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Releases: notblackout/kf2-controlled-difficulty

RELEASE: CD 2018-03-09 cc3eaf

12 Apr 00:20
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This is identical to a previous beta release:

https://github.com/notblackout/kf2-controlled-difficulty/releases/tag/beta-2018-03-09-cc3eaf

I'm just rerunning the deployment toolchain after testing against TWI's final KF2 v1063.

BETA: CD 2018-03-09 cc3eaf

09 Mar 05:18
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This beta supports the KF2 "Spring Update Beta 1", released by TWI around Feb 28 2018. It may not work with the current KF2 standard release, but it does work with the beta ("preview" in Steam's beta channel selector).

There are three changes in this beta, compared to the current normal release.

  • SpawnCycle support for KFP has been removed. This has been pretty broken since TWI rebalanced KFP from a sort of special-event enemy to a fully-fledged boss enemy. KFP is now supported through the Boss configuration setting (next bullet point), but CD will not spawn KFP in ordinary waves.
  • Added two new states for the Boss configuration setting, one corresponding to the Abomination boss, and one corresponding to TWI's retuned boss-tier King Fleshpound. The former can be specified by setting Boss to any of these synonyms: abomination, abom, kb, kingbloat. The latter can be specified by setting Boss to any of these synonyms: kfp, kingfp, kingfleshpound.
  • Added three new spawncycles contributed by Extonix, Slayer, and BardzBeast from Red Dwarf. These cycles are: rd_kta, rd_odt, rd_sam.
    Thanks for the contribution!

This beta differs from the preceding beta in two respects:

  • Supports the KF2 beta
  • Incorporates a minor tweak to wave 7 of rd_sam, as relayed to me by Bardz

BETA: CD 2018-01-28 bc0569

28 Jan 02:05
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Pre-release

There are three changes in this beta, compared to the current release.

  • SpawnCycle support for KFP has been removed. This has been pretty broken since TWI rebalanced KFP from a sort of special-event enemy to a fully-fledged boss enemy. KFP is now supported through the Boss configuration setting (next bullet point), but CD will not spawn KFP in ordinary waves.
  • Added two new states for the Boss configuration setting, one corresponding to the Abomination boss, and one corresponding to TWI's retuned boss-tier King Fleshpound. The former can be specified by setting Boss to any of these synonyms: abomination, abom, kb, kingbloat. The latter can be specified by setting Boss to any of these synonyms: kfp, kingfp, kingfleshpound.
  • Added three new spawncycles contributed by Extonix, Slayer, and BardzBeast from Red Dwarf. These cycles are: rd_kta, rd_odt, rd_sam.
    Thanks for the contribution!

RELEASE: CD 2017-07-30 f34421

30 Jul 04:54
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There are two changes in this build. This build is just https://github.com/notblackout/kf2-controlled-difficulty/releases/tag/release-2017-07-29-5a24f7 plus some corrections to nam_pro_v5 waves 4-7 (Nam's corrections, not mine). That release is less than a day old. I'm copying its full release notes here and appending the bits about nam_pro_v5 correction.

FakePlayers and associated options renamed

Here's a table showing old and new names. All of the options work the same as before. Only their names, and, in the case of FakePlayersMode/FakesMode, the wording of the value has changed. A config migrated to the new naming scheme using search-and-replace will work the same as before.

New Name Old Name
WaveSizeFakes FakePlayers
BossHPFakes BossFP
FleshpoundHPFakes FleshpoundFP
ScrakeHPFakes ScrakeFP
TrashHPFakes TrashFP
FakesMode=add_with_humans or ignore_humans FakePlayersMode=add or replace

I realize this is a nuisance, and I'm normally loathe to make any backwards-incompatible change, but these options and their confusing naming scheme have prompted more questions than any other single CD topic. For background about this change, see https://github.com/notblackout/kf2-controlled-difficulty/blob/master/options.md#renamed-options.

Three new SpawnCycle presets have been contributed, two by Nam, and one by Kore.

In accession order:

  • albino_heavy, contributed by Kore: this is like basic_heavy, but
    Kore has carefully split parts of individual squad elements into
    separate albino elements. So, instead of just converting 4GF to
    4GF*, Kore did something like 2GF_2GF* for a more organic zed
    mixture. Kore noted precise albino percentages for each wave in
    source comments.

  • nam_poundemonium, contributed by Nam: this is a new spawncycle
    focused on fleshpounds and minifleshpounds. Nam prefers to spawn
    some fleshpounds raged. If you prefer that no fleshpounds spawn
    raged, you can still use this cycle: just set
    FleshpoundRageSpawns=false.

  • nam_pro_v5, contributed by Nam: the fifth installment of his
    venerable SpawnCycle series, continuing the balanced zed mixture.
    Like nam_poundemonium_pro, this contains minifleshpounds and
    fleshpounds marked with the "!" suffix that makes them spawn raged,
    but this behavior can be forcibly disabled by setting
    FleshpoundRageSpawns=false.

    Shortly after the preceding release, Nam discovered that
    several CR* sqauds he intended to be present on waves 4 through 7
    were not present in the version he sent me for publication. He updated
    these waves and sent me a revised nam_pro_v5 spawncycle. I reviewed
    the changes using character-level diff. The changes are
    overwhelmingly just cracking monolithic CR squad elements into
    multiple squad elements with the same net constituent count, but
    some CR and some CR*. There are a handful of squad repositionings
    too, like moving a husk a few squads down the cycle, but these seem
    minor.

    Overall, despite my general policy of not modifying spawn cycles,
    I don't mind breaking it in this case, especially since Nam found
    the problem extremely quickly after initial release. I pushed a new release
    with hash f344219. This supersedes release with hash 5a24f7.
    These two hashes are identical except for Nam's nam_pro_v5 crawler
    changes on waves 4-7.

RELEASE: CD 2017-07-29 5a24f7

29 Jul 18:41
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There are two changes in this build.

FakePlayers and associated options renamed

Here's a table showing old and new names. All of the options work the same as before. Only their names, and, in the case of FakePlayersMode/FakesMode, the wording of the value has changed. A config migrated to the new naming scheme using search-and-replace will work the same as before.

New Name Old Name
WaveSizeFakes FakePlayers
BossHPFakes BossFP
FleshpoundHPFakes FleshpoundFP
ScrakeHPFakes ScrakeFP
TrashHPFakes TrashFP
FakesMode=add_with_humans or ignore_humans FakePlayersMode=add or replace

I realize this is a nuisance, and I'm normally loathe to make any backwards-incompatible change, but these options and their confusing naming scheme have prompted more questions than any other single CD topic. For background about this change, see https://github.com/notblackout/kf2-controlled-difficulty/blob/master/options.md#renamed-options.

Three new SpawnCycle presets have been contributed, two by Nam, and one by Kore.

In accession order:

  • albino_heavy, contributed by Kore: this is like basic_heavy, but
    Kore has carefully split parts of individual squad elements into
    separate albino elements. So, instead of just converting 4GF to
    4GF*, Kore did something like 2GF_2GF* for a more organic zed
    mixture. Kore noted precise albino percentages for each wave in
    source comments.

  • nam_poundemonium, contributed by Nam: this is a new spawncycle
    focused on fleshpounds and minifleshpounds. Nam prefers to spawn
    some fleshpounds raged. If you prefer that no fleshpounds spawn
    raged, you can still use this cycle: just set
    FleshpoundRageSpawns=false.

  • nam_pro_v5, contributed by Nam: the fifth installment of his
    venerable SpawnCycle series, continuing the balanced zed mixture.
    Like nam_poundemonium_pro, this contains minifleshpounds and
    fleshpounds marked with the "!" suffix that makes them spawn raged,
    but this behavior can be forcibly disabled by setting
    FleshpoundRageSpawns=false.

RELEASE: CD 2017-06-30 372941

30 Jun 07:00
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This release has two important bugfix commits, one for the !cdspawncycle <named_preset> command, one that makes the post-wave recap stats that CD prints to chat ignore zed-time.

commit 372941410ffdb17cc404b3938b0bb389151aa412
Author: blackout <notblackout@gmail.com>
Date:   Fri Jun 30 01:34:22 2017 -0500

    Make post-wave recap ignore zedtime

    All of the post-wave recap stats effectively observed zedtime,
    which is crazy.  We think in terms of real time, not zed-time-adjusted
    real time.  This meant that the "spawning" and "post" figures reported
    could be smaller than their true external-player-with-a-stopwatch values.
    Furthermore, because the spawnrate is calculated with the "spawning"
    figure in the denominator, the spawnrate could be higher than its true
    value.  The effect of this bug is magnified as more and more of the wave
    is spent in zed time (of course, this includes commando extensions, so
    zed time can potentially account for a huge chunk of the wave).

    Specifically, the recap used WorldInfo.TimeSeconds, which passes
    artificially slowly during zed time.

    As of this commit, it uses WorldInfo.RealTimeSeconds, which does not
    pass artificially slowly during zed time.

    This was a really harmful bug, because the effect could sometimes be
    quite subtle.

    I did not see it until I started comparing external timestamps to long
    waves, since the effect only becomes pronounced if it is long enough to
    have lots of zed time.

    I've tested this fix by:

    * Playing solo hillside wave 1 on basic_moderate with 5 faked as
      commando, and going for maximum extensions
    * Comparing the logfile timestamps with the post-wave recap
    * Playing with a stopwatch on an auxiliary monitor and noting the
      times at which:
      (a) the wave starts
      (b) the zeds remaining counter = MaxMonsters
      (c) the wave ends
      and then comparing those stopwatch times to the recap.

    Both of these tests showed agreement within one second over a three-minute
    wave (three minutes of real wall-clock time, that is).
commit 57b88443ba987a10667f6b8c5baee5fbf566b748
Author: blackout <notblackout@gmail.com>
Date:   Fri Jun 30 01:31:02 2017 -0500

    Fix `!cdspawncycle <newcycle>` command

    This has been broken since the major refactoring leading
    up to CD's co-sideshow/v1053 release.  It's a pure CD bug though;
    this was my mistake, not TWI's.

    Basically:

    * `!cdspawncycle` worked (no arguments -- just shows cur cycle)
    * `!cdspawncycle ini` worked
    * `!cdspawncycle unmodded` worked
    * `!cdspawncycle <named_cycle>` was broken

    Technically, the last invocation would work under very specific
    contrived circumstances (where the current set of custom SC waves
    in memory is length zero; i.e. unmodded), but in any other situation
    it would report success while actually having no real effect.

    This was caused because I failed to correctly clear the array of
    SpawnCycle wave definitions when loading a named cycle.  Instead,
    the cycle data would be appended to the end of the wave definitions,
    where it would be ignored completely.

    This is now fixed.

RELEASE: CD 2017-06-25 eef8d8

25 Jun 05:09
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This updates nam_pro_v4 and nam_semi_pro_v2, removing KFP from those spawncycles. Thanks Nam for reworking these cycles.

This also removes my v1053 TWI Scrake rage bug hotfix. v1054 fixed this in the same way my hotfixed worked, making the hotfix obsolete.

RELEASE: CD 2017-06-17 cc046e

17 Jun 23:41
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This release is very similar to the most recent beta, https://github.com/notblackout/kf2-controlled-difficulty/releases/tag/beta-2017-06-17-2f0dd7. This release did a bit of kingfleshpound-related internal refactoring, but is otherwise the same. This is also the first release to use a bunch of new automated github API scripts and makefile rules.

Changed the SpawnCycle syntax for king fleshpounds from FP* to KFP. FP* no longer parses and is reserved for future use. The actual behavior of the king fleshpound has not changed, just his SpawnCycle name. I apologize for the inconvenience, but after realizing that the king behaves much more like a boss -- special abilities, HP phases, no decapitation -- I think it's better in the long term to give him a separate name (particularly if CD is ever going to support other types of bosses in SpawnCycles). The spawn.md doc has been updated accordingly.

Added three new contributed SpawnCycle presets:

dtf_v1 by Kore
nam_pro_v4 by Nam
nam_semi_pro_v2 by Nam

Thanks, Kore and Nam.

BETA: CD 2017-06-17 2f0dd7

17 Jun 08:14
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This is a beta release. It might be buggier than regular CD releases.

Changed the SpawnCycle syntax for king fleshpounds from FP* to KFP. FP* no longer parses and is reserved for future use. The actual behavior of the king fleshpound has not changed, just his SpawnCycle name. I apologize for the inconvenience, but after realizing that the king behaves much more like a boss -- special abilities, HP phases, no decapitation -- I think it's better in the long term to give him a separate name (particularly if CD is ever going to support other types of bosses in SpawnCycles). The spawn.md doc has been updated accordingly.

Added three new contributed SpawnCycle presets:

  • dtf_v1 by Kore
  • nam_pro_v4 by Nam
  • nam_semi_pro_v2 by Nam

Thanks, Kore and Nam.

BETA: CD 2017-06-cea5d4

09 Jun 23:32
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This is a beta version! It may be buggier than ordinary releases on the steam workshop. This beta contains many changes and new features.

USE CAUTION!. Back up your configuration and, if you run a server, your old ControlledDifficulty.u file.

Compared to the preceding beta version, this version removes client-side console commands. The settings they controlled can still be modified by editing KFGame.ini manually.

Strongly recommended: check the new docs and the beta announcement thread on steam.