Posts by Joux


    As we did this back in 2014, we have decided to do it once again!



    I have created a system within the VIP Area ( World Cup 2018 ) which will allow you to predict the scores within the upcoming bracket ( Round of 16 ) After the current games have been completed in the group stages.


    The predictions will open up after the last game of Panama v Tunisia on the 28th of this month, which will then give you a couple of days to log in and predict your scores!


    Round 16 predictions start 28th of June at 22:00 BST and close 30th June at 14:00 BST


    Quarter Final predictions start 3rd of July @ 22:00 BST and close 6th July 14:00 BST


    Semi Final predictions start 7th of July @ 22:00 BST and close 10th July 18:00 BST


    Third Place and Final predictions start 11th July @ 22:00 BST | Third place closes 14th of July @ 14:00 BST | Final closes 15th of July @ 15:00 BST


    I will try my best to inform everyone when they can predict each time for those that don't understand it fully.


    You will be given points on each results. And don't worry, if you make a complete wrong prediction ( goals / winning team outcome ) it wont effect your further predictions.


    +1 Point is given for a correct Goal prediction ( +2 Points if both goal predicitions are correct )
    +1 Point is given for a correct outcome ( Example : if you predict 5 - 0 and the final score is 3 - 2 )
    +2 Points are given for a correct prediction ( which will be a total of 5 Points )


    As promised, World Cup Rewards !


    1st Place : Sasuke - World Cup Unique Skin + 10 000 PP
    2nd Place : Fora - World Cup Unique Skin + 5 000 PP
    3rd Place : Phone - World Cup Unique Skin + 2 000 PP
    4th Place : Cody - 1000 PP
    5th Place : Acy - 500 PP

    v1.6


    Guardian (Health) 2 -> 3
    Guardian (Armadillo) 5 -> 8


    Bruiser (Isolation) 2 -> 3
    Zed (Artery) 25% -> 30%


    Specialist Blade : 30% -> 35%


    Warlock Stronger : 4 -> 5 Health per Death
    Zed Better : Cap 30 -> 20


    RTD Speed 15% -> 20%


    Increased the chance of getting the Chance reward, over the Hope reward. Increased the maximum 'chance' rewards give when won (2-3 -> 2-4).
    Slightly increased the chance of getting Mythical and Legendary rewards and also increased all experience gain.


    New command !autopanic <value> ( alias !setpanic )
    > When health is brought below the amount set, you will automatically panic.
    > Example !autopanic 50 ( if my health ever hits below 50, i will automatically panic )

    v1.5

    Agility Passive Fitness 7.5% -> 10% ( Out of Combat time activation from 6 -> 5 seconds )
    > Giving survivors a small speed buff this patch, for those that choose the Agility skill tree.


    Survivor Passive HeadHunter 5% -> 10%
    > This is to slightly counter the new upgrades from Bruiser. Again, for those players who choose the Survivor skill tree.


    Survivor (Fast Reload) 6% -> 8% per level
    > Needed to be increased again. To almost be 100% at max level, and worth upgrading.


    Specialist (Chilling Ammo) & (Explosive Ammo) 4 -> 5% per level
    > The low chance, even at max level did not feel great. Therefor have slightly increased this chance to feel a little better.


    Zed (Whitey) 1.5% -> 1% per level
    > After only a few spawns, most people would have whitey which was proving to be too strong for what the whitey stats provide, along with the zombie passives.



    Medic now heals slightly faster, and also has an increased infection cure chance.


    RTD VIP Cooldown Reduced 9 -> 8 Minutes ( 10 Minutes Normal )


    Member EXP Bonus Added ( 10% ) from all sources ( Already active in the current build )


    Experience gain from all sources have been slightly increased ( ~10% ), allowing faster & complex build variations.



    New Skill Trees



    [ Guardian ]


    > Health - Increases maximum health.


    >> Armadillo - Your first hit against you deals reduced damage.
    >>> Panic -
    Increases panic speed.


    >> Impair - On-Hit : Reduce targets damage.
    >>> Kill Shot -
    Last bullet deals additional Damage.


    Passive - Rejuvenate : Gain health regeneration whilst out of combat.



    [ Bruiser ]


    > Absorb - Receive less damage whilst under 100 health


    >> Isolation - Receive less damage from isolated targets.
    >>> Resist - Reduce the effectiveness of movement impairing effects.


    >> Iron Head - Receive less damage from head-shots.
    >>> Lunge - Increased speed whilst lunging.


    Passive - Contagious : Increase infection rate per death.



    A full explanation on the new skill trees will be added to the Documentation shortly.


    Patch will go live this evening ( 5-6 hours from this post ).


    As i converted several deathrun maps for EU4, we can use them also on EU3. Therefore i would like to give everyone the option to vote for the next rotation of deathrun maps added to EU3.


    The 2 currently running will be replaced with the two voted highest.

    I have added back the death run server on EU4, with some untested DR maps :P A further 6 death-run maps have been converted to 3.x ( all untested as per usual ) but will fix issues as they come along.


    The server comes with the Death-run mod i made several years ago and converted to work with 3.x. The system will time you, and rank you based on completion time. ( as well has having your name in the server title if you are first! )


    So go get death runnin! QTWave

    Just a little update regarding Jouxbox. As the developers have kindly added a feature that enables Jouxbox again, we can finally play music once more! ( and hopefully with less client issues we previously had ).
    The music is now streamed through the ZPS mp3 player, which is a much better way than using the old MOTD HTML method. As you know, this did previously require some people to manually install flash-player, and sometimes caused client issues for some.


    Jouxbox is now available on all servers, and costs 1 token per song. There is a small cool-down once a song ends to allow other people to play songs and not hog it ( looking at you Leo ).
    All servers now drop vip crates that can be used to obtain tokens.


    !buysong / !jouxbox --> Searches the string entered for the song. Example : !buysong Imagine Dragons Radioactive
    !start --> Enables the client to listen to music, and also starts the current song.
    !pass --> stops/skips the current song from playing. This does not disable further music.
    !stop --> Disables the client from playing music, and also stops the current song.
    !volume --> changes music volume, which now also affects the current song playing. Example : !volume 75
    !ost --> Resumes the default ZPS Original SoundTrack


    As well as using !currentsong, you can also now hold TAB to see the current song playing ( Top Right )

    v1.4


    Agility Passive Fitness 5% -> 7.5%


    Agility (Recover) added chat message to show health recovered after 10 seconds.


    Agility (Energy) 2% -> 3% per level & 10 -> 15 second duration


    Tailor Passive Power 4 -> 3 health per kill
    >> Added Assists now grant 1 health per kill


    Warlock (Blood Lust) range has been increased - 2 -> 3 hp per level.
    > Needed a buff as this upgrade does not apply to yourself.


    Warlock (Health Regeneration) - 1 -> 2 hp per level
    > also needed a buff to make having the upgrade worthwhile in a brawl.


    RTD Fragments > Will now internally re roll the random fragment given if you already have it. This will help slightly in preventing duplicates and obtaining the event outcome more often ;)

    v1.3


    (Warlock) Mutation - Mutation duration reduced to 4 seconds ( from 5 ). 3% -> 2% per level
    >> as mutation is one of the most effective upgrades in terms of what it does, at level 10, 30% per hit was too much
    >> a quick note about how mutation works on upgrades such as as Hazard. Mutation will pause the effect of hazard, and once the mutation ends, hazard will resume ( with its full duration ).
    (Warlock) Spawn Health
    >> Now correctly applies as starting health only ( This was set as max health temporarily while i worked on a fix )


    (Survivor) Fast Reload - Inbuilt cool-down reduced between reloads. 5% -> 6% per level
    >> For an upgrade that has a single chance ( due to the inbuilt cool-down ) all upgraded levels need to be slightly better.


    (Specialist) Chilling Ammo
    >> Zombies now turn blue whilst slowed!


    Starting upgrade points 2 -> 5
    >> The mod was built to make different builds, mixing and matching skill trees and their upgrades.
    >> New players need to experience this earlier, and also compete with higher leveled players a lot faster than other systems built, whilst at the same time making higher levels worth getting.


    After level 20. You now gain a token per level.


    Passives can now be unlocked with 35 total levels spent (from 40) in a skill tree. This means you 'could' max out a single branch, along with the initial skill tree upgrade, to unlock a passive.


    Tokens that would have been gained from level 20 have been given out. Additional upgrade points have also been given out to match the new starting upgrade points.

    V1.2a


    Small feature update.


    New players will now have several other in-game tips show in chat ( like the adverts ) which will also inform players more about experience and levelling. This also informs them if they have any free upgrade points free.


    Command Added : !info ( Aliases !passive !passives !stats ) - This now shows you your level and experience without joining the round. It also provides you with current passives, and also how strong they are during the current round ( Mainly to check the current strength of the zombie passives ).

    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.

    Thanks, i appreciate all input from the mod and want more people to speak up with how they feel. But please remember it has been out half a week, and i have been non stop making minor changes and working to balance everything in the mod. The main work is currently fixing the bugs. Although honestly, we are almost done.


    I will update the patch log in a sec as i have already made changes noted in this post.


    Infection and mutation and leather armour has been changed, as it was far too strong ( Mutation disabled leather armour ) and made infection far too strong.


    Ammo regen has been slightly reworked and you should notice slightly more rifle and pistol ammo.


    Pushback is strong and is also damage based which makes all guns even stronger in my opinion ( as this is one i had maxed on one of the days testing ) Revolvers and Shotguns will pack a punch more, whilst rifles will slow for the duration of shooting.


    Fitness works, the code used is too simple for it to be an issue, i will decide if it needs slightly increasing within the next couple of days.


    Deadskin works and tested again this evening.


    Whitey is being changed in the mod so this may be irrelevant. Once you get whitey, you will remain whitey. but the chance has been lowered again ( this is mainly to tackle the mass timeouts we have had )


    Recover has now been fully fixed.


    Passive Speed works too.


    I will add a menu , or some kind of indication of the current passive strength for zombies ( and survivors ). So you know what buffs you have active, and how strong they are.

    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

    Slight mistake and has now been corrected. Strength is not an on-hit upgrade, it is a permanent upgrade which at max level will add 10 base damage to attacks. Evolve is round based, based on your kills and assists in the round, additional health will be added on spawn. Therefore if you have 8 levels into evolve, and 5 kills, you will have an additional 40 hp max health on spawn, life steal and health Regen makes use of this upgrade ( if you manage to get kills ofc ).