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CHANGELOG.md

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Changelog

612 to 613

  • Spanish localisation updates (thanks Neon_Knight)
  • German localisation (thanks eGo)
  • Improve monster's ability to find the objective in Monster Defence on smaller maps, maps with movers

611 to 612:

  • Deaths via traps reduce the life count, rather than increasing it
  • Performance optimisations for monster shadows

610 to 611:

  • Moved logic for several actions into separate "extension" classes:
    • MonsterHuntScoreExtension: Allows implementation of custom scoring for monster kills and player deaths
    • MonsterHuntBotExtension: Moves all the bot orders and other checks out of game code, and allows custom behaviour
    • MonsterHuntMonsterExtension: Allows implementation of custom monster skill settings and behaviours
    • These are all configurable on the MonsterHunt gametypes
  • Support for green blood splats in the Monster Mess mutator
  • Fix missing Monster Mess splats in multiplayer clients
  • Improve visual effects of Defence escape portal
  • Reduce occurrences of Enemy AccessNone logs in Defence
  • Fix overlapping lives/ping stats on multiplayer scoreboard
  • Show monster difficulty on multiplayer scoreboard

609 to 610:

  • Updated spanish definitions (thanks Neon_Knight)
  • New Mutator - Monster Mess; monster corpses and giblets leave blood splats
  • Unreal ammo and pickup messages appear as UT HUD messages rather than in the chat log
  • Fix positioning of MH HUD icon when growing or shrinking HUD

608 to 609:

  • Properly support bEnabled on MonsterWaypoint, to allow for more complex AI navigation orchestration
    • waypoint can now be disabled at start, and then triggered to enable (default is enabled)
  • Adjust bot behaviour to try to clear monsters in an area before proceeding to next waypoint
  • Localisation templates and Spanish Localisation (thanks Neon_Knight)
    • Update build scripts/templates to support localised template variables
  • Optimise MonsterWaypoint startup, only do AllActors traversal if/when touched and only if events configured
  • Add icons on the scoreboard:
    • a skull for players with no remaining lives
    • a star "award" at the end for players with no deaths for the whole round
  • Re-worked and improved MH-Revenge][ map, included as MH-Revenge][-SE
  • Add option to hide objectives on HUD. Can be Set in User.ini:
    • under [MonsterHunt.MonsterHUD] section, set bHideObjectives=true (default is false)

607 to 608:

  • Re-worked and improved MH-NaliVillage][ map, included as MH-NaliVillage][-SE
  • Include monster difficulty in scoreboard footer message
  • Show objectives on scoreboard
  • Reduce volume of objective activated/completed sounds
  • Only include unfriendly creatures in monsters remaining count
  • Tweak levers/waypoints in MH-NaliVillage][ map to prevent double-triggering by AI

606 to 607:

  • Introduction of support for optional objectives in maps, which can show up on the HUD, and tell players what they need to be doing
  • Cleaned up some chat log kill messaging, and do not show suicide messages as "Player1 killed Player1"
  • Polish pass for MH-Lonely][, fixing bad geometry, general cleanup and visual improvements
  • Added objectives to all standard MH maps

605 to 606:

  • Fix incorrect view offsets for U1 weapons making them seem invisible

604 to 605:

  • Remove automatically assigning monsters to team
  • Show monster names better, "KrallElite" becomes "Krall Elite"
  • Grammatically correct escape message

603 to 604:

  • Fix saving of game rule settings
  • Refactor scoring implementation, including default scores for more monster types
  • Fix upgrade dispersion pistol (thanks SeriousBuggie)
  • Fix zoom for old rifle (thanks SeriousBuggie)
  • Prevent call endgame if game already ended (thanks SeriousBuggie)
  • Fix destroy shadow for bugged monsters (thanks SeriousBuggie)
  • Fix break broken team skins like Cow and Nali (thanks SeriousBuggie)
  • Refactor Login function to work around bug with triggers in start areas (thanks SeriousBuggie)
  • Fix killing friendly Nalis and Cows, and bots waking up Titans (thanks SeriousBuggie)

602 to 603:

  • Decoupled monster difficulty from bot skill - difficulty is its own option on the Rules tab
  • Add configurable Warmup time to Defence, before monsters start spawning
  • Make Defence max escapees configurable in Rules tab
  • Monster attitude to player set in difficulty, rather than when the match starts
  • Better re-trigger prevention for MonsterEnd (thanks sector2111)
  • Removed MonsterHunt type-check on MonsterEnd triggers, so other gametypes can use them (thanks sector2111)
  • Improved and optimised bot waypoint finding to better support missed waypoints and no waypoints (thanks sector2111)
  • Moved MonsterReplicationInfo setup into InitGameReplicationInfo() where it should be
  • New higher resolution graphics for settings tabs
  • Fix missing localisation for player lives ran out message

601 to 602:

  • Fix incorrect UIWeapon reference in MonsterBase.CheckReplacement
  • Remove NaliRabit from ScriptedPawn checks
  • Do not spawn monster shadows on dedicated servers
  • Implement better difficulty call using GameInfo.IsRelevant, rather than being called from various other places
  • MonsterEnd should only ever trigger once
  • Defence: Better application of orders on monsters, yielding better attack behaviour
  • Defence: Disable Mercenary invulnerability shield
  • Defence: Monsters do not block eachother, so they can navigate across the map better
  • Defence: Monsters which don't move from their starting positions can be killed and recycled
  • Defence: Optimisations to mid-game monster order coercion
  • Defence: Tweaks to several monster spawn probabilities
  • Defence: Localise "... escaped!" message

503 to 601:

  • Implement new game type: Monster Defence
    • Played on CTF maps, players must prevent attacking monsters from escaping via the portal that has opened in their base
    • Will only work on CTF maps with reasonable pathing
    • Players lose when the maximum number of allowed monsters has escaped, or all lives have been lost
    • Players win by successfully holding off the monster advance until the time limit
  • Fix numerous "Accessed None" errors in logs related to various assumptions about bIsPlayer and PlayerReplicationInfo in UT classes
  • Fix bug with RazorJack not being replaced by OLRazorjack
  • Fix Monster Arena using the wrong GameReplicationInfo class
  • Improve updates of remaining monsters counter
  • Update HUD info with remaining time, add defence escapees, critical things go red when needed
  • Made many strings localised
  • Various improvements and optimisations where possible
  • Clean up all compiler warnings, remove unused classes
  • Reformat code to conform to cleaner style