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  1. BO1 Reimagined Mod
  2.  
  3. General
  4.  
  5. Timer displayed on the top right of the HUD
  6. Zombies remaining displayed on the top left of the HUD
  7. Character names displayed next to player's points on the HUD
  8. When getting to round 50, text shows up to show your official time
  9. Revive trigger radius increased by 60% (same as BO2/BO3)
  10. 1 second of immunity to zombies after getting revived (solo and coop)
  11. Zombies max health is 1 million
  12. Insta kill rounds (Rounds where zombies have round 1 health) start at round 163 and happen every odd round thereafter
  13. Yellow insta kill shows on HUD during insta kill rounds
  14. All players are attracted equally
  15. Dead players can chat with alive players
  16. Backwards move speed, strafe move speed, and sprint strafe move speed are now all at 100%
  17. Removed friendly fire (not being able to shoot when looking at another player)
  18. Player names now disappear instantly after being out of line of sight of them
  19. Added 100 millisecond delay between weapon swaps
  20. Removed knife lunging
  21. Fixed a bug where a player was able to revive another player by bleeding out next to them in water
  22. Default HUD damage marker time set to 3 seconds
  23. Fixed a bug where players were able to damage themselves by meleeing and leaning at the same time
  24. Fixed a bug where downed players were able to occasionally damage alive players
  25. Pack-a-Punch camo now displays on Mustang & Sally when downed in solo
  26. 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
  27. Chracters no longer make hurt sounds if you have Flopper and an explosion happens that would have hurt you
  28.  
  29. Settings
  30. Pause menu can now be opened on intermission screen
  31. Option to change FOV (65-90 in intervals of 5)
  32. Option to show FPS on HUD
  33. Option to disable character dialog (host only)
  34. Option to choose which room you start in on Verruckt (host only)
  35. Option to choose which perk you start with on No Man's Land (host only)
  36. Settings: option for host to start off as Richtofen on Moon (to be able to complete the full sidequest, host only)
  37.  
  38. New Weapons
  39.  
  40. AK47
  41. Upgraded name: The Red Mist
  42. Upgraded version has flamethrower attachment
  43. 30 rounds per clip unupgraded and upgraded
  44.  
  45. Combat Knives
  46. Obtain a combat knife (wield your current knife in your hand) by getting rid of all your weapons)
  47.  
  48. Molotovs
  49. Added in classic maps
  50. Deal infinite damage on impact
  51.  
  52. PPSH
  53. Upgraded name: The Reaper
  54. 71 rounds per clip unupgraded and upgraded
  55.  
  56. PSG1
  57. Upgraded name: Psycho Sexy Genius 115
  58.  
  59. Stoner63
  60. Upgraded name: Stoned420
  61. Assault rifle/LMG hybrid weapon
  62. 90% movement speed (Assault rifle movement speed in 95% and LMG movement speed is 87.5%)
  63. 60 rounds per clip unupgraded, 90 rounds per clip upgraded
  64.  
  65. Weapons
  66.  
  67. All bullet damage (except for shotguns) will now deal full damage through multiple enemies and thin walls
  68. All body shots now deal the same amount of damage
  69. Neck, head, and helmet shots now all deal the same amount of damage
  70. All body shots will now give 50 points for a kill
  71. Neck shots now give 100 points for a kill
  72.  
  73. Explosive weapons
  74. Removed shellshock effect from explosive damage (except for lethal grenades)
  75. Removed damage scaling over rounds (except for grenades and mines)
  76.  
  77. Snipers
  78. Removed idle sway
  79. Increased ADS FOV to 30
  80. Removed different FOV scopes on variable zoom snipers
  81.  
  82. Ak74u
  83. Upgraded: fixed fire sound
  84.  
  85. Ballistic Knife
  86. Knives pick up automatically when close to them
  87.  
  88. BAR
  89. Replaced BAR + Bipod with BAR (all BAR wallbuys cost 1800 now)
  90. Increased headshot damage multiplier to 2x
  91.  
  92. China Lake
  93. Time between shots reduced by 50%
  94. Time to start reload after last shot reduced by 50%
  95.  
  96. CZ75 Dual Wield
  97. Upgraded: reduced recoil
  98.  
  99. Dragunov
  100. Removed (replaced by PSG1)
  101.  
  102. Famas
  103. Unupgraded: increased stock ammo from 150 to 300
  104. Upgraded: increased stock ammo to 450
  105.  
  106. G11:
  107. Unupgraded: 1 extra clip
  108. Upgraded: 2 extra clips
  109.  
  110. HS10
  111. Upgraded: fixed right weapon fire sound
  112. Upgraded: reduced hipfire spread, reduced recoil
  113.  
  114. Kar98k
  115. Unupgraded: increased damage to 500, increased headshot damage to 1000
  116. Upgraded: increased damage 3000, increased headshot damage to 6000
  117.  
  118. Kar98k Scoped
  119. Increased damage to 1000, increased headshot damage to 4000
  120.  
  121. L96A1
  122. Unupgraded: now has variable zoom scope
  123.  
  124. M16
  125. Unupgraded: Increased stock ammo from 120 to 150
  126.  
  127. M1911
  128. Upgraded: impact damage - 2500, max explosion damage - 2500, min explosion damage - 1000
  129.  
  130. M72 Law
  131. Time to start automatically reloading after firing the last shot reduced by 50%
  132. Unupgraded: impact damage - 2000, max explosion damage - 1500, min explosion damage - 1000
  133. Upgraded: impact damage - 3000, max explosion damage - 2500, min explosion damage - 1000
  134.  
  135. Olympia
  136. Unupgraded: deals 1.5x more damage
  137. Upgraded: bullets now get added to the clip at the same time that they do in the reload animation
  138.  
  139. PM63
  140. Unupgraded: 1 extra clip
  141. Upgraded: 10 reserve clips
  142. Upgraded: reduced hipfire spread, reduced recoil
  143.  
  144. QED
  145. Free perk effect now only gives the perk to the player who threw the QED
  146. 100% chance of giving perk when thrown near a perk machine
  147. 100% chance of opening door when thrown near a door
  148. 100% chance of upgrading current weapon when thrown near Pack-a-Punch machine
  149. Revive player effect now only revives players near where the QED was thrown
  150. 100% chance of reviving player when thrown near downed player
  151. 100% of fling effect when thrown near Cosmonaut
  152. 100% chance of hacking an exacavtor when thrown near the panel
  153. Removed player teleport effect
  154. Removed red powerup spawn effect
  155. Removed unupgrade current weapon effect
  156. All other effects have a 25% chance of being put on the selected list
  157. Starburst weapon effect no longer has any explosive weapons
  158.  
  159. Ray Gun
  160. Unupgraded: impact damage - 2500, max explosion damage - 2500, min explosion damage - 1250
  161. Upgraded: impact damage - 3000, max explosion damage - 3000, min explosion damage - 1250
  162.  
  163. RPK
  164. Fixed animation bug when switching weapons with the clip being empty
  165.  
  166. Spectre
  167. Unupgraded: increased stock ammo from 120 to 240
  168. Upgraded: increased stock ammo
  169.  
  170. Wonder Weapons
  171.  
  172. Baby Gun
  173. Fixed a bug that caused the g_spawn error to happen when shrinking enemies and allowing them to regrow multiple times throughout a game
  174.  
  175. Scavenger
  176. Kills an enemy on impact damage (except for the Director)
  177. Explosion deals infinite damage
  178. ADS disabled while reloading
  179.  
  180. Thundergun
  181. No longer does any damage to any enemies that are knocked down and not killed
  182.  
  183. VR-11
  184. Removed explosion effect from shooting the same enemy multiple times
  185. Shooting the Director while he is calm will no longer make him angry
  186. Unupgraded: permamently makes the Director calm when shot at him
  187. Enemies that are shot will now target the closest enemy to them
  188. Enemy's heads will explode if they get too close to a human enemy
  189. Human enemy lasts for 10 second unupgraded, 15 seconds upgraded
  190. Owner of VR-11 gets 50% of any points that the player who they shot earns for its duration (previously 75%)
  191.  
  192. Wave Gun
  193. Can no longer kill enemies that are in ceilings (this is to prevent a bug that caused ceiling spawns to stop working when shooting enemies with the Wave Gun while they are climbing out of a celing multiple times)
  194.  
  195. Winter's Howl
  196. Each shot slows down the enemy's move speed
  197. Kills enemies when they are at their slowest move speed (3 shots to kill sprinting enemies)
  198. Enemies will only be able to do slow hits after taking damage from the Winter's Howl
  199.  
  200. Wunderwaffe
  201. Can now down yourself with Wunderwaffe damage (previously could only take you down to 1 health but not down you)
  202. Upgraded: can now kill 24 zombies
  203.  
  204. Equipment
  205.  
  206. Limit of 20 mines placed at a time per player
  207.  
  208. Bouncing Betty
  209. Can now explode after being placed for 1 second (previously 2 seconds)
  210. Can now be picked up
  211.  
  212. Claymore
  213. Added placing sound
  214.  
  215. Hacker
  216. Removed points reward given between rounds
  217. Hacking a Max Ammo gives a Perk Bottle
  218. Hacking a powerup will reset its timer
  219. Hacking a Death Machine will now make the Max Ammo glow its correct color
  220. Powerup hack trigger radius increased by 30%
  221. Every player can have the hacker
  222. Does not move locations
  223. Cost to hack wall weapons increased from 3000 points to 5000 points
  224. Can now unhack wall weapons (costs the same amount to unhack them)
  225. Buying a hacked wallbuy will give you the upgraded version of that weapon
  226. Unupgraded and upgraded ammo both cost the price of unupgraded ammo when hacked
  227. Wallbuy hintstring now updates when hacked to reflect their current prices
  228. Doors are free to hack
  229. Time to hack doors decreased from 32.7 seconds to 30 seconds
  230. Hacking the box twice no longer gives you 950 points
  231. Hacking a teddy bear location will now only lock that box for the remainder of the current round
  232. Time to hack players decreased from 10 seconds to 1.5 seconds
  233. Fire sale box can spawn at locations where the box has been hacked
  234.  
  235. Matroyshka Dolls
  236. Deal infinite damage (except for the Director)
  237. Damage increased from 4500 to 9000 on the Director
  238.  
  239. Monkey Bombs
  240. Removed on Nacht, Verruckt, and Shi No Numa
  241.  
  242. P.E.S.
  243. If a player has the P.E.S. suit on while taking a different piece of equipment, the player only loses their space helmet when taking the equipment (keep the rest of the suit)
  244.  
  245. Semtex
  246. Now cost 250 points to buy (previously 130 after first buy)
  247.  
  248. Stielhandgranate
  249. Now deals damage on impact
  250.  
  251. Perks
  252.  
  253. Multiple people can now buy the same perk at the same time
  254. Perk order will no longer be changed when losing a perk
  255.  
  256. Quick Revive
  257. Hintstring now says "Quick Revive" in solo and coop
  258. Losing Quick Revive in solo no longer counts as a Quick Revive use
  259.  
  260. Double Tap
  261. 1.5x bullet damage
  262.  
  263. Deadshot
  264. 2x headshot damage
  265. Increased cost from 1000 to 1500
  266.  
  267. Mule Kick
  268. Removed from all maps except Moon
  269. Weapon that will be lost when downed is shown in yellow text
  270. Lost weapon is now given back when perk is rebought (except if it was a limited weapon and someone else has it now, or if the player already has the weapon, or if the player has the upgraded version of the weapon and the weapon that the player had lost is the unupgraded version of that weapon)
  271.  
  272. Wallbuys
  273.  
  274. Multiple people can now buy Bowie Knife/Sickle at the same time
  275. Upgraded ammo cost reduced from 4500 points to 2500 points
  276. Claymores, Bouncing Betties, and Spikemores all require the player to be looking at the wallbuy to be able to buy them now
  277.  
  278. Powerups
  279.  
  280. Powerups allign on the center of the HUD
  281. Powerups on HUD now fade in and out when they are about to end instead of blinking
  282. Powerups on the ground now last for 30 seconds (previously 26.5 seconds)
  283. An effect now plays when a powerup spawns if it is the last powerup of a powerup cycle
  284. Grabbing a powerup that is already active will add 30 seconds to its time instead of resetting its time to 30 seconds
  285.  
  286. Carpenter
  287. Removed
  288.  
  289. Death Machine
  290. Switch weapons to end duration
  291. Deals at least 1/3 of zombie's health per shot
  292. Powerup can now drop while one is already active
  293.  
  294. Fire Sale
  295. Powerup can now drop while one is already active
  296.  
  297. Nuke
  298. Available on round 1
  299. Kills all zombies instantly
  300. Enemies killed by a Nuke no longer drop powerups
  301. Zombies killed from Nuke count as kills for the person who grabbed the Nuke
  302.  
  303. Wunderwaffe
  304. Floating powerup icon now shows Wunderwaffe weapon model
  305. Switch weapons to end powerup duration
  306. Powerup can now drop while one is already active
  307.  
  308. Traps
  309.  
  310. All trap kills now count as kill for the player who activated the trap
  311. Fixed trap handles being moved to the wrong spot and trap lights staying green when the trap was activated as soon as it become available again
  312.  
  313.  
  314. Electric Traps (Classic Maps)
  315. Now display inactive and cooldown hintstrings
  316.  
  317. Electric Traps (Shi No Numa)
  318. Cooldown time reduced from 90 seconds to 25 seconds (same as Verruckt and Der Riese)
  319.  
  320. Flogger (Shi No Numa)
  321. Both triggers are now completely independent of eachother
  322. One trigger can not be activated if the other trigger is currently active
  323. Lights and hintstrings now display correctly when activating one trigger while the other trigger is on cooldown
  324. Now deals 50 damage to players (in solo and coop)
  325. Cannot damage a player again if the player is still touching the flogger and has already been damaged by the flogger
  326.  
  327. Zipline (Sho No Numa)
  328. Cost decreased from 1500 to 750
  329. Cooldown time decreased from 40 seconds to 5 seconds
  330. Hintstrings now show when the zipline is active and cooling down
  331. The zipline trigger near the hut can now be activated when the zipline is on either side
  332.  
  333. Turrets (Kino Der Toten and Ascension)
  334. No longer deal damage to players
  335. Deals 500 damage or 1/3 of zombie's health, whichever one is more
  336. Turrets now lockon to a new target quicker
  337. Turrets now target the zombie that is closest to the turret
  338.  
  339. Elevator (Five)
  340. Added a short delay after triggering for the elevator to activate (so it can be moved from its current location without having to ride it
  341.  
  342. Lunar Lander (Ascension)
  343. Added a short delay for the lander to activate after triggering it (so you can activate a lander without having to ride it without having to lean)
  344.  
  345. Centrifuge (Ascension)
  346. No longer stops spinning for entire rounds
  347. Deals 50 damage to players in solo and coop
  348. Fixed a bug where zombies that were killed from the Centrifuge in higher round became invisible and invincible
  349. The player that is closest to a zombie that is killed from the Centrifuge gets the kill
  350.  
  351. Spikes (Shangri-La)
  352. Deal 50 damage to players
  353. Kills zombies
  354.  
  355. Zombies
  356.  
  357. Fixed a bug that caused zombies to bleedout unintentionally when zombies stay near the same spot for over 30 seconds
  358. Headless zombies now die instantly
  359. Special rounds work on the powerup system (1st time after initial special round is random, then next special round is on the round that the previous one wasn't, then repeat)
  360.  
  361. Nova Crawlers (Kino Der Toten, Five, and Moon)
  362. The player who kills a Nova Crawler gets the kills for any zombies killed from the explosion of the Nova Crawler
  363.  
  364. Monkeys (Ascension)
  365. Max health decreased to 1600
  366. Fixed a bug where perks would be lost on monkey rounds when they shouldn't be
  367. No longer stop attacking perks when damaged by a player
  368. 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)
  369.  
  370. Director
  371. Always drops Wunderwaffe regardless of whether or not you have completed the sidequest
  372. Upgraded assault rifles no longer deal extra non-headshot damage to the Director
  373.  
  374. Monkeys (Shangri-La)
  375. Keep attempting to spawn until they successfully spawn during the whole duration while a powerup is active on the ground
  376. Now always cycle through Nukes and Fire Sales
  377. 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)
  378. Fixed a bug where monkeys would not spawn in certain situations where the max amount of zombies were already spawned in
  379. Monkey ambient sounds go away once all the powerups currently on the map have been picked up by monkeys
  380. 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
  381. Monkeys now wait .5 seconds to spawn instead of a random amount between 0 and 1 second
  382.  
  383. Cosmonaut
  384. Fixed a bug where the Cosmonaut would get stuck in place when spawning in while a player was on jump pads
  385. Cosmonaut no longer teleports players that activate a jump pad between the time of being grabbed and when they would have been teleported
  386. Fixed a bug where the Cosmonaut would move faster than intended after throwing a Gersch device once the Pack-a-Punch gates had been hacked
  387. Now kills any zombies near him when he explodes
  388.  
  389. Maps
  390.  
  391. Nacht Der Untoten
  392. Character dialog removed
  393.  
  394. Verruckt
  395. Character dialog removed
  396.  
  397. Shi No Numa
  398. Removed the need power hintstring for perks while they are spawning
  399. Removed the ability to buy Quick Revive on solo while it was still in the process of spawning
  400.  
  401. Der Riese
  402. Fixed mystery box use trigger in Trench Gun room
  403. First room doors are now solid when moving (players were able to be inside the door and zombies weren't able to target the player in this door at certain positions)
  404. Teleporter now kills zombies on any round
  405.  
  406. Kino Der Toten
  407. Teleporting no longer takes you to special rooms unless both radios on the map have been activated
  408.  
  409. Five
  410. Trap pieces are already in place
  411. Teleporting no longer takes players' weapons away temporarily
  412. Teleporting no longer freezes players' controls
  413.  
  414. Ascension
  415. Sidequest completable without 4 players
  416. Monkey round sidequest step: buttons no longer have to be pressed at the same time, only on the same monkey round
  417. Lunar lander sidequest step: First use centrifuge lander, then use Stamin-Up lander, then use PHD Flopper lander, and last use Speed Cola lander
  418. Lunar lander sideuqest step - HITSAM easter egg now only requiers the letters SAM (was not enough room to fit HITSAM)
  419.  
  420. Call of the Dead
  421. Removed zombie spawn delay at the beginning of a match
  422. Wunderwaffe powerup from sidequest stays on the until picked up
  423. Sidequest: human zombie travelling up the light house needs to be damaged for 10000 health (previously 5000 health times the amount of players)
  424. Sidequest: fuse spawns before starting the sidequest
  425. Sidequest: steps in solo are the same as in coop
  426. Sidequest: bottle no longer breaks when it hits the ground
  427.  
  428. Shangri-La
  429. Pack-a-Punch stones do not have to be stepped on at the same time
  430. Eclipse mode activatable without 4 players
  431. Sidequest completable without 4 players
  432. Sidequest stepping stone step: stones stay down until a new stone on the same side has been stepped on
  433. Only 1 person now required for waterslide sidequest step
  434. Sidequest reward: all players get permament perks
  435. Sidequest no longer recompletable in a match
  436. Sidequest melee stones step: Increased melee range for stones
  437. Can activate eclipse mode one more time after sidequest completion to stay in eclipse mode for the rest of the match
  438. Fixed a bug where players could clip through the wall behind Pack-a-Punch during the sidequest
  439.  
  440. Moon
  441. Added Fire Sale, Max Ammo, and Perk Bottle to jump pad powerup cycle
  442. Removed the forced jumping in low gravity
  443. Full easter egg completable on solo (must be Richtofen)
  444. Full easter egg reward - all perks (Quick Revive goes away when downed, can be rebought with all perks)
  445. Excavators will not reactivate for places that have already been breached
  446. Fixed the invisible digger glitch
  447. Gersches and QEDs no longer break windows
  448. Fixed bug where players could stay on jump pads in low gravity indefinitely by diving upon landing on them
  449. Jump pads now fling players correctly when a player dives on a jump pad
  450. Crawlers get deleted if players are too far away from then and no players are looking at them
  451. 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)
  452. Fixed a bug where players would sometimes be moving in a different direction after teleporting
  453. Fixed a bug where if players teleported to No Man's Land while the round was changing and the Cosmonaut was spawned in, the next round would only have one zombie
  454. Fixed a bug that caused the amount of zombies on round 1 to be the amount of zombies that should be on round 2
  455. Teleporter gate doesn't start going down until power is on
  456.  
  457. Mystery Box
  458.  
  459. Re-hitting the box is now faster (only 1 second delay between box hits)
  460. When box moves, it will instantly appear at its new location instead of waiting 8 seconds
  461. Wall weapons are in the box on classic maps
  462. Box now cycles through weapons for its whole duration while opening
  463. Every player now sees the same weapons in the box when the weapons are floating up
  464. Can only see weapons floating up that the player can currently obtain
  465. Players will now get every weapon they can from the box before getting duplicates
  466. All weapons have the same probability to be obtained in the box
  467. Box weapons will not appear again in a row while floating up (unless it is the final weapon)
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