Well I posted the update and then headed off to work, meaning I didn't get to really see everyone's reactions until now. The first thing that jumped out at me is the food being cleared out of the forts. That was Not intentional, so everyone has my apologies for that.
I'm sporting a headache and already having some trouble keeping my eyes open, but if possible I'm going to code up a custom tool to let me import Only fort data from yesterday's records, to put the forts back to how they were before the update cleared out the food. I could just add food back in, but I'm sure people already took advantage of the situation and started grabbing up forts. With how backups are stored this will be tricky, so if it doesn't happen within an hour of me posting this it means I gave up and will tackle this after some sleep. LOL!
I've heard about the bug where the melee weapons can be swung at super high speed (for no damage though). It's funny that I mentioned to my testers that I was worried something like that could happen after I changed around some code, but the tests before it went live didn't do that. I just love how bugs magically show up once things go onto the main server... boy oh boy how I love that. *Aprone grits his teeth with love*
There have of course been complaints, but I'm shocked by how few there have been so far. I think the biggest complaints have been coming from players who admit they are used to locking their melee weapon swing and just playing the game as if there aren't even any zombies in it. I tease of course, but I don't think that joke falls very short of reality. haha!
CAE, give this a try in a campaign and see if it works. I originally tried to make it campaign compatible, but I don't believe I've ever bothered to test it. Use this as the name of an item:
(Jones gun\\MP5)
This should give you an MP5 with a unique name. If you want to give it special stats, you put extra text between those 2 slashes.
(Boom boom stick\(D175)(R80)(C6)(L1)\Winchester)
The (D#) part is the percentage damage. 100=normal damage for the base weapon, which is the winchester here. The example boom boom stick will do 175% damage, which is 75% more than the regular weapon. You can go below 100% also to make weapons do less damage per shot.
The (R#) is the percentage of the default reload time. In this case, the gun will reload in only 80% of the regular winchester's time. So it's a bit quicker. If you said (R200), it would take exactly twice as long to reload it.
The (C#) is an adjustment to the maximum ammo the gun can hold. In the example, the boom boom stick will hold 6 extra bullets beyond what the winchester usually holds.
The (L#) is the number of extra game ticks added to the weapon's firing cool down. Adding a tick or 2 can make weapons feel more powerful. You can also do something like (C-1) to reduce the game ticks and make something fire faster. All of these have a chance to break the game, ROFL, so test to see if something works before you slap it into a campaign and hand it out. I can already imagine the crazy weapon stats people will experiment with now that I've shared this info.
Anything you leave out will just be the default for the base weapon. If you only want to adjust one thing, then only put that between the slashes.
(Fast reloader\(R25)\Browning Citori)
I'm off to dive into the code and see if I can get the forts solved before I fall asleep.