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- BO1 Reimagined Mod
- General
- Timer displayed on the top right of the HUD
- Zombies remaining displayed on the top left of the HUD
- Character names displayed next to player's points on the HUD
- When getting to round 50, text shows up to show your official time
- Revive trigger radius increased by 60% (same as BO2/BO3)
- 1 second of immunity to zombies after getting revived (solo and coop)
- Zombies max health is 1 million
- Insta kill rounds (Rounds where zombies have round 1 health) start at round 163 and happen every odd round thereafter
- Yellow insta kill shows on HUD during insta kill rounds
- All players are attracted equally
- Dead players can chat with alive players
- Backwards move speed, strafe move speed, and sprint strafe move speed are now all at 100%
- Removed friendly fire (not being able to shoot when looking at another player)
- Player names now disappear instantly after being out of line of sight of them
- Added 100 millisecond delay between weapon swaps
- Removed knife lunging
- Fixed a bug where a player was able to revive another player by bleeding out next to them in water
- Default HUD damage marker time set to 3 seconds
- Fixed a bug where players were able to damage themselves by meleeing and leaning at the same time
- Fixed a bug where downed players were able to occasionally damage alive players
- Pack-a-Punch camo now displays on Mustang & Sally when downed in solo
- 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
- Chracters no longer make hurt sounds if you have Flopper and an explosion happens that would have hurt you
- Settings
- Pause menu can now be opened on intermission screen
- Option to change FOV (65-90 in intervals of 5)
- Option to show FPS on HUD
- Option to disable character dialog (host only)
- Option to choose which room you start in on Verruckt (host only)
- Option to choose which perk you start with on No Man's Land (host only)
- Settings: option for host to start off as Richtofen on Moon (to be able to complete the full sidequest, host only)
- New Weapons
- AK47
- Upgraded name: The Red Mist
- Upgraded version has flamethrower attachment
- 30 rounds per clip unupgraded and upgraded
- Combat Knives
- Obtain a combat knife (wield your current knife in your hand) by getting rid of all your weapons)
- Molotovs
- Added in classic maps
- Deal infinite damage on impact
- PPSH
- Upgraded name: The Reaper
- 71 rounds per clip unupgraded and upgraded
- PSG1
- Upgraded name: Psycho Sexy Genius 115
- Stoner63
- Upgraded name: Stoned420
- Assault rifle/LMG hybrid weapon
- 90% movement speed (Assault rifle movement speed in 95% and LMG movement speed is 87.5%)
- 60 rounds per clip unupgraded, 90 rounds per clip upgraded
- Weapons
- All bullet damage (except for shotguns) will now deal full damage through multiple enemies and thin walls
- All body shots now deal the same amount of damage
- Neck, head, and helmet shots now all deal the same amount of damage
- All body shots will now give 50 points for a kill
- Neck shots now give 100 points for a kill
- Explosive weapons
- Removed shellshock effect from explosive damage (except for lethal grenades)
- Removed damage scaling over rounds (except for grenades and mines)
- Snipers
- Removed idle sway
- Increased ADS FOV to 30
- Removed different FOV scopes on variable zoom snipers
- Ak74u
- Upgraded: fixed fire sound
- Ballistic Knife
- Knives pick up automatically when close to them
- BAR
- Replaced BAR + Bipod with BAR (all BAR wallbuys cost 1800 now)
- Increased headshot damage multiplier to 2x
- China Lake
- Time between shots reduced by 50%
- Time to start reload after last shot reduced by 50%
- CZ75 Dual Wield
- Upgraded: reduced recoil
- Dragunov
- Removed (replaced by PSG1)
- Famas
- Unupgraded: increased stock ammo from 150 to 300
- Upgraded: increased stock ammo to 450
- G11:
- Unupgraded: 1 extra clip
- Upgraded: 2 extra clips
- HS10
- Upgraded: fixed right weapon fire sound
- Upgraded: reduced hipfire spread, reduced recoil
- Kar98k
- Unupgraded: increased damage to 500, increased headshot damage to 1000
- Upgraded: increased damage 3000, increased headshot damage to 6000
- Kar98k Scoped
- Increased damage to 1000, increased headshot damage to 4000
- L96A1
- Unupgraded: now has variable zoom scope
- M16
- Unupgraded: Increased stock ammo from 120 to 150
- M1911
- Upgraded: impact damage - 2500, max explosion damage - 2500, min explosion damage - 1000
- M72 Law
- Time to start automatically reloading after firing the last shot reduced by 50%
- Unupgraded: impact damage - 2000, max explosion damage - 1500, min explosion damage - 1000
- Upgraded: impact damage - 3000, max explosion damage - 2500, min explosion damage - 1000
- Olympia
- Unupgraded: deals 1.5x more damage
- Upgraded: bullets now get added to the clip at the same time that they do in the reload animation
- PM63
- Unupgraded: 1 extra clip
- Upgraded: 10 reserve clips
- Upgraded: reduced hipfire spread, reduced recoil
- QED
- Free perk effect now only gives the perk to the player who threw the QED
- 100% chance of giving perk when thrown near a perk machine
- 100% chance of opening door when thrown near a door
- 100% chance of upgrading current weapon when thrown near Pack-a-Punch machine
- Revive player effect now only revives players near where the QED was thrown
- 100% chance of reviving player when thrown near downed player
- 100% of fling effect when thrown near Cosmonaut
- 100% chance of hacking an exacavtor when thrown near the panel
- Removed player teleport effect
- Removed red powerup spawn effect
- Removed unupgrade current weapon effect
- All other effects have a 25% chance of being put on the selected list
- Starburst weapon effect no longer has any explosive weapons
- Ray Gun
- Unupgraded: impact damage - 2500, max explosion damage - 2500, min explosion damage - 1250
- Upgraded: impact damage - 3000, max explosion damage - 3000, min explosion damage - 1250
- RPK
- Fixed animation bug when switching weapons with the clip being empty
- Spectre
- Unupgraded: increased stock ammo from 120 to 240
- Upgraded: increased stock ammo
- Wonder Weapons
- Baby Gun
- Fixed a bug that caused the g_spawn error to happen when shrinking enemies and allowing them to regrow multiple times throughout a game
- Scavenger
- Kills an enemy on impact damage (except for the Director)
- Explosion deals infinite damage
- ADS disabled while reloading
- Thundergun
- No longer does any damage to any enemies that are knocked down and not killed
- VR-11
- Removed explosion effect from shooting the same enemy multiple times
- Shooting the Director while he is calm will no longer make him angry
- Unupgraded: permamently makes the Director calm when shot at him
- Enemies that are shot will now target the closest enemy to them
- Enemy's heads will explode if they get too close to a human enemy
- Human enemy lasts for 10 second unupgraded, 15 seconds upgraded
- Owner of VR-11 gets 50% of any points that the player who they shot earns for its duration (previously 75%)
- Wave Gun
- 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)
- Winter's Howl
- Each shot slows down the enemy's move speed
- Kills enemies when they are at their slowest move speed (3 shots to kill sprinting enemies)
- Enemies will only be able to do slow hits after taking damage from the Winter's Howl
- Wunderwaffe
- Can now down yourself with Wunderwaffe damage (previously could only take you down to 1 health but not down you)
- Upgraded: can now kill 24 zombies
- Equipment
- Limit of 20 mines placed at a time per player
- Bouncing Betty
- Can now explode after being placed for 1 second (previously 2 seconds)
- Can now be picked up
- Claymore
- Added placing sound
- Hacker
- Removed points reward given between rounds
- Hacking a Max Ammo gives a Perk Bottle
- Hacking a powerup will reset its timer
- Hacking a Death Machine will now make the Max Ammo glow its correct color
- Powerup hack trigger radius increased by 30%
- Every player can have the hacker
- Does not move locations
- Cost to hack wall weapons increased from 3000 points to 5000 points
- Can now unhack wall weapons (costs the same amount to unhack them)
- Buying a hacked wallbuy will give you the upgraded version of that weapon
- Unupgraded and upgraded ammo both cost the price of unupgraded ammo when hacked
- Wallbuy hintstring now updates when hacked to reflect their current prices
- Doors are free to hack
- Time to hack doors decreased from 32.7 seconds to 30 seconds
- Hacking the box twice no longer gives you 950 points
- Hacking a teddy bear location will now only lock that box for the remainder of the current round
- Time to hack players decreased from 10 seconds to 1.5 seconds
- Fire sale box can spawn at locations where the box has been hacked
- Matroyshka Dolls
- Deal infinite damage (except for the Director)
- Damage increased from 4500 to 9000 on the Director
- Monkey Bombs
- Removed on Nacht, Verruckt, and Shi No Numa
- P.E.S.
- 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)
- Semtex
- Now cost 250 points to buy (previously 130 after first buy)
- Stielhandgranate
- Now deals damage on impact
- Perks
- Multiple people can now buy the same perk at the same time
- Perk order will no longer be changed when losing a perk
- Quick Revive
- Hintstring now says "Quick Revive" in solo and coop
- Losing Quick Revive in solo no longer counts as a Quick Revive use
- Double Tap
- 1.5x bullet damage
- Deadshot
- 2x headshot damage
- Increased cost from 1000 to 1500
- Mule Kick
- Removed from all maps except Moon
- Weapon that will be lost when downed is shown in yellow text
- 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)
- Wallbuys
- Multiple people can now buy Bowie Knife/Sickle at the same time
- Upgraded ammo cost reduced from 4500 points to 2500 points
- Claymores, Bouncing Betties, and Spikemores all require the player to be looking at the wallbuy to be able to buy them now
- Powerups
- Powerups allign on the center of the HUD
- Powerups on HUD now fade in and out when they are about to end instead of blinking
- Powerups on the ground now last for 30 seconds (previously 26.5 seconds)
- An effect now plays when a powerup spawns if it is the last powerup of a powerup cycle
- Grabbing a powerup that is already active will add 30 seconds to its time instead of resetting its time to 30 seconds
- Carpenter
- Removed
- Death Machine
- Switch weapons to end duration
- Deals at least 1/3 of zombie's health per shot
- Powerup can now drop while one is already active
- Fire Sale
- Powerup can now drop while one is already active
- Nuke
- Available on round 1
- Kills all zombies instantly
- Enemies killed by a Nuke no longer drop powerups
- Zombies killed from Nuke count as kills for the person who grabbed the Nuke
- Wunderwaffe
- Floating powerup icon now shows Wunderwaffe weapon model
- Switch weapons to end powerup duration
- Powerup can now drop while one is already active
- Traps
- All trap kills now count as kill for the player who activated the trap
- 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
- Electric Traps (Classic Maps)
- Now display inactive and cooldown hintstrings
- Electric Traps (Shi No Numa)
- Cooldown time reduced from 90 seconds to 25 seconds (same as Verruckt and Der Riese)
- Flogger (Shi No Numa)
- Both triggers are now completely independent of eachother
- One trigger can not be activated if the other trigger is currently active
- Lights and hintstrings now display correctly when activating one trigger while the other trigger is on cooldown
- Now deals 50 damage to players (in solo and coop)
- Cannot damage a player again if the player is still touching the flogger and has already been damaged by the flogger
- Zipline (Sho No Numa)
- Cost decreased from 1500 to 750
- Cooldown time decreased from 40 seconds to 5 seconds
- Hintstrings now show when the zipline is active and cooling down
- The zipline trigger near the hut can now be activated when the zipline is on either side
- Turrets (Kino Der Toten and Ascension)
- No longer deal damage to players
- Deals 500 damage or 1/3 of zombie's health, whichever one is more
- Turrets now lockon to a new target quicker
- Turrets now target the zombie that is closest to the turret
- Elevator (Five)
- 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
- Lunar Lander (Ascension)
- 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)
- Centrifuge (Ascension)
- No longer stops spinning for entire rounds
- Deals 50 damage to players in solo and coop
- Fixed a bug where zombies that were killed from the Centrifuge in higher round became invisible and invincible
- The player that is closest to a zombie that is killed from the Centrifuge gets the kill
- Spikes (Shangri-La)
- Deal 50 damage to players
- Kills zombies
- Zombies
- Fixed a bug that caused zombies to bleedout unintentionally when zombies stay near the same spot for over 30 seconds
- Headless zombies now die instantly
- 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)
- Nova Crawlers (Kino Der Toten, Five, and Moon)
- The player who kills a Nova Crawler gets the kills for any zombies killed from the explosion of the Nova Crawler
- Monkeys (Ascension)
- Max health decreased to 1600
- Fixed a bug where perks would be lost on monkey rounds when they shouldn't be
- No longer stop attacking perks when damaged by a player
- 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)
- Director
- Always drops Wunderwaffe regardless of whether or not you have completed the sidequest
- Upgraded assault rifles no longer deal extra non-headshot damage to the Director
- Monkeys (Shangri-La)
- Keep attempting to spawn until they successfully spawn during the whole duration while a powerup is active on the ground
- Now always cycle through Nukes and Fire Sales
- 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)
- Fixed a bug where monkeys would not spawn in certain situations where the max amount of zombies were already spawned in
- Monkey ambient sounds go away once all the powerups currently on the map have been picked up by monkeys
- 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
- Monkeys now wait .5 seconds to spawn instead of a random amount between 0 and 1 second
- Cosmonaut
- Fixed a bug where the Cosmonaut would get stuck in place when spawning in while a player was on jump pads
- Cosmonaut no longer teleports players that activate a jump pad between the time of being grabbed and when they would have been teleported
- 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
- Now kills any zombies near him when he explodes
- Maps
- Nacht Der Untoten
- Character dialog removed
- Verruckt
- Character dialog removed
- Shi No Numa
- Removed the need power hintstring for perks while they are spawning
- Removed the ability to buy Quick Revive on solo while it was still in the process of spawning
- Der Riese
- Fixed mystery box use trigger in Trench Gun room
- 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)
- Teleporter now kills zombies on any round
- Kino Der Toten
- Teleporting no longer takes you to special rooms unless both radios on the map have been activated
- Five
- Trap pieces are already in place
- Teleporting no longer takes players' weapons away temporarily
- Teleporting no longer freezes players' controls
- Ascension
- Sidequest completable without 4 players
- Monkey round sidequest step: buttons no longer have to be pressed at the same time, only on the same monkey round
- Lunar lander sidequest step: First use centrifuge lander, then use Stamin-Up lander, then use PHD Flopper lander, and last use Speed Cola lander
- Lunar lander sideuqest step - HITSAM easter egg now only requiers the letters SAM (was not enough room to fit HITSAM)
- Call of the Dead
- Removed zombie spawn delay at the beginning of a match
- Wunderwaffe powerup from sidequest stays on the until picked up
- Sidequest: human zombie travelling up the light house needs to be damaged for 10000 health (previously 5000 health times the amount of players)
- Sidequest: fuse spawns before starting the sidequest
- Sidequest: steps in solo are the same as in coop
- Sidequest: bottle no longer breaks when it hits the ground
- Shangri-La
- Pack-a-Punch stones do not have to be stepped on at the same time
- Eclipse mode activatable without 4 players
- Sidequest completable without 4 players
- Sidequest stepping stone step: stones stay down until a new stone on the same side has been stepped on
- Only 1 person now required for waterslide sidequest step
- Sidequest reward: all players get permament perks
- Sidequest no longer recompletable in a match
- Sidequest melee stones step: Increased melee range for stones
- Can activate eclipse mode one more time after sidequest completion to stay in eclipse mode for the rest of the match
- Fixed a bug where players could clip through the wall behind Pack-a-Punch during the sidequest
- Moon
- Added Fire Sale, Max Ammo, and Perk Bottle to jump pad powerup cycle
- Removed the forced jumping in low gravity
- Full easter egg completable on solo (must be Richtofen)
- Full easter egg reward - all perks (Quick Revive goes away when downed, can be rebought with all perks)
- Excavators will not reactivate for places that have already been breached
- Fixed the invisible digger glitch
- Gersches and QEDs no longer break windows
- Fixed bug where players could stay on jump pads in low gravity indefinitely by diving upon landing on them
- Jump pads now fling players correctly when a player dives on a jump pad
- Crawlers get deleted if players are too far away from then and no players are looking at them
- 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)
- Fixed a bug where players would sometimes be moving in a different direction after teleporting
- 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
- Fixed a bug that caused the amount of zombies on round 1 to be the amount of zombies that should be on round 2
- Teleporter gate doesn't start going down until power is on
- Mystery Box
- Re-hitting the box is now faster (only 1 second delay between box hits)
- When box moves, it will instantly appear at its new location instead of waiting 8 seconds
- Wall weapons are in the box on classic maps
- Box now cycles through weapons for its whole duration while opening
- Every player now sees the same weapons in the box when the weapons are floating up
- Can only see weapons floating up that the player can currently obtain
- Players will now get every weapon they can from the box before getting duplicates
- All weapons have the same probability to be obtained in the box
- Box weapons will not appear again in a row while floating up (unless it is the final weapon)
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