This post has been copied from the private Exclusive Donor's Section to the public Announcements section. Donors saw this post on 7/13/2014. I will continue to copy these Devblogs to the Announcements section as they become old enough that the donor exclusivity was long enough.Took a week off from development to focus on other things, resumed work on this weekend.
Here's this weekend's changes:
Fixed numerous bugs with the sentry turret system:
- Implemented cost display for all purchasable upgrades on the Sentry Turret Menu in the Traps Machine.
- Sentry health was too low to last on high rounds.
- Ammo counts were too low - sentry only had a few seconds' worth of ammo for some reason.
- Fixed a bug where the sentry turrets were not coming back from cooldown mode.
- Fixed a bug where the sentry turret was not movable during cooldown for Engineer Level 2 owners.
- Added a 10 second delay before any zombies will be attracted to a freshly placed turret.
- Reduced the attractant range for zombies near the turret.
- Changed attracting code to only allow one zombie to be attracted to (and therefore attacking) the sentry turret at a time.
- Working on balancing the effectiveness of all sentry turret features/upgrades from tester feedbacl.
Other changes:
- Fixed a major bug where the Gravity Boom gun was causing a game crash.
- Made progress towards fixing a game-crashing bug that occurs when restarting a co-op game (related to csc).
- Fixed a missing worldmodel on the Hacker Device.
- SajeOne is working on checking the stats and statetimers on all of our weapons in the mod.