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The Mockers • View topic - ProMod Change Masterlist

ProMod Change Masterlist

Thievery ProMod discussion, visible to all but only approved posters may contribute.

ProMod Change Masterlist

Postby shuggy » Sun Dec 19, 2010 1:59 pm

List of all updates both implemented and proposed. Changes included in the current revision of ProMod mutator are marked 'complete'.

- Configurable broadhead rear arc / damage multiplier - complete (not in use currently)
- Soundless catfall drinking - complete
- Some general Blackjack code fixes - complete
- Flash and crack exploit fix - complete
- Behindview disable toggle to prevent orb hacking - complete
- FrobWake delay for guards, configurable - complete
- New sound system to stop sounds carrying - complete
- Configurable lockpick sound radius - complete
- Mouse sensitivity locked when paralysed - complete
- Scaling bow damage based on pullback duration - complete
- Moss fixed, now properly dampens footsteps and landing sounds - complete
- Silent movement for thieves based on speed threshold - complete
- Chest resupply time increases based on guard player count - complete
- Breath potions provide temporary immunity against crack clouds (not an antidote) - complete
- New Flashbomb system with less punishing falloff vs distance - complete
- Experimental fix to stop playermodels warping up/down on rope arrows and ladders - complete
- Doublejump fix, consecutive jumps don't increase player speed - complete
- BJ dynamic arc properly implemented, currently on an invis % sliding scale reducing rear arc. Potentially we would have it based on the state of the left hand sliver of the light gem, with 3 - 4 discrete states to avoid confusion. Could enhance the lightgem size or otherwise spread out the colour along the bottom to give a clearer visual indication.

- Speed nerf - start off at top speed, gradually lose speed to come back to normal over 10 seconds. Weapons out will still decrease speed.
- Firebolt adjustments (faster, less splash radius, fire crystals don't keep burning, high direct hit damage)
- Helmet buffing - on hold pending BJ arc test results
- Mario fixes - guards deal way too much damage falling just a short distance, and it seems very fickle
- Bow and xbow switching fixes. Silent bow exploit removal, half-pull bug fix, quickswitch fix for xbow
- Noise arrow reinvented for thieves - see immort's ideas on this one
- Crack clouds reduced from 45 to 30/35 seconds
- Suicide penalty for guards, 30 - 45 second sitout period, possibly others
- Flare radius reduction, flares have large radius when held and gutter down to 20%ish of that size when thrown
- Screenflash system change, dampen the overblown blood/crack effect and have it nonconfigurable
- Capped ambient noise, same as above
- More loadout slots, looking for six per team
- Changes to the GUI such as invis % checkbox, double keybind system, all available so new players can easily utilise
- Visual indicators for catfall/speed/breath use
- Crates making the grating sound constantly if pushed, even after being destroyed
- Silent mantling based on speed modifier
- Optional blackjack
- Pickpocketing system (big maybe on this one)
- Thieves potions cannot stack
- Decoy thief isn't 100% size
- Money system changes
- Trap changes - caltrops could teamdamage, mines moveable with repair tool, whistlers MUST be doused with water arrow to explode
- Remove water splashes on doused arrows, and make torchsnuffer a feature
- Water should remove all blood/footstep imprint causes, not sure if this is currently the case
- Edit guard scoreboard to remove AI information, and teammate locations
- Remove guard death notifications, check sound levels of dying
- Force charged swing to complete before allowing quickslash on melee weapons
- May need to slightly turn down backpedal speed, it's rather fast. People think para is bugged because it forces walk, yet thieves can backpedal away quite quickly regardless
- Para investigation

AI changes, most of which cannot be implemented without causing package mismatch errors:
- Remove 'guard here' command to disable door/passage blocking
- Short leash patrol option ? If possible, they patrol the one room or two rooms nearby
- Enhanced patrol path options, Patrol becomes the top command
- Max 2 following AI
- Max 2/3 AI on one patrol route
- No para
- No charged hits
- Slight speed reduction reflecting the weapon they have out
- Harder to kill with broadheads
- Cracked AI do not hit thieves that bump them
- Tag mainly for attackers in shadows


I think I've missed a couple, Immort may have them written somewhere.
shuggy
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Postby Gladius » Sun Dec 19, 2010 2:06 pm

amazing list, and good progress to date.
Gladius
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Postby immortius » Sun Dec 19, 2010 3:32 pm

I want to investigate whether we can make use of as well.
immortius
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Postby Effaraitsch » Mon Dec 20, 2010 9:10 pm

Oooh, would you need help with that?
Effaraitsch
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Postby -Trap- » Tue Dec 28, 2010 3:45 am

-Trap-
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Postby immortius » Wed Dec 29, 2010 12:58 pm

immortius
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