4.0.2
General
- Enable all class to both survivors and infected team
- Passive health regeneration is now shown on HUD
- Removed all class's reduced base speed
- Disable freezecam
- Disable weapon pickup collision
- Add/Remove/Relocate many sounds
- Music volume are now scaled in TF2 music setting
- Last stand music have higher priority than tank music
- Fix infected ragdolls not showing voodoo zombie souls
- Fix speed not applied from many different TF2 sources
- Fix survivors dropping mannpower rune from specific maps
- Add Simplified Chinese translation
- Add Japenese translation
Survivors
-
Picking up weapon now gives weapon from equipped loadout if its a reskin
-
Picking up weapon now update TF2 HUD rather than displaying each meters
-
Each rare weapon now only appear once for every round
-
Calling out rare weapon now shows outline to survivors who can pickup said weapon
-
No longer able to equip voodoo zombie souls
-
No longer able to equip
Hardy Laurel
due to fixes with spy disguise -
Update several voicelines from weapon pickup, carring item and shooting tank
-
Replace starting 400 health to King Rune powerup, refilling health to max
-
Morale gain on kill now depends on infected class, killing class with higher max health gives more morale
-
Fix last survivor not triggered if died too fast
-
New pickup weapons:
- All Scout, Heavy and Spy primary and secondary weapons, excluding Baby Face Blaster
- Gunboats
- Mantreads
- Phlogistinator
- Dragon's Fury
- Darwin's Danger Shield
-
Melee weapon rebalances:
- Atomizer: Pushes enemies on hit, removed triple jump and airborne minicrits
- Candy Cane: Add 10% damage vulnerability
- Market Gardener: Replace 20% damage reduction from rocket jumps to 25% higher rocket jumping
- Homewrecker: Readd damamge penalty
- Back Scratcher: Revert 90% health from healers penalty
- Killing Gloves of Boxing: 5 seconds of minicrits on kill instead of crit
- Fists of Steel: 10% melee resistance while active
- Southern Hospitality: Revert 15% firing speed penalty
- Eureka Effect: Renable with metal regeneration and disabled teleportation
- Vita-Saw: Increases uber rate by 15%
- Cloak and Dagger: Restricted
-
Scout
- Has +25 extra max health
- Has cap rate 1
- Gains 2 primary ammo on kill
-
Soldier
- Reduced primary ammo on kill from 2 to 1
-
Sniper
- Has +25 extra max health
-
Spy
- Has +25 extra max health
- Starts with equipped Invis Watch and Disguise Kit
- Can only disguise as valid player class if disguising as zombie team
- Gains 2 primary ammo on kill
Infected
-
No longer able to equip cosmetics that conflicts with voodoo zombie souls
-
Scout
- Removed goo effects, Sandman's ball now only does slowdown stun
-
Soldier
- Equipped with Equalizer
- Able to keep banners from equipped loadout
-
Pyro
- Equipped with Sharpened Volcano Fragment, reduced afterburn damage
-
Demoman
- Equipped with Eyelander
-
Heavy
- Removed knockback resistance
- Removed max 150 damage taken from a single hit
-
Engineer
- Equipped with Gunslinger, without +25 extra health and stuns victim on combo punch
- Has 100 max metal
- Can build mini-sentry and dispenser, mini-sentry fires 2x slower and ammo decays, does not drop metal on destroyed
- All buildings auto-destroy on owner's death.
-
Medic
- Equipped with Amputator
-
Sniper
- Equipped with Bushwacka
- Able to keep wearables from equipped loadout
Special Infected
-
All special infected (excluding Stalker) now have custom worldmodel and viewmodel with fists as melee weapon
-
Tank
- Increase slowdown when dealing damage and taken damage
- Add knockback and airblast immunity
- Prevent able to taunt
-
Charger
- Changed class from Heavy to Demoman
- Now pushes survivors in front of charger while charging
- Removed stun and damage on survivor impact
-
Screamer
- Renamed from Kingpin
- Changed class from Scout to Medic
- Plays in third-person
- Removed 33% less damage from attacks
-
Smoker
- Changed class from Spy to Sniper
- Beam now shows in red color
-
Spitter
- New special infected as Pyro class
- Rage spits gas passer, dealing bleed damage to survivors with 16 seconds cooldown
- Death also drops gas passer
-
Jockey
- New special infected as Soldier class
- Rage give hunter's weaker pounce with 5 seconds cooldown
- Jumping into survivor allows to control most of its movement while dealing bleed damage
Maps
- Add
info_target
szf_rarecap_
to override max rare weapons cap, e.g.szf_rarecap_30
would set cap to 30 - Add
logic_relay
szf_laststand
to force play last stand music szf_zombierage
now supports specific duration to set, e.g.szf_zombierage_10
would set frenzy duration to 10 secondsszf_zombietank
/szf_tank
now always call tank, regardless if there already an active/incoming tanklogic_relay
szf_laststand
now callFireUser1
on last survivor,FireUser2
on last capturelogic_relay
szf_zombierage
/szf_panic_event
now callFireUser1
on frenzy start,FireUser2
on frenzy endlogic_relay
szf_zombietank
/szf_tank
now callFireUser1
on tank spawn,FireUser2
on tank death, with activator as zombie tank- Add weapon pickup
szf_weapon_common
to force common weapon - Add weapon pickup
szf_weapon_uncommon
to force uncommon weapon - Removed
szf_goo_defense
trigger
Configs
- Add
reskins.cfg
andsounds.cfg
- Add many new key supports in
classes.cfg
weapons.cfg
- Add support for non-0 skin weapon
- Add support for class specific attrib to weapon
- Improve support of setting weapon offset origin and angles
- Removed
class
weapon key requirement - Removed
_default_
melee key
Misc code changes
- Add GPL-3.0 licence
- Add translations support for all texts non-admins can view
- Split many codes from
superzombiefortress.sp
to many files atszf
folder - Many code style consistency
- Rename
eWeaponsRarity
toWeaponsRarity
in include file - Removed several unneeded functions
- Setup dhook params and returns in gamedata file
- Always enable full moon holiday
- Force end round on plugin unload
- Replace all force infected commands to
sm_infected
command - Cookies now have proper descriptions