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  3. A Swampy Adventure - Patch 1.0.3.8

A Swampy Adventure - Patch 1.0.3.8

Server owners please update your servers!
[h3]Code[/h3]
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 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.

[h3]Balancing - Elimination[/h3]
  • 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!

[h3]Achievements[/h3]
  • Complete Swamp Trouble - Objective with at least 4 players.

[h3]Maps[/h3]
  • 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.
Compound - Objective
  • Added more details to the factory part.
Barracks - Elimination
  • Fixed trigger_player_block entities.
  • Adjusted textures and decals.
Rooftop - Deathmatch
  • Added changes from bbe_rooftop.

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V