Garry's Mod

Garry's Mod

Temporal Assassin
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Update: 14 Jun @ 5:26pm

- PATCH NOTES 0.469 (The Fix It Mags #2 Update) -

General Changes:
The Eye of C'hari no longer works unless the level being played on has been completed atleast once
hud_fastswitch no longer causes issues while being set to 1
Fixed typo in paradox mode helper text
Modified the Acids Reign unlock achivement to simply require Weakpoint hits with the Long Horn's alt mode instead of 'Heads popped'

Sin Hunt Changes:
TA_Convert has been updated by Corvus
Added a general description of what Sin Hunt is to the menu when using the door and not highlighting a map to play
Added some help text over the Sin Hunt Shop on Wave 0 to help new players understand whats up
Added a green dipping arrow over the Sin Hunt Shop on any wave past 0 during down time so players can easily find the Shop again should their memory of the maps layout still be fresh

Enemy Changes:
Fixed an error occuring when Gun Scanners die on the same frame they try to fire a projectile
Added very memey TEC-U Voice Lines as a proof of concept for the voice system they'll use in the future, only active if Do Not Set This To One is set to 1 (Because of how memey it is)

Coat Changes:

Royal Coat (By Corvus):
Royal Coat's chain attack now only triggers on Adept Repels.
Adept Repel now keeps 40% of the Royal Damage numbers when triggered, up from 20%. This number is further increased to 90% when Burst is active.
Being at or above max mana no longer reduces Royal Damage gain, instead it now buffs it by 50%.
Royal Damage gain now scales down based off how much you have. higher number means worst gains. This replaces the previous time-based scaling.
Mana bursting now gives 100% extra Royal Damage gain and turns off Royal Damage scaling down.
Regular Repel now scales it's duration of freezing enemies based off how much Royal Damage you've accumulated, up to a cap of +10 seconds when at 2000 RD, this cannot go higher than this.
T-Guard's DR is massively buffed but scales down based off Royal Damage accumulated once above 100 RD. If Burst is active, will always remain at highest DR.
There is now a minimum cap of 5 RD gain, this means no matter how piss-weak the attack is, you will always gain 5. This number is amplified to 25 while in Dath form.

Weapon Changes:

Punch:
Fixed some detection issues
Fixed counter punch camera not activating
Made it possible to cancel special moves into special/super moves (Not Supers into Specials)

Snake Charmer:
Snake Charmer will now automatically reload when empty even without any remaining shells, though instead this takes 10 seconds instead of 3

Harbinger:
Comet Attack requires way less height now
Comet Attack now costs all dodges
Comet Attack now scales with dodges used
Removed Comet Attacks obnoxious weapon swap delay

Silver Ace:
Removed Echo coats strangeness and crashy behaviour from the Silver Bomber tweak

Update: 26 Feb @ 9:28pm

- PATCH NOTES 0.468 (The Tweaking Update) -

Additions:
Training Room has rewritten text for all subjects when talking to B' along with some new subjects
Training Room now has a "Press 'USE' on me to open Information Guide" text hovering over Pola in the Training Room
Training Room information guide now has Pictures as examples for specific topics
Added Weapon Tweak system, tweak specific weapons with different functionality once you unlock them with new achievements
Added a "Warning Flare" effect for attacks that you cannot Dodge Through with Projectile Intangibility
Added a new Option in the Modifiers Tab, "Freeman Mode" which while enabled, turns Kits movement into more of a Half Life 2 play style along with some other minor changes for balancing and game feel, Developers can also enable this in lua by setting GLOB_FREEMAN_MODE to true on both CL and SV realms
Added a new Variable TA_CL_BulletThinkOptimization, known as Projectile Calculation Optimization in the Performance Tab, this option makes it so all bullet projectiles are much more optimized by lowering their tick rate, this will cause the projectiles in slow-mo to look a bit jittery and jarring but in real time they look unaffected, making high bullet count engagements less laggy
Added new After-Image system for view models, this effect is visible when Dodging and doing Fist Super Moves
Added the ability for Bullets to hit Corpses and continue to gore them
Added a system for ragdolls to impact with surfaces hard enough to gore the limbs
Added another 2 New HEALTH Tracks and added 3 Missing ones that I seem to have forgotten to include previously
Added Void Crystal Item
Added Void Rupture Entity (For Developers)
Added Custom Player Clips for Developers, this should make it much easier to block off certain areas without having to rely on a shit ton of props (use command "TA_DEV_MakePlayerClip")
Added Custom Player "Death Pits" for Developers, if kit touches this volume while mid-air, the screen will black out and place her back at the last position she was standing with optional health damage (use command "TA_DEV_MakePlayerDeathPit")
Half Life 2: Episode 1 and Episode 2 have been revamped by Abyssal Crow, fixing most if not all previous issues and missing content
Added 1 new Achievement, courtesy of Abyssal Crow
Added a new Hook:
(SERVERSIDE) "TA_RallyHealed" this is called when the player heals rally health and is simply for detection for when the player heals from rally, the arguments are ( player, rallyrestored )

General Changes:
Landing from being Upside down now performs the below changes cartwheel action instead of bringing the players view to the top/bottom of the screen
Pressing the Use Key while upside down will now cause Kit to do a Cartwheel mid-air and become right side up while retaining the faced direction
Pocketed Powerups no longer save or load when GLOB_NO_SAVEDATA is set to true
Man Power for Fists no longer gets loaded or saved when GLOB_NO_SAVEDATA is set to true
Temporal Shift keeps enemies frozen in place for 0.4 seconds after Temporal Shift is de-activated now instead of just 0.15 seconds
Difficulty 9 (Perish into the Cosmos) now has a x0.75 T-Guard mana generation multiplier
Difficulty 10 through 12 now has a x0.33 T-Guard mana generation multiplier, down from x0.4
Difficulty 13 through 14 now has a x0.15 T-Guard mana generation multiplier, down from x0.2
Difficulty 15 remains the same as x0.05
Added some extra checks for some UI, Weapon and Ragdoll stuff to avoid possible issues in the future
Fixed TA_Convert using the incorrect max health values for the Blood Drive drink, they have been updated to 150% of Players Max HP + 20% of Enemy Max Health combined
Fixed the lore function failing to find "ActiveWeapon" if a next bot is killed or hit
Cosmo no longer gets moved to a specific position in the map when being picked up, this is to avoid and fix an issue that comes with the updated Episode 2 levels
Fixed a frame 1 bug caused by being forced to release Raikiri side special upon death if it is charging (Fixed SetInflictor getting a null value in the DamageDelayed function)
Fixed a frame 1 call that was causing GetCycle() to not return a number
Optimized how manhack and scanner loopin audio is played and handled
Optimized how Gore and Ragdolls parse information and data
Optimized how bullet projectiles check for targets and check for ignoring certain entities
Optimized some calls inside of the Bullet Projectile thinker/ticker
Optimized a couple things about Item Pickups
Optimized Resting Point rendering
Optimized how npc custom logic runs, it now runs on a per entity basis instead of cycling through every entity of its type, this should improve frame rates in large scale battles
Optimized a bunch of material proxies
Optimized how maps load
Removed game_ragdoll_manager from the game because it's kinda bad
Hard Landing now effects ragdolls and can gib/gore specific body parts
Removed the Music Menu from the Phone as it didn't work
Removed a bunch of un-used model files that the engine never touched
Updated UI_Click2.wav to be more audible
Entering a vehicle will now drop Cosmo onto the ground correctly
Optimized the Player Stuck checker
Fixed the Player Stuck checker acting as if the player is stuck when the player is inside of pass-throughable objects
Fixed Corzo Hats and other "On Death" defying triggers from triggering if you're blocking and just at 1 health with no armour/e-armour
Damage that Kit takes that should be nullified to 0 damage now actually completely gets negated instead of "Dealing 0 Damage"
Optimized how Ragdoll Twitching is called and how it works
Water Spheres should now work correctly no matter when they are created
"Smaller View Models" now has improved and more correct values, making the view model actually look "Smaller" instead of offset
New Particle Effects from env_explosions have been removed, however their increased damage/danger along with their Acid Shot compatability still remain
Increased the consistency of heavy ragdoll impact blood decals
Optimized how CreateNPC, CreateSnapNPC and CreateItemPickup functions work by instead adding the npc/item to a parser that uses per 2 ticks to spawn said objects, this means all npcs spawned in a single frame will instead buffer spawn over a very short time to avoid hitching
Kit's first person and third person assets no longer look "Too Bright" and "Unfitting" with source engines lighting
Fixed the Roaring Wolf and certain other weapons from firing the moment you throw an object that Kit has been holding
Key Cards are now a lot more vibrant and easier to see against contrasting colours
Void Cracks can now give you a "Reward"

Coat Changes:
Blitz coat has been buffed slightly (Reduced TMP Drain from 250% to 190%, Increased DMG to TMP Gain by +20% to all difficulty modifiers)
Wolf Coat glow visuals updated

Enemy Changes:
Added a new varient of the Void Leech that is much more powerful known as the Void Parasite
Antlion Guards can now dig up and throw rocks at people who are too far away or high up to engage
Antlion Stalkers are no longer "Invisible" and now have their originally designed logic, being that they burrow under ground and re-emerge next to their enemy for a quick attack
Antlions will now try to jump-charge at Kit if she stays on a wall or in the air for too long
NPCs trying to be parsed into an Exhumed or TEC-U Heavy now ignore Item Pickups in their "Stuck Check"
Tech Zombie projectile speed has been reduced by 10%, making it a bit more ideal and able to be dodged at the Priming Range
Sin Hunt Bosses can no longer mistakingly be Void Leeched
Fixed Exhumed's Fire Trail attack climbing up extremely steep slopes
Reduced Exhumed's Fire Trail attack peak-speed a little and reduced its overall speed slightly, its tracking still remains the same
Fixed Void Leeches/Parasites refusing to teleport to avoid damage or move
Increased AABB Hitbox increase from 2.25x to 2.5x to help combat bullets missi

Update: 26 Oct, 2024 @ 8:46am

- PATCH NOTES 0.4671 (The "Fix it Mags" Update) -

Additions:
2 New HEALTH Tracks

General Changes:
Reduced the cost of Stamina when doing a Dodge down from 10 Stamina to 5 Stamina to mitigate the Dodges negative effect on other movement options, this is because dodges are limited by Dodge Ticks/Tokens in the first place
Temporal Guard Mana Generation Mitigation has been modified so it starts ramping up from Difficulty 10 (Existence Expunged) instead of Difficulty 11 (Return to Nothing)
Fixed the Cruentus Item Pickup not having its audio anymore
Fixed a frame 1 removal bug for TA Teleports
Fixed summons being able to be re-cast while they're active due to a missing check
The "Extended Arsenal: Ebony & Ivory" Achievement now counts Void Leeched enemies as Powerful Foes
Changed the "KillServer" command output from the custom escape menu to "Disconnect" instead, apparently this works
Removed some left-over Mouse Region checks that were in the Gameplay option of the menu
Precaching Sounds now only precaches stereoscopic ")" variants of sounds, this cuts down on the time needed to precache
Moved Model Precache origin more away from the player and increased the precache models render bounds
Removed :Activate() call on all Model Precaching to avoid hitching or spikes in performance while precaching

Enemy Changes:
Fixed a frame 1 initialization bug for Techno Zombies
Tech Zombie health reduced from 120 to 80
Tech Zombie Helmet armour health reduced from 30 to 20
Zombines will now always sprint when trying to approach their target
Damaging an enemy will now attempt to unlock their Lore File with a short cooldown between each attempt
Fixed Poison Zombies & Hive Zombies animations being all jank due to a GMod update
Poison/Hive Zombies now have 2 new melee attack animations

Servant Mode Changes:
Servants can no longer spawn enemies when a Sin Hunt Wave is not Active
Void Cracks now drain Servant Power extremely slowely if servants linger too close to them for extended periods of time

Level Changes:
Fixed a missing ) in leonhl2-2d_fixed, 2g and 2f's lua for the level
hls14amrl's out of bounds secret has been fixed to correctly be placed at the hidden Corzo's Hat

Weapon Changes:

Fists:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit

A.R.C Blade:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit

Raikiri:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit

Falanran:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit

Hell-Steel Ignition:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit

Reiterpallasch:
Added a gentle "Hit-Stop" effect when melee attacks hit enemies to improve the feeling of impact a little bit
Cannon shot has had its range upped from 360 to 600
Cannon shot has had its damage upped from 500 - 100*falloff to 600 - 125*falloff

DI2 Photo-Op:
Fixed the weapon not having muzzle flashes

Outcast:
Blackhole suction range changed from 1500 to 1750
Blackhole suction drop off range increased from 2000 to 2500
Blackhole central damage increased from 90 to 125
Blackhole explosion piercing damage increased from 190*piercemul to 250*piercemul

Cruentus:
Fixed a frame perfect error that happens if the player damages a frozen enemy on the same frame they become un-frozen

Demonsbane:
Fixed a frame perfect error on last shot of ammo along with animation errors

Fools Oath:
Fixed the Fools Oath Ground Wave attack hurting the player

King Slayer:
Increased explosion radius from 280 to 290
Increased explosion damage from 80-(35 over DRQ) to 95-(40 over DRQ)
Increased explosion Sweet Spot 2x Damage to 2.5x Damage

Update: 24 Aug, 2024 @ 7:49am

- PATCH NOTES 0.467 (The Unbound Update) -

Notes are too large for here, Please check: https://pastebin.com/51vpeTKY

Update: 22 Jul, 2024 @ 1:38pm

- PATCH NOTES 0.466 -

Additions:
The Citizen, The Citizen Returns, Old School, Forest Train Remake, Coastline 2 Atmosphere, Offshore, Spherical Nightmares, Power Slave/Exhumed, Precursor, Depot Fusion and Cosmonaut are now included in the game by default
C2A's rather long or obnoxious Visage audio has been replaced with much shorter and less obnoxious versions
Added a 3 and 4 passable intiger for KIT_TALK so it works correctly for C2A during memory portions
Added the Dreamer to the Base Game from Corvus's Depot Fusion Contract
Summon Items can now Stack indefinitely, granting -20% TMP Cost and -15% Cooldown Reduction per stack after the first

General Changes/Fixes:
OSP (One Shot Protection) now uses a custom variable (OneShot_Resistance) that uses a CurTime + X output to define how long the player cannot be killed for instead of using T-Guards Repel_Resistance variable, this fixes T-Guard Resetting one shot resistance
OSP Resistance now lasts 0.25 seconds after being activated instead of 0.2 seconds
Purged the Killfeed/Deathnotice system
Optimized RemoveAllEnts function to use the same table as the last RemoveAllEnts call if the function is used repeatedly in a very short time (60 frames)
Added NPCOnGround function for the NPC Speed modifications to avoid jump/flying jank for npcs like combine and antlions
Fixed a frame 1 issue caused by TA_DEV_DeveloperMode being 1 when loading into a SIN Hunt map
Fixed a frame 1 death error caused by punching an enemy and then dying on the next frame
Fixed a false array call when staying dead for 5 full seconds after using the Pocket Watch's ability
Reduced the visual darkness created by Cosmic Realms
Added particle effects for the green skull in Exhumed/Powerslave to signify its importance for a secret
Twins Text Colour has been changed from Orange on Green to Green on Orange for Alex's Talk variation
Twins audio has been changed for Alex's Talk variation to include a subtle new starter and lower growl mid-way into the audio
Spherical Nightmares C'hari lore/secrets are now activated not only by wearing the Wolf Coat, they also now activate if you have the Eye of C'hari unlocked
Fixed an error on r_map4 for Precursor
Fixed a crash issue on r_map7 for Precursor
Fixed d2_coast_03 mismatching start locations
Fixed ep2_outland_03 mismatching start locations
Fixed ep2_outland_06 mismatching start locations
Fixed ep2_outland_06a mismatching start locations

Enemy Changes/Fixes:
Techno Zombie projectiles should no longer penetrate solid objects that npcs cannot move past

Player Changes:
Armour no longer takes 125% damage when saving Kit from death, it now always takes 75% damage like usual even during this interaction

Weapon Changes:
Fixed Fists not getting "MAN POWER" past 100 for counter punches
Acids Reign's Hissing Shot no longer costs ammo to use, however its damage output is now 5 instead of 85, allowing Acids Reign to trigger acid residue for free

Update: 18 Jun, 2024 @ 1:25pm

- PATCH NOTES 0.4654 -

General Changes/Fixes:

Removed some more "Super bad con commands that make 'bad' user experiences"

Fixed some HL2 Campaign spawn points

Fixed a multiplayer Helper error

Fixed a SelectWeapon() call serverside causing errors with Fists

Optimized Outcast Projectile creation for Star Dust Shells and Blackhole

Increased the amount of FOV the player can modify in the options menu from a max of 30 to a max 70 due to a lot of people saying that even +30 is "too low"

Weapon Changes:

Radio Operator Mode can now build "MAN POWER" past 100% with normal punches at a much lower rate

Radio Operator Mode counter attack now builds "MAN POWER" up to 200% instead of 100%

Power Geyser now shoots the player into the ground if they're mid-air

Enemy Changes:

Gun Scanner projectile damage reduced from 6 to 3 to make them more of an annoyance instead of a deadly enemy

Update: 9 Jun, 2024 @ 3:07pm

- PATCH NOTES 0.4653B -

Fixed some HL2 Campaign spawn points

Fixed a multiplayer Helper error

Update: 5 Jun, 2024 @ 8:31am

Hot fix for a mistake.

Update: 5 Jun, 2024 @ 8:19am

- PATCH NOTES 0.4653 -

Fixed Difficulty 15 not counting as beating a campaign on difficulty 14+

Optimized how the Crystal Rifle Projectile is shot, this is a left over from testing if the code was somehow the problem of the frame hitching

Removed :Activate() calls from all clientside projectiles due to a change in a GMod update that forces even clientside objects that don't use VPhysics to update their VPhysics

Removed sbox_ command forces from happening

Fixed sbox_godmode being 1 having really bad side effects

Update: 31 May, 2024 @ 1:40pm