Latest release of Monster Hunt for all platforms, introducing a new game type, Monster Defence.
Changelog since Monster Hunt 503:
604 to 605: - Remove automatically assigning monsters to team - Show monster names better, "KrallElite" becomes "Krall Elite" - Grammatically correct escape message 603 to 604: - Fix saving of game rule settings - Refactor scoring implementation, including default scores for more monster types - Fix upgrade dispersion pistol (thanks SeriousBuggie) - Fix zoom for old rifle (thanks SeriousBuggie) - Prevent call endgame if game already ended (thanks SeriousBuggie) - Fix destroy shadow for bugged monsters (thanks SeriousBuggie) - Fix break broken team skins like Cow and Nali (thanks SeriousBuggie) - Refactor Login function to work around bug with triggers in start areas (thanks SeriousBuggie) - Fix killing friendly Nalis and Cows, and bots waking up Titans (thanks SeriousBuggie) 602 to 603: - Decoupled monster difficulty from bot skill - difficulty is its own option on the Rules tab - Add configurable Warmup time to Defence, before monsters start spawning - Make Defence max escapees configurable in Rules tab - Monster attitude to player set in difficulty, rather than when the match starts - Better re-trigger prevention for MonsterEnd (thanks sector2111) - Removed `MonsterHunt` type-check on `MonsterEnd` triggers, so other gametypes can use them (thanks sector2111) - Improved and optimised bot waypoint finding to better support missed waypoints and no waypoints (thanks sector2111) - Moved `MonsterReplicationInfo` setup into `InitGameReplicationInfo()` where it should be - New higher resolution graphics for settings tabs - Fix missing localisation for player lives ran out message 601 to 602: - Fix incorrect `UIWeapon` reference in MonsterBase.CheckReplacement - Remove NaliRabit from ScriptedPawn checks - Do not spawn monster shadows on dedicated servers - Implement better difficulty call using GameInfo.IsRelevant, rather than being called from various other places - MonsterEnd should only ever trigger once - Defence: Better application of orders on monsters, yielding better attack behaviour - Defence: Disable Mercenary invulnerability shield - Defence: Monsters do not block eachother, so they can navigate across the map better - Defence: Monsters which don't move from their starting positions can be killed and recycled - Defence: Optimisations to mid-game monster order coercion - Defence: Tweaks to several monster spawn probabilities - Defence: Localise "... escaped!" message 503 to 601: - Implement new game type: Monster Defence - Played on CTF maps, players must prevent attacking monsters from escaping via the portal that has opened in their base - Will only work on CTF maps with reasonable pathing - Players lose when the maximum number of allowed monsters has escaped, or all lives have been lost - Players win by successfully holding off the monster advance until the time limit - Fix numerous "Accessed None" errors in logs related to various assumptions about `bIsPlayer` and `PlayerReplicationInfo` in UT classes - Fix bug with RazorJack not being replaced by `OLRazorjack` - Fix Monster Arena using the wrong GameReplicationInfo class - Improve updates of remaining monsters counter - Update HUD info with remaining time, add defence escapees, critical things go red when needed - Made many strings localised - Various improvements and optimisations where possible - Clean up all compiler warnings, remove unused classes - Reformat code to conform to cleaner style
Woah nice, a new monster hunt update.
Do the monsters in monster defence mode use the blue team spawn points? I quickly checked it out and they spawn pretty close to the red team side, which makes it pretty difficult defending the base. Some kind of a option where they use the blue team spawn points would be nice.
Latest release is currently v613, btw: Github.com