# Zonemod 2.0 This is a changelog from **Test v0.4** to the released version. For changes from **1.9.16** to **2.0** check out **[<This changelog>](https://hackmd.io/yVnQleBWTO-G1fSxJjzATg)** ## New Subconfigs: * **Zone Hunters:** * Zone Hunters is the **ideal** Hunters config, based on the latest ZoneMod. * Allows Players to vote which weapons to play with. * Weapons supported are: * **Uzi** * **Silenced Uzi** * **Pump Shotgun** * **Chrome Shotgun** * **Scout** * **AWP** * **Grenade Launcher** * **Deagle** * Supported Modes: * **4v4** * **3v3** (No Wallkicks) * **2v2** (No Wallkicks) * **1v1** (No Wallkicks, No Tank) * **Zonemod Retro:** * A retro-style 4v4 config of ZoneMod, based on the latest ZoneMod. * Quad Caps enabled. * Wallkicks enabled. * Special Infected Limits: * **Smoker:** 1. * **Boomer:** 1. * **Hunters:** 4. ## Survivors: * **Weapons:** * Vertical punch after firing a gun has been **removed**. ## Infected: * **General:** * Quad Caps are **no** longer possible. > **Developer Comment:** This was a tough change to push through as Quads do give you that "hype" feeling when they work out, however we've seen gameplay being dumbed down a lot. While Zonemod is focused on catering to all levels of play, we've seen too many games being dependent on quads to the point that they were tunneled. This change will inevitably cause an outcry at the start, but keep in mind that all change requires getting used to. * **Common Infected:** * Limits have been reduced: * 3v3: * Decreased from **22** to **18**. * 2v2: * Decreased from **15** to **10**. * 1v1: * Decreased from **7** to **5**. * **Smoker:** * Changed the tongue cooldown on instant clears: * Tank punch/rock resets the Tongue to **8s** (was **4s**, Vanilla: **0.9s**) * Survivor instant clears reset the Tongue to **4s** (was already **4s**, Vanilla: **0.9s**) > **Developer Comment:** The reset was a shared 4 seconds across the board, this turned out to be too short on Tank punches/rocks. * **Charger:** * Punch damage increased to **7**. (was **6**) * **Hunter:** * When shoved off a Survivor, they will now always perform a roll rather than stumbling away. (**[Video](https://www.youtube.com/watch?v=HuLIj-VjDuY&t=49s)**) ## Map Changes: # Mini-Changelog This changelog covers all of the major changes between Zonemod v0.4 and Zonemod v2.0. For a complete list of changes see **[this changelog](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/blob/d47d0d5126463934dab5073c037db1220217fcde/CHANGELOG.md)**. ## Blood Harvest * Blood Harvest has received its initial set of changes, you can find the complete changes for each map below: 1. [Woods](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Blood-Harvest-1-Woods) 2. [Tunnel](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Blood-Harvest-2-Tunnel) 3. [Bridge](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Blood-Harvest-3-Bridge) 4. [Train Station](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Blood-Harvest-4-Train-Station) 5. [Farmhouse](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Blood-Harvest-5-Farmhouse) * Major changes for Blood Harvest include: * **All Maps** * Removed some clips from The Last Stand update that blocked the tops of cliffs and buildings * Improved ammo and weapon spawn availablity throughout all maps * Added new infected ladders to all maps * **Map 1** * Added some tree clusters near the saferoom to reduce death charge potential on the first hit * **Map 2** * Added lots of new infected ladders, especially in the warehouse * **Map 3** * Changed distance points to **500** (was **400**, vanilla **600**) * Changed tank ban range to 81% - 100% to allow later tanks to spawn (was 70% - 100%) * Ban range starts when approaching the bridge, and lasts for the rest of the map * **Map 4** * Changed distance points to **500** (was **400**, vanilla **700**) * Added tank ban range at 43% - 51% * Ban range starts outside the warehouse entrance, and ends when approaching the exit from behind. * Added a plank to allow survivors back up the one way drop before the warehouse * Added barriers to block the warehouse entrances and exits * Survivors must go around the outside of the warehouse and press a button to open the barriers if they want to go inside the warehouse * The button can be found in the room with the forklift * The button will be highlighted if survivors stand in front of the normal entrance * Tanks can break the barriers * Added an awning to the front of the warehouse, like it had in L4D1 * Survivors cannot jump on this awning * Added props to the bridge leading to the saferoom * **Map 5** * Added railings outside the saferoom to reduce death charge potential * Added some props around the finale area * Replaced the hittable chair with one accurate to L4D1 * Added 2 hittable haybales by the escape gate (next to the added army truck) * Added some new infected ladders ## The Crash Stand * Crash Course and The Last Stand are now combined into one campaign * Map Order: * Crash Course 1 - Alleys * Crash Course 2 - Truck Depot * The Last Stand 1 - Junkyard * The Last Stand 2 - Lighthouse * You can find the complete changes for each map below: 1. [Alleys](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Crash-Course-1-Alleys) 2. [Truck Depot](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Crash-Course-2-Truck-Depot) 3. [Junkyard](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/The-Last-Stand-1-Junkyard) 4. [Lighthouse](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/The-Last-Stand-2-Lighthouse) * Both maps have also received their initial set of changes, major changes for Crash Course and The Last Stand include: * **All Maps** * Improved ammo and weapon spawn availablity throughout all maps * **Crash Course 1** * Reduced the difficulty and length of the howitzer event: * Reduced number of panic event hordes to 1, instead of 2 panic event hordes * **Crash Course 2** * Reduced the difficulty and length of the finale: * Only the second event tank will spawn, the first event tank is skipped * Each horde stage is now only 1 panic event horde, instead of 2 panic event hordes * Reduced the delay between stages * Survivors no longer have to restart the generator, it will restart by itself as the finale ends * Made the generator to start the finale glow to help unfamiliar players * **The Last Stand 1** * Reduced the difficulty of the junkyard event: * Reduced the size of hordes that spawn when starting the generators * **The Last Stand 2** * Reduced the difficulty and length of the finale: * Only the second event tank will spawn, the first event tank is skipped * Survivors now only need 6 gas cans to complete the scavenge stage * The original 8 cans will still spawn, allowing survivors to choose which cans they want to risk getting * Reduced the maximum amount of horde and increased the time between waves during the scavenge section > **Developer Note:** Due to limitations with modifying finale scripts, this applies to all configs ## All Maps * Made all forklifts start in their broken state to prevent physics issues when first hit by tanks ## Dead Center * **Map 1** * Blocked additional tank spawns between 0% - 24% (existing ban range of 38% - 79% remains) * Changed distance points to **400** (was **500**, vanilla **500**) * **Map 2** * Changed distance points to **600** (was **700**, vanilla **600**) * Blocked tank from spawning between 49% - 55% * Ban range starts just before the one way drop, and ends by the first set of stairs to get above the street * Moved the police car by the one way drop further down the street * **Map 4** * Blocked gas cans from landing in unreachable locations when launched * Removed randomness from panic wave horde sizes, it will now always spawn 20 common instead of a random number which would differ between teams > **Developer Note:** Due to limitations with modifying finale scripts, this applies to all configs ## Dark Carnival * **Map 1** * Added a few props around the beginning and end of the map * **Map 3** * Fixed being unable to revive players standing on the jesus spot on the coaster due to the damage type from the barbed wire interupting the pickup ## Swamp Fever * **Map 1** * Reworked the added one way drop at the town entrance > **Developer Note:** The one way drop's original design proved to be far more deadly than it was ever intended to be. The drop has been redesigned to make it safer and less of a major chokepoint. ## The Parish * **Map 2** * Reworked the behaviour of the event during tanks: * The horde will stop if survivors do not progress, and will resume permanently if the survivors progress far enough (vanilla behaviour) * If the horde resumes during tank due to progression, it will spawn 10 common every 20 seconds, instead of the full amount the event normally spawns * Chat prints have been added to inform players of these states ## The Passing * **Map 1** * Removed the opened up path in the bar covered in ivy > **Developer Note:** This experimental change did not work out as intended and was far too strong when it came into play * **Map 2** * Reworked the fire escape chokepoint * Removed the fences blocking access to the lower section of the fire escape * Adjusted the fences blocking the exit of the tunnel * Blocked the entrance to the alley by the bar, forcing survivors to go through the building * Reverted event back to an infinite event ## The Sacrifice * **Map 2** * Re-enabled slowdown on the gravel pile event > **Developer Note:** Slowdown was removed as an experiment because existing tools did not provide any way to control the amount survivors were slowed, instead the game forces survivors to move at walking speed. This resulted in too big of a nerf to this chokepoint.