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!
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.
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.
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.
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!)
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
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
Added walls using https://workshop.codes/map-editor
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.
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!
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:
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!"
Troopers now have different AI, this is how it works now.
This will be added to Retribution soon
Bots should now pathfind smoothly towards you without them taking too long.
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:
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:
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:
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!
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
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
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.
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
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
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:
The sniper is not affected by these changes
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
That someone who copied the gamemode will highly likely know what they've done.
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.
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
Works like the original!
Here's a brief overview of what the game modes look like!
Fixes:
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 :)