JX MOD - UPDATE LOG - 01.10.2016

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    JX MOD - UPDATE LOG - 01.10.2016

    There have been a few fixes applied since release which I will briefly note, however further changes/updates will be added here.

    Main Fixes/Additions since release include;
    > !gift - Token gifting re-added.
    > rare issue with end round points not giving all points stated ( this was only an issue for a few days however ) - there is a max 25000 point limit each round ( long story short, I don't trust sourcemod with floats & integers ).
    > Point Rate in %


    Changes - JX MOD 1.1.1 - 24/11/2014

    > Points earned from kills/damage has been increased by roughly 100+%
    >> As it has been a few weeks since release, I have had a good look at average points given each round, and the current points people are on. And it would seem it is slightly hard to get the lower levels in upgrades. Although this was by designed compared to fungrades ( low levels were a lot easier to achieve ) I balanced it out in this new upgrade system. But it would seem the point rate is a tad too low at the moment. Although achievements and daily's give a big chunk of points each time, I am making playing the game without these bonus points, also rewarding,so have fun levelling a lot easier now ;) The change will obviously boost players in having higher upgrades, however, it will also allow new players to level up a lot faster ( although achievements and daily's do a good job in providing this ).

    Changes - JX MOD 1.1.2 - 25/11/2014

    > Command - !ts3 - will connect the player to the sammys-zps.com Teamspeak with their in-game name!

    > Adverts - Added Teamspeak 3 advert + Gift Advert.

    > Lotto - Changed Lotto to allow numbers 1-25 ( from 1-30 )

    > Teamwork Plugin
    >> There is a new system, which will now reward or punish starting survivors with an increase/decrease in points based on their efforts during the round. There are a few teamwork point rewards and now a Point Bonus for those survivors winning a round. This is still in early development, and will be adding several more features to make players work more as a team. You will be printed at the end of each round your point rate, along with any bonuses and punishments that have been earned for each individual round.

    Changes - JX MOD 1.1.3 - 26/11/2014 - Effective from the 1st of December

    > Xmas Presents and Candy Canes!
    >> Like every year, an Xmas event is added to the servers. This year, with ideas from Mr.9, a Calendar/Present + Game Giveaway event will be added to the servers, the biggest event yet ;) Last year there were a few game giveaways, however this year, there will be daily rewards and a final 24th of December game giveaway! i will be listing the games very soon, however i am posting the changes early for people to understand and get prepared ! More Info can be found Here

    Changes - JX MOD 1.1.4 - 01/12/2014

    > Admin print for zombie leavers for total leaves per player.
    > !cane !candy !candycane - Command to view current canes + time played each day.
    > Spectator Damage Disabled ( incoming and outgoing ).
    > Bot kills, although still do not count for any stats/dailys, now grant a small amount of points per kill.

    Changes - JX MOD 1.1.5 - 05/12/2014


    > Target upgrades now have a back option!
    > Changes to Damage, Life Steal and Toughness

    Changes - JX MOD 1.1.6 - 19/12/2014 ( WIll be live sometime this evening )

    > 21 new Achievements ( More to follow very soon also )
    > Buysong will now print the song last bought with !Start
    > Minor Bug fixes for points for melee weapons
    > Small reduction on melee points.
    > Normal Point Rate Round Cap - 15000 from 25000. Achievements are now not affected from the point cap.

    Changes - JX MOD 1.1.7 - 19/12/2014

    > 1 new Achievement
    > Point cap fix which was applied last week to correct achievement/point gain ( people gaining slightly more than rewarded if they hit the point cap). I will also note here again, achievement points are not affected by the cap. so if you gain 15000 points from the mod + 10000 from achievements, you will gain 25000.
    > Zombie Leaver Update - I still need to hook timeouts, but if you leave twice within a couple of days, 30 min auto bans will be given out. You can find a log of all leavers on sammys-zps.com/banme/index.php?p=warn - The automatic ban will be active this evening.
    > !warn name 1 reason - This is a feature which i am still thinking of releasing as a permanent feature. It works with the zombie leavers warns ( A Leaver gets 2 warns auto ) the reason for this addition is to have a log of all people breaking rules but not receiving a ban at the time. so !warn Joux 1 "Chat/Mic Spamming" along with the standard !mute Joux and !gag Joux command that would be given for the specific offence. Also, if a person receives too many warnings, it will also autoban them for 30 minutes for too many warnings.
    > Alot of bug fixes and tweaks! ( over the last few weeks ).

    Changes - JX MOD 1.2.2 - 09/09/2015

    JX Mod has been converted using Transitional Syntax allowing us C# like object calls. (For those interrested: wiki.alliedmods.net/SourcePawn_Transitional_Syntax)

    - Changed several queries to increase speed

    - Partially rewrote how Achievements are saved.

    - Added several ConVars which will allow us to easily enable events without the need to alter existing code.

    - Changing stuff which is currently a bit hackish when it comes to translations and colors

    - Added !steamid command will print your Steam ID and your Steam profile link.
    - Added !pr or !pointrate which shows you the current point gain percentage.

    - Removed old code which is not longer used
    - Changed the way players are saved to decrease the amount of single queries to the mysql server.
    - !vip will now give an info that skins are automatically assigned once you unlock them.
    - Almost every chat message has been changed in code so they can be easily translated into other languages.
    - Several bug fixes
    - It will now tell you which skin you have selected.
    - For Sonic skins it will always show which skin got randomly chosen.
    - Medic questions a bit more randomized
    - Changed to a better way of checking when someone uses rtd or anweres a question in Quiz or Math game in chat.

    It actually looks less then it is due to most of it being an under the hood change and not directly visible to players.

    Any bugs or suggestions post them in the Bugtracker.



    Changes - JX MOD 1.2.3 - 25/09/2015

    - Zombie base health increased to 225 from 200
    - Zombie base damage increased to 30 from 25
    - Carrier base damage reduced to 30 from 35
    - Zombie health per level increased to 4 from 2
    - Zombie damage upgrade modifier reduced to 0.09 from 0.012
    - Zombie lifesteal per level increased to 2 from 1
    - Survivors health per level increased to 2 from 1
    - Survivors melee damage modifier reduced to 0.014 from 0.016
    - Added a armour regen delay. When you get hit there is a delay before armour regen starts to tick again

    Changes - JX MOD 1.2.4 - 25/09/2015

    - Added a new Zombie upgrade Mutation (JX MOD DOCUMENTATION)
    - Finally fixed the ammo regen speed issue. Each time you regen ammo you now receive appropriately weight and will slow down. So no more running with 30 Shotgun bullets at full speed
    - Fixed minor things.
    - Added a message to all players when someone gets mutated
    - Removed the attempt to balance speed due to ammo regen issues see above.
    - Updated Sourcemod to 1.7.3 (this time it works :rolleyes: )
    - Updated Metamod to 1.10.6

    Changes - JX MOD 1.2.5 - 04/12/2015

    - Brand new point system. This is a ( part 1 ) follow up from the thread regarding the current JXMOD. The new system is now a shared point system, which, those who camp and get kills for points will no longer singularly benefit and gain solo points. Points gained from Kills and Deaths are now shared, you will still gain your own points from events, such as RTD, however, points gained from killing and playing each round will be split between your own team. This method of point sharing now gives new players in particular a much better chance of upgrading and not leaving as they find it hard to gain points alone. It also targets players who enjoy the objectives of a map, rather than trying to get as many kills as possible, everyone will now be rewarded. Along with this change, you will notice that you will receive a larger amount of points.

    Changes - JX MOD 1.2.6 - 14/01/2016

    - Fixed the "Need Ammo" message shown in chat (this is just a workaround until it will be fixed in ZPS itself)
    - Updated RTD Butter to use a direct function call to drop the weapon instead of using a hackish way.
    - Fixed an issue with Points being added to the Console (aka world).

    Changes - JX MOD 1.2.8- 20/06/2016

    - Added !inventory for admins which shows the current inventory of a survivor
    - Changed to a better way of ammo regen.
    - Added primary weapon limitation. You can have 1 primary weapon. M4, AK47, MP5, Remmy, Super Shorty, Winchester and Revolver are considered as primary weapon.

    hmm i dont like that tbh, it rewards personal performance even more
    humans (experienced players and also members) just play for kills to get points, not many care about objectives and its a pain to play as a zombie, you get shot right after spawn many times without any chance to win

    if i win aquatica with not many zombie kills i only get like 1 k points and if we die in the lab there but i kill 20 zombies before, which is pointless as humans lost, i get more points then for surviving

    in my opinion the point system should be much more team-/objective based and personal performance should only play a minor role
    True, it should be more rewarding by working as a team, but it is an upgrade system, and you should be rewarded for your own performance too. The reason for the increase is just to make the mod more fun for all.

    However, it does bring up a very good idea of including objective and team oriented rewards and bonuses.

    Joux wrote:

    True, it should be more rewarding by working as a team, but it is an upgrade system, and you should be rewarded for your own performance too. The reason for the increase is just to make the mod more fun for all.

    However, it does bring up a very good idea of including objective and team oriented rewards and bonuses.


    For such a case, why not add a win/loose modifier? So like in the old upgrades, a 20% win bonus as human (not last survivor) or a x% loss anti-bonus when loosing the round?
    /人 ‿‿ 人\ Wanna make a contract?
    Update 1.2.2

    JX Mod has been converted using Transitional Syntax allowing us C# like object calls. (For those interrested: wiki.alliedmods.net/SourcePawn_Transitional_Syntax)

    - Changed several queries to increase speed

    - Partially rewrote how Achievements are saved.

    - Added several ConVars which will allow us to easily enable events without the need to alter existing code.

    - Changing stuff which is currently a bit hackish when it comes to translations and colors

    - Added !steamid command will print your Steam ID and your Steam profile link.
    - Added !pr or !pointrate which shows you the current point gain percentage.

    - Removed old code which is not longer used
    - Changed the way players are saved to decrease the amount of single queries to the mysql server.
    - !vip will now give an info that skins are automatically assigned once you unlock them.
    - Almost every chat message has been changed in code so they can be easily translated into other languages.
    - Several bug fixes
    - It will now tell you which skin you have selected.
    - For Sonic skins it will always show which skin got randomly chosen.
    - Medic questions a bit more randomized
    - Changed to a better way of checking when someone uses rtd or anweres a question in Quiz or Math game in chat.

    It actually looks less then it is due to most of it being an under the hood change and not directly visible to players.

    Any bugs or suggestions post them in the Bugtracker.
    yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah

    Did you ever the hear the tragedy of Angela Ziegler the wise ?
    Show Spoiler

    I thought not. It's not a story the
    Blizzard Devs would tell you. It's an Overwatch legend.
    Angela Ziegler was the main healer of Overwatch, so powerful and so skilled she could use her rapid healing to influence the human body to create life...
    She had such a knowledge of healing that she could even keep the ones she cared about from dying.
    The Zürich PHD is a pathway to many abilities some consider to be unnatural.
    She became so powerful... the only thing she was afraid of was losing her power, which eventually, of course, she did.
    Unfortunately, she taught Jeff Kaplan everything she knew, then her developers nerfed her in her sleep.
    Ironic, she could save others from death, but not herself.
    Update - 1.2.3

    - Zombie base health increased to 225 from 200
    - Zombie base damage increased to 30 from 25
    - Carrier base damage reduced to 30 from 35
    - Zombie health per level increased to 4 from 2
    - Zombie damage upgrade modifier reduced to 0.09 from 0.012
    - Zombie lifesteal per level increased to 2 from 1
    - Survivors health per level increased to 2 from 1
    - Survivors melee damage modifier reduced to 0.014 from 0.016
    - Added a armour regen delay. When you get hit there is a delay before armour regen starts to tick again
    yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah

    Did you ever the hear the tragedy of Angela Ziegler the wise ?
    Show Spoiler

    I thought not. It's not a story the
    Blizzard Devs would tell you. It's an Overwatch legend.
    Angela Ziegler was the main healer of Overwatch, so powerful and so skilled she could use her rapid healing to influence the human body to create life...
    She had such a knowledge of healing that she could even keep the ones she cared about from dying.
    The Zürich PHD is a pathway to many abilities some consider to be unnatural.
    She became so powerful... the only thing she was afraid of was losing her power, which eventually, of course, she did.
    Unfortunately, she taught Jeff Kaplan everything she knew, then her developers nerfed her in her sleep.
    Ironic, she could save others from death, but not herself.
    More health, speed, higher infection chance
    yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah

    Did you ever the hear the tragedy of Angela Ziegler the wise ?
    Show Spoiler

    I thought not. It's not a story the
    Blizzard Devs would tell you. It's an Overwatch legend.
    Angela Ziegler was the main healer of Overwatch, so powerful and so skilled she could use her rapid healing to influence the human body to create life...
    She had such a knowledge of healing that she could even keep the ones she cared about from dying.
    The Zürich PHD is a pathway to many abilities some consider to be unnatural.
    She became so powerful... the only thing she was afraid of was losing her power, which eventually, of course, she did.
    Unfortunately, she taught Jeff Kaplan everything she knew, then her developers nerfed her in her sleep.
    Ironic, she could save others from death, but not herself.
    Yeah, tbh that is one of the best changes, carriers were far too strong, and high upgraded players playing as whitey was just far too overpowered.

    The damage upgrade alone per level affected whitey more than a normal zombie so it needed changing and balancing, a very legit nerf for upgrades. The default base damage settings for zombie/whitey with upgrades just made it hard to balance and did not work too well with an upgrade system so i think it is a very fair change for all.

    The changes as a whole were designed to make zombies have a chance of reaching and attacking humans, but allowing humans to also have a chance to fight back and not get 1/2 hit by high upgraded players too. It also gives new and low upgraded players an even better chance of fighting high upgraded players too. (hp base, hp per level, base damage)
    If i understand, old rpg system back with some changes. I mean if you have hp lvl for human - you will not have 120 hp, you will have 140 hp, right? If its so, so zombies have 280 hp if you have lvl hp 20... And damage reduced for humans, so if you will have 30 lvl for zombies hp - you will have 320 hp and no one with mag cant kill this zombie in to head with 1 shot (if he will have touchness 20 lvl, its even need 2 mag shots in head)?
    QTWave QTWave QTWave SUCH A LOVELY DAY QTWave QTWave QTWave
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