Garry's Mod

Garry's Mod

Insane Stats
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Update: 5 Apr @ 6:01am

Version 1.9.3-rc.1

Update: 2 Apr @ 6:56am

Version 1.9.2

General
Fixed "insanestats_save", "insanestats_save_delete" and "insanestats_revert_all_convars" ConCommands not working on dedicated server console
Fixed some colors flickering on big numbers due to floating point precision loss

Weapon Prefixes and Suffixes System 2
Festering modifier now grants Stacking Ammo Efficiency instead of Corpse Exploder stacks
Default value of "insanestats_wpass2_tier_xp_enable" ConVar is now 0 instead of 1
Fixed modifiers with cost < -1 causing every negative modifier to be applied

Skill System
Default value of "insanestats_skills_level_add" ConVar is now 10 instead of 20
Actually Levelling Up is no longer blatantly overpowered when using non-exponential health / armor mode
Actually Levelling Up has slightly tweaked wording

Update: 27 Mar @ 11:35pm

Version 1.9.1

Infinite Health and Armor
Added "insanestats_infhealth_spawn_invincibility" ConVar, default is 10 seconds of invulnerability
Added "insanestats_hud_damage_particle" ConVar to render damage numbers as bouncy particles, disabled by default
Damage number color blending now respects the user's gamma setting

Experience
insanestats_xp_other_level_maps_remove now accepts @ argument to remove current map

Weapon Prefixes and Suffixes System 2
Unreal, Dodgy, Hard, Bloodletting, Gluttony, Bloodbathing and Sapping modifiers potency doubled, but also doubled cost
Sharp modifier cost doubled
Chaining modifier weight halved
Fixed issue where key-activated modifiers are often incorrectly marked as activated on the client

Skills
Bloodletter's Pact now reduces overhealing softcap and hardcap effects
Hacked Shield now reduces both overshielding softcap and hardcap effects
Better Healthcare now increases max health and max shield, but health and shield gains are reduced from +10% to +5% per level
Synergy now increases health and shield gains instead of max health gains
The Bigger They Are now spawns crates at enemy origin rather than world space center

Update: 21 Mar @ 10:36am

Version 1.9.0
Changes since 1.8.9:

General
Reduced big font size by 17%.
The options in the spawnmenu are now visible to non-admins.

Infinite Health and Armor
Added "insanestats_infhealth_armor_healthcost" ConVar, which reduces non-player max health upon receiving armor.

Experience
Removed "insanestats_xp_drop_add_add", "insanestats_xp_player_health_add_add", "insanestats_xp_player_armor_add_add", "insanestats_xp_player_damage_add_add", "insanestats_xp_player_resistance_add_add", "insanestats_xp_other_health_add_add", "insanestats_xp_other_armor_add_add", "insanestats_xp_other_damage_add_add" and "insanestats_xp_other_resistance_add_add" ConVars.
Decreased default XP bar width by 17%.
Decreased target info bar width by 25%.
Fixed entity level not being vertically centered with the entity name and health.

WPASS2
"insanestats_wpass2_tier_downchance" now has a default value of 25 instead of 37.5.
"insanestats_wpass2_chance_unowned" now has a default value of 100 instead of 25.
Splitting, Adept, Holding, Ranged, Short, Wild, Penetrative, Broken, Cursed, Zealous, Small, Deranged, Distant, Healing, Charging, Rejuvenating, Building, Masterful, Rash, Large, Revitalizing, Shielding, Tiny and Unreliable modifiers now have doubled stacking potency but doubled cost.
Deadly, Powerful, Sluggish, Brave and Awkward modifiers have doubled stacking potency but halved base potency.
Detective modifier now has halved stacking potency but doubled base potency.
Judgemental modifier base potency increased by 11%.
Taboo and Inept modifiers base potency increased by 20%.
Masterful modifier base potency increased by 25%.
Attractive modifier now has halved stacking potency but 25% increased base potency.
Rejuvenating and Building modifiers base potency increased by 28%.
Bloodbathing and Sapping modifiers base potency increased by 60%.
Lazy modifier now has doubled stacking potency.
Intense and Gatling modifiers status effect duration reduced from infinity to 10 seconds, but have 300% increased base potency and stacks no longer decay over time.
Empowering, Nimble, Resisting, Reckless, Manic, Rash and Hard modifiers status effect duration reduced from infinity to 10 seconds, but have 1900% increased base potency and stacks no longer decay over time.
Lazy, Healing, Charging, Revitalizing and Shielding modifiers base potency reduced by 20%.
Lethargic, Demonic and Intimidating modifiers base potency reduced by 33%.
Terrible and Awful modifiers base potency reduced by 40%.
Dooming base potency has been halved.
Conscious modifier base potency has been halved, but stacking potency now scales exponentially.
Forceful and Weak modifiers now have halved stacking potency.
Angry, Intrepid, Fearful and Daring modifiers base potency reduced by 60%.
Slippery modifier now has doubled stacking potency but 60% less base potency.
Bloodletting modifier stacking potency reduced by 79%.
Savage modifier base potency reduced by 80%.
Inept modifier now has a maximum stack count of 5 instead of 2.
Adept, Zealous, Quick and Massive modifiers now have a maximum stack count of 5 instead of 10.
Detective, Attractive and Slippery modifiers now have a maximum stack count of 8 instead of 5.
Starlit modifier now has a maximum stack count of 10 instead of 4.
Forceful, Weak and Tiny modifiers now have a maximum stack count of 10 instead of 5.
Arcing, Charging, Building modifiers now have a maximum stack count of 10 instead of infinity.
Brave modifier now has a maximum stack count of infinity instead of 10.
Perserving modifier now has doubled cost.
Keen modifier now increases damage dealt against high health entities instead of guaranteeing extra damage towards entities over 90% health.
Buffs granted by the Murderous, Frenzied, Energetic, Savage, Celestial, Shameful, Demotivating, Annoying, Chaining, Bolstering and Aggravating modifiers now last for 10 seconds instead of 5.
Debuffs applied by the Hurtful, Fragile, Lethargic, Laughing, Demonic and Intimidating modifiers now last for 10 seconds instead of 5.
Festering modifier Corpse Exploder buff now resets on death.
Debuffs applied by the Dangerous, Furious, Revitalizing, Shielding, Cloaking, Nasty, Respiteful, Hasty, Adrenal and Agile modifiers no longer reset on death.
Status effects displayed without suit equipped / on other entities now display with 1 decimal precision instead of 0.
Made void entities more confounding.

Coin Drops
Removed "insanestats_coins_level_add_add" ConVar.

Skills System
Dodger now guarantees attack dodges over time instead of being chance-based.
One With The G.U.N. bullets are now fired with the reload key instead of primary fire.
Silver Bullets now allow converting extra crowbars into extra damage dealt against high health entities.
Sick Combo no longer boosts Multi Killer stacks gains and losses.
Sick Combo now grants extra kill skill triggers every power of 5 Sick Combo stacks.
Made void entities more confounding.
Fixed Sick Combo incorrectly counting the number of kills.

Point Commander
"kickall" is now treated synonymously to "disconnect"

Miscellaneous
"insanestats_ammocrate_maxammo" and "insanestats_gargantua_is_monster" are now enabled by default.
Added "insanestats_prevent_gunship_death_crash" ConVar, preventing gunships from crashing the game by replacing them with helicopters.
Added "insanestats_resource_addworkshop" ConVar, which adds Insane Stats into the resources download list.
Added "insanestats_save_delete" ConCommand to delete save files.

Update: 15 Mar @ 8:49am

Version 1.9.0-rc.2

Update: 12 Mar @ 5:10pm

Version 1.9.0-rc.1

General
Reduced the big font size by 17%

Experience System
Default XP bar width decreased by 17%
Default target health bar width decreased by 25%
Fixed target level indicator not being centered with target name and health bar
Fixed incompatibility with Footsteps addon

WPASS2
Splitting, Adept, Perserving, Holding, Ranged, Short, Wild, Penetrative, Broken, Cursed, Zealous, Small, Deranged, Distant, Masterful and Rash are now twice as effective, but also cost twice as much to be applied
Detective and Attractive stack multipliers have been halved, but their max modifier stack count has been increased by ~50%
Forceful and Weak stack multipliers have been halved, but their max modifier stack count have been doubled
Deadly stack multiplier has been doubled, but base multiplier has been halved
Savage stack multiplier has been doubled, but base multiplier has been decreased by 80%
Lazy stack multiplier has been doubled, but base multiplier has been decreased by 20%
Conscious base multiplier has been halved, but the modifier now stacks exponentially rather than linearly
Healing and Charging stack multipliers have been doubled, but costs have been doubled and base multipliers have been decreased by 20%
Rejuvenating and Building stack multipliers have been doubled and base multipliers have been increased by 28%, but costs have been doubled
Slippery stack multiplier has been doubled and max modifier stack count has been increased by ~50%, but base multiplier has been decreased by 60%
Large and Tiny now cost twice as much to be applied
Judgement base multiplier has been increased by 11%
Detective base multiplier has been doubled
Attractive base multiplier has been increased by 150%
Doom base multiplier has been halved
Massive now has a max modifier stack count of 5 instead of 10
Starlight now has a max modifier stack count of 10 instead of 4
Arcing now has a max modifier stack count of 10 instead of infinity
Keen now increases damage based on the victim's current health %, instead of whenever the victim is above 90% health
Dangerous Buildup now lasts infinitely and persists between lives
Fury Cooldown, Revitalization Cooldown, Shielding Cooldown, Invisibility Cooldown, Nasty Cooldown, Respite Cooldown, Haste Cooldown, Adrenaline Cooldown and Agility Cooldown status effects now persist between lives
Corpse Exploder status effect no longer persists between lives
All modifiers dependent on being at low health now have 60% less base multiplier
All modifiers that inflict non-DoT status effects on victims now have 33% less base multiplier
Almost all status effects from modifiers that lasted 5s now last for 10s
Stacking status effects from modifiers now only last for 10s, but stacks no longer decay over time
Default value of insanestats_wpass2_tier_upchance is now 75 instead of 50
Status effects now use individual timers to apply over time effects instead of sharing one timer
Maximum stacks of a modifier can now be real numbers instead of whole numbers only
Status effect displays now show 1 decimal of precision for < 100 stacks / seconds
Fixed Detective and Attractive modifiers displaying distance in Hammer units regardless of distance display setting

Skills
Sick Combo no longer increases Multi Killer stack gain and decay
Sick Combo now increases the number of times kill skills are retriggered
Skill effects over time now always trigger once every 0.5s instead of being variable
Skill cooldowns are now predicted
Fixed Silver Bullets causing errors in multiplayer

Miscellaneous
insanestats_gargantua_is_monster is now enabled by default
Added insanestats_prevent_gunship_death_crash ConVar to control replacing all npc_combinegunships with npc_helicopters if an npc_template_maker templates a npc_combinegunship, as otherwise the x64 branch of GMod will crash when the gunship is killed

Update: 5 Mar @ 10:43am

Version 1.8.9

Infinite Health and Armor
Pheonix's Intervention and Undying no longer deal negative damage to entities with negative health
Entities with connected OnStunnedPlayer outputs now receive Undying

WPASS2
Starlit modifier glow now changes color over time
Detective modifier now shows progress of grenades to detonation
Citizens that feel neutral now count as allies
Status effect displays on NPCs with stacks above 1000 are now displayed in simplified format
Fixed marking modifiers sometimes causing errors on NPCs

Skill System
Map Sense now shows progress of grenades to detonation
Friendly Fire OFF now causes squad members to be teleported to the player upon double-tapping the walk key
Four Parallel Universes Ahead now also decreases hitbox size
The Red Plague bleeding effect duration has been increased by +60%, but no longer stacks
Silver Bullets now also grants increased damage to high-health targets depending on number of crowbars collected
Multi Killer now gives +100% coins and XP per stack, but now decay faster depending on the number of stacks
Ctrl+F green and aqua indicators have their colors swapped
Starlight's glow is now +41% further
Starlight's glow now changes color over time
Anger overlevelled now grants +200% more damage dealt, but spawns more grenades
Killing Spree can now grant the Ammo Stealer, Knockback Up, Pheonix's Intervention and Undying buffs
Sick Combo's duration added is now fixed to 3 seconds and max duration fixed to 60 seconds
Sick Combo level now influences the number of stacks gained
Sick Combo coin and XP bonus has been reduced from 10% per stack to 1% per stack
Sick Combo now boosts Multi Killer stacks gained and lost
Celebration now allows momentary_rot_buttons to be auto-turned by interacting with the walk key held
Blast-Proof Suit now requires the walk key held instead of double-tapping to pick up heavy props
Kill Aura duration now stacks, with more stacks increasing aura range
Master of Air is now half as effective and no longer retriggered by other retrigger effects
Killing func_tank_combine_cannons now causes the nearest npc_enemyfinder_combinecannon to trigger kill skills
Effects that trigger item spawns now spawn them at the player's feet instead of the center
Citizens that feel neutral now count as allies
The Sniper's icon has been changed
Skill stacks above 1000 are now displayed in simplified format
The grays of inactive and locked skills have been made darker
Fixed Alert sometimes causing errors on NPCs
Fixed Anger not triggering on certain NPCs if they are killed in a single hit
Fixed Vitality To Go always having the skill's level 1 effects instead of the skill's actual level
Fixed Master of Water causing a game freeze either when entities move indescribably fast or over time effects are updated too slow
Fixed status effects with the same names from Skill System and WPASS2 being distinct in code

Mass Weapon Selector and Searcher
Removed from Insane Stats and made into its own addon

Miscellaneous
insanestats_spawn_master now prioritizes info_player_rebels over info_player_deathmatches
insanestats_gargantua_is_monster no longer causes engine error messages
Added insanestats_hudhint_tochat, which dumps text that would've been displayed by env_hudhints into chat
Renamed squad member display to say Squad Members instead of Allies

Update: 10 Jan @ 4:11am

Version 1.8.8

Update: 14 Dec, 2024 @ 2:48am

Version 1.8.7

General
Added option to change how distance is displayed instead of always using Hu, default is metric in player scale

Infinite Health and Armor
Attempted to fix poison damage being lethal
DPS meter has been significantly optimized and is now updated in real time
Added "hud_dps_decimals" ConVar to control number of decimal points shown on DPS meter

Experience System
Fixed a crash caused by dealing 0 damage while being high-level enough to deal 1.8e38 times more damage

WPASS2
The Disconnected modifier is now multiplayer-exclusive since it's useless in singleplayer
Attractive will now attract items 4x as fast
Attractive will now disable collisions on attracted items to stop the props they're on from yeeting themselves to the player
Unreal can now cause bullets to hit enemies behind the player
Level tier requirements are no longer limited to a minimum of 0
Added "insanestats_wpass2_modifiers_switched" and "insanestats_wpass2_modifiers_switched_battery" ConVars that allow armor battery modifiers to be applied to weapons and vice versa
Massively improved weapon display panels
Renamed "Ultimate" rarity to "Transcendent"
Added "hud_wpass2_mode" to use an alternative attribute display method

Coin Drops
SMG grenades now receive debris collision group for 1 second after spawning, preventing coins from colliding with them
Changed coin collision group from world to debris to hopefully stop non-player entities from colliding with them

Skill System
Aimbot can now cause bullets to hit enemies behind the player
Item Magnet will now attract items 4x as fast
Item Magnet will now disable collisions on attracted items to stop the props they're on from flying
Overleveled Ctrl+F now tries to show every entity involved in the input chain instead of just the filter
Overleveled Master of Air when overleveled now grants twice as many retriggers but only once per respawn

Known Issues
Having Coin Drops enabled causes SMG grenades to not collide with any NPCs for 1 second
HL:S weapons always display the Valve icon in the mass weapon selector, I'm not sure how to go about this issue

Update: 28 Nov, 2024 @ 6:16pm

Version 1.8.6

Infinite Health and Armor
Stalkers and Zombies are no longer considered sensible targets for shielding, again
"insanestats_infhealth_armor_regen_delay" is now 20 by default instead of 10

Experience System
Fixed player weapons gaining boosted experience that's meant for non-players
Fixed gravgunned helicopter grenades using the attacker's level for damage calculation rather than the grenade

WPASS2
Added positive modifiers Speedster, Daring, Slippery, Identifying, Laughing, Metallic, Disconnected
Added negative modifiers Deranged, Distant, Reckless, Unreliable, Paper
Boastful now boosts non-bullet damage taken instead of bullet damage taken
Supplying and Scavenging are now half as effective
Renamed old Deranged modifier to Short
Renamed "insanestats_wpass2_modifierweightstats" to "insanestats_wpass2_modifiers_stats"
Very slightly improved bullet penetration code

Skills
Maximum number of items spawned at once is now 64
Master of Air now also triggers kill skills based on the number of über skill points spent per respawn
Michael Bay Simulator is now triggered whenever a crossbow bolt lands
More Bullet Per Bullet is now triggered before the Festering modifier

Miscellaneous
Added "insanestats_solid_bolts" to make crossbow bolts solid when they land
Fixed vehicle ammo display not working with any vehicle without ammo
Fixed "insanestats_gametext_tochat" not recognizing game_text entities that receive a Use input
Fixed "insanestats_camera_no_kill" causing black screen in ep1 intro