ChaosUT Changelog

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Azarael
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ChaosUT Changelog

Post by Azarael » Fri 19 Apr , 2013 5:43 pm

It begins.

Duel General

You can no longer multihit with any attacks in the current version.

Axe
Stance damage:
  • L 25
  • M 35
  • H 45
Bastard Sword
Stance damage:
  • L 20
  • M 25
  • H 30
Claws
Stance damage:
  • L 25
  • M 25
  • H 25
Daggers
Stance damage:
  • L 20
  • M 20
  • H 20
Increased range by 10%

Double Axe
Stance damage:
  • L 25
  • M 35
  • H 45
Katana
Stance damage:
  • L 20
  • M 25
  • H 35
Increased range by 10% (carried by lunge which has become nerfed - see above)

Mace
Stance damage:
  • L 20
  • M 25
  • H 30
Staff
Stance damage:
  • L 20
  • M 20
  • H 25
Templar
Stance damage:
  • L 20
  • M 25
  • H 35
Warhammer
Stance damage:
  • L 25
  • M 35
  • H 65

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iRobot
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Re: ChaosUT Changelog

Post by iRobot » Fri 19 Apr , 2013 5:45 pm

Does this mean its no longer possible to oneshot/die instantly?

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Fri 19 Apr , 2013 5:52 pm

Yes. I haven't added the functionality to enable certain attacks to multihit or to enhance the damage for attacks with crappy animations yet.

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iRobot
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Re: ChaosUT Changelog

Post by iRobot » Fri 19 Apr , 2013 6:00 pm

Add a delay after each attack so it's more of a thoughtful duel and not just spamming buttons hoping for something to happen if you ask me.

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Thu 25 Apr , 2013 3:27 am

Adjusted parry. You may no longer passively parry - you must be swinging. Weapons will only parry or block under the following conditions:
  • The weapon is blocking
  • A right attack meets a left attack
Fixed an issue causing strikes to do no damage but still produce sound if the hit was made too early.

Doubled the hit detection rate from 20/s to 40/s and decreased the time before a swing can deal damage to an enemy. This will in future be stance-based.

Melee weapons inflict knockback on hit, the degree of which may merely arrest movement or knock players across the map. The purpose of this is to prevent every hit dealt by a player resulting in a guaranteed counter hit by the opponent within the same engagement.

Each stance level above Light adds .15 seconds to the attack interval.

To do:

Adjust block for shorter duration but instant followup attack for the blocking player
Provide keys to trigger an attack of a given stance
Different attack / init delays for different stances and attacks

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Sat 04 May , 2013 8:33 pm

Block lasts 0.5 seconds and allows an immediate attack once it finishes. You may block every 2.5 seconds.
Responsibility for initialising a swing's damaging section has been delegated to the swing animation. This means that sounds, trails and damage are now in noticeably better synch.
Random Weapon Selection has been fixed. You have a 1% chance of returning a Black Duke's Sword and a 1% chance of a Double Sword when using this option.
The Templar's medium stance has modified left and right attack animations to differentiate it more from the Bastard Sword.
Daggers and Claws no longer hit once per weapon.
Daggers and Claws are no longer excessively parried.
You will no longer spawn with a Bastard Sword in your first round: however, since a delay has been implemented, in your first round of play you will be in first person view before your weapon is added.

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Wed 08 May , 2013 12:03 am

Melee weapons are available in Chaos DM and Chaos TDM.
You can only lunge with a melee weapon.
Melee weapons take 20% knockback from non-melee weapons.
Blocking melee weapons reduce the damage and momentum from non-melee direct-hit attacks by 65%.

Spectre
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Re: ChaosUT Changelog

Post by Spectre » Tue 21 May , 2013 3:32 pm

You said there would be changelogs

Where are the changelogs, Azaman

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Tue 21 May , 2013 4:48 pm

General intervals between attacks on each stance:

Light 1
Med 1.2
Heavy 1.4

Sped up some attacks by 20% or 33%.

Azarael
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Re: ChaosUT Changelog

Post by Azarael » Mon 03 Jun , 2013 2:38 pm

Knockback fixed.
You flinch if swinging and hit.

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