on saanut uuden päivityksen. Uudessa päivityksessä meleetaisteluun on panostettu entistä enemmän. Mukana on nyt "melee only map" ja jalkoja voi nyt käyttää muuhunkin kuin juoksemiseen. Tässä vielä täysi lista muutoksista:
Special thanks to: Lordderex, Dienstbier, Smiechu, Yester, Petzi, XtremTourist, mehDrunkHat, Orel and Wickit
Summary:
- Kicking!
- New melee only map
- Whiskey jar can be coupled with a gun in dual wield mode, or 2 simultaneous jars
- Body self awareness: see your own body
- New alternative TDM mode
- Quick strafe jump (boots item)
- Many weapon related changes centered around better dual wield gun integration
- Huge map revision aiming for better balance, higher tactical options and improved navigation
General notes:
- added kick action, takes 25hp from enemy and pushes him back. Can be empowered using boots (40hp damage and higher push back)
- added fof_brawl by Smiechu, Few Dollars More/DM game types restricted to melee only
- added player body awareness (see your legs), credits to Saul Rennison and the CSProMod Team for their implementation. Set cvar cl_legs 0 to disable them (with legs on your FOV will be forced to 75).
- added boots equipment item: allows strafe jump when left/right and crouch+jump keys are pressed
- final victory condition in cash based game modes is total cash accumulated instead rounds won
- whiskey: can be used in dual wield mode along a gun, up to 2 whiskey jars can be equipped for 2x regen rate/total whiskey. Whiskey man gets a glow outline only visible by teammates
- alternative FDM version (optional via map.cfg) which works more or less like FDM back in 3.1. Some sort of TDM if you remember. Meant to be used on smaller maps.
- updated scoreboard
- drunkness effect when a player receives some whiskey, the effect is proportional to amount received
- alternative clothes (faster capture) removed due balance reasons
Map changes:
- Railhouse: loot capture mode ditched, added an improved version of VIP escort mode: vigilantes must take Ramirez up to enemy base, just walking along him. Thanks to Verrueckter_Iwan for idea.
- Monument Valley: more paths to reach barricade at 2nd stage, minor changes to time and lives management to increases chances for tight endings
- Fistful of Dollars based maps: all of them make use of team based loot (cannot be stolen), and it must be captured at specific capture zones. This is done for better balance and teamwork.
- Tramonto_lite: this map is completely symmetric now, better protection against spawn camping
- Loothill: capture zones added, new path to capture zone
- Eliminator: bonus time increased, fixed glitch which could crash server
- Presidio: improved lighting
- Sweetwater: desperados spawn changed to a zone where sniping isn't feasible, desperados start with an additional life
- Desperados: new path to tunnel area, doors cannot be blocked from the inside, minor brushwork improvements
- Nowhere: tower removed for improved map flow
- El Paso: added special zones at map ends where loot capture won't progress
- Peligro: cubemap issue fixed, it was behind a weird bug with player models disappearing, some small layout changed at middle zone, loot sacks replaced by crates
Fixes:
- Dual revolvers viewmodel lagging sometimes
- Loot/items can't be picked up at certain places
- Timeleft command broken on some modes
- More accurate collision models for some cactus and small stagecoach
Weapons:
- Revised accuracy penalty system: instead larger accumulated spread (handguns), recoil is stronger and it takes more time to get into rest position.
- Decreased damage in chest/stomach/arms/legs hitgroups, around a -20% each. Means only headshots do same damage amount than before
- No extra accuracy penalty while moving
- Handguns in dual mode cause more recoil and reduces player speed slightly
- Henry repeating rifle and Smith Carbine: no crosshair, higher damage drop over distance
- Sharps view drift reduced
- fists damage decreased 25%
- Mare's Leg: slightly higher rate of fire and reload speed
- Colt Navy: higher fire rate, damage decreased 10%
- Deringer: higher fire rate
- Bow reloads faster, easier to hit moving targets, does less damage from close than far away
- Dynamite: secondary attack (lob): dynamite explodes in half time than normal