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Respawn time lowered from 5-10 seconds to 3-6 seconds
Removed bunnyhopping
Removed all spooky skeletons except for one
Weapons:
Steel Slugger now uses Back Scatter as a base
Psychopath's Seeker now uses Liberty Launcher as a base
Renamed Rubbish Ravager to Atomic Anguish
Atomic Anguish now uses Black Box as a base
Lowered firing volume on Atomic Anguish, Soviet Slammer, and Veruc
Con-man's Compressor now uses Degreaser as a base
Burst of Brimstone now uses Loch-n-Load as a base
Burst of Brimstone damage penalty lowered from 35% to 30%
Burst of Brimstone self damage force penalty increased from 50% to 70%
Soviet Slammer now uses Family Business as a base
Four Part Plan now uses Blutsauger as a base
Gunman's Gait now uses Enthusiast's Timepiece as a base
Upgrades:
New Scout upgrade: fall damage immunity for $200
Pyro max health upgrade cost lowered from $400 to $250
Pyro Flame Thrower damage bonus vs giants cost lowered from $200 to $150, cap increased from 45% to 60%
Pyro reflected projectile speed cost lowered from $200 to $150, cap increased from 75% to 100%
Wave 1:
Updated Overseer's pre-wave dialogue to remove any mention of spooky foes
Final Giant Adrenaline Soldiers now wait for Bushwacka Snipers and Giant Dragon's Fury Pyros to have all spawned
Wave 2:
Final Giant Heavy now waits for Steel Gauntlets to have all spawned, and starts a bit later
Wave 5:
Crit Pyros and Crit Demomen now wear the Warsworn Helmet
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1660398492.zip
Strike, Pass, or No Strike?: No strike
Team Lineup:
Custom weapons approved:
Strike, Pass, or No Strike?: No strike
Team Lineup:
Custom weapons approved:
Custom upgrades approved:
Added damage pierces resistances to Steel Slugger
Removed second instance of reduced afterburn damage on Con-man's Compressor
Upgrades:
Removed melee resistance upgrade
Pyro Flame Thrower damage bonus vs giants cost increased from $150 to $200
Pyro Flame Thrower reflected projectile speed bonus cost lowered from $150 to $100
Wave 2:
Replaced Giant Quick Fix Medics with Giant Regen Medics
Wave 5:
Replaced Giant Quick Fix Medics with Giant Regen Medics
Strike, Pass, or No Strike?: No Strike
Team Lineup:
Steel Slugger base damage increased from 45 to 50, damage falloff immunity removed (it also removed ramp-up, making it bad vs Tanks)
Atomic Anguish damage bonus vs players lowered from 150% to 100%, fire rate penalty increased from 200% to 250%, can no longer purchase clip size upgrade
Four Part Plan 35% slower draw speed added, can no longer purchase mad milk syringes upgrade
Upgrades:
Rewrote most upgrade descriptions for clarity and consistency
Scout fall damage immunity cost lowered from $200 to $100
Demoman can no longer fire his boots in bursts (Demoman burst fire upgrade can no longer be purchased on Ali Baba's Wee Booties or Bootlegger)
Heavy Minigun damage bonus vs tanks cost increased from $300 to $400, increment lowered from 50% to 25%, cap lowered from 100% to 50%
New Heavy upgrade: Intense Heat for the Huo-Long Heater
Engineer Shotgun damage bonus cost lowered from $400 to $300
Engineer reduced building cost cost lowered from $500 to $300
Engineer building mastery cost lowered from $1000 to $500
New Spy upgrade: Damage Bonus for all secondary weapons
New Spy upgrade: Ubercharge on Kill for all melee weapons
Wave 1:
Giant Adrenaline Soldiers damage bonus removed from phase 1, added 35% blast radius penalty to phase 2
Wave 2:
Removed Giant Airblast Pyros
Wave 4:
Giant Seeker Soldier rockets will now stop homing after 2 seconds and have reduced homing power
Giant Deflector Heavies are no longer crit boosted, WaitBetweenSpawns increased from 5 to 10
Wave 5:
First Tank health lowered from 40,000 to 35,000
Replaced Backup Soldiers with Dragon's Fury Pyros
Replaced Dragon's Fury Pyros with crit Soldiers
Final Tank health lowered from 45,000 to 38,000
Giant Burst Fire Soldier now uses the hyper icon
Strike, Pass, or No Strike?: No strike
Team Lineup:
Skeleton Busters InitialCooldown and CooldownTime increased from 20 to 30
Weapons:
Burst of Brimstone clip size bonus lowered from 100% to 50%, fire rate bonus lowered from 70% to 55%
Soviet Slammer 50% damage penalty vs tanks added
Wave 2:
Bowmen skill lowered from Hard to Normal
Wave 5:
Replaced crit Soldiers with Direct Hit Soldiers
I am unsure what you mean by custom weapons not having a world model. They appear fine to myself and others both in the demo and in testing. No changes made.
Strike, Pass, or No Strike?: No Strike
Team Lineup:
Removed Shopkeepers
All waves now include some robots that parachute in
Weapons:
Psychopath's Seeker damage penalty increased from 40% to 50%, fire rate bonus lowered from 80% to 65%
Upgrades:
Burst Fire Module now adds a 65% slower reload speed penalty
Removed Streamlined Buildings (after fixing it I found out it doesn't halve the metal cost to actually select the building)
Wave 1:
Replaced Soldiers with Demomen
Scouts are no longer crit boosted, skill increased from Easy to Normal, TotalCount increased from 24 to 36, MaxActive increased from 8 to 11, SpawnCount increased from 6 to 9
Replaced Demomen with Soldiers
First Soldiers will now parachute in and spawn alongside first Pyros
First Giant Adrenaline Soldiers WaitBeforeStarting increased from 12 to 16
Second Soldiers will now spawn at the side
Replaced Crit Demoknights with Samurai Demoknights
Wave 2:
Second Crit Bowmen will now parachute in
Support Pyros MaxActive increased from 6 to 12, WaitBetweenSpawns increased from 0 to 6
Wave 3:
First Demomen TotalCount increased from 21 to 40, MaxActive increased from 9 to 12, SpawnCount increased from 3 to 4, WaitBetweenSpawns lowered from 6 to 4
Removed second Demomen
Support Force-a-Nature Scouts replaced with Shortstop Scouts, will now parachute in, MaxActive increased from 4 to 6, WaitBeforeStarting and WaitBetweenSpawns lowered from 20 to 15
Wave 4:
Giant Seeker Soldiers now have a 25% damage penalty
Giant Deflector Heavies MaxActive lowered from 4 to 3
Support Crit Bowmen will now parachute in
Wave 5:
Heavies are no longer crit boosted, and will now parachute in
Scouts are no longer crit boosted, will now parachute in, skill increased from Hard to Expert, SpawnCount increased from 2 to 11, WaitBetweenSpawns increased from 0 to 6
Direct Hit Soldiers will now parachute in, TotalCount lowered from 35 to 28
The primary function of the Overseer is to call out important or noteworthy robot spawns (Uber Medics, crit bots, Giant Heavies, etc.) and to explain the custom bots used in the mission as they come in, as well as announce to players on Wave 2 that Snipers will headshot them. Plus I feel as though it adds some character to a mission that would otherwise be pretty basic.
Strike, Pass, or No Strike?: No strike
Team Lineup:
Custom weapons approved:
Finally fixed the main right side spawn (nav in the floor moment)
Weapons:
Psychopath's Seeker projectile deviation lowered from 15 degrees to 10 degrees
Upgrades:
New Engineer upgrade: Building Teleport Module for most primary weapons
New Engineer upgrade: Improved Bolts for the Rescue Ranger
Wave 1:
Scouts MaxActive lowered from 11 to 9, SpawnCount lowered from 9 to 3, WaitBetweenSpawns lowered from 8 to 1
First Soldiers now spawn at the left, MaxActive lowered from 12 to 10, SpawnCount lowered from 10 to 5, WaitBetweenSpawns lowered from 8 to 3
Second Soldiers now parachute in
Wave 2:
Second Crit Bowmen now spawn at the left, SpawnCount lowered from 5 to 2, WaitBetweenSpawns lowered from 12 to 4
Wave 3:
Support Shortstop Scouts replaced with Soldiers, SpawnCount lowered from 4 to 3
Wave 4:
Support Crit Bowmen replaced with Air Strike Soldiers
Snipers replaced with Sydney Snipers, DesiredCount lowered from 4 to 2
Wave 5:
Crit Heavies now spawn at the left, MaxActive lowered from 12 to 9, SpawnCount lowered from 6 to 3, WaitBetweenSpawns lowered from 10 to 4
Scouts now spawn at the main spawn
A mission judging run still needs to be played
Custom upgrades approved:
Custom weapons approved:
Bootleg Deflector 35% faster move speed while deployed added
Gunman's Gait cloak regen penalty removed
Upgrades:
Long Fall Boots cost increased from $100 to $150, now also grants 35% knockback resistance
Health Siphons cost increased from $200 to $250, increment increased from 20% to 40%, cap lowered from 60% to 40%
Jarate-coated Bat cost reduced from $500 to $150
Charged Module upgrade now actually cannot be purchased on Atomic Anguish
Bigger Banner cost increased from $150 to $200, increment increased from 15% to 50%, cap lowered from 60% to 50%, now also grants 60% faster deploy and 45% faster holster
Pressurised Airblast now also grants 10% faster airblast recovery time per point
Bigger Shells cost reduced from $300 to $200
Building Teleport Module cost reduced from $400 to $250
Electrified Arrows cost reduced from $500 to $350
Large Calibre now also grants 15% increased headshot damage per point
Sigil of Baphomet increment increased from 1 second to 2 seconds, and cannot be purchased on Your Eternal Reward or the Wanga Prick
Strike, Pass, or No Strike?: No Strike
Team Lineup: