mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
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964 lines
40 KiB
Markdown
964 lines
40 KiB
Markdown
# Call of Duty: Black Ops 2 Zombies - Reimagined
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## Created by: Jbleezy
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[YouTube](https://youtube.com/ItsJbirdJustin)
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[Twitch](https://twitch.tv/Jbleezy)
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[Twitter](https://twitter.com/ItsJbleezy)
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[Discord](https://dsc.gg/Jbleezy)
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[Donate](https://ko-fi.com/Jbleezy)
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## Change Notes
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## General
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* Removed round cap
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* Removed fog
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* Disabled depth of field
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* Increased level of detail at longer distances
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* Announcer audio always plays
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* In-game menu no longer disabled instantly when the game ends
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## HUD
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* Enemy counter displayed on top left of screen - `hud_enemy_counter`
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* Timer displayed on top right of screen - `hud_timer`
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* Health bar displayed on bottom left of screen - `hud_health_bar`
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* Zone name displayed on bottom left of screen - `hud_zone_name`
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* Increased waypoint offset from top of screen
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* Changed player waypoint location to be center of player instead of top of player
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* Increased distance between revive waypoint arrow and icon
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* Bleed out bar displayed when downed
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* Revive bar displayed for downed player
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* Changed revive bar color to blue
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* Player is reviving you text gets removed instantly when player drops the revive
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* Player needs to be revived text updates to new player instantly
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* Removed NAV cards
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## Players
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* Unlimited sprint
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* Increased health from 100 to 150
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* Self revives in solo are active whenever the player has at least 1 perk
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* Upgraded starting pistol given as self revive pistol above all others except Ray Gun Mark 2
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* 100% backwards move speed
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* Decreased sprint time needed to be able to dive from 0.25 seconds to 0.1 seconds
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* Can move immediately after diving
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* Can dive again right away after just diving
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* Increased melee range by 16% (same as Black Ops 1)
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* Disabled melee lunging
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* Can look up and down 90 degrees (previously 85 degrees)
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* Decreased normal health regeneration delay from 2.4 seconds to 2 seconds
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* Decreased low health regeneration delay from 5 seconds to 4 seconds
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* Normal health regeneration rate is no longer instant
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* Changed health regeneration rate to 100 health per second (normally fully restored health in 0.5 seconds)
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* Changed low health threshold from 20% of player's max health to 50 health
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* Fall damage no longer increases when max health is increased
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* Added blood fx when at or below 20% health
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* Removed blur after getting damaged
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* Removed shellshock from explosive damage
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* No longer killed when landing on top of another player
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* Ignored by zombies for 1 second after being revived
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* Weapon is no longer switched after reviving if player switched weapons during revive
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* No longer gain points back on self revives
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* Respawn near random player (normally respawn near the same player every time)
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* Can shoot while looking at other players
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* Increased mantle speed
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* Increased ladder climb speed
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* Start with Semtex on maps that have Semtex
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* Barriers can no longer be rebuilt while sprinting or thowing a grenade
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* Upgraded weapon camo is applied in last stand
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* Dual wield last stand weapon is switched to when ammo is only in left clip
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* Decreased friendly player name fade out time from 1.5 seconds to 0.25 seconds
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* Removed enemy player name fade in time
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* Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife
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* Added option to disable character dialog - `disable_character_dialog`
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## Zombies
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* Health capped at 100,000
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* Decreased damage from 60 to 50
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* Changed height to 60 (normally either 48 or 72)
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* Amount of zombies scales linearly with the amount of players
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* Zombies that are deleted due to being too far away always respawn
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* Attracted towards points of interest immediately
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* Removed walkers in high rounds
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* Removed headless zombies
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* Neck counts as headshot
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* All body shot kills award 50 points
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* 4 round and 5 round special rounds happen more equally
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* Fixed not being able to drop powerups after doing certain traversals
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### Avogadro
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* Drops a random powerup when killed
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* Decreased minimum distance away from players to be able to attack
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* Respawns on the same round if exited due to being too far away from players (normally respawns on the next round)
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### Denizens
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* Changed max amount that can be spawned at once from 2 total to 1 per player in the fog
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* Changed spawn rate to 5 seconds (normally same spawn rate as zombies)
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* Decreased health from 200 to 150
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* Decreased number of melees to kill from 5 to 3
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* Decreased number of melees to kill with Bowie Knife from 3 to 2
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* Decreased number of melees to kill with Galvaknuckles from 2 to 1
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* No longer automatically runs away when player is first attacked in solo
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* Removed hint when player is first attacked in solo
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### Leapers
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* No longer give each player 2000 points when rewarded a free perk powerup
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* Initial leaper round always happens on round 5 or 6
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* Fixed getting kill points twice
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### Brutus
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* Decreased player damage from 99 to 90
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* No longer receives additional damage from Ray Gun Mark 2
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* Teleports away less frequently
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* Grief: spawns every 4-6 minutes
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* Grief: can lock perks and the Mystery Box
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### Panzersoldat
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* No longer receives additional damage from Boomhilda or Ray Gun Mark 2
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## Weapons
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* Switch to melee weapon by pressing the Previous Scorestreak button (same button as the Time Bomb and Maxis Drone)
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* Inspect weapon by pressing the Alt Fire button
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* Changed grenade damage scalar to 25 multiplied by round number (normally random number between 100 and 200 added by round number)
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* Capped grenade damage scalar at 1500
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* Changed projectile weapon damage scalar to 50 multiplied by round number (normally random number between 0 and 100 multiplied by round number)
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* Capped projectile weapon damage scalar at 3000
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* Changed placeable mine damage scalar to 150 multiplied by round number (normally random number between 100 and 200 multiplied by round number)
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* Capped placeable mine damage scalar at 9000
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* Disabled sniper scope sway
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* Grenades can no longer be thrown faster than intended by throwing a grenade right after throwing one
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### AN-94
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* Increased weapon cost from 1200 to 1500
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* Upgraded: decreased stock ammo from 600 to 450
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### B23R
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* Decreased weapon cost from 1000 to 900 on all maps
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### Ballistic Knife
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* Projectiles are no longer picked up by other players
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* Projectiles can be picked up while the weapon is not reloaded
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* Projectiles can be picked up while the player is not on the ground
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### Chicom CQB
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* Unupgraded: decreased clip ammo from 40 to 36
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* Unupgraded: increased stock ammo from 120 to 288
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* Upgraded: increased clip ammo from 40 to 48
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* Upgraded: increased stock ammo from 200 to 384
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### Executioner
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* Increased penetration
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### Five-seven Dual Wield
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* Unupgraded: decreased stock ammo from 225 to 210 on all maps
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* Upgraded: decreased stock ammo from 295 to 280 on all maps
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### HAMR
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* Decreased recoil
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### KAP-40
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* Removed delay between last shot and reload
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* Unupgraded: increased clip ammo from 12 to 15
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* Unupgraded: increased stock ammo from 96 to 240
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* Upgraded: increased stock ammo from 180 to 360
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### M1216
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* Increased penetration
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### M1911
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* Upgraded: decreased stock ammo from 50 to 48
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* Upgraded: decreased last stand ammo from 2 clips to 1 clip
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### M1927
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* Decreased ammo cost from 800 to 750
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### M8A1
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* Decreased recoil
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### Mauser C96
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* Upgraded: decreased last stand ammo from 2 clips to 1 clip
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### MTAR
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* Decreased recoil
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### Remington 870
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* Changed weapon cost from 900 or 1500 to 1200 on all maps
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* Increased penetration
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### RPD
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* Decreased recoil
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### S12
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* Increased penetration
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### SMR
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* Increased damage by 100%
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* Removed aim spread
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### STG-44
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* Upgraded: decreased stock ammo from 330 to 300
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### Type 25
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* Decreased recoil
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* Unupgraded: increased stock ammo from 150 to 300
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* Upgraded: increased stock ammo from 270 to 450
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### War Machine
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* Unupgraded: grenades explode on impact
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### Monkey Bomb
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* Zombies killed can drop powerups
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* Added HUD icon from Buried and Origins to all maps
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* Fixed an issue where a Monkey Bomb wouldn't activate if the previously thrown Monkey Bomb hadn't activated yet
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### EMP Grenade
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* No longer disables HUD
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* Disables player's perks for 30 seconds
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* Added fx to EMP'd players
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* Decreased zombie EMP radius by 30% (same radius as perk machine EMP)
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* Decreased perk machine EMP time from 90 seconds to 60 seconds
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* Can destroy deployed Zombie Shields
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* Sprinting no longer wakes up EMP'd zombies
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* Zombies that are in the ground can no longer get EMP'd
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### Hell's Retriever
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* No longer ricochets to other zombies when not charged
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* Every charge increases total zombies attacked by 3
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* Unupgraded: changed damage to 2000 (normally does 1000-2000 damage based on number of charges)
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* Upgraded: kills on any round when not charged
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### G-Strike Beacon
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* Kills on any round
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### Claymore
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* Can be repurchased
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* Increased max amount that can be placed from 12 to 20
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* Removed initial weapon raise animation
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### Time Bomb
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* No longer sends players back in time
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* Kills all zombies
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* Can have with Monkey Bombs
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* Switches to detonator at correct time after throwing
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### One Inch Punch
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* Upgraded: elemental punch changes based on which staff the player currently has
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* Fixed an issue where a player's melee weapon wouldn't reset if the player bled out in the Giant Robots
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### Ray Gun
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* Unupgraded: increased impact damage from 1000 to 1500 (same as max splash damage)
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* Upgraded: increased impact damage from 1000 to 2000 (same as max splash damage)
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* No longer limited to 4 players
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### Ray Gun Mark 2
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* Same probability to obtain as other weapons
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* Can be obtained if player has Ray Gun
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* Limited to 1 player on all maps
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* Decreased last stand ammo from 3 clips to 1 clip
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### Jet Gun
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* Kills multiple zombies significantly faster
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* Kills zombies that are in the ground, traversing, or behind barriers
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* Awards points for kills
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* Heats up half as fast
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* Cools down twice as fast
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* Cools down while not holding weapon
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* No longer kills when not firing
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* No longer automatically switched to weapon when picked up
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* No longer disassembles when overheated
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* Weapon is taken when overheated
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* Buildable table model no longer shows when player has weapon
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### Sliquifier
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* Added upgraded version
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* Kills on any round (normally stops killing after round 100)
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* Decreased stock ammo from 40 to 20
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* Removed additional goo created by chain kills
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* Continues to chain while not holding weapon
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* Removed player damage
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* Upgraded: increases slippery spot duration by 50%
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* Upgraded: increases chain explosion radius by 50%
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* Added teddy bear to buildable table after weapon is taken from it
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* Teddy bear standing up means weapon is not available from Mystery Box
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* Teddy bear lying down means weapon is available from Mystery Box
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### Paralyzer
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* Kills on any round
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* Decreased max player fly height
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### Blundergat
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* Kills on any round
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### Acid Gat
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* Kills on any round in 1-2 bursts
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* Increased player damage from 10 to 25
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* Vastly improved accuracy
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* Aiming and Deadshot improve accuracy
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* Projectile no longer seeks toward zombies
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* Stuck zombie counts as a kill
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### Staffs
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* Upgrade only requires collecting souls in The Crazy Place
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* Can no longer collect souls in The Crazy Place from staff kills
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* Can collect souls in The Crazy Place after upgrading to fill 5% of max ammo per soul
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* Picking up a staff at The Crazy Place while holding a staff places the other staff at The Crazy Place
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* Insterting a staff in The Crazy Place requires player's current weapon to be the staff
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* Fixed triggers for inserting and picking up staffs in The Crazy Place
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* Fixed being able to carry multiple staffs by picking up a staff with staff revive weapon out
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* Get full ammo when initially picked up after upgrading (normally missing one clip)
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* Max ammo no longer fills clip ammo
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* Upgraded: kill on any round
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* Upgraded: charged shots damage Panzersoldat
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* Upgraded: decreased alt weapon reload time to 0.4 seconds
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* Fire upgraded: charged shots no longer deal additional damage to Panzersoldat
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* Ice upgraded: fixed melee sound
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## Wallbuys
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* Purchasing ammo refills clip ammo
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* Increased trigger radius
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* Decreased upgraded ammo cost from 4500 to 2500
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* Ammo can be purchased if only alt weapon ammo has been used
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* Purchasing no longer shows the weapon model at other wallbuys of the same weapon
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* Lethal grenade hint string no longer displays "ammo" after purchasing
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* Downing while purchasing a melee weapon gives the melee weapon
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## Mystery Box
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* Players get every weapon they can before getting duplicates
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* Players only see weapons rising up that they can currently obtain
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* Decreased weapon pickup time from 12 seconds to 9 seconds
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* Moves to new location instantly
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* Special sound no longer plays when obtaining the Ray Gun
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* Special sound plays when obtaining a limited weapon
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## Perks
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* Removed perk limit
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* Removed blur after drinking
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* No longer deactivated if the perk machine is powered off
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* Added high qualty perk icons to all maps
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### Juggernog
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* Increases current health by 100 upon purchase (normally sets current health to max)
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### Quick Revive
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* No longer automatically powered on in solo
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* Increased cost in solo from 500 to 1500
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* Decreases revive time by 33.33%
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* Decreases health regeneration delay by 25%
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### Speed Cola
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* Aim twice as fast
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* Switch weapons twice as fast
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* Throw grenades twice as fast
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### Double Tap
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* Removed shooting 2 bullets for every shot
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* Increases bullet damage by 50%
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### Stamin-Up
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* Increased cost from 2000 to 2500
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* Move 7% faster (normally only sprint 10% faster)
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### PHD Flopper
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* Deals same damage on all maps
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* Damages all zombies at once on all maps
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### Deadshot Daiquiri
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* Increases bullet headshot damage by 100%
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* Move faster while aiming
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* Decreases sprint recovery time
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### Mule Kick
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* Added additional weapon indicator
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* Additional weapon is given back when perk is reacquired
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* Stowed weapons automatically reload over time
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### Tombstone Soda
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* Added in solo and Grief
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* Powerup no longer removed when revived
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* Powerup removed when downed again after being revived or respawning
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* Unlimited time to pick up powerup
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* Changed powerup fx color to blue
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* Powerup gets destroyed by EMP Grenades
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* Restores all weapons properly
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* Disabled suicide option when player is down
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* Added powerup waypoint
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* Flipped perk icon
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### Who's Who
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* Keep weapons when entering Who's Who mode
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* Spawn facing towards the clone when entering Who's Who mode
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* Keep any perks obtained in Who's Who mode when exiting Who's Who mode
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* Decreased Who's Who mode duration from 45 seconds to 30 seconds
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* Self revives in solo always activate during Who's Who mode
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* Ignored by zombies for 1 second after entering Who's Who mode
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* Invulnerable for 2 seconds after entering and exiting Who's Who mode
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* Controls are frozen for 0.5 seconds after entering and exiting Who's Who mode
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* Purchasing Who's Who in Who's Who mode no longer destroys the clone
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* Downing with Who's Who in Who's Who mode destroys the clone
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* Added Who's Who mode duration bar on HUD
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* Changed revive waypoint icon to Who's Who perk icon
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* Revive waypoint shows offscreen
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* Fixed an error that would crash the game when entering Who's Who mode
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### Electric Cherry
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* Removed cooldown after being used multiple times in a row
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* Downing kills all zombies around the player
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### Vulture-Aid
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* Stink areas no longer activate while the player is moving
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## Pack-a-Punch
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* No longer costs 2000 points to change attachments on an upgraded weapon
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* Decreased weapon pickup time from 15 seconds to 12 seconds
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* Added sound when attempting to purchase without enough points
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## Powerups
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* Decreased chance to drop from 3% to 2%
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* Grabbing time based powerups that are already active add to timer instead of resetting timer
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* Fx plays when a powerup drops if it is the last powerup of a cycle
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### Nuke
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* Kills all zombies instantly
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### Carpenter
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* Removed
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### Zombie Blood
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* No longer makes zombies ignore the player
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* Makes the player invulnerable to zombie melee swipes
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### Meat
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* All zombies go after player holding the meat
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* 75% move speed while holding the meat
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* Take 50 damage per second if stationary while holding the meat
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* Player who threw the meat can meat themself
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* Attracts zombies more consistently on ground
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* Decreased attract radius on ground by 50%
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* Decreased time on ground from 16 seconds to 10 seconds
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* Bounces off walls when thrown
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* Changed powerup fx color to blue
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* Able to drop when players are down
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* No longer able to drop when another meat powerup is already dropped
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* Message shows when the meat is grabbed and landed on a player
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* Meleeing while the meat is moving no longer grabs the meat
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* Removed pick up trigger
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## Persistent Upgrades
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* Removed
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## Buildables
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* Added purchase cost
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* Parts automatically picked up
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* Can be built at any table on all maps
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* Zombies no longer attack (except Zombie Shield)
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* Can no longer be destroyed by 2 grenades
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* Can be destroyed by taking 1500 damage
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* Can no longer be picked up after being destroyed
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### Zombie Shield
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* Added shield health bar on HUD
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* Awards points for kills and damage
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* Can be destroyed by player damage when deployed
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* Destroyed sound plays when player is holding
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* Deployed damage sound plays on shield instead of player
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* Switches back to correct weapon after deploying
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### Turret
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* No longer needs to be powered by a Turbine
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* Gets destroyed after being deployed for 30 seconds
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* Kills on any round in 1-4 shots (normally does 1200 damage max)
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* No longer damages players
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* Fire type changed from burst fire to continuous fire
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* Fixed an issue where the Turret sounds would continue playing after being picked up
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### Electric Trap
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* No longer needs to be powered by a Turbine
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* Gets destroyed after being deployed for 30 seconds
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* Kills on any round (normally stops killing after round 50)
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* Kills zombies instantly
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* No longer kills players without Juggernog instantly
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* Decreased player damage from 75 to 25
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* Decreased player shellshock time from 2.5 seconds to 1.25 seconds
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* Decreased startup time from 2 seconds to 0.5 seconds
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### Subsurface Resonator
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* No longer needs to be powered by a Turbine
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* No longer gets destroyed from kills
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* Gets destroyed after being deployed for 30 seconds
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* Fires every 2 seconds (normally has a longer delay depending on the amount of kills from the previous fire)
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### Trample Steam
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* No longer gets destroyed from kills
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* Gets destroyed after activating 15 times
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* Does fast cooldown when player activates
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### Head Chopper
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* No longer gets destroyed from kills
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* Gets destroyed after activating 10 times
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* Does multiple swings when player activates
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* Kills zombies when placed on a ceiling
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* Increased damage trigger width by 100%
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* No longer deals damage during retract animations
|
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* 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 animation 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
|
|
* 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
|
|
* 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
|
|
* Grief: added Smoke Grenades to the Mystery Box
|
|
* Grief: added Richtofen's Head meat powerup model
|
|
* Fixed initial weapon raise animation 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
|
|
* 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```
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### Grief on Diner
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation diner; xpartygo```
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### Grief on Power Station
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation power; xpartygo```
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### Grief on Tunnel
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation tunnel; xpartygo```
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### Grief on Cornfield
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation cornfield; xpartygo```
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### Grief on Docks
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation cellblock; set ui_zm_mapstartlocation_fake docks; xpartygo```
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### Grief on Maze
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* ```g_gametype zgrief; ui_gametype zgrief; ui_zm_gamemodegroup zencounter; ui_zm_mapstartlocation street; set ui_zm_mapstartlocation_fake maze; xpartygo```
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## Launching New Game Modes
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* By default, a random game mode will be chosen when launching Grief
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* Copy and paste the following commands into the console to choose a specific game mode
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### Grief
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* ```set ui_gametype_obj zgrief```
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### Search & Rezurrect
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* ```set ui_gametype_obj zsnr```
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### Race
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* ```set ui_gametype_obj zrace```
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### Containment
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* ```set ui_gametype_obj zcontainment```
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### Meat
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* ```set ui_gametype_obj zmeat```
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## Changing Teams (Grief)
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* By default, teams are random on Grief
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* Copy and paste the following commands into the console to add the option to change teams in the in-game menu
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* ```gts allowInGameTeamChange 1; set ui_gametype_team_change 1``` |