# Call of Duty: Black Ops 2 Zombies - Reimagined ## Created by: Jbleezy [YouTube](https://youtube.com/ItsJbirdJustin) [Twitch](https://twitch.tv/Jbleezy) [Twitter](https://twitter.com/ItsJbleezy) [Discord](https://dsc.gg/Jbleezy) [Donate](https://ko-fi.com/Jbleezy) ## Change Notes ## General * Removed round cap * Removed fog * Disabled depth of field * Increased level of detail at longer distances * Announcer audio always plays * In-game menu no longer disabled instantly when the game ends ## HUD * Enemy counter displayed on top left of screen - `hud_enemy_counter` * Timer displayed on top right of screen - `hud_timer` * Health bar displayed on bottom left of screen - `hud_health_bar` * Zone name displayed on bottom left of screen - `hud_zone_name` * Increased waypoint offset from top of screen * Changed player waypoint location to be center of player instead of top of player * Increased distance between revive waypoint arrow and icon * Bleed out bar displayed when downed * Revive bar displayed for downed player * Changed revive bar color to blue * Player is reviving you text gets removed instantly when player drops the revive * Player needs to be revived text updates to new player instantly * Removed NAV cards ## Players * Unlimited sprint * Increased health from 100 to 150 * Self revives in solo are active whenever the player has at least 1 perk * Upgraded starting pistol given as self revive pistol above all others except Ray Gun Mark 2 * 100% backwards move speed * Decreased sprint time needed to be able to dive from 0.25 seconds to 0.1 seconds * Can move immediately after diving * Can dive again right away after just diving * Increased melee range by 16% (same as Black Ops 1) * Disabled melee lunging * Disabled meleeing while doing falling hands anim * Can look up and down 90 degrees (previously 85 degrees) * Decreased normal health regeneration delay from 2.4 seconds to 2 seconds * Decreased low health regeneration delay from 5 seconds to 4 seconds * Normal health regeneration rate is no longer instant * Changed health regeneration rate to 100 health per second (normally fully restored health in 0.5 seconds) * Changed low health threshold from 20% of player's max health to 50 health * Fall damage no longer increases when max health is increased * Added blood fx when at or below 20% health * Removed blur after getting damaged * Removed shellshock from explosive damage * No longer killed when landing on top of another player * Ignored by zombies for 1 second after being revived * Disabled meleeing while reviving (except if player switches weapons) * Pressing the fire button while reviving no longer switches weapons * Weapon is no longer switched after reviving if player switched weapons during revive * No longer gain points back on self revives * Respawn near random player (normally respawn near the same player every time) * Can shoot while looking at other players * Increased mantle speed * Increased ladder climb speed * Start with Semtex on maps that have Semtex * Barriers can no longer be rebuilt while sprinting or thowing a grenade * Upgraded weapon camo is applied in last stand * Dual wield last stand weapon is switched to when ammo is only in left clip * Decreased friendly player name fade out time from 1.5 seconds to 0.25 seconds * Removed enemy player name fade in time * Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife * Added option to disable character dialog - `disable_character_dialog` ## Zombies * Health capped at 100,000 * Decreased player damage from 60 to 50 * Changed height to 60 (normally either 48 or 72) * Increased damage taken to make a crawler from 10% of current health to 25% of current health * Amount of zombies scales linearly with the amount of players * Zombies that are deleted due to being too far away always respawn * Attracted towards points of interest immediately * Removed walkers in high rounds * Removed headless zombies * Neck counts as headshot * All body shot kills award 50 points * 4 round and 5 round special rounds happen more equally * Fixed not being able to drop powerups after doing certain traversals ### Avogadro * Drops a random powerup when killed * Decreased minimum distance away from players to be able to attack * Respawns on the same round if exited due to being too far away from players (normally respawns on the next round) ### Denizens * Changed max amount that can be spawned at once from 2 total to 1 per player in the fog * Changed spawn rate to 5 seconds (normally same spawn rate as zombies) * Decreased health from 200 to 150 * Decreased number of melees to kill from 5 to 3 * Decreased number of melees to kill with Bowie Knife from 3 to 2 * Decreased number of melees to kill with Galvaknuckles from 2 to 1 * No longer automatically runs away when player is first attacked in solo * Removed hint when player is first attacked in solo ### Leapers * No longer give each player 2000 points when rewarded a free perk powerup * Initial leaper round always happens on round 5 or 6 * Fixed getting kill points twice ### Brutus * Smoke Grenade kills zombies * Decreased player damage from 99 to 90 * No longer receives additional damage from Ray Gun Mark 2 * Teleports away less frequently * Grief: spawns every 4-6 minutes ### Panzersoldat * No longer receives additional damage from Boomhilda or Ray Gun Mark 2 ## Weapons * Switch to melee weapon by pressing the Previous Scorestreak button (same button as the Time Bomb and Maxis Drone) * Grenades: improved projectile upward speed * Grenades: can no longer be thrown faster than intended by throwing a grenade right after throwing one * Grenades: changed damage scalar to 25 multiplied by round number (normally random number between 100 and 200 added by round number) * Grenades: capped damage scalar at 1500 * Projectile weapons: changed projectile weapon damage scalar to 50 multiplied by round number (normally random number between 0 and 100 multiplied by round number) * Projectile weapons: capped projectile weapon damage scalar at 3000 * Placeable mines: changed damage scalar to 150 multiplied by round number (normally random number between 100 and 200 multiplied by round number) * Placeable mines: capped damage scalar at 9000 ## Pistols * Increased move speed from 100% to 110% ### B23R * Decreased weapon cost from 1000 to 900 on all maps ### Executioner * Removed on Buried ### Five-seven Dual Wield * Unupgraded: decreased stock ammo from 225 to 210 on all maps * Upgraded: decreased stock ammo from 295 to 280 on all maps ### KAP-40 * Removed delay between last shot and reload * Unupgraded: increased clip ammo from 12 to 15 * Unupgraded: increased stock ammo from 96 to 240 * Upgraded: increased stock ammo from 180 to 360 ### M1911 * Unupgraded: decreased zoom FOV from 65 to 60 (same as other Black Ops 2 pistols) * Upgraded: decreased stock ammo from 50 to 48 * Upgraded: decreased last stand ammo from 2 clips to 1 clip ### Mauser C96 * Ammo gets added to the clip at the same time that it gets added in the reload anim * Unupgraded: decreased zoom FOV from 65 to 60 (same as other Black Ops 2 pistols) * Upgraded: fixed not being able to melee while aiming * Upgraded: decreased last stand ammo from 2 clips to 1 clip ### Python * Removed ### Tac-45 * Replaces M1911 (except on Mob of the Dead) ## Assault Rifles ### AN-94 * Increased weapon cost from 1200 to 1500 * Upgraded: decreased stock ammo from 600 to 450 ### FAL OSW * Replaces FAL ### Galil * Removed ### M27 * Added to the Mystery Box on all maps * Upgraded: changed default attachment from Reflex Sight to None ### M8A1 * Decreased recoil ### MTAR * Decreased recoil * Upgraded: changed default attachment from Reflex Sight to EOTech Sight ### SCAR-H * Added to the Mystery Box on all maps * Upgraded: changed default attachment from Reflex Sight to None ### SMR * Replaces M14 * Removed from Mystery Box * Removed aim spread * Unupgraded: decreased clip ammo from 20 to 10 * Unupgraded: decreased stock ammo from 140 to 100 * Upgraded: decreased clip ammo from 30 to 20 * Upgraded: decreased stock ammo from 420 to 200 * Upgraded: increased damage by 50% * Upgraded: increased headshot multiplier from 4 to 4.5 ### STG-44 * Ammo gets added to the clip at the same time that it gets added in the reload anim * Upgraded: decreased stock ammo from 330 to 300 ### Type 25 * Decreased recoil * Unupgraded: increased stock ammo from 150 to 300 * Upgraded: increased stock ammo from 270 to 450 * Upgraded: changed default attachment from Reflex Sight to Millimeter Scanner ## Submachine Guns * Changed move speed from 100% or 110% to 105% ### Chicom CQB * Unupgraded: decreased clip ammo from 40 to 36 * Unupgraded: increased stock ammo from 120 to 288 * Upgraded: increased clip ammo from 40 to 48 * Upgraded: increased stock ammo from 200 to 384 * Upgraded: changed default attachment from None to Select Fire ### M1927 * Decreased ammo cost from 800 to 750 ### MP40 * Ammo gets added to the clip at the same time that it gets added in the reload anim ### Skorpion EVO * Upgraded: changed default attachment from Reflex Sight to Fast Mag ## Light Machine Guns * Decreased move speed from 87.5% to 85% ### HAMR * Decreased recoil * Upgraded: changed default attachment from None to Grip ### MG08/15 * Ammo gets added to the clip at the same time that it gets added in the reload anim ## Sniper Rifles * Decreased move speed from 95% to 90% * Disabled scope sway * Unupgraded: increased scope FOV from 15 or 20 to 25 ### Ballista * Replaces Olympia ## Shotguns * Increased penetration ### Remington 870 * Changed weapon cost from 900 or 1500 to 1200 on all maps ## Launchers ### War Machine * Unupgraded: grenades explode on impact ## Specials ### Ballistic Knife * Added model and anims from Black Ops 2 Multiplayer * Increased melee time from 0.5 seconds to 0.7 seconds * Projectiles are no longer destroyed when other players walk over them * Projectiles are no longer destroyed when purchasing a melee wallbuy * Projectiles get destroyed by lava * Projectiles can be picked up while the weapon is not reloaded * Projectiles can be picked up while the player is not on the ground ## Wonder Weapons ### Ray Gun * Added weapon model from Buried to all maps * Increased move speed from 100% to 105% * Ammo gets added to the clip at the same time that it gets added in the reload anim * No longer limited to 4 players * Unupgraded: increased impact damage from 1000 to 1500 (same as max splash damage) * Upgraded: increased impact damage from 1000 to 2000 (same as max splash damage) ### Ray Gun Mark 2 * Same probability to obtain as other weapons * Can be obtained if player has Ray Gun * Increased move speed from 100% to 105% * Ammo gets added to the clip at the same time that it gets added in the reload anim * Limited to 1 player on all maps * Decreased last stand ammo from 3 clips to 1 clip ### Jet Gun * Kills multiple zombies significantly faster * Kills zombies that are in the ground, traversing, or behind barriers * Awards points for kills * Heats up half as fast * Cools down twice as fast * Cools down while not holding weapon * No longer kills when not firing * No longer automatically switched to weapon when picked up * No longer disassembles when overheated * Weapon is taken when overheated * Buildable table model no longer shows when player has weapon * Changed weapon name on HUD from "Thrustodyne Aeronautics Model 23" to "Jet Gun" ### Sliquifier * Added upgraded version * Kills on any round (normally stops killing after round 100) * Decreased stock ammo from 40 to 20 * Removed additional goo created by chain kills * Continues to chain while not holding weapon * Removed player damage * Upgraded: increases slippery spot duration by 50% * Upgraded: increases chain explosion radius by 50% * Added teddy bear to buildable table after weapon is taken from it * Teddy bear standing up means weapon is not available from Mystery Box * Teddy bear lying down means weapon is available from Mystery Box ### Paralyzer * Kills on any round * Decreased max player fly height ### Blundergat * Kills on any round in 1-2 shots * Increased pellet count from 7 to 8 * Increased pellet size ### Acid Gat * Kills on any round in 1-2 bursts * Changed fire type from 3 round burst to 4 round burst * Increased player damage from 10 to 15 * Projectiles fire in a straight line * Projectiles no longer seek toward zombies * Deadshot improves accuracy * Stuck zombie counts as a kill * Upgraded: fixed fire sound ### Staffs * Upgrade only requires collecting souls in The Crazy Place * Can no longer collect souls in The Crazy Place from staff kills * Can collect souls in The Crazy Place after upgrading to fill 5% of max ammo per soul * Picking up a staff at The Crazy Place while holding a staff places the other staff at The Crazy Place * Insterting a staff in The Crazy Place requires player's current weapon to be the staff * Fixed triggers for inserting and picking up staffs in The Crazy Place * Fixed being able to carry multiple staffs by picking up a staff with staff revive weapon out * Get full ammo when initially picked up after upgrading (normally missing one clip) * Max ammo no longer fills clip ammo * Upgraded: kill on any round * Upgraded: charged shots damage Panzersoldat * Upgraded: decreased alt weapon fire time from 3 seconds to 0.5 seconds * Fire upgraded: charged shots no longer deal additional damage to Panzersoldat * Ice upgraded: fixed melee sound ## Tactical Grenades ### Monkey Bomb * Added model and HUD icon from Buried to all maps * Zombies killed can drop powerups * Fixed an issue where a Monkey Bomb wouldn't activate if the previously thrown Monkey Bomb hadn't activated yet ### EMP Grenade * No longer disables HUD * Disables player's perks for 12 seconds * Increased ammo from 2 to 3 * Decreased projectile speed by 30% (same as Black Ops 2 Multiplayer EMP Grenade) * Decreased zombie EMP radius by 17% (same as Black Ops 2 Multiplayer EMP Grenade) * Increased perk machine EMP radius by 22% (same as Black Ops 2 Multiplayer EMP Grenade) * Decreased perk machine EMP time from 90 seconds to 60 seconds * Changed shellshock (same as Black Ops 2 Multiplayer EMP Grenade) * Added fx to EMP'd players * Can destroy deployed Zombie Shields * Sprinting no longer wakes up EMP'd zombies * Zombies that are in the ground can no longer get EMP'd ### Smoke Grenade * Added on Mob of the Dead * Kills on any round ### Hell's Retriever * No longer ricochets to other zombies when not charged * Every charge increases total zombies attacked by 3 * Unupgraded: changed damage to 2000 (normally does 1000-2000 damage based on number of charges) * Upgraded: kills on any round when not charged ### G-Strike Beacon * Kills on any round * Increased ammo from 2 to 3 ## Equipment * Increased move speed from 100% to 110% ### Combat Knife * Added model from Black Ops 2 Multiplayer ### Claymore * Can be repurchased * Can be placed while in the air * Increased max amount that can be placed from 12 to 20 * Added weapon name on HUD * Removed initial weapon raise anim ### Time Bomb * No longer sends players back in time * Kills all zombies * Can have with Monkey Bombs * Switches to detonator at correct time after throwing * Fixed detonator raise and drop anims ### One Inch Punch * Upgraded: elemental punch changes based on which staff the player currently has * Upgraded: uses melee lunge anim as normal melee anim * Fixed an issue where a player's melee weapon wouldn't reset if the player bled out in the Giant Robots ## Wallbuys * Purchasing ammo refills clip ammo * Increased trigger radius * Decreased upgraded ammo cost from 4500 to 2500 * Ammo can be purchased if only alt weapon ammo has been used * Purchasing no longer shows the weapon model at other wallbuys of the same weapon * Lethal grenade hint string no longer displays "ammo" after purchasing * Downing while purchasing a melee weapon gives the melee weapon * Added melee wallbuy HUD icons to all maps ## Mystery Box * Players get every weapon they can before getting duplicates * Players only see weapons rising up that they can currently obtain * Decreased weapon pickup time from 12 seconds to 9 seconds * Moves to new location instantly * Special sound no longer plays when obtaining the Ray Gun * Special sound plays when obtaining a limited weapon ## Perks * Removed perk limit * Removed blur after drinking * No longer deactivated if the perk machine is powered off * Added high qualty perk icons to all maps ### Jugger-Nog * Increases current health by 100 upon purchase (normally sets current health to max) ### Quick Revive * No longer automatically powered on in solo * Increased cost in solo from 500 to 1500 * Decreases revive time by 33.33% * Decreases health regeneration delay by 25% * Changed hint string from "Revive" to "Quick Revive" ### Speed Cola * Aim twice as fast * Switch weapons twice as fast * Throw grenades twice as fast ### Double Tap * Removed shooting 2 bullets for every shot * Increases bullet damage by 50% ### Stamin-Up * Increased cost from 2000 to 2500 * Move 7% faster (normally only sprint 10% faster) ### PHD Flopper * Added perk bottle model from Origins to all maps * Deals same damage on all maps * Damages all zombies at once on all maps ### Deadshot Daiquiri * Increases bullet headshot damage by 100% * Move faster while aiming * Decreases sprint recovery time ### Mule Kick * Added additional weapon indicator * Additional weapon is given back when perk is reacquired * Stowed weapons automatically reload over time ### Tombstone Soda * Added in solo and Grief * Powerup no longer removed when revived * Powerup removed when downed again after being revived or respawning * Unlimited time to pick up powerup * Changed powerup fx color to blue * Powerup gets destroyed by EMP Grenades * Restores all weapons properly * Disabled suicide option when player is down * Added powerup waypoint * Flipped perk icon * Changed hint string from "Tombstone" to "Tombstone Soda" ### Who's Who * Keep weapons when entering Who's Who mode * Spawn facing towards the clone when entering Who's Who mode * Keep any perks obtained in Who's Who mode when exiting Who's Who mode * Decreased Who's Who mode duration from 45 seconds to 30 seconds * Self revives in solo always activate during Who's Who mode * Ignored by zombies for 1 second after entering Who's Who mode * Invulnerable for 2 seconds after entering and exiting Who's Who mode * Controls are frozen for 0.5 seconds after entering and exiting Who's Who mode * Purchasing Who's Who in Who's Who mode no longer destroys the clone * Downing with Who's Who in Who's Who mode destroys the clone * Added Who's Who mode duration bar on HUD * Changed revive waypoint icon to Who's Who perk icon * Revive waypoint shows offscreen * Fixed an error that would crash the game when entering Who's Who mode ### Electric Cherry * Removed cooldown after being used multiple times in a row * Downing kills all zombies around the player ### Vulture-Aid * Stink areas no longer activate while the player is moving ## Pack-a-Punch * Attachments on upgraded weapons can no longer be changed * Decreased weapon pickup time from 15 seconds to 12 seconds * Added sound when attempting to purchase without enough points ## Powerups * Decreased chance to drop from 3% to 2% * Grabbing time based powerups that are already active add to timer instead of resetting timer * Fx plays when a powerup drops if it is the last powerup of a cycle ### Nuke * Kills all zombies instantly ### Carpenter * Removed ### Zombie Blood * No longer makes zombies ignore the player * Makes the player invulnerable to zombie melee swipes ### Meat * All zombies go after player holding the meat * 75% move speed while holding the meat * Take 50 damage per second if stationary while holding the meat * Decreased throw speed by 25% * Player who threw the meat can meat themself * Attracts zombies more consistently on ground * Decreased attract radius on ground by 50% * Decreased time on ground from 16 seconds to 10 seconds * Decreased time on players from 30 seconds to 15 seconds * Bounces off walls when thrown * Added weapon name on HUD * Changed powerup fx color to blue * Able to drop when players are down * No longer able to drop when another meat powerup is already dropped * Message shows when the meat is grabbed and landed on a player * Meleeing while the meat is moving no longer grabs the meat * Removed pick up trigger * Gets destroyed when thrown on lava * Replaced with Richtofen's Head on Cell Block and Docks ## Persistent Upgrades * Removed ## Buildables * Added purchase cost * Parts automatically picked up * Can be built at any table on all maps * Zombies no longer attack (except Zombie Shield) * Can no longer be destroyed by 2 grenades * Can be destroyed by taking 1500 damage * Can no longer be picked up after being destroyed * Added weapon name on HUD to all buildables * Increased move speed while holding from 100% to 110% (except Zombie Shield) * Changed crafting hint string from "Building..." to "Crafting..." ### Zombie Shield * Added shield health bar on HUD * Awards points for kills and damage * Can be destroyed by player damage when deployed * Destroyed sound plays when player is holding * Deployed damage sound plays on shield instead of player * Switches back to correct weapon after deploying ### Turret * No longer needs to be powered by a Turbine * Gets destroyed after being deployed for 30 seconds * Kills on any round in 1-4 shots (normally does 1200 damage max) * No longer damages players * Fire type changed from burst fire to continuous fire * Fixed an issue where the Turret sounds would continue playing after being picked up ### Electric Trap * No longer needs to be powered by a Turbine * Gets destroyed after being deployed for 30 seconds * Kills on any round (normally stops killing after round 50) * Kills zombies instantly * No longer kills players without Juggernog instantly * Decreased player damage from 75 to 25 * Decreased player shellshock time from 2.5 seconds to 1.25 seconds * Decreased startup time from 2 seconds to 0.5 seconds ### Subsurface Resonator * No longer needs to be powered by a Turbine * No longer gets destroyed from kills * Gets destroyed after being deployed for 30 seconds * Fires every 2 seconds (normally has a longer delay depending on the amount of kills from the previous fire) ### Trample Steam * No longer gets destroyed from kills * Gets destroyed after activating 15 times * Does fast cooldown when player activates ### Head Chopper * No longer gets destroyed from kills * Gets destroyed after activating 10 times * Does multiple swings when player activates * Kills zombies when placed on a ceiling * Increased damage trigger width by 100% * No longer deals damage during retract anims * Changed head chop player damage to 50 (normally instantly kills without Juggernog or deals 15 damage with Juggernog) * Changed body chop player damage to 25 (normally deals 75 damage to torso or 37 damage to feet) * Fixed an issue where each chop would only damage entities that were touching the damage trigger during the previous chop ### Blundergat Upgrade * Player does knuckle crack anim during conversion * Requires player's current weapon to be the Blundergat to convert * Requires player to be looking at the table to convert ### Maxis Drone * Kills on any round in 1-4 shots (normally does 12000 damage max) * Decreased active time from 90 seconds to 60 seconds * Decreased cooldown time from 60 seconds to 30 seconds * Added hint strings for purchased, can only be one, and cooling down * Buildable table model sits on top of the stand * Rotated buildable table model 90 degrees * Switches back to correct weapon after deploying ## Bank * Deposited points resets each game * Gain 10% interest on deposited points at the end of each round * No longer costs 100 points to withdraw * Players can deposit and withdraw less than 1000 points * Account balance displayed on HUD * Disabled trading points ## Weapon Locker * Placed weapon resets each game * Placed weapon gains max ammo at the end of each round * Placed weapon displayed on HUD ## NAV Table * Automatically crafted * Costs 100,000 points * Ends the game ## Maps * All quests can be completed with any amount of players * All quests give players all perks on completion ### Tranzit * Power switch and Pack-a-Punch automatically crafted * Any door that requires a Turbine to open is automatically open whenever the power is on * Increased bus speed by 100% * Added bus depart timer on HUD when player is on bus * Powerups dropped within the bus are linked to the bus * Players can sprint and go prone on the bus * Bus wallbuy trigger functions the same as other wallbuy triggers * Lava in starting area activates after the power is on * Lava destroys grenades instantly * Lava damage no longer changes based on player's health * Decreased light lava damage from 6 to 5 * Decreased zombie explosion max damage from 30 to 15 * Players can be revived in the fog easier * Lamp post portals stay active after activating once * Each lamp post portal teleports players to a set destination lamp post (randomizes each game) * Decreased brightness at Power Station * Zombies killed by the bus no longer respawn * Zombies no longer spawn in the Prototype zone when in the Cornfield zone * Zombies no longer spawn in the Cornfield zone when in the Prototype zone * Zombies spawn in the Warehouse zone when in the Outside Power Station zone before the Warehouse door is opened * Zombies spawn in the Outside Power Station zone when in the Fog After Power Station zone * Zombies spawn in the Warehouse zone when in the Fog After Power Station zone * Quest: increased pylon powerup drop rate from 4-12 minutes to 2-6 minutes * Quest (Maxis): Avogadro step only requires 1 Turbine under the pylon * Quest (Maxis): Turbine can get destroyed by the EMP during the Avogadro step and it will still count as completed * Quest (Maxis): lamp posts step requires all 8 lamp posts to get powered by a Turbine * Quest (Maxis): lamp posts step no longer requires all Turbines to be placed at the same time * Quest (Richtofen): lamp posts step requires all 8 lamp posts to get powered off by an EMP * Quest (Richtofen): lamp posts step no longer requires all lamp posts to be powered off at the same time * Survival & Grief: power doors are buyable doors * Grief: added Ballistic Knife, Ray Gun, and Ray Gun Mark 2 to the Mystery Box * Added collision to area at Cornfield that was considered out of the map * Fixed zombie riser spawn points that were too high above ground * Fixed zombie pathing at Cornfield behind the pylon * Fixed zombie pathing at Town in Bookstore #### Bus Depot * Added Grief game mode * Lava in starting area activates immediately * Lava pit is accessible #### Diner * Added Survival and Grief game modes * Wallbuys: M14, Olympia, MP5, Galvaknuckles * Perks: Juggernog, Quick Revive, Speed Cola, Double Tap * No Pack-a-Punch #### Farm * Zombies spawn in the Farm zone when in the Barn zone * Replaced Olympia wallbuy with Remington 870 wallbuy * Replaced Galvaknuckles wallbuy with Claymore wallbuy (also added to Grief) #### Power Station * Added Survival and Grief game modes * Wallbuys: M14, Olympia, MP5, AK74u, Remington 870, Bowie Knife * Perks: Juggernog, Quick Revive, Speed Cola, Double Tap, Tombstone Soda * Pack-a-Punch #### Town * Moved Quick Revive to Stamin-Up's location on Town * Moved Stamin-Up to its location on Tranzit * Moved Tombstone Soda to the laundry room front door #### Tunnel * Added Survival and Grief game modes * Wallbuys: M14, Olympia, AK74u, M16, Semtex, Bowie Knife * Added Mystery Box location * Perks: Juggernog, Quick Revive, Speed Cola, Double Tap, Stamin-Up * Pack-a-Punch #### Cornfield * Added Survival and Grief game modes * Wallbuys: M14, Olympia, B23R, MP5, AK74u, M16, Remington 870, Semtex, Claymore * Added Mystery Box location * No perks * Pack-a-Punch ### Nuketown * Initial perk is no longer always Quick Revive in solo * Initial perk no longer always spawns in the starting area in solo * Initial perk spawns at round 1 in coop * Perks spawn every 5 rounds ### Die Rise * Removed key * Elevators and escape pod can be called without key * Added purchase cost to call elevators and escape pod * Elevators can be locked at their current floor * Escape pod can be used with any amount of players * Escape pod can be called up or down * Moved weapon locker to the downstairs fridge * Quick Revive elevator randomizes with Speed Cola and Who's Who elevators * Pack-a-Punch can be used while elevator is moving * Doors that open the same zone in the Lower Blue Highrise area open together * Zombies killed by an elevator no longer respawn * Zombies are no longer killed while spawning in a stationary elevator * Zombies no longer spawn in the Upper Blue Highrise area when in the Green Highrise area * Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed * Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area * Leapers no longer fall off the map traversing up to the Escape Pod Shaft area * Fixed weapon model angle on upside down Mystery Box * Fixed zombies spawning in the elevator below the starting room when in the starting room * Fixed zombies not bleeding out in the Green Highrise Level 1b zone when the debris is closed and there are no players in the zone * Quest: elevator symbols can be activated without players on every symbol * Quest: elevator symbols stay active after activating once * Quest: floor symbols can be activated in any order * Quest: Trample Steam step only requires one Trample Steam to be placed in the correct position * Quest: tower legs can be punched in any order * Quest (Maxis): no longer have to shoot the upgraded Ballistic Knife after collecting the corpses * Quest (Maxis): ball no longer requires a Trample Steam on the other side * Quest (Richtofen): decreased number of Sliquifier shots required for each ball from 20 to 10 ### Mob of the Dead * 1 afterlife max in solo * Entering afterlife no longer takes 2 additional seconds if the player had Electric Cherry * Spawn facing towards the afterlife player model when entering afterlife * Doors can no longer be purchased when entering afterlife * Afterlife player model has collision * Key no longer shows on HUD * Plane parts are shared in coop * Plane parts must be all acquired to craft * Plane no longer has to be refueled * Plane reappears immediately after coming back from the Golden Gate Bridge * Electric chairs appear immediately after crashing at the Golden Gate Bridge * Zombies spawn sooner after crashing at the Golden Gate Bridge * Decreased starting room doors cost from 1000 to 750 * Opening one of the starting room doors no longer opens the other * Brutus no longer spawns if no doors have been opened * Activating the laundry machine always spawns zombies instead of Brutus * Docks gate no longer closes when shock box is shocked in afterlife * Players no longer respawn in the Acid Trap * Added falling hands anim from Origins * Acid Trap: kills on any round (normally stops killing after round 158 on PC) * Acid Trap: kills zombies instantly * Acid Trap: decreased player damage from 75% of max health to 50% of max health * Acid Trap: increased time between player damage from 1 second to 1.5 seconds * Tower Trap: kills on any round in 1 shot * Tower Trap (upgraded): kills on any round in 1-2 shots * Tower Trap (upgraded): stays upgraded until the end of the round * Tower Trap (upgraded): can be upgraded while the trap is not active * Tower Trap (upgraded): upgrading no longer resets the duration of the trap * Zombies spawn in the Docks zone when in the Docks Gates zone * Zombies spawn in the Docks Gates zone when in the Docks zone * Quest: Blundergat gets full ammo when picked up (normally missing one clip) * Quest: number pad only needs each number to be shocked once in order to complete * Quest: can enter the plane in afterlife with any amount of players * Quest: can enter the plane in afterlife without Weasel * Quest: if Weasel is the only player in the game, the cycle breaks immediately after reviving yourself on the Golden Gate Bridge * Quest: if Weasel is not in the game, the cycle continues immediately after everyone revives themselves on the Golden Gate Bridge * Quest: players no longer get moved to different positions when starting the showdown * Quest: showdown target waypoint shows offscreen * Fixed initial weapon raise anim happening after exiting afterlife * Fixed being able to hit a death barrier when jumping off the Docks Bridge zone * Fixed locked hint string not showing on Blundergat Upgrade buildable table #### Docks * Added Grief game mode * Wallbuys: M14, Olympia, MP5, Uzi, M1927 * Perks: Juggernog * Pack-a-Punch * Grief: Tower Trap targets and stuns players ### Buried * Removed Turbine, key, booze, and candy * Power automatically on * Noose and Guillotine parts automatically picked up * Drawing weapons no longer gives points * Arthur barricades are buyable debris * Arthur can be purchased to feed him candy and make him run around and kill zombies for 30 seconds * Ghosts no longer spawn and go after players not in the Mansion during a ghost round * Ghosts no longer drop free perk powerup if any player gets damaged by the ghosts * Fountain portal automatically active * Players no longer take fall damage after using the fountain teleporter * Players can no longer get into the corner next to Juggernog * Removed buildable table hint icons * Added buildable table hint strings on buildable purchase * Quest: all 5 signs must be meleed for wisp to spawn * Quest: changed number of targets that need to be hit to 20 multiplied by the amount of players * Quest: perks given on completion are no longer permament * Quest: completion button always activatable after completing the quest * Quest (Maxis): no longer need to activate the Time Bomb to be able to spawn the 2nd wisp * Quest (Maxis): no longer need to activate the lever in the Mansion before activating the bells * Quest (Maxis): bells can be activated in any order * Quest (Richtofen): can enter round infinity without having all players next to the Guillotine * Quest (Richtofen): Maze levers can be activated in an order * Quest (Richtofen): Richtofen zombie can only drop powerup if killed by a player #### Borough * Upper tunnels and bank area disabled * Players spawn at Stables * Mystery Box initially spawns at a random location * Added B23R, M16, Claymore, and Bowie Knife wallbuys at their locations on Buried * Added PDW wallbuy at Morgue * Added SVU wallbuy at Church * Moved Quick Revive to Speed Cola's location on Borough * Moved Speed Cola to its location on Buried * Moved Stamin-Up to Vulture Aid's location on Buried * Buildables can spawn at Church buildable table * Added better randomization for buildables #### Maze * Added Grief game mode * Wallbuys: M14, Olympia, B23R, PDW, AN94, LSAT * Perks: Juggernog, Quick Revive, Speed Cola, Double Tap, Stamin-Up, Mule Kick * Pack-a-Punch * Perk and wallbuy locations within the maze are randomized each game ### Origins * Door prices in solo cost the same as in coop * Shovels automatically picked up * Records automatically picked up * Gramophone initially spawns at Excavation Site gramophone table * Musical parts no longer show on HUD * Generators: increased capture reward points from 100 to 200 * Generators: always give back refund points if player was in the generator zone when captured * Generators: recapture round zombies only drop Max Ammo if killed before taking first generator * Generators: fixed an issue where recapture sound and fx would play twice * Giant Robots: each robot has an openable foot when 3 robots are active * Tank: players can go prone * Tank: changed cooldown to 30 seconds (normally 2-120 seconds depending on how long players were on the tank) * Teleporters: stay active after picking up gramophone * Teleporters: placing gramophone activates The Crazy Place teleporters * Teleporters: players face away from the teleporters when returning from The Crazy Place * Teleporters: players can teleport while prone * Mystery Box: rotated weapon model angle 180 degrees * Mystery Box: uses the same trade weapon hint string as other maps * Der Wunderfizz: increased cost from 1500 to 2500 * Der Wunderfizz: all perks have an equal chance of being obtained * Der Wunderfizz: moves to new location instantly * Rituals of the Ancients: spend points challenge reward changed from Double Tap perk to a random perk that the player does not have (perk does not change if reward is reopened) * Soul boxes: decreased number of souls to close from 30 to 20 * Dig spots: decreased number of digs to obtain golden shovel from 30 to 20 * Dig spots: changed number of digs to obtain golden helmet to 40 (normally 5% chance to obtain after obtaining golden shovel) * Dig spots: dug up weapons get full ammo when picked up (normally missing one clip) * Perk bottle dig spots: give random perk * Perk bottle dig spots: visible and diggable without Zombie Blood * Perk bottle dig spots: increased number of rounds for next dig spot to spawn from 1 to 4 * Quest (ascend from darkness step): staffs can be placed at any staff holder * Quest (ascend from darkness step): three robots always active during step * Quest (ascend from darkness step): fixed an issue where staffs were able to be picked up at their build location when placed in the staff holders * Quest (rain fire step): button no longer deactivates after activating * Quest (raise hell step): all staffs must be fully charged for souls to be collected * Quest (raise hell step): zombies in The Crazy Place get knocked down during the screen flash after collecting all of the souls * Quest (freedom step): teleport trigger can be triggered without looking at it * Fixed being able to hit a death barrier when jumping off the Above Generator 3 Bunker zone ## Game Modes ### Encounter * Group of competitive game modes * Unlimited zombies * 2500 health zombies (25000 health Brutus) * 0.5 second zombie spawn rate * Only sprinting zombies * Crawlers bleed out if they have not dealt or taken damage within 30 seconds * Unlimited powerups * Unlimited barrier rebuild points * Unupgraded weapons stun enemy players for 0.5 seconds * Upgraded weapons stun enemy players for 0.75 seconds * Melee weapons stun enemy players for 0.75 seconds * Meleeing enemy players with an upgraded melee weapon pushes 33% more * Meleeing enemy players that are in the air pushes 100% more * Meleeing enemy players that are crouched pushes 33% less * Meleeing enemy players that are prone pushes 66% less * Meleeing enemy players that are reviving pushes 50% less * Meleeing enemy players that are already stunned from weapons will push and restun them * Ballistic knife projectile pushes enemy players * Claymores are no longer triggered by enemy players * Stun fx is linked to the player * Stun fx shows in the correct position for projectiles * Stunning enemy players steals 100 points from them * Downing enemy players awards 500 points * Landing on top of an enemy player that is prone downs them * Increased max radius for landing on top of an enemy player by 16.66% * Decreased max height for landing on top of an enemy player by 50% * Starting weapon (upgraded): decreased stock ammo by half * Max Ammo: decreased amount of ammo given from max stock to one clip * Max Ammo: unloads clip of all enemy players' weapons and takes away their grenades and claymores * Double Points: decreased duration from 30 seconds to 15 seconds * Double Points: enemy players gain half points * Insta Kill: decreased duration from 30 seconds to 15 seconds * Insta Kill: enemy players deal half damage * Nuke: enemy players lose 400 points * Nuke: deals 75 damage to all alive enemy players * Nuke: makes all downed enemy players bleed out * Added teammate head icons * Added kill feed (includes downs, revives, and bleed outs) * Added player kills on scoreboard (replaces headshots) * Spawn points are assigned to a team * Properly restores dual wield weapon left clip ammo, alternative weapon ammo, and equipment on respawn * Can only spectate own team #### Grief * Gain score by making enemy players bleed out * Make 10 enemy players bleed out to win the game * Bleeding out enemy players awards 1000 points to all teammates * Players respawn after being down for 10 seconds * Players retain perks #### Search & Rezurrect * Win a round by getting all enemy players down * Win 3 rounds to win the game * Tie round if both teams die within 5 seconds of eachother * Players start each round with at least 10000 points * Bleeding out enemy players awards 1000 points to all teammates * Amount of players alive on each team shown on HUD * Enemies remaining audio and text displays when enemy players down instead of when enemy players bleed out * Last player alive audio only plays for the player who is alive instead of every player on the team * Audio plays when enemy players bleed out * Players do not get their weapons back on the next round if they bled out * Teams switch spawn points each round * Players respawn at initial spawn points #### Race * Gain score by getting zombie kills or getting enemy players down * Gain 500 score to win the game * Killing a zombie awards 1 score * Killing a boss zombie awards 10 score * Getting an enemy player down awards 10 score * Reviving an ally player awards 5 score * Grabbing a Nuke powerup awards 10 score * Players respawn after being down for 10 seconds * Players retain perks #### Containment * Gain score by being the team with the most players alive in the containment zone * Gain 250 score to win the game * Contested if both teams have the same amount of players alive in the containment zone * Both teams gain score at half rate when contested * Final score has to be gained uncontested * Zombies only go after players in the containment zone * Zombies in the containment zone die when it moves * Players in the containment zone gain 50 points when their team gains score * Containment zone moves every 60 seconds * Next containment zone waypoint shown when there is 10 seconds left on current containment zone * Amount of players alive in the containment zone on each team shown on HUD * Players respawn after being down for 10 seconds * Players retain perks #### Meat * Gain score by being the team holding the meat * Gain 200 score to win the game * Meat powerup always drops from the first zombie killed * Player holding the meat gains 100 points when their team gains score * Downing while holding the meat drops it as a powerup * Throwing the meat on the ground drops it as a powerup * Throwing the meat onto another player makes them grab the meat * Team holding the meat shown on HUD * Players respawn after being down for 10 seconds * Players retain perks ### Encounter Pro * Removed unlimited sprint * Removed Mystery Box * Removed Pack-a-Punch ## Launching New Maps * Go to any lobby of the correct map * Copy and paste the following commands into the console to launch a map ### Survival on Diner * ```g_gametype zstandard; ui_gametype zstandard; ui_zm_gamemodegroup zsurvival; ui_zm_mapstartlocation diner; xpartygo``` ### Survival on Power Station * ```g_gametype zstandard; ui_gametype zstandard; ui_zm_gamemodegroup zsurvival; ui_zm_mapstartlocation power; xpartygo``` ### Survival on Tunnel * ```g_gametype zstandard; ui_gametype zstandard; ui_zm_gamemodegroup zsurvival; ui_zm_mapstartlocation tunnel; xpartygo``` ### Survival on Cornfield * ```g_gametype zstandard; ui_gametype zstandard; ui_zm_gamemodegroup zsurvival; ui_zm_mapstartlocation cornfield; xpartygo``` ### Grief on Bus Depot * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation transit; xpartygo``` ### Grief on Diner * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation diner; xpartygo``` ### Grief on Power Station * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation power; xpartygo``` ### Grief on Tunnel * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation tunnel; xpartygo``` ### Grief on Cornfield * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation cornfield; xpartygo``` ### Grief on Docks * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation cellblock; set ui_zm_mapstartlocation_fake docks; xpartygo``` ### Grief on Maze * ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation street; set ui_zm_mapstartlocation_fake maze; xpartygo``` ## Launching New Game Modes * By default, a random game mode will be chosen when launching Grief * Copy and paste the following commands into the console to choose a specific game mode ### Grief * ```set ui_gametype_obj zgrief``` ### Search & Rezurrect * ```set ui_gametype_obj zsnr``` ### Race * ```set ui_gametype_obj zrace``` ### Containment * ```set ui_gametype_obj zcontainment``` ### Meat * ```set ui_gametype_obj zmeat``` ## Changing Teams (Grief) * By default, teams are random on Grief * Copy and paste the following commands into the console to add the option to change teams in the in-game menu * ```gts allowInGameTeamChange 1; set ui_gametype_team_change 1```