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Jul 27th, 2018
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  1. # Call of Duty: Black Ops Zombies - Reimagined
  2. ## Created by: Jbleezy / Jbird
  3.  
  4. [YouTube](https://youtube.com/ItsJbirdJustin)
  5.  
  6. [Twitch](https://twitch.tv/jbleezy)
  7.  
  8. [Twitter](https://twitter.com/jbird_justin)
  9.  
  10. [Donate](https://streamlabs.com/jbleezy)
  11.  
  12. ## Change Notes
  13.  
  14. ## General
  15. * Zombies now only have an additonal spawn delay when a full horde is spawned in
  16. * Decreased additional spawn delay time from 1.2 seconds to 1 second
  17. * 1 second of immunity to zombies after getting revived (solo and coop)
  18. * Insta kill rounds (Rounds where zombies have round 1 health) start at round 163 and happen every odd round thereafter
  19. * All players are attracted equally
  20. * Fixed a bug where zombies would not attack players if one player crouched in front of another player in a corner
  21. * Dead players can chat with alive players
  22. * Backwards move speed, strafe move speed, and sprint strafe move speed are now all at 100%
  23. * Removed friendly fire (not being able to shoot when looking at another player)
  24. * Player names now disappear instantly after being out of line of sight of them
  25. * Added 100 millisecond delay between weapon swaps
  26. * Removed knife lunging
  27. * Fixed a bug where a player was able to revive another player by bleeding out next to them in water
  28. * Fixed a bug where players were able to damage themselves by meleeing and leaning at the same time
  29. * Fixed a bug where downed players were able to occasionally damage alive players
  30. * Pack-a-Punch camo now displays on Mustang & Sally when downed in solo
  31. * Chracters no longer make hurt sounds if you have Flopper and an explosion happens that would have hurt you
  32. * Too many weapons penalty has been changed to only take the weapon that the player shouldnt have
  33. * If a player switches weapons while reviving, their weapon will not get switched when finishing a revive
  34. * Players can now dolphin dive again right away after just dolphin diving
  35. * Players can now move after dolphin diving quicker
  36. * Dolphin dive startup time decreased
  37. * Any hintstring that previously showed "Press & hold" or "Press" at the beginning has been changed to only show "Hold"
  38. * Power hintstrings on classic maps have been changed to show the same hintstring on non classic maps
  39. * Hintstrings are now invisible while the current action is not available for the player
  40. * Intermission time decreased from 15 seconds to 10 seconds
  41. * Maps now auto restart in coop after intermission
  42. * Maps now auto restart correctly (box gets randomized again)
  43. * Fixed a bug where players were able to freeze in mid air with no weapon in hand if they held the fire button while spawning in
  44. * Round now ends immediately when last zombie is killed (previously up to a one second delay)
  45. * Players can now red screen after bleeding out and respawning
  46. * Red screens now start at 25% health (previously 20% health)
  47. * Fixed players getting stuck in the air with high FPS
  48. * Added death hands animation from Black Ops 2
  49.  
  50. ## HUD
  51. * HUD items now have some distance away from the edge of the screen
  52. * Damage marker time set to 3 seconds
  53. * Zombie counter displayed on the top left of the HUD
  54. * Game time displayed on the top right of the HUD
  55. * Round time displayed on the top right of the HUD
  56. * Game time and round time displayed at the end of each round on the top center of the HUD
  57. * Sidequest completion time displayed on top center of the HUD
  58. * Character names displayed next to player's points on the HUD
  59. * Current zone displayed above round number on the HUD
  60. * Ammo display on HUD no longer fades away
  61. * Grenades on HUD are now more spread out
  62. * Removed Reload, No Ammo, and Low Ammo HUD messages
  63. * Removed bloodsplat on D-pad
  64. * Fixed attachments on D-pad being highlighted incorrectly
  65. * Score highlights now only show one positive amount and one negative amount per player at a time
  66. * Negative score color is now slightly brighter
  67. * Yellow insta kill shows on HUD during insta kill rounds
  68. * Removed blur when paused ingame
  69.  
  70. ## Settings
  71. * Removed popup menu when changing graphic content to unrestricted
  72. * Combat settings: removed Sprint/Hold Breath option and Steady Sniper option (sniper scopes are always steady now)
  73. * Combat settings: added Previous Weapon option
  74. * Combat settings: changed name of "USE EQUIPMENT" to "EQUIPMENT"
  75. * Combat settings: changed name of "GROUND SUPPORT" to "PLACEABLE MINE"
  76. * Option to change FOV (65-120 in intervals of 5)
  77. * Option to show FPS on HUD
  78. * Option to change max FPS
  79. * Option to disable fog
  80. * Option to add weapon cycle delay
  81. * Option to disable character dialog (host only)
  82. * Option to disable Mule Kick (host only, always disabled on Nacht, always enabled on Moon)
  83. * Options to disable timer, zombie counter, zone names, and character names
  84. * Option to choose which room you start in on Verruckt (host only)
  85. * Option to choose which perk you start with on No Man's Land (host only)
  86. * Options to set which barriers in Five spawn room you want disabled (host only)
  87. * Option to choose the initial box location on maps that have a random initial box location (host only)
  88. * Option to choose which gamemode you want to play, including random which includes every gamemode except Survival
  89. * Option for random map rotation on versus gamemodes, automatically loads new map after intermission screen
  90.  
  91. ## Weapons
  92. * All bullet damage (except for shotguns) will now deal full damage through multiple enemies or thin walls
  93. * All body shots now deal the same amount of damage
  94. * Neck shots, head shots, and helmet shots now all deal the same amount of damage
  95. * All body shots will now give 50 points for a kill
  96. * Neck shots now give 100 points for a kill
  97. * Melee kills can no longer count as headshots
  98.  
  99. ### New Weapons
  100. #### Combat Knife
  101. * Wield your current knife by pressing the new melee weapon keybind (found in combat settings)
  102. * If you have no other weapon, you will hold your knife by default
  103. * 110% movement speed
  104.  
  105. #### Molotovs
  106. * Added in classic maps
  107. * Deal infinite damage on impact
  108.  
  109. #### Springfield
  110. * Added in Verruckt on the wall in replace of the Kar98k wallbuy on the Quick Revive side
  111.  
  112. #### AK47
  113. * Upgraded name: The Red Mist
  114. * Upgraded version has flamethrower attachment
  115. * 30 rounds per clip unupgraded and upgraded
  116. * Unupgraded: damage - 150
  117. * Unupgraded: headshot damage - 600
  118. * Unupgraded: damage - 210
  119. * Unupgraded: headshot damage - 1050
  120.  
  121. #### PPSH
  122. * Upgraded name: The Reaper
  123. * 71 rounds per clip unupgraded and upgraded
  124. * Unupgraded: damage - 100
  125. * Unupgraded: headshot damage - 400
  126. * Unupgraded: damage - 140
  127. * Unupgraded: headshot damage - 700
  128.  
  129. #### PSG1
  130. * Upgraded name: Psychotic Salient Genius 115
  131. * Replaces the Dragunov
  132. * 10 rounds per clip unupgraded and upgraded
  133. * Unupgraded: damage - 500
  134. * Unupgraded: headshot damage - 2500
  135. * Unupgraded: damage - 1000
  136. * Unupgraded: headshot damage - 8000
  137.  
  138. #### Stoner63
  139. * Upgraded name: Stoned69
  140. * Assault rifle/LMG hybrid weapon
  141. * 90% movement speed (in between LMG and assault rifle movement speed)
  142. * Unupgraded: 60 rounds per clip
  143. * Upgraded: 90 rounds per clip
  144. * Unupgraded: damage - 160
  145. * Unupgraded: headshot damage - 480
  146. * Unupgraded: damage - 230
  147. * Unupgraded: headshot damage - 690
  148.  
  149. ### Explosive weapons
  150. * Removed shellshock effect from all explosive weapon damage
  151. * Removed damage scaling over rounds (except for lethal grenades and mines)
  152.  
  153. ### Snipers
  154. * Removed idle sway while aiming
  155. * Increased FOV when aiming from 15 to 30
  156. * Variable zoom scopes now only have one scope option
  157.  
  158. ### Shotguns
  159. * Decreased spread when aiming
  160.  
  161. ### AK74u
  162. * Upgraded: fixed fire sound
  163.  
  164. ### AUG
  165. * Upgraded: added name of weapon attachment on HUD
  166.  
  167. ### Ballistic Knife
  168. * Knives pick up automatically when close to them
  169. * Fixed a bug where a knife could be picked up if the player had max reserve ammo
  170. * Obtaining the Bowie Knife or Sickle no longer gives you more ammo
  171. * Fixed a bug where a knife could not be picked up if another knife is fired after the first knife and lands before the first knife
  172. * No longer gibs zombies on impact
  173. * Knife now glows as soon as it is attached to a zombie
  174. * Knife no longer attaches to a zombie if the knife kills the zombie
  175. * Fixed first raise animation from showing the ring floating
  176. * Fixed empty clip animations with Bowie Knife still showing the blade
  177. * Unupgraded: increased impact damage from 450 to 500 (weapon file shows it is suppose to do this amount of damage but it does not)
  178. * Upgraded: increased impact damage from 900 to 1000 (weapon file shows it is suppose to do this amount of damage but it does not)
  179. * Upgraded: ammo now gets added at the same time that it does in the reload animation
  180.  
  181. ### BAR
  182. * Replaced BAR + Bipod with BAR
  183. * Removed bipod from weapon model
  184. * All BAR wallbuys now cost 1800
  185. * Increased headshot damage from 270 to 400
  186. * Ammo now gets added at the same time that it does in the reload animation
  187.  
  188. ### China Lake
  189. * Can now fire without aiming
  190. * Now rechambers while aiming
  191. * Decreased time to start rechambering and reloading after firing from 1 second to .5 seconds
  192. * Unupgraded: decreased rechamber time from 2 seconds to 1 second
  193. * Upgraded: decreased rechamber time from 1.4 seconds to .7 seconds
  194. * Unupgraded: impact damage - 1250
  195. * Unupgraded: maximum explosion damage - 1000
  196. * Unupgraded: minimum explosion damage - 500
  197. * Upgraded: impact damage - 2500
  198. * Upgraded: maximum explosion damage - 2000
  199. * Upgraded: minimum explosion damage - 1000
  200.  
  201. ### Crossbow
  202. * Crossbow bolt beeping rate no longer changes depending on your FPS
  203. * No longer gibs zombies on impact
  204. * Unupgraded: increased impact damage from 675 to 750 (weapon file shows it is suppose to do this amount of damage but it does not)
  205. * Unupgraded: maximum explosion damage - 800
  206. * Unupgraded: minimum explosion damage - 400
  207. * Upgraded: increased impact damage from 675 to 2250 (weapon file shows it is suppose to do this amount of damage but it does not)
  208. * Upgraded: increased headshot impact damage from 3000 to 9000
  209. * Upgraded: maximum explosion damage - 2500
  210. * Upgraded: minimum explosion damage - 1250
  211. * Upgraded: zombies now get attracted immediately
  212.  
  213. ### CZ75
  214. * Added empty clip animations
  215.  
  216. ### CZ75 Dual Wield
  217. * Decreased recoil
  218. * Fixed empty clip idle, drop, and raise animations
  219. * Ammo now gets added at the same time that it does in the reload animation
  220. * Unupgraded: increased reserve ammo from 228 to 240
  221.  
  222. ### Double-Barreled Shotgun
  223. * Spread increases while moving
  224. * Fixed animations
  225. * Ammo now gets added at the same time that it does in the reload animation
  226. * Fixed shell eject effect showing 2 shells
  227. * Upgraded: changed name from "24 Bore long range" to "24 Bore"
  228. * Upgraded: removed additional headshot damage
  229.  
  230. ### Dragunov
  231. * Removed (replaced by PSG1)
  232.  
  233. ### Famas
  234. * Unupgraded: increased reserve ammo from 150 to 300
  235. * Upgraded: increased reserve ammo from 225 to 450
  236.  
  237. ### FG42
  238. * Ammo now gets added at the same time that it does in the reload animation when reloading with an empty clip
  239. * Upgraded: decreased reserve ammo from 400 to 384
  240.  
  241. ### G11
  242. * Unupgraded: increased reserve ammo from 144 to 192
  243. * Upgraded: increased reserve ammo from 288 to 384
  244.  
  245. ### Gewehr 43
  246. * Ammo now gets added at the same time that it does in the reload animation
  247. * Unupgraded: increased damage from 120 to 130
  248. * Upgraded: decreased reserve ammo from 170 to 168
  249.  
  250. ### HS10
  251. * Upgraded: fixed right weapon fire sound
  252. * Upgraded: decreased hipfire spread
  253. * Upgraded: decreased recoil
  254.  
  255. ### Kar98k
  256. * Unupgraded: increased damage from 170 to 500
  257. * Unupgraded: increased headshot damage from 350 to 1000
  258. * Upgraded: 50 round clip, no reserve ammo
  259. * Upgraded: increased damage from 1200 to 3000
  260. * Upgraded: increased headshot damage from 2000 to 6000
  261.  
  262. ### Kar98k Scoped
  263. * Added rechamber sound
  264. * Increased damage from 675 to 1000
  265. * Increased headshot damage from 3000 to 4000
  266.  
  267. ### L96A1
  268. * Unupgraded: added variable zoom scope
  269. * Unupgraded: damage - 1000 (previously 500-750 damage depending on where the damage was dealt)
  270. * Unupgraded: headshot damage - 5000 (previously 1500-5000 damage depending on where the damage was dealt)
  271. * Upgraded: damage - 2000 (previously 1000-3000 damage depending on where the damage was dealt)
  272. * Upgraded: headshot damage - 16000 (previously 8000-10000 damage depending on where the damage was dealt)
  273.  
  274. ### M1 Carbine
  275. * Ammo now gets added at the same time that it does in the reload animation
  276.  
  277. ### M1 Garand
  278. * Added sound that plays when first obtaining
  279. * Ammo now gets added at the same time that it does in the reload animation when reloading with an empty clip
  280. * Fixed raise animation
  281. * Decreased raise time from .8 seconds to .6 seconds
  282.  
  283. ### M14
  284. * Added empty clip animations
  285.  
  286. ### M16
  287. * Unupgraded: increased reserve ammo from 120 to 150
  288. * Upgraded: decreased grenade launcher explosion radius by 36%
  289. * Upgraded: grenade launcher impact damage - 1500
  290. * Upgraded: grenade launcher maximum damage - 1500
  291. * Upgraded: added name of weapon attachment on HUD
  292. * Upgraded: ammo for weapon attachment now shows on HUD
  293.  
  294. ### M1911
  295. * Upgraded: impact damage - 2500
  296. * Upgraded: maximum explosion damage - 2500
  297. * Upgraded: minimum explosion damage - 1000
  298. * Upgraded: ammo now gets added at the same time that it does in the reload animation
  299.  
  300. ### M72 LAW
  301. * Can now fire without aiming
  302. * Fixed dive to prone animation from looping
  303. * Unupgraded: impact damage - 2000
  304. * Unupgraded: maximum explosion damage - 1500
  305. * Unupgraded: minimum explosion damage - 1000
  306. * Upgraded: impact damage - 3000
  307. * Upgraded: maximum explosion damage - 2500
  308. * Upgraded: minimum explosion damage - 1000
  309.  
  310. ### MP40
  311. * Fixed sprinting animation not playing correctly when clip is empty
  312. * Now uses World at War upgraded camo on Der Riese
  313.  
  314. ### Olympia
  315. * Now adds 1 ammo during the reload if reloaded with no ammo
  316. * Unupgraded: max damage per pellet increased from 120 to 180
  317. * Upgraded: max damage per pellet increased from 200 to 300
  318. * Upgraded: fire effect now plays when damaging a zombie
  319. * Upgraded: ammo now gets added at the same time that it does in the reload animation
  320.  
  321. ### PM63
  322. * Unupgraded: increased reserve ammo from 100 to 120
  323. * Upgraded: increased reserve ammo from 225 to 250
  324. * Upgraded: decreased hipfire spread
  325. * Upgraded: decreased recoil
  326. * Upgraded: ammo now gets added at the same time that it does in the reload animation when reloading with an empty clip
  327.  
  328. ### RPK
  329. * Fixed animation bug when switching weapons from the RPK with an empty clip
  330. * Fixed dive to prone animation from looping
  331.  
  332. ### Sawed-Off Double-Barreled Shotgun
  333. * Decreased range by 25%
  334. * Increased spread by 25%
  335. * Decreased recoil by 33%
  336. * Decreased reload time from 3 seconds to 2.5 seconds
  337. * Spread increases while moving
  338. * Fixed animations
  339. * Ammo now gets added at the same time that it does in the reload animation
  340. * Fixed shell eject effect showing 2 shells
  341. * Changed name from "Sawed-Off Double-Barreled Shotgun w/ Grip" to "Sawed-Off Double-Barreled Shotgun"
  342. * Changed buy hintstring from "Sawed-Off Shotgun" to "Sawed-Off Double-Barreled Shotgun"
  343.  
  344. ### Spectre
  345. * Unupgraded: increased reserve ammo from 120 to 240
  346. * Upgraded: increased reserve ammo from 225 to 360
  347.  
  348. ### STG-44
  349. * Upgraded: changed name from "Spatz-447 +" to "Spatz-447"
  350.  
  351. ### Thompson
  352. * Ammo now gets added at the same time that it does in the reload animation when reloading with an empty clip
  353. * Upgraded: decreased reserve ammo from 250 to 240
  354.  
  355. ### Trench Gun
  356. * Spread increases while moving
  357. * Ammo now gets added at the same time that it does in the reload animation
  358. * Fixed shell eject effect showing 2 shells
  359.  
  360. ### Type 100
  361. * Ammo now gets added at the same time that it does in the reload animation
  362. * Unupgraded: increased reserve ammo from 160 to 180
  363. * Upgraded: increased reserve ammo from 220 to 240
  364.  
  365. ### Wonder Weapons
  366.  
  367. ### Ray Gun
  368. * Ammo now gets added at the same time that it does in the reload animation
  369. * Removed weapon bob from movement
  370. * Added sprint and dive animations from Black Ops 2
  371. * Added sound from Black Ops 2 that plays when first obtaining
  372. * Added sound from Black Ops 2 that plays when attempting to fire without any ammo
  373. * Decreased first raise time from 2.4 seconds to 1.8 seconds
  374. * Fixed first raise animation lasting too long at the end
  375. * Unupgraded: impact damage - 2500
  376. * Unupgraded: maximum explosion damage - 2500
  377. * Unupgraded: minimum explosion damage - 1250
  378. * Upgraded: impact damage - 3000
  379. * Upgraded: maximum explosion damage - 3000
  380. * Upgraded: minimum explosion damage - 1250
  381.  
  382. #### Wunderwaffe
  383. * Can now down yourself with Wunderwaffe damage (previously could only take you down to 1 health but not down you)
  384. * The initial zombie that is hit will now always be the zombie that is closest to the bolt's location
  385. * Unupgraded: decreased self damage radius by 72%
  386. * Unupgraded: increased zombie damage radius by 45%
  387. * Upgraded: decreased self damage radius by 134%
  388. * Upgraded: increased zombie damage radius by 7%
  389. * Unupgraded and upgraded versions now have the same zombie damage radius and self damage radius
  390. * Upgraded: increased maximum amount of kills from 10 to 24
  391. * Upgraded: decreased time between kills by 50%
  392. * Upgraded: ammo now gets added at the same time that it does in the reload animation
  393. * Upgraded: gold camo on Der Riese, regular camo on Call of the Dead
  394. * Upgraded: gold camo is now shinier
  395. * Added sprint and dive animations on classic maps
  396. * Bulbs now light up correctly after reload cancelling
  397.  
  398. #### Thundergun
  399. * Changed fire type to full auto
  400. * Gives 50 points for each kill
  401. * No longer does any damage to any enemies that are knocked down and not killed
  402.  
  403. #### Winter's Howl
  404. * Changed fire type to full auto
  405. * Unupgraded: minimum damage - 500
  406. * Upgraded: minimum damage - 1000
  407. * Unupgraded: damage to thief - 1000
  408. * Upgraded: damage to thief - 2000
  409. * Each shot slows down the enemy's move speed
  410. * Kills enemies when they are at their slowest move speed (3 shots to kill sprinting enemies)
  411. * Enemies will only be able to do slow hits after taking damage from the Winter's Howl
  412. * Enemies that have been damaged by the Winter's Howl will bleed out after 30 seconds (does not count as a kill)
  413. * Enemies that die from the Winter's Howl will now shatter immediately
  414. * Upgraded: camo now displays on more of the weapon
  415. * Ammo now gets added at the same time that it does in the reload animation
  416. * Decreased first raise time by 50%
  417. * Fixed an error in the sprint out animation
  418.  
  419. #### Scavenger
  420. * Infinite damage
  421. * Gives points when dealing impact damage
  422. * ADS disabled while reloading
  423.  
  424. #### V-R11
  425. * Human zombies now target the closest zombie to them
  426. * Director is no longer attracted towards the human zombie
  427. * Zombies die when they get close to a human zombie
  428. * Human zombie lasts for 10 seconds unupgraded, 15 seconds upgraded
  429. * Upgraded: the human zombie explodes when it dies
  430. * Upgraded: removed explosion effect from shooting the same human zombie multiple times
  431. * Shooting the Director while he is calm no longer makes him angry
  432. * Unupgraded: permamently makes the Director calm when shot at him
  433. * Owner of V-R11 gets 50% of any points that the player who they shot earns for its duration (previously 75%)
  434.  
  435. #### Baby Gun
  436. * Fixed a bug that caused an error to happen when shrinking enemies and allowing them to regrow many times throughout a game
  437.  
  438. #### Wave Gun
  439. * Gives 50 points for each kill
  440.  
  441. ### Equipment
  442. * Limit of 120 mines placed on the map at once (each player can place equal amount of mines in coop)
  443. * Grenades now cannot be thrown faster than intended when throwing a grenade right after after throwing one
  444. * Lethal grenades: impact damage - 30
  445. * Fixed a bug where tactical grenades wouldn't work if they were thrown before a previously thrown tactical grenade had activated
  446. * Tactical grenades now always stay upright
  447. * Mines can now be picked up while pressing the melee button
  448.  
  449. #### Bouncing Betty
  450. * Increased placing speed
  451. * Can now explode after being placed for 1 second (previously 2 seconds)
  452. * Can now be picked up
  453. * No longer keeps moving and making sounds after being placed
  454. * First raise time is now the same as regular raise time
  455.  
  456. #### Claymore
  457. * Added placing sound
  458. * Added activation sound
  459. * Can no longer be picked up after being triggered
  460. * First raise animation is now the same as regular raise animation
  461. * First raise time is now the same as regular raise time
  462.  
  463. ### Frag Grenade
  464. * Changed upwards projectile speed
  465.  
  466. #### Gersch Device
  467. * Now uses model from Black Ops 3
  468. * Zombies now get attracted immediately
  469. * Fixed a bug where zombies would attempt to get sucked into a Gersch Device shortly after it had already disappeared
  470. * Fixed a bug where zombies would not always switch back to their normal run animation after a Gersch Device ends
  471. * Changed upwards projectile speed
  472.  
  473. #### Hacker
  474. * Every player can have the hacker
  475. * Does not move locations when picked up
  476. * Can now only hack one item at a time
  477. * Melee disabled during hack
  478. * Pressing the lethal grenade button or ADS button will no longer restart a hack
  479. * Removed points reward given between rounds
  480. * Hacking a Max Ammo gives a Perk Bottle
  481. * Hacking a powerup will reset its timer
  482. * Hacking a Death Machine will now make the Max Ammo glow its correct color
  483. * Powerup hack trigger radius increased by 30%
  484. * Cost to hack wall weapons increased from 3000 points to 5000 points
  485. * Can now unhack wall weapons (costs the same amount to unhack them)
  486. * Buying a hacked wallbuy will give you the upgraded version of that weapon
  487. * Unupgraded and upgraded ammo both cost the price of unupgraded ammo when hacked
  488. * Wallbuy hintstring now updates when hacked to reflect their current prices
  489. * Doors are free to hack
  490. * Time to hack doors decreased from 32.7 seconds to 15 seconds
  491. * Time to hack players decreased from 10 seconds to 1.5 seconds
  492. * Hacking the box twice no longer gives you 950 points
  493. * Hacking a teddy bear location will now only lock that box for the remainder of the current round
  494. * Fire sale box can spawn at locations where the box has been hacked
  495.  
  496. #### Matroyshka Dolls
  497. * Now uses model from Black Ops 3
  498. * Deal infinite damage (except for the Director)
  499. * Damage increased from 4500 to 9000 on the Director
  500.  
  501. #### Monkey Bombs
  502. * Zombies now get attracted immediately
  503. * Zombies will now taunt when near a Monkey Bomb
  504. * Will not activate if thrown outside the map
  505. * Removed on Nacht, Verruckt, and Shi No Numa
  506.  
  507. #### P.E.S.
  508. * Now uses model and animations from Black Ops 3
  509. * Players now only lose their helmet when taking different equipment
  510. * Fixed a bug where players were able to get no weapon in their hand by pressing the P.E.S. helmet button repeatedly
  511. * Changed name from "P.E.S" to "P.E.S."
  512. * D-pad now stays highlighted while putting on and taking off the P.E.S. helmet
  513.  
  514. #### Semtex
  515. * Now always cost 250 points to buy (previously costed 130 points after first buy)
  516. * Semtex beeping rate no longer changes depending on your FPS
  517. * Changed upwards projectile speed
  518.  
  519. #### Sickle
  520. * Now uses model from Black Ops 3
  521.  
  522. #### Spikemore
  523. * Added activation sound
  524. * Can no longer be picked up after being triggered
  525. * First raise animation is now the same as regular raise animation
  526. * First raise time is now the same as regular raise time
  527.  
  528. #### Stielhandgranate
  529. * Added HUD icon from Call of Duty: WWII
  530. * Now deals damage on impact
  531. * Added projectile trail effect
  532. * Added throw back animation
  533.  
  534. #### QED
  535. * Now uses model from Black Ops 3
  536. * 100% chance of fling effect when thrown near Cosmonaut or zombie
  537. * 100% chance of reviving player when thrown near downed player
  538. * 100% chance of giving perk when thrown near a perk machine that is powered on
  539. * 100% chance of opening a door when thrown near a door
  540. * 100% chance of upgrading player's weapon when thrown near Pack-a-Punch machine
  541. * 100% chance of hacking an exacavtor when thrown near the panel
  542. * 100% chance of random powerup when throw near a powerup
  543. * Guaranteed results order: fling effect (if near Cosmonaut), revive players, give nearest perk, open nearest door, upgrade weapon, stop excavator, random powerup, fling effect (if near any zombie)
  544. * If thrown outside the map, the player who threw the QED gets teleported to a random location on the map
  545. * Free perk effect now only gives the perk to the player who threw the QED
  546. * Revive player effect now only revives players near where the QED was thrown
  547. * Random weapon powerup now gives player max ammo on a weapon if they already have the weapon
  548. * Starburst weapons no longer damage players
  549. * Removed red powerup effect
  550. * Removed unupgrade weapon effect
  551. * All other effects and random powerup effect have a chance of spawning when none of the forced effects are activated
  552.  
  553. ## Wallbuys
  554. * Decreased upgraded ammo cost from 4500 points to 2500 points
  555. * Can now purchase ammo if reserve ammo is full but clip ammo is not full
  556. * Can now purchase ammo for weapons with attachments if only the attachment ammo is not full
  557. * Can now purchase ammo for dual wield weapons if only the left weapon clip is not full
  558. * Purchasing ammo for dual wield weapons will no longer fully fill the stock ammo if either of the clips are not full
  559. * Multiple players can now buy the Bowie Knife or Sickle at the same time
  560. * Claymores, Bouncing Betties, and Spikemores now all require the player to be looking at the wallbuy to be able to buy them
  561. * Sniper cabinet: weapon ammo now costs exactly 25% the cost of the weapon
  562.  
  563. ## Mystery Box
  564. * Decreased time between uses from 3 seconds to 1.5 seconds
  565. * Decreased weapon pickup time from 12 seconds to 9 seconds
  566. * Box flies up higher when moving
  567. * Now plays an animation when spawning in (except for Fire Sale Mystery Boxes)
  568. * Instantly appears at its new location when moving instead of waiting 8 seconds
  569. * Wall weapons are in the Mystery Box on classic maps
  570. * Every player now sees the same weapons in the box when the weapons are floating up
  571. * Can only see weapons floating up that the player can currently obtain
  572. * Players will now get every weapon they can from the box before getting duplicates
  573. * If a player does not grab a weapon from the box, then it will be put back into the list of weapons the player can get
  574. * All weapons have the same probability to be obtained
  575. * Ray Gun can now be obtained without moving the Mystery Box on all maps
  576. * Weapons will not appear again in a row while floating up (unless it is the final weapon)
  577. * Cycles through all locations before going to a previous location again
  578. * Hintstring now says "Mystery Box" instead of "Random Weapon"
  579. * Added a separate hintstring for tactical grenades
  580. * Removed sound that plays when obtaining the Ray Gun
  581. * Added sound that plays when obtaining the wonder weapon of the map
  582. * Fixed a bug that would cause there to sometimes be no Mystery Box or multiple Mystery Boxes if a Fire Sale was activated right after the Mystery Box started to move
  583. * Fixed a bug where the Mystery Box weapon would fly away if the Mystery Box was activated as a Fire Sale was ending and the Fire Sale was grabbed as the box was starting to move
  584. * Fixed a bug where weapons would be cycled through faster on higher FPS
  585. * Fixed a bug where the teddy bear would spawn in facing the wrong direction
  586. * Ascension: teddy bear now has sickle
  587. * Moon: teddy bear now has space helmet
  588.  
  589. ## Perks
  590. * Perks now become active as soon as the player starts to put away the perk bottle
  591. * Added gloss to all perk bottles
  592. * Now uses 3rd person perk drink animation from Black Ops 2
  593. * Multiple players can now buy the same perk at the same time
  594. * Perks now fade in on the HUD when obtained
  595. * Removed blur effect that previously happened after buying a perk
  596. * Perk order no longer changes when losing a perk
  597. * All perk machines now make a sound when bumping into them
  598.  
  599. ### Quick Revive
  600. * Hintstring now says "Quick Revive" in solo and coop
  601. * Losing Quick Revive in solo from ways other than downing no longer counts as a use of Quick Revive
  602. * Fixed a bug where the Quick Revive perk machine sounds would still play after the machine is gone in solo
  603.  
  604. ### Speed Cola
  605. * Switch weapons twice as fast
  606. * No longer increases board repair speed
  607. * No longer decreases Hacker hack time
  608.  
  609. ### Double Tap
  610. * 1.5x bullet damage (stacks with Deadshot)
  611. * Decreased time between burst fire shots by 25%
  612.  
  613. ### Deadshot
  614. * Increased cost from 1000 to 1500
  615. * 2x headshot damage (stacks with Double Tap)
  616.  
  617. ### Mule Kick
  618. * Removed from Nacht Der Untoten
  619. * Added jingle
  620. * Fixed 3rd person model
  621. * Third weapon slot will now always be the correct weapon
  622. * Name of weapon that will be lost when downed is shown in yellow text
  623. * Lost weapon is given back when perk is rebought (except if it was a limited weapon and someone else has it now, the player already has the weapon, the player has the upgraded version of the weapon and the weapon that the player had lost is the unupgraded version of that weapon, or the player bled out)
  624. * Gives ammo back if the player already has the weapon that they had previously lost when perk is rebought
  625.  
  626. ## Powerups
  627. * Powerups allign on the center of the HUD
  628. * Powerups on HUD now fade in and out when they are about to end instead of blinking
  629. * Powerups on the ground now last for 30 seconds (previously 26.5 seconds)
  630. * An effect now plays when a powerup spawns if it is the last powerup of a powerup cycle
  631. * Grabbing a powerup that is already active will add to its current remaining time instead of resetting its remaining time
  632. * Powerups will now not be grabbed automatically if spawned near where a player died at
  633. * Powerups that are not initally active are now guaranteed to be added to your current powerup cycle when they become active
  634. * Only normal powerup drops now effect the powerup cycle
  635.  
  636. ### Carpenter
  637. * Removed
  638.  
  639. ### Death Machine
  640. * Switch weapons to end duration
  641. * Deals at least 1/4 of zombie's health per body shot
  642. * Deals at least 1/2 of zombie's health per headshot
  643. * Decreased weapon raise time from 1.55 seconds to 1.1 seconds
  644. * Decreased weapon drop time from .75 seconds to .3 seconds
  645. * Powerup can now drop while one is already active
  646.  
  647. ### Fire Sale
  648. * Powerup can now drop while one is already active
  649.  
  650. ### Nuke
  651. * Now obtainable on round 1 on all maps
  652. * Kills all zombies instantly
  653. * Enemies killed by a Nuke no longer drop powerups
  654. * Zombies killed from a Nuke count as kills for the player who grabbed the Nuke
  655.  
  656. ### Wunderwaffe (Powerup)
  657. * Now displays lightning bolt model
  658. * Switch weapons to end powerup duration
  659. * Powerup can now drop while one is already active
  660.  
  661. ## Traps
  662. * All trap kills now count as kills for the player who activated the trap
  663. * All traps now kill instantly
  664. * Fixed trap handles being moved to the wrong spot and trap lights staying green if a trap was activated while the trap handle was still moving up
  665. * All trap triggers now display active and cooldown hintstrings
  666. * All traps now take players' points as soon as the trigger is activated
  667. * Fixed traps showing damage fx when player is spectating if the player bled out in a trap and the trap is active
  668.  
  669. ### Electric Traps (All Maps)
  670. * Decreased stun duration from 2.5 seconds to 1.5 seconds (now matches the duration of the electricity being on screen)
  671. * Only the trap handle that was activated now moves down
  672.  
  673. ### Electric Traps (Shi No Numa)
  674. * Decreased cooldown time from 90 seconds to 25 seconds (same as Verruckt and Der Riese)
  675.  
  676. ### Flogger (Shi No Numa)
  677. * Both triggers are now completely independent of eachother
  678. * One trigger can not be activated if the other trigger is currently active
  679. * Lights and hintstrings now display correctly when activating one trigger while the other trigger is on cooldown
  680. * Now deals 50 damage to players (in solo and coop)
  681. * Cannot damage a player again if the player is still touching the flogger and has already been damaged by the flogger
  682.  
  683. ### Zipline (Sho No Numa)
  684. * Cost decreased from 1500 to 750
  685. * Cooldown time decreased from 40 seconds to 5 seconds
  686. * Hintstrings now display when the zipline is active and cooling down
  687. * The zipline trigger near the hut can now be activated when the zipline is on either side
  688.  
  689. ### Electric Traps (Der Riese)
  690. * Fixed a bug that caused the Trench Gun trap to turn on when opening the door to the teleporter room next to the Trench Gun room while still having the door for next tot the trap closed
  691. * Traps now display a hintstring when the power is on but the trap cannot be activated due to a door being closed
  692.  
  693. ### Teleporters (Der Riese)
  694. * Teleporters now kill zombies on any round
  695. * Guranteed teleporter powerup when first linking teleporter
  696. * Powerup spawned from teleporters stays on the map until picked up or after teleporting again
  697. * Amount of dogs spawned in from teleporter is now 2 multiplied by the amount of players (previously 4)
  698. * Max ammo now has the same chance of spawning from the teleporter as all other drops
  699. * Fixed a bug that allowed players to link teleporters while the teleporters were on cooldown
  700. * Mainframe no longer displays a hintstring for needing power or needing to activate a link
  701.  
  702. ### Turrets (Kino Der Toten and Ascension)
  703. * No longer deal damage to players
  704. * Kills zombies in one shot
  705. * Turrets now lockon to a new target quicker
  706. * Turrets now target the zombie that is closest to the turret
  707.  
  708. ### Lunar Lander (Ascension)
  709. * Added a short delay for the lander to activate after triggering it (so you can activate the lander without having to ride it)
  710. * Lander station no longer kills or moves players if the lander station moves down while the player is standing on it
  711. * Kills from the lunar lander now count as actual kills
  712. * Zombies now have a better death animation when killed by the lunar lander
  713.  
  714. ### Centrifuge (Ascension)
  715. * Cooldown time has been doubled
  716. * No longer stops spinning for entire rounds
  717. * Deals 50 damage to players in solo and coop
  718. * Fixed a bug where zombies that were killed from the Centrifuge in higher round became invisible and invincible
  719. * The player that is closest to a zombie that is killed from the Centrifuge gets the kill
  720.  
  721. ### Flinger (Call of the Dead)
  722. * Zombies flung now count as actual kills
  723.  
  724. ### Zipline (Call of the Dead)
  725. * FOV no longer changes while riding the zipline
  726. * Weapon is no longer out while riding the zipline
  727.  
  728. ### Spikes (Shangri-La)
  729. * Deal 50 damage to players
  730. * 50% change of Killing a zombie
  731. * Spikes will not activate if the player is down or if the player jumping over them
  732.  
  733. ### Waterfall (Shangri-La)
  734. * Now kills zombies (except for Shrieker and Napalm)
  735. * Displays a hintstring when active
  736.  
  737. ### Minecart (Shangri-La)
  738. * Kills from the minecart now count as actual kills
  739. * Travels back up 4x faster
  740.  
  741. ## Blockers
  742. ### Doors
  743. * Doors now push any players out that are touching them after they have fully opened
  744. * Fixed a bug where two or more players could trigger a door that has multiple triggers at the same time and both pay to open the door
  745.  
  746. ## Barriers
  747. * No longer have to hold the use button in order to rebuild barriers, only press it
  748. * Can no longer rebuild barriers while sprinting or diving
  749. * Fixed a bug where zombies would get stuck in a barrier if a board was repaired as the zombie was beginning to go over the barrier
  750. * All zombies behind a barrier will now taunt correctly
  751. * Zombies behind a barrier will now only attack if they can see a player
  752. * Zombies will no longer get stuck behind a barrier when there are many zombies behind one barrier
  753. * All wall barriers and metal vent barriers can now be rebuilt
  754. * Glass barriers now start off with glass and wooden boards
  755. * On glass barriers, zombies will now tear down all of the glass first
  756. * Zombies can now attack through all glass barriers, wall barriers, and metal barriers
  757. * Fixed a bug where glass barriers and wall barriers had to be rebuilt twice for the repair to take effect if the barrier was rebuilt right after it got destroyed
  758. * Fixed a bug where glass barriers and wall barriers were destroyed at slightly incorrect times
  759. * Zombies now always use the same animation when tearing down glass barriers
  760. * Zombies now randomly choose between two animations when tearing down wall barriers
  761.  
  762. ## Zombies
  763. * Added 2 previously unused run animations
  764. * Removed collision from zombies as soon as they are dead
  765. * No longer make sounds after death
  766. * Fixed a bug where zombies would bleed out occasionally if they were standing in the same spot they were 30 seconds ago
  767. * For zombies to not bleed out, a player must now have line of sight to the zombie in addition to looking at the zombie
  768. * Zombies will now not bleed out if they are in an active zone in addition to being close to a player
  769. * Zombies that bleed out from being too far away will now be killed instead of deleted
  770. * Zombies can no longer be alive and headless
  771. * 4 round and 5 round special rounds will happen more equally now
  772. * Max health: 1 million
  773. * Fixed a bug that caused ceiling spawns to be able to be disabled
  774. * Fixed a bug that caused spawning zombies to be able to collide with players while they were still invisible to the player
  775. * Zombies can now gib when damaged from the Bowie Knife or Sickle
  776. * Fixed certain zombie swipes that damaged players at incorrect times
  777. * Ceiling spawner zombies now fall from the ceiling quicker
  778.  
  779. ### Dogs
  780. * No longer gain additional points for kills from dogs when killing dogs with wonder weapons
  781. * Fixed a bug that caused spawning dogs to be able to collide with players while they were still invisible to the player
  782.  
  783. ### Nova Crawlers
  784. * The player who kills a Nova Crawler gets the kills for any zombies killed from the explosion of the Nova Crawler
  785. * Now award kill points immediately if killed while crawling on a wall
  786.  
  787. ### Thief
  788. * Max health: 30,000
  789. * Health does not change depending on how many payers are in the match
  790. * No longer effected by insta kills or nukes
  791.  
  792. ### Monkeys (Ascension)
  793. * Max health decreased to 1600
  794. * Fixed a bug where perks would be lost on monkey rounds when they shouldn't be
  795. * No longer stop attacking perks when damaged by a player
  796. * Perks now flash red on the HUD when monkeys are dealing extra damage to perks (which happens when a player enters the zone that a monkey is attacking a perk in)
  797.  
  798. ### Director
  799. * Always drops Wunderwaffe regardless of whether or not you have completed the sidequest
  800. * Upgraded assault rifles no longer deal extra damage to the Director
  801. * Max health is now 250,000 no matter how many players are in the match
  802. * Only slows down players close to him when shot at while calm
  803. * Fixed a bug that caused the Director to not be able to electrify a player anymore after the player knifed an electrified zombie during an insta kill
  804. * No longer plays audio after exiting the map due to being hit by the upgraded V-R11
  805. * Fixed a bug that would sometimes cause the Director to sream in the water after already being killed
  806. * No longer screams in the water if damaged while attacking
  807. * Power no longer needs to be on for an electrified zombie to drop a Max Ammo
  808.  
  809. ### Monkeys (Shangri-La)
  810. * Keep attempting to spawn until they successfully spawn during the whole duration while a powerup is active on the ground
  811. * Now always cycle through Nukes and Fire Sales
  812. * The powerup that a Monkey picks up no longer has to initially be a Max Ammo for Perk Bottle to be cycled through (still has to be picked up as a Max Ammo)
  813. * Fixed a bug where monkeys would not spawn in certain situations where the max amount of zombies were already spawned in
  814. * Monkey ambient sounds go away once all the powerups currently on the map have been picked up by monkeys
  815. * Fixed a bug where Monkeys would not go after a powerup that spawned at the same time or almost the same time as another powerup
  816. * Monkeys now wait .5 seconds to spawn instead of a random amount between 0 and 1 second
  817.  
  818. ### Napalm
  819. * Kills from napalm explosion or flames count for the player who killed the napalm or the player who triggered the napalm
  820.  
  821. ### Shrieker
  822. * Damaging a shrieker will now always give points
  823.  
  824. ### Cosmonaut
  825. * Fixed a bug where the Cosmonaut would get stuck in place if spawned in while a player was on the jump pads
  826. * Fixed a bug where the Cosmonaut would be attracted towards a Gersch Device and move faster than intended after the Pack-a-Punch gates had been hacked
  827. * Cosmonaut no longer teleports players that activate a jump pad between the time of being grabbed and when they would have been teleported
  828. * Now kills any zombies nearby when Cosmonaut explodes
  829. * Removed name above Cosmonaut's head
  830.  
  831. ## Maps
  832. * Easter egg songs can now be reactivated once the song is over
  833. * Added out of bounds death barriers to all maps
  834.  
  835. ### Nacht Der Untoten
  836. * Now uses marine characters and voicelines from World at War
  837.  
  838. ### Verruckt
  839. * Added super-sprinters (only spawn after the power is on, start spawning on round 10, all super-sprinters by round 13)
  840. * Now uses marine characters and voicelines from World at War
  841. * Fixed zombie pathing near Speed Cola
  842. * Removed intro text
  843.  
  844. ### Shi No Numa
  845. * Removed the need power hintstring for perks while they are spawning
  846. * Fixed a bug where players were able to buy Quick Revive on solo while it was still in the process of spawning
  847. * Last perk is buyable while it is spawning
  848. * Objects can now be seen from farther away
  849.  
  850. ### Der Riese
  851. * Players will no longer get stuck on curbs
  852. * Zombies now go to the barrier on the right outside of the warehouse more frequently
  853. * Fixed Mystery Box use trigger in the laboratory
  854. * Easter egg song now plays the whole song
  855. * Removed intro text
  856.  
  857. #### Sidequest
  858. * Reward: spawns a random powerup at the teleporter powerup spawn location
  859.  
  860. ### Kino Der Toten
  861. * Players no longer get teleported to special rooms unless both radios on the map have been activated
  862. * Players no longer get teleported out of the Pack-a-Punch room if there is a weapon currently in the Pack-a-Punch machine
  863. * Box lights now blink correctly with higher FPS
  864. * Teleporter light is now green initially after turning on the power
  865. * Teleporter mainframe pad no longer displays the need power hintstring
  866. * Teleporter mainframe pad will now display the link not active hintstring every time the teleporter needs to be linked
  867.  
  868. ### Five
  869. * Trap pieces are already in place
  870. * Active barriers in the spawn room stay the same throughout the entire match
  871. * Pack-a-Punch machine will stay available for as long as the defcon room is active
  872. * If all players on a floor use an elevator or get downed when the power is off, all zombies will now respawn
  873. * If all players on a floor use an elevator or get downed when the power is on, all zombies will now go through teleporters
  874. * Fixed lighting in the top floor being incorrect
  875. * All characters now use the CIA viewmodel except Castro
  876. * Fixed a bug that caused zombies to not go through a trap if the trap was active when a thief round ends
  877. * Fixed a bug that crashed the game if the thief attempted to steal a player's weapon while they were using Pack-a-Punch
  878.  
  879. #### Elevators
  880. * Decreased time to be able to use an elevator again after it has stopped from 2.1 seconds to 1 second
  881. * Hintstring for elevators will now not show up until the elvator becomes usable again
  882. * Added .2 second delay for the top elevator to activate after it has been triggered if there is a player blocking it so the elevator can move without the player having to ride it
  883.  
  884. #### Teleporters
  885. * Teleporting no longer takes players' weapons away temporarily
  886. * Teleporting no longer freezes players' controls
  887. * Fixed teleporters showing they were ready to use again too early after teleporting through them
  888.  
  889. ### Ascension
  890. * The easter egg song teddy bears will float up and rotate around while the song is active
  891.  
  892. #### Sidequest
  893. * Completable with 1-4 players
  894. * Monkey round step: buttons no longer have to be pressed at the same time, only on the same monkey round
  895. * Lunar lander step: First use centrifuge lander, then use Stamin-Up lander, then use PHD Flopper lander, and last use Speed Cola lander
  896. * Lunar lander step - HITSAM easter egg now only requiers the letters SAM (was not enough room to fit HITSAM)
  897. * Reward: 90 second Death Machines for the rest of the match
  898.  
  899. ### Call of the Dead
  900. * Removed zombie spawn delay at the beginning of a match
  901.  
  902. #### Sidequest
  903. * Steps in solo are now the same as in coop
  904. * Fuse spawns at the beginning of the match
  905. * Generators' damage hitbox is now more accurate
  906. * Bottle spawns at the beginning of the match
  907. * Bottle is now given to the player who breaks the ice
  908. * Lighthouse dials can now be rotated faster
  909. * Rotating a lighthouse dial no longer rotates other lighthouse dials
  910. * Radio order now resets after a wrong radio is activated
  911. * Human zombie travelling up the light house needs to be damaged for 10000 health (previously 5000 health multiplied the amount of players)
  912. * Reward: upgraded Wunderwaffe from every Wunderwaffe powerup for the rest of the game
  913. * Wunderwaffe powerup from sidequest stays on the map until picked up
  914.  
  915. ### Shangri-La
  916. * Pack-a-Punch stones do not have to be stepped on at the same time
  917. * Eclipse mode activatable with 1-4 players
  918. * Can activate eclipse mode one more time after sidequest completion to stay in eclipse mode for the rest of the match
  919. * While a weapon is in Pack-a-Punch, players will not be pushed off the stairs
  920. * Zombies killed from the Pack-a-Punch stairs now count as kills and award kills to the player closest to them
  921. * Gongs now move and make a sound when meleed if they have already been meleed recently
  922. * Mud pit walls now only activate when a player is on the ground
  923. * Fixed a bug where players were able to sprint and enter prone in the mud pit if they were drinking a perk while entering the mud pit
  924.  
  925. #### Sidequest
  926. * Completable with 1-4 players
  927. * Stepping stones step: stones stay down until a new stone on the same side has been stepped on
  928. * Waterslide step: only 1 player now required
  929. * No longer recompletable in a match
  930. * Melee stones step: Increased melee range for stones
  931. * Mud pit step: radio is no longer required to be played in order to complete
  932. * Fixed a bug where players could clip through the wall behind Pack-a-Punch during the sidequest
  933. * Reward: all players get permament perks (Quick Revive goes away when downed in solo, can be rebought with all perks)
  934.  
  935. ### Moon
  936. * Added Fire Sale, Max Ammo, and Perk Bottle to jump pad powerup cycle
  937. * Removed the forced jumping in low gravity
  938. * Excavators will not reactivate for places that have already been breached
  939. * Fixed the invisible digger glitch
  940. * Gersch Devices and QEDs no longer breach windows
  941. * Added line of sight check on explosions for breaching windows
  942. * Fixed bug where players could stay on jump pads in low gravity indefinitely by diving upon landing on them
  943. * Jump pads now fling players correctly when a player dives on a jump pad
  944. * Crawlers get deleted if players are too far away from then and no players are looking at them
  945. * Pack-a-Punch hackable gates are now solid when moving (players were able to hack Pack-a-Punch and then escape before the gates closed to get 1000 points)
  946. * Fixed a bug where players would sometimes be moving in a different direction after teleporting
  947. * Fixed a bug where the next round would only have one zombie if players teleported to No Man's Land while the round was changing and the Cosmonaut was spawned in
  948. * Fixed a bug that caused the amount of zombies on round 1 to be the amount of zombies that should be on round 2
  949. * Teleporter gate doesn't start going down until power is on
  950. * When Tunnel 6 or Tunnel 11 are breached from an excavator, the areas with doors closed to the excavator will not get breached until the doors are opened
  951. * Jump pad in Receiving Bay now only pushes players upwards
  952. * Excavator sounds no longer linked to FPS
  953. * Teleporter sounds no longer linked to FPS
  954. * Announcer tells players when entering a new zone through the airlocks if the zone that the player is going into is not outside
  955. * Fixed a bug where the sky would turn bright right after restarting the map
  956. * Removed certain triggers on the map that move players
  957.  
  958. #### No Man's Land
  959. * Current No Man's Land round displayed in black where the round number normally is
  960. * Now spawns 24 zombies instead of 20 zombies
  961. * Now displays a more accurate time of how long you survived
  962. * Zombies now spawn more consistently in the middle area during the beginning
  963. * Insta kill rounds can now occur on No Man's Land (except for the initital time you spawn in so players can't exploit No Man's Land insta kill rounds to get more kills)
  964.  
  965. #### Sidequest
  966. * Full sidequest completable in solo
  967. * Full sidequest completable without Richtofen
  968. * No longer requires the completion of previous sidequests
  969. * Part 1 reward - 90 second Death Machines for the rest of the match
  970. * Full reward - permament perks (Quick Revive goes away when downed in solo, can be rebought with all perks)
  971.  
  972. ### Dead Ops Arcade
  973. * Fates are now always in the same order (Fate of Fortune - top, Fate of Firepower - right, Fate of Friendship - bottom, Fate of Furious Feet - left)
  974.  
  975. ## Gamemodes
  976.  
  977. ### Survival
  978. * Standard gameplay
  979.  
  980. ### Versus
  981. * Competitive gameplay
  982. * Power is already on
  983. * No walking zombies
  984. * Shoot players to slow them down
  985. * Knife players to push them
  986. * Upgraded weapons slow players down more
  987. * Ballistic knife, bowie knife, and sickle push players farther
  988. * Grenades, mines, flops, and Scavenger explosions deal 25 damage to enemies
  989. * Mines are triggerable by enemy players
  990. * Enemy mines are destroyable
  991. * Powerups have negative effects towards the team that did not grab the powerup
  992. * Mystery Box always initially spawns randomly on maps that the box can spawn randomly
  993. * Mystery Box can initially spawn in the start room on maps that the box can spawn randomly
  994. * Mystery Box can initially spawn anywhere on Five
  995. * Mule Kick disabled on all maps except Moon
  996. * Turrets attack players (won't attack the team that activated the turret)
  997. * Players gain 10 points for slowing down a player if they are below full health
  998. * If an enemy player assisted in getting a player down, the player will gain 5% of the player's points who downed
  999. * When a enemy player bleeds out, players gain 10% of their current points
  1000. * Removed all normal powerups except for Fire Sale
  1001. * Fire Sale: makes traps cost 10 points
  1002. * Added Powerdowns: powerups that do negative effects to the enemy team
  1003. * Clip Unload Powerdown: unloads players' clips of the weapon they are currently holding
  1004. * Half Damage Powerdown: players do half damage to zombies for 30 seconds
  1005. * Half Points Powerdown: players earn half points for 30 seconds
  1006. * Punishment Points Powerdown: players lose a random amount of points between 500 and 2500 points
  1007. * Slow Down Powerdown: Players move slower for 30 seconds
  1008. * Added Meat Powerup
  1009. * Nacht Der Untoten: all doors are open from the start of the match
  1010. * Shi No Numa: first room doors are open from the start of the match
  1011. * Der Riese: first room doors are open from the start of the match
  1012. * Der Riese: all teleporters linked
  1013. * Der Riese: powerdown spawns from the start of each match
  1014. * Der Riese: powerdown and full health dogs spawn from every teleporter use
  1015. * Kino Der Toten: teleporter is permamently linked to the mainframe
  1016. * Five: all 6 barriers in the start room are enabled
  1017. * Five: first room door is open from the start of the match
  1018. * Five: teleporters disabled
  1019. * Five: Pack-a-Punch door is now a 1500 point buyable door
  1020. * Ascension: first room doors, door near MP5K, and door above Juggernog are open from the start of the match
  1021. * Ascension: lunar landers disabled
  1022. * Ascension: Pack-a-Punch door is now a 1500 point buyable door
  1023. * Call of the Dead: director spawns 2 random powerdowns on death
  1024. * Shangri-La: Pack-a-Punch stairs are open from the start of the match
  1025. * Shangri-La: geyser in the start room is open from the start of the match
  1026. * Shangri-La: minecart disabled
  1027. * Moon: No Man's Land disabled
  1028. * Moon: first room door is open from the start of the match
  1029. * Moon: hacker and PES disabled
  1030. * Moon: teleporter disabled
  1031.  
  1032. #### Grief
  1033. * Win by surviving a round after all enemy players are dead
  1034.  
  1035. #### Free-for-all Grief
  1036. * Win by surviving a round after all enemy players are dead
  1037. * Players bleed out instantly
  1038. * Quick Revive disabled
  1039.  
  1040. #### Search & Rezurrect
  1041. * Round based gamemode
  1042. * Unlimited zombies
  1043. * 2,000 health zombies
  1044. * .5 second zombie spawn rate
  1045. * Only sprinting zombies
  1046. * Every player starts with 5,000 points and will get 5,000 points at the beginning of each new round if they have less than 5,000 points
  1047. * Win a round by killing the remainder of the zombies spawned on the map after all enemies have downed
  1048. * If both teams die on a round, neither team will get a point
  1049. * Win the game by winning 3 rounds
  1050. * Shangri-La: unlimited napalm and shrieker zombies can spawn (only one of each can be spawned in at a time)
  1051. * Moon: unlimited cosmonauts zombies can spawn (only one can be spawned in at a time)
  1052.  
  1053. #### Race
  1054. * Unlimited zombies
  1055. * Auto revive after 10 seoconds
  1056. * Starts at round 1, every 45 seconds round increases until round 20
  1057. * Gain 500 points on each round increase if you are alive
  1058. * First team to 250 kills, or team with most kills after round 20 wins
  1059. * Shangri-La: unlimited napalm and shrieker zombies can spawn (only one of each can be spawned in at a time)
  1060. * Moon: unlimited cosmonauts zombies can spawn (only one can be spawned in at a time)
  1061.  
  1062. #### Gun Game
  1063. * Unlimited zombies
  1064. * Unlimited ammo
  1065. * Quick Revive disabled
  1066. * Wall weapons disabled
  1067. * Mystery box disabled
  1068. * Mule Kick disabled
  1069. * 2,000 health zombies
  1070. * 2 second zombie spawn rate
  1071. * Only running zombies
  1072. * Auto revive after 10 seoconds
  1073. * Win the game the game by progressing through all the weapons
  1074. * Weapon order: pistols, shotguns, smg's, assault rifles, lmg's, snipers, explosives, wonder weapons, ballistic knife
  1075. * Zombies will drop a gun increment powerup after getting 10 kills with your current weapon
  1076. * New powerup: upgrade weapon powerup (for 30 seconds get the upgraded version of any weapon you are currently on)
  1077. * Only the player who killed the zombie can grab and see the gun increment powerup
  1078. * Shangri-La: unlimited napalm and shrieker zombies can spawn (only one of each can be spawned in at a time)
  1079. * Moon: unlimited cosmonauts zombies can spawn (only one can be spawned in at a time)
  1080.  
  1081. ## TODO
  1082. * Add BO3 weapon models (Ray Gun, Wunderwaffe, Thundergun, Baby Gun, Wave Gun)
  1083. * Thundergun: add 4th power cell FX
  1084. * COTD: fix Director not doing anim when getting angry
  1085. * Five: fix zombies getting stuck after teleporting
  1086. * Add collision boxes near invincibilty spots on maps
  1087. * Fix zombies sounds on classic maps to sound like they are coming from the correct direction
  1088. * Five: get wall barrier and metal vent barrier tear down and rebuild sounds from other maps working (zmb_rock_fix, zmb_vent_fix, zmb_break_rock_barrier, evt_vent_slat_remove)
  1089. * Try making dvars unchangeable from console
  1090. * Fix bug where first damage taken after being downed and getting revived or spawning back in doesnt deal damage to player
  1091. * Deadshot: fix bug with fast ADS move speed where if you ADS right after reloading your move speed is temporarily faster than it should be
  1092. * Deadshot: add fast ADS move speed correctly
  1093. * Show player's perks when spectating (player.spectatorclient?)
  1094. * Make it so Death Machine and FG42 weapon models look better with higher FOV
  1095. * Fix sprint and dive anims on Ray Gun
  1096. * Try to use BO1 Thompson sprint and dive anims (need to be adjusted)
  1097. * Find a way to be able to shoot through more than 3 zombies
  1098. * Get weapons to not lose damage when going through surfaces (already have fix in gsc, try to add fix from weapon file)
  1099. * Rename some zone names
  1100. * Fix Nikolai viewhands
  1101. * Fix textures getting changed when getting sprayed with flamethrower attachment
  1102. * Optimize zombies in barrier and traversing barrier code
  1103. * Kino: fix noises in dressing room being tied to FPS (could not find in any gsc or csc)
  1104. * Bouncing Betty: add better sprint and dive anims
  1105. * Maya - to be able to change a number that is red, right click on the number and select 'Break Connection' OR after changing the number, press Enter then press S
  1106. * Fix Thompson viewmodel (part of the model doesn't show on right side of weapon, can be seen on empty reload, is not like that on base BO1 or WaW)
  1107. * Versus: fix turret attacking team of player that activated turret (if cant fix, then make turrets attack anyone to make it fair)
  1108. * Versus: fix red powerup grab FX
  1109. * Use Sleepy when game crashes on map load
  1110. * Remove zombie failsafe death print before release
  1111.  
  1112. ### Cannot Find Fix
  1113. * Turn off Der Riese easter egg song noises after they have been activated
  1114. * Moon: fix sliding sound keep playing when off object
  1115.  
  1116. ### Might Be Fixed
  1117. * Make zombies not try to go for players on Verruckt who are on the other side of the map when the power is off (need to test if fixed)
  1118. * Figure out bug that causes cosmonaut to delete himself occasionally
  1119. * Make insta kill powerups work in high rounds
  1120. * Ascension: Fix high round invisible and invincible zombies after being damaged from the centrifuge
  1121. * Fix Ascension monkey pathing
  1122. * Fix kino round skip bug
  1123. * Fix Wunderwaffe not arcing after first kill rarely
  1124. * Fix Der Riese trap lights rarely not turning red when active (can't get it to happen again, happened first time turning on trap on round 20)
  1125. * Gun Game: fix rare bug where multiple gun increment powerups spawn (might be fixed, not sure what causes it, not caused from killing multiple zombies from the same shot)
  1126. * Fix trap g_spawn error (getting hit twice and running through a trap causes g_spawn?, couldn't get it to happen)
  1127. * Shang: fix crawlers from bleeding out and not allowing extra zombies to spawn in (couldn't get it to happen)
  1128.  
  1129. ### Cannot Do Yet
  1130. * Add fast ADS to Speed Cola (when it becomes possible through game_mod)
  1131. * Add fast grenade throw to Speed Cola (when it becomes possible through game_mod)
  1132. * Add fast sprint recovery to Deadshot (when it becomes possible through game_mod)
  1133. * Add left and right empty idle, drop, raise, sprint, and dive anims for dual wields weapons (engine currently uses only main weapon anims for these)
  1134.  
  1135. ### Maybe
  1136. * Shangri-La: should mud pit sidequest step need the radio to be activated to work? No
  1137. * Moon: should teleporter gate start going down before power is on? No
  1138. * If you have 4 perks or more, still allow players to buy perks but bought perk will replace oldest perk?
  1139. * Should special rounds always be 5 rounds apart?
  1140.  
  1141. ### Testing
  1142. * Moon sidequest dialog in coop without Richtofen
  1143. * Check if zombies are bleeding out on any maps while doing normal strats (add print statement to zombie failsafe death)
  1144. * Test if players are able to grief teammates (need 3-4 players)
  1145. * Test if zombies are attracted towards players on Verruckt on other side when power door is closed (need 3-4 players)
  1146. * Test 3rd person perk drink anim
  1147.  
  1148. ## BUGS THAT ARE STAYING (IT'S A FEATURE, NOT A BUG)
  1149. * Insta kill rounds
  1150. * Powerup limit per round reset by teleporting on Moon
  1151. * Damaging a zombie resets its hit animation
  1152. * Dogs on No Man's Land have 150 health for 1.5 seconds after spawning in
  1153. * Trapping the cosmonaut via excavator
  1154. * Shi No Numa Flogger double trap activation
  1155.  
  1156. ## FEATURES THAT WILL NOT BE ADDED
  1157. * Additional perk machines on maps
  1158. * No more new weapons
  1159.  
  1160. ## GAME_MOD TODO
  1161. * Fix grenades giving more ammo than they should (made fix)
  1162. * Fix being able to buy grenades when you already have max amount (made fix)
  1163. * Fix grenade not throwing when holding fire button with a non-auto weapon (made fix)
  1164. * Add check for client dvars in server code
  1165. * Allow changing FOV to 65
  1166. * Make friends list alphabetical order
  1167. * 8 player zombies
  1168. * Options - fix performance tab issues
  1169. * Add the rest of the multiplayer perks
  1170. * Fix Connecting... issue
  1171. * Fix weapon swap on player leave
  1172. * Fix COTD outro showing on all maps after loading COTD in a session
  1173. * Get actionslot 2 highlighting to work
  1174. * Fix demigod
  1175. * Make online version of the scoreboard show in solo
  1176. * Get brightness to work without having to be in fullscreen
  1177. * Add LAN
  1178. * Make dual wield weapons use attack bind for left weapon and ADS bind for right weapon
  1179. * Allow changing timescale from GetTimeScale() function when sv_cheats dvar is set to 0
  1180. * Add GetMoveSpeedScale() function
  1181. * Add ActionSlotOneButtonPressed() function
  1182. * Fix ActionSlotTwoButtonPressed() function
  1183. * Add ActionSlotThreeButtonPressed() function
  1184. * Add ActionSlotFourButtonPressed() function
  1185. * Add WeaponSwitchButtonPressed() function
  1186. * Add WeaponReloadEndTime() function
  1187. * Add IsReloading() function
  1188. * Fix ChangeLevel() causing weapon index mismatch error
  1189. * Add specialty_fastads perk
  1190. * Add specialty_fastinteract perk
  1191. * Add specialty_sprintrecovery perk
  1192. * Add specialty_stalker perk (fast movement while ads)
  1193. * Add perk for faster movement while ads
  1194. * Make ADS rechamber anim speed relative to rechamber time in weapon file (currently only non-ADS rechamber anim speed is changed)
  1195. * Fix being able to throw another grenade at the of another grenades anim
  1196. * Allow fire button to be used to melee with melee weapons
  1197. * Fix alive players movement being stopped when other players spawn in (caused from .sessionstate change)
  1198. * Fix projectiles not spawning occasionally when shooting weapons
  1199. * Make it so shooting the last bullet of a rechamber weapon will rechamber the bullet before auto switching
  1200. * Find out how to send something from client to server
  1201. * Dual wield weapon fire input - add dvar "gpad_enabled" check that works for all players
  1202. * Make dual wield weapons fire left weapon with fire button and right right weapon with ads button
  1203. * Death Machine: don't allow spin up by pressing ADS
  1204. * Death Machine: check if Stamin-Up increases move speed with Death Machine
  1205. * 007EF7D0 - iprintln address (try it out)
  1206. * Allow melee while ADS with a sniper scope
  1207. * Add space between grenades on HUD (CG_OFFHAND_WEAPON_ICON_FRAG - 103 and CG_OFFHAND_WEAPON_ICON_SMOKEFLASH - 104)
  1208. * Make it so you can queue another shot on non-auto weapons by pressing the fire button during the fire time of the current shot (similar to BO3)
  1209. * Fix freeze on map load on Ascension
  1210. * Fix player names getting changed to "Unknown Soldier" on scoreboard and chat after fast_restart if name is too short
  1211. * Make it so perks that are not engine based only use 1 bit
  1212. * Make it so players can look up and down 90 degrees (currently at 85)
  1213. * Allow multiple pap camos to be used from weaponOptions.csv (currently only looks for the keyword "gold")
  1214. * Don't allow reload to start during fire time or last fire time
  1215. * Always use empty drop/raise anim if empty (currently quick drop/raise anim will play even when empty)
  1216. * Make all dual wield anims work separately for each weapon (currently empty idle, raise, drop, sprint, and dive anims are not separate)
  1217. * Fix being able to cancel melee animation by switching weapons with a weapon that has an empty clip
  1218.  
  1219. ## SPECIAL THANKS
  1220. * **_ApexModder_** - perk bump sounds, assisted with localized strings, assisted with client scripting, assisted with menu scripting
  1221. * **_lilrifa_** - assisted with menu scripting
  1222. * **_MasadaDRM_** - assisted with weapons and sounds
  1223. * **_xSanchez78_** - assisted with client scripting and localized strings
  1224. * **_Kody_** - Wunderwaffe gold camo, fixed CIA and CDC viewmodels, assisted with animations
  1225. * **_HitmanVere_** - sprint and dive animations for World at War weapons
  1226. * **_UltraZombieDino_** - Black Ops 3 P.E.S. model and animations, Black Ops 3 Gersch Device model, Black Ops 2 Ray Gun first raise and dry fire sounds, World at War marine models, assisted with World at War weapon models
  1227. * **_KagamineAddict_** - updated P.E.S. visor texture
  1228. * **_Joshwoocool_** - Black Ops 2 grief shock FX and meat FX
  1229. * **_Killer Potato_** - Call of Duty: WWII Stielhandgranate HUD icon
  1230. * **_Jerri13_** - Black Ops 3 Gersch Device model
  1231. * **_KHEL MHO_** - assisted with Springfield chalk model
  1232. * **_ZeRoY_** - function list
  1233. * **_UGX_** - scripting reference
  1234. * **_SE2Dev_** - LinkerMod
  1235. * **_Nukem_** - LinkerMod
  1236. * **_DTZxPorter_** - Wraith
  1237. * **_Treyarch_** - Assets, source code, and an amazing base game
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