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The Horde, an Intense PvE Mode

EYY8D
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Category:
Custom game mode

Author:
Scourge

Rating:
4

Version:
2.3.3

Posted:
about 1 year ago

Last updated:
6 months ago

Tags:
scourge pve endless horde infinite custom ai zombies waves multiple difficulties survival timed configurable coop co-op challenging boss fight

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Horde, an Infinite PvE Mode

Horde is a custom PvE mode in which players fight increasingly difficult waves of enemies which are endless! Slay the bots to claim victory in the final round!

This mode may prove difficult and requires a good team composition and about an hour of your time from start to finish.

Details?

  • This mode uses a wave system, with short breaks in between.
  • Each wave requires a higher number of enemies to be slain before the time runs out, or all players die (depends on game mode).
  • Being healed by health packs can equip powerful items to be used during the game!
  • Bots are selected at random, and number of random rerolls is based on difficulty!
  • The players win if they defeat the enemies required, and finish the boss fight without failure!
  • For completing activities the players earn or lose their team score, which is a measurement of team contributions, and directly powers up the damage of all allies.
  • The host can modify the various settings in the code to make it easier or harder.
    • The host can enable specific challenges which make it significantly harder!
  • This mode REQUIRES a good team composition in order to defeat the bots as they are relentless, and can prove a seemingly impossible challenge.
  • The host may select one of two game modes, one with timers & infinite lives, and one with unconsciousness but no timers.

Waves

  • This mode scales linearly with each level, however at level 7 a Random bot is created which is capable of various different capabilities.

  • At level 12 another Random bot is created. This bot may do special things that alter the outcome of the game.

  • At level 15 & beyond, the Random bots will reroll through their roaster and select a hero (different or same).

  • At level 20, several bots upgrade and unlock their game altering ultimates.

  • The final fight is difficult, and may prove a challenge, and is immune to ... clever use of game mechanics (for the most part).

  • ... and many more secret A.I. unlocks!

Hosting?

Simply load up the code in the settings, and open the lobby to everyone, and you're good to play!

  • If you want to change the difficulty or other settings, you can find them at the top of the workshop.
  • Challenges will make the game MUCH harder, as if the baseline was not hard enough!

My Other Modes

Defend the Point! - [RETIRED] A fully custom PvE gamemode!

Hide and Seek, With Glitches! - A custom hide and seek gamemode.

FFA Hide and Seek, With Glitches! - A FFA hide and seek gamemode.

Changelog

6 months ago 2.3.3

06/15/2020 - v.2.3.3

General

  • Added 3 new challenges:
    • Worthless: Earn half the score!
    • Rabid: Mutations are now x4 as likely to occur!
    • Lightning Storm: Periodic lightning strikes occur that inflict massive damage to those caught in it!
  • Updated Bleeding Wounds such that it occurs every 2 seconds (was 3).

Enemies

  • Mutation messages now mention the actual hero name and not the bot's name (which does not update when they reroll).
  • Added 2 new mutations, and updated the explosive mutation.
    • Vengeful: Deals 400% damage if the bot is at full health.
    • Gravitational: Occasionally pulls in nearby foes and deals moderate damage.
  • Delayed the ultimate gains after a wave begins, so that the A.I. hopefully stop insta-casting it while they are not spawned.
  • Roadhog: Damage taken increased to 50% (was 33%).

Survivors

  • Baptiste: Now deals 90% damage (was 100%).
  • Genji: Health increased to 100% (was 80%) for some reason.
  • Mei: Fixed headshots not triggering unique headshot script. (It does +20% damage and heals, also freezing target on shot).

EYY8D
click to copy
7 months ago 2.2.4

///// 05/03/2020 /////

Development of 2.3.0 has been started on the PTR for OW Patch 1.48. This version is not supported currently. (Only applied to push some minor fixes.) Added a link to a Discord server, for projects of mine. Post feedback there, so I may see it.

General

  • Fixed bugs related to the boss fight trigger.
  • Fixed bugs related to the Bleedout system.

Survivors

  • Widowmaker: Grappled aimbot has had its logic improved. Holding crouch while grappled will now cause the aimbot to disable (while the button is held).

EYY8D
click to copy
8 months ago 2.2.3

///// 04/15/2020 /////

Official documentation (of all important information) soon to come.

General

  • Challenges:
    • Added a new one: Poisonous Gas.
    • Updated Enrage, bonus damage increased to 250% was 200%.
  • Re-arranged and updated several HUD elements. The initial HUD are now destroyed when the game begins.
    • Added a HUD to display version & info.
  • Certain game systems are now inactive during the Waiting for Players stage.
  • Updated the enemy count variable (and the math involved).

Enemies

  • Roadhog: Has significantly less health on all difficulties.
  • Roadhog: Updated several boss mechanics, and dialogues.
    • This includes his reaction to boops. Depending on his phase it will attempt to adjust.

Survivors

  • Ashe: Dynamite now has a 60% quicker fuse.
  • Baptiste: Primary fire now is fully automatic.
  • Added Echo. To start, she gets 10% damage reduction. (I'm aware she can execute other hero scripts when she reverts back to herself. This is a Blizzard bug, and I hope Blizzard fixes this. For now it will remain bugged.)
  • Lucio: Adds half the amount of blood per tick on unconscious allies. (Was 2/tick, now 1.)
  • Mercy: Survival Resurrect now heals 350hps up from 300.
  • Widowmaker: Added an aimbot while Grappled, however damage while Grappled is reduced by 33%. (This needs testing and improvements.)
    • Ultimate duration doubled.

A3E7F
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8 months ago 2.2.2

///// 04/13/2020 /////

General

  • The enemies remaining script now checks if the enemy remaining count is higher than the goal, and sets it equal to what the goal needs when it is to be met.

Enemies

  • Ranged enemies no longer attempt to shoot if they are firing their secondary fire.
  • Doomfist: Now waits 2.5 seconds (was 1) in between punches.
  • Roadhog: Now actually looks to see if his hook could actually hit his target. Although he will still attempt to use if it out of range.

Survivors

  • Fixed a bug causing the unconscious heal to not work. - Improved the logic of the pausing of bleeding, now only resumes if the target is still knocked out.
  • Brigitte: Properly has an additional 25% health (125% -> 150%), since this change wasn't saved properly (at least on my end).
  • Mercy: Survival Resurrection now applies a 60 second HoT (was 15). Still inflicts 300 hps.
  • Sombra: Invisibility now heals 35hps (was 25).

BSVAH
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8 months ago 2.2.1

///// 04/12/2020 /////

General

  • Trimmed some unnecessary functions in the rules.
  • Added a new 3rd health HUD for when an ally bled to death.

Enemies

  • Reduced the health of Roadhog across all difficulties.
  • Ranged and melee bots are now differentiated in the code and have a global attack rule for melee or ranged.
  • Updated several ultimate texts.
  • Hanzo: Now waits much longer in between use of Storm Arrows, but deals 35% more damage (100% -> 135%).
  • Junkrat: Now properly detonates Concussion Mine as intended.
  • Widowmaker: Upon being unselected, the icon that is created will now be destroyed.

Survivors

  • The Knockout item deals slightly more DPS. (35 -> 45 / sec)
  • When healed by a Mercy, or another Player standing on top of them - the bleedout timer will pause on the affected players (standing on top no longer adds time).
  • Lucio now grants +2 seconds to allies affected by his song.
  • Baptiste: Immortality Field now has a short cooldown (65% -> 50%).
  • Brigitte: Now has an additional 25% health (125% -> 150%), and takes 10% less damage (100 -> 90%).

2SYVE
click to copy
8 months ago 2.2.0

///// 04/10/2020 /////

Some script optimizations and reductions to come soon.

General

  • Added two new challenges:
  • Bleeding Wounds: While not at full health, players take a percent of their health as damage. This value scales based on missing health, and increases with less health present.
  • Grim Reaper: The bleedout timer is reduced by 66%. (Relates to a new mechanic. Only works on Survival at the moment.)
  • New mechanic (on Survival): Bleedout. Upon going unconscious a number will decrease with time spent unconscious. If this value reaches 0, you die. You won't be able to respawn until the wave is completed.
    • Can be increased by:
      • Picking up items • +10 seconds
      • Being healed by an ally • +3 seconds
      • The start of a new wave • +100 (and 8 per threat level) seconds
    • Is decreased by:
      • Every second • -1 seconds
      • Every death • -10 seconds (increases by 10 per death)
    • Is visible in the world when you are unconscious. Prioritize healing people with low blood counts, or they may leave your side for the wave!

Enemies

  • Fixed a bug causing Roadhog to receive an incorrect amount of health.
  • Zarya: Increased health to 105% (was 90%). But she will now use her barriers every 4.5 seconds (was 3).

Survivors

  • Each death now decreases the amount of healing while unconscious. (Starts 35%, was 15% - and is divided by # of deaths that round.)
  • Base health percent increased from 4.5% to 5.5%.

58Y10
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8 months ago 2.1.3

///// 04/08/2020 /////

General

  • Endless damage reduction on bots reduced to 50% (was 60%).

Enemies

  • Bastion: No longer attempts to use Self-Repair.
  • Genji: Re-added A.I. toolkit. Apparently it was deleted in 2.1.1.
  • Widowmaker: No longer attempts to use Grapple.
  • Zarya: Health reduced to 90% (was 115%).

VTBAV
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8 months ago 2.1.2

///// 04/05/2020 /////

Heroes

  • Health gained per wave completed no longer scales based on the difficulty. It only takes Threat Level into account. This fixes an issue with Legendary and Endless seemingly easier than Hard or Expert difficulties. (Used to be 1.25% or 1.33% (depending on gamemode) per threat level, per difficulty level, is now just 4.5% per threat level.) This means that Normal is indirectly a little bit easier. While hard and beyond are the same, or even harder.

Enemies

  • When a bot "switches" heroes, they will now heal all of their health over 5 seconds. This fixes a bug related to high health scaling.
  • Hanzo:
    • Now waits 4 seconds before using Storm Arrows again.
    • Now attempts to strafe quite a lot more, than previously.
    • Now waits 250ms before attempting to use an air jump again.
  • Junkrat: Deals 115% damage (was 100%).
  • Moira: Now has 50% health (was 35%). When it was not the boss fight, Moira felt awfully weak.
  • Zarya: Ultimate generation increased, and she has learned a bit more of her mechanics. Just a smidge.

3SSGP
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8 months ago 2.1.1

///// 04/04/2020 /////

Gamemode

  • Buffed the Freezing challenge, and fixed bugs with the Close Quarters challenge.

Heroes

  • Zarya: Applying Barriers now restores significantly more health over time. Projecting the barrier onto allies also heals her over time while it's active.

Enemies

  • Improved the aim of the bots, generally speaking. They may now land headshots (more commonly), or they may not.
  • Finally added Bastion to the bots. He's been in the code for a long time, but inactive.
  • Added Junkrat, Hanzo, and Zarya bots; brand new, some may not be balanced.
  • Moira: Deals 90% damage (was 75%).
    • Moira was too weak when she spawned during the non-boss phases. This should improve her viability, and reduce the liability that she is when she is one of a few random bots.

K6ZYS
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8 months ago 2.1.0

///// 04/03/2020 /////

Gamemode

  • Fully implemented the Challenge framework. Each challenge increases the point multiplier by 20%*.
    • There is 7 total challenges in this build:
    • Challenges can stack. You could enable ALL 7 at once, if you dared.
      • Enrage (Enemies become really mad at 25% health).
      • Glass Cannon (x3 damage, x2 healing, have fun).
      • Frenzy (Foes like score too). *Increases multiplier by 40%.
      • Ruined Bandages (40% less healing).
      • Residue (Enemies fart on death).
      • Infested (Better practice social distancing).
      • Close Quarters (Better get close and personal... players & bots alike).
      • Freezing (Periodically a random player (or bot) will freeze).
  • Reduced the time between waves for all difficulties. This should help speed up the game A LOT.

Heroes

  • Improved the Stomp item slightly.
  • Temp values are reset upon switching heroes (this means Reaper's/Tracer's mark won't be on an ally for no reason).
  • Fixed a bug causing players to loose their Unkillable status in the Survival gamemode.
  • Hanzo: Sonic Arrow's bonus damage cannot apply to allies (as seen in Infested).

Enemies

  • Endless: Bots now take 60% less damage (was 25%).
  • Bots will no longer be deleted and re-created when rerolling their heroes. They will now dynamically and immersively switch heroes. This ideally reduces server load when the bots are to re-decide who they are. There should not be any notable gameplay effects with this.

6RVBM
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8 months ago 2.1.0

///// 04/03/2020 /////

Gamemode

  • Fully implemented the Challenge framework. Each challenge increases the point multiplier by 20%*.
    • There is 7 total challenges in this build:
    • Challenges can stack. You could enable ALL 7 at once, if you dared.
      • Enrage (Enemies become really mad at 25% health).
      • Glass Cannon (x3 damage, x2 healing, have fun).
      • Frenzy (Foes like score too). *Increases multiplier by 40%.
      • Ruined Bandages (40% less healing).
      • Residue (Enemies fart on death).
      • Infested (Better practice social distancing).
      • Close Quarters (Better get close and personal... players & bots alike).
      • Freezing (Periodically a random player (or bot) will freeze).
  • Reduced the time between waves for all difficulties. This should help speed up the game A LOT.

Heroes

  • Improved the Stomp item slightly.

Enemies

  • Endless: Bots now take 60% less damage (was 25%).
  • Bots will no longer be deleted and re-created when rerolling their heroes. They will now dynamically and immersively switch heroes. This ideally reduces server load when the bots are to re-decide who they are. There should not be any notable gameplay effects with this.

BF13N
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8 months ago 2.0.4

///// 03/30/2020 /////

Gamemode

  • Added a future framework that supports Challenge Modes.
    • A preview challenge has been added (not fully tested), that can be enabled in the new 'Set Challenges' rule.
      • Enrage: When an enemy falls below 25% health, it will enrage and deals double damage.
  • Applied a fix for the 'Enemies Slain' HUD not appearing correctly on the Legendary difficulty. It was using the Endless one, this has been fixed.

Heroes

  • Items are now properly removed regardless of the type of wave completion. This means that items are removed leading up to the boss fight. Although you may still manage to grab them before the fight.

Enemies

  • Ultimate charge now causes the bots to deal 85-152% damage, was 85-135%.
  • Reaper: Now deals 90% damage (was 75%).

WJ8NP
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9 months ago 2.0.3

///// 03/22/2020 /////

Gamemode

  • Decreased the amount of time provided per enemy slightly in Timed runs.
  • Fixed a bug causing the enemy remaining count to break when there was already less than 8 enemies remaining when the goal kills were met.
    • This should fix Normal causing incorrect boss fight triggers & causing hard stuck problems without the mode being advanceable.

92K9A
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9 months ago 2.0.2

///// 03/20/2020 /////

Gamemode

  • Enabled new maps:
    • Ilios: Ruins
    • Nepal: Village
    • Nepal: Shrine
  • The debug (server load) UI no longer requires host to trigger and is always visible to spectators.
  • Reworked the difficulties:
    • Easy is removed.
    • Medium is now called Normal.
    • Hardcore is now called Expert.
      • Now requires 900 kills instead of 1000.
    • Added a new difficulty, Legendary.
      • Requires 1200 kills.
    • Endless is now even more difficult.
    • Several modes have different damage reductions than their previous versions.
  • Items can now be toggled in the initialization script via a variable.
  • Several HUDs are now controlled on a global level.

Heroes

  • Added two new items: Ground Pound and Knockout.
  • All items (except Resurrection Scroll) require the caster to have control of themselves.
  • Updated Become Totem, Gravity Well, and Invulnerability Shield.
    • Totem: Deals double damage & more healing.
    • Gravity: Now affects projectiles too.
    • Invulnerable: Lasts 8 seconds (was 6). 35 sec CD (was 30).
  • Moira: Fade now removes gravity and now has a 35% cooldown.
  • Moira: Replaced bonus HoT with Spreading Leech healing and damaging nearby targets (4 sec internal CD).
  • Moira: Self healing reduced to 135% (was 150%), and projectile speed decreased to 40% (was 100%).
  • Torbjorn and Symmetra deal 10% less damage, but elimination explosions now scale based on the damage dealt.

1FCG2
click to copy
9 months ago 2.0.1

///// 03/08/2020 /////

Gamemode

  • Improved the HUD:
    • Health is sorted by player slot.
    • Items now have a HUD when you don't have one.
  • Health Packs now heal an additional 150% over 15 seconds.
  • Fixed a bug causing incorrect health values to be initialized on both teams.
  • Added a debug option to enable server load visual to host (crouch + ultimate).

Enemies

  • Ultimate charge HUD has been removed and replaced with in-world text.
  • Ultimate charge now scales damage dealt (85%-135%).
  • Updated and improved the Boss Fight and Roadhog's damage/healing received values.
    • Boss health is now properly updated based on difficulty.
    • Phase 2 triggers at 66% health (was 50%).
    • Phase 3 triggers at 33% health (was 25%).
  • Genji: Now uses Deflect properly.
  • Reinhardt: Epicenter now properly scans players on the ground.

Players

  • Improved the Escape Scroll and Gravity Well items.
  • Fixed and improved the Become Totem item.
  • Resurrection Scroll now lasts 8 seconds (was 3 seconds). HPS is unchanged.
  • Fixed a bug causing item use messages to display to all players. User's name is added to team wide items now as well.
  • Tweaked several item cooldowns.
  • Ana: Deals 300% more healing to downed allies.
  • Junkrat: Now triggers a pseudo Total Mayhem when knocked unconscious in Survival.
  • Sigma: Ultimate deals 90% less damage during the Boss Fight.
  • Zenyatta: Tranquility now does 200dps (was 225).
  • Zenyatta: Deals 360% more healing to downed allies.

4GJW4
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9 months ago 2.0.0

///// 03/06/2020 /////

Gamemode

  • Improved the Items HUD.
  • Added two new items.
  • Improved the HPS between rounds to 40 (was 20).
  • Fixed a bug causing incorrect triggering of the boss fight.

Enemies

  • Fixed an issue causing bots to be active during the pre-game.
  • Fixed a bug causing bots to incorrectly spawn for threat level 7 & 12.
  • Fixed ultimate triggers working while specific heroes were dead.
  • Doomfist: Triggers ultimate twice as quick.
  • Improved pathfinding such that it will attempt to teleport to higher positions (if players are high up).
  • Totally not because of Petra.
  • Genji: Increased damage to 150% (was 100%).
  • Fixed a bug preventing auto-attacking.
  • Winston: Primal Rage does 160% knockback (was 133%).

Players

  • Fixed a bug causing unconscious bodies to not be knocked down and fixed incorrect healing received.
  • Winston: Super Punch now has an 8 second CD, and deals 150 damage (was 125).

7X43D
click to copy
9 months ago 2.0.0-preview1

///// 02/25/2020 /////

Gamemode

  • Added a brand new system: Items.
    • Items are picked up whenever a healthpack heals the player.
    • Items are powerful and can modify the course of a game.
  • Once score reaches 100k, the score multiplier is doubled.
  • Condensed several rules.
  • Optimized a large amount of the script.
    • Score & Rerolls are handled via subroutines.
  • Reordered the scripts.

Enemies

  • Fixed an issue causing bots to get stuck pathfinding on Eichenwalde. (This time should work on all maps as well.)
  • Health gained per threat level increased from 6% to 7.5%.
  • Added Genji, and Bastion.
  • Roadhog: Now takes 50% damage, down from 70%. | Increased health across all difficulties.

Players

  • Points lost on death decreased.
  • Ana and Zenyatta now inflict bonus healing to downed allies.
  • Downed allies now receive 85% reduced healing, down from 80%.
  • Reaper: Dealing damage now tags targets for 10 seconds, causing them to receive 95% less healing. 20 second cooldown. (50% uptime)
    • Also deals minor damage over time (and healing).
  • Symmetra: Earning eliminations now cause a small plasmic explosion that deals massive damage.
  • Winston: Punching now inflicts massive damage and knockback. 10 second cooldown.
  • Wrecking Ball: Reflective Core now deals 50% damage, up from 33%.

Known Issues

  • Unconscious system does not properly knock down players.
  • Items are NOT balanced, and some may be overpowered.
  • Healing values may not be correct, and are not final.

HEJME
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10 months ago 1.2.1

///// 02/19/2020 ///// Updated the game description a bit.

Gamemode

  • Added a new configurable setting: Point Scaldur. This will multiply the amount of score players earn.
  • Default point multiplier increased to x2.5, from x1.
  • Points now scale 1,000 -> to +1% damage, down from 500 to +1%.
  • Healthpacks now respawn 200% slower, up from 333%.
  • Updated initialized health values for both teams to use more accurate values.
  • Added a future framework to come with the next Overwatch patch.
  • Disabled the Hollywood maps, it's actually hell. Don't play on this map.

Enemies

  • Fixed an issue causing bots to get stuck pathfinding on Dorado. This issue may still affect the boss monster, though.
  • Moira: Improved the logic behind the ultimate stun effect.
  • Reinhardt: Health increased from 150% to 180%.

Players

  • McCree: Landing a headshot now stuns the target for 0.33 seconds, and heals for 20% of the damage inflicted.
  • Mercy: Now has a visual HUD element appear when she is eligible to resurrect an ally, in Survival.
  • Torbjorn: When scoring an elimination, the target now explodes for moderate damage.
  • Widowmaker: Now has infinite ammo, and has had her Grappling Hook replaced with a new one.

C2CJS
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10 months ago 1.2.0

///// 02/08/2020 /////

Gamemode

  • Added a new difficulty, Hardcore it replaces the old Endless mode and ends after 1,000 kills.
  • When you hit the goal kills, it will now reduce the enemies remaining.
  • Adjusted teleport scripts.
  • Fixed a bug affecting Timed Mode to end preemptively.
  • Fixed a bug causing bots environmentally killing players not working as intended.
  • Fixed a bug causing deaths to be incorrectly counted.
  • Added a few more failsafes.

Enemies

  • Damage gained per threat level reduced from 6% to 5.5%.
  • Health increases now take Threat Level into account instead of Waves.
  • When the bots kill a player, they will say something special.
  • Brigitte: Now gains ultimate charge at 333% up from 100%.
  • Doomfist: Deals less damage.
  • Moira: Ultimate now stuns regardless of the game stage, however the duration is scaled based on threat level.
  • Sombra: Damage reduced to 100% from 110%.
  • Widowmaker: Deals 88% damage up from 77%.
  • Winston: Deals 250% damage up from 111%.

Players

  • Ultimate generation increased to 100% from 70%.
  • Genji: Deals 115% damage up from 100%.
  • Hanzo: Sonic Arrow now also causes a bleed over 3 seconds.
  • Tracer: Now applies a mark to a target. It lasts for 20 seconds, and causes the target to take +20% damage, and 9 damage every second.
  • Mercy: Resurrect now heals for 300hps, and the visual should be visible in first person.
  • Wrecking Ball: Now reflects 20% of damage sustained to nearby foes, only occurs once every 4 seconds.

ZNXGW
click to copy
10 months ago 1.1.1

///// 02/05/2020 /////

Gamemode

  • Made a general pass to Survival, in which most heals that apply specifically to downed allies to be procedural instead of instantaneous.
  • Fixed a bug that caused the points gained per wave completed to display an incorrect score.
  • Score granted by completing a wave has been increased.

Enemies

  • Fixed a bug that prevented Torbjorn's turret from being deployed in Survival.
  • Fixed a bug that prevented Sombra from shooting.
  • Optimized several attack scripts from executing too much.

Players

  • Survival: Downed allies now have a visual ring that is white in color and expands with the target's health percentage.
  • D.Va: Defense Matrix charges slower, but heals 25% more. (125 HPS)
  • D.Va: Ultimate charge generated from dealing damage reduced significantly. (70% -> 45%)
  • Lucio: Amp it Up now restores 240 HPS up from 200 HPS on downed allies.
  • Mercy: Survival Resurrect no longer deals a flat 500 health on cast, and now heals 275 HPS up from 200 HPS.
  • Orisa: Fortify now restores even more health. (Closer to 100% over its duration)
  • Wrecking Ball: Adaptive Shield now also restores health.
  • Wrecking Ball: Minefield now lasts 150% longer. (250%)

Z773F
click to copy
11 months ago 1.1.0

///// 01/23/2020 /////

Updated the description.

Gamemode

  • Fixed a bug that affected incorrect scoring above 100,000.
  • Reduced the minimum score required for the thousand abbreviation. Was 10,000 now 1,000.
  • Polished some game mechanics.
  • Polished the game startup.

Enemies

  • Added Moira to the re-roll. She does not have access to her boss wave ultimate.
  • Added an additional boss mechanic, Reflective Stun, stuns that affect the boss monster are now reflected. - This is less intense than the freeze reflection.
  • Reflective Freezing now causes Roadhog to take damage.
  • Phase 3 Roadhog has a new mechanic to avoid.
  • Fixed additional pathfinding bugs.
  • Fixed many bugs with the boss fight.

Players

  • Ana: Nano Boost now also boosts the caster, granting +10% damage, +40% movement speed, and +100% healing dealt.
  • Baptiste: Immortality Field's cooldown reduced from 25 seconds to 16.5 seconds. (Fix for 1.44 nerf.)
  • D.Va: Ultimate charge granted via dealt damage reduced significantly.
  • Hanzo: Sonic Arrow now causes the next damaging attack to trigger again (double damage), and heals equal to the bonus damage dealt.
  • Moira: Healing with a non-primary fire heal now applies an additional 200% of the effect over 3 seconds.
  • Orisa: Fortify now recovers health over its duration.
  • Zenyatta: Tranquility now deals 45 dps to foes within a 15m radius. (This is 25% weaker than its heal, but has 50% more range.)

GEHPJ
click to copy
11 months ago 1.0.2

///// 01/03/2020 /////

Gamemode

  • Updated the pre-game HUD elements.
  • Modified the final boss fight in various ways.
    • Added a new "Phase" mechanic, when Roadhog drops below 50% and 25% health he will upgrade into a new phase which adds additional mechanics.
  • Improved A.I. conditions to scan for all CC.
  • Fixed several bugs relating to unconsciousness, bots glitching out of bounds, and the likes.
  • The amount of players required to start the game automatically is determined by the difficulty level.
  • Tons of minor and major polish changes.

Enemies

  • Added Ashe.
  • Updated the ultimate charge rate of Sigma and Torbjorn.
  • Sigma learned how to deploy his barrier.
  • Revamped the reroll mechanic. After the A.I. reach Level 12, every 3 levels onward the A.I. reroll 1-4 bots, depending on difficulty.
  • Updated Pharah and Doomfist, in both A.I. and settings.
  • Minor improvements to pathfinding.

Players

  • Ana: Healing increased by 10%. (Was 115%, now 125%.)
  • Mercy (Survival): Resurrect now lasts 15 seconds, up from 10 seconds.

XXKK3
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11 months ago 1.0.1

///// 01/01/2020 /////

Release 1.0.1 - 2020 is here, and I got some bug fixes for you

Gamemode

  • Fixed an issue affecting the balance of game modes.
  • Fixed bugs affecting the Timed version of the game.
  • Removed the Kill Cam.
  • When all players lose on a Survival version of the game, they will no longer respawn.
  • Other various tweaks and improvements.

Enemies

  • Added a Pharah bot.
  • Performed various buffs and improvements to the Sigma bot.
  • Buffed the Sombra bot a bit, and fixed ultimate usage.
  • Doomfist's Meteor Strike now causes knockdown.
  • Updated Moira's ultimate stun.

Players

  • Added a heal during Sombra's Stealth. (This helps her be more survivable.)
  • Reduced Lucio's damage by 5%. (Was 110%, now 105%.)
  • Fixed a bug that prevented Lucio's Amp it Up extended Recover effect from working on Survival game modes.
  • Fixed several bugs in relation to the unconscious system on Survival game modes. (This is still receiving updates and fixes as needed in response to player interaction.)

GXHAG
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11 months ago 1.0.0

///// 12/26/2019 /////

Release 1.0.0

Gamemode

  • Added a brand new game mode option, Survival. Select Survival at the top of the Workshop and change the Game_Mode to 1. The original timed mode is no longer the default and can be enabled by changing Game_Mode to 0.
    • Survival removes the timer and makes players go unconscious when they sustain lethal damage. When all players are unconscious, the game is over.
  • Changed the time formula for each wave.
  • Added a new customizable variable that controls the percentage of enemies to face.
  • Added lots of polish and tweaks.
  • Enabled more maps.

Enemies

  • Fixed an issue with Moira, and added ultimate to her toolkit. It now stuns any enemy it lands on.
    • Heals significantly more.
  • Added Doomfist, Sombra, and fixed issues with Sigma.
  • Roadhog has significantly more health per difficulty.
    • Heals much more health with Take A Breather.
  • Fixed an issue affecting the boss fight.
  • Added an Easter Egg.

Players

  • Corrected the movement speed granted to Reinhardt during Barrier Shield, and added health recovery. Increased base health. (Optimized this script too.)
  • Sigma's Kinetic Grasp now restores health due to the lack of projectiles.
  • Deployment of Zarya's barriers now grants a HoT till death/unconsciousness.
  • D.Va's Defense Matrix now restores health.
  • Wrecking Ball gains damage reduction per enemy in 8m.
  • Increased the damage of Winston & Lucio.
  • Increased the healing of Zenyatta & Moira.

HXADQ
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11 months ago 1.0.0

///// 12/26/2019 ///// Release 1.0.0

Gamemode

  • Added a brand new game mode option, Survival. Select Survival at the top of the Workshop and change the Game_Mode to 1. The original timed mode is no longer the default and can be enabled by changing Game_Mode to 0.
    • Survival removes the timer and makes players go unconscious when they sustain lethal damage. When all players are unconscious, the game is over.
  • Changed the time formula for each wave.
  • Added a new customizable variable that controls the percentage of enemies to face.
  • Added lots of polish and tweaks.
  • Enabled more maps.

Enemies

  • Fixed an issue with Moira, and added ultimate to her toolkit. It now stuns any enemy it lands on.
    • Heals significantly more.
  • Added Doomfist, Sombra, and fixed issues with Sigma.
  • Roadhog has significantly more health per difficulty.
    • Heals much more health with Take A Breather.
  • Fixed an issue affecting the boss fight.
  • Added an Easter Egg.

Players

  • Corrected the movement speed granted to Reinhardt during Barrier Shield, and added health recovery. Increased base health. (Optimized this script too.)
  • Sigma's Kinetic Grasp now restores health due to the lack of projectiles.
  • Deployment of Zarya's barriers now grants a HoT till death/unconsciousness.
  • D.Va's Defense Matrix now restores health.
  • Wrecking Ball gains damage reduction per enemy in 8m.
  • Increased the damage of Winston & Lucio.
  • Increased the healing of Zenyatta & Moira.

HP5ZJ
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11 months ago 0.95.0-beta

///// 12/26/2019 ///// Official Release should be in January.

Gamemode

  • Reworked how Threat Level is calculated.
  • Each wave is now independently stored as a separate value.
  • Updated several messages and improved upon some bugs.
  • Increased the amount of enemies per difficulty per wave. This is to pair with the threat level changes.
  • Increased the amount of time per wave slightly. -- These changes should make each difficulty a bit easier, but more distinct and normalized.

Enemies

  • Roadhog's death event now checks if he was slain over ground or not.
  • Added Sigma to the random bots.

Players

  • Using Hanzo's Sonic Arrow now restores 20% of his maximum health.

Improved the description a little.

80356
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about 1 year ago 0.95.0-beta

///// 12/02/2019 /////

Gamemode

  • Amount of score granted per kill reduced.
  • Added an abbreviation for scores that pass 1000k (1,000,000) into 1.00m.
  • Fixed the bot reroll for Wave 20 not functioning, and added reroll for higher level waves in general.
  • Changed the difficulty requirement for kills:
    • Easy: 425 -> 450
    • Medium: 555 -> 600
    • Hard: 666 -> 750
  • Increased the damage modifications of harder difficulties to be even more difficult.
  • The enemies remaining now reduces the present bots if the value is lower than the total number of bots. (Essentially 1 enemy remaining = 1 bot alive.)
  • The bots also now hang around in between rounds, as a corpse. Neat.
  • Increased the amount of time between each wave.

Enemies

  • Damage reduction now has a minimum of 200% such that the first few waves are no a walk in the park.
  • Health gained per wave increased by 6 times.
  • Increased the damage dealt per wave.
  • Reinhardt now attempts to keep his barrier up much longer and consistently.
  • Updated the consistency of Epicenter (Reinhardt's Wave 20+ ultimate).

Players

  • Mercy's Resurrection now restores the correct amount of points.
  • Mercy's Resurrection cooldown reduced to 15 seconds from 30.
  • Attempted a fix for enemies swarming player corpses, if there is another valid target.

7FFDD
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about 1 year ago 0.90.0-beta

///// 11/18/2019 /////

Gamemode

  • Merged and fixed a few scripts.
  • Added several new maps to the rotation.
  • Every wave defeated increases the maximum health and healing received of bots and players by 1%.
  • The amount of score gained has been drastically increased, and now directly correlate with the current difficulty.
  • When the Team Score goes above 10,000, it will become abbreviated and will display as 10.00k instead.
  • Wave completion now immediately heals everyone for full health.
  • Amount of enemies required for Easy difficulty reduced from 444 to 425.

Enemies

  • Difficulty now correlates to the enemies required to be slain each wave.
  • Damage reduction per level drastically reduced.
  • Reduced the health of Reaper from 500 to 400, and ammo from 8 to 6.

Players

  • Mercy's Resurrection now restores some points lost, and modifies the total death counter.
  • D.Va now heals for full health upon meching and demeching.

KHRRS
click to copy
about 1 year ago 0.85.0-beta

///// 11/15/2019 /////

Gamemode

  • Replaced the Final Wave for a new Event. This event may be a test of your coordination and require much more effort than the previous waves.
  • Game difficulty now impacts more settings, such as wave timers, and damage dealt/received.
  • Further improved the pathing of the A.I, they should no longer get stuck above a player, and no longer get stuck way out of range of any player.
  • Wave 20 and beyond now cause doom to occur, much more frequently.

Enemies

  • At Wave 20 and beyond, Reinhardt's ultimate upgrades. This should make him even more scary than he is.
  • Improved the stats of Winston, Reinhardt, Reaper, and Tracer bots.
  • Fixed a bug preventing the A.I. from detecting their current health verses their maximum. (This fixes Tracer and Reaper not using their abilities completely.)
  • Torbjorn's ultimate now automatically attempts to fling him into the air, for maximum coverage. Juicy.

Players

  • Player Reinhardt no longer receives a speed penalty for using Barrier Field. This is the likely start of some minor hero tweaks to make them better.

Updated the details (and tags) on this page.

3ZQXV
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about 1 year ago 0.75.0-beta

///// 11/12/2019 /////

  • Added a new difficulty variable, this can be set to 0 for 444 kills to win, 1 for 555, 2 for 666, and 3 for Infinite.
  • Tweaked the values of the Widowmaker bot.
  • Wave 12 now selects 1 out of 6 random bots, which is then rerolled with Wave 20.
  • Replaced the ultimate UI tracker with Torbjorn. Yes, Torbjorn is scary.
  • Added and changed some actions the current bots do and require.
  • Added a new anti-stuck script, instead of jumping when they get stuck, they will actually attempt to get unstuck and teleport.
  • Enabled a few more maps, but Château Guillard is still buggy.
  • Changed some other minor values and variables.
  • Significantly increased the timer per round, should be more achievable for players who cannot score kills as easily as other teams.
  • Gave Widowmaker the ability to use Grappling Hook.
  • Gave Reinhardt the ability to use Barrier Field.
  • Some additional round and final based polish.

Updated the details on this page.

P0XS0
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about 1 year ago 0.50.0-beta

This revision contains no notes

AZ0ZV
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about 1 year ago 0.50.0-beta

This code is non-functional, and is just a reference for links.

HORDES
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about 1 year ago 0.50.0-alpha

  • Fixed some bugs involving the final round.
  • Added some more polish.
  • Changed some of the values of Widowmaker, and when she spawns.

EFEH6
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about 1 year ago 0.40.0-alpha

This revision contains no notes

4SRS8
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