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BrainBread 2 News

Release Preparation - Patch 1.0.4.1

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!
Community Discord

https://discord.gg/0TitkvlFlYpxtT63

Post-Corona Mayhem Update - Patch 1.0.4.0

[previewyoutube][/previewyoutube]

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 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)!

Community Discord

https://discord.gg/0TitkvlFlYoBak0V

Post-Christmas Update - Patch 1.0.3.9

Server owners please update your servers!

[h3]Code[/h3]
  • Fixed issues related to leaderboards not uploading properly for PvP.
  • Cleaned up some unused HUD elements.

[h3]Maps[/h3]
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.

[h3]Misc[/h3]
  • Updated Arabic & Russian translation.
  • Added Dutch translation.
  • Updated map cfgs, altered the zombie spawn frequencies to be more frequent.

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

Happy Holidays!

A Festive Letter To Our Community



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!


Thank you,
Reperio Studios Team



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