Hello again, welcome to the second devlog for UGX Mod v1.1 for the week of 3/7/2014
This topic was posted in the donor's section on 3/7/2014, giving them exclusive early access to information on UGX Mod v1.1 progress. Now that it has been in the Donor's section of the forum for over a month I think it is time to start moving these topics to the public section of the forum one at a time so that people are aware of the progress being made.
- PHD Flopper now allows you to run through the electrip and gas trap without taking any damage or screen effects.
- Fixed a Treyarch bug where if the player died from MOD_UNKNOWN (falling out of the level, or DoDamage() from a script), it would restart the game instead of sending the player to spectator mode.
- Added a visual display for the range of the electrip wire. http://goo.gl/E0zLfT The area will turn red if you are out of range or something is blocking your placement: http://goo.gl/701wI5
- If you place the second electrip node in an invalid way you will no longer lose the node completely.
- Fixed a bug where Gersch device did not give any additions to your multiplier in Chaos Mode
- Changed the equipment spawning in Chaos Mode so that items like the Gersch Device & QED are not available for the entire span of the game. They are now replaced with a random weapon after they are taken from the spawn point.
- Added a persistant UGX User Setting for maintaining the custom FOV during ADS