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# System prepended metadata

title: Acemod Revamped RV 1 Changelog

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# Acemod Revamped RV 1 Changelog

Acemod Revamped is an updated version of Acemod with some small balance changes, along with general fixes and improvements from newer configs.

This config is based on **Acemod V4**, but can be hosted on servers alongside it without any issues.

Acemod was created by Visor for the Bleed Out Tournament in 2016. It was originally a spin-off of EQ with the snipers removed, but later developed into it's own config.

Since this config has been out of play for a long time, here is a refresher on Acemod's changes:
**[Acemod/EQ 3.0 changelogs](https://imgur.com/a/8Ptck)**

## General
* Updated general fixes and quality of life improvements to match other configs.
	* The changes are too many to list, but everything you would expect is included.

> Thanks to everyone that has contributed to the **[Competitive Rework GitHub](https://github.com/SirPlease/L4D2-Competitive-Rework)** for making this possible.

## Survivors
* Reverted moving accuracy and spread per shot for both SMGs to their **default** values.

> Running 3-4 SMGs at all times quickly became the dominant meta after receiving buffs in V4.
SMGs are now back how they were in Acemod V3, with only reserve ammo and reload speed buffed.

* Increased water move speed penalty.
	* Move speed while in water is now: **200** (in V4 it was: **210**).

> Watery campaigns still felt too survivor sided especially during tanks. Survivors will now move at the **same** speed as the tank while in water.
For reference, normal move speed is: **220**.

* Removed extra shove cooldown penalty from the **1v1 config**.

> For consistency with other 1v1 configs as they no longer use this feature.

## Infected
* Hunter wallkicks have been **enabled**.

> Acemod was one of the first configs to remove deadstops entirely and wallkicks were removed to compensate for that, but today this is no longer necessary.
This only applies to **4v4** and **3v3** configs.

## Map Changes
* **All** map-related changes have been updated to match ZoneMod's current maps changes, except where noted below.
	* All events are still finite as before.

> Acemod's map changes will continue to be updated alongside ZoneMod's.

### The Parish
#### Map 2
* The trailer door has been removed, allowing survivors to retreat into the pre-event area to hold out.
* The alleyway leading to the pre-event area is blocked once the event starts.

#### Map 3
* Removed the spit block area at the drop into the sewer.

> This was added by ZoneMod.

## Finite Holdout Events
* When there are no more common left to spawn it will be announced in the chat.
* Horde amounts have been adjusted:
	* *Dead Center 3:* **150** (was 180)
	* *Dark Carnival 3:* **240** (was 300)
	* *The Parish 2:* **180** (was 240)
	* *Death Toll 4:* **120** (was 180)
	* *Blood Harvest 4:* **90** (was 60)
	* *Cold Stream 2:* **120** (event was removed)
	* *Dark Carnival Remix 2:* **120** (was infinite)
	* *Dark Carnival Remix 3:* **240** (was infinite)
	* *Dark Carnival Remix 4:* **150** (was infinite)
	* *The Dark Parish 2:* **180** (was infinite)

> This should make these maps a little more fun and balanced.

## Tank Ban Ranges
* *Dark Carnival 3:* From the start of the coaster until after the first ramp.
    * **56%** - **65%**
* *Dark Carnival 3:* Before the last one way drop until the end of the map.
    * **75%** - **100%**

## Witch Ban Ranges
* New witch spawn ban ranges have been added to areas that are unfair or consistently cause her to glitch out:
	* *Dead Center 3:* During the event
	* *Dark Carnival 1:* On the platforms at the one way drop
	* *Dark Carnival 2:* Immediately after the ladder
	* *Dark Carnival 2:* At the start of the event
	* *Dark Carnival 3:* At the start of the coaster
	* *Dark Carnival 4:* After the gates at the event
	* *Hard Rain 2:* In the field
	* *Hard Rain 3:* In the field and immediately after the elevator
	* *Hard Rain 4:* On top of the ladder
	* *The Parish 3:* By the bus at the start of the map
	* *The Parish 3:* In the sewer and immediately after the ladder
	* *No Mercy 3:* After the ladder
	* *Death Toll 1:* Immediately after the ladders
	* *Dead Air 4:* Behind the barricade the van drives through

> This should help reduce the witch's unpredictability, that can cause her to either be useless or randomly lead to a wipe through no fault of the players.