Post by Den on Sept 19, 2009 9:56:18 GMT -5
Der Riese, Patch 1.6 and Mod Tools 1.4 have made it to PC.
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Der Riese includes a third full song by Elena Siegman.
Asylum presented the full version of "Lullaby for a Dead Man".
Shi no Numa had "The One".
Der Riese follows with "Beauty of Annihiliation".
-
The bear is now accompanied by the voice of "Samantha".
There are three Phonograph easter egg audio files and five radio easter egg files.
The characters involved are Professor Maxis, his daughter Samantha, their pet dog Bossy and the assistant Edward.
The first radio message is from Doctor Maxis to the Reichstag and goes over Maxis' development success on the Wunderwaffe but their lack of funding and the element-115, leading to a standstill of the teleporter project.
The second radio message presents a zombified human after a failed teleporter attempt as Maxis tries to command it. Instead, the zombie attacks and Maxis orders it to be exterminated.
The third radio message presents Maxis talking to his daughter about her new dog, Bossy. The mention of the Bossy having puppies is ominous.
The fourth radio message changes to a weary german soldier who activates a defensive system and prepares for the end (the sound of a chair dragging across the floor and the soldier choking suggests he hangs himself) as the undead are heard screaming in the background. Gunshots, yelling and wails sound out before the message ends.
The fifth radio message has Maxis speaking to the members of his "Group 935" and their absolute isolation from any and all outsiders, including their own government.
The first phonograph log is short and Maxis curses at another failed teleporter experiment.
The second phonograph results in another failure, as the test dog vanishes (but does not reappear) inside the chamber.
The third phonograph presents the sixth test using canines, Maxis using Bossy as a test subject. The test creates an electrical rift and transforms Bossy into a hellhound. Samantha walks in and is aghast at the appearance of Bossy. As Doctor Maxis goes to usher Samantha out, Bossy attacks. The assistant, Edward, seals them inside the test chamber, he mocks Maxis and chuckles maniacally.
Richtofen's responses to certain things around the factory confirm that he used to be a scientist working on the teleporter.
-----
The spawn logic of zombies has gone mad. For Der Riese, a solo player is no longer comforted by a small amount of zombies per round and will face hundreds as the fight moves into multiple tens of rounds.
Dogs will spawn haphazardly in "mixed rounds" alongside human zombies after Round 15 with greater frequency on later rounds.
Running around the area to kite the zombies will cause MORE zombies to join in the round. Also see the Teleporter section - dogs will spawn in with excessive teleporter use.
-
Dog Health has changed for Der Riese.
Their health increases with each of their rounds.
400 on the first Dog Round
900 second
1300 third
1600 for all following Dog Rounds
The speed of the dogs appears to have decreased slightly, but they will still outrun the player unless he is sprinting.
They also have a "stalking" animation now - they will slowly creep around, sniffing the players out, until they get within range and line of sight, wherein they erupt into flame and run at full speed.
---
The flamethrower percentage burn effect decreases as the rounds grow.
At first, the burn is 0.5 to 0.65 of the zombie's maximum health, killing them in two burn phases.
As round progress, the burn will decrease in effectiveness.
By round 25, it will have decreased to 0.1 to 0.15, requiring ten to seven burn phases - meaning the player will need to set them on fire two or three times to kill them.
Both the Flamethrower and the new Nitrogen cooled flamethrower deliver the same burn damage.
The Flamethrower heats up at a rate of 30 and cools at a rate of 9.
The Upgraded Flamethrower heats up at a rate of 20 and cools at a rate of 13. Fairly better.
---
The Mainframe Teleporter has a small nuke area effect, capable of killing 20 zombies in a 300 unit radius around the arriving player.
Teleporting too much will cause dogs to spawn.
If any player teleports more than once a minute, Samantha will call in dogs around the mainframe.
After a player teleports five times, he begins suffering from material transference sickness and suffer one of many effects for a short period.
Shellshock
Electrocution shellshock
Field of view distortion
Black and white grain vision
Inverted black and white flashing vision
Blood red vision
Flare exposure color washout
---
The Bowie Knife is treated as a Perk, altering the melee attack damage to 1000.
---
The Cymbal Monkey has a fuse of 8 seconds.
Damage of 5000 to 450 with a 450 radius.
A HoldTime of 1.9 seconds.
The drawing effects are obvious. It will attract every zombie in the factory until it detonates.
-----
Following is the list of weapons in Der Riese. There are no other weapons, excluding grenades.
The "Type99" referenced before in an interview or whatever was replaced by the Kar98k.
zombie_colt
zombie_colt_upgraded
zombie_sw_357
zombie_sw_357_upgraded
zombie_kar98k
zombie_kar98k_upgraded
zombie_m1carbine
zombie_m1carbine_upgraded
zombie_m1garand
zombie_m1garand_upgraded
zombie_gewehr43
zombie_gewehr43_upgraded
zombie_stg44
zombie_stg44_upgraded
zombie_thompson
zombie_thompson_upgraded
zombie_mp40
zombie_mp40_upgraded
zombie_type100_smg
zombie_type100_smg_upgraded
ptrs41_zombie
ptrs41_zombie_upgraded
m7_launcher_zombie
m7_launcher_zombie_upgraded
m2_flamethrower_zombie
m2_flamethrower_zombie_upgraded
zombie_doublebarrel
zombie_doublebarrel_upgraded
zombie_shotgun
zombie_shotgun_upgraded
zombie_bar
zombie_bar_upgraded
zombie_fg42
zombie_fg42_upgraded
zombie_30cal
zombie_30cal_upgraded
zombie_mg42
zombie_mg42_upgraded
zombie_ppsh
zombie_ppsh_upgraded
panzerschrek_zombie
panzerschrek_zombie_upgraded
ray_gun
ray_gun_upgraded
tesla_gun
tesla_gun_upgraded
-----
The changes for most of these weapon upgrades are rather weak, many are nowhere near worth the 5000 price tag and a comprehensive list isn't necessary for the few changes made.
Zombie Colt Upgrade fires a grenade that delivers 1000 direct impact and 1200-75 radius damage.
357 upgrade makes a tiny change of nothing but long range 300 damage increased to 600. Multipliers increased a bit. Not very useful.
Kar98k doubles its damage from 100 to 200, as well as increasing ammo capacity by a bit. Multipliers increased drastically (headshot is 10x)
M1 Carbine becomes automatic (600RPM) and increases damage 200-150. Multipliers are improved significantly (headshot is now 6x).
M1 Garand (both versions) damage increased to the same as the Carbine (200-150) and multipliers are improved (headshot 6x).
Gewehr 43 upgrade is near identical to the Garand upgrade, even the 12 round magazine, except with its slower reload time.
Stg44's ammo and mag capacity doubled. Damage increased to 150-100. Headshot is 5x. Rate of fire increased slightly.
Thompson damage increased to 200-120 (from 120-80). Magazine capacity doubled. Headshot is 5x. Rate of fire increased to 925RPM.
MP40 gets the same damage treatment as the Thompson. Magazine capacity doubled. Rate of fire increased to 600RPM.
Type 100 gets the same treatment as the thompson. Damage, rate of fire, double mag. Headshot is 5.5x.
With the exception of a barely noticeable arm multipliers, everything about the PTRS-41 stays the same.
The M1 Garand grenade launcher gets a 3 round "mag" and has the same damage as the Colt Grenade upgrade pistol, 1200-75.
The Flamethrower heats up slower at 20 and cools faster at 13 (compared to 30 and 9).
Double Barrel drastically improved to 400-40 damage at 700-2500 range. Also increased ADS zoom that blocks view.
Shotgun damage increased to 300-30 x8. Mag capacity increased to 10. Reloads two ammo per segment.
BAR damage to 200-150. x3 headshot. Mag size 30. Rate of fire from 375RPM to 550RPM. Not a very effective upgrade.
FG42 damage barely increased at all. Magazine and ammo capacity increased by nearly three times. Nothing else.
Browning1919 has... no changes. The rate of fire is increased by a bit, max ammo up to 750 but there is zero difference otherwise.
MG42, same as M1919, though the rate of fire is much better at 0.044 (0.05 for console limit), headshot went up to 3.5x. 750 max ammo.
PPSh damage up to 150-80. Max ammo doubled. Magazine size increased to 115.
Panzershreck "Mag" increased to 3. Direct to 1000, blast damage 1200-75 at 400 radius. Movespeedscale increased to 1. Significant improvement.
Ray Gun Magazine doubled to 40. Max Ammo up a bit. Blast damage increased to 2000-300. Projectile speed increased.
Tesla Gun Magazine increased to 6. 30 Max Ammo. Reload time improved (though irrelevant). Radius increased to 150.
-----
Multiplayer map overheads:
-
Der Riese includes a third full song by Elena Siegman.
Asylum presented the full version of "Lullaby for a Dead Man".
Shi no Numa had "The One".
Der Riese follows with "Beauty of Annihiliation".
-
The bear is now accompanied by the voice of "Samantha".
There are three Phonograph easter egg audio files and five radio easter egg files.
The characters involved are Professor Maxis, his daughter Samantha, their pet dog Bossy and the assistant Edward.
The first radio message is from Doctor Maxis to the Reichstag and goes over Maxis' development success on the Wunderwaffe but their lack of funding and the element-115, leading to a standstill of the teleporter project.
The second radio message presents a zombified human after a failed teleporter attempt as Maxis tries to command it. Instead, the zombie attacks and Maxis orders it to be exterminated.
The third radio message presents Maxis talking to his daughter about her new dog, Bossy. The mention of the Bossy having puppies is ominous.
The fourth radio message changes to a weary german soldier who activates a defensive system and prepares for the end (the sound of a chair dragging across the floor and the soldier choking suggests he hangs himself) as the undead are heard screaming in the background. Gunshots, yelling and wails sound out before the message ends.
The fifth radio message has Maxis speaking to the members of his "Group 935" and their absolute isolation from any and all outsiders, including their own government.
The first phonograph log is short and Maxis curses at another failed teleporter experiment.
The second phonograph results in another failure, as the test dog vanishes (but does not reappear) inside the chamber.
The third phonograph presents the sixth test using canines, Maxis using Bossy as a test subject. The test creates an electrical rift and transforms Bossy into a hellhound. Samantha walks in and is aghast at the appearance of Bossy. As Doctor Maxis goes to usher Samantha out, Bossy attacks. The assistant, Edward, seals them inside the test chamber, he mocks Maxis and chuckles maniacally.
Richtofen's responses to certain things around the factory confirm that he used to be a scientist working on the teleporter.
-----
The spawn logic of zombies has gone mad. For Der Riese, a solo player is no longer comforted by a small amount of zombies per round and will face hundreds as the fight moves into multiple tens of rounds.
Dogs will spawn haphazardly in "mixed rounds" alongside human zombies after Round 15 with greater frequency on later rounds.
Running around the area to kite the zombies will cause MORE zombies to join in the round. Also see the Teleporter section - dogs will spawn in with excessive teleporter use.
-
Dog Health has changed for Der Riese.
Their health increases with each of their rounds.
400 on the first Dog Round
900 second
1300 third
1600 for all following Dog Rounds
The speed of the dogs appears to have decreased slightly, but they will still outrun the player unless he is sprinting.
They also have a "stalking" animation now - they will slowly creep around, sniffing the players out, until they get within range and line of sight, wherein they erupt into flame and run at full speed.
---
The flamethrower percentage burn effect decreases as the rounds grow.
At first, the burn is 0.5 to 0.65 of the zombie's maximum health, killing them in two burn phases.
As round progress, the burn will decrease in effectiveness.
By round 25, it will have decreased to 0.1 to 0.15, requiring ten to seven burn phases - meaning the player will need to set them on fire two or three times to kill them.
Both the Flamethrower and the new Nitrogen cooled flamethrower deliver the same burn damage.
The Flamethrower heats up at a rate of 30 and cools at a rate of 9.
The Upgraded Flamethrower heats up at a rate of 20 and cools at a rate of 13. Fairly better.
---
The Mainframe Teleporter has a small nuke area effect, capable of killing 20 zombies in a 300 unit radius around the arriving player.
Teleporting too much will cause dogs to spawn.
If any player teleports more than once a minute, Samantha will call in dogs around the mainframe.
After a player teleports five times, he begins suffering from material transference sickness and suffer one of many effects for a short period.
Shellshock
Electrocution shellshock
Field of view distortion
Black and white grain vision
Inverted black and white flashing vision
Blood red vision
Flare exposure color washout
---
The Bowie Knife is treated as a Perk, altering the melee attack damage to 1000.
---
The Cymbal Monkey has a fuse of 8 seconds.
Damage of 5000 to 450 with a 450 radius.
A HoldTime of 1.9 seconds.
The drawing effects are obvious. It will attract every zombie in the factory until it detonates.
-----
Following is the list of weapons in Der Riese. There are no other weapons, excluding grenades.
The "Type99" referenced before in an interview or whatever was replaced by the Kar98k.
zombie_colt
zombie_colt_upgraded
zombie_sw_357
zombie_sw_357_upgraded
zombie_kar98k
zombie_kar98k_upgraded
zombie_m1carbine
zombie_m1carbine_upgraded
zombie_m1garand
zombie_m1garand_upgraded
zombie_gewehr43
zombie_gewehr43_upgraded
zombie_stg44
zombie_stg44_upgraded
zombie_thompson
zombie_thompson_upgraded
zombie_mp40
zombie_mp40_upgraded
zombie_type100_smg
zombie_type100_smg_upgraded
ptrs41_zombie
ptrs41_zombie_upgraded
m7_launcher_zombie
m7_launcher_zombie_upgraded
m2_flamethrower_zombie
m2_flamethrower_zombie_upgraded
zombie_doublebarrel
zombie_doublebarrel_upgraded
zombie_shotgun
zombie_shotgun_upgraded
zombie_bar
zombie_bar_upgraded
zombie_fg42
zombie_fg42_upgraded
zombie_30cal
zombie_30cal_upgraded
zombie_mg42
zombie_mg42_upgraded
zombie_ppsh
zombie_ppsh_upgraded
panzerschrek_zombie
panzerschrek_zombie_upgraded
ray_gun
ray_gun_upgraded
tesla_gun
tesla_gun_upgraded
-----
The changes for most of these weapon upgrades are rather weak, many are nowhere near worth the 5000 price tag and a comprehensive list isn't necessary for the few changes made.
Zombie Colt Upgrade fires a grenade that delivers 1000 direct impact and 1200-75 radius damage.
357 upgrade makes a tiny change of nothing but long range 300 damage increased to 600. Multipliers increased a bit. Not very useful.
Kar98k doubles its damage from 100 to 200, as well as increasing ammo capacity by a bit. Multipliers increased drastically (headshot is 10x)
M1 Carbine becomes automatic (600RPM) and increases damage 200-150. Multipliers are improved significantly (headshot is now 6x).
M1 Garand (both versions) damage increased to the same as the Carbine (200-150) and multipliers are improved (headshot 6x).
Gewehr 43 upgrade is near identical to the Garand upgrade, even the 12 round magazine, except with its slower reload time.
Stg44's ammo and mag capacity doubled. Damage increased to 150-100. Headshot is 5x. Rate of fire increased slightly.
Thompson damage increased to 200-120 (from 120-80). Magazine capacity doubled. Headshot is 5x. Rate of fire increased to 925RPM.
MP40 gets the same damage treatment as the Thompson. Magazine capacity doubled. Rate of fire increased to 600RPM.
Type 100 gets the same treatment as the thompson. Damage, rate of fire, double mag. Headshot is 5.5x.
With the exception of a barely noticeable arm multipliers, everything about the PTRS-41 stays the same.
The M1 Garand grenade launcher gets a 3 round "mag" and has the same damage as the Colt Grenade upgrade pistol, 1200-75.
The Flamethrower heats up slower at 20 and cools faster at 13 (compared to 30 and 9).
Double Barrel drastically improved to 400-40 damage at 700-2500 range. Also increased ADS zoom that blocks view.
Shotgun damage increased to 300-30 x8. Mag capacity increased to 10. Reloads two ammo per segment.
BAR damage to 200-150. x3 headshot. Mag size 30. Rate of fire from 375RPM to 550RPM. Not a very effective upgrade.
FG42 damage barely increased at all. Magazine and ammo capacity increased by nearly three times. Nothing else.
Browning1919 has... no changes. The rate of fire is increased by a bit, max ammo up to 750 but there is zero difference otherwise.
MG42, same as M1919, though the rate of fire is much better at 0.044 (0.05 for console limit), headshot went up to 3.5x. 750 max ammo.
PPSh damage up to 150-80. Max ammo doubled. Magazine size increased to 115.
Panzershreck "Mag" increased to 3. Direct to 1000, blast damage 1200-75 at 400 radius. Movespeedscale increased to 1. Significant improvement.
Ray Gun Magazine doubled to 40. Max Ammo up a bit. Blast damage increased to 2000-300. Projectile speed increased.
Tesla Gun Magazine increased to 6. 30 Max Ammo. Reload time improved (though irrelevant). Radius increased to 150.
-----
Multiplayer map overheads: