PLEASE NOTE: If you are currently playing through the mod, you will need to restart your current chapter as maps have been altered. If you're trying to continue from a save you may experience strange bugs and crashing. Restart the chapter to fix this.
Patch 3.0
Additions
- Added Projected texture changes from Transmissions.
- Added new impact effects.
- Added new achievement - Beat Cop. Beat the game on Normal or Hard difficulty.
- Added new achievement - Bad Cop. Beat the game on Hard difficulty.
- Added new achievement - Bullet Hangover. Die 100 times.
- Added glowing ocular effects to Cops, Vorts and Soldiers.
- Added HL2DM Stunstick and all of the relevant effects.
- Added new Rebel AI.
- Added Rebel AI behaviour - Suppressing fire. Rebels that can’t see the player will still fire if they have a sufficient sight line to cover.
- Added Rebel AI behaviour - Willpower. Rebels keep a running tally of their ‘willpower’ based on conditions. If willpower is high, they will aggressively push the player. If willpower is low, they will retreat.
- Added Rebel AI behaviour - Melee attacks. Rebels can melee the player if they get too close.
- Added Rebel AI fixes - Rebels can attack turrets and hostile rebel medics will not heal the player. Rebels will not mourn if Bad Cop dies.
- Added three new response system rules - Rebels will call out ‘CIVIL PROTECTION!’ upon seeing Bad Cop and will scream at him while attacking.
- Added new sounds for the Shotgun.
- Added new sounds for the AR2.
- Added new sounds for the Pistol.
- Added new sounds for Turrets.
- Added new sounds for Hunter flechettes.
- Added bullet 'crack' sound for projectiles in close proximity.
- Added a Hudhint at the start of Chapter 2 to advise the use to stealth.
- Added a new convar for Fast Zombies: sk_zombie_fast_dmg_one_slash (Default 12)
- Added a new convar for Fast Zombies: sk_zombie_fast_dmg_both_slash (Default 22)
Fixes and Changes
- Fixed an issue where the game would crash if played with closed captions disabled.
- Fast zombie damage has been reduced.
- Classic zombie damage has been reduced.
- Zombine damage has been reduced.
- Final boss health has been reduced.
- Several materials have been updated to comply with plot consistencies. (The equipment in the stash room comes from C17 - from the train - and therefore carries the correct signage.)
- Az_intro - Added standoff goals to assist the AI.
- Az_intro - Updated to support new achievement implementation.
- Az_c1_3 - Added assault goals to make the AI pressure the player.
- Az_c2_1 - Fixed an issue with the spool not hiding the player properly.
- Az_c2_2 - Added standoff and assault goals to assist the AI.
- Az_c3_1 - Fixed a hole in the map ceiling.
- Az_c3_1 - Fixed an issue with the ‘Plosive Expletive’ achievement.
- Az_c4_1 - Nerfed CFLU walk speed change and damage.
- Az_c4_2 - Nerfed CFLU walk speed change and damage.
- Az_c4_3 - Nerfed CFLU walk speed change and damage.
- Az_c4_3 - Updated to support new achievement implementation.
- Az_c4_4 - Updated credits.
A huge thank you to the EZ2 Team for making this possible.
More to Come
There were a few things we couldn't get done in time for v3. These bits will be carried over into hotfixes and smaller updates in the coming months.
I hope you all enjoy the updated experience!