This update log emphasizes the feel for game to be more faster paced. Explosions are slow to trigger but explode more viciously, barrels run 30 units faster than humans in order to catch them up, they spawn more "closer" to you now so you have to keep on moving. Due to those vicious changes for the barrels, the humans received a small buff to lengthen slightly their survivability chances.

Bug Fixes

  • Fixed music looping being very inconsistent based on a GMOD function that never worked.
  • Fixed the music logic to have some "playing consistency", music should now "play" even if you are waiting on load.
  • Fixed having the death sound still playing for everyone.
  • Fixed some probable font scaling issue at certain resolutions.
  • Fixed the logic behind the team caching for the server.
  • Fixed the issue where bullets would hit your teammates and not the barrels.
  • Fixed the logic behind the amount of explosion range applied based on the time started to charge the explosion vs time when killed by a human.

Gameplay Changes

  • Added "Piercing Sniper" weapon to the gamemode but not publicly.
    • Can instantly kill barrels and pierce through everything, even walls.
    • Has a delay of 1 second per shot.
    • Decent reload speed.
    • Extremely bad accuracy but perfect accuracy when standing still and scoped.

  • Added "Blasting Shotgun" weapon to the gamemode but not publicly.
    • Bullets will do 15 damage each on a 10 shot spread.
    • Has a delay of 1.2 second reload per shell chamber.
    • Slow speed and manual reload.
    • Bad accuracy but can fly you away when shooting at an opposite direction, more shells in chamber means more knockback.

  • Voice Chat will be based on 3D sound range, so stick together.
  • Weapons now have different reload animation speeds.
  • Pistol clipsize increased from 8 -> 12.
  • SMG clipsize increased from 20 -> 25.
  • SMG damage increased from 20 -> 22.
  • SMG shot delay in seconds reduced from 0.15 -> 0.135.
  • Magnum delay in seconds reduced from 1.25 -> 1.
  • Human walk speed increased from 200 -> 220.
  • Human run speed reduced from 275 -> 270.
  • Human jump power increased from 210 -> 215.
  • Human drown time tick in seconds increased from 1 -> 1.5.
  • Barrel walk speed increased from 175 -> 200.
  • Barrel jump power increased from 250 -> 300.
  • Barrel explosion trigger is based on time-length (from sound) over tick count. (Aprox. 2.5 seconds until explosion)
  • Barrel explosion system has been changed based on nearest distance + visibility rather than visibility alone.
  • Barrel minimum and maximum explosion range increased from 96 -> 112/196 -> 224.
  • Barrel range reduction penalty when killed by a human is increased from 15% -> 20%.
  • Barrel damage is now based on range minus 20%.
  • Barrel spawn minimal distance between all humans is increased from 384 -> 512 unless stated custom for the map.
  • Barrel spawn selection now selects 1 out of the 5 closest spawns to humans randomly.
  • Last Human now gets 50% increased health along side with full heal and last human weapon when the amount of barrels is more than what they can handle. (Based on player amount)
  • Barrel vs Human starting rate increased from 20% -> 30%.
  • Game timer no longer increases 2 seconds each time a human dies.

Visual Changes

  • Added the credits screen by pressing F3.
  • Added different intense musics from Timesplitters and Kid Icarus to enlighten the fast paced mood based on the game's state.
  • Added the extended menu on the leaderboard when clicking on a player to see other player's statuses.
  • Changed how the leaderboard looks. Forked from Zombie Survival gamemode leaderboard. Changed extensively in design.
  • Changed the timer countdown to a ticking clock, the clock will spin its arms fast as soon the last human is set.
  • Changed how the health and bullet HUD looks to be exactly identical to each other.
  • Changed how player targeting looks, and then shows and fades away after looking your teammate.
  • Changed the game notifications on chats (such as starting, X team wins, etc.) to be on a centralized notifications system on screen.

Optimization Changes

  • Added taunt sounds and game music to be pre-cached when loaded.
  • Optimized some portions of the code in terms of class handling.