Berserker

MVM Berserker A6

Yaki

aa
Sep 3, 2018
422
261
Major Changes
  • Fixed the server crash when human player leaves the server (due to a <NULL> input to a filter entity).
    • This happened because the action list didn't know what entity was sending an input to the filter, thus breaking the whole server!

Read the rest of this update entry...
 

Yaki

aa
Sep 3, 2018
422
261
  • As of now, this map is 100% playable, no crashes. There ARE some known bugs, like the revive bugs (see end post), but that is it.
  • This will be the last update until I fix the known bugs, a new bug arises, or some major is releasable. Can't keep releasing so many version like this.
  • Server owners are recommended to update to this version and remove older versions from their server(s).

Major Changes
  • Fixed bug where Ubered targets wouldn't die when relay "kill_blu" or "event_kill_blu" were used.
  • Fixed bug that prevented use of revive closet in Stage1 Spawn Area.
  • Added one more light source to the S1A3 (cemetery).
  • Remade nav mesh.
Mission: Corpse Cacophony (ADV) Changelog
  • Fixed bug where Shopkeeper Engineer is turned loose.
  • S1A1: Change some Scouts to Demoknights. Gave Engineer the Buff Banner.
  • S1A2: Changed Shotgun Pyros to Scorch Shot Pyros.
  • S1A3: Added Ghost Gallery's Invisible Natty Heavy (In two spots). Increased mob count. Moved mobs around.
  • S1Boss: HP up from 12k -> 16k. Changed form order. Increased reload time of healing form.
Mission: Ghost Gallery (INT) Changelog
  • Fixed Bug where Shopkeeper Engineer ran free.
  • Made the mission considerably easier.
  • S1A1_CP1: When captured, S1 Spawn Area is left open (it closes only in Corpse Cacophony).
  • S1A1: Removed Big Rapid-Fire Demoman. Updated respawn times (so it doesn't lag so bad). Removed Phlog Pyro.
  • S1A2: Changed Scorch Shot Pyros to Shotgun Pyros.
  • S1A3: Removed Invisible Natty Heavy. Moved some robots around. Increased mob count. Moved mobs around.
  • S1Boss: HP up from 12k -> 16k

Known Bugs
  • The bosses go into ref pose (or developer pose, T-pose, etc...) when they first enter the boss fight. It corrects itself when boss changes forms.
  • Boss' "Coffin" prop gets glitchy for unknown reasons. It disappears after a few seconds.
  • Reviving still sometimes doesn't teleport a player being revived, or teleports live players there were not dead... to the revive closet. However, they are always revived.
  • Boss in Corpse Cacophony doesn't have crits in the Rapid-Fire form, like it should.

Read the rest of this update entry...
 

Yaki

aa
Sep 3, 2018
422
261
A6 Released.

Missions

  • Renamed both missions from a5b:
    • "Corpse Cacophony" to "Advanced"
    • "Ghost Gallery" to "Intermediate"
  • Included Debug01 and Debug02 (for fun)
  • Fight two bosses on Debug01 (for a challenge)

Mission: Advanced Changelog
  • Boss HP up from 16k -> 18k. Melee form charges at you. Black Box rockets healing up from 500 -> 1000. Boss now correctly has crits in form 3.

Mission: Intermediate Changelog
  • Boss: Regeneration form changed from being stunned to eatting a Sandvich.
Major Changes
  • Fixed bugs where players would sometimes teleport to a revive closet while alive, or not teleport to a closet while dead.
  • Fixed bug where bosses went into ref pose upon arriving.
  • Fixed bug where Tag bot_crits wouldn't work on bosses.
  • Dispenser outline now aligns with the Dispenser model (instead of below it)
  • Reduced number of people to capture CP's from -1 to -2 total players
  • S1: Added Engineer sentrynext logic for each area
  • S1A1_CP1: Increased size of capture trigger
  • S1A3_CP2: Fixed bug where players didn't activate SpeakResponseConcept when encountering skeletons
  • S1A3: Brightened up outdoors area at bit. Players might have a better time navigating with this new lighting.
  • Added Tag "bot_chargin" (applies Chargin' Targe charging)
  • Added up to 9 behavior setups to EventChangeAttributes logic (to easily make multiple bosses that change forms without the behaviors overlapping)


Known Bugs
  • Dispenser pickup is invisible.
  • Error in the console says "rr_teleporter" or something is missing. Ignore it!
  • Should really get around to disabling the cutscene at the boss.