Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
⠄⠄⣿⣿⣿⣿⠘⡿⢛⣿⣿⣿⣿⣿⣧⢻⣿⣿⠃⠸⣿⣿⣿⠄⠄⠄⠄⠄
⠄⠄⣿⣿⣿⣿⢀⠼⣛⣛⣭⢭⣟⣛⣛⣛⠿⠿⢆⡠⢿⣿⣿⠄⠄⠄⠄⠄
⠄⠄⠸⣿⣿⢣⢶⣟⣿⣖⣿⣷⣻⣮⡿⣽⣿⣻⣖⣶⣤⣭⡉⠄⠄⠄⠄⠄
⠄⠄⠄⢹⠣⣛⣣⣭⣭⣭⣁⡛⠻⢽⣿⣿⣿⣿⢻⣿⣿⣿⣽⡧⡄⠄⠄⠄
⠄⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣶⣌⡛⢿⣽⢘⣿⣷⣿⡻⠏⣛⣀⠄⠄
⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠙⡅⣿⠚⣡⣴⣿⣿⣿⡆⠄
⠄⠄⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠄⣱⣾⣿⣿⣿⣿⣿⣿⠄
⠄⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⠄
⠄⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠣⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄
⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠛⠑⣿⣮⣝⣛⠿⠿⣿⣿⣿⣿⠄
⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⠄⠄⠄⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠄
- should now crash less often due:
- nerfed hives max spawn amount
- capped normal waves with 20 entities max
- capped elite waves at 30 entities max
- removed carrier drones (that pop ~10 entities in 1 place)
- removed carnage drone
- removed elite rainbow wave
- removed karen, lol
- increased chance elite waves
- increased chance bosses spawning in waves
- increased chance queens
- increase chance slowdown/speedup
- darkfire waves antlionguard no longer sets own wave on fire
- added thicc and boss buzzer to elite buzzer wave
- added huge healthy parasite to elite parasite wave
- added blox
still very nice challenge if fixed should be added as a game mod , like asbi and potato
@lesta No, drone chance is as said below. However i made droptables for other enemies, which have less variation. maybe it wasnt a drone enemy?
Most of the weapons are unavailable to select and friend can not connect " problems with vindicator" that it corrups one of the game files
FAILED to compile and execute script file named scripts/vscripts/hivexbuzzer.nut
CALLSTACK
*FUNCTION [unknown()] challenge_scavenger11.nut line [6]
LOCALS
[victim] INSTANCE
[params] TABLE
[this] TABLE
CALLSTACK
*FUNCTION [OnTakeDamage_Alive_Any()] challenge_scavenger11.nut line [4134]
LOCALS
[ammoName] "asw_buzzer"
[damageType] 131076
[damage] 2.0999999046326
[hWeapon] NULL
[hAttacker] INSTANCE
[hInflictor] INSTANCE
[hVictim] INSTANCE
[this] TABLE
CALLSTACK
*FUNCTION [OnMissionStart()] challenge_scavenger11.nut line [4095]
LOCALS
[ScopeTimer] TABLE
[timer] INSTANCE
[this] TABLE
I don't know too but i know that chicken server is able to spawn queen in front, it is quite regular. And 50 cal. is possible to take there already during briefing and it is made with infinite ammo, you just need to reload + it has secondary attack as stun grenade.
It is server C1ckensCoop Mod [4x][Unlimited Ammo] + HL2 NPCs.
--------------------------------------------
Btw, thank you for droptier table, didn't know that drop chance is build on tiers system.
--------------------------------------------
One more technical question, is it possible that drop system is relatively deterministic? For example i played yesterday one map for 10 times (i guess) and i got toxic gas in 3-4 times from the same alien spawn at the start of the map. Do you somehow mix the order of items in the same tier and are you always changing the entry seed for the generator of "random" numbers? You don't have to answer me, I am just curious :).
highest tier has 2 dropchance, lowest tier 8drop chance
but gl is also in some super sets, so maybe around 3 dropchance instead
//tier0 0drops
//4: asw_weapon_pistol
//8: asw_weapon_shotgun
//16: asw_weapon_sniper_rifle
//e3: asw_weapon_laser_mines
//e14: asw_weapon_grenades
//tier1 3drops
//e19: asw_weapon_t75
//e2: asw_weapon_flares
//e13: asw_weapon_fist
//27: asw_weapon_ricochet
//25: asw_weapon_mining_laser
//tier2 8drops
//0: asw_weapon_rifle
//1: asw_weapon_prifle
//14: asw_weapon_sentry_freeze 5
//19: asw_weapon_sentry_cannon 5
//e4: asw_weapon_normal_armor 5
//t3 7drops
//12: asw_weapon_pdw
//23: asw_weapon_combat_rifle
//2: asw_weapon_autogun
//e17: asw_weapon_jump_jet 5
//17: asw_weapon_sentry_flamer 5
//t4 6
//10: asw_weapon_railgun
//28: asw_weapon_flechette
//30: asw_weapon_medical_satchel
//e6: asw_weapon_hornet_barrage
//e5: asw_weapon_buff_grenade
//21: asw_weapon_deagle
//e8: asw_weapon_stim
//e0: asw_weapon_medkit
//e16: asw_weapon_smart_bomb
//e18: asw_weapon_blink
//: asw_weapon_heavy_rifle
//t6 4
//5: asw_weapon_sentry
//6: asw_weapon_heal_grenade
//3: asw_weapon_vindicator
//13: asw_weapon_flamer
//9: asw_weapon_tesla_gun
//t7 3
//22: asw_weapon_devastator
//7: asw_weapon_ammo_satchel
//26: asw_weapon_50calmg
//e9: asw_weapon_tesla_trap
//e10: asw_weapon_electrified_armor
//: asw_weapon_medrifle
//e7: asw_weapon_freeze_grenades
//t8 2
//11: asw_weapon_heal_gun
//24: asw_weapon_healamp_gun
//15: asw_weapon_minigun
//18: asw_weapon_chainsaw
//20: asw_weapon_grenade_launcher
//e11: asw_weapon_mines
//: asw_weapon_gas_grenades
//buffed ammo drops 40kills -> 30 kills
//changed drops for all enemy types
//drones still drop the same items
//other enemys now have unique drop types and chances
//10.0
//nerfed medkit drops 45 -> 40 kills
//added 8 colonist types that drop buffs while alive
//added 4 colonist types with 2 buffs
//added 2 colonist types with 4 buffs
//10.3
//removed old versions
//added vengeance version 10
//buffed easy speedscaling 0.4 -> 0.5
//nerfed normal speedscaling 0.8 -> 0.7
//nerfed hard speedscaling 1.2 -> 1.0
//nerfed insane speedscaling 1.6 -> 1.5
Captain Frost:
1) Will you write some changelog for new updates?
2) Can you make queen to spawn more in front? I played it for 2 days and she spawned only maybe twice somewhere in the back.
3) What is probability of dropping grenade launcher? I didn't see it drop for single time.
4) Could you make 50cal. refilllable please? It is awesome beast.
@H o r u s vanilla + crazy hordes, colors represent enemy types, sizes represent fast/morehp
@Dr.INZANE their were, but the hosts eventually removed them. finding new one now,
add me for questions, i rarily visit this page :)
@levia
- Fixed the revive bug in 4.4, its back to 4.0's time :)
- Had backfire since start, but it wasnt fun in this mode, so removed it, fatal mistakes are not so bad with revives anyway
Now that you have changed the time players have to revive an incapacitated player, it has become to difficult to manage; and the increased alien speed only makes it worse. We went back to playing 4.0 as that seemed better balanced. Also, I would recommend adding backfire to the challenges. The current backfire mods in the workshop also changes the damage the aliens do which is pretty broken if you ask me.