- Joined
- Mar 21, 2008
- Messages
- 367
I don't know why anyone would read this
v0.48 (9/6/, 9/7/13)
v0.01 (5/24/09)
-none-
-none-
v0.02 (6/12/09)
- new primary: Naval Mine
- new primary: Remote Bomb
- new secondary: Throwing Knife
- removed casting time from Melee Attack
- fixed the knockback bug (sort of)
- new primary: Naval Mine
- new primary: Remote Bomb
- new secondary: Throwing Knife
- removed casting time from Melee Attack
- fixed the knockback bug (sort of)
v0.03 (6/12/09)
- Throwing Knife damage: 50 -> 25-40
- reduced the Remote Bomb's knockback
- fixed some bugs/tooltip errors/etc. bullshit you probably don't care about
- Throwing Knife damage: 50 -> 25-40
- reduced the Remote Bomb's knockback
- fixed some bugs/tooltip errors/etc. bullshit you probably don't care about
v0.04 (6/14/09)
- new primary: Incendiary Bomb (suggestion from duckdude22)
- new primary: Incendiary Bomb (suggestion from duckdude22)
v0.05 (6/16, 6/24/09)
- new primary: Impeder Mine
- new primary: Impeder Mine
v0.06 (6/27/09)
- edited the arena and shit
- edited the arena and shit
v0.07 (6/27, 6/28/09)
- lots of bug fixes
- Throwing Knife damage: 25-40 -> 40-65
- lots of bug fixes
- Throwing Knife damage: 25-40 -> 40-65
v0.08 (6/28/09)
- new fucking arena
- tweaked the knife (again)
- new fucking arena
- tweaked the knife (again)
v0.09 (6/29/09)
- new game mode: Base Mission
- increased the range of Melee Attack slightly
- new game mode: Base Mission
- increased the range of Melee Attack slightly
v0.10 (6/30, 7/1/09)
- in Base Mission, bases now take 24 seconds to capture rather than 15 (with one person)
- added a time limit in each game mode
- bug fixes
- other crap you don't care about
- in Base Mission, bases now take 24 seconds to capture rather than 15 (with one person)
- added a time limit in each game mode
- bug fixes
- other crap you don't care about
v0.11 (7/1/09)
- new map
- reduced the Team Deathmatch time limit to 4 minutes
- reduced the Base Mission time limit to 6 minutes
- bug fixes (of course)
- new map
- reduced the Team Deathmatch time limit to 4 minutes
- reduced the Base Mission time limit to 6 minutes
- bug fixes (of course)
v0.12 (7/2/09)
- tertiary abilities
- new secondary: Drainer
- buffed the Drainer
- bug fixes
- tertiary abilities
- new secondary: Drainer
- buffed the Drainer
- bug fixes
v0.13 (7/3, 7/5, 7/23/09)
- added a time to select abilities at the beginning of each round
- improved the tooltips (somewhat)
- new tertiary: Recover (lol)
- new secondary: Projectile Shield
- Blast Shield now gives an armor bonus
- hopefully fixed the allying glitch in team game modes (<_<)
- added a time to select abilities at the beginning of each round
- improved the tooltips (somewhat)
- new tertiary: Recover (lol)
- new secondary: Projectile Shield
- Blast Shield now gives an armor bonus
- hopefully fixed the allying glitch in team game modes (<_<)
v0.14 (7/24, 7/26, 9/3/09)
- new primary: Spike Trap
- new tertiary: Suicide Bomber (lol)
- wait time for hp regen for Recover decreased
- new primary: Spike Trap
- new tertiary: Suicide Bomber (lol)
- wait time for hp regen for Recover decreased
v0.15 (9/3/09)
- things you don't really care about
- things you don't really care about
v0.16 (9/4, 12/20/09)
- a lot of random shit that i really dont feel like making a list of here
- a lot of random shit that i really dont feel like making a list of here
v0.17 (12/20/09)
- lag reduction (hopefully)
- lag reduction (hopefully)
v0.18 (12/26, 12/28/09)
- new mode
- adjustments on the Impeder Mine
- fixed disarm bugs with Cryo-bomb
- new mode
- adjustments on the Impeder Mine
- fixed disarm bugs with Cryo-bomb
v0.19 (1/10/10)
- new map
- bug fixes, adjustments on the Spike Trap
- new map
- bug fixes, adjustments on the Spike Trap
v0.20 (1/11/10)
- fixed trap-capping
- fixed alt exploit in map 4
- fixed trap-capping
- fixed alt exploit in map 4
v0.21 (1/14, 1/24/10)
- new game mode
- adjustments on Flare
- fixes for TLM, CAP
- new game mode
- adjustments on Flare
- fixes for TLM, CAP
v0.22 (1/26, 1/31)
- adjustments on Poison Gas Mine
- BASE is now 4 rounds
- fix with Throwing Knife collision
- added a scoreboard
- the whole Version Changes thing (could have done this earlier amirite)
- some poison gas mines release a stronger poison than normal
- damage numbers appear on the attacked rather than the damage source
- gain in score by capturing bases, capturing the target in CAP/picking up the target, blocking projectiles with projectile
shield, draining mana
- throwing knives can now damage drainers
- fixed bug where committing suicide would give 1 point (lol)
- adjustments on Poison Gas Mine
- BASE is now 4 rounds
- fix with Throwing Knife collision
- added a scoreboard
- the whole Version Changes thing (could have done this earlier amirite)
- some poison gas mines release a stronger poison than normal
- damage numbers appear on the attacked rather than the damage source
- gain in score by capturing bases, capturing the target in CAP/picking up the target, blocking projectiles with projectile
shield, draining mana
- throwing knives can now damage drainers
- fixed bug where committing suicide would give 1 point (lol)
v0.23 (????)
-missing version-
-missing version-
v0.24 (2/21/10)
- added Recon tertiary
- added a force timer for one life game modes; prevents players from staying in their base for the entire round
- removed the Throwing Axe (i didnt like it lol)
- random aesthetic updates no one really cares about, i.e. dirt explosions when traps detonate on dirt, water explosions
when traps detonate on water, blah blah blah
- preview picture change
- added Recon tertiary
- added a force timer for one life game modes; prevents players from staying in their base for the entire round
- removed the Throwing Axe (i didnt like it lol)
- random aesthetic updates no one really cares about, i.e. dirt explosions when traps detonate on dirt, water explosions
when traps detonate on water, blah blah blah
- preview picture change
v0.25 (4/2/10)
- changes on Recon tertiary
- bug fixes
- Flare Gun (with Recon) now only pings enemies
- Chain Disarming: if you disarm a trap in less than 3 seconds, you are given another 1.5 seconds to disarm another nearby
(with a shorter code)
- fixed the capture point stealing in BASE
- changes on Recon tertiary
- bug fixes
- Flare Gun (with Recon) now only pings enemies
- Chain Disarming: if you disarm a trap in less than 3 seconds, you are given another 1.5 seconds to disarm another nearby
(with a shorter code)
- fixed the capture point stealing in BASE
v0.26 (4/4/10)
- new map (map 5 aka desert-ruins shit)
- BASE is now 2 rounds (again)
- CAP timer 60s. -> 30s.
- post-game improvements: players are now able to view their stats (only kills/deaths/teamkills/suicides because im too lazy
to do anything else at this point
- spectator command
- CAP target duplication glitch fixed (probably)
- fixed capturing the target in CAP even after the round was over
- new map (map 5 aka desert-ruins shit)
- BASE is now 2 rounds (again)
- CAP timer 60s. -> 30s.
- post-game improvements: players are now able to view their stats (only kills/deaths/teamkills/suicides because im too lazy
to do anything else at this point
- spectator command
- CAP target duplication glitch fixed (probably)
- fixed capturing the target in CAP even after the round was over
v0.27 (4/27/10)
- score resets every stage (overall score shown at the end of the game)
- a kill in TLM gets you 7 points instead of 3
- changes on map 4 (guess where)
- probably fixed the damage numbers not appearing bug (if not, then shit)
- in BASE: unable to capture bases when frozen
- in CAP: unable to capture target when frozen
- fixed Impeder Mines not slowing down others (for players 1 and 2) when detonating in water
- score resets every stage (overall score shown at the end of the game)
- a kill in TLM gets you 7 points instead of 3
- changes on map 4 (guess where)
- probably fixed the damage numbers not appearing bug (if not, then shit)
- in BASE: unable to capture bases when frozen
- in CAP: unable to capture target when frozen
- fixed Impeder Mines not slowing down others (for players 1 and 2) when detonating in water
v0.28 (5/21, 5/22, 5/23, 5/24/10)
- new secondary: Grappling Hook
- mana is drained from the player if their trap is disarmed
- disarm text only displays for the caster
- more changes on map 4 (made that path I added at the left side of the map narrower)
- removed wind in map 5
- poison 15 damage/sec -> 25 damage/sec
- new secondary: Grappling Hook
- mana is drained from the player if their trap is disarmed
- disarm text only displays for the caster
- more changes on map 4 (made that path I added at the left side of the map narrower)
- removed wind in map 5
- poison 15 damage/sec -> 25 damage/sec
v0.29 (5/25/10)
- new map (grassy shits)
- DM lives 50 -> 30
- new map (grassy shits)
- DM lives 50 -> 30
v0.30 (5/28, 5/29, 5/30/10)
- new game mode: BOMB
- bases being captured are pinged
- fixed bug where points for DM weren't added to your overall score
- new game mode: BOMB
- bases being captured are pinged
- fixed bug where points for DM weren't added to your overall score
v0.31 (5/31, 6/6, 6/12, 6/13, 6/14/10)
- scoreboard displays more information; CAP timer, bases captured, etc.
- Grappling Hook now deals damage
- points are no longer obtained from acquiring the target in CAP
- changed CAP goal positions in map 4 (cave)
- reworked terrain in map 2
- unused areas are hidden
- fixed bug where you weren't brought to the stats room when Team B won the second round of a TDM on the third stage (lol)
- suicides now count as deaths
- in CAP: score is updated when you are capturing the target
- in BOMB: mana is not consumed when the target is dropped
- fixed bug where the bomb (in BOMB) was affected by Quick Disarm
- fixed bug where the defending team could plant the bomb
- fixed bug where Drainers could be removed via chain disarming
- scoreboard displays more information; CAP timer, bases captured, etc.
- Grappling Hook now deals damage
- points are no longer obtained from acquiring the target in CAP
- changed CAP goal positions in map 4 (cave)
- reworked terrain in map 2
- unused areas are hidden
- fixed bug where you weren't brought to the stats room when Team B won the second round of a TDM on the third stage (lol)
- suicides now count as deaths
- in CAP: score is updated when you are capturing the target
- in BOMB: mana is not consumed when the target is dropped
- fixed bug where the bomb (in BOMB) was affected by Quick Disarm
- fixed bug where the defending team could plant the bomb
- fixed bug where Drainers could be removed via chain disarming
v0.32 (6/21, 6/22, 6/23, 6/28, 6/30)
- CAP guide (because nobody gets how to play this mode)
- the Acid Flask no longer goes through the Projectile Shield
- fixed deselection bug with Projectile Shield
- fixed scoreboard update bugs
- fixed bug where a player could deplete two lives from their team in TLM/BOMB by leaving in spectator mode
- fixed bug where you weren't brought to the stats room when Team B won a BOMB game on the third stage (lol)
- fixed bug where the bomb in BOMB was affected by Quick Disarm (again, because apparently I didn't fix this last time oop)
- CAP guide (because nobody gets how to play this mode)
- the Acid Flask no longer goes through the Projectile Shield
- fixed deselection bug with Projectile Shield
- fixed scoreboard update bugs
- fixed bug where a player could deplete two lives from their team in TLM/BOMB by leaving in spectator mode
- fixed bug where you weren't brought to the stats room when Team B won a BOMB game on the third stage (lol)
- fixed bug where the bomb in BOMB was affected by Quick Disarm (again, because apparently I didn't fix this last time oop)
v0.33 (7/6/10)
- new primary: Concussion Bomb
- added a -team command which allows red and green to give a title to their team
- points for guarding a projectile reduced to 1
- fixed bug where scoreboard wasn't updated when a player disarmed a trap
- new primary: Concussion Bomb
- added a -team command which allows red and green to give a title to their team
- points for guarding a projectile reduced to 1
- fixed bug where scoreboard wasn't updated when a player disarmed a trap
v0.34 (7/7, 7/8, 7/10/10)
- new game mode: SCAP
- DM is now 2 rounds
- drain rate for Drainer 50mp/sec. -> 25mp/sec.
- Drainer hitpoints 130 -> 150
- reduced knockback on Concussion Bomb
- increased knockback on Concussion Bomb if the unit has the Blast Shield skill
- fixed bug where players weren't brought to the stats room when Team B won the last round of a TLM on the third stage (lol)
- fixed bug where players weren't brought to the stats room when Team B won the last round of a CAP on the third stage
(one of these bugs again, wat)
- fixed deathlooping (though the chances of this happening was pretty much near nothing, unless you're Lazers)
- new game mode: SCAP
- DM is now 2 rounds
- drain rate for Drainer 50mp/sec. -> 25mp/sec.
- Drainer hitpoints 130 -> 150
- reduced knockback on Concussion Bomb
- increased knockback on Concussion Bomb if the unit has the Blast Shield skill
- fixed bug where players weren't brought to the stats room when Team B won the last round of a TLM on the third stage (lol)
- fixed bug where players weren't brought to the stats room when Team B won the last round of a CAP on the third stage
(one of these bugs again, wat)
- fixed deathlooping (though the chances of this happening was pretty much near nothing, unless you're Lazers)
v0.35 (7/26, 8/22, 9/6, 9/18, 9/25, 9/29/10)
- in SCAP, target is dropped if the player takes 125+ damage in a single attack (canceled because it was too glitchy,
reverted back to "you die you lose the target")
- reduced knockback on Land Mine, Remote Bomb, Incendiary Bomb, Concussion Bomb
- the Cryo-bomb only freezes automatic traps on detonation
- Land Mine damage 75-125 -> 90-130
- increased detection range of Recon
- fixed bug where if the last person on a team died as soon as the round ended, it would skip a round
- in SCAP, target is dropped if the player takes 125+ damage in a single attack (canceled because it was too glitchy,
reverted back to "you die you lose the target")
- reduced knockback on Land Mine, Remote Bomb, Incendiary Bomb, Concussion Bomb
- the Cryo-bomb only freezes automatic traps on detonation
- Land Mine damage 75-125 -> 90-130
- increased detection range of Recon
- fixed bug where if the last person on a team died as soon as the round ended, it would skip a round
v0.36 (10/12/10)
- New secondary: Charger A, Charger B
- removed extra damage on Impeder Mines when detonated in water
- removed trap freezing on Cryo-bomb
- Cryo-bomb freeze 4-6s. -> 2-3s.
- Flare Gun is actually a gun (o man)
- Spike trap damage: 40-60 -> 20-50
- Added hero-changing command
- Fixed bug where fire produced by the Suicide Bomber ability didn't extinguish in water in maps 4 and 5
- Finally fixed the mysterious BOMB crash bug
- Fixed bug where game would crash if in BOMB the bomb was planted on the final round of the last stage
- New secondary: Charger A, Charger B
- removed extra damage on Impeder Mines when detonated in water
- removed trap freezing on Cryo-bomb
- Cryo-bomb freeze 4-6s. -> 2-3s.
- Flare Gun is actually a gun (o man)
- Spike trap damage: 40-60 -> 20-50
- Added hero-changing command
- Fixed bug where fire produced by the Suicide Bomber ability didn't extinguish in water in maps 4 and 5
- Finally fixed the mysterious BOMB crash bug
- Fixed bug where game would crash if in BOMB the bomb was planted on the final round of the last stage
v0.37 (11/21, 11/25, 11/28/10)
- New game mode: VIP (temporarily removed because it was too unbalanced and buggy)
- VIP now gains 100 hitpoints when finishing a checkpoint
- Charger hitpoints: 270 -> 310
- Charge Burst damage: 100-200 -> 75-150
- Spike Trap damage: 20-50 -> 40-60
- Charge Burst mana cost: 50 -> 25
- Charger A/B mana cost: 50 -> 25
- Retrieve Charger mana cost: 25 -> 0
- In BASE: capture percentage displays on the base rather than at the position of your Hero
- In BASE: players are now unable to capture if an enemy is also on the base
- Game modes/arenas will be picked immediately if the Player 1 slot is unoccupied
- In BASE: fixed bug where only Bandits could capture bases
- Fixed Charger B glitches
- New game mode: VIP (temporarily removed because it was too unbalanced and buggy)
- VIP now gains 100 hitpoints when finishing a checkpoint
- Charger hitpoints: 270 -> 310
- Charge Burst damage: 100-200 -> 75-150
- Spike Trap damage: 20-50 -> 40-60
- Charge Burst mana cost: 50 -> 25
- Charger A/B mana cost: 50 -> 25
- Retrieve Charger mana cost: 25 -> 0
- In BASE: capture percentage displays on the base rather than at the position of your Hero
- In BASE: players are now unable to capture if an enemy is also on the base
- Game modes/arenas will be picked immediately if the Player 1 slot is unoccupied
- In BASE: fixed bug where only Bandits could capture bases
- Fixed Charger B glitches
v0.38 (1/16, 1/17, 1/20/11)
- New game mode (again): VIP Mission
- The VIP now has the Stealth ability
- Added a respawn delay in VIP; delay increases with more deaths
- Added player number recommendations on each map
- In-base game mode descriptions are now marked with "Team Mode" or "Free-for-all Mode"
- 50% mana is regained if you disable your own trap
- Stealth mana drain is proportional to number of players on the enemy team
- Flare Gun with Recon pings the location of the VIP
- VIP has Quick Disarm and Recon by default (can still have a tertiary ability)
- Fixed bug in VIP where the entire team would have the VIP ability
- Fixed bug where Chargers could be disarmed via Chain Disarming
- Chain Disarming works again
- Fixed bug where the disarm code from Chain Disarming appeared for all players
- Fixed bug where the VIP could not disable stealth if mana below 50
- New game mode (again): VIP Mission
- The VIP now has the Stealth ability
- Added a respawn delay in VIP; delay increases with more deaths
- Added player number recommendations on each map
- In-base game mode descriptions are now marked with "Team Mode" or "Free-for-all Mode"
- 50% mana is regained if you disable your own trap
- Stealth mana drain is proportional to number of players on the enemy team
- Flare Gun with Recon pings the location of the VIP
- VIP has Quick Disarm and Recon by default (can still have a tertiary ability)
- Fixed bug in VIP where the entire team would have the VIP ability
- Fixed bug where Chargers could be disarmed via Chain Disarming
- Chain Disarming works again
- Fixed bug where the disarm code from Chain Disarming appeared for all players
- Fixed bug where the VIP could not disable stealth if mana below 50
v0.39 (2/18, 2/20/11)
- The VIP now only has to go through 2 goals to win
- Moved VIP checkpoints in Map 4
- Charge Burst doesn't destroy traps anymore
- Charge Burst can only be used in detect traps mode
- With Charger A: you no longer have to retrieve and drop the Charger to use its ability again
- Charge Burst mana cost: 50mp -> 35mp
- Grappling Hook: armor is reduced by 4 when grappled
- Blast Shield armor bonus: 8 -> 4
- Grappling Hook cooldown: 2.5s. -> 4s.
- Fixed bug where you could disarm a trap that was already detonated
- Fixed weird ass bug where the player would launch an acid flask (which apparently did nothing) with all skill casts
- Fixed bug where the bomb (in BOMB) was invulnerable
- Fixed bug where players could plant drainers in the spawn room
- The VIP now only has to go through 2 goals to win
- Moved VIP checkpoints in Map 4
- Charge Burst doesn't destroy traps anymore
- Charge Burst can only be used in detect traps mode
- With Charger A: you no longer have to retrieve and drop the Charger to use its ability again
- Charge Burst mana cost: 50mp -> 35mp
- Grappling Hook: armor is reduced by 4 when grappled
- Blast Shield armor bonus: 8 -> 4
- Grappling Hook cooldown: 2.5s. -> 4s.
- Fixed bug where you could disarm a trap that was already detonated
- Fixed weird ass bug where the player would launch an acid flask (which apparently did nothing) with all skill casts
- Fixed bug where the bomb (in BOMB) was invulnerable
- Fixed bug where players could plant drainers in the spawn room
v0.40 (3/19, 3/22, 3/23, 3/25, 3/30/11)
- Added map (Lava)
- Added map (Labyrinth)
- New Concussion Bomb property: Extinguish (extinguishes nearby fire and acid on detonation)
- Abilities can now be selected with hotkeys
- Removed the Bleed property from the Throwing Knife
- Drainer AoE: 500 -> 300 -> 400
- Acid Flask damage: 75-100 -> 20-30
- Acid Flask acid damage per second: 20 -> 50
- Concussion Bomb does not damage its user anymore
- Knockback changed: when a unit is knocked back, they are pushed at the angle from the player to the trap (instead of just
pushing players in the opposite direction of which they were facing)
- Heroes now have normal armor (no reduced damage on certain attacks anymore)
- Flare gun damage: 30-50 -> 75-100
- Charger attachments are now colored accordingly
- Acid Flask range: 800 -> 500
- Moved the second goal in Map 8 (positioned slightly above where it originally was, near the door)
- Charge Burst cooldown: 3 s. -> 1.5 s.
- Ability descriptions are more detailed
- Charge Burst damage: 75-150 -> 100-200
- Fixed bug where arena text appeared over Arena 7
- Arena 7 (lava) is less laggy
- Fixed bug where trap amount would not be reduced when disarming (made players unable to plant traps, despite not having
any planted)
- Fixed bug where players with the Charger secondary revived with a green Charger attachment
- Charge Burst is now subject to the knockback update (forgot to change oop)
- You can no longer change your Hero model as the VIP
- Added map (Lava)
- Added map (Labyrinth)
- New Concussion Bomb property: Extinguish (extinguishes nearby fire and acid on detonation)
- Abilities can now be selected with hotkeys
- Removed the Bleed property from the Throwing Knife
- Drainer AoE: 500 -> 300 -> 400
- Acid Flask damage: 75-100 -> 20-30
- Acid Flask acid damage per second: 20 -> 50
- Concussion Bomb does not damage its user anymore
- Knockback changed: when a unit is knocked back, they are pushed at the angle from the player to the trap (instead of just
pushing players in the opposite direction of which they were facing)
- Heroes now have normal armor (no reduced damage on certain attacks anymore)
- Flare gun damage: 30-50 -> 75-100
- Charger attachments are now colored accordingly
- Acid Flask range: 800 -> 500
- Moved the second goal in Map 8 (positioned slightly above where it originally was, near the door)
- Charge Burst cooldown: 3 s. -> 1.5 s.
- Ability descriptions are more detailed
- Charge Burst damage: 75-150 -> 100-200
- Fixed bug where arena text appeared over Arena 7
- Arena 7 (lava) is less laggy
- Fixed bug where trap amount would not be reduced when disarming (made players unable to plant traps, despite not having
any planted)
- Fixed bug where players with the Charger secondary revived with a green Charger attachment
- Charge Burst is now subject to the knockback update (forgot to change oop)
- You can no longer change your Hero model as the VIP
v0.41 (4/5, 4/19, 5/13, 5/17/11)
- New secondaries: Melee Attack (Dagger), Melee Attack (Spear)
- Chargers can now be detonated
- Players can no longer exceed 100% charges with Chargers
- Removed delay on target capturing (CAP, SCAP, BOMB)
- Bleed kills now
- Timer in SCAP is now 30 and goes down every 2 seconds (yields less points)
- Removed stun on Acid Flask
- Acid Flask range: 500 -> 700
- Charger B healing gains points now
- Charger B healing AoE: 200 -> 300
- New Projectile Shield property: Repel
- Increased move speed bonus on Dagger
- Game should be less laggy
- Projectiles now have fixed ranges (instead of range depending on how far the player targets the spell)
- Players probably won't start bleeding randomly anymore
- Fixed bug where concussion bombs could only damage players
- Fixed bug where round timer was not paused after Team A fully captured the target in CAP
- Players now gain points from blocking Acid Flasks with the Projectile Shield
- Fixed bug where Detonate Charger occasionally didn't kill the Charger
- New secondaries: Melee Attack (Dagger), Melee Attack (Spear)
- Chargers can now be detonated
- Players can no longer exceed 100% charges with Chargers
- Removed delay on target capturing (CAP, SCAP, BOMB)
- Bleed kills now
- Timer in SCAP is now 30 and goes down every 2 seconds (yields less points)
- Removed stun on Acid Flask
- Acid Flask range: 500 -> 700
- Charger B healing gains points now
- Charger B healing AoE: 200 -> 300
- New Projectile Shield property: Repel
- Increased move speed bonus on Dagger
- Game should be less laggy
- Projectiles now have fixed ranges (instead of range depending on how far the player targets the spell)
- Players probably won't start bleeding randomly anymore
- Fixed bug where concussion bombs could only damage players
- Fixed bug where round timer was not paused after Team A fully captured the target in CAP
- Players now gain points from blocking Acid Flasks with the Projectile Shield
- Fixed bug where Detonate Charger occasionally didn't kill the Charger
v0.42 (5/28, 6/4, 6/7, 6/9, 6/11/11)
- New tertiary: Engineer
- Poison gas and Cryo-bomb mist now unclickable
- Poison Gas Mine damage: 50-100 -> 50-70
- Poison Gas damage per second: 25 -> 15
- Super Poison damage per second: 40 -> 25
- Dagger mana cost: 15 -> 5
- Grappling Hook moves faster but shorter range
- Engineer casting time: 2s. -> 0s.
- Changed some ability selection descriptions
- Players are now awarded points if they survive all 4 rounds of TLM/BOMB
- In BOMB: players can now pick up the bomb in Map 8 when dropped (voluntarily, not on death)
- Grappling Hook now completely drags enemies towards you
- Fixed bug where armor degrade would not be removed from captured players when Grappling Hook was canceled
- Projectile Shield works again (apparently nobody noticed this)
- Scoreboard should update correctly in FFA game modes now
- New tertiary: Engineer
- Poison gas and Cryo-bomb mist now unclickable
- Poison Gas Mine damage: 50-100 -> 50-70
- Poison Gas damage per second: 25 -> 15
- Super Poison damage per second: 40 -> 25
- Dagger mana cost: 15 -> 5
- Grappling Hook moves faster but shorter range
- Engineer casting time: 2s. -> 0s.
- Changed some ability selection descriptions
- Players are now awarded points if they survive all 4 rounds of TLM/BOMB
- In BOMB: players can now pick up the bomb in Map 8 when dropped (voluntarily, not on death)
- Grappling Hook now completely drags enemies towards you
- Fixed bug where armor degrade would not be removed from captured players when Grappling Hook was canceled
- Projectile Shield works again (apparently nobody noticed this)
- Scoreboard should update correctly in FFA game modes now
v0.43 (6/15, 6/16, 6/19, 6/20, 6/27, 7/3, 7/4, 7/5, 7/8/11)
- New game mode: Boss Survival
- New secondary: Flare Gun Mk. II
- Increased Chain Disarm range
- Cryo-bomb has slightly less of a chance to freeze now
- Cryo-bomb freeze duration: 2-3 s. -> 3-4 s.
- Cryo-bomb cannot freeze players that are already frozen anymore
- Engineer now passively increases trap damage by 30
- Hit radius of the Throwing Knife smaller
- Cryo-bomb cloud freezing range reduced appropriately
- Pointless aesthetic changes on the Throwing Knife (wow whoa)
- Completely redid terrain in Ruins (aka it's not even a desert anymore)
- Players cannot target enemy structures with Engineer anymore
- Fixed bug where the Melee Attack L and Melee Attack H did extra damage to structures
- Fixed bug where the Concussion Bomb did extra damage
- The Boss now gains trap damage with Engineer equipped
- Fixed even more scoreboard bugs
- Fixed spawns in Swamp (aka you can't spawn in a wall anymore)
- New game mode: Boss Survival
- New secondary: Flare Gun Mk. II
- Increased Chain Disarm range
- Cryo-bomb has slightly less of a chance to freeze now
- Cryo-bomb freeze duration: 2-3 s. -> 3-4 s.
- Cryo-bomb cannot freeze players that are already frozen anymore
- Engineer now passively increases trap damage by 30
- Hit radius of the Throwing Knife smaller
- Cryo-bomb cloud freezing range reduced appropriately
- Pointless aesthetic changes on the Throwing Knife (wow whoa)
- Completely redid terrain in Ruins (aka it's not even a desert anymore)
- Players cannot target enemy structures with Engineer anymore
- Fixed bug where the Melee Attack L and Melee Attack H did extra damage to structures
- Fixed bug where the Concussion Bomb did extra damage
- The Boss now gains trap damage with Engineer equipped
- Fixed even more scoreboard bugs
- Fixed spawns in Swamp (aka you can't spawn in a wall anymore)
v0.44 (7/12, 7/13, 7/14, 7/21, 7/22, 7/23, 8/9, 8/12, 8/24, 8/27/11)
- New tertiary: Latcher
- New map: Killhouse
- Team balance added
- The Boss can no longer get the "Consecutive Kills" award
- TDM lives: 20 -> 15
- Reworked Forest terrain
- Nerfed automatic trap damage for the Boss
- Charger A casts faster now
- Acid Flask initial damage: 20-30 -> 75-100
- Charger detonate damage: 15 dmg/charge -> 5 dmg/charge
- Grappling Hook is slower now
- Other players are now notified of trap latchings
- Boss Survival is now 4.5 minutes long
- Fixed some scoreboard bugs
- SCAP: the target drops now when the holder leaves
- Fixed SCAP target spawning issues in Swamp
- New tertiary: Latcher
- New map: Killhouse
- Team balance added
- The Boss can no longer get the "Consecutive Kills" award
- TDM lives: 20 -> 15
- Reworked Forest terrain
- Nerfed automatic trap damage for the Boss
- Charger A casts faster now
- Acid Flask initial damage: 20-30 -> 75-100
- Charger detonate damage: 15 dmg/charge -> 5 dmg/charge
- Grappling Hook is slower now
- Other players are now notified of trap latchings
- Boss Survival is now 4.5 minutes long
- Fixed some scoreboard bugs
- SCAP: the target drops now when the holder leaves
- Fixed SCAP target spawning issues in Swamp
v0.45 (9/12, 10/1, 10/9, 10/16, 11/18, 11/19/11)
- Terrain revisions on Basic 1 and Sewer
- Basic 2 is now an entirely different map (rip)
- Chargers now return projectile damage to attackers
- Recon improves capturing ability: BASE capturing, CAP capturing, VIP goal timer, etc.
- Blast Shield armor bonus: 4 -> 8
- Increased move speed bonus for Melee Attack L
- Special feature for the Boss Incendiary Bomb added
- TDM, BASE, CAP, and DM are now 4 rounds; BOSS is now 6 rounds; SCAP is now 5 rounds
- Added -hidelava command
- Players cannot disarm allied traps anymore
- Having more than two bombs planted should now be impossible
- Fixed bug where players could not disarm their own manual traps
- Fixed bug in BOMB where Team A would always win if the bomb was detonated
- Terrain revisions on Basic 1 and Sewer
- Basic 2 is now an entirely different map (rip)
- Chargers now return projectile damage to attackers
- Recon improves capturing ability: BASE capturing, CAP capturing, VIP goal timer, etc.
- Blast Shield armor bonus: 4 -> 8
- Increased move speed bonus for Melee Attack L
- Special feature for the Boss Incendiary Bomb added
- TDM, BASE, CAP, and DM are now 4 rounds; BOSS is now 6 rounds; SCAP is now 5 rounds
- Added -hidelava command
- Players cannot disarm allied traps anymore
- Having more than two bombs planted should now be impossible
- Fixed bug where players could not disarm their own manual traps
- Fixed bug in BOMB where Team A would always win if the bomb was detonated
v0.46 (10/25, 10/28/11)
- New secondary: Charger C
- No more projectile wall clipping (RIP throwing knife)
- Terrain revisions on Labyrinth
- Drainers are now permanently planted
- Drainer now regenerates mana to nearby allied units
- Drainer cooldown: 16 s. -> 25 s.
- Drainer mana cost: 40 -> 100
- Grappling Hook pull damage: 6 -> 4
- Grappling Hook cooldown: 4 s. -> 6.5 s.
- Throwing Knife damage: 40-65 -> 50-75
- Acid is now team colored
- Acid Flask casting range reduced
- Acid Flask initial damage: 75-100 -> 50-60
- Acid Flask cooldown: 9 s. -> 13 s.
- Engineer now gives 5% charges upon use
- Recover activation time: 7.5 s. -> 5 s.
- Recover regeneration rate: 4 hp/s. -> 8 hp/s.
- Boss Charger detonation damage increased to 20 dmg./charge
- Boss Charger is now invisible by default
- Boss Grappling Hook now has scaled damage
- In BOMB: disarming the bomb now requires players to type four sets of shorter codes
- Fixed bug where users would not respawn with Charger C if they did not retrieve it
- In TDM: fixed bug where Team B's lives didn't decrease
- Grace period at the beginning of rounds are now always 45 seconds long
- New secondary: Charger C
- No more projectile wall clipping (RIP throwing knife)
- Terrain revisions on Labyrinth
- Drainers are now permanently planted
- Drainer now regenerates mana to nearby allied units
- Drainer cooldown: 16 s. -> 25 s.
- Drainer mana cost: 40 -> 100
- Grappling Hook pull damage: 6 -> 4
- Grappling Hook cooldown: 4 s. -> 6.5 s.
- Throwing Knife damage: 40-65 -> 50-75
- Acid is now team colored
- Acid Flask casting range reduced
- Acid Flask initial damage: 75-100 -> 50-60
- Acid Flask cooldown: 9 s. -> 13 s.
- Engineer now gives 5% charges upon use
- Recover activation time: 7.5 s. -> 5 s.
- Recover regeneration rate: 4 hp/s. -> 8 hp/s.
- Boss Charger detonation damage increased to 20 dmg./charge
- Boss Charger is now invisible by default
- Boss Grappling Hook now has scaled damage
- In BOMB: disarming the bomb now requires players to type four sets of shorter codes
- Fixed bug where users would not respawn with Charger C if they did not retrieve it
- In TDM: fixed bug where Team B's lives didn't decrease
- Grace period at the beginning of rounds are now always 45 seconds long
v0.47 (12/24/11, 1/10/12)
Skill Changes
•New tertiary: Endurance
•New tertiary: Safeguard
•Set bonuses: certain trap and secondary combinations will yield different effects
•Removed 25% trap damage reduction from Latcher
•Flare Gun Mk. II mana cost: 45 -> 30
•Cryo-bomb no longer freezes allies
•Reduced movement speed bonus for Light Melee
•Chargers no longer deflect projectile damage versus the Boss
•Safeguard now has -75 hp reduction
•Locator parameters changed: 10 mp 10 s. cooldown
•Cryo-bomb freeze time: 2-3 s. -> 1.5 s.
•Incendiary Bomb damage: 150-300 -> 200-300
•Incendiary Bomb mana cost: 75 -> 35
•Grappling Hook cooldown: 6.5 s. -> 4 s. (50th time I've done this ahahah)
Gameplay Changes
•Minor terrain alterations in Sewer
Fixes
•Charger C can now deflect projectile damage
•Fixed Drainer glitches
•Concussion Bomb no longer damages traps
•Fixed bug where poison clouds and impeder fields were permanent (probably)
Skill Changes
•New tertiary: Endurance
•New tertiary: Safeguard
•Set bonuses: certain trap and secondary combinations will yield different effects
•Removed 25% trap damage reduction from Latcher
•Flare Gun Mk. II mana cost: 45 -> 30
•Cryo-bomb no longer freezes allies
•Reduced movement speed bonus for Light Melee
•Chargers no longer deflect projectile damage versus the Boss
•Safeguard now has -75 hp reduction
•Locator parameters changed: 10 mp 10 s. cooldown
•Cryo-bomb freeze time: 2-3 s. -> 1.5 s.
•Incendiary Bomb damage: 150-300 -> 200-300
•Incendiary Bomb mana cost: 75 -> 35
•Grappling Hook cooldown: 6.5 s. -> 4 s. (50th time I've done this ahahah)
Gameplay Changes
•Minor terrain alterations in Sewer
Fixes
•Charger C can now deflect projectile damage
•Fixed Drainer glitches
•Concussion Bomb no longer damages traps
•Fixed bug where poison clouds and impeder fields were permanent (probably)
v0.48 (9/6/, 9/7/13)
Abilities
• Added Auxiliary Bomb
• Spike Trap damage now increases each time it is activated
• Interval between Spike Trap detonations increased (1 s. -> 1.5 s.)
• Boss version of the Grappling Hook is faster and has a shorter cooldown now
Gameplay
• Lava CAP points are farther apart now
• The VIP now has a +350 health bonus
Fixes
• Lava model has been changed
• Auxiliary Bomb knockback reduced
• Fixed Auxiliary Bomb limit glitch
• Added Auxiliary Bomb
• Spike Trap damage now increases each time it is activated
• Interval between Spike Trap detonations increased (1 s. -> 1.5 s.)
• Boss version of the Grappling Hook is faster and has a shorter cooldown now
Gameplay
• Lava CAP points are farther apart now
• The VIP now has a +350 health bonus
Fixes
• Lava model has been changed
• Auxiliary Bomb knockback reduced
• Fixed Auxiliary Bomb limit glitch
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