1. Full Release, Update Notes

    Ascend Hyperion
    So first things first, I want to give a huge shoutout to everyone that was involved in the nearly month long testing of the map and game type. Thanks to you all, both have grown tremendously and I cannot thank you enough.

    I'll be adding a ton of information to this posting and as such, I'll be splitting it into the two parts listed below:

    Raid Mechanics and Walk-through

    Lore and Expanded Story

    This posting will be mainly to list the numerical facets of the gametype as well as the finer points of change.

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    Players (Human)

    -10% Health is regained when damage is dealt
    -Last Man Standing receives minor health buff
    -Starting Magnum ammo reduced to 12

    Players (Alpha Infected)

    -Added Ground Pounds deals little damage but has 200% knockback
    -Reduced Invisibility factor to 70%
    -Reduced Damage slightly (Now 60%)
    -25% Health regained when damage is dealt
    -Immune to Headshots

    Players (Lesser Infected)

    -Reduced damage (Now 40%)

    Phase 1 (Tethering Ritual)

    -Reduced phase time to ~50sec
    -Fixed exploit to escape basin as Human
    -Fixed issue that prevented DMR from being used
    -Moved 1(1) teleporter closer to basin
    -Added cover to basin ridges
    -Added 1(Skull) door to allow infected overflow after phase 2 is completed

    Phase 2 (The Dust Lords Challenge)

    -Removed door 2(3)
    -Fixed issue that prevented teleporter from appearing at phase end

    Phase 3 (Imprisoned)

    -Fixed issue where Carbine could not be grabbed
    -Third infected drop down cannot be used til the final 15sec of the phase
    -Fixed issue where switch could explode
    -Fixed exploit where Human teleporter could be blocked

    Phase 4 (Sewer Escape)

    -Added gate that protects humans after exiting Phase 3. Gate must be manually triggered
    -Door 4(1) cannot be accessed unless human protection gate is lowered
    -Altered large jump to make it easier
    -Added Door 4(Skull) to allow infected overrun once Phase 5 begins

    Phase 5 (The Summoning Chamber)

    -Altered teleporters to allow Humans 15sec to prepare
    -Fixed Entrance to allow time for landing correction
    -Increased ammo in Alter Weapons
    -Moved infected teleporters away from torches

    Misc

    -Many Many Many Small changes, aesthetic and such
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