Call of Duty: Black Ops III

Call of Duty: Black Ops III

[MWZ] Modern Warfare Zombies: Complete Edition
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Opdatering: 14. okt. 2019 kl. 9:41

v1.5.1

    Global Changes
  • Fixed Widow's Wine HUD indicator overlapping with AAT indicator on 1080p resolutions (this issue got past me as I play on an ultrawide resolution).
  • Disabled Skip Weapon (Gun Game) power up entirely in other modes.
  • Change Game Mode, Edit Game Rules, & Mutators buttons are now disabled when the map begins counting down.
  • Fixed rotation of Candolier machine on Moon.

    Weapons
  • Incendiary rounds now also play flame death FX.

Opdatering: 13. okt. 2019 kl. 14:52

v1.5.0

    Global Changes
  • Added new feature: Mutators. The host can now customize the game to their liking. Feature is WIP and will have more additions, possible removals, changes, etc. Currently options are focused entirely on MWZ-exclusive features.
  • Added new feature: Change Game Mode. The host can change the game mode in the pre-game lobby instead of post-launch in the match.
  • Added new feature: Edit Game Rules. The host can change the game mode settings in the pre-game lobby instead of the limited options that were in post-match. More settings planned.
  • Added new feature: Multi-Pack-a-Punch. Players can now upgrade more than once for proficiencies or special ammo. A lot more proficiencies are planned to be added and possibly 1 or 2 more special ammo types (Radioactive bullets might be fun). These buffs range from minimal to very effective, so keep experimenting! Further restrictions to the formula will be made later on.
  • Added new gamemode: Pandemonium. Earn bonuses every 5 minutes. Kills reduce the time for the next bonus.
  • Added new gamemode variants for Gun Game and Starting Room (use Mutators to achieve this).
  • Added a slew of new power ups, most specific to certain modes: Bonfire Sale, Zombie Blood, Random Perk (solo version), Random Weapon, Nuke (solo version), Free Pack-a-Punch (solo only for now), Bonus Points (solo and team), Zombie Blood, and Gun Game Weapon Skip.
  • Added Candolier perk machine to all stock maps. Thanks to Lethal Peelz!
  • Candolier machine is now underneath the snowpile on The Giant. :)
  • Relocated Stopping Power perk machine in Nacht der Toten to the HELP room.

    Weapons
  • Updated tracers and additive animations for all weapons (class specific now).
  • All weapon classes were updated to newer standards (movement speed and handling affected). Weapons are more in line with the slower MW3, as opposed to previously BO2's snappier standards.
  • Added weapon tier indicators back, but in a different form. Instead of recoloring weapon text names, there is a color coded star in the form of a fake AAT to indicate weapon tier.
  • Buffed KSG's minimum damage signficantly.
  • Reduced Minigun's mobility and handling signficantly.
  • Removed Claymores for now. Will add them back in as "lethals" at some point.

    Classic
  • Add new survival bonuses: Bonfire Sale power up unlocked and Rangers power up gilded.
  • Changed round survival bonus icons to be more representative of the bonus instead of generic.
  • Difficulty presets and zombie limit adjustments are now separate options in Mutators.

    Realism
  • Bonus Points / Zombie Cash power up now drops normally for the game mode.
  • More options available via Mutators.
  • Adjusted loadouts for some maps.
  • First two rounds have reduced intermission time of 15 seconds instead of 30.

    Gun Game
  • Added new power ups: Weapon Skip and Solo Nuke.
  • Disabled Wunderwfizz machines.
  • Getting promoted restores Widow's Wine grenades.
  • You won't get "demoted" after ending the game with a Tactical Nuke.
  • You won't be able to still use the Tactical Nuke if you get demoted from it.
  • Radio animations will now play properly after calling in the Tactical Nuke.

    Starting Room Challenge
  • Increased drop rate and no drop limit per round.
  • The host can now enable extra power ups: Free Pack-a-Punch and Random Weapon.
  • The host can now enable extra options for certain maps via Mutators.

Opdatering: 2. sep. 2019 kl. 21:00

v1.4.3

    Weapons
  • Fixed a bug specific to the upgraded MP5K.
  • Fixed upgraded guns not getting extra ammo with Candolier.
  • Fixed ammo counts for several weapons.
  • Fixed some names not being recolored with tier color coding removed.

Opdatering: 2. sep. 2019 kl. 18:13

v1.4.2

    Global Changes
  • Added gamemode: Starting Room Challenge. You are trapped in the starting room and cannot get out! I'm considering moving the Magic Wheel to spawn for this mode.
  • Added new perk: Candolier. Increases stock ammo for most weapons (and only weapons added by the mod). Doesn't refill ammo when obtained.
  • Fixed "Plus" difficulties and Realism not properly increasing currently spawned zombie counts, only zombie counts per round.
  • Some other tweaks and bug fixes.

    Weapons
  • Added MP5K.
  • Nerfed ammo across the board for all MWZ weapons (use the new ammo perk to counter this).
  • Tweaked volume templates for weapons.
  • Tweaked 3D model zoom (not actual zoom) for snipers.
  • Changed Prokolot inspect SFX to something that actually matches the animations.
  • Removed weapon tier color coding from weapon names. Adding in a new HUD element later to represent tiers.
  • Fixed M60E4's ADS firing animation.

    Realism
  • Perk limit is permanently 1. In a future patch, you will be able replace your current perk by buying an another.
  • Reduced effectiveness of Juggernog (only +1 hit now).
  • Free Perk power up will not drop.
  • Zombie health increases significantly from round 10 onwards.
  • Trading Table is disabled.
  • Perk slot increases disabled.
  • Reduced points earned with survival bonus.

    Gun Game
  • Zombies will spawn faster and in greater numbers, especially in co-op. Rounds won't progress as quickly due to increased amount per round.
  • Removed Der Eisendrache's custom spawn location. Will likely to change to Rocket Pad or elsewhere later.

Opdatering: 19. aug. 2019 kl. 6:44

v1.4.1

  • Fixed Gun Game not setting the correct kills required.

Opdatering: 19. aug. 2019 kl. 3:25

v1.4.0

  • New feature: Customizable match settings. Allows you to change gamemodes or change difficulties for Classic.
  • New difficulty presets for Classic gamemode: Regular (default), Recruit (more health, slower zombies, weaker zombies, etc), Hardened (tougher and faster zombies), Veteran (tougher and faster zombies, no gobblegums), Plus variants for Regular/Hardened (maximum zombies).
  • New gamemode: Realism. Low health (2-hit for most enemies). Minimal HUD. Brutally strong zombies. Earn less points. No enemy counter. Heavy score penalties. No respawning.
  • New gamemode: Gun Game. Advance through every weapon available in the mod and earn perks as you go. There's a Nuclear and PAP version each.
  • Added AS Val, CBJ-MS, Chain SAW, & Intervention.
  • Fixed custom perk shaders not showing up on some of the official maps.
  • Added Pack-a-Punch "hints" for when a weapon changes in nature or has a special ability on upgrade (for example, press keybind to switch to grenade launcher, or weapon is now fully automatic).
  • Changed wallbuys again (I do this almost every time I add new weapons).
  • Removed randomization from Shi no Numa and spawned in extra perk machines. Randomization will be restored later if I can figure out how to combine it with extra spawned machines.
  • Edited Striker mesh to make eject button more visible (Ravensoft put it too far to the left).
  • Replaced generic T7 ADS SFX with H1 ADS SFX (sounds vary per class when aiming down sights).
  • Buffed tactical knife damage specifically for USP .45 (other pistols with this attachment are unaffected). This is to compliment the new Realism mode.
  • Nerfed Minigun reload speed by 20%.
  • Reduced slowdown for water and mud.
  • Fixed incorrect streak cost strings for players who got Hardline in between discount/normal prices.
  • Big Bertha now properly hides stock ammo (it has none).
  • Tweaked gun kick on several guns so they center properly if you ADS after hip-firing.
  • Changed the upgraded models of more weapons.
  • Increased penetration for upgraded S-Tac Aggressor.
  • Buffed upgraded BR9.
  • Reduced scope zoom (but not actual zoom) of Dragunov.
  • Fixed some other minor bugs.

Opdatering: 5. juli 2019 kl. 4:31

v1.3.2

  • Fixed a minor issue that was really annoying me.

Opdatering: 5. juli 2019 kl. 1:44

v1.3.1

  • Added the final shotgun for MWZ: Remington 870.
  • You can now select all of your classic Gobblegums.
  • Replaced default ZM rank icon with MWR Prestige 10 icon.
  • Changed the upgraded models of several weapons (more to come).
  • Fixed an issue where perks given by Specialist streak took up a slot even if you already had the perk.
  • Fixed missing PAP camos.
  • Fixed SFX not playing when earning zombie counter bonus.
  • Restored upgraded MP7's missing iron sights (yikes).
  • Killstreak counter and zombie counter now disappear when calling in a Tactical Nuke.
  • Fixed some bugged feedback for Magic Wheel.
  • Improved Magic Wheel logic.
  • It's no longer possible to get Samantha'd by the Magic Wheel when you have "too many weapons". Instead, it'll wait for you to switch weapons before giving you one.
  • Magic Wheel's cost is now per player instead of global.
  • Free Perk power up now shows the correct icon when you get Hardline perk (was showing Commando's icon).
  • Changed The First Horseman's model to Commander (LVL 55) variant.
  • Kar98k no longer has awful firing SFX.
  • Changed upgraded USP to have suppressor and tactical knife instead of becoming akimbo.

Opdatering: 22. juni 2019 kl. 16:44

v1.3.0

    Strike Chain System
  • New feature: Strike Chain System. New "streaks" are earnable depending on player performance. Limited selection for now. More "packages" planned for later, if possible (nearing limits of what's possible in one mod).
  • New Strike Package: Specialist Strike Package. Players who earn kills consecutively without going down or dying will earn free perks. The final bonus will grant the player almost every perk available like Perkaholic (and lasts for the remainder of the game). Perks are awarded automatically.
  • New Strike Chain feature: Doomstreaks. Players who perform badly will receive temporary buffs.
  • New Strike Chain feature: Tactical Nuke. The first streak to be added, as well as the most difficult to get. Activating it will kill everything and everyone, "winning" you the game. For now, it directly replaces your equipment slot's weapon (Claymores). You'll be able to redeem this streak and future ones that require manual activation from a certain station.

    Other Additions, Removals, Fixes, & Changes
  • Added Hardline perk. Earn streaks faster. Specialist weapons/equipment charge up faster.
  • Added Bulldog, Honey Badger, K7 (replaces MP5SD), M93 Raffica, MTS-255, and Vepr.
  • Removed MP5SD variant, removed .44 Magnum/Desert Eagle combination variant, and removed Ripper SMG.
  • Added Riot Shield for official maps that lack a shield.
  • Round Survival Bonus added: Riot Shield. You can pick one up once you survive long enough.
  • Round Survival Bonus added: Zombie counter. Shows up when there are 24 or less zombies.
  • Round Survival Bonus change: Perk slot increase is always every 2 rounds from round 12 onwards now (it was previously almost every 2 rounds from round 12 onwards, with the overlapping rounds 20 and 30 being skipped). Now perk slot and bonus points can overlap on rounds 20 and 30, with the bonus points being awarded after perk slot. This adjustment was made so you can have all of the perks (theoretically) by round 30 instead of 34. When more perks are added, this will make all the difference (4 more planned, so the final round will end up being 42 for every perk).
  • Round Survival Bonus change: Free Perk power up now gives to ALL players instead of just the one grabbing it. Unlocks at 25 instead of 23 now. Tombstone added as possible perk (useless in solo games).
  • Round Survival Bonus added: Remove Carpenter. Survive long enough and this will prevent Carpenter from dropping normally (can still drop with Magic Wheel, Gobblegums, or alternative methods).
  • Round Survival Bonus added: Nuke power up will now only begin dropping from round 9 onwards.
  • New Pack-a-Punch camo! I plan on doing several that are different. Let me know what you think of this one.
  • Upgraded Striker's damage will now scale as rounds progress without requiring Danger Close (DC perk has scaling damage bonuses for fire, now excluding the Striker, since the Striker has its own damage scaling logic now). Increased its "rate of fire". Added "OVERHEATED" HUD element to it.
  • Starting pistol ammo is now normalized across all types (~40 for start ammo, ~80-90 for max ammo). Mostly a buff.
  • Added bayonet animations to upgraded Kar98k (thanks to Killer Potato for doing this, since it lacks bayonet animations). No more weapon butting for it!
  • Added inspect animation to upgraded Saiga-12 (thanks to Killer Potato for doing this, since the grip animations lack an inspect).
  • Added more information to hintstrings for perk machines and other interactable objects.
  • Changed the starting weapons and wallbuys for several maps.
  • Added HUD elements to Magic Wheel for better feedback on what the player got.
  • Getting a weapon from the Magic Wheel is more responsive.
  • Updated textures and camo masks for IW weapons and Kar98k.
  • The Apothican Servant can now be Pack-a-Punch'd on Shadows of Evil.
  • Changed music for main menu and Zombies lobby, plus some UI SFX.
  • Changed health overlay image.
  • Updated MP7 model.

Opdatering: 28. apr. 2019 kl. 14:38

v1.2.3
  • Added Galil. There will only be a few Treyarch weapons added to the mod (modern/real weapons that fit into the mod only).
  • Reduced amount of single/akimbo variants significantly. Lots of single wield weapons will become akimbo when upgraded now. Some weapons will retain single/akimbo versions separately. This was done to reduce clutter in the Mystery Box, as well as free up assets (nearing limits).
  • Added missing Tombstone icon for Wunderfizz hint from previous update.
  • Adjusted what is removed from the Mystery Box to match newer wallbuy changes.
  • Increased penetration for the Ray Gun Mark II (bug fix).
  • The upgraded Striker has been reworked to what was originally envisioned: flamethrower shotgun. Until a HUD element is created for its special ammo type (not natively supported by BO3's HUD), there is an overheat/ready indicator in the bottom left-hand corner. A different weapon will eventually obtain the ability of regenerating ammo when upgraded.
  • Removed rumbles from weapons for now. They will be added back in later (temporary change).
  • Grenade-type weapons now have proper bounce SFX, among other smaller details fine tuned. Frags use MWR SFX for the most part now.
  • Reduced frag grenade fuse time back down from 5s to 3.5s (same as CoD4 now). For comparison, BO3's fuse time is 4. Grenades use a mix of MWR and BO3 state timers now.
  • Fixed bug with the Trading Table that would cause it to reset anytime a player (re)spawned.
  • Fixed bugs with Survival Bonus: perk limit sometimes resetting when players respawned and more bonus points than intended were given out (it would multiply/stack with more players). <-- This is Killer Potato's fault because he kept dying.
  • Set Claymore limit per player to 12. Increases to 18 when upgraded (Claymores are not upgradable yet).
  • The AT4 has become the AT4-HS: it can now lock onto zombies and some special zombies (not everything yet though). It can still free-fire too. Just like in MW2 MP.
  • Updated Claymore reticle.
  • Inspection script tweaked to make it less likely for players using a controller to accidentally inspect when they're trying to interact with something (like when spinning the Mystery Box).
  • Changed Pack-a-Punch knuckle crack animation to 5 randomized IWZ animations.