- 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
- Deaths via traps reduce the life count, rather than increasing it
- Performance optimisations for monster shadows
- Moved logic for several actions into separate "extension" classes:
MonsterHuntScoreExtension
: Allows implementation of custom scoring for monster kills and player deathsMonsterHuntBotExtension
: Moves all the bot orders and other checks out of game code, and allows custom behaviourMonsterHuntMonsterExtension
: 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
- 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
- Properly support
bEnabled
onMonsterWaypoint
, 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 doAllActors
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, setbHideObjectives=true
(default is false)
- under
- 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
- 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
- Fix incorrect view offsets for U1 weapons making them seem invisible
- Remove automatically assigning monsters to team
- Show monster names better, "KrallElite" becomes "Krall Elite"
- Grammatically correct escape message
- 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)
- 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 onMonsterEnd
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 intoInitGameReplicationInfo()
where it should be - New higher resolution graphics for settings tabs
- Fix missing localisation for player lives ran out message
- 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
- 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
andPlayerReplicationInfo
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