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All Discussions > Custom Content > Topic Details
Yaki Jan 16, 2018 @ 12:29pm
New Upgrades for MedievalMode
EDIT: Aug 31, 2018
Uploaded to Github.
https://gist.github.com/Yakibomb/835bda7f33c046e360cb02fb050cbf63

EDIT: Feb 9th, 2018
For those that wanna just look at the file itself, or implement it in their own server, read the top portion on how to exec in your own server:
https://app.box.com/s/1kihhumw2gticj3uv0gvasdnnucoctgb

EDIT: January 21st update!~
http://steamcommunity.com/sharedfiles/filedetails/?id=1277743822
http://steamcommunity.com/sharedfiles/filedetails/?id=1277743712
http://steamcommunity.com/sharedfiles/filedetails/?id=1277743988
http://steamcommunity.com/sharedfiles/filedetails/?id=1277743583

Main changes below.

Body Upgrades
+50 Max Health - 4 upgrades, $300 each
+15% damage resistance - 4 upgrades, $200 each
+15% base health on kill - 2 upgrades, $200 each
+35% healing from all sources (includes regen and health-on-kill) - 5 upgrades, $200 each
+3 HP Regen - 5 upgrades, $150 each
+10% move speed - 5 upgrades, $150 each
On Kill: A small health pack is dropped - 1 upgrade, $100
Canteen Specialist: Increase duration by 1sec and -10 credits per canteen bought - 5 upgrades, $50 each

Sniper Huntsman Upgrades
+50% damage - 1 upgrade, $600
Projectile Penetration - 1 upgrade, $400
+20% damage - 5 upgrades, $300 each
+25% Reload Speed - 3 upgrades, $250 each
On Kill: Minicrit Boost for 2 seconds - 4 upgrades, $250 each
Mini-Crit vs Burning Targets - 1 upgrade, $200
+5 sec Bleed - 4 upgrades, $200 each
+50% ammo capacity - 3 upgrades, $100 each

Medic Crossbow Upgrades
Projectile Penetration - 1 upgrade, $400
+20% damage - 5 upgrades, $300 each
+3 Clip Size - 3 upgrades, $300 each
+25% Reload Speed - 3 upgrades, $250 each
On Kill: Minicrit Boost for 2 seconds - 4 upgrades, $250 each
+20% firing rate - 3 upgrades, $200 each
Mini-Crit vs Burning Targets - 1 upgrade, $200
+50% ammo capacity - 3 upgrades, $100 each

Melee Upgrades
All Class
On Kill: Minicrit Boost for 2 seconds - 4 upgrades, $250 each
Mini-Crit vs Burning Targets - 1 upgrade, $200
+20% damage - 5 upgrades, $300 each
+10% melee attack speed - 5 upgrades, $200 each
Demoknight
+50% damage - 1 upgrade, $600

Canteens
Ubercharge - $125
Crits - $75
Ammo Refill - $5
Recall - $5

If you've got suggestions or wanna comment, I'd like to hear!
Last edited by Yaki; Aug 31, 2018 @ 4:56am
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Showing 1-15 of 18 comments
Orinuse Jan 17, 2018 @ 4:13pm 
Canteen Specialist only works if you are healing a patient with the Medigun. Unless you want that canteen discount which probably isn't worth it.

Lower the bonus healing from all sources value for non extra modded servers.

Don't know what remark to make for Increased Melee range
Last edited by Orinuse; Jan 17, 2018 @ 4:13pm
Yaki Jan 17, 2018 @ 9:58pm 
Thank you for the reply.

Originally posted by Addictedgamer:
Canteen Specialist only works if you are healing a patient with the Medigun. Unless you want that canteen discount which probably isn't worth it.
This is not true from what I've tested. It increases the duration of the canteen effects, too, on top of the discount.

Lower the bonus healing from all sources value for non extra modded servers.
I'm not sure what the benefit is. Care to explain?

Don't know what remark to make for Increased Melee range
It was more of an experiment. Demo's swords all have 37% increased range, and the Soldier's Disciplinary Action has 70% increased range.
Orinuse Jan 18, 2018 @ 4:44am 
just lower it by just a little or make it slightly expensive. Small healthkits may heal too much. (This is for the old upgrade, it's kind of ok now.)

Canteen duration, seems good. But since it is hardcoded
to be medic exclusive, I don't think this may help.

Melee range may become powerful due to increased melee range for weapons you mentioned. You can keep that value for extra modded I guess.

Make the damage upgrade a little more expensive (250 - 300?) and just four tiers. A Shovel with X2 damage one hit kills 125 health classes. Good for extra modded.

Crit resists might be good to be added back with low value resisted since the universal damage resisting doesn't do much to crit boosted bots.

Do the on kill attributes work in char?
Last edited by Orinuse; Jan 18, 2018 @ 4:55am
Yaki Jan 18, 2018 @ 10:11am 
Originally posted by Addictedgamer:
just lower it by just a little or make it slightly expensive. Small healthkits may heal too much. (This is for the old upgrade, it's kind of ok now.)
It might be fine, but with the upgrade maxed (250% from packs) small health packs only heal 50% max HP. Heal-on-kill heals 100% when both are maxed, and regen heals 50 HP per sec with both maxed.

Canteen duration, seems good. But since it is hardcoded
to be medic exclusive, I don't think this may help.
It isn't, it works as intended for all classes.

Melee range may become powerful due to increased melee range for weapons you mentioned. You can keep that value for extra modded I guess.
In my missions, I'm going to make giants deal +75% damage bonus, but lower their swing rate to be -150% slower. It will definitely be worth it then!
Disciplinary Action already has +70% range, so it can't receive the upgrade. Swords can, however.

Make the damage upgrade a little more expensive (250 - 300?) and just four tiers. A Shovel with X2 damage one hit kills 125 health classes. Good for extra modded.
I might do this. I wanted the lower cost to add more flexibility with upgrades, but I'm not sure if this works.

Crit resists might be good to be added back with low value resisted since the universal damage resisting doesn't do much to crit boosted bots.
Since this is medieval, I thought that crits (and the like crits-on-kill) would be more scarce. Plus standard resistance does put tanks back on the map (mostly for Heavy) and it would be helpful for the increased giant damage I plan to add.

Do the on kill attributes work in char?
Yep, tested it. It works.
Last edited by Yaki; Jan 18, 2018 @ 11:06am
Yaki Jan 18, 2018 @ 12:33pm 
I'm making more balance changes.

Body Upgrades
+50 Max HP - 4 upgrades, $300
+5 HP regen - 4 upgrades, $300
-15% dmg resist - 4 upgrades, $200
On Kill: +4s minicrits - 2 upgrades, $200
+15% speed - 3 upgrades, $200
+20% healing - 5 upgrades, $150
On Kill: Heal pack - 1 upgrade, $100


I realized +health is a lot more useful than -damage. I want slow/tankier classes (soldier, heavy) to have better standing than the other lighter classes early on.

+Health basically multiplies almost every other resist stat positively. Heal-on-kill, health from packs, and effectively damage resist. That is why it's more expensive.

General rule I wanted to follow was damage upgrades are cheap, but body upgrades are expensive. Included, if I'm buying an upgrade, it should cost as much as it upgrades. This means resists should be more expensive but do more and have a lower max upgrade. Cheaper upgrades mean you get them sooner but have less punch.

Since there will be no crit resist, the standard damage resist has to be cheaper to compensate.

I might increase +damage for weapons, but make them slightly more expensive. We'll see.
Last edited by Yaki; Jan 18, 2018 @ 3:07pm
Orinuse Jan 18, 2018 @ 6:26pm 
not much of a trouble with these upgrades, but remember that the bushwacka exists. Minicrits on kill is balanced for other classes, but a bushwacka may change the purpose of the upgrade.
Last edited by Orinuse; Jan 20, 2018 @ 12:45am
Orinuse Jan 20, 2018 @ 12:47am 
Minicrits on kill in general is a good idea, but the bushwacka just makes it crit on kill. Make it more expensive to ptobabky 300
Yaki Jan 20, 2018 @ 7:55pm 
Thank you for your comments!

Originally posted by Addicted to going outside.:
Minicrits on kill in general is a good idea, but the bushwacka just makes it crit on kill. Make it more expensive to ptobabky 300
I changed it up a little. Minicrits go for $250 credits up to 2 seconds, up to 8 seconds, and they are now a weapon attribute. Base Health on Kill is now a Body Attribute.

In addition, I removed the health pack on kill and added ammo regen. This gives room for a new attribute for all weapons, so I added a new attribute... Which I would like to be a surprise when you try the missions!

I released the custom upgrades in the Content Request thread. It will work for two missions: Target Practice and Hillside Hell. Target Practice was also reworked for the new upgrades.
Last edited by Yaki; Jan 20, 2018 @ 7:57pm
Yaki Jan 21, 2018 @ 7:50pm 
Updated first post. Upgrades won't hit the server until tomorrow I'm guessing. Hopefully won't be long! Haha.
Orinuse Jan 21, 2018 @ 8:00pm 
why two damage upgrades lol
Yaki Jan 21, 2018 @ 8:06pm 
Thought that demoknight mains would be sad that crits-on-kill would be downgraded to mini-crits. So, I put a +50% damage bonus there so they could still be damage kings.
Orinuse Jan 21, 2018 @ 8:18pm 
65 + (65 * 200%) + (66 * 50%) = 227.5 [damage upgrades]

227.5 + (227.5 * 35%) = 307.125 [mini crit]

Rounds off to 307 dmg

Normal crit - 195

rats this powerful o_o

just information lol

idk if this balanced o_o
Last edited by Orinuse; Jan 21, 2018 @ 8:19pm
Yaki Jan 22, 2018 @ 12:02am 
Wait, that's not it. Try multiplying the percents together, then with the base damage. That nets you the final number.

That math works for melee I think, but for whatever reason I get 780 for crit arrows. Whyyyyy

EDIT: Hey, after 15 minutes, I finally got it!
50 (base) + 70 (charged) = 120
With the damage multipliers, I guess it only multiplies the (charged) damage, not base+charged.

50 + 210 = 260 * 3 (for crit) = 780
Last edited by Yaki; Jan 22, 2018 @ 12:23am
Yaki Aug 20, 2018 @ 7:33am 
Is there any way I can get these on the server? I've asked before a few months ago..!

I worked hard on this and would greatly appreciate it if they made a spot on the server.

Thank you.
Orinuse Aug 20, 2018 @ 9:10am 
maybe after Canteen Crasher launches you might have 1% more hope
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