: Wed Jun 06, 2012 6:09 pm
Location: Creating the world

RE: Ghouls vs Humans: Legacy of Darkness

#2

Post by Guardsoul » Fri Mar 29, 2013 10:31 pm

Wow, nice to see you back with this proyect! Keep with the awesome style you have!

Joager
New User
Posts: 5
Joined: Fri Mar 29, 2013 4:02 pm

RE: Ghouls vs Humans: Legacy of Darkness

#3

Post by Joager » Fri Mar 29, 2013 10:50 pm

It could really fix the density of the creeper.

I don't know, always when I attack it, it goes directly behind it.

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Balrog
Forum Regular
Posts: 215
Joined: Fri Aug 10, 2012 11:16 am

RE: Ghouls vs Humans: Legacy of Darkness

#4

Post by Balrog » Fri Mar 29, 2013 11:09 pm

Don't screw up the gameplay by adding melee humans and ranged ghouls. Also, try to avoid spamming Print() in your HUDs, as that made NS feel really noobish.

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[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends

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<ijon>well fuk
<ijon>guess I gotta suck dicks now

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(18:13:17)<Mayrine>i dont have to learnt anything about ACS

katZune
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Posts: 470
Joined: Mon Jun 04, 2012 9:41 pm
Location: Mexico! aka the hell gate

RE: Ghouls vs Humans: Legacy of Darkness

#5

Post by katZune » Fri Mar 29, 2013 11:41 pm

Balrog wrote: Don't screw up the gameplay by adding melee humans and ranged ghouls. Also, try to avoid spamming Print() in your HUDs, as that made NS feel really noobish.
this bro.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Ghouls vs Humans: Legacy of Darkness

#6

Post by Espio » Fri Mar 29, 2013 11:45 pm

Balrog wrote: Don't screw up the gameplay by adding melee humans and ranged ghouls. Also, try to avoid spamming Print() in your HUDs, as that made NS feel really noobish.
Easily this. I was quite disappointed with that gameplay change.
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RE: Ghouls vs Humans: Legacy of Darkness

#7

Post by Catastrophe » Fri Mar 29, 2013 11:59 pm

Melee humans? Gone.
Ranged ghouls? Gone.

This project is being run by a different group this time around :) Also, we're looking for mappers and/or spriters!
Last edited by Catastrophe on Sat Mar 30, 2013 12:00 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness

#8

Post by Cruduxy » Sat Mar 30, 2013 12:08 am

Please no iddqd items, less cyborg fuel or flight speed and return jitter's push.
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RE: Ghouls vs Humans: Legacy of Darkness

#9

Post by Watermelon » Sat Mar 30, 2013 1:18 am

I don't know where you guys stand on accounts and such, I was hoping to get them out, the main reason I actually wanted accounts was for GVH NS. I don't know if those ideas are still planned.

If you guys want I'd be willing to work/add any ACS or help with any technical stuff. This thread was pretty nostalgic. GVH:NS was legendary in what it accomplished, I think now with the new team running it, maybe we can see something epic and back to form? Pretty exciting; either way I'm looking forward to it.

The melee human/ranged ghoul idea appeared to have worked and was there for when GVH:NS rose to its maximum, though I think without them it'll be interesting!
Last edited by Watermelon on Sat Mar 30, 2013 1:20 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness

#10

Post by ibm5155 » Sat Mar 30, 2013 1:36 am

I still think It would be better do a non acs stuff like that.
ACS + strings = fuu.
you can save it by cvar but the players could easy modify it(ex:level:1 change to 9999999)
Unles you create a badass code that ex: 1 is 54 2 is 1, 3 is 4194...
Why not an external software like doomseker, but for accounts? like for entering in some server you require to have this software opened to send to sync with master your informations (could even use zandronum forum acount informations)
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RE: Ghouls vs Humans: Legacy of Darkness

#11

Post by Catastrophe » Sat Mar 30, 2013 7:25 am

Oh did we mention that the achievements are now less retarded?
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RE: Ghouls vs Humans: Legacy of Darkness

#12

Post by CloudFlash » Sat Mar 30, 2013 8:08 am

You wanna old gvh feel, you should use only fire and altfire. But well, items are more fun....
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RE: Ghouls vs Humans: Legacy of Darkness

#13

Post by Catastrophe » Sat Mar 30, 2013 8:37 am

Nope certain items are removed, they work with fast weapon switching (like hunter).
Last edited by Catastrophe on Sat Mar 30, 2013 8:37 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness

#14

Post by Balrog » Sat Mar 30, 2013 1:42 pm

CloudFlash wrote: You wanna old gvh feel, you should use only fire and altfire. But well, items are more fun....
I'd be fine with items if there was only one item, and it did only one thing. Diagonal nom for Jitter, upgrade cancel for Ghostbuster, maybe a quick normal arrow for Hunter....

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RE: Ghouls vs Humans: Legacy of Darkness

#15

Post by mr fiat » Sat Mar 30, 2013 3:37 pm

I might be able to do some spriting stuff, but it depends on what it is.

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RE: Ghouls vs Humans: Legacy of Darkness

#16

Post by darkstar64 » Sat Mar 30, 2013 4:13 pm

ill play GvH again when Nordic Saga is removed. Laggy maps and horrible new classes ruined it for me.
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RE: Ghouls vs Humans: Legacy of Darkness

#17

Post by katZune » Sat Mar 30, 2013 5:33 pm

well i think that i did hate new maps because the new music added did make lost the feel of a true "GvH", maybe items not will be bad but just 1
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Ghouls vs Humans: Legacy of Darkness

#18

Post by Catastrophe » Sat Mar 30, 2013 6:43 pm

90000000000001 MB music will be removed, our plan is to make a new core and by default you'll download the low quality music. Optionally you can also download the high quality music pack from this thread if you really want to.

As for maps, can you guys give us the maps you don't like and tell us why?

Oh and for spriting, currently I'm looking for someone to help me with achievements. PM me if interested.
Last edited by Catastrophe on Sat Mar 30, 2013 6:46 pm, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness

#19

Post by Cruduxy » Sat Mar 30, 2013 7:05 pm

You know the tower like map where jitter skulls do mass rape.. thats what came to mind first :P
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RE: Ghouls vs Humans: Legacy of Darkness

#20

Post by katZune » Sat Mar 30, 2013 7:37 pm

ridiculous detail that only make lag and the map look worse
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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