Rewording all the skills

Wed 29 Jul 2015, 06:22 by bencelot



Over the past few days I've been working on weapon and skill balance. In addition to the Newbie Checklist and the free skill resets for players under lvl 30, I think that rewording all the skills is a really important step. The skill system is the heart of Mutant Factions and new players need to be able to not only experiment with it, but actually UNDERSTAND it as well. So I'm going to reword and organise all the skills.

The most unique thing about the Mutant Factions skill system is that it has penalties. Not many games have this and it's fair to assume that many new players get confused when they read that their skill hurts them. I want to make it very clear and explicit that this is how the system is MEANT to work. I'm doing this by breaking the skill description up into 2 parts: the benefit and the penalty. The benefit will display in green and the penalty in red. This will make it very easy to see how the skill will actually impact you and truly highlight the unique nature of the MF skill system. Here's an example of Vampirism:

Image

It's very easy to see what the skill does now. How it helps you and how it hurts you. You'll also notice that I've stripped out the "story" aspect of the skill. It no longer talks about the "vampiric mutations in your blood". I know some people like this stuff but at the end of the day MF isn't a story-driven game. It's a competitve shooter with a complex skills system. Clarity and understanding are most important and the skills are complex enough as it is. Adding story elements simply makes it harder to read with little benefit.

Anywhoo the new skill system is looking to be a lot more newbie friendly with concise skill descriptions and unlimited resets. Much easier to explore and experiment!


8 Comments


STM1993 says:

Wed 29 Jul 2015, 08:11


Some suggestions for some of the more difficult/wordy skills:

Force Fields
Create 3 temporary shield plates around yourself that absorbs most incoming gun damage.
Penalty: Shields explode after some time, hurting enemies and stunning you briefly.
Cannot be used with objectives.
Plate Duration: 6s
Plate HP: 200hp each
Absorbs 80% of incoming base damage.
Stun Duration: 1s
Zombie Damage: x10
Vehicle Damage: x10
(Comments: I don't really know how to word it such that the "absorb 80% damage" really means I deal 10 damage to player and 50 to plate instead of 10 damage to player and 40 to plate. All I do know is that the "base damage" wording is important for Assault Armor - I assume the way the new FF/AA dynamic is that if you have AA up while FF is active and you take damage from FF, the enemy overheals at 20% rate instead of 100% from direct hit or the previous 0% of not hitting at all.)

Assault Armor
Activate an armor that briefly reduces enemy weapon damage you take and increases your movement speed.
Penalty: Enemies can overheal beyond their max health by hurting you.
Enemy HP Gain: 100% of base damage taken
Overheal Decrease: ???HP/s after ???s
Assault Armor Duration: 2.5s
(Comments: Very important to state that the penalty doesn't just heal 100% of damage taken, but also overheal beyond max health. This is not something a newbie would find out just by using Assault Armor, they have to shoot someone else who uses Assault Armor to realize this is the case. I also included the HP/s after xs stat just like Frenzy's ROF decrease - this tells newbies the overheal won't last forever AND makes it clear that unlike in TF2, overheal drains off really fast and not slowly. I also used the phrasing "hitting your armor" and "base damage" to show that the penalty is NOT affected the weapon damage reduction in AA.)

Parasite Swarm
On killing an enemy, unleash all red charges, causing his corpse to explode into one damaging parasite per charge.
Penalty: You gain blue charges on releasing parasites, forcing you to deal less weapon damage for your next few hits.
Max Parasites: 30
Parasite Damage: 10hp
Reduced Weapon Damage: 50%
Trigger Range: ???m
--------------------------------------
Damage to gain Red Charge: 50hp
Blue Charges on Release: 5
(Comments: I really hate the thematic terms used for Parasite Swarm - "Anti-Parasite" "Parasite charge" "Parasite" is pretty damn confusing. Also the fact that Parasite Swarm only triggers if there is another enemy nearby is not included in description, so I added the "Trigger Range" just like Microvolt has "Sparking Range".)

Frenzy
Go berserk, increasing your rate of fire every time you hit an enemy.
Penalty: Your location is always revealed and easily tracked as long as Frenzy is active.
ROF Increase: +2% per hit
ROF Decrease: -10%/s after 5s
Max ROF: 200%
Charge Time: 1s
(Comments: You'll notice I used the term "track" rather than "reveal" across the other skills.)

Venom Shot
Fire a dart that poisons an enemy and tracks his location.
Penalty: Poisoned enemies deal increased bullet damage.
Zombie Damage: x10
Enemy Bullet Damage: 130%

Shockwave
Emit a wave of electricity that freezes projectiles, disables enemies' barrier and tracks their location.
Penalty: Shocked enemies take less weapon damage.
Shock Duration: 3s
Enemy Received Damage: 70%

Microvolt
Enemies you shock emit sparks whenever they take damage.
Penalty: Enemies you shock shrink in size, making them harder to hit.
Spark Damage: 50% of damage taken
Zombie Damage: x2
Sparking Range: 25m
(Comments: "YOU" shock. That means the enemy won't emit sparks if someone else uses the shockwave and they don't have microvolt. Also said "whenever they take damage" as opposed to "whenever you damage them" so that means allies can benefit from this.)

Energize
Enchant your gun, increasing its bullet speed and makes it last longer when dropped.
Penalty: Energized guns drain more ammo per bullet fired.
Speed Increase: +10% per kill
Drop Duration: x3
(Comments: You should make it clear that energized weapons last longer on the ground and so can be used for scavenging tactics. The marking for yourself and only having base benefit for anyone other than the owner is a side benefit that you'd discover as you play anyway, but players are unlikely to notice or realize it makes their weapon last longer since they think they have to buy a new gun every time unless you explicitly tell them about this. +10% per kill also makes it even more clear that this also can be increased by farming the gun and sticking to it.)

Phasic Bullets
All energized guns you use shoot bullets that pierce through enemies and ricochet off a wall.
Penalty: All energized guns you use take longer to reload.
Max Wall Bounces: 1
Max Player Piercings: 2
Damage after Piercing: 70%
(Comments: Wording. Phasic Bullets isn't only for the guns you energize, but a passive skill that works as long as you are carrying an energized gun, even if it doesn't belong to you. Also worded it such that its clear things like )

Lasing Orb
Summon an orb that gives a chance to deal critical damage and follows you when you use barrier.
Penalty: Slows your non-barrier movement to a crawl and regenerates mana of anyone inside it.
Critical Damage: 130%
Mana Regeneration: 2 mana/s
(Comments: Don't need to specify that you need to be inside the orb for the benefits to work, nor need to specify the barrier movement speed in the benefit description since the leveling description is self-explanatory. Players will figure that out really quickly. I used the term "Critical" instead of "Lase" because its much more familiar to players to help them understand what it does.)


chross says:

Wed 29 Jul 2015, 10:53


I like the rewording much.
The combination of the description together with the listed stats should describe the skill fully. So if they complement each other, this will be the perfect way to reduce redundancy and save words.
The descriptions are you propose are really intuitive, except Parasite Swarm.
Maybe the mechanic is too complicated, I mean why does there need to be a negative charge? Can't the player just glow blueish upon releasing those parasites making it clear that there is a (negative) effect present? Would be a lot easier.


bencelot says:

Wed 29 Jul 2015, 16:38


Thanks for that STM. Very concise! I won't be using these word for word of course but they're very useful, especially for complex skills like Parasite Swarm. I'm stripping out the story element and all the non-essential information. I'm also making the format of the sentence read a bit more like a description than a command. As in using "Creates" instead of "Create". Here's the example I've got for Force Fields:

Force Fields:
Creates 3 force fields that surround you and reduce incoming bullet damage. After a short time the force fields will explode outwards and damage nearby enemies.

Penalty: The explosion will briefly stun you and stop you from moving.

I quite like this format. No story, no long-winded sentences. Just short and concise, describing the 2 benefits that you get, and then the penalty below. This really was great idea you had STM as the timing works perfectly as I'm having to redo all the translations anyway. I think it'll make things a lot easier for newbies (and vets even!).

Also reading your descriptions it's got me thinking that maybe an extra section could be used for really specific information. Like with Force Fields 95% of players aren't going to care if the damage is split 50 to 10 or 40 to 10 or whatever. They'll just know that they take 20% incoming bullet damage and that their Force Fields will take some damage too. But maybe I can have a little question mark icon as a roll-over or something that lists all this really specific information. The kinda stuff that clogs up the general description of the skill but is useful to know anyway. Just a thought, might not be worth it though. I'm not sure how many skills would need this extra information to be shown. I might just try squeese these things into the already existing list of number stats.


STM1993 wrote:
I assume the way the new FF/AA dynamic is that if you have AA up while FF is active and you take damage from FF, the enemy overheals at 20% rate instead of 100% from direct hit or the previous 0% of not hitting at all.


It's still at 0%. The bullet never actually hits the player. It simply hits the force field and then the force field transfers 20% damage directly to the player. Think of it as if the Force Field is pushed back into you and that hurts you a bit. So status effects don't apply.

Quote:
Very important to state that the penalty doesn't just heal 100% of damage taken, but also overheal beyond max health.


Yes definitely, the overheal is key.

Quote:
(Comments: "YOU" shock. That means the enemy won't emit sparks if someone else uses the shockwave and they don't have microvolt. Also said "whenever they take damage" as opposed to "whenever you damage them" so that means allies can benefit from this.)


Good point. This kinda of wording is important.


I'll post up my descriptions shortly. Thanks!


bencelot says:

Wed 29 Jul 2015, 16:40


chross wrote:
I like the rewording much.
The combination of the description together with the listed stats should describe the skill fully. So if they complement each other, this will be the perfect way to reduce redundancy and save words.
The descriptions are you propose are really intuitive, except Parasite Swarm.
Maybe the mechanic is too complicated, I mean why does there need to be a negative charge? Can't the player just glow blueish upon releasing those parasites making it clear that there is a (negative) effect present? Would be a lot easier.


And yup, the skill is quite complex. When I get to rewriting it I'll see if it needs changing. it's designed that way for a specific reason though. But we'll see.


bencelot says:

Thu 30 Jul 2015, 01:22


Alrighty this is done! STM your notes proved very helpful. I didn't use the exact descriptions but stuff like changing Lasing to Critical and where to place emphasis on certain wordings was very handy. It's also a bit of a balancing act deciding exactly what information should be explicit and what should be implied and your suggestions helped a lot. So thanks! I've gone for a slightly more verbose wording than you have however as I find it easier to comprehend. There's no harm in having more words as long as they're easy to understand and well structured. The overall word count on most of the skills has been cut down a lot anyway though. Here are the main things I was focusing on when redoing these skills:

1) Separate the benefit and the penalty. Even if it's the same amount of words it's soo much easier to read when it's split up into 2 paragraphs which very clearly indicate what helps you and what hurts you.

2) Structured the benefit as more of a description instead of a command. I've done this by ensuring that every single skill starts with a verb. This is nice and consistent and reads nicely. Something like "Vampirism" - Restores your health and mana... can basically be read in your head as "Vampirism restores health and mana".

3) Cut out all unnecessary story elements. No need to talk about Vampiric Mutations or reflective coatings as they don't actually exist in the game and just clog up the description. Some skills however I do mention "storyish" things when needed. For example here's what I've got for Black Hole:

Image

You can see I'm still talking about a "vortex". This sounds kinda storyish but it's necessary to fully explain how the skill works because the vortex actually exists in the game. It affects who gets slowed and at what point the bullets start seeking towards you. I could have halved the description by simply saying "slows the movement speed of nearby enemies" and omitted the vortex part. But then you wouldn't have as clear a picture of HOW it slows nearby enemies. Is it fixed on the ground like Stagnation or does it follow you? It would also be difficult to describe the exact mechanic for how enemy bullets seek in towards you. Anyway this is a bit of a balancing act but considering how short the description is anyway I think it makes things easier to picture and understand.

4) Get to the point ASAP in the benefit. The very first sentence has to describe exactly how the skill will help you. Here's Parasite Swarm for example:

Image

In the very first sentence you know that this is a damage skill and have a gist of what it's all about. Killing enemies will cause damage to other enemies nearby. Sweet! Compare this to the old description where you don't know what the actual benefit is (damage) until the end of the 3rd sentence, halfway through the description.

You'll also notice that for this skill I have had to cut out a bit of the technical detail and leave that for discovery once you actually use the skill. Notably I omit the fact that this doesn't trigger unless another enemy is nearby. This is implied from the trigger range that STM suggested, but also not all that necessary to know about anyway. So while technically you can kill an enemy and NOT suffer the penalty, I still say "after each kill you will deal reduced weapon damage" because it's very easy to understand and basically sums up how it works. I simply don't bother to list the exception as it'll become self evident when you play with it anyway.

Really the whole point of this rewording is to make the general gist of the skill as easy to understand as possible. I was too obsessed with technicalities before and trying to stuff them all into the descriptions. Basically we want a brand new player to be browsing through the skills and get a good feel for what it does as easily as possible. If something grabs their attention that's great! They can unlock it and experiment with it due to their unlimited respecs. Hopefully this rewording combined with the free respecs will encourage a lot more experimentation and skill diversity in the game!

Anywhoo, here is a bit list of translations if you guys wanna provide feedback. I'm pretty happy with it all but I might have made a few errors here or there.


Code:

  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_01", "Restores your health and mana whenever you deal damage to enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_02", "You will deal less bullet damage against enemy mutants."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_REGENERATION_DESC_01", "Restores your health and mana whenever you are standing near enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_REGENERATION_DESC_02", "You will lose health whenever you kill an enemy mutant."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_REGENERATION_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_01", "Restores your health as you burn mana. Nearby allies will also be healed."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_02", "You will continually lose mana and move slower while Self Repair is active."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_01", "Creates 3 force fields that surround you and reduce incoming bullet damage. After a short time the force fields will explode outwards and damage any nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_02", "The explosion will briefly stun you and stop you from moving."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_01", "Turns you invisible. This will last until you fire your weapon, cast a skill or run out of mana."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_02", "You will continually lose mana while invisible. Also after Invisibility is disabled your weapons will briefly deal less damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_BULLETTIME_DESC_01", "Creates a sphere around you that slows the speed of any bullets that come within it. Your bullets can also be locked on to enemies and will gain seek over time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_02", "Your bullets will be slowed signficantly more than your enemies'."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FRENZY_DESC_01", "Increases your rate of fire. Your rate of fire will increase even more whenever you hit an enemy, although this increase will only last as long as you stay in combat."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FRENZY_DESC_02", " You will continually lose mana and be revealed to your enemies while Frenzy is active. You will also be unable to fire for a short time after activating Frenzy."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FRENZY_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_01", "Spawns deadly blades that spin around you and damage nearby enemies. After the cooldown you can recast Blade Fury to make your blades burst out for extra damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_02", "Your weapons will have worse accuracy while the blades spin around you."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_01", "Shocks all enemy players and bullets in front of you. Shocked players cannot use barrier to absorb damage. They will also be revealed to you in the map. Any bullets you shock will be briefly stopped in mid-air."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_02", "Shocked enemies will receive reduced incoming weapon damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_RADIATE_DESC_01", "Creates a large radioactive field on the ground that deals damage to enemies over time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_RADIATE_DESC_02", "Enemies in this field will receive reduced incoming weapon damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_RADIATE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_01", "Fires a dart of venom that seeks towards enemies and poisons them on contact. Poisoned enemies will take damage over time and be revealed to you in the map."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_02", "Your enemies will deal increased bullet damage while poisoned."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_PLASMABALL_DESC_01", "Launches a fireball that gains damage the longer it stays in the air. Upon impact it will explode and damage nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PLASMABALL_DESC_02", "Enemies who have recently been hit by Plasma Ball will fire seeking bullets."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PLASMABALL_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLOODYGAINS_DESC_01", "Increases your max health. Your max health will increase even more as you kill enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLOODYGAINS_DESC_02", "As your max health increases so will your size, making you an easier target to hit. You will also move slower while sprinting."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_DASH_DESC_01", "Increases your movement speed while you are invisible."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DASH_DESC_02", "It will take longer for you to fade into complete invisibility."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_01", "Restores your mana as you damage enemies. Damaging enemy mutants will give them charges, and you will instantly receive mana as each charge is created."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_02", "When your enemy activates his barrier he will continually regenerate mana for as long as the charges remain on him."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BOUNCINGBULLETS_DESC_01", "Causes enemy bullets to bounce off your force fields and seek towards enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BOUNCINGBULLETS_DESC_02", "Your force fields will have less health."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_01", "Creates a vortex that spins around you ands slows the movement speed of nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_02", "Enemy bullets that are fired into this vortex will start seeking towards you."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_ENERGIZE_DESC_01", "Increases the bullet speed of your weapon and makes it last longer when dropped on the ground. Your weapon's bullet speed will increase even more whenever it kills an enemy."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ENERGIZE_DESC_02", "Energized weapons will burn through ammo faster."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ENERGIZE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FINALFOCUS_DESC_01", "Sends you into a deep focus that dramatically improves your accuracy. You will enter this focus whenever your health goes below a certain threshold."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FINALFOCUS_DESC_02", "When you're not in this state of focus you will fire with reduced bullet speed."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_DISABLINGDROP_DESC_01", "Lowers your enemies' rate of fire whenever you drop onto them from a height. Falling from a greater height will increase the ROF reduction."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DISABLINGDROP_DESC_02", "Enemies will rapidly regenerate health while their ROF is reduced."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_PHASICBULLETS_DESC_01", "Allows your bullets to pierce through players and bounce off walls when fired from an energized weapon."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PHASICBULLETS_DESC_02", "Energized weapons will take you longer to reload."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STAGNATION_DESC_01", "Slows the movement speed of all enemies within your radiation field."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STAGNATION_DESC_02", "Enemies in your radiation field will have increased rate of fire."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_SPIKETRAP_DESC_01", "Throws a line of spikes onto the ground when you cast Blade Fury. These spikes will damage all enemies and vehicles that cross them."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SPIKETRAP_DESC_02", "When you throw the spikes you will briefly be unable to fire your weapon."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FIRESTORM_DESC_01", "Gives you a chance of casting multiple plasma balls at the same time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FIRESTORM_DESC_02", "Your plasma balls will explode with a smaller splash range."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_01", "Activates a powerful armor that reduces incoming weapon damage. It also increases your non-sprinting movement speed."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_02", "While your armor is active, enemies will gain health whenever they damage you with weapons. This healing can briefly go beyond their max health."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_DARKNESS_DESC_01", "Fades your enemies' screens to black when they are within your Black Hole."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DARKNESS_DESC_02", "Your screen will also fade to black outside the range of your Black Hole. Darkness also reduces Black Hole's duration."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STOLENSEEKERS_DESC_01", "Steals enemy bullets within your Bullet Time and seeks them back towards your enemies. This will trigger whenever you collect enough enemy bullets within your Bullet Time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STOLENSEEKERS_DESC_02", "Your Bullet Time will last for a shorter duration."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_CLIPMAGNET_DESC_01", "Increases your ammo whenever you hit an enemy and have Frenzy active."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_CLIPMAGNET_DESC_02", "While Frenzy is active your weapons will take longer to reload."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_01", "Instantly teleports you to a targetted location after a short channelling time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_02", "While channelling you will be unable to move or shoot. You will also receive increased weapon damage for a short time after teleporting."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_MICROVOLT_DESC_01", "Causes shocked enemies to emit sparks whenever you damage them. These sparks will seek towards nearby enemies and deal additional damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_MICROVOLT_DESC_02", "Shocked enemies will shrink in size, making them harder to hit."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_PARASITESWARM_DESC_01", "Causes your enemies to release parasites when you kill them, dealing high damage to nearby enemies. The amount of parasites released will increase based on the amount of damage you have dealt since your last kill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PARASITESWARM_DESC_02", "After each kill you will deal reduced weapon damage for the next few hits."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_INFECTION_DESC_01", "Leaves a trail of disease on the ground where your poisoned enemies walk. Any other enemies who walk through this trail will also become infected and poisoned."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INFECTION_DESC_02", "Your venom dart will seek slower."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_LASINGORB_DESC_01", "Summons an orb that gives you a chance of dealing critical damage. It will also follow you and increases your movement speed when you activate your barrier. Also the orb will continually restore mana to anyone within it."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_LASINGORB_DESC_02", "Your non-barrier movement speed will be very slow while inside the orb. Enemies will also benefit from the mana regeneration."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_LASINGORB_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 


Nightfall says:

Thu 30 Jul 2015, 03:25


Havent had a chance to look throgu all of it yet but looks great! Minor note make sure range indicates radius as that can get confusing rsther than diameter.


STM1993 says:

Thu 30 Jul 2015, 03:59


Code:

  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_01", "Restores your health and mana whenever you deal damage to enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_02", "You will deal less bullet damage against enemy mutants."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VAMPIRISM_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_REGENERATION_DESC_01", "Restores your health and mana whenever you are standing near enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_REGENERATION_DESC_02", "You will lose health whenever you kill an enemy mutant."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_REGENERATION_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_01", "Restores your health as you burn mana. Nearby allies will also be healed."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_02", "You will continually lose mana and move slower while Self Repair is active."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SELFREPAIR_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_01", "Creates 3 force fields that surround you and reduce incoming bullet damage. After a short time the force fields will explode outwards and damage any nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_02", "The explosion will briefly stun you and stop you from moving."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FORCEFIELDS_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_01", "Turns you invisible. This will last until you fire your weapon, cast a skill or run out of mana."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_02", "You will continually lose mana while invisible. Also after Invisibility is disabled your weapons will briefly deal less damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INVISIBILITY_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_BULLETTIME_DESC_01", "Creates a sphere around you that slows the speed of any bullets that come within it. Your bullets can also be locked on to enemies and will gain seek over time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_02", "Your bullets will be slowed signficantly more than your enemies'."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BULLETTIME_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FRENZY_DESC_01", "Increases your rate of fire. Your rate of fire will increase even more whenever you hit an enemy, although this increase will only last as long as you stay in combat."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FRENZY_DESC_02", " You will continually lose mana and be revealed to your enemies while Frenzy is active. You will also be unable to fire for a short time after activating Frenzy."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FRENZY_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_01", "Spawns deadly blades that spin around you and damage nearby enemies. After the cooldown you can recast Blade Fury to make your blades burst out for extra damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_02", "Your weapons will have worse accuracy while the blades spin around you."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLADEFURY_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_01", "Shocks all enemy players and bullets in front of you. Shocked players cannot use barrier to absorb damage. They will also be revealed to you in the map. Any bullets you shock will be briefly stopped in mid-air."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_02", "Shocked enemies will receive reduced incoming weapon damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SHOCKWAVE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_RADIATE_DESC_01", "Creates a large radioactive field on the ground that deals damage to enemies over time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_RADIATE_DESC_02", "Enemies in this field will receive reduced incoming weapon damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_RADIATE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_01", "Fires a dart of venom that seeks towards enemies and poisons them on contact. Poisoned enemies will take damage over time and be revealed to you in the map."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_02", "Your enemies will deal increased bullet damage while poisoned."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_VENOMSHOT_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_PLASMABALL_DESC_01", "Launches a fireball that gains damage the longer it stays in the air. Upon impact it will explode and damage nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PLASMABALL_DESC_02", "Enemies who have recently been hit by Plasma Ball will fire seeking bullets."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PLASMABALL_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLOODYGAINS_DESC_01", "Increases your max health. Your max health will increase even more as you kill enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLOODYGAINS_DESC_02", "As your max health increases so will your size, making you an easier target to hit. You will also move slower while sprinting."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_DASH_DESC_01", "Increases your movement speed while you are invisible."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DASH_DESC_02", "It will take longer for you to fade into complete invisibility."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_01", "Restores your mana as you damage enemies. Damaging enemy mutants will give them charges, and you will instantly receive mana as each charge is created."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_02", "When your enemy activates his barrier he will continually regenerate mana for as long as the charges remain on him."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STATICCHARGES_DESC_03", "Does not work on zombies."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BOUNCINGBULLETS_DESC_01", "Causes enemy bullets to bounce off your force fields and seek towards enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BOUNCINGBULLETS_DESC_02", "Your force fields will have less health."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_01", "Creates a vortex that spins around you ands slows the movement speed of nearby enemies."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_02", "Enemy bullets that are fired into this vortex will start seeking towards you."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_BLACKHOLE_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_ENERGIZE_DESC_01", "Increases the bullet speed of your weapon and makes it last longer when dropped on the ground. Your weapon's bullet speed will increase even more whenever it kills an enemy."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ENERGIZE_DESC_02", "Energized weapons will burn through ammo faster."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ENERGIZE_DESC_03", "This is an active toggle skill."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FINALFOCUS_DESC_01", "Sends you into a deep focus that dramatically improves your accuracy. You will enter this focus whenever your health goes below a certain threshold."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FINALFOCUS_DESC_02", "When you're not in this state of focus you will fire with reduced bullet speed."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_DISABLINGDROP_DESC_01", "Lowers your enemies' rate of fire whenever you drop onto them from a height. Falling from a greater height will increase the ROF reduction."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DISABLINGDROP_DESC_02", "Enemies will rapidly regenerate health while their ROF is reduced."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_PHASICBULLETS_DESC_01", "Allows your bullets to pierce through players and bounce off walls when fired from an energized weapon."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PHASICBULLETS_DESC_02", "Energized weapons will take you longer to reload."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STAGNATION_DESC_01", "Slows the movement speed of all enemies within your radiation field."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STAGNATION_DESC_02", "Enemies in your radiation field will have increased rate of fire."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_SPIKETRAP_DESC_01", "Throws a line of spikes onto the ground when you cast Blade Fury. These spikes will damage all enemies and vehicles that cross them."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_SPIKETRAP_DESC_02", "When you throw the spikes you will briefly be unable to fire your weapon."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_FIRESTORM_DESC_01", "Gives you a chance of casting multiple plasma balls at the same time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_FIRESTORM_DESC_02", "Your plasma balls will explode with a smaller splash range."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_01", "Activates a powerful armor that reduces incoming weapon damage. It also increases your non-sprinting movement speed."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_02", "While your armor is active, enemies will gain health whenever they damage you with weapons. This healing can briefly go beyond their max health."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_ASSAULTARMOR_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_DARKNESS_DESC_01", "Fades your enemies' screens to black when they are within your Black Hole."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_DARKNESS_DESC_02", "Your screen will also fade to black outside the range of your Black Hole. Darkness also reduces Black Hole's duration."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_STOLENSEEKERS_DESC_01", "Steals enemy bullets within your Bullet Time and seeks them back towards your enemies. This will trigger whenever you collect enough enemy bullets within your Bullet Time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_STOLENSEEKERS_DESC_02", "Your Bullet Time will last for a shorter duration."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_CLIPMAGNET_DESC_01", "Increases your ammo whenever you hit an enemy and have Frenzy active."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_CLIPMAGNET_DESC_02", "While Frenzy is active your weapons will take longer to reload."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_01", "Instantly teleports you to a targetted location after a short channelling time."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_02", "While channelling you will be unable to move or shoot. You will also receive increased weapon damage for a short time after teleporting."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_TELEPORTATION_DESC_04", "Cannot be used with objectives."); defaultTranslations.push_back(tt);

  tt.Set("XL1000_SKILL_MICROVOLT_DESC_01", "Causes enemies you shocked to emit sparks whenever they take damage. These sparks will seek towards nearby enemies and deal additional damage."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_MICROVOLT_DESC_02", "Shocked enemies will shrink in size, making them harder to hit."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_PARASITESWARM_DESC_01", "Causes your enemies to release parasites when you kill them, dealing high damage to nearby enemies. The amount of parasites released will increase based on the amount of damage you have dealt since your last kill."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_PARASITESWARM_DESC_02", "After each kill you will deal reduced weapon damage for the next few hits."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_INFECTION_DESC_01", "Leaves a trail of disease on the ground where your poisoned enemies walk. Any other enemies who walk through this trail will also become infected and poisoned."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_INFECTION_DESC_02", "Your venom dart will seek slower."); defaultTranslations.push_back(tt);
 
  tt.Set("XL1000_SKILL_LASINGORB_DESC_01", "Summons an orb that gives you a chance of dealing critical damage. It will also follow you and increases your movement speed when you activate your barrier. Also the orb will continually restore mana to anyone within it."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_LASINGORB_DESC_02", "Your non-barrier movement speed will be very slow while inside the orb. Enemies will also benefit from the mana regeneration."); defaultTranslations.push_back(tt);
  tt.Set("XL1000_SKILL_LASINGORB_DESC_03", "This is an active skill."); defaultTranslations.push_back(tt);
 


Change notes:
* "Active toggle skill" for skills that can be turned off to show that this skill can be uncast to turn off. I am always a little annoyed that newbies tend to just leave their skill running until they completely burn out. Later below, invisibility's benefit description words a bit too specifically to imply being able to uncast it rather than forcing you to shoot to turn it off. Bullet Time can be turned off. Blade Fury can be turned off as the description implies it just renews the blades like in the old days rather than burst first and then cast again to renew. Energize can be turned off, not too worried about the "owner only can enchant" since the orange mark is something you figure out later. So on and so forth.

My only question is, should Force Fields be classified as "active toggle" because you can uncast it during the last second?

* Microvolt wording. I want to stress that Microvolt is a status effect that is applied by your own shockwave, but any damage they take, not just from you, will cause sparks to emit.


bencelot says:

Thu 30 Jul 2015, 04:13


Good idea on the toggle skill. I will say "This active can be toggled on and off" on the following skills:
SR
Frenzy
Invis
BT
Energize

Quote:
* Microvolt wording. I want to stress that Microvolt is a status effect that is applied by your own shockwave, but any damage they take, not just from you, will cause sparks to emit.


I didn't do this as it's not exactly true. Only players who have microvolt unlocked will create sparks. Now you are guaranteed to have it if you're using the skill, but your allies are not. Some allies might have microvolt, but the majority of them won't. So I defaulted to just talking about your damage as that's 100% true, instead of saying all damage which is false. Technically I could say you and any allies who have microvolt will cause sparks, but that's getting unnecessarily wordy I think.

Quote:
Causes shocked enemies to emit sparks whenever you damage them.


This is 100% true.

Quote:
Causes shocked enemies to emit sparks whenever they take damage.


This is not true. Only true if you or the attacker happesn to have microvolt.

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