Small patch: 2.3.0.0.4
[h2]Changelog[/h2]
- Added turret upgrade support for Flatline
- Added turret ammo resupply
- Added "Most defibrillators used" for Campaign Stats
- Added missing English translation strings for Flatline gamemode (for mountable turret)
- Updated Italian translation
- Updated notes files for the Chinese language
- Updated Barlowesquare (Extraction and Hunted):
- Fixed the map from crashing by reduced the map size down to a reasonable amount
- Added back the missing figurine from Extraction
- Removed old population data for barlowe (extraction and hunted)
- Fixed the map from crashing by reduced the map size down to a reasonable amount
- Updated ce_laststop_06 angelscript file, all keys now has an easy to find & read color coded glow for their respective locked door. Also fixed the secret area dome model being teleported by accident
- Fixed a bug where Campaign Mode would not work in Offline mode (or if you lost connection to Steam/Internet)
- Fixed solo achievements not working
- Fixed hunted phone ping not working as intended. Now it checks if you have the damn fkn phone as your active weapon.
- Fixed blow torch having the wrong plight texture stuff (from the old blow torch code)
- Fixed admins not being saved locally when being grabbed from SteamHTTP
- Fixed the following Horde Mode maps:
- chm_harvest, fixed a few god spot locations
- chm_lakeland, fixed a few god spot locations
- chm_auroraestates, fixed a few god spot locations
- chm_barlowesquare, fixed a few god spot locations
- chm_broadway, fixed a few god spot locations
- chm_cypruspark, fixed a few god spot locations
- chm_roanokepd, fixed a few god spot locations
- chm_biotec, fixed a god spot location
- chm_losmuertos, fixed a god spot location
- chm_flowerfieldmansion, fixed a god spot location and removed a physics object
- chm_harvest, fixed a few god spot locations
- Fixed Ban System not working
- Fixed old GS SteamID auth check not working (now it does with the new Steam API changes)
- Fixed Elijah's face not having the material proxy "ZombieVisionEntity"
- Fixed the issue with dedicated servers having 0/8 players
- Removed an old entity from ce_laststop which was a leftover from the old beta flatline, which caused zombies to always know where the player is