Version 8.99 is out!
Thank you to the following people who (directly/indirectly) helped me with this update:
xcd222, Krufftys Killers, SpannerV2, PVNDV, Tank Rush, yuzumi, KasperH/Ladis, Blueberry/Kleiner, Carl Sagan, Xutax_Kamay, epzminion, Lux, Silvers, Angelace113
Let's start with the boring stuff first!
Throughout the development of this update, some issues were uncovered and most of them have been addressed. There was an issue with how cooldowns were being applied that has now been fixed. As reported by some users in the last couple of months, the config parser has not been reading custom config files properly, so today's update hopefully fixes all issues concerning the config parser. Something that was also recently discovered is that some ability settings were either missing or not working properly, so this update intends to get them working like everything else.
During the last few days leading up to this update, there was a report about the project causing hit registration issues. While a setting was added that users can toggle to potentially fix the issue, I will still be looking into other solutions. If the new setting helps you, then you have nothing to worry about.
Now let's talk about some of the cool new stuff!
More quality of life improvements, more variety, more flexibility, and more of everything!
To start things off, a new ability called "Recall" has been added in this update. It is an ability based on the abilities of the character "Tracer" from the game "Overwatch." The "Recall" ability will have Tanks blinking all over the place, including inside solid objects (don't worry, this is intentional), and "recalling" to go back in time a few seconds earlier to gain back some lost health. The ability may cause some annoyance for some players, but that is also intentional and you can always adjust the settings.
In regards to settings, several abilities have received new settings in this update that aim to add more functionality to them. Many of the abilities also received visual and/or sound effects to improve user experience and convey situations better to players. There is also the new "Ghost Bullets Reward" setting under the "Rewards" section that allows players to kill everything through solid objects, regardless of how far away the target may be. If you know where the target is, you can kill it even if you can't see it!
Next in this update, several scenarios occurred during development that brought up the topic of line-of-sight, so every range and/or target-focused ability now has an "Ability Sight" setting that allows users to determine the behavior of those abilities. Do you want abilities to continue to affect every survivor within its range, whether visible or hidden? Well don't worry, the setting is optional and off by default! Do you want abilities to only affect survivors that the Tank can see? Well now you can decide that for yourself! Do you want abilities to ignore survivors that are behind walls or around corners to give them time to react? Well you can do that too, so that nobody has to feel pressured to play seriously!
Speaking of feeling pressured, there have been several requests for the project to integrate an old but well-known plugin called
"Tank Rush" that offers a game mode revolved around Tanks. For the sake of variety and flexibility, the project now has its own "Rush" mode that allows users to play "Tank Rush" without having to worry about conflicts with the project's built-in Tank spawner. I tried to integrate as many of the original plugin's features as I could, but one significant difference is that the project now lets you choose what kind of rush you want to run from! Do you want a "Gas Chamber" of Smokers trying to pull you away from your friends? Do you want to go on a ride at the "Amusement Park" with Jockeys as your controllers? This new "Rush" mode will let you decide that for yourself!
Now that we got all of that out of the way...
The mutation continues to adapt to accommodate different strains of the virus...
As requested by several people over the years, the project now supports the other six playable special infected! Most of the project's features can now be applied to the Smoker, Boomer, Hunter, Spitter, Jockey, and Charger. Unfortunately, there are no plans to add support for the Witch anytime soon, since she technically isn't a special infected like the other seven. Never say never though because she might join the roster one day!
By default, the project will continue to work like before where only Tanks are mutated. If you would like to mutate the other special infected on your server, here's a small example:
PHP Code:
"Mutant Tanks"
{
"Plugin Settings"
{
"General"
{
"Type Range" "1-500"
"Special"
{
"Type Range" "1-500"
}
}
}
"Tank #1"
{
"General"
{
"Tank Name" "Mutant Tank"
"Tank Enabled" "1"
"Tank Note" "1"
"Special"
{
"Special Types" "63"
"Special Note" "1"
"Smoker Name" "Mutant Smoker"
"Boomer Name" "Mutant Boomer"
"Hunter Name" "Mutant Hunter"
"Spitter Name" "Mutant Spitter"
"Jockey Name" "Mutant Jockey"
"Charger Name" "Mutant Charger"
}
}
"Health"
{
"Base Health" "8000"
"Special"
{
"Base Health" "800"
}
}
}
}
One thing to keep in mind is that the only setting you can configure for each type of special infected is their name, as shown in the example above. At the moment, any setting you apply to special infected will be applied to all of the six playable ones. Another thing to note is that not every setting can be overridden for special infected, with the reason either being self-explanatory/obvious or just because it would not make a difference.
To see examples/lists of settings that can be overridden for special infected in each section of the config file, click the "Settings" link below to view the "INFORMATION" file, which always contains everything you need to know about each setting/feature.
Moving forward...
With all the new content added in this update, I am looking forward to hearing feedback from everyone. I expect people to encounter some bugs (hopefully nothing game-breaking) that I can address in future updates. There are still things that I can fix or improve upon, so I'm keeping an open mind to whatever you guys have to say. I'm hoping you all enjoy this update as much as I enjoyed working on it!
*Note: The plugin (.smx) files that are included in the package are compiled on SM 1.12.0.6985.
- If you are using a different version and the plugins are failing to load, you must follow the
steps for compiling the plugins for your server's version of SourceMod.
Download | Changelog | Information | Settings
__________________