I'm proud to announce you the final release of the MH2 mod by gopostal! The mod is currenly running fine on our MHMIII server, and it is really worth a try!
Changes in v2
- Fixed: Unreal1 health packs not working
- Removed: custom Redeemer
- Fixed: toggle option for the Pinata mutator in the INI
- Added: underwater health regeneration
- Fixed: ImpactHammer causing 275 HP of damage
- Added: optional support for the Dispersion Pistol (for off-line use only)
- Added: ForceMover mutator to the main MH2 mod
- Added: Monster Hunt Mayhem custom logo to the HUD
- Fixed: "Mutate Light" command working also for spectators
- Added: "Feign Death" regenerates ammo three times faster than normal health regeneration
Changes in v1
- Added: replacement for the buggy QuadShot
- Added: much better antiboost. Not even redeemers move you now
- Added: Score by damage, code cleaned up to limit ESR-type scoring
- Added: Spawn protection, admin configurable
- Fixed: Queens no longer get stuck looping in teleport
- Fixed: F5 button works, no more cycling through SkaarjsTroopers
- Fixed: Skaarjs do not drop bugged weapons
- Fixed: Skaarjs without weapons are given a minigun2
- Fixed: Mover "grab" cheat
- Added: Enhanced flashlight
- Added: Personal light available at all times - to use it open the system console and type: "mutate light" to turn it on and: "mutate dark" to turn it off
- Fixed: Razorjack not working
- Added: Custom headshot and killing spree messages (FINALLY!)
- Added: NEW announcer sounds!
- Added: Monster Radar
Monster Hunt 2 ChangeLog
- *POTS*
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Monster Hunt 2 ChangeLog
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- Fuzz_Ball
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Re: Monster Hunt 2 ChangeLog
It's great to see you working on all of this stuff, Mr. POTS!
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Last edited by Fuzz_Ball on Sat Jun 05, 2010 12:05 am, edited 1 time in total.
- Hermskii
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Re: Monster Hunt 2 ChangeLog
Indeed! That's lots of cool stuff done there. I'll be interested when it is all said and done and agreed on to get it and see if it works with MHM stuff well enough!
~Peace~
Hermskii
Hermskii