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Survival mod
- Infection damage is disabled. The infected can not turn a human into infected (only kill)
- Infection zone deals
3damage per0.25sec (instead of instant infection/kill) - 'Call witch' feature is disabled
- The infected can not heal each other with hammers
- The Taxi feature is disabled
- In the end of each round the survived players receive 10/8/6/4/2/2 overall HP (depending on the difficulty)
Important
Soldier class is disabled because Soldier places 3 bombs with 114 damage per bomb, which is a no-go.
Engineer class is disabled because 'instantly killing everyone' laser wall is also a no-go.
The remaining 8 classes provides the wanted diversity and there is no plan to add new human classes to survival rounds/games.
Players can take up to 3 class-specific upgrades. See the list of upgrades here.
- Mercenary receives 1 laser ammo per kill (in normal mod the reward is 3 laser ammo per kill)
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Shotgun force reduced from 10 to 6(the change applied to the normal game) -
Laser replaced with Tranquilizer rifle which puts infected to sleep for up to 4.0 seconds.(the change applied to the normal game) - Tranquilizer shot doze changed from 4.0 to 7.5 for survival games. The effect duration depends on the target max HP, and the limit is 1125 HP with duration 1.0 sec.
- Ninja receives 1 HP per kill with Katana
- Ninja targets disabled
- Katana damage is set to 10 (the normal damage is
9; damage 10 corresponds to one 'Sword strength' reward received)
- Hero flag cooldown is changed to 30 seconds (regardless of the players number)
- The WhiteHole is always enabled (regardless of the players number)
- The WhiteHole lifespan is reduced to 15 seconds (and to 12 seconds in hardmode)
- The laser MaxAmmo reduced from 20 to 15
There is a hardmode which is enabled for level10 and will be optionally enabled in survival games (those with custom maps and many waves). In hardmode:
- White Hole lifespan is 12 seconds
- Bots hook delay reduced by 0.5 sec (to about 0.5 sec in total)
- Boomers explosion spreads slime
- Humans objects are kept in game after the human died (so the objects still benefit the team)
- Humans are not revived and can't join the game between rounds
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Revived infected (bots-medics) are kept between rounds(the revival laser is now replaced with tranquilizer rifle)
- All hero flags should be spawned at once (probably we'd have to thin them out). Flag should disappear for a long while (5 minutes) on taken.
Probably we'd need to limit the Hero benefit from the "free" flags or maybe the hero won't be able to take flags which won't benefit the team. Maybe we'd better to share the flags and their effect among all heroes, and give +5 hp +5 armor to all heroes on hero flag taken.