The Final Update | 2.0
New gamemode: Epilogue
- You and your team are tasked with destroying a bunker
- Gamemode follows an objective-based storyline
- Dynamic in-game map shifting
- Introduced two new units to act as ‘Epilogue-exclusive’ units:
^ Medic, replacing Jetpacker
^ Tranquilizer, replacing Grenadier
^ Keep in mind that these are NOT replacing regular unit pools, but rather only in this specific gamemode
New content
- Revamped Machete upgrades
^ Replaced both upgrade slots with new weapons
^ Handaxes, a machete upgrade that boasts an additional blade, as well as lifesteal upon a throwing kill
^ Torqueblade, a machete upgrade that you can charge up make it reflect to nearby enemies repeatedly, depending on the charge level - Added 5 difficulties that can be voted upon in the spawn box
- Replaced the Runner’s Heat with the Lifeline
^ A MADS-like tool that deploys a device
^ Lifeline device will heal nearby enemies using its battery, which can be recharged by healing - Replaced the Fractionate with the Mercy Kill
^ A throwable item that grants teammates (including yourself) special effects of healing on kill - Replaced the ADHE Launcher with the Intraplanar Device
^ On non-enemy contact: Draws enemies nearby, then explodes
^ Additional clip size, fires in 2-round bursts - Replaced the Mini-SMGs with the Gunslingers
^ On hit: A speed boost is granted for a duration of time
^ Damage ramps-up based on how close you are to the enemy - Added a new siege map: “Swamp“
^ Made by GoIaxys and FossilFalls - Added the stock Aidkit to the Medic kit
- Added 88 new skins
^ Kappa and Guerilla added by khoaitaylac2004
^ Engineer 3, Engineer 4, Grenadier 1, Guest 5, Guest 6, Mechanic 2, Mercenary 7, Militia 10, Miner 2, Operator 5, Paramedic 2, Roamer, Rocketeer 2, Rocketeer 3, Scandiacus, Supplier 1, Supplier 2, Stranded, Vintage 2, Vintage 3, and Guest 8 made by FossilFalls
^ Scout 3, Acolyte, Aero-trooper 2, Assassin, Barrage, Coastal 2, Coastal 1, Warrior 2, Desert Fox, Engineer 6, Executioner, Exo Trooper 2, Guest 8, Jaeger, Medic 4, Mercenary 10, Miner 3, Naval, Operative 3, Operative 4, Operative 5, Operative 6, Operator 6, Paramedic 3, Police 2, Police 3, QRF 2, QRF, Reaper 2, Recon 2, Anti Tank, Containment, Spec Ops 4, Stalker, Stronghold, Tanker 2, Tanker 1, Tanker 3, Technician 1, Technician 2, Technician 3, Warrior 1, Warrior 2, Warrior 3, Warrior 4, Warrior 5, Woodland 5 and Spec Ops 5 made by Pooperz100
^ Captain, Engineer 5, Medic 3, Operative 2 made by ArmyAvia
^ Aero-trooper 1 and Combat medic made by Golaxys
^ Railgunner made by BIazingAura
^ Durga made by pixelator04
^ Specialist 3 and Peacekeeper made by Goblock75 - Overhauled the Mastermind Chassis
^ Now uses a powerful 8-round gun that uses a clip
^ Chassis can now melee
^ Boost is replaced with a jetpack thruster, that gives the mastermind a ‘leap’
^ Pressing Q will activate an auto-turret, which will dish out perfectly accurate damage for a short duration - New kit: ‘Specialist’
^ Spawns with a burst rifle, special device that allows them to spawn various strikes and a cloaking item that allows the user to survive near-death encounters
^ Strikes include Rangers, Artillery, EMP’s, Airburst, Vortex, and Neural Cloud
^ Burst rifle has two upgrades: Stonewall and Steelforge - Added 2 new Ammo Box upgrades
^ Combat Toolkit, can heal buildings and temporarily boost their performance by 50% as well as returning 50% of your lost ammo that round
^ PROXY, a device that allows you to unpack, unsap, and refill your buildings remotely - New unit: Ranger (replacing the Strider)
^ A small robotic dog that is equipped with an explosive
^ Shoots slow-moving magnetic grenades that detonate shortly after
^ When it gets near enough to a player, it will self-detonate
^ Spawns commonly on boss waves - Assault kit now has a +50 health bonus
- Added ‘Hermes’ boss (wave 6)
^ Orbits around the center of the map
^ Sends salvos of rockets
^ Destroy the missile launchers aboard to break its shielding - Added 6 new special waves
^ “Jetpack Joyride“
^ “Mutilated Deaths“
^ “Mechanized Meatstorm”
^ “Epilogue Spillover“
^ “Mass Masqueraders“ - Units will attempt to spawn as close as possible to players (in siege, mastermind and epilogue) while in areas not within lines of sight with players
- New boss: Gaia (oh dear lord)
^ Utilizes an upgraded medigun to heal nearby teammates, and can also use it offensively to drain players’ maximum health
^ Can overheal nearby teammates
^ Fills up a passive bar “Vitarage“ via getting damaged
^ When vitarage is full and activated, Gaia deploys several units beside her. Additionally, she will activate a holographic shield that deflects all incoming damage
New features
- Added sound and visual cues for when ammo (percent) is used
- ‘Dynamic’ difficulty will automatically scale the stats of certain units, depending on how well the server is doing
- Added 2 reset buttons to help with rare spawning issues
^ Hard reset: Reconstructs your character at a player spawn with the Mutilated status
^ Reset tools: Refreshes your inventory in the hopes of fixing tools, should they ever break - Redesigned the death screen to be cooler (And also to show your revive state, i.e mangled and mutilated)
- Pressing T will mark certain types of objects, or a location for your teammates. This was added to (hopefully) improve teamwork among servers
- You can now vote for a map, after the gamemode has been voted upon
- Added map narratives for every start of a game, displays the map and some narrative about the gamemode
- Added new death effects for certain weapons (due to the nature of some of them, they are enabled via the in-game settings ‘Gorey death effects’)
- Overhauled the ammo box to be more simpler to use, as well as cleaning up its horribly old code
- Added crosshairs to the machete and its upgrades
- Overhauled Achilles (for like, the 5th time already?)
^ Achilles is equipped with a hitscan railgun, similar to that of the tank
^ Upon spawning, some teleporters will be placed around the map
^ When a player gets close, Achilles will teleport to the closest teleporter
^ A player can ‘Sabotage’ a teleporter
^ When Achilles teleports to a sabotaged teleporter, he takes 300 damage, bypassing his shield
^ A drone flies over him constantly
^ Shooting said drone will temporarily bring down Achilles’ shield, as well as dealing a fraction of his health
^ Slight visual changes - Assault rifles now use a special magazine system
^ Press V to create a magazine, consumes 0.5% ammo
^ On reload: A magazine is consumed
^ This was done in order to subtly reduce the ammo consumption of the assault rifles, while at the same time introducing a mechanic that would de-incentivize players reloading so rapidly and quickly - Daedalus has a special stomp attack that disables the jetpacks of nearby players for a duration
- Overhauled Prometheus (by IoIkiller101)
^ New look
^ Walkspeed is split into two modes; stance and running
^ Prometheus hates teleporters now… I wonder why? (targets teleporters within 250 studs)
^ Can now boost and slide to get to certain elevations. 10s cooldown
^ Can deflect projectiles (1s cooldown)
^ +25% damage resistance per fuel tank present
^ Fuel tanks now damage 60% of his HP, not 40%
^ Fireball attack (120 RPM > 80 RPM)
^ Fuel tank health (200 > 80)
^ If Prometheus reaches below 50% of his HP, the boss will enter a state of ‘Rage’
^ Fireball attack (80 RPM > 240 RPM)
^ 2x flamethrower damage, projectile speed and range
^ Slightly faster walkspeed
^ Leaves a trail of fire puddles as he walks
^ Will take decay damage during the entirety of the 'Rage’ state - Players can now vote to skip a cutscene
- Hovering over your inventory of skins will display their cost and descriptions
- Hovering over kit icons in the spawn room will give you information on their tools and passives, as well as a brief description of what they are intended to do
- Various units will spawn with randomized accessories in an attempt to give them more personality
- All weapons that reload each round individually can now be interrupted mid-reload
- The wave system (excluding mastermind) has been completely overhauled
^ Each wave now has 3 ‘sub-waves’
^ A sub-wave is sent when there are less than 20% of the units left on the battlefield
^ This was done so that each unit would stand out more and not all be quickly killed by players at once
Balance changes
- Passive healing changes:
^ Health per second (2 > 1)
^ Can now only heal up to 30 HP, before stopping
^ People with medic kits can heal up to 100% HP
^ This was done to encourage people to use healing items, and make the medic kit a lot more viable for teamplay - Shielder
^ Health (100 > 110) - Shotgun and its upgrades
^ Ammo per bullet (0.4% > 0.2%) - Aerorig
^ Added fuel
^ 40% of damage dealt will return as fuel - RPG rebalances (note: this applies to the Rocket Stormer too):
^ Direct hit damage, non-armoured (40 > 135)
^ Explosion range (50 > 24)
^ Explosion max damage (40 > 65)
^ Explosion min damage (0 > 10)
^ Ammo per bullet (2% > 1%) - Reworked Mastermind’s kit:
^ No more ADHE launchers
^ Spawns with a reskinned assault rifle - Shockwave Device
^ Overhauled
^ Hold click to charge a shot
^ Shot will deal more damage (up to 2.5x multiplier) depending on the charge
^ No travel time, bullets instantly meet their target - Rocket Stormer
^ Damage penalty (25% > 50%)
^ Direct armour damage (500 > 750) - Cleaned up Fusilier’s code and did the following changes:
^ Grenades will now explode on impact if they do not hit a player
^ Grenades now have a 3s timer, no matter what
^ Is now a wave 3 boss, rather than a wave 6 one
^ Max area of effect damage 60 > 24 - Harpoon guns can now disarm shielders
- RPG
^ Price (12 > 8) - DMR (and its upgrades)
^ Ammo per bullet (0.3% > 0.5%) - FAST (aka Teleporter)
^ You can no longer teleport via a menu
^ Teleporters are two-way, and can be used by anyone - Grenade Launcher (and its upgrades)
^ Bullet speed (200 > 600, Parabolic Hydra = 800)
^ Direct hit damage, non-armoured (100 > 200)
^ Direct hit damage, armoured (400 > 750)
^ Explosion max. damage (100 > 110)
^ Explosion min. damage (0 > 20)
^ Explosion radius (45 > 20)
^ Ammo per bullet (1.5% > 1%)
^ Changed the damage formula to be a lot more consistent - Reworked the Aidkit:
^ No longer uses charges, but rather a strict cooldown - Mastermind rebalances:
^ Manpower will now save in between waves
^ Manpower cap: 40 > 60
^ Research cap: 20 > 30
^ Research per wave: 3 > 5
^ Player kills will now award 1 Research (unless that player has been killed in the last 15 seconds)
^ Shielder, Clokaer, Saboteur cost: 2 > 1
^ Gunner cost: 4 > 3
^ Jetpacker cost: 3 > 2
^ Engineer cost: 5 > 3
^ Engineer deploy limit: 2 > 1
^ Tank cost: 5 > 3
^ Tank deploy limit: 3 > 2
^ Platform cost: 5 > 4
^ Tank, Platform unlock wave: 7 > 6
^ Wave 6 bosses unlock wave: 6 > 5
^ Wave 9 bosses unlock wave: 9 > 7
^ Victory EXP: 3000 > 4000
^ Increased intermission time: 30s > 45s
^ Removed the ‘+3 rockets per attack’ upgrade for the Jetpacker
^ Mastermind (not the chassis itself) HP reworked (125 + DummyCount * 25) - Rebalanced various special wave rewards
- Cloakers will now attempt to predict your next move and will subsequently attempt to pathfind to where you might be in the future
- Increased Daedalus’ digging cooldown (4s > 6s)
- Saboteur
^ Saboteurs will now lay landmines when they are cloaked
^ Cloaked saboteurs will be very hard to spot
^ Saboteurs will automatically uncloak when there are less than 3 units left (including itself)
^ Saboteurs cannot be targetted while cloaked
^ Reduced health (150 > 100) - Engineer (unit):
^ Upgrade percent per swing (6 > 17) - Voltaic Impact
^ While equipped: 50% slower descent speed, when gliding with a jetpack
^ HP per hit (3 > 4)
^ Heals from chains, but only once
^ Chain radius (13 > 7 | 30 > 17)
^ Damage (22 > 18 | 27 > 23)
^ Can now chain even if it’s a direct hit - APU
^ Overhauled
^ New model
^ Main weapon is replaced with a deadly flamethrower that quickly scorches players
^ APU’s will now spawn nearby players (albeit with a nearby offset) at the start of every round - Grenadier
^ Smoke fields will now slow down players by 40%
^ Smokescreens are no longer completely opaque, but now see-through - Sniper (unit)
^ Increased projectile speed (1000 > 1500) - Governor kit can now pierce shields
- Increased the cooldown duration of all deployables (60s > 230s)
- Platform
^ Will now automatically teleport to the nearest with an offset while stancing
^ Can damage buildings now (3x damage multiplier)
^ Turret self-damage (1000 > 1500)
^ When all turrets are destroyed, the critical zone becomes susceptible to regular bullets - Barrier kit
^ Cost (15 > 10) - Sprinter’s streak
^ Clip size (6 > 4) - All medkits and its upgrades
^ Use time (3.84s > 2s) - All ammo boxes and its upgrades
^ Regardless of kit, said tool will spawn with 1 charge
^ Engineers can purchase more charges, at the cost of ammo
Miscellaneous
- Added 5 new round soundtracks, 3 new intermission soundtracks, 6 new special wave soundtracks
- Restricted zones now work off of a regenerating timer (that is, time spent not inside the zone will passively cool down the timer)
- Replaced outfit viewport with standard roblox decals, significantly boosting performance
- Rocket Stormer now has a new rocket projectile (and effects)
- The stock Jetpack and the Terminal Velocity are now more responsive in the jetpack thrusts
- Death effects of various armoured units are now client-sided, meaning they are affected by the ragdoll setting
- Older maps are now available to play in VIP servers
- Grenade launcher can no longer be purchased from the Armoury, but now is an Assault-exclusive
- Updated the following bosses apperance-wise:
^ Daedalus
^ Tempest
^ Trident
^ Achilles
^ Sparta - Major internal cleanup of really old code
- Overhauled fusilier’s appearance (Credit to FossilFalls)
- Tweaked the remaining-enemies icon to be more visible and stand out more
- Harpoon Gun will now automatically target enemies nearby your cursor (or center of the screen, for mobile users). This can be disabled/enabled
- Made infantry grenades more visible, and added some ticking sound effects
- Added notifications for people being donated to
- Revamped how Siege calculates special wave votes
^ Instead of being able to change your vote, you will now be only allowed to cast one.
^ The ‘Abstain’ option has been removed and the voting screen will automatically remove itself when your vote is casted
^ There will only be 3 voting cards when a special wave occurs - You can now preview the next wave’s unit composition, visible on the intermission screen. Not visible in the Mastermind gamemode for obvious reasons
- Various remodels by blackdeath4231, khoaitaylac2004, NessXsaviorr, FossilFalls, AcidBeach, BadHmidou, player_kolan and GamerGlen_208
- Changes to various maps by BawakFurry
- Overhauled melee hit registration system;
^ Instead of the hit registration being entirely dependent upon the model’s current location, it is now based off of an invisible block 5x5x5 attached to your torso, which acts as the pseudo-model
^ This should hopefully help standardize all the melee hitboxes and should provide a more clearer way as to how melees register hits - Unit spawns have been adjusted for Attrition
Special Thanks
- FossilFalls ‘Blooper’ and Archionix 'BigB’ for major bug testing,
- BawakFurry ‘Bawak’ for major bug testing and code tweaks,
- Mikedyne ‘Toematoe’ for constructive critique and consistent testing
- GoIaxys and Teroski for consistent and committed testing,
- IoIkiller101 ‘ioi’ for overhauling and tweaking in-game code for better gameplay experience
- player_kolan for heavy optimization of meshes
- Cadentopia for code assistance and general help
And much more