Created
July 26, 2023 05:56
-
-
Save Tsuey/440915ce064f1f2503f0eab31787110d to your computer and use it in GitHub Desktop.
L4D2 Steam News Plaintext Changelog -- Last Stand Refresh
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
A small community patch has been released for Left 4 Dead 2's Last Stand update. | |
For a version of this changelog with direct links to exact files and lines changed, please see: | |
https://github.com/L4D-Community-Team/Last-Stand-Refresh/blob/main/changelogs/Hotfix_Update_01.md | |
Valve (C++) | |
VScript CDirector: | |
- AreAllSurvivorsInBattlefield() returns true if all Survivors are in the battlefield. | |
- GetClosestCharacterWhoIsIT( CBaseCombatCharacter character ) returns the closest character who is "IT" to the passed character. | |
- GetClosestSurvivor( Vector pos, bool bIncludeIncap, bool bIncludeOnRescueVehicle ) returns the closest Survivor from the passed origin, if incapped Survivors are included in search, or on rescue vehicle. | |
- GetHighestFlowSurvivor() returns the Survivor with the highest flow. | |
- GetLowestFlowSurvivor() returns the Survivor with the lowest flow. | |
- GetRandomSurvivor() returns a random alive Survivor. | |
Response Criteria Commands: | |
- "TankActive" where 0 means no Tank aggro, 1 means Tank is aggro. | |
- "Chapter" where 0 is first map of mission, 4 is 5th map, etc. | |
Assets | |
Weapons: | |
- Knife slash pattern is restored to its old behavior, going from left to right instead of left to bottom-right. [knife.txt] | |
- Knife world animations now swing in the same direction as the viewmodel's. [knife.txt] | |
Effects: | |
- Removed faulty LDR fallback materials so that low shader skyboxes no longer render as flat colors or missing textures. [skybox/sky_l4d_*.vmt] | |
- Added a sway shader to the Blood Harvest corn props. [corn01_dry.vmt] | |
Props: | |
- "props_vehicles/deliveryvan_armor.vmt" added $normalmapalphaenvmapmask 1 to both VMT's so the cubemap reflections are properly masked instead of the entire model being covered in reflections. | |
Special Infected: | |
- Added render coloring support to the Hunter, Smoker, Boomer and Charger models; includes burned Hunter and Smoker tongue. [infected/*.vmt] | |
- Sacrifice Tank used the wrong normal map, leading to shading issues mostly on his legs. [hulk_traincar_01.vmt] | |
- Recompiled VTF with the original alpha from the first game (modified a bit) to give the Witch's hair proper transparency. [witch_hair.vtf] | |
Accessibility: | |
- Fixed Audio and Keyboard / Mouse menus in the Options flyout having broken navigation keys when trying to use the arrow keys or a controller. [keyboardmouse & video.res] | |
- Corrected the string keys for the Tank's rock and claw attack lessons. [instructor_lessons.txt] | |
- "Jockey Leap" hint had the incorrect ability_use of "ability_spit", and now uses the correct "ability_leap". [instructor_lessons.txt] | |
Scripts General | |
- "scriptedmode.nut" fix for: slowpoll interval, slowpoll add function logic, and _entHelper. | |
Map Fixes | |
Dead Center | |
Map 1: | |
- Restored window clip-hang bugs that were patched with TLS to re-allow access to the rooftop in Coop mode. | |
- Versus: Tank will now only spawn after Survivors have exited the elevator, and no later than leaving the kitchen. | |
- Versus: Move Ghost SI exploit kill trigger down a lot to solve a rare issue. | |
Map 3: | |
- Blocked a permstuck spot at vending machine alternative path. | |
- QoL: Added auto-crouch trigger and clips to smooth out movement through the shoplift scanners. | |
Map 4: | |
- QoL: Clips for kiosks to assist jumping and booth auto-crouch. | |
Dark Carnival | |
Map 1: | |
- Patched a rarer permstuck spot at the swamp's cargo container. | |
- Patched an elaborate SI out of bounds exploit. | |
Map 4: | |
- Versus: Food cart ladder replaced with better clone and smoothed with new clip. | |
Map 5: | |
- Addressed some issues with "THE MAIN ATTRACTION" Achievement by adding more triggers so it no longer fails if any Survivor disconnects or goes idle while on stage. | |
Swamp Fever | |
Map 1: | |
- While scriptedmode is active an additional 3rd wave would occur and director_debug 1 would say something like wave 1 of -1; fixed by adding a delay of 1 second on the second stage. [See Crash Course 1] | |
- Patched janky ladder near the ferry event. | |
- By popular community request the TLS Swamp gator is now canonically named Fred. | |
Map 2: | |
- Blocked a permstuck spot behind some rocks at the start near the parachutist. | |
- Blocked a permstuck spot on a cypress knee near the parachutist area dock. | |
Map 3: | |
- Blocked permstuck spots at two sets of cypress knees around the event start area. | |
- Versus: Blocked a permstuck spot for SI behind a bush to the left of the first bridge upon entering the water. | |
- Versus: Blocked a permstuck spot for SI in the bush near the lantern/event start. | |
- Versus: Improve SI clipping of first ladder outside saferoom to allow drop through a large gap. | |
- Versus: Moved a TLS Infected ladder out of the Survivor's way at the start. | |
Map 4: | |
- Versus: Blocked a permstuck spot for SI behind a bush in the back of the enclosed hedge area. | |
Hard Rain | |
Map 2: | |
- Restored a shortcut that was patched with TLS; instead fixed the soft-lock where Survivors cannot progress if one player skipped the elevator. | |
The Parish | |
Map 2: | |
- Eliminate a permstuck spot that a previous ladder patch created. | |
Map 3: | |
- Versus: New ladder in far corner of manhole drop area to fix permstuck. | |
Map 4: | |
- Versus: Reduced a jetstrike trigger after the balcony drop that previously dealt 25 damage per touch (75 total) to Survivors, down to only 2 damage per touch to behave like the other 14 triggers. | |
The Passing | |
Map 1: | |
- Blocked a permstuck spot in a corner behind a floodlight in the top floor after the alarm cars. | |
Map 2: | |
- Fixed collision issue with clips on the stairs by the saferoom that caused noticeable teleporting when not on a local server. | |
The Sacrifice | |
Map 2: | |
- Versus: Delete func clip that blocks SI access into end closet. | |
No Mercy | |
Map 1: | |
- Lift anti-grief kill trigger off the ground to prevent an incap glitch. | |
- Versus: Add clip to patch a ladder shortcut at the start. | |
Map 2: | |
- All sets of railings will now appear for all players regardless of graphics settings. | |
Crash Course | |
Map 1: | |
- While scriptedmode is active an additional 3rd wave would occur and director_debug 1 would say something like wave 1 of -1; fixed by adding a delay of 1 second on the second stage. [See Swamp Fever 1] | |
- Block rare permstuck spot between the boxwreck and traffic light. | |
Map 2: | |
- QoL: Clip to prevent gascans from falling between finale buses. | |
Death Toll | |
Map 3: | |
- Blocked a permstuck spot at the top of a rockcliff cluster just after the church bus. | |
- Blocked a permstuck spot between the cliff rocks and the right side of the mandatory house. | |
- Versus: Fixed an SI permstuck spot on the barricade by the church. | |
Dead Air | |
Map 3: | |
- Updated clip brushes and navmesh to allow SI players onto a previously blocked pipe that has an Infected ladder leading up to it. | |
- Updated clip brushes and navmesh so that Survivors may now enter the hallway next to the end saferoom, which was accidentally blocked by a roof clip in the port from L4D1. | |
Map 4: | |
- Fix SI player and AI permstuck spot inside the end rubble. | |
Blood Harvest | |
Map 2: | |
- Versus: Fixed SI permstuck beyond the end of tunnel just before end safe room. | |
Map 3: | |
- Fix rare permstuck spot in starting saferoom for SI only. | |
- Permstuck in tree near shed (for SI / RocketDude). | |
Map 4: | |
- Versus: Patched fence Infected ladder next to lawnmower room. | |
Map 5: | |
- Added missing env_wind; dozens more maps (especially L4D1) also lack env_wind but those will be evaluated at another time. | |
Cold Stream | |
Map 2: | |
- Fix permstuck next to military truck leading to barricade. | |
- Fix two permstuck spots behind the long hedges on the right of after the military truck leading to barricade. | |
- Fix a regression with easy event skip clip and a permstuck clip nearby. | |
Map 3: | |
- Enlargened a permstuck clip to fully fix it. | |
The Last Stand | |
Map 1: | |
- When the intro finishes, adjust Francis' spawn to be further away from the plywood to prevent him from getting stuck and dying on solo Mutations. | |
- When the intro finishes, adjust Zoey's spawn to be further away from the truck to prevent her from briefly getting stuck. | |
Map 2: | |
- Simplified finale difficulty scaling so it is now only increased on Advanced and Expert difficulties rather than scaling each difficulty differently; the intention is to curb player fatigue and confusion in addition to bringing it more in line with expectations from other finales. | |
- Lowered the number of required gascans in Single Player by 25% to help compensate for only having bot teammates; Easy/Normal difficulty now require 6, and Advanced/Expert difficulty now require 9. | |
- The gascan requirement in Multiplayer modes now increases by 1.5x per difficulty; Easy/Normal difficulty now require 8, and Advanced/Expert difficulty now require 12. | |
- Changed LockTempo from TRUE to FALSE during the Scavenge phase; this allows the game director to tone down the horde when Survivor intensity gets too high (e.g. Survivors getting downed). | |
- Changed the start of the Scavenge phase to spawn less horde until players start picking up the gascans. | |
- Added the Final Nail music before the last horde phase on Advanced/Expert difficulties. | |
- Versus: Fixed an out of bounds exploit to get under a cliffside. | |
- Versus: Fixed a permstuck spot between a tree cluster and Versus-only fence at the cliff that overlooks the beach. | |
Mutations | |
Tank Run: | |
- Added cm_TankRun key to fix not being able to open the train car door on Sacrifice 1. | |
- The first map of a Campaign will now spawn two Tier 1 weapons near the start area if no other Tier 1's are nearby. | |
- Car alarms will now spawn a Tank if triggered. | |
- Disabled water slowdown for all maps. | |
- Set Survivor revive health to 50. | |
- Added auto self-revive mechanic with a delay based on the "survivor_revive_duration" Cvar (default 5 seconds). | |
- Slight buff to pistol and melee damage against the Tank. | |
- Fixed issue where the sacrificing player would get auto-revived after restarting the generator. | |
- Fixed issue where the finale would result in a failed screen if players that jumped off of the bridge to restart the generator got incapped. | |
- Fixed issue where players going idle, switching characters or leaving the game would break the auto-revive for that Survivor. | |
- Fixed issue if a Tank was deleted while being biled, it would break the script. | |
- Fixed issue where Tanks would not retain their slowdown when biled, if they were hit with another vomitjar while already being biled. | |
- Fixed issue where Survivors could get instantly revived when hit with a car. | |
Death's Door (community5.nut): | |
- Enabled heartbeat sound when under 25% health. | |
- Enabled B&W state when at 1 permanent HP. | |
- Fixed heartbeat sound when taking over bot. | |
- Fixed Fallen Survivors being able to drop medkits. | |
- Fixed temporary health decay in the safe room, loading players will no longer decay temp health. | |
- Defibrillator now heals 1 permanent + 99 temporary HP (still B&W). | |
- Safe room respawn now heals 24 permanent + 26 temporary HP (only heartbeat sound). | |
- Safe room transition now heals 80% of the missing HP to half health of living Survivors, e.g. 1 to 40 (no health effects). | |
- Fixed an issue that caused the mission to fail for Sacrifice type finales when the player presses the final button. | |
VS Survival (mutation15.nut): | |
- Thickened 24 clips across 10 maps to dramatically reduce stuck spawns. | |
- Map-specific fixes for stuck or confusing spawns on c1m2, c3m1, c5m4, c8m2, c9m2, c10m2, c10m4, c11m2, and c12m3. | |
- Made it auto-trigger any outputs on the entity used to start Survival if the pre-round timer expires. | |
Taaannnk!! (mutation19.nut): | |
- Thickened 24 clips across 10 maps to dramatically reduce stuck Tank spawns. | |
- Map-specific fixes for stuck spawns on c1m2, c2m2, c3m1, c5m2, c5m4, c6m1, c8m1-3, c9m2, c10m1-4, c11m1-3, and c12m1-4. | |
- Players no longer need to wait for incapped Survivors in order to progress at areas like elevators. | |
- Fixed Director variable typo from "BehindSurvivorsSpawnDistance" to "SpawnBehindSurvivorsDistance". | |
L4D1 Coop & Survival & Versus: | |
- Set "z_tank_autoshotgun_dmg_scale" to 1 for L4D1 Coop & Survival. | |
- Set the claw viewmodels for the L4D1 SI to the proper L4D1 models for L4D1 Versus. | |
- Disabled water slowdown for L4D1 Survival. | |
- Defibrillators now convert to pain pills instead of medkits; previously, when converted to medkits the game kept trying to spawn more defibs which led to an oversaturation of medkits. | |
- Changed noise levels for running and talking to their values from L4D1; this will make it slightly harder for Common Infected to notice Survivors, like their L4D1 counterparts. | |
- Updated "BecomeRagdoll" to instead use "cs_ragdoll" to result in much more accurate L4D1-like looking ragdolls. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment