Server owners please update your servers! New Maps Hospital - Objective Halloween 2025 - Arena & Deathmatch Misc Fixed issues related to func_transition being blocked by physics props. Added bb2_body_blood, which will allow you to disable viewmodel & firstperson body bloo
Server owners please update your servers! Added Fred's Farm as an official map (new achievement as well). Fixed door transition softlock issues in the Evil Manor map. Fixed elevator exploit in Nightclub, zombies can no longer break the map by calling the elevators before the obje
Server owners please update your servers!
Added Fred's Farm as an official map (new achievement as well).
Fixed door transition softlock issues in the Evil Manor map.
Fixed elevator exploit in Nightclub, zombies can no longer break the map by calling the elevators before the objective to move up starts.
Updated FMOD to the latest version.
Updated Russian & Brazilian translations.
Minor optimizations.
Added native propper handling in VBSP, allow mappers to easily convert brushes to models automatically through the func_detail_model entity (used to get around brush limits in the Evil Manor map).
Server owners please update your servers! Ambit - Arena Adjusted bandit respawn times. Added an extra item spawner. Added an extra ammo box. Minigun will be spawned for the chaos round. Removed flamethrower bandits. NPCs will drop their weapons. Added frag grenades. Reduced chaos
Server owners please update your servers!Ambit - Arena
Adjusted bandit respawn times.
Added an extra item spawner.
Added an extra ammo box.
Minigun will be spawned for the chaos round.
Removed flamethrower bandits.
NPCs will drop their weapons.
Added frag grenades.
Reduced chaos round from max 8 min to 4 min, on avg in hardcore you couldn't even last 3 min.
Reduced last round ambush timer.
Added a few more reinforcements.
Backyard - Arena
Adjusted zombie spawn rates.
Mecklenburg - Arena
Reduced bandit obj timer.
Adjusted bandit spawn times.
Removed flamethrower bandits.
Added the minigun.
Rishika- Arena
Reduced crystal cap times by 30 sec.
Evil Manor - Story
Fixed NPC clip near lab door entrance and exit.
Clipped various areas in the lab area.
When +use'ing the prom room doors it should prompt needing the prom room key, if locked.
Fixed broken weapon placements.
Schienzel's lab doors will break when the goon objective is completed.
Misc
Adjusted Deagle damage in Objective, Story & Arena mode, it should deal significantly more damage.
Prevent +use spamming of func_transition.
Reverted to the old ways of loading soundscapes, propdata and surfaceprops, this fixes buggy loading orders that can happen when you play on servers that do not have the workshop maps installed, e.g compound should work fine on all servers now.
Capture zone trigger should only start if at least one person in the volume meets the filter criteria.
Precache func_button spark, if enabled via spawnflag.
Server owners please update your servers! New Maps Dead City - Objective Ambit - Arena Rishika - Arena Backyard - Arena Mecklenburg - Arena Evil Manor - Story Existing Maps Nightclub - Objective Fixed various exploits that could prevent Larry from spawning properly. Removed godsp
Server owners please update your servers!
New Maps
Dead City - ObjectiveAmbit - ArenaRishika - ArenaBackyard - ArenaMecklenburg - ArenaEvil Manor - Story
Existing Maps
Nightclub - Objective
Fixed various exploits that could prevent Larry from spawning properly.
Removed godspot in the disco room.
Last Stand - Objective
Runners will now count towards the objective kill counters.
Increased max zombies.
Fixed glitchy NAV near the cannon.
Compound - Objective
Added halloween & festive props.
Code
Core
XP event will only be triggered for Halloween & Christmas, at a 2.5x rate!
Game will no longer end when everyone becomes a zombie in an objective map.
Deprecated bb2 classic mode cvar.
Entities
Added func_transition, useful for Resident Evil style door transitions.
Improved capture zone trigger, added a 2.5 sec grace period, meaning that progress will not be cleared immediately when you accidentally exit the trigger bounds. Also ensured that progress will persist when the required amount of players changes. Halting progress logic has also been reworked to work better.
Added AddReinforcements input for game_manager.
Bleedout particle will no longer spawn under the map in some cases, also ensure that the bleedout is dispatched when the ragdoll stops moving, to make it more realistic.
Do not spawn bleedout particle for suiciding zombies.
Added logic_festive_manager, you can use this to trigger map changes based on festive events.
Propane tank will no longer despawn when thrown.
Soundscapes can now set if looped sounds should be played using FMOD (up to 30 channels).
logic_objective can now use entity counting even if the count is not being displayed on the HUD, previously it required that the objective string had a param, e.g %s1.
NPCs
Added some new enemy variants: Mummy, Turtle, Mafias, etc.
Updated the classic BB character models to have working anims, and zombie variants.
Added bb2_zombie_lifespan_disable, which can be used to disable zombie lifespan entirely, can be useful in some scenarios.
Added spawnflags for military/bandit NPCs to disable jump &/or melee logic.
HUD & VGUI
Various HUD & GUI elements should scale better for ultra-wide resolution.
Scopes will now use a proper ratio, no more stretching in all directions.
Fixed achievement panel XP & date labels.
Exhaustible weapons should show up as item pickups, e.g grenades / propane.
NPC health bar will render properly if a custom render mode has been set.
Combat text will be merged per entity if possible, e.g when firing with a shotgun - do not show dmg text per pellet, merge it into one dmg value.
Removed compression from most GUI icons, backgrounds, etc. to make them less blurry on higher res. monitors.
Letter From The Team Another year and another chance to thank our amazing community! A special thanks to those who also contribute content to our workshop, screenshot section, and our community Hub on steam; discussing bugs and related issues. Most importantly, to those who who h
Letter From The Team
Another year and another chance to thank our amazing community! A special thanks to those who also contribute content to our workshop, screenshot section, and our community Hub on steam; discussing bugs and related issues. Most importantly, to those who who have reached lv. 500 and been with us since the beginning. We thank you as well.
Although the team is busy with life and other projects. We always hold Brainbread 2 in our hearts and look forward to supporting Brainbread 2 for years to come.
So, have a wonderful Christmas break and a Happy New Year!
-Reperio Studios Dev Team
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Brainbread 2 Community discord
Server owners please update your servers! You can now hold down left or right mouse button to add/remove skill points more quickly. XP Event rate has been changed to 2x. Fixed a bug which prevented workshop addons with multiple maps from allowing global stats. Fixed a rare crash
Server owners please update your servers!
You can now hold down left or right mouse button to add/remove skill points more quickly.
XP Event rate has been changed to 2x.
Fixed a bug which prevented workshop addons with multiple maps from allowing global stats.
Fixed a rare crash which could occur during the loading screen.
Human & Zombie bosses will no longer prioritize human players with objective items, all enemies will be considered equally.
Disclaimer!
BrainBread 2 is now open source, the code is available here, and for this reason all stats and achievements have been set to "Official GS", which implies that only whitelisted server IP addresses will allow global stats and achievements. If you want your server to be approved, please contact anyone in the team @ discord!
Community Discord
https://discord.gg/0TitkvlFlYpxtT63
Server owners please update your servers! Zombie Players can no longer get to the elevators in Night Club before the humans reach this level. Reduced damage from acid in Swamp Trouble, this will prevent breaking the map if someone falls into the acid near the raft/bridge with obj
Server owners please update your servers!
Zombie Players can no longer get to the elevators in Night Club before the humans reach this level.
Reduced damage from acid in Swamp Trouble, this will prevent breaking the map if someone falls into the acid near the raft/bridge with objective items.
Added a blocker to the last checkpoint in Swamp Trouble, you may only reach this area after defending the sewers.
Fixed Bandits in Swamp Trouble raft area, they should pay more attention to the players now.
Increased Blood Rage HP regen rate from 0.615 to 0.815 per point.
Extended the XP event to be active for both Saturday and Sunday, plus increased XP gained by 50% (2.5X multiplier).
Back in 2013, BrainBread: Source slowly transitioned into BrainBread 2, thanks to Greenlight we were able to push our game onto Steam. Three more years passed until the game was available in Early Access mode, sadly we never managed to get a sufficient amount of content out due t
Back in 2013, BrainBread: Source slowly transitioned into BrainBread 2, thanks to Greenlight we were able to push our game onto Steam. Three more years passed until the game was available in Early Access mode, sadly we never managed to get a sufficient amount of content out due to our lack of team members, but we tried our best to fill every void. Six more years passed and we're here today, lots of content has been pushed into BrainBread 2 over the years, including maps, weapons, characters, gameplay changes and more.
Server owners please update your servers! Balancing Players Reduced XP event rate from 3.5 to 2.0. Weapons Reverted pickup penalty for the Flamethrower and Minigun from 3 min to 5 min. Reverted pickup penalty for the Propane Tank from 3 min to 4 min. Reverted level requirement fo
Server owners please update your servers!
Balancing
Players
Reduced XP event rate from 3.5 to 2.0.
Weapons
Reverted pickup penalty for the Flamethrower and Minigun from 3 min to 5 min.
Reverted pickup penalty for the Propane Tank from 3 min to 4 min.
Reverted level requirement for the Minigun and Flamethrower to 25 and 15 respectively.
Misc
Fixed a Steam Cloud issue which would continuously override your config when starting the game.
Server owners please update your servers! Maps Fever - Objective Added dbsoldier's new soundtrack for the Pyro fight. Added missing door sounds to the military checkpoint door. Zombie spawners in the farm and white house will be killed when you move to the labs area. Zombies will
Server owners please update your servers!
Maps
Fever - Objective
Added dbsoldier's new soundtrack for the Pyro fight.
Added missing door sounds to the military checkpoint door.
Zombie spawners in the farm and white house will be killed when you move to the labs area.
Zombies will be teleported to the lab area when the humans get to the lab.
You can no longer go back to the topside when you enter the labs.
Fixed floating manholes.
Added missing glowsticks near the other manhole.
Added FAR z to fog controller, this will limit the draw distance in the open part of the map.
Optimized area portals.
Zombie players should no longer get stuck on spawn.
Players now spawn with a fireaxe and glock17.
Increased escape time by a minute.
Reduced max zombie count from 60 to 40.
Top side zombie volumes will start spawning 35 sec after round start, rather than 10 sec.
Added objective icons to mark which house to capture.
Pyromaniac is smaller now, he should no longer get stuck.
Boosted Pyromaniac health.
Reduced gasmask respawn time.
Opening the doors to the parking lot will open them permanently.
Quarantine doors will force close.
Added a new checkpoint after you secure the lobby, when the main doors have opened.
Added more weapons across the map.
Added missing rotor sound to the choppers.
Escaping is finally easier.
Coltec - Objective
Added dbsoldiers's new soundtrack for the Priest fight.
Priest no longer gets stuck when trying to go down from the balcony.
Reduced the bomb blast range.
Fixed an exploit which could break the map if a player who had the key to the church lost the key before someone entered the church door area, this would teleport everyone to the church and assume that someone had the key.
The ladder up to the church will glow when the key has been found, also added improved lighting in this area to make it easier to notice the ladder.
When the Priest boss fight starts, zombie players can no longer enter the human spawn.
Added more weapon, healthkit and armor items across the map.
Escaping is easier now.
Priest will spawn in the fight slightly later.
Nightclub - Objective
Added a new alternate route to elevator hold out area.
Added a new zombie vent route which bypasses the need to use the elevator.
Boosted The Director (yes, we gave him extra viagra, but you didn't hear that from us).
Swamp Trouble - Objective
Added global glow to the gear parts in the last objective.
Rooftop - Arena
Improved visual design and NAV mesh.
Balancing
NPCs
Bandit will award 20 XP instead of 10 XP.
Bandit Leader will award 35 XP instead of 15 XP.
Zombie Walker will award 15 XP instead of 7.5 XP.
Zombie Runner will award 10 XP instead of 5 XP.
Johnson will award 1000 XP instead of 500 XP.
Priest will award 1000 XP instead of 500 XP.
Increased Priest base damage from 7 to 12 with the Winchester.
Increased Priest base health from 5000 to 6500 with no scale.
Increased Priest health scale value from 7.5% to 35% increase per player.
Weapons
Reduced pickup penalty time for Minigun, Propane and Flamethrower to 3 min instead of 4 to 5 min.
Reduced NPC Grenade damage from 120 to 105.
Misc
Winning the game in Objective/Story mode will award 15% of your total XP needed to level up, rather than 7.5%.
Winning the game in Arena mode will award 8% of your total XP needed to level up, rather than 4%.
Winning a round in Arena mode will award 1.5% of your total XP needed to level up, rather than 1%.
Misc
Zombie players can no longer drown, or produce drowning sounds.
NPCs using flamethrower will no longer deal damage through doors, windows, etc.
Updated the textures for the Pyromaniac NPC.
Added missing normal map for Riot Police NPC helmet.
Removed map score loading screen image thingy.
Leaving Early Access
Be sure to give feedback for this patch, the next step is to push BB2 out of early access, hopefully sometime next week!
Server owners please update your servers! Maps Fever: Cybercon's Notorious Lab Coltec: Brainobyl Returns (mad laughter) Surgery: Painkiller edition - Thanks to The deadly Cutsman Biohazard: Workshop Map! New Achievements Activate Gunslinger. Activate Blood Rage. Activate Zombie R
[previewyoutube=nnYD0L2kEaQ;full][/previewyoutube]
Server owners please update your servers!
Maps
Fever: Cybercon's Notorious LabColtec: Brainobyl Returns (mad laughter)Surgery: Painkiller edition - Thanks to The deadly CutsmanBiohazard: Workshop Map!
New Achievements
Activate Gunslinger.
Activate Blood Rage.
Activate Zombie Rage.
Kill 25 Players as a Zombie Player.
Become Infected.
Complete Coltec: Objective with 4 or more players.
Complete Fever: Objective with 4 or more players.
Complete Surgery: Arena with 4 or more players.
Code
Core
Added a recurring XP event which will happen every Saturday (lasts 24 hours), this system depends on the timezone of the server, to ensure that you will get the best possible experience. All XP will be increased 3.5 times, this will NOT affect NPC scale / difficulty!
Improved kick and ban vote system, the proper steam ID is now being used, and correct commands for auto kicking on ban, etc.
AI & NPCs
Zombie NPCs and Fred will now actually play idle/moan sounds, some old bugs would prevent these sounds if there were more than 5 zombies in the game.
Human NPCs can now use flamethrowers, snipers and the winchester.
Added a new boss for the Coltec objective map - meet the Preacher, watch out for his spontaneous grenade attacks!
Added a cvar which can be used to alter the zombie's max speed, useful if you want your map to be more slow paced.
Fixed grenade attachments using the wrong hand attachment, grenades should now spawn in more suitable locations.
Humanoid bosses will now use the correct damage scale values when taking damage, implying some bosses may take less damage from certain weapons.
Improved NPCs fire rate with certain weapons like shotguns, snipers, etc. They no longer fire them as fast as assault rifles...
Entities
trigger_capturepoint will no longer allow a capture percentage of 0, this would break the trigger - thus it would "auto" capture by itself.
Updated entity whitelist when a map is restarted, entities like func_brushes, player blockers, etc, were not fully restored on game restart. This issue could prevent players from progressing in the map if they failed once and had to start over again.
Added an OnProgressed output to logic_quest, this output is triggered for any quest objective, if it has been progressed in any way.
When a capture volume is captured it will fire the OnCaptured output using the last player interactor in the entity output message.
Areaportal windows can now be force closed, opened and support an initial state.
Any item type can now be respawned with the inventory item randomizer, such as actual inventory items, not consumables, etc.
bb2_prop_button now has a UseSound keyfield.
Color Correction will no longer fade in if the falloff is set to -1.
Added shared kill entity classname "bandits" for logic_objective, this will count any bandit, bandit leader, etc kill. Similarly to the "zombies" classname checker.
Updated the logic_objective with a list of choices for the kill entity type (in the FGD).
filter_character_type and smart_trigger will now properly register bandit NPCs if the filter is set to Humans NPCs only.
point_teleport TeleportHumans and TeleportZombies will now perform simple trace checks, to ensure that only players that are not within reach will be teleported.
Added bb2_zombie_spawner_continuous, this is enabled by default, and will revert to the old zombie volume behaviour, which is to spawn zombie waves every X sec even if the old wave did not fully spawn yet. Newer maps disable this for more optimal zombie spawning.
Fixed a bug which would show the objective icon for inventory items even if it was set to disabled by default.
Inventory items can now be set to unique, which ensures the player can only carry one unit of the item.
Inventory items can now have a despawn time - these will be removed after a few sec when dropped by a player.
Players & Skills
Improved experience system, XP is now awarded based on damage dealt, rather than on kill. Previously you would get XP for a kill, and for each attack you would get 1 XP, this has been changed to a "gain XP as you deal damage" approach, where the minimum XP you may receive is still 1 XP. Your XP value received is affected by how much damage you dealt relative to the NPCs health, and of course the current scale values in the server. Team bonus will now be directly applied to each attack, making it even more useful to gather up against the ZEDs!
Perk duration is now visualized on the HUD, counts for both human and zombie perks.
Any XP gained will now be visualized on the HUD, this can be disabled in Options->Other.
When playing as a zombie in Objective mode, you will now see two counters next to your healthbar HUD in the bottom left corner, these two counters indicate how many enemies you have to kill, or how many times you have to die until you may respawn as a human.
Improved Blood Rage skill perk, this perk will now improve your health regen vastly, increase your kick damage and melee damage further. Initially it only affected melee damage, excluding kick. This health regen stacks with the health regen skill, and melee master damage skill.
HUD & VGUI
Fixed a minor bug which displaced HUD text when you were infected.
Balancing
NPCs
Bandit will award 10 XP instead of 8 XP.
Bandit Leader will award 15 XP instead of 12 XP.
Zombie Walker will award 7.5 XP instead of 5 XP.
Fred will award 1000 XP instead of 100 XP.
Johnson will award 500 XP instead of 100 XP.
Custom Actor NPC will now award 50 XP if not a boss, and 100 XP if it is a boss, instead of a fixed XP value of 5.
Weapons
Boosted Deagle damage from 40 to 50.
Flamethrower no longer has a horrible drop off.
Tweaked flamethrower range.
Removed LvL requirements on Propane, Grenade, Flamethrower and Minigun.
Players
Mag Refill Skill will trigger more frequently, 15% at max rather than 10%.
Boosted Blood Rage melee damage from 2% per point to 2.5% per point.
Misc
Increased XP when completing objectives from 2% to 3.5% of the total XP you need to level up.
Increased XP when completing quest objectives from 1.5% to 2% of the total XP you need to level up.
Winning the game in Objective mode will award 7.5% of your total XP needed to level up, rather than 5%.
Winning a round in Arena mode will award 4% of your total XP needed to level up, rather than 2.5%.
Leaving Early Access
The time has finally come, for BrainBread 2 to leave Early Access, this transition will happen in a few weeks, if there are no major issues reported for this patch in the coming week(s)!
Server owners please update your servers! Code Fixed issues related to leaderboards not uploading properly for PvP. Cleaned up some unused HUD elements. Maps Swamp Trouble - Objective More zombies will spawn during the escape phase. Zombies in earlier stages of the map will stop
Server owners please update your servers!
Code
Fixed issues related to leaderboards not uploading properly for PvP.
Cleaned up some unused HUD elements.
Maps
Swamp Trouble - Objective
More zombies will spawn during the escape phase.
Zombies in earlier stages of the map will stop spawning when you progress further ahead.
Misc
Updated Arabic & Russian translation.
Added Dutch translation.
Updated map cfgs, altered the zombie spawn frequencies to be more frequent.
Merry Christmas and Happy New Year! Our Community We at Reperio Studios, wanted to wish the very best to our community, who have supported us throughout the years of development. Without you guys and gals, we would be just another source engine mod. Thank you to our most hardcore
Merry Christmas and Happy New Year!
Our Community
We at Reperio Studios, wanted to wish the very best to our community, who have supported us throughout the years of development. Without you guys and gals, we would be just another source engine mod. Thank you to our most hardcore and dedicated players who have killed hundreds of bandits, slaughtered thousands of zombies, and possibly smacked around a few times by Farmer Fred. As well as those just joining the fight! We love and appreciate every single one of you guys.
Our development Team
Further more, a special thank you to all current and past development team members. This mod has come a long way and it wouldn't be possible, if not for all your hard work. Including Programmers, community managers, sound designers, voice actors, translators, and so on.
Future Plans
Though we are a very limited team since launch. We still plan on supporting the mod (game) with new maps, features, and hopefully a wider range of content. We are always looking for new talent to join the team. If you know anyone who'd be interested in helping out with 3D Design, Animating, Texturing or Level Design please let them know that we'd love to have them on board!
Server owners please update your servers! Code Core Added PvP leaderboards! Added support for custom map based loading music again. Moved admins.txt from server to settings. Admin system works in local games again. Increased default objective / story timelimit by 30 min. Extended
Added support for custom map based loading music again.
Moved admins.txt from server to settings.
Admin system works in local games again.
Increased default objective / story timelimit by 30 min.
Extended the admin system, you can now set which 'permissions' each admin has.
Players & Skills
Fixed firstperson body being disabled when rendering the view in a point_viewcontrol.
Fixed a bug which would prematurely end the game when a player joined an empty game, especially in arena hard mode.
Activating perks will give you full hp.
Elimination Team Perks will no longer reset/re-activate while a perk is already active.
Changed the ammo sharing system, you no longer drop ammo, you share ammo for the gun you are currently holding with players who request ammo through the voice wheel, as long as your guns have matching ammo type, you can share.
HUD & VGUI
Simplified the capture zone HUD, also fixed cases where it would run off the screen.
Added more loading tips.
Fixed a bug in the end map vote menu, the layout should be properly flexible now.
Refreshing the end map vote menu will now always give new options, rather than just doing another random selection, this will go on until all options have been presented, at that point it will reset and do a new random selection.
Fixed 2D keypad menu, used through bb2_prop_button.
AI & NPCs
Bosses no longer have to reload their weapons.
Zombies will no longer try to hit you if you are way above them, fixes some NAV issues.
Crawling zombies / gibbed zombies will no longer go through displacements in some rare cases.
Updated NAV cost function to increase cost for ladder routes, and to decrease cost for crouch routes. Zombies should now only try to climb if there are no other viable alternatives.
NPCs fading in or out will no longer cast shadows.
Entities
Inventory items can now be enabled/disabled, this will disable glow, +use input, etc.
Weapons will have a red glow if they have no ammo.
You will now get more ammo when you replenish ammo for the Sawed Off.
item_note can now use different models.
Added revert option to the trigger_player_block brush entity, this is useful if you want anything else but X to pass through it.
Added spawnflag support to npc_auto_spawner.
Improved color_correction and color_correction_volume, both are now fully client simulated, and multiple of the same correction type can be put around the map.
Added min and max zombie count to zombie_volume, the value is determined by the amount of players in the game (scaling).
Removed spawn frequency from zombie_volume, replaced spawn frequency convar with bb2_zombie_spawn_freq_min and bb2_zombie_spawn_freq_max.
Fixed zombie_volume spawn wave timer, for each spawned zombie, the timer should be pushed forward by X sec.
Improved zombie_volume visibility checks, the traces will now ignore static props, only brushes block their line of sight.
smart_trigger and character type filter entity can now filter by non-infected players.
Improved trigger_capturepoint, it now supports filters properly, for example you can have an inventory item filter, when the filter is valid it activates, and when it becomes invalid it will reset the capture process.
trigger_capturepoint can now fire the OnTouch output at a given interval.
trigger_soundscapes will now activate their target soundscape even if you cannot see it, and it can be set to not disable this soundscape when you leave the trigger bounds.
Increased respawn time for ammo entities.
inventory_item and bb2_prop_button will no longer catch +use when disabled.
smart_trigger & trigger_player_block will have client & npc flags set by default.
Improved glow functionality for bb2_prop_button.
bb2_prop_button will now use VPhysics by default if possible.
Added 'Affect Once' to logic_inventory_check, only one inventory item will be used/dropped/deleted when found if true.
Added 'Exchange ID' to logic_inventory_check, if the initial item is found, it will exchange it with the item ID given.
Removed Kill and Time scale factors from logic_objective, the time and kill count is automatically scaled between min and max, the scale factor is determined by the amount of players in the game.
Balancing - Elimination
Zombie Players get 5 points per kill instead of 4.
Zombie Players need 2 human kills to trigger a team perk.
Human Players need 4 zombie player kills to trigger a team perk.
Human Players can no longer trigger team perks by killing NPCs.
Zombie Player team perk will make them absorb all firearm damage, humans will have to go melee from now on!
Achievements
Complete Swamp Trouble - Objective with at least 4 players.
Maps
Added Swamp Trouble, Objective.
Adjusted areaportal window translucency values across multiple maps.
Adjusted NAV in Termoil, Compound, Surgery, Barracks.
Fixed broken entities in elimination maps.
Termoil - Objective & Deathmatch
Added more details.
Disabled collision on light props.
Nightclub - Objective
Bandits will spawn a bit more frequent in the Larry boss sequence.
Larry and the Director is slightly stronger.
Fixed god spots.
Fixed issues with the welding objective, when you use a blowtorch on the gate, if players who had no blowtorch went into the trigger it would reset.
Mecklenburg - Objective
You no longer get stuck when you all get teleported into the gunshop.
Server owners please update your servers! Code Core All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files. Improve
Server owners please update your servers!
Code
Core
All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files.
Improved workshop logic for dedicated servers, improved the verboseness.
Removed all AI node crap, from now on only NAV is used. Update your custom maps if you have not yet added NAV!
Players & Skills
AFK kicker will no longer kick people during end vote screen, if it takes too long.
Coldsnap will reduce enemy movement speed by 45% and force the enemy to walk, if running.
All default soundsets are now available for each character.
You can now view quests + progress while spectating.
Firstperson body will not render if your view is rendered through a camera.
Disabled bloom effects when view is rendered through a camera.
Fixed armor damage pain sound, it was overriden by the default pain sound.
Improved player animation state blending, especially for the local player, less glitchy leg movement, proper YAW, etc.
Added a lost survivor soundset made by Seoras back in the day.
Added an option to enable automatic reload of weapons.
HUD & VGUI
Updated credits logic, you can now increase/decrease the scroll speed by using mouse scroll, also fixed the layout.
Excluded maps can now show proper loading screens.
AI & NPCs
Added npc_bandit_leader, npc_police, npc_riot and npc_swat (plus static versions).
npc_fred now has a disable jump option.
Added allow jump, and force static option to npc_custom_actor.
Fixed NPC auto-fire shotgun OPness.
Overhauled npc_custom_actor AI.
Fixed zombie NPCs wall hacking issues.
Improved overall zombie attack logic, they can reach you in trickier areas.
Fred can no longer walk thru military or bandit NPCs.
Fixed ai schedule route stuff if interruptability is set to Death, any interruptions will not cause the AI to break.
Added support for soundset override in the model override, defined in the maps script. Useful if you want the npc to use an entirely new soundset.
Crawling zombies are now non solid for all NPCs and players.
Improved zombie door breaking AI a bit, they will no longer randomly attack doors, only if the door obstructs their NAV path.
Fixed npc_custom_actor fire rate with certain weapons.
Disabled jumping for Johnson in Salvage.
Entities
Added SetBreakable, SetUnBreakable, and breakable default state to prop_door_breakable.
Added filter_inventory_item which can be used to filter based on whether or not a player has a certain inventory item.
Added filter_damage_type, this can be used to filter entities based on classification.
Fixed messy smart_trigger outputs.
It is now possible to disabled the inventory item rotation effect by setting DisableRotationFX to 1 in the script for the item. Disabling the effect will also set the item to spawn using the orientation in hammer, and will revert to the ang_off_* ones when dropped.
Radius glow color can now be changed through LocalGlow R G B A.
Fixed +use hierarchy, sometimes if an inventory item was dropped into an ammo box or some other larger non solid entity you would not be able to pickup the item.
Improved zombie volume tracing.
Fixed item_ammo_crate +use trolling.
A thrown propane tank will have a red'ish glow outline rather than blue'ish, implying it can be detonated!
logic_objective no longer needs an index value.
Balancing
Updated Coldsnap to reduce speed by 45% instead of 15%.
Achievements
Complete Nightclub with at least 4 players.
Bandit Massacre.
Psychopatic Tendencies.
Healing Addiction.
Kung Flu Fighting.
Mazel Tov.
Prescripted with Pain.
Sweeper.
Head Traumer.
Maps
Added Nightclub, Objective.
Added Fever, Elimination.
Added Rooftop, Elimination.
Remastered Cargo, Arena.
Remastered Swamp Trouble, Arena.
Remastered Rooftop, Arena.
Laststand - Objective
Fixed NAV issues.
Termoil - Objective
Added clips to prevent Fred from falling down and into the sewers.
Mecklenburg - Objective
Added a new quest, find the keycard and open the armory.
Rastamon and George Wayne will no longer get stuck if obstructed.
Fixed jail cells not opening.
All humans will be ported to the gunshop after defending it.
Misc
Added the latest SDK 2013 engine binaries.
Fixed various duped output issues in the FGDs.
Removed tons of unused bloat, legacy HL2 and TF2 code, logic, fgd, etc...
Added missing detail textures from L4D content, also removed some duped files.
Updated Russian translation.
Updated credits, added some missing people!
Removed unused achievements, for now.
Credits to The deadly Cutsman for the remastered maps, and to Razorkiller for the new achievement ideas plus icons!
Server owners please update your servers! Code Core Sourcemod and other plugins can now be used with Global Stats. ALL custom maps are now whitelisted by default. Meaning any map is eligible for Global Stats! Increased max points to 150, LvL 1-100 gives 100 points, while LvL 101-
Server owners please update your servers!
Code
Core
Sourcemod and other plugins can now be used with Global Stats.
ALL custom maps are now whitelisted by default. Meaning any map is eligible for Global Stats!
Increased max points to 150, LvL 1-100 gives 100 points, while LvL 101-500 gives 50 points. Write bb2_reset_skills in the console to reset the points for your player. (LvL will not be affected!)
Players & Skills
Fixed prediction issues.
You will no longer lose zombie credits if you have enough kills to respawn as a human. (on death)
Zombie Life Leech will no longer trigger on friendly fire / suicide attempts.
LvL 500 tiara should now fade out when the owner leaves your PVS.
HUD & VGUI
Achievements will now display the XP you will receive when achieving said achievement.
AI & NPCs
NPCs will no longer randomly fade in when they enter your PVS way after being created.
Entities
Added TeleportHumans and TeleportZombies to point_teleport, which will teleport said team to this entity's origin.
Fixed potentially broken zombie_volumes when using respawn only on death.
Weapons
Rex, Akimbo Rex and Deagle will no longer disorient the player view massively when playing with a high ping.
Switched Rex and Deagle viewpunch. Boosted viewpunch for Deagle, Rex and Akimbo Rex.
Hopefully fixed twitchy Deagle hand anim swap, when going from two hand to one hand and vice versa.
Balancing
Deagle will do twice as much damage in Deathmatch mode.
Upped Deagle fire rate with two hands to 0.6.
Textures
Beretta
Resized the texture, it is now higher res which should give more visible detail.
Fixed the normal map so it works properly and is not a jagged-up improper mess.
Better, smoother shine.
Sights now have working tritium.
Maps
Added Rishika, a new awesome Deatmatch map!
Added Backyard, an improved version of the backyard deathmatch workshop map.
Termoil - Deathmatch
Added Player CLIP to some areas to help pathing and prevent exploits.
Added major visual changes to hotel and ZED publishing building.
Adjusted some textures outside.
Adjusted lighting inside Pawn Shop and Book store.
Added color correction to improve red lighting and dark areas.
Added new snow texture outside.
Added small snow details around the map.
Fixed prop fading on some props.
Rooftop - Deathmatch
Added lighting to third level leading into elevator.
Added more props to certain areas.
Added wooden platform in elevator room to help player pathing.
Extended skybox view.
Added Player CLIP to some areas to help player pathing.
Misc
Added Arabic translation provided by Mohammad AlHilwani AlRefaei (SY)!
Server owners please update your servers! Code Core Fixed bad game stutter/occasional freezing, due to Steam Stats callback constantly refreshing the client achievement data. Players & Skills Reality Phase will no longer make you immortal. Reality Phase will no longer let you
Server owners please update your servers!
Code
Core
Fixed bad game stutter/occasional freezing, due to Steam Stats callback constantly refreshing the client achievement data.
Players & Skills
Reality Phase will no longer make you immortal.
Reality Phase will no longer let you run through doors.
Netcode optimization.
HUD & VGUI
You can now chat while the end score/stats panel is visible.
AI & NPCs
Spawning zombies can no longer go through doors.
You can now kill spawning zombies again.
Enabled proper lag compensation for spawning zombies.
Increased Minigun firing frequency for NPCs.
NPCs will no longer spam auto-fire with shotguns.
Improved Zombies & Fred attack AI, they will now be able to attack you properly when you hide/camp in hard to reach areas.
Entities
zombie_volume now has a new spawnflag which prevents the spawner from ever spawning more zombies than the amount specified in the trigger. Meaning that the spawner will only spawn new zombies when the old ones dies.
Ragdoll based gibs that have faulty bones or QC scripting in general will try to revert to physics only if possible. Rather than being removed entirely.
Weapons
Frag grenades will no longer collide with or bounce off of friendly players or NPCs.
If extreme gore is disabled, gib impacts will trigger less to save performance.
Added more recoil to the Deagle when in 1H and 2H.
Added separate fire rate for Deagle 1H stance.
Deagle will now change between stances faster.
Balancing
Increased Deagle reload speed when using Pistol Mastery.
Reduced 2H stance Deagle fire rate.
Increased 1H stance Deagle fire rate.
Increased Deagle bash damage from 20 to 25.
Increased Deagle base damage from 37 to 40.
Increased Deagle Pistol Mastery damage increase by 30% per point.
Deagle will now use 8 bullets per mag, and can hold 6 mags rather than 5.
Textures
Deagle
Fixed the normal map so there's no (or at the very least less) smoothing errors.
Sights should be slightly less shiny, it's not a shiny metal.
Added a missing important detail, the trigger button on the hammer.
Added some subtle fat-based dirt on areas that make sense it would have dirt. (like the sights)
Made the text and icon more visible, as it should be.
Added tritium sights, for some more eye-appealing decoration.
Improved the envmap, should make the gun even more reflective.
Improved shading on the gold.
Added crevices on the hammer.
Maps
Mecklenburg - Objective
Bandits will no longer camp in the elevator shaft.
Fixed blocked NAV areas near the gunshop.
Several zombie spawners in tighter areas, like the apartment areas will use the new zombie volume spawning flags to prevent overflow of zombies.
Server owners please update your servers! Code Players & Skills Cheetah Powerup will now ignore weapon weight. Predator Powerup will ignore all falldamage. When you reach LvL 500 you will be a god to everyone else. Sliding into an escape trigger will no longer glitch out your
Server owners please update your servers!
Code
Players & Skills
Cheetah Powerup will now ignore weapon weight.
Predator Powerup will ignore all falldamage.
When you reach LvL 500 you will be a god to everyone else.
Sliding into an escape trigger will no longer glitch out your view.
Fixed a minor bug which would not reset your kill or death counter when you respawned as a human while being a zombie.
Reality Phase will now make you properly non solid to all Players & NPCs.
Added bb2_end_game & bb2_end_round for testing purposes, which allows you to skip rounds in Arena mode.
Steam Stats will now be fetched properly for clients, even when Steam Overlay is disabled.
Max spawn protection cvar value has been lowered from 10 to 5 sec.
HUD & VGUI
Scoreboard will be closed when the end map vote panel is displayed, to prevent panel rendering issues.
Fixed HUD ammo mag counter displaying faulty values for akimbo weapons.
Fixed HUD ammo bullets sometimes displaying 0 bullets when you actually had at least one bullet in the clip.
Updated scheme files to fix a faulty font name for Noto Sans, this should fix font rendering issues for some Linux distros.
AI & NPCs
Optimized netcode for NPCs.
Humanoid NPCs will now fire their weapons more frequently.
Zombies & Fred will no longer wiggle back and forth sometimes when they try to attack someone facing a wall.
Zombies will no longer attack air because they think they can reach you, even when you're a story above them.
Improved Fred's AI, he is no longer fully brain dead.
Updated NPC collide rules, Fred will no longer get blocked by spawning NPCs or weapons.
Fred will no longer collide with Military or Bandit NPCs.
Entities
func_precipitation is now preserved on level restart.
Cleaned up and removed a lot of unnecessary entities.
Improved trigger_player_blocker, it now blocks/unblocks smoothly and also supports a disabled state which can either block or unblock by default.
Weapons
Fixed akimbo ammo inconsistency bug, if you had uneven amount of ammo. It would prevent you from firing/reloading properly.
Frag Grenades can no longer kill friendlies when you throw them before becoming infected, becoming a zombie or escaping/spectating.
Melee & Firearms will no longer trace against items, armor, ammo, and other weapons.
Melee & Firearms will now trace through friendlies, meaning you can for example shoot through your friends. No more blocking!
You can no longer consume propane tanks (ammo) when you already own propane.
Flamethrower sound is no longer global. It should be distance based, clear your sound cache if it still is global!
Added the Desert Eagle, plus its respective achievement! Credits to Lord B & Boss Negro!
Misc
Updated VPKs to include more game folders.
Added NAV related FGD entries.
Moved FGD files into the root/bin folder.
Balancing
Increased the effect from Weightless from 4% to 6.5% per point.
Increased the effect from Lightweight from 2% to 4% per point.
Maps
Shared
Fixed akimbo weapon positions in the objective maps.
Added the Deagle to all objective maps and Salvage.
Mecklenburg - Objective
Nerfed zombie spawners in the apartments, alley, prison and keycode area.
Rastamon and Wayne will get some extra time to flee before the other prison door opens, and will position themselves behind the military.
Compound - Objective
Nerfed zombie spawners in the zone capture area and alley transit area.
Fixed player blocker being obsolete sometimes.
Laststand - Objective
Increased zombie count.
Salvage - Arena
Added a nav blocker in Johnson's container, to prevent the bandits from trying to go through it.
Server owners please update your servers! Code Added the latest SDK 2013 bins. Maps New Beef Added Cargo - Deathmatch. Added Rooftop - Deathmatch. Termoil - Deathmatch Added some visual changes and lighting updates. Modified some weapon placements, and added some new weapon spawn
Server owners please update your servers!
Code
Added the latest SDK 2013 bins.
Maps
New Beef
Added Cargo - Deathmatch.
Added Rooftop - Deathmatch.
Termoil - Deathmatch
Added some visual changes and lighting updates.
Modified some weapon placements, and added some new weapon spawns.
Misc
Added Polish translation, thanks to Kondi!
Added Russian closed-captions, thanks to Evil Apple!
Community Discord
https://discord.gg/0TitkvlFlYoBak0V
Have a merry xmas!
Server owners please update your servers! Code Players & Skills Blazing Ammo sound cue will no longer play when you damage NPCs with the flamethrower. Skill Sound Cues should no longer be interrupted by other player sounds. Added skill sound cue for Crippling Blow and Life Le
Server owners please update your servers!
Code
Players & Skills
Blazing Ammo sound cue will no longer play when you damage NPCs with the flamethrower.
Skill Sound Cues should no longer be interrupted by other player sounds.
Added skill sound cue for Crippling Blow and Life Leech.
In Deathmatch mode you'll now pickup armor and health on touch rather than only on +use. If you walk over armor, it'll only be picked up if the armor type is greater or equal to your current armor type.
Removed armor weight in Deathmatch mode.
HUD & VGUI
Human FLESH overlays will now render properly for clients that haven't entered your PVS at all.
Fixed map selection GUI pagination.
Opening the chat window will now properly position the mouse cursor so that you can easily scroll in the chat panel.
NPC based killfeeds can now be hidden by setting hud_deathnotice_npcs to 0.
AI & NPCs
Fred should no longer get paralyzed sometimes when someone triggers his rage mode.
Zombies and zombie bosses can now attack targets when you stand on them / under them, improved their reach.
Improved climbing, crawling and jumping when using NAV.
Walkers & Runners will no longer randomly die as frequently, if they have an active player enemy within sight they'll not be flagged for death.
Improved AI responsiveness, finally! Bandits are no longer super lazy in big objective maps...
Improved crawler hull slightly.
Fixed YAW speed for crawlers.
Weapons
Fixed akimbo weapons fully, from now on they will work more like CS:S dualies. You only have to click one button. (LMB by default)
Fixed akimbo world models, sometimes the weapon would disappear entirely when dropped.
Fixed faulty attachment names on the akimbo Glock-17 and akimbo Beretta.
Melee weapons can now set how likely they are to stun an enemy, in addition to the default stun rate.
Misc
Workshop will now load info for more than 50 addons on the client. If you had more than 50 addons previously, there could have been a chance that the map selection panel wouldn't list all of your subscribed workshop maps.
Gameservers can now load more than 50 workshop maps.
Maps
Mecklenburg
The gunshop will no longer block players from entering if you fail to complete the map. The gunshop door block brush was not reset on round/game restart.
Added a few more clips to prevent camping on vehicles.
Fixed some NAV connection issues.
Termoil
Fixed NAV issues.
Fixed invisible texture bug in the sewers.
Fred will no longer get stuck in the subway area, near the ticket booth.
Zombie Players can no longer +use and abuse the turtles.
Updated some props to be prop_static rather than prop_dynamic, plus disabled collision on a few of these props.
Compound
The main door leading to the facility will now be killed when the first objective is completed.
Fixed an exploit which allowed the player to jump on top of some fences.
Nerfed zombie spawners near the spawn area and secure facility area.
Added more details to the map, thanks to Sethen!
Coltec
Fixed an exploit which would allow the player to jump+crouch onto the clothing drape on the second floor.
Island
Clipped palm trees.
Fixed AI nodes.
Fixed player spawn entities using PITCH spawn angles.
Misc
Added navmesh to Rooftops, Barracks, Surgery and Devilscrypt.
Balancing
Boosted Remington 700 by 15% in Arena and Objective, against NPCs.
Nerfed Rex and Akimbo Rex by 13% in Deathmatch.
Nerfed Benelli M4 23% in Deathmatch.
Boosted Remington 870 by 5% in Deathmatch.
Boosted Sledgehammer by 10% in Arena and Objective, against NPCs.
Boosted Fireaxe by 8% in all modes.
Nerfed Hatchet by 5% in Deathmatch.
Sledgehammer is now 100% more likely to stun a target, if Crippling Blow > 0.
Baseballbat is now 25% more likely to stun a target, if Crippling Blow > 0.
Machete is now 50% less likely to stun a target, if Crippling Blow > 0.
Brick is now 75% less likely to stun a target, if Crippling Blow > 0.
M9 Bayonet is now 50% less likely to stun a target, if Crippling Blow > 0.
Hatchet is now 50% less likely to stun a target, if Crippling Blow > 0.