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299 lines
20 KiB
Markdown
299 lines
20 KiB
Markdown
Total Warfare Mod 2
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Total Warfare Mod 2 for Tribes 2, Conversion mod built on a base mix of Construction .69a and CCM. Tribes 2 is a game developed on a pre-release version of the Torque Game Engine.
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Web Sites/Pages:
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* http://www.tribesnext.com : Tribes 2 / TN Page
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* https://github.com/PhantomGamesDevelopment/TWM2/ : Official Git Repostitory
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Current Version: 3.92 {Development}
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====
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Credits:
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* Phantom139 (Lead Coder / Mod Developer, Official Host)
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* DarknessOfLight (Lead Map Maker / Mod Tester (CoDev))
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* Dark Dragon DX (Asset Functions / CoDev)
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* Signal360 (Many functions and improvements/ CoDev)
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* Dondelium_X (The original Combat Construction Mod (CCM))
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* Castiger (Official Secondary Host, Bug Finding, Mod Tester)
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* Mostlikely, Construct, JackTL (Construction .70a Developers)
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Thanks:
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* Thyth (Tribes Next, Merge Tool)
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* Krash123 (Tribes Next)
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* Linker (Doors, Spawnpoints)
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* My Loyal Hosts (For standing behind me and the mod for the entirety of it's length)
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* Various Others (Who have contributed to Cons Mod, CCM, TWM, and TWM 2, You have my thanks)
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* You (For Downloading, and Contributing.)
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====
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Install:
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* Unzip the TWM2 Folder to your Tribes 2's Gamedata folder
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* Create a link with the target mod -mod TWM2
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* Adjust the serverControl.cs if you feel like it
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* Run.
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* ???
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* Profit.
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Uninstall: Delete the TWM2 Folder
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====
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Server Setup:
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Provided in this folder is a file named ServerControl.cs. Inside you will find many configurable
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objects to modify server settings. For starters, set the host GUID to your GUID. To Do so,
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start up the dedicated server. Join it, once in game, type ListGUIDS(); in the server console
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to obtain your GUID. Then modify the line: $TWM2::HostGUID = "SetMeUp";, to match your GUID.
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====
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MOD DEVELOPMENT HISTORY (GIT VERSIONS):
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PLEASE NOTE: I've moved all old changelogs into the version_history folder. This file will now only track the current update's changes
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3.91 -> 3.92 (In Progress):
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* PGD Connect
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* As I have closed down the Phantom Games Development website, PGD Connect services are no longer active, I have removed all functioning of PGD Connect from the mod to allow users to continue to enjoy TWM2 without requiring this.
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* The Mod Load Menu has been updated, removing old links to PGD and now showing the mod's GitHub Repository Page.
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* The following mod features have been depricated and no longer available due to the removal of PGD Connect:
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* Cross-Server Rank Files
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* Cross-Server Buildings
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* Daily Challenges
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* PGD Events (Including XP Events)
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* News Panel
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* Top-15 Players List
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* Zombie Changes
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* Global
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* Massive "spring cleaning" of the zombie code files, fixing a bunch of bad coding practices and a few logic errors.
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* Moved all functioning into a core control script, added additional modifiers and flags to grant more customizability to zombies
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* **WARNING: Only specific zombies are functional at this moment in time**
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* Ravager
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* Ravagers will now perform ambush style attacks on targets, making them much more challenging
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* Increased the XP reward from killing ravager zombies
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* Lord
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* Modified the behavior of zombie lords
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* Replaced the acid cannon with an anti-tank photon cannon
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* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
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* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
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* Demon
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* Increased resistance to fire damage to 1000% from 3%
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* Demon Zombies now light players on fire instead of infecting them on collision
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* Players will be knocked back with a higher force when hit by demon zombies
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* Air Rapier
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* Modified the damage scalar of missiles to be a OHK on rapier zombies
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* Demon Lord
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* Cleaned up this script file substantially
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* Replaced the standard lunge with a fire lunge which creates a firey explosion on impact
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* Reduced the hit damage of the demon lord from 0.8 to 0.5
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* Demon Lords, like the regular demons will no longer infect on collision, but set the player on fire instead
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* Shifter
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* The change to the shifter teleportation in 3.91 made these zombies ridiculously overpowered, they will be tuned down
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* Increased the maximum targeting range of the teleport attack from 200m to 400m
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* Increased the cooldown of the teleport attack from 7 seconds to 12.5 seconds
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* Shifter zombies will now have to "lock down" for a 1.5 seconds before teleporting, during this time they will be easily targetable
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* Sniper
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* The sniper zombie is now armed with two new weapons.
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* The first is an acid sniper rifle which infects players on striking
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* The second is a rapid fire sidearm that the sniper will use when targets move too close
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* Reduced the health of Sniper Zombies from 40 (4.0) to 25 (2.5)
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* Added Boss Proficiency
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* Hidden challenges embedded in boss fights that award additional experience for completing tough feats
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* For example: Defeat the shade lord without dying by the elemental shades
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* Living World Mode
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* Added a new option for admins to toggle (Living World) in the Construction Mode. Players will be able to vote toggle this option
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* This aspect of the update will be coming soon...
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* Challenges / Medals
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* All Challenges and Medals are now persistent, such that progress is not lost through officer promotion
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* Go get those bronze, silver, gold, and titan commendations!!!
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* Boss Balancing / Updates:
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* All Bosses
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* Testing a new difficulty system
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* Boss health damage will now scale to the number of players in the game
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* Boss attack damage also now scales to the number of players in the game
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* NOTE: Some attacks are still designated OHK attacks and will not be affected
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* This will allow solo players a fighting chance to actually fight against the bosses
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* For the time being, this change will only apply to the Lord Yvex fight, if testing goes well, I will adapt to other bosses
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* Colonel Windshear
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* Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship itself
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* This will address the following two problems:
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* 1. Turrets targeting the gunship allies
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* 2. Gunship allies targeting the boss
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* Colonel Windshear can now call for additional air support during the fight
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* Stormrider
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* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
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* Lord Vardison
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* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
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* General Enhancements
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* Centralized some of the datablocks that were shared across the mod to allow for easier access / modification
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* Centralized the demon lord's missile seeking logic that was used across multiple zombies & bosses to allow for easier access and editing
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* Streamlined all weapon rank, medal checks into one single function
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* Added the capability to restrict via challenge as well
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* Re-did the inventory hud logic to be much cleaner and readable
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* Modified the vote logic in admin.cs to clean up a ton of redundant if/else paths
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* Re-did the player collision logic in player.cs to make things a whole lot easier to modify in the future
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* Did a pass through all of the weapon files, cleaning the code up and making each unique weapon have its own damage type.
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* Some projectiles are still tied to bosses and killstreaks, these were not altered.
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* For the updated damage types, death messages were added to the system such that PvP kills will be more easily tracked now.
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* Gameplay Changes
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* All 'Mini-Boss' Zombies will now have green text in their name.
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* All 'Boss' level enemies will now have gold text in their name.
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* The Helljump 'Oh Lordy' modifier has been changed to 'Reduces the cooldown time of the Zombie Lord's Photon Cannon by 50%'.
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* The RSA Laser Rifle has been renamed to the 'UR-22 Laser Rifle'
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* The Pistol Weapon Slot is now called the Sidearm Slot
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* Adjusted the mod's XP table:
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* The final rank (Master Commander) now only requires 2,500,000 XP
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* The earlier ranks will now progress much more quickly, with the mid-point now occuring at 14,000 XP instead of 20,000 XP
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* General Bug Fixes
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* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp.
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* Fixed the bug in which picking up weapon clips with an empty weapon would not automatically trigger weapon reload on that weapon.
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* Fixed a typo in the damage types for the M1700 shotgun
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* Weapon Balancing Pass (3.9.2)
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* The 3.9.2 content update is bringing with it a full balance pass on the entire mod's arsenal, targeting for the most part weapons that have been underused in my personal opinion.
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* Most of the changes are power up changes (As is my prefered choice of balancing), but a few high end outliers have been tuned down just a bit.
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* Melee Weapons
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* This weapon class is one that needed a pass the most, as soon as players get the blade of vengenace, they drop every other choice and only use the BoV, this is unintended
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* The balance pass here should help to make the other two choices a little more enticing without ruining the power of the BoV for the players loyal to it.
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* Blade of Vengenace
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* Reduced damage from 100.0 to 0.9 (No longer OHKs in PvP)
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* Assassination is still a OHK
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* Added a 100.0 damage modifier to all zombie types for Blade of Vengeance
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* This includes player zombies.
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* Removed the clause that bosses could not be damaged by the Blade of Vengeance
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* Bosses now take 6.5 (650 HP) damage from the blade.
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* Plasmasaber
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* Removed the damage flag on player type
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* Now deals a flat damage of 5.0 to all targets (OHK to all players, low tier zombies), 500 HP damage to bosses.
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* Reduced the melee attack cooldown from 1.5 seconds to 0.8 seconds.
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* Holding the Plasmasaber will grant you a protective buff preventing zombie infection from impact damage.
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* You can still be infected by taking zombie based projectile damage.
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* Sidearms
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* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) are a bit too strong, so some minor adjustments will help smooth gameplay and bring the others into play
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* Crimson Hawk Pistol
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* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum as it pertains to both PvP and PvE
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* This behavior is intended for PvE, but not for PvP
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* Reduced pulse damage from 0.23 to 0.17
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* Assuming all five pulses hit, this equates to 0.85 damage, or 1.2 bursts to kill
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* Increased the spread factor from 5:1000 to 7:1000
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* This combined with the range reduction below will help to keep this weapon in check at the longer ranges
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* Additionally, the pulses travel quite far at the moment, able to reach across one end of the Christmas Mall map to the other, this will be reduced
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* Reduced the projectile life from 1 second to 0.45 seconds
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* Added a 1.9 damage modifier to all zombie types
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* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
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* I want the Crimson Hawk to be a great PvE choice, but allow the other sidearms a chance to shine in PvP
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* ES-77 Pulse Phaser
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* Last time I touched this weapon, I nearly started a riot amongst the entire Tribes 2 community, lol.
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* Let's not do this again, but instead look at some easy to make and good adjustments
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* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump in the damage department
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* Increased the base damage of the pulse phaser from 0.2 to 0.26
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* Increased the damage of the phaser blade pulse from 0.21 to 0.3
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* On the flip side, my analysis of why this weapon was selected so much over all other sidearms boils down to two things.
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* 1. This is the only sidearm in the mod without a required reload, being completely energy based
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* 2. The pulses have an extensive reach and can strike targets at a very long distance
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* The following adjustments will be made to counter
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* Reduced the projectile lifetime from 3 seconds to 0.8 seconds
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* Increased the projectile base speed from 120 to 165
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* Note: The Phaser Blades pulse is slightly slower at 160 base speed
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* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
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* Desert Eagle
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* Increased bullet damage from 0.3 to 0.38
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* Reduced spread factor from 6:1000 to 4:1000
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* Added a damage multiplier of 2.5 against all Zombie types
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* Sniper Rifles
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* The sniper rifle class has always been one of the stronger ones in TWM2, and I feel no reason to neuter it now.
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* The goal of this update is to tweak the other sniper options to add more viable choices instead of just dropping the R700 as soon as you get it.
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* G17 Sniper Rifle
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* This heavy marksman rifle for the longest time has stood in the shadow of the almighty R700, I figured it's time to power it up a bit
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* Increased the direct impact damage of the bullet from 0.25 to 0.55
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* Reduced the round rechamber time from 1.1 seconds to 0.7 seconds
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* M1 Sniper Rifle
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* As with the G17, the M1 typically goes into the bin once players unlock the R700, this should still be a viable choice in the arsenal
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* Increased the direct impact damage from 0.3 to 0.65
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* Reduced the clip reload time from 5 seconds to 4 seconds
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* Reduced the round rechamber time from 1.1 seconds to 0.9 seconds
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* R700
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* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod
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* This weapon is about to get a lesson in Newton's Law of Gravity.
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* Changed the projectile type from Tracer to Grenade
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* Bullets will now drop as they travel, reducing the effective range with the same look angle.
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* Players will now need to aim their shots based on distance too.
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* Assault Rifles
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* Assault Rifles have always felt good in TWM2, the strong jack of all trade weapons good for most ranges, while being outperformed in the range of other tools
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* Only minor tweaking is needed here to help some of the unused tools get up to speed
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* G-41
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* For the most part, this rifle has been collecting dust in the bin of unused weapons due to other tools such as the S3 and R700 in the pool
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* This weapon has been in need of a long coming tweak of power to make it a more viable choice
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* Increased the bullet impact damage from 0.3 to 0.44
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* Reduced the round rechamber time from 0.3 seconds to 0.25 seconds
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* M4A1
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* This jack of all trades weapon currently sits as a power outlier in the assault rifle bin due to the various attachments it has
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* Coupled with a high base round damage, this weapon would have turned into the go-to gun without adjustments
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* Reduced the damage of the rounds from 0.09 to 0.085
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* Increased the clip reload time from 4 seconds to 6 seconds
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* Pulse Rifle
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* As it stands right now, the pulse rifle is one of the weakest weapons in the mod, with the only advantage being the fastest and most accurate semi-auto in the pool
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* With the enhancements to the G-41, the pulse rifle will also follow suit, which should make it a more viable choice in mid to long range fights
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* Increased the shot damage from 0.2 to 0.38
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* Reduced the round rechamber time from 0.3 seconds to 0.2 seconds
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* S3 Rifle
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* The weapon every player starts with in the mod has remained untouched since the first release of the mod.
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* However, after a long hard thought on this one, I feel as if this weapon has actually been acting more like a sniper rifle than a semi-auto.
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* With the changes to the G-41 and the Pulse Rifle however, the S3 still needs to be a viable tool, otherwise it will fall flat in the endgame
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* The following adjustments have been made
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* Reduced the direct impact damage from 0.7 to 0.44
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* Increased the headshot multiplier from 1.5 to 1.7
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* Removed the OSK from S3 Rifle Headshots (Sorry!)
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* Reduced the round rechamber time from 0.9 seconds to 0.4 seconds
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* Removed the delay between round fire and round rechambering (Shaving another 0.2 seconds off the rechamber time)
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* Increased the spread factor from 3:1000 to 5:1000
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* The Specialist S3 Rifle (S3S) for Helljump has recieved the same adjustments
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* Shotguns
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* The buckshot tools of TWM2 have always been in a good place in terms of PvP, however I've noticed a sad trend of these being tossed aside in PvE aspects
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* This update will mainly focus on tuning the damage up a bit in PvE, but balancing the range and spread for PvP.
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* M1700
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* The mod's first shotgun is a powerhouse in close range, with a heavy hitting OHK lurking for anyone foolish enough to come close.
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* It's a bit strong in PvP right now, but it doesn't do quite enough in PvE
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* Increased the pellet damage from 0.1125 to 0.13
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* Increased the clip reload time from 2 seconds to 3 seconds
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* Increased the damage modifier against zombies from 2.0/3.0 (Depending on the type) to a flat 4.5 across all types
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* Cut the projectile lifetime from 1 second to 0.15 seconds
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* Wp-400 / LD06 Savager (Sidearm)
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* The semi-auto powerhouse shotgun is also getting some tuning done on it.
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* Reduced the projectile lifetime from 1 second to 0.1 seconds (Slightly less range than the M1700)
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* Increased the spread factor from 10:1000 to 15:1000
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* Reduced the round rechamber time from 0.9 to 0.5
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* Added a damage factor of 4.0 to all zombie types
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* Increased the clip reload time from 4 seconds to 7 seconds
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* SCD-343
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* This monstrous one-shot machine has been the bane of my close quarters players since I unveiled this weapon.
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* I have no plans to change this aspect, but to line it up with the other shotguns, I've made some tuning adjustments
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* Increased the pellet damage from 0.1125 to 0.17
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* Reduced the projectile lifetime from 1 second to 0.1 seconds
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* Increased the spread factor from 6:1000 to 10:1000
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* Added a damage factor of 4.0 to all zombie types
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* SA-2400
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* The SA-2400 is the wildcard of the shotgun class, firing slugs at a rapid speed versus standard spreads
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* This weapon has been highly ineffective against zombie combatants, but no longer
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* Reduced the time between slug shots from 0.2 seconds to 0.14 seconds
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* Added a damage factor of 5.0 to all zombie types
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* Reduced the projectile lifetime from 3 seconds (wtf?) to 0.2 seconds
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* Model-1887
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* The high end of the shotgun spectrum is the 1887, although a statisical look at the weapon really revealed that it was the weakest numerically
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* Increased the pellet damage from 0.096 to 0.11
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* Increased the number of pellets from 14 to 18
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* Reduced the projectile lifetime from 0.5 s to 0.15 seconds
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* Added a damage factor of 4.0 to all zombie types
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* Other Weapons
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* Flamethrower
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* Although "pretty" in the effects department, and with a powerful burn effect, the Flamethrower itself is rather weak in terms of damage.
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* Increased the direct impact damage of fire "bolts" from 0.02 to 0.07.
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* This is kind of a "first pass" test to see how it feels.
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* Acid Cannon
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* The weapon that players could only obtain from zombie lords was more of a novelty toy players could pick up an fire back at zombies with
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* In 3.9.2, players will find the Acid Cannon as an officer promotion award, so therefore some adjustments were made to this weapon
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* Moved the Zombie Acid pulse out of this weapon, and replaced it with it's own custom projectile
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* The projectile will flash enemy players when stuck by it, and cause an effective radial damage to serve as a lockdown tool
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* The weapon projectile has been given a 3.0 damage modifier across all zombie types to be highly effective against zombies |