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Update Log for Overwatch: Storm Rising (35)

Overwatch 2 Update

This update is supposed to fix all the issues found in the Overwatch 2 version of this mode.

This also means that hero select is back for non all heroes playthroughs!

Preview of the hero select screen!
Josbird's Cursor Menu

Also issues with health pools and enemies healing themselves have been fixed. As well as some enemy spawns not working either have also been fixed!

I have also removed the WIP/BETA on the title as it's been like it for years and I forgot pfff

But anyways, enjoy the new update! Any issues just comment or come to my discord server as it is a more direct way of contacting me!

- Added workshop setting "Damage Dealt Heals You", does not activate when "Blood Moon Rising" is active to avoid stacking heals.

Update v5 - New Spawns

New update consists of a new spawning system that will aim to reduce server load, this is what happens now instead of what has happened before. This impementation is consists of rare bugs so I'm still updating it.

What used to happen?

Usually the game would spawn in dummy bots and remove them once they died, the deletion of the bots caused fluctuations in the server load causing a game to crash. To fix this I tried changing the data centres to "Signapore 2" considering it had the best performance for workshop games, causing games not to crash on "Singapore 2". I suddenly realised this was bad practice for workshop games. So someone asked me, why can't I do it the other way, so I did it the other way.

What happens now?

I have implemented a system that spawns in dummy bots whenever there are no alive dummy bots, and instead of removing bots once they die, they stay in the game, making the server load more stable. Then whenever a new bot needed to spawn, the new bot would take the place of the dead bot, this is made by making the dead bots stay dead until they are replaced by another bot spawning.

For Uprising (https://workshop.codes/6STSS/), there have been multiple adjustments to spawn locations via the help of Carrier's input, YouTube (https://www.youtube.com/c/CarrierBweep), this update or other pve modes couldn't have been done if he didn't give input

Update will be coming to all my PVE game modes that have this system (Junkenstein is not finished but Storm Rising and Retribution will be updated soon!)

Update v4.3 - New Revive

I have created a new revive system! When you're reviving someone their countdown timer stops and a reviving bar will appear instead. If you stop reviving them the countdown timer will continue from where it stopped!

This will be coming with every game mode I have with a revive mechanic!

- Game now teleports new players to Distillery if Objective is Secure the Distillery

Update v4.2 - Assassin Fix

The assassin has been a bit broken for a long time, this is an attempt at fixing her from being that little bit broken. :))

Kill Feed Disabled

Update v4.1 - Walls

Added walls using https://workshop.codes/map-editor

Update v4 - Thunderstorm Challenge Mission

The Thunderstorm Challenge Mission has been added!

Enemies damage all nearby players.

Enemies can now get aggroed if they are close to another aggroed enemy.

Update v3.9 - More Bots and Custom Names

In this update, the more bots extension and custom names action is used to make a more fluent pve experience. Allowing the addition of 20 bots on the opposite team.

This means that you can indeed play 6ve as only 18 bots would be allowed on the opposite team!

This is a great opportunity for Junkenstein's Revenge to get an update so that Endless can have a more fluent experience! I hope you enjoy this update!

  • Heavy Assault stops charging when near an edge (09/03/2021)
  • Heavy Assault stops for 4 seconds before charging (09/03/2021)
  • Some Sniper fixes (09/03/2021)
  • Snipers now stagger (09/03/2021)
  • Assassin stays on walls longer

Update v3.8 - More End Spawns and Better Pathing

There are now more spawns near the end whilst heading towards the castle to make the game feel more "alive" and fun. These trigger when the payload goes over them and should only trigger once.

Better Pathing:

  • Added more nodes around the castle area so that bots don't get stuck

Developer Comments:
"I have continously seen bots getting stuck in certain areas around the castle, I have changed the pathmap so that they no longer get stuck in those spaces. This means you no longer have to go and find bots that are stuck!"

Update v3.7 - New Trooper AI

Troopers now have different AI, this is how it works now.

  • Troopers only follow when you break LOS
  • Troopers stop moving when they see you
  • Troopers go backwards when you get too close (10 meters)

This will be added to Retribution soon

Update v3.6 - Smoother Pathfinding

Bots should now pathfind smoothly towards you without them taking too long.

Update v3.5 - Bake Maps

Bake Maps have been added to Storm Rising! These are the same ones as Uprising and The Crusaders PVE! Which means that lag has dramatically been decreased! Retribution will be updated soon as it does also experience significant lag.

Updates/Fixes:

  • Heavy Assault no longer curves while charging (13/02/2021)
  • Heavy Assault no longer charges when no one is in LOS (13/02/2021)

Update v3.4 - Revive Timer

Revive Timer is a 44 second timer shown by a progress bar that tells the player when the person they are reviving can't be revived anymore, unfortunately it does not stop if you're reviving someone.

Updates:

  • Troopers can now melee (27/01/2021)
  • Assassin will now return to walls after 3 seconds of being stunned (29/01/2021)
  • Troopers now stagger under damage (31/01/2021)
  • You can no longer revive brain dead players as Mercy (31/01/2021)
  • You can now see revive timers through walls (31/01/2021)
  • Revive Timer now fills the whole bar (31/01/2021) February Updates/Fixes
  • Game is a defeat once revive is over (01/02/2021)

Update v3.3 - Spawns Update

With the help of an Overwatch player named Carrier, I have created more spawns for Storm Rising, there are some spawns for the Sea Fort, Distillery, and first part of the map.

Hope you enjoy this update and hopefully some fixes have went through to some people playing :)

Carrier: https://www.youtube.com/c/CarrierBweep

Small Updates:

  • Widowmaker can now hook (26/01/2021)

Update to all gamemodes!

I have added an update to all gamemodes which should allow any of my bots to aim at someone no matter if you're the size of Torbjörn! The bots now only do body shots depending on your current height!

Update v3.2 - Heavy Assault Changes

  • Heavy Assault can no longer be hooked
  • Heavy Assault can no longer be charged at by Reinhardt
  • You can now melee to get the Assassin off of you
  • Heavy Assault now slams on entry (21/01/2021)
  • Assassin uses pathfinding (22/01/2021)
  • Sniper now spawns with first wave of bots near distillery (23/01/2021)
  • Heavy Assault now spawns 25 seconds after the first one in "Clear the sea fort", this change is only for difficulties Expert and Legendary (24/01/2021)

Update v3.1 - Bug Fixes and Updates

  • Assassin can now be immobilised if their movement speed is interrupted, for example, if you hook the assassin, flashbang the assassin, the assassin should stun herself and return back to her positions.
  • Baptiste bots take 1.5 seconds to fire
  • Widowmaker bots take 2 seconds to fire
  • Fixed a bug where you could pick all heroes on "Blood Moon Rising"
  • Fixed a bug where Widowmaker bots would infinitely strafe and not move backwards if you were to get too close to them
  • Fixed a bug where bots would keep looking at 0,0 when a person went out of line of sight
  • Fixed a bug where the assassin would keep you in the "knocked down animation" - 12/01/2020
  • Fixed a bug where the assassin would go back to the wall when attacking someone - 12/01/2020
  • Widowmaker now walks far enough away to aim in - 12/01/2020
  • Baptiste bots now take 1 second to fire - 12/01/2020

Update v3 - First Area v2

With help from BuyBoomStick, I have revamped the first area with some different spawns, including spawns in which bots fall out of the sky! I really hope you enjoy this update as much as me and BuyBoomStick had making this!

BuyBoomStick - https://www.youtube.com/user/Buyboomstick

Reference

For the first area, I had to change the spawn for Baptiste or else there would be too many bots in the game.

Bots also now react to getting shot at

Update v2.9 - Distillery v2 - Passive Spawns

The distillery will now spawn troopers randomly when the objective "SURVIVE THE INCOMING TALON FORCES" is active. They spawn at points in the Distillery that are not visible to the team.

Update v2.8 - Distillery v2

With the wonderful helping hands of the Overwatch PVE community discord, I have created a what seems to be accurate reprensentation of the distillery, and how different enemies spawn.

With help from:
ScroogeD *https://www.youtube.com/channel/UC8uN15AtOzX9ojwioRmBbMg** - BuyBoomStick https://www.youtube.com/user/Buyboomstick - Developful Socials Unknown*

Overwatch PVE Discord: https://discord.gg/jEj8QdN

Pathfinding Update

Fixed an issue with Pathfinding in which bots would walk in one spot only.

"I've never been so happy to see a defeat screen" - Waitedboat4

Update v2.7 - Distillery Balance

This is one of the changes to the Distillery on Expert and Legendary modes, two Heavy Assaults have been removed from that section.

More updates will come to each section of storm rising, I am trying to work closely with the experts behind finding damage values and health values for each of the bots, they also specialise in working out how many points you get from each kill and how many points you get from each objective.

Some other little updates:

  • Bots now activate when a player gets close
  • Bots now activate by themselves in the distillery and at the castle
  • Bots no longer look towards 0,0 when a player isn't in line of sight

The sniper is not affected by these changes

Update v2.6 - Assemble Heroes Screen Temporarily Removed

The original assemble heroes screen has been removed as it is no longer functioning, I will keep in touch with the creator of the cursor menu to try and return it back to the game mode.

Josbird's Cursor Menu: https://workshop.codes/cursor-menu

Update v2.5 - Anti-Copy

  • Added measures to try and stop people re-posting my gamemode

That someone who copied the gamemode will highly likely know what they've done.

Update v2.4 - Two Heavy Assaults

If the gamemode difficulty Expert or Legendary, two heavy assaults will spawn when one heavy assault usually spawns. This includes the Distillery - Last Round, and Clear The Sea Fort - Last Round.

Update v2.3 - Little Updates

  • Heavy Assault now takes 10% knockback
  • Heavy Assault should now switch to charge more fluently
  • This may have been fixed, but I've messed around with "Storm Raging", test it out
  • Made some adjustments to how bots find nodes

Update v2.2 - Bug Fix

  • Fixed a bug in which you could not revive a teammate without going out of bounds.

Update v2.1 - Teleport

You will now get teleported to teammates if you have just joined mid-game, this is so that there is a fluid experience throughout no matter if you get leavers!

Fixes

  • Fixed 'Truch' spelling mistake
  • Fixed Heroes don't appearing correctly under their names in the assemble heroes (5/11/2020)

Update v2 - Challenge Missions

  • Added Blood Moon Rising
  • Added Storm Raging

Works like the original!

Here's a brief overview of what the game modes look like!

Fixes:

  • The situation of bots running into walls is under control and hopefully they shouldn't do it unless they're 3 metres close! (02/11/2020)
  • Bots shouldn't target invisible players (02/11/2020)

Update v1.1 - Scoring and Balancing

  • You can now gain score from kills and objective bonuses

This is the scoreboard with player names and general stats

This is from getting an Objective Bonus

Other enemies you may encounter have been nerfed or buffed. Enforcers move slower and do less damage on normal, Troopers have been nerfed to the ground and need a group of them to do damage. The Assassin can get stunned whilst running or if they are far away from an enemy. Heavy Assault does more damage whilst charging and more damage overall, he can now also boop you if you get too close. In general, enemies have been severly nerfed on certain difficulties :)

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