
- #Brainbread 2 mods update
- #Brainbread 2 mods code
- #Brainbread 2 mods plus
- #Brainbread 2 mods download
Added missing glowsticks near the other manhole. You can no longer go back to the topside when you enter the labs. Zombies will be teleported to the lab area when the humans get to the lab. Zombie spawners in the farm and white house will be killed when you move to the labs area. Added missing door sounds to the military checkpoint door. Added dbsoldier's new soundtrack for the Pyro fight. Fixed a Steam Cloud issue which would continuously override your config when starting the game. Reverted level requirement for the Minigun and Flamethrower to 25 and 15 respectively. Reverted pickup penalty for the Propane Tank from 3 min to 4 min. Reverted pickup penalty for the Flamethrower and Minigun from 3 min to 5 min. Multiple maps remastered by The deadly CutsmanĪ big thank you to everyone who played BrainBread 2 during Early Access, especially our beloved vets who play the game to this day!.
Zombie Skill Tree saves like the Human Skill Tree.
#Brainbread 2 mods download
Improved Workshop integration, especially for dedicated servers, players will automatically download the required addon on connection. All custom maps can be used with the Global Profile System (stats + achievs), even if the server runs sourcemod or other thirdparty plugins. Bullet Penetration - penetrate through players, npcs, solids such as walls, windows, etc. Client Side Player Models - Import your fav characters to BB2!. Increased the total amount of points from 100 to 150, LvL 101 to 500 gives the new 50 points. Refined XP system - get XP based on damage dealt. Six more years passed and we're here today, lots of content has been pushed into BrainBread 2 over the years, including maps, weapons, characters, gameplay changes and more. Three more years passed until the game was available in Early Access mode, sadly we never managed to get a sufficient amount of content out due to our lack of team members, but we tried our best to fill every void. #Brainbread 2 mods plus
Extended the XP event to be active for both Saturday and Sunday, plus increased XP gained by 50% (2.5X multiplier).Įnding Early Access - A Giblicious Journeyīack in 2013, BrainBread: Source slowly transitioned into BrainBread 2, thanks to Greenlight we were able to push our game onto Steam.Increased Blood Rage HP regen rate from 0.615 to 0.815 per point.Fixed Bandits in Swamp Trouble raft area, they should pay more attention to the players now.Added a blocker to the last checkpoint in Swamp Trouble, you may only reach this area after defending the sewers.Reduced damage from acid in Swamp Trouble, this will prevent breaking the map if someone falls into the acid near the raft/bridge with objective items.Zombie Players can no longer get to the elevators in Night Club before the humans reach this level.If you want your server to be approved, please contact anyone in the team discord!
#Brainbread 2 mods code
Human & Zombie bosses will no longer prioritize human players with objective items, all enemies will be considered equally.īrainBread 2 is now open source, the code is available here, and for this reason all stats and achievements have been set to "Official GS", which implies that only whitelisted server IP addresses will allow global stats and achievements.Fixed a rare crash which could occur during the loading screen.
Fixed a bug which prevented workshop addons with multiple maps from allowing global stats. You can now hold down left or right mouse button to add/remove skill points more quickly. #Brainbread 2 mods update
I'd still have to try them in my ow maps, But the same ideas work in the Quake engines, So how different could they be from the HL engine.Server owners please update your servers!
Use monster clip bruses at the edges/walls of rooms that players can pass through, But that will keep zombies from getting stuck on walls when following the player, Or around doors to prevent bottlenecking.Ĭonsidering I've just started using the Hammer, These are just ideas. Instead of putting zombie player spawns where zombies typically start, Make a 'ready room' of sorts with teleports to take the zombies where they'd be most needed to harass the players, As seen in some good CS or HL maps. Combined with a trigger_once or trigger_multiple and a zombie spawnpoint, This could be fun. Using 'trigger_monsterjump' to get zombies to 'LUNGE' at you from different spots. (Assuming one is using the Valve Hammer).Īlso, I had a neat idea to prevent zombies sticking on things, And tricks for zombies. Have recently finally moved on up from dusty ol' Q2 to the HL engine and have noticed you have the HL and CS entity lists up, But what of the Brain Bread entitys? I'm particularily interested in the way they act and any 'tricks' one can do by messing around with the advanced edit on each.