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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)
  • 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
  • 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