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NotD: Aftermath K v1.01c This has been develop by me and another person who does not want to be credited. Additional Credit goes to Azazel and Pipedream for the creation of the map along with all the people who helped create it along the way and to Kyuketsuki for his additions to this map.
Kyuketsuki's List of Changes to the map:
Quote:Changes:
- '-Clear' to clear the screen of excess text.
- '-APM' to show a players average actions per minute.
- '-AFK' to show how long it has been since the player last issued an order.
- '-Streak' to show how Many Kills in a row you have as well as your highest kill streak before receiving a hit. (Mostly for Knife Cake Mode)
- Added the command '-lasthit' that will show you what the last unit and player that hit you was.
- Added the command '-supplies' it will list the amounts of Ammo cases/Magazines/Medical Kits/Fibrins/Anti-venoms/Chain Explosives/Claymores/satchels/Flare guns/smoke grenades/ground illumination flares/shotgun shells/hedp around you in a small area.
- Added the command '-Supplies x' that lists what items a Hero is holding. -forgot to even test.
- Added the command '-cases' which will make Chain explosive cases and Claymore cases not destroy themselves if they run out of charges.
- Added a '-split' stack command for Satchels, Medical Kits, Fibrins, Anti-Venom, Shotgun shells, HEDP, GIFs, Flare Guns, Smoke Grenades and detonation cords. It will split it from the second Item slot in your inventory, either adding to inventory or creating on the ground depending on whether you are full.
- Added FFA and Kill Count Mode to deathmatch, through the commands -dmffa, -dmffakills xx and -dmkills xx.
- Added a command in Deathmatch that will allow a 50% chance for Zulu's to spawn in place of a Marine Hero and allow you to add 1 ability to that unit in order to increase variation.
- Added a CTF mode in Deathmatch, which will spawn the flag and units in specified locations.
Activate with '-ctf xxxxxx' RF/BF RS/BS KC/NK. Example: '-ctf rfrrkc'
RF: Randomly spawn flag(5 possible different locations).
BF: Spawn seperate flags at team bases.
RS: Randomly Spawn hero.
BS: Spawn hero at base.
KC: Kills count towards score.
NK: Kills do not count towards score.[/list:u]
- Changed Newbie text to a dull Red or yellow depending on importance.
- Added a mode that will not give medals and only one third of Experience when saving but allow you to select between Chapters, bosses and such but only activated if there is a Major or higher player, to activate it type -CS Enable.
- Added a Knife Type mode, where everyone will spawn as a rifleman and only be able to knife, unable to use colt and shotguns, grenades, explosives etc. Disables after first contact with Zulus if not activated. Bonus experience gain depends on how many kills you have before receiving hit. Type '-knife cake' -until i can think of a better name.
- Added -KyuZ Mode that disable saving in nightmare and normal. The list is in the map under quests and must be activated before the first 2 minutes of the game.
- Added the command '-dist x' to change the camera distance to values between 600 and 4000.
- Imposed a minimum chapter after certain ranks, Sgt+ being after sentries, 2lt+ after Chapter 2 and Maj+ after chapter 3, will not apply in nightmare or bootcamp.
- Added the command '-zbug' as a test removal code for bugged zombies.
Gameplay Changes:
- Added command '-p x' to set satchel primer.
- Added a crypt to the hill west of power generators, units will spawn from there.
- Changed a few unit spawns before convoy.
- Changed the terrain in various places.
- Changed Justice energy output per use from 50 to 35.
- Allowed you to pick up claymores/chain explosives/satchels/ground illumination flares/flares/ammo cases/magazines/shotgun shells/HEDP/medical kits/anti-venom/fibrins/detonation cords/shotguns/grenade launchers even if inventory is full, it will add to the stack if u already have a stack, otherwise it will just create that item in your inventory(on the ground if you are full).
- Anti-venom, Fibrins, Ammo cases, Magazines and Medical kits are now used on the hero that picks them up if your inventory is full and they are unable to stack or load into existing items, dropping the excess.
- Made the auto-stack and the auto-consume functions toggle-able with the commands '-auto stack' and '-auto consume'.
- Auto-consume is disabled(can still be enabled) unless you load a code that is at least Lcpl rank.
- Added a command to unload Shotgun shells and HEDP from Shotguns and Grenade launchers, it will create it in inventory if your not full, otherwise it will be on the ground, usage is with '-unload'. Unloads from the first item possible in your inventory. Example: if you have a grenade launcher in 5th slot and m29 in 3rd slot, typing -unload 10, will unload 10 from the m29 into the grenade launcher, even if your inventory is full. It will make multiple stacks if you unload too many.
- Game will destroy the vision blockers when Magnificent Bastard's and Lost Cause activates.
- Made it so for Moirae, atrien or shiva always drops if there are less than 5 players alive.
- Decreased smoke's movement speed reduction from 50% to 40%.
- Reduced Sound level from being too close to explosives from 5x to 4x.
- Changed the chances of acquiring all final chapters.
- Changed the chances of acquiring Diablo, It will go through 5 tiers of Squad Ratings.
- Changed the way nightmare works, the amount of movement and attack speed bonuses vary between different units.
- Added the Purge Ability to Residence 41 if there are less than 3 players after someone has died.
- Changed possible boss spawns/scenarios when in knife cake mode.
- Made it so that single claymores and chain explosives will enter into an existing stack rather than drop to the floor when disarmed.
- Disabled Net and Devour from affecting parasite mounds, parasite spores and cocoons. -let me know if it affects any other targets.
- Shotgun Shells and HEDP are now usable, they will load into the first item in your inventory which it can fit into.
- Added a short ranged true sight to M29, Arclite and DAO and medium ranged true sight to SAM-R.
- Golf claymores can be attacked although their hp has been increased from 50 to 400 and now have evasion.
- Tweaked things in lost cause, it should be easier for smaller groups and slightly easier for large groups. Time before Lost Cause 'starts' is about 1 minute longer.
Marine Changes;
- Residence 41 and communications tower will now have the system purge ability if less than 3 players are playing.
- Changed Apache's Napalm from the hellfires to a larger area of effect.
- Added floating text over a player with ACA enabled if they receive an ailment or are in critical condition.
- Increased cast time on Disarm and removed the cooldown.
- Infrared Chemlight's life is only 30 seconds instead of 45 and has a cooldown of 60 seconds instead of 30 and a mana cost of 10.
- Infrared Chemlight's now give a small area of vision for the first 20 seconds after it is planted.
- Increased the chances of Diablo for high ranked squads as opposed to Hades.
- Advanced laser designator now gives all players vision of the unit that is designated for 1 second every 2.5 seconds.
- Decreased movement speed of all Heroes and Marines.
- Added 'Threat Sensors Override' to Delta Operator and Force Recon, toggling this ability will allow you only to attack when ordered to when the switch is on, it will automatically disable itself if you are attacked. Lowers your threat rating while it's on, mana cost is 15 and cooldown is 10 seconds.
- Reduced Fracture's movement speed loss when sprinting.
- Lowered damage from jumping with a sprint and decreased the jumping range when fractured.
- Made Fire Mission circle proportional to Dispersion. -Xifer, aka Theonlyoz.
- Lowered Starting amount of Artillery shells to 600 from 900.
- Penalty for Players who kill their ally's K-9, their Hero XP gain is set to 60% of current.
- Added a 33% miss chance to marines which are inside smoke.
-Rifleman:
- Improved Rifleman in general.
- Increased the damage bonus from light weapons training for Rifleman to 4 instead of 3 and increases his movement speed by 1 on each level.
- Changed Rifleman's Focused Fire to:
Level 1 - 15% increased attack speed; movement speed reduced by 6%
Level 2 - 25% increased attack speed; movement speed reduced by 9%
Level 3 - 35% increased attack speed; movement speed reduced by 12%
Level 4 - 50% increased attack speed; movement speed reduced by 16%
Level 5 - 65% increased attack speed; movement speed reduced by 20%
- Changed Saline's Cast time, cooldown and mana cost.
- Added Combat knife to rifleman.
-Flame Thrower:
- Increased the Damage of Flame Thrower's Napalm to 45/65/85/100/115/130/145 from 33/53/73/93/113/127/140.
- Changed Fuel Synthesizer's Hot key to E.
-Navy Corpsman:
- Lowered Navy Corpsman's mana regeneration rate significantly, still higher than all other marines except flame thrower. For additional mana regeneration and reduction in mana costs of skills, learn field aid.
- Changed Navy Corpsman's Field Aid(Also fixed the 'per second' part) to:
Level 1 - Enables Blood transfusion(still requires first aid).
Level 2 - Lowers the cooldown and mana cost of anti-venom, cauterize and mend.
Level 3 - 60 HP per second. 2.5 Health per point. Upgrades Blood transfusion.
Level 4 - 110 HP per second. 2.75 Health per point. Nanite Integration(Permanent boost to armor).
Level 5 - 150 HP per second. 3.00 Health per point. Upgrades Blood transfusion.
- Blood Transfusion heals 125/150/180 Health over 15 seconds, costs 35/40/50 mana and has a cooldown of 40/35/30 seconds.
-Machine Gunner:
- Decreased the Machine Gunner's attack speed and spill radius.
-Combat Engineer:
- Increased Combat Engineer's MP Regeneration gain from MK-2 Nano Processor to 20% from 15%.
- Combat Engineer's Communications Array cast time decreased to 9 seconds from 10, cooldown decreased to 160 from 180.
- Communications Array will refund 70 mana when it fails to be set up correctly.
- Changed Combat Engineers Critical level 3 Bonus to insert shells only and added a level 5 bonus that increases attack speed by 15%.
-Designated Marksman:
- Moved Designated Marksman from Pfc to Lcpl
- Designated Marksman's attack range increased to 2800 from 2500.
- Designated Marksman's Muzzle Break Suppressor now increases his attack speed by 0%/6%/12%/18%/24% and decreases his movement speed by -5%/-2%/0% and then increases his movement speed by 2%/4%. Muzzle Break Suppressor also decreases the reload time by .15 seconds each level.
- Increased Designated Marksman's damage from scope from level 1 to 3 to 60 from 40 and there on 100 instead of 80.
-MQ3-Predator:
- Increased Predators attack speed and damage by 10.
-Force Recon:
- Force Recon's Reconnaissance has been changed to the following:
Level 1 - 12 second camouflage. Learns Munitions Beacons
Level 2 - 10 second camouflage. Learns Laser Sight
Level 3 - 8 second camouflage. Medical Beacons; Improved Laser Designator
Level 4 - 7 second camouflage. Explosives Beacons; Communications Broadcast
Level 5 - 6 second camouflage. Deploy UAV
- Force Recon is now able to use Laser Designator without Reconnaissance.
- Force Recon now has the Laser Scope Module skill, it will reduce the Force Recon's Vision, movement speed by 20%, attack speed by 50% and increase the Force Recon's damage by 180 for 6 seconds when used. Allows the force recon vision of the target area for 8 seconds. 10 mana cost and 12 seconds cooldown. Requires level 3 Critical Strike.
- The Force Recon gains a permanent 350 Bonus Attack Range at level 4 critical strike.
- Communications Broadcast will allow shared vision between all players for 25 Seconds when used. 30 mana usage and 40 seconds cooldown.
- Explosives Beacon will ping all explosives in the vicinity of the Force Recon when used. 30 mana cost and 15 seconds cooldown.
- Fixed UAV not being able to pick up some items.
- Significantly lowered Force recons attack speed but increased damage to compensate.
- Decreased Force Recon's Clip size to 40.
- Increased sight bonus as reconnaissance is leveled up.
-Infantry Unit Leader:
- Does not spawn with GIFs anymore.
- Replaced Light Weapons Training with Infantry Unit Leader skills:
Level 1 - laser designator.
Level 2 - Energy Transfer and stances.
Level 3 - Weapons Drilling and Ground Illumination Flares.
Level 4 - Rifle Training and Request Gunship Support.
Level 5 - Fire Mission and Rally.
-Fire Mission and Request Gunship Support still require chapter 2.
- Weapons Drilling decreases all players reload times by 0.75 seconds.
- The Infantry Unit's Ground Illumination Flares last 40 seconds, 60 seconds cooldown and require 30 mana. It has slightly lower vision range than normal Ground Illumination Flares.
- Rifle Training increases damage by and decreases reload time by 1.85 seconds.
- FM cooldown lengthened to 15 seconds and mana cost increased to 18.
- Rally increases nearby friendlies movement speed by 35% for 7 seconds, 180 second cooldown and require 15 mana.
-Forward Observer:
- Changed FO's Skills to:
Innate Disarm
1 - Learns Laser Designator
2 - Learns Illumination Rounds and Vector V-Binocular Range Finder
3 - Learns WP Rounds
4 - Learns Transceiver and laser sight
5 - Learns TOT Mission and Perimeter Intelligence(Surveillance with slightly lower range)
- Changed Forward Observer's Fire Mission so that it can only be leveled every 3 levels instead of 2 and can be leveled from level 2. Lowered Forward Observer's Fire Mission damage by 50 to the same values as the tooltip in 1.5c.
-Assaultman:
- Claymore ability cooldown increased to 50 from 45.
- Level 5 Demolitions Skill has been replaced with Improved Component Synthesis, which decreases the cast time and cooldown on all explosives and increases the amount of time your net works for by .5 seconds.To be precise, chains/claymores/net/md5 cooldown goes from 80/50/12/9 to 75/45/11/7, mana cost from 35/25/30/30 to 32/23/25/30 and cast time from 1 seconds to .35 second for chains/clays and 1.5 seconds to .5 seconds for md5's.
- Assaultman's Delay from smaw firing per level of SMAW Proficiency further decreased by .10 per level, at level 3 it can now insert SMAW rounds into existing SMAWs with a maximum amount of charges of 2.
- Changed Assaultman's smoke grenade cooldown to 25 from 20.
-Delta Operator:
Creep Changes:
- Added a unit cap for units controlled by Zulu players where it will remove some if it is higher than 35, except for when air field defence or Automated Artillery is active.
- Improved creep AI slightly.
- Change scaling of zulu's and item drops when only 1-2 players are playing.
- Increased Chordata damage and range buffer and decreased its attack speed.
- Decrease Blink's attack range and increased its attack speed.
- Increased Shredder's attack speed and decreased its movement speed.
- Decreased Varanus's attack backswing and increased its movement speed.
- Increased Evil Dog's movement speed, decreased attack damage and improved its evasion.
- Improved Devourers in general.
- Decreased Tartarus's damage and increased its movement speed.
- Increased Parasite Mound's turn rate and movement speed.
- Increased Parasite Spore's turn rate.
- Increased Tank Parasite's HP and decreased movement speed.
- Increased Zombie Female Villager's Attack back swing.
- Increased Flesh Composite's movement speed, maximum HP and armor.
- Immortals now have a chance of being crippled after spawning.
- Increased Gargoyle spawns in containment.
- Deadlier ghouls have been added to the spawn pool.
- Added a new creep called Shadow, you will have to see what it is by yourself. Does not spawn at all yet.
- Added a knock back effect to Tartarus, Flesh Composite, Thanatos, Diablo, Eris, Loki and Moirae. - Experimental
- Lowered Varanus's attack range and increased attack speed and damage slightly.
Boss Changes:
- Anubis mini-boss, A randomly spawned hero that gives Zulus buffs whilst it is alive. It will not engage marines and must be hunted. - Inspired by DragonMage albeit a bit different.
- Increased Havok's movement speed.
- Decreased Havok's attack damage and attack speed.
- Decreased Eris's HP regeneration and movement speed and increased her maximum HP.
- Increased Minos's movement speed, armor and decreased its attack speed.
- Increased Osiris's damage and maximum HP.
- Increased Mundus's movement speed.
- Increased Cerberus's maximum HP.
- Havok's movement speed increases after a certain amount of time through containment.
- Increased Diablo's maximum HP and decreased his damage and attack speed.
Only some of these seems to be added, I will check later
- Moved Flame Throwers Fortitudine into the Marine Actions menu and Fuel Synthesizer out.
- Changed the way medals work, to earn a medal you must successfully complete a game(does not take into account prerequisites for the medal), it will tell you if you have a chance at earning the medal at the start of the game.
- Made Forward Observer's Perimeter Intelligence give vision of class A's temporarily.
- Added Invulnerability to all units during chapter transitions.
Bug Fixes:
- Shiva fatal during Moirae mission and the odd fatal from it in Deathmatch.
- Colonel Ranks and higher can now save in nightmare and deathmatch only.
- Fixed a bug where the chance for Diablo to spawn for higher ranked teams was not changed.
- Fixed the Macbeth message at the ending cinematic.
- Fixed Combat Engineers -25 Attack(Maybe, but tested).
- Justice and Freedom have an unshared cooldown again.
- Added a check for whether spores were dead, if they are it will give xp.
- Fixed a bug in Containment where black hawk and the mini's where controlled by dark green, they should belong to marine corps.
- Added invulnerability at the end of Containment and Lost Cause.
- Fixed the problem with Force Recon's camouflage time not matching up to what it says it is, i set them to the real values instead.
- Fixed Flame Thrower's Napalm not doing the amount of damage it stated.
- Fixed the problem where General ranks don't get reinforcement's. -Thanks to Xeni for notifying.
- Fixed the supplies are scattered message to match up with the item drop message.
- Fixed the unauthorized marine bug.
- Fixed the pet's interface being blank when it spawns. -possibly(added code to reselect it)
- Fixed persistent chain explosives/clays that have been planted, you will have to disarm them twice.
- Fixed a problem with helicopters using ammunition.
My List of Changes:
-Changed code system back to 1.5c, but needs to be converted since 1.5c code system does not work on 1.23b+.
-Made it easier for smaller amount of players slightly, it scales to normal at 4 player then it gets a bit harder past 5.
-Add a -Request supply/ordinance for highest ranking officer that atleast captain rank, supply gives 2 ammo cases an medical kit and anti-venom, ordinance gives 2 chain explosives an claymore and flare.
-Fixed a fatal from md5 and when some skills are used.
-Fix some issue with grenade launchers and shotguns and using hedp and shotgun shells.
-Overall difficulty decrease.
-Enabled -KyuZ mode by red.
-Added -c as an alternative to -clear
-Added a -Climb command to get out of ditches, works in most other area.
-Removed some artifact from blp and model, compress wav sound to mp3, map is now 2mb
-Changed movement speed slightly, made it higher.
-Moved the 3 causes for contact fatal to message .2, wont fatal during contact anymore but if still fataling when message appears I will remove that code completely.
-Removed some possibility for fatals at start and consolidated(if any) to roughly where mesage .1/.2 appear.
-Removed all GetSpellTargetLoc, removed at least 500 location calls and replaced with x and y
-Optimized some coding and removed over 10 global variables.
-Rewrote SMAW, FM, TOT, CAS a bit to encorporate changes to locations and globals.
-Fixed an issue with shiva delaying up to 1 minute.
-Fixed the unload bug.
-Fixed Md5 problem with half or most of the spell not work when target cliffs, it will still fail if you target a 1000 distance long cliff.
-Redone Orbital Artillery shock so that it registers article 15s and made shock aoe same as orbital artillery aoe instead of base just 400 which is 4x the area of level 1.
-CAS problems and some explosives problems was fixed with warcraft 1.24b.
Epicwar Link
Things Ready fpr next version:
Changed -CS Enable to check if there is 1 Major or higher in the game instead of LtCol.
Changed it so there is a mode with only Zombies in Deathmatch. -Zulu Only
Changed Communications Tower and Town Purge to only work when there aren't 2 officers still alive.
Changed limit to amount of magazines carried by pvt-pfc to 15.
Changed so you can now control group Resident 41 and Communications tower, to do it, double click on Res41 or Comms Tower and you will select a unit, control group that unit and It will select the tower or res for you.
Might do some of these from Kyu's Thread
Quote:- Add a Command that will make nightmare more intense for those who want an fps-like adrenaline rush. The Pace of the game will be faster, with more spawns, a lower creep cap and further improved creep AI. XP gain from killing and overtime will be double that of nightmare or slightly less than double, game is essentially a Nightmare Short Mode that is even more fast paced. For use with low delay games.
- Turn Deathmatch options into dialog boxes, possibly Short Mode and Knife Mode as well.
- Add a system in that will keep players from gaining over a certain amount of XP. Something like an obstacle course between certain ranks where you have to complete them without getting x hits, kill certain bosses within a time limit and set items, complete a nightmare game etc.
- Change Rifleman's Focus Fire into something that would be useful and not increase his DPS as much.
- Allow other people to draw from IUL's clips if they run out of ammunition, IUL's Movement speed will not be lowered if he has less than 10 clips, only if they are nearby and MG will take an extra clip for every 2 clips used. Alternatively on another hero like rifleman(skill will scale), replacing his Focus Fire skill. -Makes things easier on the team as their movement speed will be higher.
- Change tooltips on Zulus.
- Improve creep AI based on MS/Distance/HP/Creep type/Buffs. Creeps may run past marines for a higher priority target in higher ranking games.
Will release new version when more changes done, add some suggesstion and I will look at it.
Current Issues:
Attachment is the map to convert your code to 1.24 but it requires version 1.23 warcraft, so a friend may do it or you can dl patch reverter programs.
Please post if there are problems. |
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