4/30-5/6 Devblog

Hello all,

This week we have added a new Mob-Arena map, complete with brand new mobs and bosses. We have also done some balance changes and bug fixes to help keep the game dynamic and bug-free.

NEW MOB-ARENA MAP









Lab - Monsters are launching an invasion on an underground university laboratory, a high-value research center for advanced anti-monster weapons. Move in and defend the laboratory from mobs approaching above. Shoot through glass if you must. Fall back to the bottom floor for breathing room.

The Lab map features 35 waves (36 on Hard), 5 new and unique bosses, 5 new mini-bosses (2 of them spawn in regular waves), 5 new mob types, and a new mechanic called restricted zones. Restricted zones are areas where only monsters can move through, not players, and they are marked with a red boundary around the entrances of the zone.

The map is also unique in that more than half of the waves are custom-coded, meaning that there are unexpected ambushes and change in spawn locations throughout the game, so be sure to watch out for them. Also, since many monsters come from above, players have a period of relative safety where they can fire at the monsters through glass while they try to reach the entrances.

MOB-ARENA CHANGES

  • Rebalanced number of monsters spawned in regular (non-boss) waves. For most maps this means that FAR MORE monsters will spawn in regular waves, especially in the early waves. These changes are meant to keep the game challenging throughout the match.
  • Slightly reduced points gain from regular (non-boss) mobs so the rate of earning EXP does not become ridiculously high after the amount of mob spawns are increased
  • Replaced Infection Wave 71 boss (Unstable Sorcerer)'s Low Gravity skill with Seismic Slam

BALANCE CHANGES

  • SR-3M: Armor penetration reduced by 3

OTHER CHANGES

  • Modified Red team spawn on Outpost
  • Changed Tablist aesthetics, now has 4 rows
  • Reduced animations in Tablist to reduce bandwidth usage (only animated parts left are the server name and time display)
  • Fixed a bug where name tags for teammates did not show properly
  • Fixed a bug where firing at a brewing stand causes console spam until the server is restarted

Discuss this on our forum

4/23-4/29 Devblog

Hello all,

This week has seen relatively few changes to the server because I had taken some time working on a different project. Nevertheless we have added a few new additions to the server, including a new Tablist and a staff build server.

NEW TAB LIST



After last week's anti-xray fixes it became quite evident that the Anti-Xray plugin's side effect of removing players from the tablist was becoming unbearable. As a result we have added a new tablist plugin that not only solves this problem, but also shows players in all current and future servers in our network. It is also animated and looks a lot cooler!

STAFF CREATIVE SERVER



We have added a new creative plots server, currently for staff members only. This will be the new place for our staff to work on maps. Since this server is powered by plots, we can safely give every staff member access to World Edit, which should speed up the building process and make it much more enjoyable to build on GunColony. This will also be the place for staff members to work collectively on any large build projects that arise (hint: there is one!).

There is currently no cross-server chat, but that will be coming soon.

OTHER CHANGES

  • Fixed a bug where modification unlock levels for some of the new Legendary weapons were incorrect

Discuss this on our forum

4/16-4/22 Devblog



Hello all,

This week we have added a brand new Mob-Arena respawn system, as well as additional improvements, optimizations, and bug fixes to several areas of our game.

First of all, let us congratulate ourselves for hitting 30 concurrent players, the highest since 2016!



Our forums have also reached 5,000 forum posts - huge thanks to everyone in the community for making both milestones a reality!

MOB-ARENA RESPAWN SYSTEM



We have added the ability to respawn in a Mob-Arena match. After a boss is defeated, all players in the spectator area will now respawn. However, every respawn players are penalized by having one heart removed from their maximum health, down to a minimum of 5 hearts.

Now you can also join a Mob-Arena match in the middle of the game now, from a new menu we have added to the Mob-Arena lobby at spawn. However, you will also spawn with reduced health depending on how many boss waves have already passed in the match.

MOB-ARENA CHANGES



Your experience bar in Mob-Arena now indicates the progress of the current wave. When the experience bar fills up, the next wave will spawn (unless there's a boss alive). You might notice that the progress seems to go faster over time - this is because the spawn speed of the next wave depends on how many mobs are still alive, and as you kill the mobs the wave will progress faster.



The name of bosses are now bolded to make the boss monster easier to locate. This does not apply to mini-bosses.

Additional changes:
  • Since we added the ability to respawn, to balance things out you now take 15% more direct damage from everything except TNT and charged creepers. (Indirect damage from fall, fire, potions, etc. are also unaffected.)
  • Earlier waves in most maps now spawn more mobs to make them less boring
  • The last few bosses in most maps are now easier because they were too hard compared to regular waves
  • Removed Summon Minions skill from Wave 5 boss in Graveyard to reduce the insane minion spam in that wave
  • Moved the spectator area in Blizzard for a better view of the entire map

NEW DEFUSAL MAP





We have added a new Defusal map, Mill, featuring a unique close-quarter combat experience, along with plenty of pathways to navigate around the map or catch enemies off guard from behind.

GRAVEYARD MAP CHANGES





We have improved the visuals of the Graveyard map, adding a lot of decoration outside. We have also opened up the spectator area to connect with the lobby and allow for a better view of the map.

REWARD UPGRADE



We have tweaked our crate reward algorithm to give more rewards especially for longer matches.

  • There is now a chance to receive more than 1 crate when earning more than 400 EXP in a match. (Earning more than 1500 EXP in a match will always give 2 or more crates)
  • Quality of crates earned now increases much faster by the amount of EXP earned
  • The Double EXP booster now increases the amount of gained EXP used in crate calculations by 1.25X instead of 2X in order to keep the crate quality gains roughly the same
  • The EXP gained from voting is no longer affected by the Double EXP booster

We have also dramatically increased the points you can gain from bosses in Mob-Arena (by 200-300%) to additionally increase the reward of the gamemode.

UI CHANGES



We have fixed the "Go Back" button in many of our GUIs so they actually take you back to the menu you came from. Opening a crate from the crate menu will also take you back to the correct menu now.



In addition, unlocked weapons in the Tech Tree menu now display the same way as they do in the inventory menu, so you can now manage your weapons from the tech tree the same way as in your inventory.



Finally, at the beginning of a PVP match there will now be a chat prompt with rules of the current mode.

BALANCE CHANGES



We have tweaked the weapon stats of select weapons, particularly Light Machine Guns and newly released weapons:

  • SR-3M: Spraying accuracy substantially reduced, damage slightly reduced
  • Negev: Damage slightly reduced
  • MG34, MG3: Damage slightly reduced (more so on the MG3), accuracy slightly increased
  • KSG-15: Damage significantly reduced, movement penalty reduced

OTHER CHANGES



We have done a number of other changes to the server, particularly to optimize the network performance so the server can support more players without lag.

  • Fixed AK-103 not appearing in the Arms Race weapon pool
  • Added a new scenario mode that takes place on Jungle Map in TDM, with Vietnam War weapons
  • Fixed the Anti-Xray system not working properly
  • Barriers should no longer act as a solid block to the Anti-Xray system
  • Muzzle flash effects can now be seen from much further away
  • Blood effects can now be seen from much further away
  • Reduced amount of weapon tracer particles in third person for better performance
  • Muzzle flash is no longer shown for other players if they can't see it due to an obstacle
  • Bullet block impact particles are no longer shown for other players if they can't see it due to an obstacle (this is disabled for the shooter to reduce artifacts)
  • Bullet block impact particles are no longer shown if the block is surrounded by 6 solid blocks around it (this applies even for the shooter)
  • Seismic Slam boss skill particles are no longer shown for a block if both the block above and the block below are solid
  • Arrows produced by Deadly Arrows skill are now removed after 0.75s to improve performance

Discuss this on our forum

4/9-4/15 Devblog



Hello all,

This week we have released a new Tech Tree reward system, along with several new weapons and a new, huge round of balance changes. Check them out in-game now!

NEW WEAPONS



We have added several new weapons to the game - finally!

AK-103 - Rifle, Legendary
Designed by Kalashnikov, the AK-103 is a modernized version of the AK family with increased power and an attached 4x ACOG scope.

SR-3M - SMG, Common
A modern 9x39mm submachine gun developed in Russia, the SR-3M is extremely powerful but has a low muzzle velocity.

AKS-74u - SMG, Legendary
Short carbine version of the AK-74. Compared to a full sized rifle this weapon lacks range but allows for greater mobility.

KSG-15 - Shotgun, Legendary
Pump-action shotgun with a high ammo capacity of 14 rounds, for improved sustained combat capability.

Lewis Gun - LMG, Epic
Light machine gun used by Britain during World War I. The Lewis Gun has a sturdy design and slow fire rate which gives it a high accuracy in automatic fire.

All weapons have a unique 3D model and new sounds, and unique Mob-Arena kits (except the Lewis which shares the Trench kit with the M1915). The AK-103 also comes with a new scope visual:


TECH TREE



Our new Tech Tree system is now finally live! Access it by following these steps:

1. Right click the book in your inventory at spawn, which reads "Progression & Rewards", which brings you to this new menu:


2. Click the Iron Horse Armor in the center that says "Tech Tree", which shows you all currently available tech trees:


3. Click on any weapon in the above menu to access the menu of its respective tech tree:


The Tech Tree system works by restricting your weapon unlocks by which weapons you already own. Weapons now have an unlock requirement: you must unlock the previous weapon and upgrade it to a certain level in order to reach the requirements for the next weapon. Once that requirement is reached, it is then possible to find the item in crates.

This way, weapons are no longer locked behind Player Level, and it is now possible to unlock a weapon you want much more quickly than before, by playing with the prerequisite weapon(s) and earning Weapon EXP for them in order to progress down the tech tree faster.

GUI CHANGES

In addition to our new GUIs associated with the tech tree system, we have also tweaked the existing GUIs.


First of all, as you might have noticed above, the experience info and inventory viewer were moved to the Rewards menu. Therefore the loadout customization menu now only consists of three items to allow you to configure your loadout for our 3 different modes.


Second, we have revamped our level information GUI. Now you can not only view the size of crates in the crate tiers, but also the rewards you can get by reaching a new level. Yay!

NEW MOB-ARENA MAP: SWAMP





Stunning visuals and dangerous ambushes await you in the Swamp, our new Mob-Arena map featuring a fast-paced gameplay with 40 waves and intermediate difficulty. The map also comes with 5 new boss fights, 3 new mob types, and 2 new boss skills!

Boss Skill: Seismic Slam
The boss jumps high into the sky and slams back at the ground. Damages and knocks back any players caught in the vicinity of the attack. On Hard difficulty, the radius of the damage effect increases.

Boss Skill: Speed
The boss throws a super speed potion at the sky, giving it and any nearby mobs a very high speed effect. On Hard difficulty it also makes the boss immune to knockback for a while.

New Mob: Miner Zombie
This zombie is better equipped and also faster than regular zombies, and will spawn in one of the boss fights on the new Swamp map.

New Mob: Knight Zombie
This zombie is better equipped and higher armored than regular zombies, and will spawn in one of the boss fights on the new Swamp map.

New Mob: Undead Horse
The undead horse is here to wreak havoc upon the arena! The horse has 50% more health and 25% more speed compared to a normal zombie, and its attacks also have a knockback effect. It will spawn in the final boss fight on the new Swamp map, but also appears as a mini-boss in an earlier boss fight.

PVP MAP REMAKE: TOWNHALL





We have remade the Townhall map so it is now much more open and offers a unique fighting experience. There are also a high number of spawns in the map which reduces camping and spreads out players more effectively.

BALANCE CHANGES

We have released a huge round of new balance changes, especially taking a look at the SMGs, LMGs, and Snipers. Notably we have removed the aimpunch on most Snipers and increased recoil on SMGs and LMGs.

  • SG 553: Vertical recoil reduced by 6%, recoil pattern increased by 25%
  • G36: Increased linear spread recovery to -0.16/s from -0.1/s to improve burst accuracy
  • STG-44: Vertical recoil increased by 5%
  • XM8: Increased linear spread recovery to -0.27/s from -0.2/s to improve burst accuracy, hipfire spread reduced by 10%
  • AR-57: Move penalty increased by 10%, jump penalty increased by 25%, spraying penalty on spread recovery reduced to 20% from 25%
  • M249: Damage -1 (31 from 32)
  • Vector, PPSh-41, Negev: Recoil pattern increased by 20%
  • Thompson: Recoil pattern increased by 33%
  • P90: Added linear spread recovery -0.14/s to improve overall accuracy, recoil pattern increased by 40%
  • Tavor X95-R: Vertical recoil decreased by 20%, recoil pattern increased by 50%
  • Mac-10, MP5, MP5KA4, MP7, MP9, P90, PP-Bizon, TMP, UZI: Recoil pattern increased by 50%
  • MG3: Horizontal recoil now starts much sooner
  • L86 LSW: Vertical recoil reduced by 18%, recoil pattern increased by 20%, time after moving before weapon becomes accurate increased by 11%
  • RPK: Recoil pattern increased by 13%
  • QBB-95: Movement penalty increased by 50%, spread increase increased by 20%
  • MSG90 A2, SIG 550, SSG-08: Bullet velocity increased by 10%
  • M24, M40A1, M82, SCAR-20: Bullet velocity increased by 11%
  • G3SG1, NTW-20, SVD: Bullet velocity increased by 12%
  • CheyTac, K98k: Bullet velocity increased by 13%
  • AWP, Scout: Bullet velocity increased by 14%
  • AWP, CheyTac, G3SG1, K98k, M24, M40A1, MSG90 A2, SCAR-20, SSG 08, SVD: Aimpunch completely removed (Only snipers left with aimpunch are M82, NTW-20, and SIG 550)
  • M82: Aimpunch can now be mitigated completely by standing still for 1.5s (previously this only prevented 80% of aimpunch not 100%)
  • Remington 887: Damage reduced by 18%, spread between pellets reduced by 25%, spread pattern size reduced by 25%, spread recovery reduced by 14%, flat spread recovery removed (previously -0.26/s), damage dropoff reduced by 10%, hipfire spread increased by 67%. Description changed to match new stats
  • M3: Hipfire spread increased by 11%
  • SPAS-12: Greatly reduced legacy type recoil so shots land closer to the crosshair in consecutive shots
  • Double Barrel: Vertical recoil increased by 100%, horizontal recoil increased by 100%, spread increase reduced by 50%
  • Walther PPK: Vertical recoil increased by 50%, horizontal recoil increased by 50%, spread increase reduced by 43%
  • R8 Revolver: Price reduced to $650 to match CS:GO, added linear spread recovery of -0.2/s to raise overall accuracy
  • Desert Eagle: Spray penalty on spread recovery increased from 15% to 20%
  • Tec-9: First shot spread reduced by 20%, exponential spread recovery reduced by 20%, linear spread recovery increased from -0.14/s to -0.16/s
  • Five-SeveN: Reload speed increased by 0.2s to fix the reload sound ending too early
  • Flamethrower: For now, no longer sets targets on fire and instead deals 50% more damage to undead mobs until I can figure out a better idea on how the flamethrower should work
  • M1911 (Scenario): Damage dropoff reduced by 10%
  • Maxim Gun (Scenario), M1919 (Scenario): Recoil significantly increased

OTHER CHANGES





  • The Mob-Arena game counter now shows the number of players in Mob-Arena games in addition to the number of matches.
  • The Mob-Arena game counter no longer counts maps in the pre-game lobby (in "Starting!" status) as in-game.
  • Slight further tweaks to the Infection Mob-Arena map to improve mob pathing and aesthetics (no layout changes)
  • Switched our Anti-Cheat plugin to Anti-Aura. This should reduce false-positives greatly and therefore allow for smoother movement compared to our old Anti-Cheat solution.
  • Greatly reduced the width of the Shockwave boss skill effect so it is now much easier to dodge
  • Greatly reduced the knockback from the Propel boss skill effect
  • Charge skill no longer gives the boss knockback resistance
  • Spawn Pumplings and Spawn Slimes boss skills now throws the mobs into the air instead of spawning them right on the boss
  • Removed the lines "New Weapons Unlocked!" from level up messages since leveling up the player EXP level does not unlock new weapons anymore
  • Added functionality to allow the adding or tweaking of weapons, maps, or inventory system settings without a server restart
  • Fixed a bug where the new spawn system did not function properly and still allowed players to spawn on top of each other in FFA and TDM Random Spawns
  • Fixed a bug where the Low Gravity boss skill causes players to jump extremely high and therefore suffer insane fall damage

Discuss this on our forum

4/2-4/8 Devblog

Hello all,

From now on I will be making announcement posts in a weekly devblog format. We make changes to the server (sometimes multiple times) every week, and it is very time consuming to write a changelog for each of them, so we are instead switching to a weekly format for our announcements.

This week I have made even more changes to our gun mechanics including a new view recoil system and some other tweaks, as well as changes to some maps and the spawn.

GUN MECHANICS

We have done a good number of changes to how our guns work in an attempt to balance the gameplay.



First, we have added a new recoil system to the game which is similar to games like Battlefield in that it works by affecting the direction of your aim. For Rifles, SMGs and LMGs this recoil will follow the weapon's spray pattern, while for other weapons it will go mostly in one direction with some randomness.
This new recoil system will make the game much more skillful since you will have to learn and compensate for the recoil pattern of weapons once again, while still making it manageable (and most importantly, easily understandable) for new players. It will also help boost single shot guns like bolt-action snipers since they are affected least by the recoil.



We have also tweaked our spread indicator system, which tells you how accurate your weapon is in response to your actions. First of all, there are now 32 steps to this spread indicator, which means that it will portray your weapon accuracy much more precisely. Second, the spread indicator will now display even when scoped, but in a black color (red for the G11 scope), helping you judge, for example, how long it takes to become accurate after scoping in with your sniper.

Another new feature we have added is an improvement to semi-automatic weapons. Now, when you click your mouse faster than the semi-auto weapon's maximum rate of fire, it will no longer skip shots, but it will rather fire the semi-auto weapon at its maximum rate of fire as if it were full-auto. This should eliminate glitches caused by holding down the mouse button with some semi-automatic weapons, and also make them more intuitive to use. This new feature affects semi-automatic snipers, pistols, and burstfire weapons.

Finally, we have done many balance changes to the weapon categories as well as individual weapons.
  • Semi-Auto snipers now fire much faster than before
  • Semi-Auto snipers now have much more recoil than before
  • Rifles now have less damage dropoff than before
  • MGs now have more damage than before
  • MGs now have more damage dropoff than before
  • AVT-40 is no longer fully automatic and renamed SVT-40
  • USP-S, P2000, Glock-18, XD armor penetration reduced to better balance them in pistol rounds
  • Burstfire mode rate of fire for burst weapons is now affected by rate-of-fire altering modifications

You can find a clip that showcases most of these new additions here: https://gfycat.com/gifs/detail/NauticalUnfortunateIslandcanary

INFECTION MAP



We have tweaked the Mob-Arena Infection map, and improved both aesthetics and gameplay. The map is now much more open and players can traverse around it more easily.



Some buildings as well as the graveyard have been removed and a large bridge is established in its place.



The subway deep underground was removed and now there are only a few rooms below ground, including the bomb shelter and the subway station.



Having mycelium everywhere could start to look bland sometimes, so more vegetation has also been added to the map to add more variation to the colors.

SPAWN AESTHETICS



We have improved how our lobbies look in the spawn. Those new beautiful lobbies will get you combat ready!

TEST SERVER



We have launched a private test server, currently only available to staff members. This will help reduce the need for multiple server restarts during our updates.

BUG FIXES

  • Fixed a bug where the Living Bomb boss skill griefs Mob-Arena blocks
  • Fixed a bug where the Flamethrower shoots at an extremely high rate of fire
  • Fixed a bug where the Beretta 90two was broken in Arms Race
  • Slightly cleaned up internal code of Inventory system to prepare for future updates

Edit 4/21: Changed name to align with the new title format for devblog names

Discuss this on our forum

Easter Surprise!

Hello all,

Today is Easter - and we have rolled out a huge update to PVP with a new armor system, as well as further improvements to Mob-Arena and tweaks to the weapon balance.

PVP ARMOR SYSTEM



From now on, you will have to purchase armor in PVP modes (except Arms Race), instead of being given it every respawn.

The Kevlar Vest costs $650 ($1300 in TDM/FFA) and will reduce damage done to your chest, arms, and torso according to the armor penetration of the weapon. The Helmet costs $350 ($700 in TDM/FFA) and will reduce incoming damage to your head.

In addition you will now need to purchase the Defusal Kit for $400 in Defusal Mode. Otherwise you will spawn with Wirecutters which takes 10 seconds to defuse a bomb.

OTHER PVP CHANGES

  • All sidearms now cost double the amount of money in TDM/FFA mode. This is to prevent everyone from having access to the most expensive sidearms, and therefore encourages more diversity in loadouts.
  • Starting money in TDM/FFA increased to $6000 because players now need to purchase armor, and sidearms are also more expensive than before.
  • Fixed a glitch where after planting the bomb a player sometimes could not shoot their weapon
  • Added extra weapons to Arms Race

WEAPON CHANGES



We have added a whole bunch of changes to weapon balance and modifications that should hopefully promote more diverse choices and extra customization.

First of all, all PISTOLS have now received some modifications that you will be able to equip. Most of them are shared with other weapon types, but the new Light Frame modification is exclusive to pistols and offers a faster swap speed. In addition, the AF2011 and Colt Revolver have their own unique modifications.

Damage of all Sniper Rifles have been reduced. Most bolt action snipers will now only one hit kill to the head or chest (which has a 1.25x damage multiplier). In return the chest hitbox size has been increased.

The bullet velocities of rifle-caliber weapons have also been reduced so bullet drop is once again something you have to compensate for.

Other changes:
  • Magazine capacity of M82 increased to 10, backup ammo increased to 30
  • Reload speed of M9A1 increased
  • Nerfed HP ammo due to the new armor changes giving it an extra benefit
  • Buffed Greased Trigger by reducing spraying accuracy penalty
  • Reduced effect of new anti-material sniper HE ammo type
  • Increased damage of sniper rifles in Mob-Arena to make up for the new damage nerf
  • NTW-20 now has the same damage multiplier in Infected as other bolt sniper rifles once again

MOB-ARENA LOADOUT CHANGES



We have done some further tweaks to the Mob-Arena loadout system to make it more intuitive to use. First, the weapons in the weapon selection list are now sorted by their corresponding Mob-Arena class alphabetically, making it much easier to find the class you want to play with.



In addition, right clicking a weapon will now show you a preview of its corresponding class like the preview above.


By the way:

Discuss this on our forum

Mob Arena Reborn

Hello all,

Today we have released our largest update to Mob-Arena in MONTHS! It's way too hard to summarize all the changes here - you better try it out yourself. In addition there were also some quality of life changes and bug fixes to other parts of the server.

MOB-ARENA CLASSES



One thing from the earliest days of GunColony that I have always wanted back was the bundled weapons and classes. Mob-Arena classes used to each come with their own weapons, and this way it was much easier to balance them. Today I have done the best I can to recreate this mechanic. Now, the primary weapon you bring into battle decides your player class in Mob-Arena.



There are now over 30 unique Mob-Arena classes in the game, and some of them contain unique goods - Kit-PvP style healing mushroom soups, nausea-inflicting potions, and poison bows are just a few examples. Also, in general, better classes will come with worse weapons, so in order to get the fullest advantage out of these new gears, you might have to sacrifice some firepower.

UPDATED MAPS



The final two maps, Blackheart and Range, have been updated - now features like staggered spawn times and boss minions are finally available in every Mob-Arena map.



Oh, and if you're on Range, careful! There might be ambushes. Those monsters always find a way to get behind you. Mini-bosses can also spawn in regular waves now.

BOSS SKILLS



We have added eight new boss skills to the game, making boss fights much more exciting. They are:

  • Large Fireballs - the boss fires multiple large fireballs. The amount fired depends on amount of players and game difficulty. You can deflect these fireballs just like the ones from a ghast.
  • Wither Skulls - the boss fires wither skulls. The boss will fire much less wither skulls than fireballs, but you can not deflect them and they are more powerful and much harder to dodge.
  • Slime Cannon - the boss fires a slime at a nearby player. The slime is invulnerable to damage and knockback for 0.5 seconds. On Hard difficulty the slime is replaced with a magma cube.
  • Bomb Cannon - the boss fires a TNT at a nearby player. The TNT explodes much faster than the ones in Throw TNT, and even faster in Hard difficulty. However, there is only one bomb so it is somewhat easy to avoid.
  • Shockwave - the boss fires a shockwave of explosion particles. Any players hit will be dragged towards the boss, and the boss will target them.
  • Gas - the boss throws several lingering poison potions. The amount of potions depends on difficulty. Avoid the poison or you will easily take 5 hearts of damage.
  • Buff Pool - the boss throws several potions with positive effects. The potions affect both nearby monsters and players.
  • Back Leap - the boss jumps backwards away from nearby players.

We have also updated existing boss skills:

  • The creeper produced by the Wall skill now has its name display always on, and now has a 60% damage protection for 1 second so it is no longer possible to simply kill it by brute force before it explodes.
  • The laser produced by the Laser skill now travels faster and further, and has a bigger hitbox.
  • The Bombard boss skill now works again, and the amount of damage potions it throws has been reduced for balance.

OTHER MOB-ARENA CHANGES

  • The more boss minions on the map, the slower additional minions will now spawn
  • The more monsters on the map during regular waves, the slower the next wave will arrive
  • A sound is now played to notify players at the beginning of a boss wave.
  • Rebalanced weapon damage system: both mob health and gun damage have been cut in half. The reduction in mob health allows explosions (from boss skills or creepers) to be much more useful against mobs, and any healing (from witch potions, or Instant Damage potions on undead mobs) to be much more significant.
  • The Squad Leader boss in Blizzard no longer fires burning arrows
  • Since armor in the new classes are generally much lower, the quality of weapons of mobs has been decreased
  • TNT, wither skull, and charged creeper explosion damage to players reduced
  • Witch poison duration cut in 1/3
  • Added mooshrooms that drop milk buckets to witch rounds since milk is no longer included in classes
  • Fixed an issue that caused mini-bosses to sometimes stop using boss skills

OTHER CHANGES

  • Mob-Arena and Infected now use separate loadouts, and changing weapons in one mode no longer affects the other mode
  • Mob-Arena and Infected now have only 1 loadout each - we removed the extras because nobody really used them
  • In Team Death Match and Free For All, you no longer receive weapons from Loadout Presets at the beginning of a round
  • Added Boss Bar notice when gaining experience in Infected (just like the ones in PVP)
  • Entity penetration increased for M1 Garand: it can now penetrate mobs with more damage
  • Fixed a bug that prevented joining of Free For All matches in progress

You can't miss this update! (Screenshot taken at 2AM Eastern time!)


What are you waiting for? Check out Mob-Arena now!

Discuss this on our forum

Nuclear Deployment

Hello all,

Today we have released a small patch that actually adds the NukeFFA map, as well as changes the spawning algorithms in FFA and TDM Random Spawns to reduce instances of players spawning too close to an enemy.

NUKE (FREE FOR ALL)



The Free-For-All version of Nuke has been released. This version of Nuke is set during the night/dawn and comes with a lot of changes from the original Nuke map to better suit the FFA mode.



There are a lot more open doors and wall breaches in the map to allow players to roam it and find enemies more freely. The underground and corridors on both ends has also been closed so the fighting is more concentrated. Finally, the map features over 60 unique player spawnpoints which, combined with the spawn changes below, will ensure that every player gets their own place to spawn.

PLAYER DEPLOYMENT CHANGES

We have changed the algorithms that decide where a player is spawned in FFA and TDM Random Spawns modes. The new algorithm will do a better job at making sure that players spawn spaced out, since fights are not fun if it only begins with one player spawning right on top of the other.

Technical info: the new algorithm uses a weight system to determine the chance that a player will spawn on a given spawnpoint.
  • If there is an enemy within 25 blocks of the spawnpoint, the weight decreases linearly based on how close the enemy is to the spawnpoint, until the weight reaches 0 if the enemy is sitting right on top of the spawnpoint.
  • In TDM Random Spawns if there is a friendly within 25 blocks of the spawnpoint, the spawn chance will increase linearly by distance. If the friendly is sitting right on top of the spawnpoint, the spawn chance doubles.
  • If no other players are within 60 blocks of the spawnpoint, the spawn chance is halved to increase the frequency of fights in low population lobbys.

N.B. There were also unannounced changes to both of the WWII scenario maps, including moving the Axis spawn back in Normandy to give the Allies a better fighting chance. This was done a few days ago, but still check it out.

Discuss this on our forum

Bug Fix & Balance Update

Hello all,

Today we have rolled out a few bug fixes as well as general changes to our gamemodes to make our gameplay a little smoother and looking a little better.

SCOPE CHANGES





We have changed scopes, adding more realistic zoom levels and muzzle flash effects. Now they are truly the best scopes in Minecraft!

  • Scopes now zoom in much more than before. Most sniper scopes zoom in at the maximum possible zoom level in Minecraft, the same zoom level as Slowness potion effects that make you completely unable to move.
  • Firing when scoped in will now display the muzzle flash in the center of the screen rather than in the right. This makes scoped view more realistic.

MAP CHANGES



Due to complaints of spawn camping on Nuke TDM, we have changed the modes in which Nuke can be played on. We have also tweaked the Mob-Arena map Abandon to fix some issues and improve its layout.

  • Nuke has been removed from Team Death Match and added to Defusal mode.
  • Nuke (NukeFFA) has been added to the Free For All mode.
  • Slight layout changes to Mob-Arena map Abandon. The truck area which used to be a dead end has received another entrance, and a couple of fixes are also rolled out to prevent mobs from getting stuck.

MOB-ARENA CHANGES



We have tweaked Mob-Arena so that players who seek a more casual experience can access easier Mob-Arena matches.

  • Normal mode replaced with Easy mode in the Mob-Arena lobby. You can still vote for Normal mode if you use /ma join to join a game.
  • Bosses now use skills slower in Easy and Normal difficulty
  • The Laser boss skill now triggers (even) faster in Hard and Normal difficulty

SNIPER RIFLE BALANCE CHANGES



We have done a couple balance changes to the sniper rifles, particularly to make the two anti-material rifles a more valuable pick.

  • Added a new modification to the M82 and NTW-20. The HE ammo increases damage greatly but reduces penetration, turning them more into huge Gauss guns instead of anti-material rifles. These modifications are meant to make the weapons more useful in Mob-Arena, but their downsides prevent them from becoming overpowered in Infected. The M82 with the HE ammo will kill Mob-Arena zombies in one body shot.
  • The NTW-20 now moves faster when not zoomed in
  • Increased the reload speed of M82, NTW-20, SVD, AWP, and K98k
  • Slightly increased the penetration power of the M82
  • Tweaked the reload sounds of several sniper rifles. The actual reload speed isn't changed.

BUG FIXES



We have fixed many bugs - some of these bugs have been around for a really long time, and they're finally gone!

  • You can now drop and pick up weapons properly in Mob-Arena and Infected modes.
  • Fixed a rare issue where players may spawn without weapons
  • Fixed an issue where mobs in Mob-Arena may spawn too close to players if they are moving
  • Fixed an issue where the Laser boss skill originated from the boss's feet
  • Fixed an issue where random armored zombies sometimes spawned baby zombies
  • Fixed an issue where villager zombies were not displayed properly
  • Fixed an issue where Iron Golems in Mob-Arena had incorrect HP
  • Grenades now work

Discuss this on our forum

ABANDON Updated!

Hello all,

Introducing the new Fire Launcher, and the new Abandon map!

ABANDON MAP

The Abandon map has received a new makeover. Now, it features 50 waves in Normal mode and 51 waves in Hard mode. Normal zombies and skeletons spawn in the earlier waves, but zombies will begin to spawn with armor in the later waves.

The new Abandon has all the new features that you'd expect from an updated map, such as mobs spawning over time, boss waves spawning other mobs, etc. But that's not all - the new map brings a brand new concept of Mini-Bosses, which I will elaborate on in the next section.

By the way, the new Abandon map tells the story of how players abandoned Mr. Volvo...

MINI-BOSSES



While fighting bosses in the new Abandon map you will encounter some mini-bosses. These elite monsters are summoned every once in a while in boss waves and provide an extra challenge. They have a lot more HP than regular mobs, and their HP also increases with the number of players in the map as well as the difficulty, much like normal bosses. In the image above, the Iron Golem is a mini-boss.



Mini-bosses are also able to use boss skills much like the regular boss, so you need to eliminate them quickly. The exact skills used depends on the type of the mini-boss encountered.

Currently, mini-bosses are present in Wave 30, 40, and 51 in the newly updated Abandon map. However, we do plan on adding them to other maps soon. Stay tuned!

FIRE LAUNCHER



The Fire Launcher has been totally revamped. Instead of creating a wildly inaccurate (and extremely buggy) bomb barrage, it now fires 3 projectiles in a triangular pattern every shot, with 4 rounds in each clip. If all 3 projectiles hit a player and at least one (most likely the topmost one) strikes either the head or the chest, it will result in an instant kill. The projectiles fired by this weapon travel very slowly, but in return it is much more accurate compared to shotguns and obviously occupies only the secondary slot. This weapon also has a Mob-Arena damage multiplier of 2X, so it can be used quite effectively as an emergency weapon against monsters.

DISCORD CHAT

We have added a new Discord chat channel called "#server-chat". This channel allows players in Discord and the server to chat with each other!
(The Discord #server-chat channel follows the same rules as the Minecraft server chat. Intentionally bypassing the in-game filter through Discord is NOT allowed.)

OTHER MOB-ARENA CHANGES

  • Added a new boss skill: the Invisibility skill, which turns the boss invisible for a few seconds and is used by the Wave 51 final boss in Abandon
  • The Laser boss skill now initiates faster in Hard difficulty, giving players less time to dodge the laser
  • The Teleport To Player boss skill now removes the boss's target temporarily, so the boss does not immediately hit the player that it teleported to
  • Blizzard arena reduced to 40 waves (41 in Hard).
  • Updated difficulty ratings for several arenas in the Mob-Arena lobby
  • Reduced the amount of mobs spawned in certain waves in Graveyard
  • Replaced the Heavy kit's Super Heal Potion with a golden apple
  • Replaced the Shooter kit's heal potions with 2 splash Regeneration potions plus the Super Heal Potion
  • Replaced the Hunter kit's Splash Weakness Potion with two 8-minute speed potions
  • Upgraded the SWAT kit's chestplate to Thorns VI instead of Thorns III
  • Added an extra 3-minute Strength potion to the Sprayer kit

Discuss this on our forum