There are a few more things we are working on, which may or may not make it. Rough estimated release time for the patch is New Year.
- Fixed Friendly Male Assassins/Robo Grunts shooting Friendly Alien Grunts/Gargantuas
- Fixed model replacement bug for Male Assassins/Robo Grunts/Leeches
- Change 5 second wait for Gonome to 4 seconds (Before throwing spit)
- Fixed crash bug with applying properties to non-monsters in monstermakers
- Fixed Houndeye pause problem
- Houndeyes eat their fallen enemies and gain health
- Medkit uses skill settings
- SKILL entry for Robo Grunt explode damage
- Robo Grunts, Human Grunts and Male Assassins do not throw grenades at dead enemies.
- Added Medkit mirror health
- Added sv_dropweapons (For disabling weapon dropping by players. Default 1)
- Map spawned snarks attack grunts again
- Robo Grunts explode when they experience overkill damage (Before or during their explosion sequence)
- Model replacement added per weapon_ entity (Don't have to use the squadmaker entity now)
- Freeze bug with monsters finishing scripted_sequences when not in range of player, fixed.
- Bullsquid's spit shows Bullsquid as correct owner + monsters now react to bullsquid spit hit
- Clientside-gib crash bug fixed
- Monster AI handles enemy deaths more appropriately
- Fixed framerate related bug with monster TURN RATES. Monsters are not "slow" on [high-end] machines/servers when they turn to face a direction
- Monsters do not attack dead sentry/turrets if previously in combat with them
- Friendly monsters attacked by players become friendly again after being healed
- Osprey bug FIXED - Osprey correctly refills levels with grunts
- New Monster: Pitdrone
- Akimbo and Single UZI produces shells when firing
- Fixed crash bug with deaths
- Strafing at long distances from a Sniper male assassin may allow you to dodge their aim
- Distance limit bug with Sniper male assassins fixed
- Martial Arts assassins have increased speed compared to their normal versions