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Strike, Pass, or No Strike?: No Strike
Run 1/3
Team Lineup:
https://www.dropbox.com/s/v19zlr5anuqbfp1/mvm_encounter_b8_adv_backup_security_protocol.zip?dl=1
- Fixed a bug that could cause the wipe condition before wave start, softlocking the mission until a wave restart vote has been triggered.
- Added 10 seconds of movespeed upon respawning to help get players back into the fight earlier.
Wave 1
- Scale of the boss bot "Major Impact" has been reduced from 2.5 to 2 to prevent them getting stuck in the warehouse door
- Icons have been updated added to the burst fire barrier giants and GRU heavies (going to make better suited icons later just using what was available currently)
Wave 2
- Fixed the mine display to properly show how many mines are left for the duration of the wave.
- The giant slow crit soldier spawns on every mine except first
- Added 3 more groups of spawns so each mine has their own spawngroup.
(keep in mind the groups are by order of mine appearance, not by where the mine is)
- Mine 1 GRU Heavies have been swapped out for Escape Plan Soldiers
- Mine 1 Pyros have been swapped for Flare pyros
- Mine 2's spawngroup is now what used to be mine 3's spawngroup (Fist of steel pushers, revolver spies, black box soldiers)
- Mine 3's spawngroup is now what used to be mine 2's spawngroup (standard soldier, standard scout)
- Mine 4's spawngroup is Giant Pyros, Burst fire shotgun heavies and burst demos
- Mine 5's spawngroup is Giant Scouts, Burst sticky demos and demoknights
- Mine 6's spawngroup is Giant extended conch soldier, huntsman snipers and pyros
Request
- if possible try wave 2 without running heavy/engi/medic at the same time (i.e 1 heavy no engi or med/ 1 engi no heavy or med etc.)
Strike, Pass, or No Strike?: no-strike
Run 3/3
Team Lineup:
https://www.dropbox.com/s/5x46vmmkxxrr045/mvm_encounter_adv_backup_security_protocol_v3.zip?dl=1
- The enforcer re balanced will now make the gun purple when a x7 damage shot is loaded
- Added a on hud lives display to help reduce confusion about how many lives the player has left.
- Decluttered wave explanation's
Wave 1
- Adjusted the text on the tank annotation to help make the objective clearer
- Barrier giants shields now rotate indeterminately of where the giant is looking
Wave 2
- There is now music to vibe too
- Normalised totalcount's of bots to make sure bots can consistently drop money for scout.
- Mine 2 revolver spies have been replaced with Shortstop scouts
- Giant stickybomb demo's have been added to 3rd mine
- Mine 6's giant extended conch soldiers have been replaced with giant spammer soldiers
- Mine 6's pyro's have been replaced with nailgun scouts.
https://www.dropbox.com/s/heol2o1efpn5l4h/mvm_encounter_b14_adv_backup_security_protocol_v4.zip?dl=1
- added round win sfx and spy alerts back in but altered to fit with having no announcer.
- Added keyvalue NoRedSniperBotHeadshots 1 to fix huntman bots headshotting even with disabled headshots on their huntsmans.
- Cleaned up weapon adjustments to hide old method of distributing red money now that keyvalues exist for it
Wave 1
- Updated the icon of the barrier bots to better represent them.
Wave 2
- Cap regions for all mines are larger (448 up from 320)
- some mine positions have been slightly moved to account for the larger radius
https://www.dropbox.com/s/j21vj0y6b3kd6io/mvm_encounter_adv_backup_security_protocol_v5.zip?dl=1
- reworked tide turner rework
(now grants increased air control, no fall damage and will stun non giants in a short radius around the player at the moment of charging)
Wave 1
- Adjusted the donetext of the barrier giants to denote that the tank has been healed back up to full
Wave 2
- Unchanged
https://www.dropbox.com/s/296yrsdb70kqf7h/mvm_encounter_adv_backup_security_protocol_v6.zip?dl=1
- Fixed the tide turner template to now have other demo's using the template able to fling players around (Thanks to royal for the fix)
Wave 1
- Unchanged
Wave 2
- Unchanged
https://www.dropbox.com/s/yy36jeqt9bzh88g/mvm_encounter_rev_adv_backup_security_protocol_v7.zip?dl=1
- Implemented a humananimations fix that re-enables view models when ubered and shows invisible friendly spies properly.
- Adjusted the spy spawning audio queue to hopefully be more recognisable.
- lowered the height of the stunning volume for the tide turner rebalance.
- Fixed a issue causing some giants to get rocket jumper projectiles.
- Cleaned up mission explanations.
- Short circuit is now blacklisted due to how it breaks wave 1 mechanically and not having enough time to adequately rework it into a still good unlock.
Wave 1
- Subwave 1 starting scouts skill has been upped from easy to normal.
- Subwave 3a black box soldiers have been replaced with stock soldiers.
- Subwave 4b heavies have had their difficulty reduced from normal to easy.
Wave 2
- Removed the stun on the slow giant, replaced with a delay for firing his first shot.
- Doubled the spawncount of the escape plan soldiers. (1 > 2).
- Increased the giant sticky demo's damage output by about 10% (damage bonus 0.65 > damage bonus 0.75).
- Doubled the spawncount of nailgun scouts (1 > 2).