Call of Duty: Black Ops III

Call of Duty: Black Ops III

SPIRITUAL INVASION
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Update: 8 Mar @ 4:39am

673MB file size (Dont trust steam lol)

Small fixes:
- Fixed an issue where Furies, Tempests and the Spirit Colossus were not awarding any set points to the player
- Fixed issues regarding amount of enemies a round, should now be the set to the mod's own amount

Update: 27 Feb @ 7:54am

Small Update:
673MB file size (Dont trust steam lol)

- Optimised some code which should help prevent CI
- Fixed PaP colour for blue ray guns
- Temporarily disabled milestone prompts as I may wanna redo how it is done

Update: 25 Feb @ 5:28am

Had to make adjustments to the Purple Ray Gun as it pretty much broke the entire mod
it is still a good weapon tho

Update: 24 Feb @ 11:23pm

Update: 24 Feb @ 10:50pm

Slight miscalculation on ammo drops, should be good now...

Update: 24 Feb @ 10:21pm

STABILITY UPDATE:

This update is to attempt to reduce/nullify CI issues

- Removed unused, unneeded scripts and clutter

AMMO:
- Adjusted probability of ammo drops
- Ammo drops now have a 20 second timer before it disappears in order to prevent overflow

Update: 24 Feb @ 3:58am

Mod Size: 673MB (dont trust steam's goofy ahh file estimation)

Smol update:
- Further adjusted blue and purple ray gun to be more viable
- Reduced the total amount of zombies that can be alive ( 32 > 24)
- Reduced the total amount of all AI types that can be alive ( 40 > 32)
this has been done to attempt to prevent CI later in the game
- addressed a couple of miscellaneous things most people wont really care about

Update: 21 Feb @ 10:26am

Mod size: 1.2GB

LARGE UPDATE:
- Balanced out the "elemental" ray guns so that they all feel like wonder weapons
- Purple Mark II has more increased damage and RoF
- Orange Mark II will deal the same damage regardless of charge, charged shots will only increase the explosion radius, uncharged explosion radius is reduced
- Yellow Mark II Damage is increased
- Fragmented Tempests now have a spawn sound
- Zombie eyes are now blue, previews might be updated later
- Tweaked spawn rates of enemies
- Fragmented Tempests move faster
- Potentially fixed an issue causing "Connection Interrupted" after reaching really high rounds (60+)
- Buffed both Miniguns present in the mod, the "Death Machine" pullout is much faster

Update: 20 Feb @ 12:32am

reverted back to the 11th Feb build after testing certain CI circumstances
anything gameplay wise hasn't changed

Update: 15 Feb @ 7:00am