Changelog may be incomplete. Huge number of things were changed and not all were documented as I went.
Version 3.0.0 (December 25, 2022)
Changelog may be incomplete. Huge number of things were changed and not all were documented as I went.
- New Noob spawn system. Uses a director credit system to choose noobs based on current difficulty, number of players, current noobs alive, and much more! Now noobs don’t keep showing up in a predetermined order. Noobs can also be regular, specialized, or elite! This includes Giant, Mini, Poison, Lifesteal, and more!
- New Map! Noobs only come from one direction [ maybe >:) ]. Terrain is much more dynamic and interesting, and will eventually change with the seasons. (WIP, didn’t want to delay V3 any more)
- Weapon rebalances! Not only have damage, cooldowns, and costs been rebalanced, but so have drop rates!
- Weapons can now be combined into ones of a higher rarity!
- Added abilities! Abilities make use of another new concept: Energy! Use your energy to unleash awesomely destructive abilities or to get out of bad situations!
- Final bosses! Waves are no longer just endless, and there’s an endgame! See if you can beat every difficulty! (Except endless, of course c:)
Version 3.0.1 (December 26, 2022)
- Fixed badges not awarding properly
- Fixed badge awarding not notifying the player properly
- Fixed MVPs not saving
- Fixed Reaper’s Scythe and Death’s Own Scythe dealing negative infinity damage
- Fixed incorrect GroupID being used for Stop Sign distribution
- Fixed incorrect logic determining who gets the Pyromaniac’s Staff
- Fixed Premium players not gettin x2 HP and x2 Damage
- Added badges for beating every difficulty
- Dead Noobs no longer collide with each other or players