The Hidden: I.R.I.S Edition is a remake of The Hidden: Source by a small team of nerds who loved the original.
The 19/10/2023 Build for I.R.I.S Edition. Fixes some balance issues and some other bugs.
The 19/10/2023 Build for I.R.I.S Edition. Fixes some balance issues and some other bugs.
- 19/10/2023 -
Added the option to pick "Random" for Primary Weapons, Side Arms, Personal Gadgets and Subjects
Fixed an issue that was causing the player to not be able to switch to 617 from 395 during freeze time
Ammo Backpack and Motion Sensor Team Gadgets now show up in the Weapon Reminder UI so players have an easier time understanding if they have a Team Gadget that is a passive one
Paint Pistol DOT is now correctly added to the painters "Chance to play hidden" tickets
Paint Pistol DOT is now creditted in the scoreboard as IRIS Damage and ROUND Damage
Hopefully fixed an issue with late damage calls causing Negative Round/Iris/Subject damage in the scoreboard
Added a new Bonus Round (Paintball)
Players now always receive Stimulants during the "The Fugitive" Bonus Round, Jimmeh changes below are due to this new change that everyone now has stims
Jimmeh's Wall Jump velocity/force during "The Fugitive" Bonus Round for both Normal and Pounce varients have been increased by about 40%
Jimmeh's Movement Speed during "The Fugitive" Bonus Round has been increased by +5%
Jimmeh is now immune to all trigger_hurt damage during "The Fugitive" Bonus Round
I.R.I.S Units can no longer destroy func_breakables on hdn_forsaken_b4a, this does not effect activating physics objects though
- 18/10/2023 -
Reduced the defence value I.R.I.S units have VS Physical Props a little bit (50% to 40%)
Increased the reduction of current movement force applied to props when throwing, this reduces the extreme ease of pounce throwing props to instantly kill people due to the new prop defence values
395's Charge Ability now has a very small end period (0.15 ish seconds) where 395's movement is heavily reduced, making her Charge ability a little more dangerous when used as an Entry tool rather than Escape tool unless players are smart enough to keep the energy to use the ability twice to get both in and out
395's Lunging now has a tiny bit more of an end period of slow down (0.15 over 0.1 from before)
395's Lunging mid-air now has practically no air control aside from the Follow Up Lunge re-direction
395's Lunge now lasts a bit longer mid-air to allow for extreme length lunges and should no longer cancel out mid-air
395's Running Footstep SND_LVL has been increased from 70 to 80
395's Acid Bottle now creates a hissing noise as it travels through the air
395's Armour Value while charging is now 20% (Down from 40%)
395's Armour Value while charging is now correctly displayed as 20%
617's Original air strafing has been re-introduced, making 617 much more capable at "Source Strafing" again
617's Grenade now has a little less gravity to make it act a little more like the original
617's Grenade and 395's Bottle can no longer be grabbed, As funny as it was to do crazy flick throw techs it was a bit unfair due to the inability to react to it
617's Grenade and 395's Bottle are now rendered even when behind player vision to avoid particle mis-matching
Changed the readout for Mouse inputs to no longer have a space between the word Mouse and the Number to put it inline with sources default text