Fungrades 2.0 - ChangeLog

  • v1.1


    Agility
    Energy 2% > 3% per level
    >> Small buff to this upgrade, as it only lasts for 10 seconds.


    Specialist
    Clip/Ammo regen slightly buffed for pistol & rifle.
    >> Current state is a little too weak for rifles


    Warlock
    Spawn Health now grants 4 hp ( from 3 hp ) per level
    >> Needed to buff hp for both Warlock and Marauder.


    Marauder
    Starting Health now grants 3 hp ( from 2 hp ) per level
    >> Needed to buff hp for both Warlock and Marauder.


    Hunter
    Pain health now 80 from 50
    Speed now 1.5% per level from 1%
    >> Current per level was not strong enough.


    Zed
    Whitey now 4% chance per level ( From 1% )
    >> This upgrade was useless to upgrade for only 10% chance @ max.


    Stronger passive now grants 4 hp per death, from 3
    Faster/Harder/Better passives now grant 2% ( from 1% ) per death.



    Added - Anti Spawn Camping.
    > Within the first 3 second of a zombie spawning, humans will now take damage back. Further changes to anti spawn camping will be added, this is a bare-bone addition to attempt to prevent it less.



    Reset is now free up to level 30 ( from 20 ).
    Costs 10 tokens max. after level 40 it will always be 10 tokens.



    Experience gain has been massively boosted from all sources.


    RTD Fragments are now saved.
    >> !fragment !fragments

  • V1.2



    Agility
    Recover ( Fully Fixed ) - Also now grants 4% per level.


    Tailor
    Leather Armour - Resistant to Mutation ( Will not be disabled ). 3% > 2% per level


    Specialist
    Clip Regen - Reworked the code a little which makes earlier levels more worthwhile. Also gives another little boost to pistol and rifle.



    Marauder
    Mutation - no longer disables leather armour.
    Infection - 3% > 2% per level.


    Zed
    Whitey > 4% to 1.5% per level - This has now been reworked ( and also to prevent less client crashes ). And not sure if it is a Buff or a Nerf. Becoming whitey is now permanent for that round.


    Passives
    As the zombie passives work differently to survivors, they need a cap. The plan for passives on zombies were to make zombies stronger as the round goes on. Mainly to boost the starting zombies if they have a bad start, whilst at the same time, not to be overpowering mid-late game. Faster was initially 20% on release, which i know some people had ... fun with.
    Stronger - Caps at 80 health increase.
    Faster - Caps at 10% speed increase.
    Harder - Caps at 20% damage reduction.
    Better - Caps at 20% damage increase.

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