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BO2-Reimagined/README.md
2022-01-29 23:42:36 -08:00

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# 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)
[Donate](https://streamlabs.com/jbleezy)
## Change Notes
## General
* Increased level of detail at longer distances
* In-game menu no longer disabled instantly when the game ends
## HUD
* Enemy counter displayed on top left of screen
* Timer displayed on top right of screen
* Health bar displayed on bottom left of screen
* Current zone displayed on bottom left of screen
* 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
* Bleedout bar displayed when downed
* Revive bar displayed for downed player
* Changed revive bar color to blue
* Player needs to be revived text updates to new player instantly
## Players
* Unlimited sprint
* Increased health from 100 to 150
* Self revives in solo are active whenever the player has at least 1 perk
* 100% backwards move speed
* Decreased sprint time needed to be able to dive from 0.25 seconds to 0.1 seconds
* Can dive again right away after just diving
* Increased melee range by 16% (same as Black Ops 1)
* Disabled melee lunging
* 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)
* Fall damage no longer increases when max health is increased
* Added blood fx when at or below 20% health
* Removed blur when getting damaged
* Removed shellshock when getting damaged from grenades
* No longer killed when landing on top of another player
* Ignored by enemies for 1 second after being revived
* Weapon is no longer switched after reviving if player switched weapons during revive
* No longer gain points back on self revives
* Can shoot while looking at other players
* Increased mantle speed
* Increased ladder climb speed
* Start with semtex on maps that have semtex
* Entering and exiting last stand no longer refills last stand weapon clip automatically
* Decreased friendly player name fade out time from 1.5 seconds to 0.25 seconds
* Removed enemy player name fade in time
## Zombies
* Health capped at 100,000
* Attracted towards points of interest immediately
* Removed walkers in high rounds
* Removed headless zombies
* Neck counts as headshot
### Denizens
* Decreased maximum amount that can be spawned at once from 2 to 1
* Decreased minimum number of melees to kill from 5 to 3
* Decreased minimum number of melees to kill with Bowie Knife from 3 to 2
* Decreased minimum 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
### Brutus
* No longer receives additional damage from Ray Gun Mark 2
## Weapons
* Switch to melee weapon by pressing the new melee weapon button (same button as the Time Bomb and Maxis Drone)
* Changed grenade damage scalar to 25 multiplied by round number (normally random number between 100 and 200 added by round number)
* Capped grenade damage scalar at 1500
* Changed projectile weapon damage scalar to 50 multiplied by round number (normally random number between 0 and 100 multiplied by round number)
* Capped projectile weapon damage scalar at 3000
* Changed placeable mine damage scalar to 150 multiplied by round number (normally random number between 100 and 200 multiplied by round number)
* Capped placeable mine damage scalar at 9000
* Disabled sniper scope sway
### AN-94
* Increased weapon cost from 1200 to 1500
### B23R
* Changed weapon cost to 900 on all maps
### Ballistic Knife
* Projectiles are no longer picked up by other players
* Projectiles can be picked up while the weapon is not reloaded
* Projectiles can be picked up while the player is not on the ground
### Executioner
* Increased penetration
### HAMR
* Decreased recoil
### M1216
* Increased penetration
### M1911
* Upgraded: given as last stand pistol above all others except Ray Gun Mark 2
### M1927
* Decreased ammo cost from 800 to 750
### M8A1
* Decreased recoil
### MTAR
* Decreased recoil
### Remington 870
* Changed weapon cost to 1200 on all maps
* Increased penetration
### RPD
* Decreased recoil
### S12
* Increased penetration
### SMR
* Increased damage by 100%
* Removed ADS spread
### Type 25
* Decreased recoil
### War Machine
* Unupgraded: grenades explode on impact
### EMP Grenade
* No longer disables HUD
* Disables player's perks for 30 seconds
* Added fx to EMP'd players
* Decreased zombie EMP radius by 30% (same radius as perk EMP)
* Sprinting no longer wakes up EMP'd zombies
### Claymore
* Can be repurchased
* Increased max amount that can be placed from 12 to 20
### Ray Gun
* 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)
* No longer limited to 4 players
### Ray Gun Mark 2
* Same probability to obtain as other weapons
* Can be obtained if player has Ray Gun
* Limited to 1 player on all maps
### Jet Gun
* Kills multiple enemies significantly faster
* Kills enemies that are in the ground, traversing, or behind barriers
* Awards points for kills
* Cools down twice as fast
* Cools down while not holding weapon
* Heats up when firing while meleeing
* 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
### Sliquifier
* Kills on any round (normally stops killing after round 100)
* Removed additional goo created by chain kills
### Blundergat
* Kills on any round
### Acid Gat
* Kills on any round
## Wallbuys
* Increased trigger radius
* Decreased upgraded ammo cost from 4500 to 2500
* Lethal grenade hint string no longer displays "ammo" after purchasing
## Mystery Box
* 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
* No longer deactivated if the perk machine is powered off
* Added high qualty perk icons to all maps
### Juggernog
* 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 health regeneration delay by 25%
### 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
* Move faster (normally only sprint faster)
### 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 refill ammo from stock over time
### Tombstone Soda
* Added in solo
* Added powerup waypoint
* Powerup no longer removed when revived
* Powerup removed when downed
* 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
* Flipped perk icon
### Who's Who
* Gain all other perks the player had before going down when entering Who's Who mode
* Revive twice as fast when in Who's Who mode
* No longer gives the player claymores when entering Who's Who mode if the player purchased claymores
### Electric Cherry
* Removed cooldown after being used multiple times in a row
### Vulture-Aid
* Stink areas no longer activate while the player is moving
## Pack-a-Punch
* Decreased weapon pickup time from 15 seconds to 12 seconds
## Powerups
### Insta Kill
* Grabbing while already active adds 30 seconds to timer instead of resetting timer to 30 seconds
### Double Points
* Grabbing while already active adds 30 seconds to timer instead of resetting timer to 30 seconds
### Nuke
* Kills all zombies instantly
### Carpenter
* Removed
### Meat
* Able to drop when players are down
* Changed powerup fx color to blue
* Decreased time on ground from 16 seconds to 10 seconds
* Message shows when the meat is on a player
* Meleeing while the meat is moving no longer grabs the meat
* Meleeing while the meat is moving throws the meat
* Meleeing while the meat is moving activates more consistently
## Persistent Upgrades
* Removed
## Buildables
* Added purchase cost
* Parts automatically picked up
* Zombies no longer attack (except Zombie Shield)
* Destroyed by taking 1500 damage
* No longer destroyed by 2 grenades
### 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)
* Can kill unlimited zombies at once
* 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
### 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 a bug where the Turret sounds would continue playing after being picked up
### 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)
### Maxis Drone
* 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 is shown when depositing, withdrawing, and going near the triggers
* Disabled trading points
## Weapon Locker
* Stored weapon resets each game
* Stored weapon gains max ammo at the end of each round
## Maps
### Tranzit
* Any door that requires a Turbine to open is automatically open whenever the power is on
* Lava in starting area activates after the power is on
* Lava destroys grenades instantly
* Decreased brightness at Power Station
* Power switch automatically crafted
* Pack-a-Punch automatically crafted
* Navcard table automatically crafted
* Grief: added Ballistic Knife, Ray Gun, and Ray Gun Mark 2 to the Mystery Box
* Fixed a zombie riser spawn point at Outside Power Station being too high above ground
* Fixed a zombie pathing exploit at Town in Bookstore
#### Bus Depot
* Lava in starting area activates immediately
* Power doors open when door is opened
* Lava pit is accessible
#### Diner
* Added Survival and Grief gamemodes
* Wallbuys: M14, Olympia, MP5, Galvaknuckles
* Perks: Juggernog, Quick Revive, Speed Cola, Double Tap
#### Farm
* Zombies spawn in the Farm zone when in the Barn zone
* Added Claymore wallbuy
* Survival: removed Galvaknuckles wallbuy
* Grief: removed player spawns near gate
#### Power Station
* Added Survival and Grief gamemodes
* Wallbuys: M14, Olympia, AK74u, MP5, 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
* Grief: added Tombstone Soda
### Die Rise
* Zombies no longer spawn in the Upper Blue Highrise zone when in the Trample Steam zone
* Zombies no longer spawn in the zone next to the AN94 when in the AN94 zone while the debris is closed
* Navcard table automatically crafted
### Mob of the Dead
* 1 afterlife max in solo
* Acid Trap kills on any round (normally stops killing after round 158 on PC)
* Tower Trap kills on any round in 1 shot
* Upgraded Tower Trap kills on any round in 1-2 shots
* Upgraded Tower Trap stays upgraded until the end of the round
* Plane parts are shared in coop
* Plane parts must be all acquired to craft
* Plane fuel automatically picked up
* Players no longer respawn in the Acid Trap
#### Cell Block
* Added Smoke Grenades to the Mystery Box
### Buried
* Power automatically on
* Removed Turbine
* Removed Sloth barricades
* Sloth can no longer be unlocked
* Ghosts no longer spawn a free perk powerup if any player gets damaged by the ghosts
* Fountain portal automatically active
* Navcard table automatically crafted
* Players can no longer get into the corner next to Juggernog
* Fixed hint strings on buildables when purchased
#### Borough
* Tunnels 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
### Origins
* Door prices in solo cost the same as in coop
* Shovels automatically picked up
* Gramophone and records automatically picked up
* Der Wunderfizz: increased cost from 1500 to 2500
* Der Wunderfizz: all perks have an equal chance of being obtained
* 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 kill requirement from 30 to 20
* 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
## Gamemodes
### Grief
* Win rounds by getting all enemy players down
* First team to win 3 rounds wins the game
* Tie round if both teams die within 5 seconds of eachother
* Sudden death after 5 minute round (all players lose 100 health)
* Unlimited zombies
* 2500 health zombies
* 0.5 second zombie spawn rate
* Only sprinting zombies
* Zombies start spawning 10 seconds after the round starts
* Players start each round with at least 10000 points
* 2 lethal grenades and mines awarded each round
* Unlimited barrier rebuild points
* Decreased stun time of unupgraded weapons from 0.75 seconds to 0.5 seconds
* Decreased stun time of upgraded weapons rom 0.75 seconds to 0.625 seconds
* Meleeing enemy players pushes 16.67% farther for every 500 damage that melee weapon deals
* Meleeing enemy players that are crouched pushes 33.33% of the amount when standing
* Meleeing enemy players that are prone pushes 16.67% of the amount when standing
* Meleeing enemy players that are already stunned will push 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
* Bleeding out enemy players awards 1000 points to all teammates
* Landing on top of an enemy player downs only the bottom player
* Landing on top of an enemy player can be done at any stance
* Increased max radius for landing on top of an enemy player by 16.67%
* Decreased max height for landing on top of an enemy player that is crouched by 13%
* Decreased max height for landing on top of an enemy player that is prone by 47%
* Max Ammo: unloads clip of all enemy players' weapons
* Double Points: enemy players gain half points for 30 seconds
* Insta Kill: enemy players deal half damage for 30 seconds
* Nuke: deals 80 damage to all alive enemy players and makes all downed enemy players bleed out
* Added kill feed (includes downs, revives, and bleed outs)
* Added player kills on scoreboard
* Added player downed and bled out icons on scoreboard
* Added intro text
* Announcer audio always plays
* Last player alive audio only plays for the player who is alive instead of every player on the team
* Enemies remaining audio and text displays when enemy players down instead of when enemy players bleed out
* Enemies remaining text is removed when new text is displayed
* Added new audio when enemy players bleed out
* Players do not get their weapons back on round reset if they bled out
* Round reset properly restores dual wield weapon left clip ammo, alternative weapon ammo, and equipment
* Spawn points are assigned to a team
* Teams switch spawn points each round
* Players respawn at initial spawn points
* Decreased connection timeout from 90 seconds to 45 seconds
* Random map rotation
* 25000 health Brutus
### Containment
* Gain score by being the team with the most alive players in the containment zone
* First team to gain 250 score wins the game
* Zombies only go after players in the containment zone
* Players respawn after being down for 10 seconds
* Players retain perks