Triple the action is what makes this MOD, in our opinion, the best UT MOD available. EO is one of the most popular mods for Unreal Tournament because it’s all about inflicting massive damage on your opponents with a barrage of ultra fast and furious weapon fire. Capturing the flag, then Rocket Jumping across the base or across the entire map to rain rockets down on an unsuspecting enemy player is what Excessive Overkill is all about.
Internals | Renamed objects 1.1j |
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Networking | Recoded network internals on redeemers and shock rifles in an attempt to address complaints about slowdowns during network play. Hopefully we will see more stability from the redeemer code as well. |
Internals | Renamed objects 1.1i |
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Internals | Trimmed the gibs |
Shock Rifle | Combo is functionally the same, cut down plasma sphere network traffic 400% |
Redeemer | Redeemer respawn time increased 50% |
Redeemer | Fixed remote detonation, clients can now trigger the redeemer with the primary fire during guided flight again |
Awards | Invisibility bug fixed, and added back to the awards list |
Internals | Renamed objects 1.1h |
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Bug Fix | Removed blank menu item (good catch MODatic) |
Redeemer | Rings of fire fixed for network play |
Redeemer | Volume in wav file toned down. Volume also turned down in the PlaySound function. Let me know if this helps or not. It could be the quality of the wav file itself. Please feel free to send in your best nuclear blast sounds, I would be glad to audit them for a better one. |
Impact Hammer | Reduced radius of redeemer blast compared to the actual redeemer. |
Shock Rifle | Limit 3 plasma balls per customer |
Plasma Gun | Toned Down |
By popular demand, a version where Instant Rockets are still enabled. Enjoy! |
Internals | Renamed objects 1.1g |
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Razors | One of the razor tweaks mentioned in 1.1f (reduced damage on the bounced blades) is actually present in 1.1g. |
Bugs | Bypassed the invisibility bug for now by removing it from the awards list. This should make this release bug free, as far as I know. |
Internals | Renamed objects 1.1f |
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Internals | HUD - Fixed "Accessed None" errors, and fixed the huds for each of the various game types. Your log files are safe once again. |
Server Browser | Menu item renamed 1.1f |
All weapons | All weapon projectiles (not instant trace weapons, like the rifle, the minigun, the enforcer) can now be fired through teleporters. Including the redeemer. |
Redeemer | Rate of travel slowed, blast radius reduced slightly, RateSelf (Bot AI function) tweaked, new sound file for explosion |
Rocket Launcher | Due to a rate-of-fire side-effect (oops), and the popular demand of several different testers, the original flavor Rocket Launcher is back (with Instant Rockets disabled). Thanks to all of you folks that beta-tested the augmented seeking version of the Rocket Launcher. |
Pulse Gun | Removed the left/right firing pattern. Beta testers reported that the blinding effect is one of the main uses of the primary fire of this weapon, and that was no longer effective. |
Razor | Adjusted primary fire damage, "wing" blades now do more damage than the center blade. The razors can survive more wall bounces now, but each wall bounce lessens the damage the razor delivers slightly. Head shots are once again no longer possible on the primary fire, but they are still available on the secondary fire (this puts us back in line with the original specifications). |
Spree Bonus | Fixed the Spree Bonus / Redeemer bug. |
Internals | Renamed objects 1.1e |
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Internals | Renamed Excessive No Powerups and Excessive Time to have the 1.1e designator |
Redeemer | Redeemer visuals are complete. Brightened initial flash. The area of destruction was too large, toned down the blast area to 6 times normal instead of 20 times normal. Increased size of the scorch mark. |
Razor | Primary fire damage doubled, and razors now fire left and right alternately. The idea is fewer projectiles, more damage, less server traffic, hopefully the same amout of fun. |
Rocket Launcher | Target lock acquisition time decreased, tweaked rate of single rocket fire, returned damage and kickback to original excessive values (except seeking rockets which are reduced slightly). If actual feedback from real players prooves that these adjustments are abusive, I will be glad to remove them. I strongly doubt that anyone who actually tries it will have any real issues with it. As always, questions, comments, complaints and suggestions are welcome. |
Impact Hammer | Impact hammer explosions now use the same code as the Redeemer, and changes made there will automatically be reflected in the hammer explosions. I am considering replacing the secondary attack with something more like the original Impact Hammer, let me know what you think. |
Nali Healing Fruit | Doubled the healing of Nali Healing Fruit, and now they heal towards the total maximum hit points (499), not just the first 100. |
Internals | Renamed objects 1.1d |
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HUD fix | Fixed problems with the HUD. There is still an accessed none problem that needs to be fixed, but it works much better now. Added a "DeathMatch" style rating too. |
Spree bonus | Killing Spree= Big Keg O' Health Rampage= & Shieldbelt Dominating= &U-Damage Unstoppable= & Invis Godlike= & Redeemer Every additional five – same benefits as Godlike My testing seems to indicate this is abusive at any level above rampage. There is also a bug when alt-firing a redeemer, and earning a new one in the same round. |
Redeemer | The Redeemer stats tweaked up a bit more. Slower than in version 1.1c. Started work on the visual effects, there is still more to be done there (additional spherical visible component, blinding flash). Recoded the whole object to make changes easier. |
Pulse Gun | Alt fire range doubled, primary fire alternates left and right |
Minigun | Occasional rocket launched during alternate fire. |
Shock Rifle | Now only three trigger. My testing seems to show that this could go even lower and still have a very powerful weapon. |
Rocket Launcher | The beefed up target aquisition feature is not active in this release. I hope to have it in the next one, barring a great hue and cry against it. |
Internals | Renamed objects 1.1c |
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Redeemer | The Redeemer stats tweaked up a bit more |
Rocket Launcher | Instant rockets were removed. My point of view is that no weapon should ever be weakened, but |CFH|Sonicßoom claims that most people hate instant rockets. I upgraded the seeking rockets slightly to make up for this downsizing. Kickback was also increased. |
Razor | Headshots added back in. Slight damage and kickback increase. Razor lifespan increased. |
Internals | Renamed objects 1.1b |
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Internals | Health and ammo recharge rate (now every .5 seconds). |
Redeemer | The Redeemer's explosion range will be 3X larger, and the explosion will cover distance twice as fast. The missile will travel twice or 2.5 times faster |
Body Armor | Gives 200 armor instead of 100. |
Thigh pads | Give 100 armor instead of 50. |
Shieldbelt | Gives 300 armor instead of 150. |
Big Keg O’Health | Gives 200 points instead of 100. |
Health | Max health 499 instead of 399. |
Internals | Renamed objects 1.1a |
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Redeemer | Was working on tweaking the Redeemer, but lost all weapons except goo gun and flak cannon. Don't bother downloading this release. |
Weapon | Primary | Secondary |
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Impact Hammer | Hold down for 5 seconds, and you suicide with a redeemer explosion! | Same as before, but a hit always results with an instant kill. |
Double Enforcers | There is no single enforcer. Rate of fire and damage greatly increased. | |
GES BioRifle | Rate of fire and damage increased. | Charges much faster, and will spew out a LOT of globs. Meaning very many. |
Shock Rifle | Primary & Secondary: rate of fire and damage increased. Special Move: explosions are bigger and do more damage, and will trigger other Shock Rifle plasma projectiles in the area. In other words, they will chain react. | |
Pulse Gun | Rate of fire and damage increased, and now fires 3 plasma spheres. | Damage increased, and tip now causes explosions where it strikes for even more damage. |
Ripper | Rate of fire and damage increased, and now fires 3 razors. Also, razors no longer stop when they hit a target, but will keep on flying until they max out their time or wall hits. | Rate of fire and damage increased, and kickback increased a LOT. |
Minigun | Rate of fire and damage increased, and now fires exploding bullets for even more damage. | |
Flak Cannon | Rate of fire and damage increased. | Rate of fire increased, and now spawns flak chunks in random directions, which explode on impact. |
Rocket Launcher | Rate of fire and damage increased, and rockets travel faster. | Rate of fire and damage increased, and grenades explode quicker. |
Sniper Rifle | Rate of fire increased, and fires exploding bullets for even more damage. | Same (zoom). |
Gameplay |
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All players start with 300 health, which regenerates 5 points every .6 seconds. |
All health pickups except Big Keg O' Health are removed from the game. |
All players start with all weapons and ammo, and ammo regenerates every .6 seconds (variable amount depending on weapon). |
All weapon and ammo pickups are removed from the game. |
Self-damage is completely turned off. |
All players get a Damage Amp every 5 minutes. |
Headshots are removed. |