Call of Duty: Black Ops III

Call of Duty: Black Ops III

[MWZ] Modern Warfare Zombies: Complete Edition
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Ενημέρωση: 28 Αυγ 2023 στις 15:59

v2.0.0
Patch Notes for v2.0[pastebin.com]
(Literally way too big for the Steam Workshop.)

Ενημέρωση: 31 Αυγ 2020 στις 18:22

v1.7.2

    Global Changes
  • Lowered the damage reduction for Hellhounds (they take 50% damage instead of 45% damage now).
  • Corrected a wallbuy override that made otherwise compatible custom maps with the VMP crash.

Ενημέρωση: 30 Αυγ 2020 στις 8:25

v1.7.1

I accidentally left something in the mod that wasn't supposed to be there, so a quick patch was released after the big update. I also couldn't fit all of the patch notes in the previous update's log, so here are the rest of the patch notes for v1.7.0:

v1.7.0 (Continued)

    Realism
  • Added friendly fire.
  • Disabled Pack-a-Punch.
  • Disabled power ups.
  • Adjusted how score is earned (easier).
  • Added +score indicators for damage points and kill points earned.
  • Adjust zombie starting health and scaling (easier).
  • Disabled sliding for this game mode. Increases the challenge and also prevents players from killing their teammates on accident with PHD Slider.
  • Fixed Verruckt unhiding the HUD after the intro sequence plays.

    Pandemonium
  • Round bonus drops summon at a lower height now.

    Cranked
  • Fixed time streak not always initiating (the way you earn perks in the mode).

    Gun Game
  • New Designated Lockdown for Verruckt. Try it out!
  • Players can now get Doomstreaks if they keep getting demoted.

    Sharpshooter
  • Fixed co-op bug where other players wouldn't initiate or cycle weapons properly.

    Starting Room
  • When enabled, permanent Mystery Box feature doesn't show Fire Sale icon anymore.

Ενημέρωση: 30 Αυγ 2020 στις 8:14

v1.7.0

Weapons were the main focus of this update, however some game modes got touched up, bugs were squashed, and of course the first set of Assault streaks rolled out. Next major update will likely focus on more game modes and Assault streaks.

    Global Changes
  • Added new gamemode: Kill Confirmed. Collect enough dogtags to win.
  • Updated Information Hub.
  • Updated map filters.
  • Mutators menu merged into Edit Game Rules menu (the separate menu no longer exists).
  • Edit Game Rules menu is now dynamic: the first tab changes to the selected game mode.
  • A ton of new options for Edit Game Rules menu.
  • It should no longer be possible to lose the starting pistol after going down (happened sometimes).
  • Main menu and Zombies pre-game lobby music now randomize between COD4 & MW2 main menu and MP lobby music. May also add in MW3 menu music too for good measure later on.
  • Difficulty option has been disabled for now. I plan on reworking this option to be more than simple variable changes (like zombie health).
  • Specialist weapons might be fixed?
  • Max Ammo now also fills the left weapon's magazine, same as the right weapon's magazine, for akimbo weapons. Max Ammo also now resets overheat for flamethrower weapons (the upgraded Striker).
  • Fixed a bug with the difficulty options that actually made the zombies weaker (health-wise) for custom difficulties.
  • Added a soundless hitmarker option and turned hitmarkers (with SFX) on by default.
  • Additional features supported added for Dunkelheit der Untoten.
  • Wardog's perks should no longer interfere with MWZ's perks. The most problematic was PHD. Reaper's Bandolier Bandiet & PHD Slider are completely nullified now. In cases for either Wardog's or Reaper's perks, you may see unusable placeholder (Speed Cola) machines where the original custom machines were.
  • Un-retarded Kino der Toten by adding a door in a doorway where an unprobed and low detail room is in plain view from a playable area. :)
  • There's other stuff I definitely forgot to write down. ._.

    Weapons
  • Added P99 Akimbo, MG4, & WA2000 (new weapons).
  • A ton of work was put into bringing over the weapons from MW2CR. These MW2R weapons are also now in the mod, sharing space with MWR weapons of the same type, depending if it's Pack-a-Punch'd or not: MWR AK-47 to MW2R AK-47, MW2R M4A1 to MWR M4 Carbine, MW2R M1014 to MWR M1014, & MW2R Ranger to MWR Ranger, MWR M21 SP to MW2R M21 EBR, MW2R Magnum (solo) to MWR Magnums (akimbo) & MW2R RPD to MWR RPD (RPD now also has a custom model for PAP). Just upgrade one of these guns and you'll see the models/anims/etc change accordingly.
  • Upgraded these weapon assets (models/anims/etc) to MW2R versions: ACR, F2000, FAL, FAMAS, TAR-21, Mini-Uzi, UMP45, Vector, AUG HBAR, L86-LSW, AA-12, Model 1887, SPAS-12, Striker, G18, M9 Beretta, M93 Raffica, PP2000, TMP, USP, AT4-HS, RPG-7, & Thumper. Inspect the M9! ;)
  • The Intervention model was swapped out for the MW2R version, with COD: Online animations (same as MW2's animations, but they have a first raise and inspect animation as well).
  • Essentially, practically every weapon in MW2CR is now in MWZ, but how it is present varies (as a new weapon, as a replacement for older assets, and/or as a base/upgraded version of an existing weapon).
  • Added glorious new muzzle firing and smoke FX, courtesy of Lethal Peelz.
  • Changed MP5SD to MP5.
  • Slower melee speeds across the board. Inventory knife is "stickier". Commando is still OP though.
  • The Combat Knife becomes the Karambit (Blade of Woe) when upgraded now!
  • Reduced melee damage to 150 for M9 and to 550 for USP.
  • Kar98k now uses segmented reloading (base version). You now need to upgrade it to use the stripper clip.
  • The upgraded AT4 can now be hip fired. The base Thumper now requires the player to ADS before firing.
  • Added first raise animation to the (MWR) W1200 from MW2R.
  • Semtex beeping sound no longer makes your ears bleed.
  • Reduced upgraded G18's magazine size from 60 to 50.
  • FMG-9 now deals more damage. Also has more stock ammo now (kept forgetting to increase it to match its tier).
  • Reclassified M249 SAW & M240 as B-tier.
  • Buffed MP5 (not MP5K) and changed its tier to B.
  • Upgraded AA-12 now has a drum mag. Thanks to Killer Potato for helping with this.
  • The upgraded MP44 now has a different model than before (previously it went from a battleworn to a pristine model, but now the model is a black synthetic material).
  • L86-LSW's mag size is now chunkier base and upgraded, to reflect the new model/animation changes.
  • You now move even slower when firing the upgraded M60E4, especially while ADS.
  • Reverted changes made a while back to certain LMGs where their stupidly long reload times were reduced. Now they are back to where they are supposed to be. This is one of those things I like to mess with to trip people up. I've been tweaking a lot of little things every patch to slowly raise the difficulty over time (since the mod and BO3 in general make things much easier than they should be). All upgraded LMGs have some sort of reload speed buff now (to remain consistent). A lot of these are much better than before. Typically reduces the time by 20%-40%.
  • Minigun has new sprint and reload animations. It also now handles faster and reloads faster.
  • Removed a lot of the reload speed bonuses for upgraded weapons. A majority of the upgraded weapons in the mod benefited from this.
  • Redid the ADS firing animation for the ASh-12.7 as well as its recoil settings. Noticeably more controllable now. Also buffed the upgraded version's rate of fire by ~50%.
  • Made the .44 Magnum significantly louder for maximum deafening. : )
  • Fixed the Skorpion not upgrading properly (no weapon was given).
  • Fixed the fire mode string for the upgraded M9 Beretta (said single shot, instead of full auto).
  • As usual, wallbuys were updated alongside weapon changes. This includes further custom wallbuy overriding support for BO2 and MW2019 weapons.
  • Fixed a bunch of minor weapon bugs/issues.

    Streaks
    These newer streaks will be improved over time in their base form and eventually get upgradable versions (using a new perk). The total number of streaks isn't set in stone, but it'll be about 2-3x as many as what you see now (AC-130 and more complicated streaks will likely come last).
  • Added Assault Strike Package. Players must now choose between Assault or Specialist. Assault streaks are predetermined on a per map basis. Specialist perks are predetermined and the same across all maps.
  • Added UAV. Highlights enemies (through walls) every few seconds for several minutes.
  • Added Airdrop. Gives a random killstreak reward. Might also add free perk / upgraded weapon options later?
  • Added Predator Missile. Control it from above to guide it towards enemies.
  • Added Precision Airstrike. Mark a location for heavy bombardment.
  • Added Sentry Gun. Place it down to automatically target nearby enemies.
  • Doomstreaks are now randomized and loop infinitely, instead of getting progressively better with limited uses.
  • Added Juggernaut. Dramatically reduces damage taken until streak expires. Temporarily given Minigun with unlimited ammo (cannot switch weapons or interact during this period).
  • Various fixes for streaks and streak options.

The rest of the patch notes don't fit...

Ενημέρωση: 15 Απρ 2020 στις 16:25

v1.6.3

    Global Changes
  • Fixed broken perk limit increase survival bonus.
  • Fixed ASh-12.7's world model.
  • Added Candolier to Town Remastered & Farm (remastered). Replaces Tombstone machine in Town Remastered (not to be confused with Town Reimagined).
  • The lava in Farm & Town Reimagined no longer affects players who have PHD Slider. However, just like Town Remastered, explosions from zombies still damage players (but no shellshock effect).

Ενημέρωση: 12 Απρ 2020 στις 14:36

v1.6.2

    Global Changes
  • Added Solo Insta Kill and Infinite Ammo (team and solo versions) power ups. Only available on certain game modes or with certain mutators enabled.
  • Added Solo and Team Perk Slot power ups. Only available on certain game modes or with certain mutators enabled. Also now available in the Magic Wheel.
  • Fixed revive HUD issue specific to Der Eisendrache.
  • Fixed tram fuse HUD issue (Der Eisendrache).
  • Fixed perks remaining on HUD issue.
  • Reduced visibility distance for wallbuy waypoints.
  • Wallbuy models will now be prespawned before you purchase them.
  • Fixed a typo for map compatibility (Nacht der Agonie).
  • Replaced Nanoshot from IW with Stimshot from MW 2019.
  • Rewrote killstreaks system entirely. More optimized, modular, etc. This is to prepare for the newer content.
  • Added Disable Weapon Inspections option.
  • Moved HUD elements around (GSC & LUA).
  • Magic Wheel is "powered off" while it is unusable (for invalid game modes or when the player hasn't unlocked it yet).
  • Added map categories to make finding compatible custom maps easier. This list is manually managed, so there's plenty of maps that won't be listed in it. Thanks to lilrifa for this.
  • Added Information Hub to pre-game lobby. Replaces the Info tab in Mutators. Thanks to lilrifa and Blak for help with this.
  • Added Commando machine to most of the official Treyarch maps. Thanks Lethal Peelz.

    Weapons
  • Added Claymores. Assigned to lethals slot. Typically overrides Trip Mine wallbuys.
  • Added C4. Assigned to lethals slot. Typically overrides Bowie Knife wallbuys.
  • Added ASh-12.7, Crossbow (MW2019), & Five-seveN (MW3).
  • Removed a lot of weapons. Most of which have been moved into Lite Edition instead (replacing weapons in it).
  • Upgraded AK-47 to MW 2019 version, except for stats and firing SFX. Removed its masterkey and added a bayonet (PAP). Will likely change to MW2R's version later.
  • Upgraded Dragunov to MW 2019 version.
  • Upgraded semtex grenades and throwing knives to MW 2019 versions. Grenades handling is slower.
  • Upgraded a lot of the SFX for MWR guns. Plenty to be improved later.
  • First raise animations will be skipped for weapons being upgraded more than once now (QoL change).
  • Changed upgraded AA-12's model to a variant.
  • Added a few PAP camo variants for select weapons.

    Streaks
  • Specialist Bonus' permanence properly retains when going down, as opposed to being given back upon revive/respawn.

    Pandemonium
  • Timer is now 3 minutes long instead of 5 minutes long for unlocks/bonuses.
  • Reduced zombie sprint cycle rate.
  • Starting weapon is no longer per map or randomized. Always is the G18.
  • Enabled Infinite Ammo (team) for game mode. Needs to be unlocked as a bonus.
  • Fixed "Automatic" option for Designated Lockdown (wasn't disabling the lockdown for maps without a designated area).

    Gun Game
  • Double Points will no longer spawn if you enabled Designated Lockdown or Starting Room.
  • Enabled Infinite Ammo (solo) and Solo Insta Kill for game mode.
  • Drops don't last nearly as long for this mode.
  • Removed Solo Nuke from this mode.

    Sharpshooter
  • Fixed Widow's Wine bug that prevented players from using weapons for the rest of the game.
  • Double Points will no longer spawn if you enabled Designated Lockdown or Starting Room.
  • Enabled Infinite Ammo (team) for game mode.
  • Added Pack-a-Punch hints to upgraded weapons received in the cycle.

I definitely forgot to list other changes, as there was a lot of little things fixed/tweaked over a longer period of time than usual. Next major update is going be epic, so keep an eye out for it!

Ενημέρωση: 3 Ιαν 2020 στις 22:33

v1.6.1

    Global Changes
  • Fixed Shadows of Evil being unplayable.
  • Fixed perk HUD issue on Ascension (shaders would duplicate instead of pulse).
  • Fixed revive HUD issues.
  • Fixed Difficulty and other options not working for Classic and Classic-style modes.
  • Moved Tactical Nuke countdown backer down further so as to not overlap with the WAVE indicator.
  • Buffed Panzer health on Zombie Garage 2: Xmas Edition (it's now muuuuch stronger).
  • Fixed an issue where sometimes there would be no knuckle crackle animation, which caused Gun Game and Sharpshooter issues (not really an issue for other modes).
  • Now there's a Message of the Day Update pop up when you first go into a Zombies lobby. Thanks to Blak!

    Weapons
  • Fixed broken upgraded AK-47 (couldn't switch to masterkey shotgun).
  • Buffed Colt 9mm's mag size from 20 to 32 (it can have either in real life and I decided to go with the bigger capacity, same as MW19).
  • Buffed upgraded MK18 Mod 1's base damage from 10 to 25. Aim for the head (10x multiplier)! It's now slightly less misery inducing, but still absolute garbage.

    Pandemonium
  • Fixed issue where some power ups spawned before they were properly unlocked.

    Cranked
  • Properly disabled Pack-a-Punch for this game mode (thanks Connor).

    Gun Game
  • Removed duplicate entry for .44 Magnum in Pack-a-Punch Gun Game.

    Sharpshooter
  • Decided to add in Pack-a-Punch functionality, so players can upgrade their weapons as they wish (previously was disabled and players who somehow succeeded could've bugged out).
  • Alt-Weapons (such as the masterkey underbarrel attachment) now properly have unlimited ammo.

Ενημέρωση: 27 Δεκ 2019 στις 16:31

v1.6.0

    Global Changes
  • Moved Change Map, Change Game Mode, Edit Game Rules, & Mutators buttons into a flyout menu (sub-menu) called Setup Game. Now the menu will be much cleaner and easier to understand.
  • Added game mode images to the Change Game Mode menu.
  • Mod compatibility hint added to map thumbnail.
    Thanks to Blak for the above changes to the frontend / pre-game lobby.
  • Added custom HUD. A glorious job by lilrifa, the god of LUA.
  • Fixed Der Wunderfizz perk selection (thanks for the heads up).
  • Changed Magic Wheel SFX to use IWZ SFX. Spinning takes longer at 7.5s instead of 5s.
  • Added new gamemode: Cranked. Earn kills to stay alive.
  • Added new gamemode: Sharpshooter. Cycle between random weapons.
  • Added new gamemode: Third Person. Play from an outside perspective!
  • Added a developer "gamemode" for testing.
  • Patched Treyarch's broken perk registers to remove power switch lag.
  • Buffed Hellhounds to be tougher like the good ol' days. Thanks to Slayerbeast12 for the script. Their health will scale depending on the difficulty and are especially tough on Realism game mode!
  • Designated Lockdown options changed from On/Off to Automatic/Off/Starting Room. This is to not lock players in the starting room for custom maps (they can trigger that on purpose now).
  • Designated Lockdown will always respawn players at the custom spawn point now.
  • Solo Nuke (blue) now counts towards your kills and killstreak, except in Gun Game.
  • Fixed issues specific to Moon.
  • Specialist weapons finally fixed. Tested on The Giant and Der Eisendrache. I might give up on this bug. It works on my local version of the mod, but the Steam Workshop version just doesn't for some unexplainable reason. >:OOO

    Weapons
  • Added DP-12 (called R9-0 shotgun in MW 2019's MP). Double barreled pump action goodness!
  • Added MK18 Mod 1 (the AR/default version for the "M4A1" in MW 2019).
  • Added Colt 9mm SMG (the SMG conversion for the "M4A1" in MW 2019).
  • Added MGL-32 (from MW 2019 campaign). Now the most useless launcher in this mod.
  • Updated Kar98k, M134 Minigun, & RPG-7 to MW 2019 versions.
  • Updated models for M1911, MP7, & SCAR-H to MW 2019 versions.
  • Projectile/explosive weapons can now harm Margwas (for some reason this damage had to be scripted).
  • Disabled Quickdraw proficiency for akimbo weapons and other weapons that can't aim down sight.
  • Updated hip fire crosshairs to use MW 2019 images for nearly all weapons. Most notable differences on shotguns and the Minigun.
  • Fixed sliding hip fire spread sometimes reducing instead of maintaining or increasing during slide.
  • Added sliding offsets to all weapons (makes idle sliding animations less static).
  • Fixed crouch and prone offsets to not be awful.
  • Zoom in/out fraction values now match ADS transition in/out values for smoother ADS with sniper rifles or high zoom optics.
  • Compound Bow does more base damage and can draw and reload faster. Upgraded counterpart has faster handling as well. Players can no longer reload while ADS.
  • Reduced or removed neck shot multipliers to match upper torso damage for most upgraded weapons. Slightly higher accuracy is required!
  • Reduced headshot multipliers on various weapons, especially LMGs.
  • Buffed upgraded AUG HBAR's damage from 400-40*8 to 600-60*8 and its movement speed from 80% to 85%, but reduced its magazine size (increased stock ammo by 1 to compensate). Overall a better weapon.
  • Weapon stock ammo is now more consistent per weapon class in each tier (amounts buffed/nerfed depending on the weapon). C-Tier is the most affected by this change. Candolier has a more noticable increase in stock ammo.
  • CSG-12 reloads significantly faster now.
  • Shotgun damage tweak across the board. C-Tier shotguns are now much less effective, while higher tier weapons are more effective or the same.
  • Kamchatka-12 is no longer a 3-round burst shotgun. Perhaps another shotgun will fulfill this role. Its upgraded counterpart now has a foregrip.
  • Lynx CQ300 upgraded now has a red dot sight. BOS14 upgraded optics changed from red dot sight to ACOG.
  • Fixed several smaller issues with existing weapon ports, such as ADS fire with certain weapons and the fire+settle animations for others (Bered MK8, BOS14, M249 SAW, etc).
  • Launcher explosions no longer use EMP variant (been meaning to change this, but kept forgetting lol).
  • Minor buff to the base Kar98k (will one shot for an extra round to the upper torso).
  • Reduced zoom of the reflex sight on the upgraded G36C.
  • Nerfed the M9 and MP412's tactical knife damage from 325 to 250. It'll still one shot for the first two rounds, but won't two shot for as long in later rounds (stops after round 4 instead of 6).
  • Nerfed the combat knife's melee damage from 325 to 250. Same reason as above.
  • Buffed the USP's tactical knife damage from 700 to 750, so it can one shot until round 7 instead of 6.
  • Remington 870's ADS animation is still misaligned to trigger DamianoTBH.

    Realism
  • Players now start with semtex grenades instead of frag grenades if they have custom loadouts enabled.

    Gun Game
  • Added difficulty options.
  • Designated Lockdown options changed from On/Off to Automatic/Off/Starting Room. This is to not lock players in the starting room for custom maps (they can trigger that on purpose now).
  • Dying and respawning the next round will now restore any lost perks.
  • Added mega-bonus which grants the remaining perks (which are ultimately useless). This is in place just in case players somehow lose a perk.
  • Skip Weapon power up will no longer also skip perk bonus if there is one.

    Pandemonium
  • Added difficulty options.
  • Power ups that are earned are now smarter. Random Weapon drops are more common. Random Perk highly unlikely to drop if player has all. Pack-a-Punch power up less likely to drop if the player has all upgraded weapons.
  • Higher chance of getting a Free Weapon power up from the end of round bonus (the summon where the player respawns).

    Starting Room
  • Added difficulty options.

Ενημέρωση: 17 Οκτ 2019 στις 10:56

v1.5.3

    Pandemonium
  • Fixed mega-bonus not working.

Ενημέρωση: 17 Οκτ 2019 στις 9:48

v1.5.2

    Global Changes
  • Designated Lockdown now uses a blur instead of a black screen when transitioning.
  • Added support for Zombie Garage 2 map by Scobalula, made with Complete Edition in mind.

    Weapons
  • Added Quickdraw proficiency. Aim down sights faster with all weapons, except sniper rifles.
  • Added Sonic Boom proficiency. Increases damage for explosive/projectile/grenade weapons.
  • Reduced the effectiveness of Stun Rounds in general. Stun Rounds also won't be as effective on bigger/tougher special enemies, like Margwas or Panzers.

    Realism
  • Re-disabled Specialist streaks.

    Pandemonium
  • Properly disabled Specialist streaks.
  • Added mega-bonus once bonus cap is reached.
  • Removed permanent fire unsale in Designated Lockdown for maps that lack a Mystery Box.