The guaranteed tunnel 11 excavator is a great idea for setting up high rounds, but this patch does create non-vanilla behavior in what i think is an oversight. Recently, i had a game where on round 15 two excavators required hacking, because both the patch and the game activated the tunnel 11 and biodome excavators respectively. Is it possible for the patch to be changed so the guaranteed excavator in tunnel 11 prevents other excavators from going off on the same round? thank you.
anomalyAdrift
Posts
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[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch -
[ZM] Hot Topic Gloves/Hands for Victisthese r really pretty n i love using them ^v^ do you think you could make the gir armwarmers work for the rest of the characters/casts for different maps? also this is a tiny tiny thing but the right arm is mirrored, so the text is the wrong way xP i dunno if this is a limitation of texture modding or an error in creating it, so i just wanted to let u kno!
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ZM - Zombie Hit on Player Packbumping, it would be really nice to be able to use this
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[Release] [ZM] T5 (BO1) original perks in T6 (BO2)this looks really good! do you think you could have an option for tombstone that makes it similar to how it looks in bo2 with the shape of the icon flipped so the point is facing up instead of down? also please add electric cherry! thank you for your work! ^v^
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[Release] [ZM] Main Menu Custom Mapholy fuck this is so cool and opens the door for sooo many things im so excited
