Posts by Joux

    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 ).

    It does seem complicated when reading it, due to the amount of content in the new mod, and was my initial fear when creating it. But i think that can be said for most games that have multiple skill trees and options. I have tried to make the in-game user interface as simple as possible to understand, so it 'should' come across a lot more understandable once playing, and not take long at all to fully understand how it all works. The upgrades are fully explained in what they do in-game, so you should not struggle to understand the system as much as you may initially think.


    Although once it has been released, i will be able to add any additional information to help players understand it further if needed.


    I do hope to re-add Jouxbox in the near future, but unfortunately we are reliant on the new devs re-adding a specific function that was removed in 3.0 that made Jouxbox possible :(


    Zombie Panic! Source : Fungrades 2.0

    It is finally here. The upgrade system to conquer them all.

    Fungrades 2.0 has been made with the idea to add diversity to the game. The majority of upgrade systems released and hosted within our community over the years, has generally been limited in the variation of how you can upgrade your stats. To explain this in more depth, the current mod running in EU3 is a prime example of having little to no options of mixing and playing around with upgrades to suit your own play-style. Individual upgrades become more expensive, and generally turns out to be more effective to just evenly upgrade everything, rather than to focus on a single upgrade that you prefer, which i know for many people, becomes stale.

    With this new system, we have created an upgrade mod which now includes upgrades designed for your play-style, that no longer forces you to upgrade everything evenly as it is 'cheaper' and more cost effective to do so.
    The new system now allows you to upgrade what you want, based on the skill tree you have chosen, without the cost of any upgrade increasing per level.

    The upgrade system has been made completely different to any previous upgrade system made. To best compare it with other games, think Pay Day 2 and its skill tree ( it is almost identical ), the old masteries from League of Legends, Path Of Exile.. well, almost any game with character progression can be used as an example.

    There are 5 skill trees for Each team. Each skill tree has a single upgrade unlocked. This means, as a new player, you will have 10 Total upgrades ( 5 For each team ) to choose from initially.
    You can upgrade into as many skill trees as you like.

    Each Skill Tree has 5 Unique upgrades. With the first upgrade, as stated above, being automatically unlocked. ( which makes the total of 25 upgrades per team )
    Each Skill Tree also comes with an unlock-able Unique Passive. Passives can be unlocked 2 different ways. The first method ( which requires a total of 25 upgrade levels spent ) requires at least 5 levels spent in each of the 5 upgrades in the chosen skill tree. The second method of unlocking a passive, requires 35 total upgrade levels spent in the respective Skill Tree, removing the minimum requirement of having 5 levels in each upgrade.

    The system is built on an Experience Leveling system. Experience is gained multiple ways through damage, kills and assisting team mates, and now also completing objectives!

    Experience is also gained from damage dealt, and will generally grant the same experience as a kill.
    Objectives also grant a large amount of experience on maps that support objectives scoring, there are also limits to objective experience gain. I will try to convert the maps we run to add objective scoring over time.
    Lower leveled players will also gain a large amount of experience based on level difference. This function is very dynamic and will keep the mod fun for everyone and will give new players huge boosts in experience gain to catch up in levels.

    An in-game HUD has been created to display your current Experience and Total Experience needed for the current level. Once you have reached the required Experience to level, you will level up ( On Round End ) and any experience earned will be automatically applied to the next level. Each level grants a single upgrade point for each the Survivor and Zombie skill trees. You can also use !hud to toggle the on-screen HUD for personal preference.

    Downgrading has been changed. You can no longer downgrade a single upgrade, and must 'Reset' all your upgrades in one go. Resetting ( !reset !downgrade ) now costs 1-10 tokens to do so. ( Level 30 and below can reset for free ). So make sure you upgrade.. responsibly.

    Now.. lets move onto the upgrades.. and passives! Starting with the skill trees for each team.

    For Survivors you have : Agility ( Speed ) Tailor ( Armour ) Specialist ( Ammo ) Survivor ( Weapons )
    For Zombies you have : Warlock ( Health ) Hunter ( Speed ) The Marauder ( On-Hit / Tank ) Zed ( Damage )

    I will add examples to the upgrades if people do not fully understand them, or would like additional information on them.

    Fungrades 2.0 - Features
    Moving onto the next features, and even returning features, such as the random token drops, the classic kill streak system has also returned! Each kill streak earned will also provide additional experience. The head-shot announce has also returned. Kill streaks end after 5 seconds, whilst each kill increasing the streak timer.

    A Brand new RTD System has also been built into the system. You will once again enjoy your favourite Roll The Dice outcomes, such as having the popular butter hands , the ability to become a fireball, as well as the chance to become an ice lolly! There are also some further ones such as being awarding Free Experience and round based boosts to make you temporarily overpowered. The New RTD System also has a couple of brand new features, as well as a few ideas taken from the original Fungrades SYSTEM and RPG Systems we previously had, many moons ago. It now also has the chance to win (Unless you are cursed with Sasuke's Luck) a Unique RTD Skin, which will also have the ability to also be used without the need of Active VIP Days. There are also a couple of other much requested features, brought back in a slightly different but fun way. But for now, those will be kept a secret until discovered ;).

    It is time for another community update!


    So for those that do follow our DevLog you will have noticed a lot of additions and changes have been happening to the new PointSystem ( we do need a better name.. suggestions anyone? ).
    Over the last couple of weeks, a lot of QOL Additions have been added, and various testing has been done on all 44 upgrades with the new 3.X ZPS System. Several upgrades have been changed completely, and some have been changed in their effectiveness per level. It is still all underway, and several other parts, like the RTD system and the returning multikill sounds all need testing, to make sure they work as best as possible when it is released. What I can say is that the mod is complete in terms of the current features i am including for release. What i cannot say is when. If all further upgrades that i need to test in-game work when testing, then we will be looking towards this time next week. If i encounter issues that require further fixing and changing, then it may drag over to the week after next. But all in all, we are looking to release it this month.

    But what about my points in EU3?

    Well, you will be pleased to know that Total points made from EU3 will be converted into Experience. This means for many of you, you will have a well earned head start. We have not done this between systems before, but i have made the decision to do so since we have only had EU3 running for a few months ( which was our placeholder mod ) while we, or rather while xerox worked on adding all of our hooks and functions back within sourcemod, ( and in-fact, a lot more than we had in 2.4 ) to allow us to create a system with a-lot more content.


    I will be creating a guide for the new system once it has been completed, which will go into as much depth as possible explaining it. I am trying to focus on in-game content to make it as simple as possible to understand for newer players that will be joining, and generally just adding as much helpful content, such as hud information, and text information on how to use the system. The upgrades are fully explained in this mod too, so you will know in game exactly what they do, and i have even added how effective each upgrade is, as you upgrade it ( which should be a very useful feature for all players ).


    But what is the new system?
    I Made a web page a while back explaining how it works, which i have linked a few times now. But for the newer forum lurkers and members, they can be found here for Survivor and Zombie Please note! these pages are not fully up-to-date and several upgrades have been changed, they also do not include the passives each class receives. But it gives you an idea on how the upgrades work, and when each upgrade can be upgraded ( by having level 5 upgrade in the previous upgrade ).


    Community Changes
    Over the last few weeks, myself and Cody have been making changes to the Member structure and will now look to update the member list more frequently, based on member activity. If a member becomes inactive for more than a month, without an inactivity report, we will now be moving them to the inactive member list section. This is mainly to keep everyone in the loop of which admins and members are currently active. This includes activity on the Forum/Discord/Game servers. So please, please remember to report any extended duration so everyone knows!


    Onto some bigger news with the Community. As you all know, Cody is currently our only active Community Manager, and whilst i have temporarily stepped in to do as much as i can to help and assist, there is only so much i can do whilst working on server..stuff! Therefore, due to the continued support and assistance, even behind the scenes, i and am more than pleased to announce that Lion ( [☎] ) will be joining our Community Management team! Therefore, any issues with the Admins or Members and generally anything community related, you can now also contact Lion for assistance. We do have some other plans in mind and changes to Head Admins and Game Admins and will announce them within the new few weeks, if not sooner.


    For any questions regarding .. well anything, please post away!