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