Player classes
Please welcome some new faces to our ranks: the Light and Heavy classes! With this update, you now get to choose between three classes, each with its buffs and nerfs. These gameplay modifiers do not apply in Annihilation, and when you play as special roles (Detective & Doctor) or Zombies.
Light class
The fastest of all, but also the weakest
- 80% health
- 110% speed
- Adrenaline ability
- Damage with heavy weapons +15%
- Damage with shotguns +15%
Medium class
Our old friend
- 100% health
- 100% speed
- Heal ability
- Damage with heavy weapons +7%
- Damage with sniper weapons +7%
Heavy class
A tough guy who eats bullets for breakfast [strike]and has a weapon that costs $400.000 to fire for 12 seconds[/strike]
- 110% health, regeneration (+1 HP per second)
- 90% speed
- Shield ability
- Damage with light weapons +7%
All class bonuses (except abilities) can be configured on your servers with console commands that start with t_class_ prefix.
Weapon balancing changes
All weapons have been updated to make their purpose more clear. Light and fast sub-machine guns are now deadlier at close range, while heavy rifles are more dominant at long range. All weapons also received a speed nerf, so you won't be running around at speeds faster than Half-Life 1 sprinting (which also breaks physics in the most unexpected ways!) Running and gunning have also been nerfed: there is now a finer line between hip firing and ADS firing, and moving accuracy is suffering much more in both, as opposed to barely any difference like previously.
You're probably thinking: where is the fun in nerfing everything?! and we'll tell you: gun fights feel even more satisfying than before when each weapon is doing its designated job and just as fun! We hope we've managed to strike a balance between the old fun of running and gunning and more distinction between guns because we felt like there was too little of that. See below for a more in-depth list of changes.
The Bat has received a secondary attack: a heavy swing. Hold down your secondary attack button to charge a hit, and then let go of it after it's charged to deal t_weapon_bat_heavy_damage_multiplier (default: 200%) damage to your opponent. We've also added separate, quieter Bat death sounds, so you could sneak up on your enemies from behind, kill them with 1 or 2 swings (Light class dies from just one heavy attack to the back!), and leave unnoticed.
Feel free to let us know what you think! Your feedback is valuable to us.
Full list of changes
Gameplay
- Selectable player classes (see above)
- Added a secondary, heavy Bat attack (see above)
- Bat now has slower overall movement speed
- Colt now has faster ADS movement speed, slightly less damage, slightly faster fire rate, slightly more standing hip-fire accuracy and less movement hip-fire accuracy
- Finger Gun now has slightly faster movement speed (it is now the fastest weapon in-game)
- MP40 now has slower overall movement speed, less damage, faster fire rate, less penetration power, and less overall accuracy
- Remington 81 now has slower overall movement speed, slightly more ADS recoil, slightly less damage, slightly slower fire rate, slightly less damage fall-off over distance, and less overall accuracy
- Revolver now has slower base movement speed, faster ADS movement speed, slightly more damage, slightly slower fire rate, slightly less movement hip-fire accuracy and more movement ADS accuracy
- Sawed-Off now has slower base movement speed, faster ADS movement speed, slightly slower fire rate, more damage fall-off over distance, more accuracy
- Springfield now has slower overall movement speed (no longer the fastest weapon!), slightly less damage fall-off over distance, less hip-fire accuracy, more scoped accuracy
- Sturmgewehr 44 now has slower overall movement speed, slightly less ADS FOV, slightly more ADS recoil, slightly more damage, slightly slower fire rate, slightly more damage fall-off over distance, less overall accuracy
- Thompson now has slower overall movement speed, slightly less damage, slightly faster fire rate, less overall accuracy
- The Don's body will no longer disappear when the round timer hits 0, allowing players to summon Zombie Don after round timer has ended
- Zombie Don syringe will now spawn when the round timer hits 0
- Fixed DNA Scan ability sometimes not working
- Detectives and Doctors can no longer be summoned as Zombie Don
- Changed weapon muzzle flash light radius and color
- Changed weapon tracers speed
- Added support for point_viewcontrol entity on background maps
- Changed default automatic radar time (t_automatic_radar_prevalence) to 15 seconds
- Updated Doctor head texture
- Fixed broken third person animation blending
- Made Bat idle animation loop slightly better
- Player names will no longer show when aiming through a gas grenade cloud
- Updated player burn sounds
- Added unique voice lines for Detective, Doctor and Don
- Changed default Revive ability time (t_revive_time) to 2 seconds
- Heal ability now uses it's own color correction when activated, as opposed to green screen fade
- Zombies now have a permanent color correction applied to their screen
- You can no longer enter pre-death state as Zombie
- Added Zombie damage multiplier (t_zombie_traitor_damage_multiplier), default: 70%)
- Changed default base round time (mp_roundtime) to 100 seconds
- Changed default per-player round time (mp_roundtime_per_player) to 10 seconds
- C.P.U. power supply on and off now takes different time to complete (t_cpu_powersupply_on_time and t_cpu_powersupply_off_time respectively, default: 5 seconds and 1.5 seconds respectively)
- Changed default clue glow time (t_dev_clue_glow_time) to 5 seconds
- Changed default clue glow start delay (t_dev_clue_glow_start_delay) to 20 seconds
- Changed default clue glow loop time (t_dev_clue_glow_loop_time) to 25 seconds
- Clue glow will no longer preserve in the next round
- Players who are being revived can no longer be summoned as Zombie Don
- Changed default Zombie Don revive time (t_zombie_don_revive_time) to 1 second
- Increased default Doctor Heal radius (t_heal_doctor_radius) to 192 units (by 50%)
- Detectives will now be called to scan a bomb after it is defused
- Power supply in Info Room can now be toggled on or off
- Pole model is now precached correctly (you will no longer stutter for a moment when it first spawns)
- Added Detective and Doctor speed modifiers (t_detective_speed_multiplier and t_doctor_speed_multiplier respectively), default: 1.0 and 1.1 respectively
- Changed default bomb range (t_pseudobomb_range) to 1320 units
- Doctors will no longer see a C.P.U. power supply icon when using Radar
- Added a Doctor Radar use sound
- Annihilation round win taunt is now played with a small delay after round ends
- Revived/resuscitated players will now correctly spawn near their savior 99% of the time, instead of closer to ~2% of the time like before
- Item pickup sounds no longer disrupt weapon reloading sounds
- Added a separate flag pole for Zombie Traitors
- Dead bodies' flies will no longer refuse to spawn if Doctor is alive
- "What goes around comes around" achievement can no longer be obtained in Annihilation
- Players can no longer attack when using items
- Added support for custom folder for easier modding
- Added first-person player legs
- Added Annihilation damage protection, t_dev_immunity_damage_annihilation (default: 25%) damage for t_dev_immunity_time_annihilation (default: 5) seconds
- Hitting damage-protected players now gives a separate impact effect and hit sound
- Added a message when you reveal identity of someone
- Kick vote now checks if the given reason for kick is actually valid (AFK reason requires player to be AFK for a certain period, friendly fire reason requires player to deal a certain amount of friendly damage, etc; see sv_vote_issue_kick_ commands for more info)
- Votes will no longer go on global cooldown when they don't actually start
- Implemented in-game admin menu: see t_adminmenu_ commands for more info
- Added a separate first person arms model for Don
- Updated player model colors
- Usable items now glow, in addition to use icon
- Thrown grenades no longer show up as usable
- Added a delay before the game starts when the first player joins, to allow players with longer loading times to catch up before the game starts on level change
- Added more round start sounds
- Fixed Revive and Resuscitate not working if done too quick after player death
- Revive and Resuscitate now respawn players at their ragdoll position, instead of their death position
- Abilities can no longer be used when the round isn't running
- Zombies now have a different blood color when shot
- Spawn points can now be as close as within one player size (32x32 units) within each other (previously they required a 128 units radius of free space around)
- A round of Treason can no longer be started in Info Room, regardless of server settings
- Body found event has been renamed to role revealed event
- Fixed incorrect ADS in/out first person animations
- Changed headshot damage multiplier to 1.6 (was 1.55)
- Updated first blood event behaviour: now it gets triggered whenever a body gets first discovered, as opposed to a player gets first killed. Old behaviour can be enabled with t_firstblood_event_enabled 1
- Added separate Zombie voice lines
- Players will no longer collide with dropped clues
- Changed default HE nade damage (t_henade_damage) to 88
- Updated Bat hit sound
- Changed default Don glow time (t_clue_objective_body_glow) to 8 seconds
- Forced Annihilation (when there aren't enough players to start a round of Treason) will now keep tracking round progression
- Sawed-Off can no longer go into ADS when reloading
- Updated Thompson shoot sound
- Round logic will no longer run for one extra frame when restarting the game, which would usually result in a fake "Traitors have 1 minute left" event
- Player color correction now shows up in spectator mode
- Changed default Annihilation prevalence (t_carnage_prevalence) to 7
- Don glow sound is now a directional sound, that points to Don's body
- Server-initiated map voting (at the end of the match) now reserves last vote option for a small map; the rest of the options are bigger maps
- Added hammer animation sounds for Revolver
- Reduced default Bat back damage multiplier (t_weapon_bat_back_damage_multiplier) to 2.25 to account for heavy Bat attack
- Third person reload animation will no longer keep playing after switching weapons
- Bat attack sound is now heard by other players
- Updated first person weapon bobbing
UI
- Damage protection icon will now fade with damage protection color correction, instead of disappearing abruptly
- Updated Detective scan game event texts: now the title shows the killer/owner of the bomb, instead of Detective's name
- Fixed scoreboard event log sometimes showing incorrect game events
- Slightly updated progress bar texture
- Aiming at friends will now show an X on your crosshair
- Using an ability that is currently unavailable now produces a sound cue
- Long player names will now be truncated at the bottom of round end panel
- Changed unknown role color when aiming at other players
- Made Steam name slightly darker when aiming at other players
- Updated C.P.U. radar icon
- Abilities HUD will now show if the ability is press-to-use or hold-to-use
- Trying to use a Scan ability when not near a body or a bomb will now give an error message
- Added item-specific use labels ("Hold to defuse" for bomb, "Hold to turn on/off" for C.P.U. power supply, "Hold to revive Don" for summoning Zombie Don, etc)
- C.P.U. power supply will no longer show a use icon when it's on use cooldown
- Updated menu logo
- Damage indicator kill and headshot icons will now fade as soon as you hit someone else, to avoid confusion
- Zombie Traitor body reveal event now shows a separate Zombie icon
- Updated Last Innocent event text
- Changed Zombie Don spawn event color
- Aiming at revealed player will now show their role name next to their pseudoname
- Some action texts that appear at the center of the screen are now written in 2 lines and have an icon
- Potentially fixed round end panel sometimes being stuck after round restarts
- Updated main menu loading screen
- Updated round end panel design
- Updated main menu music
- Added a sound when you get revealed
- Added more credits
- Certain HUD elements will no longer show until the investigation starts or the round is running
- Re-designed spectator UI
- Updated startup intro
- Kills that were done after round end will no longer show up on next round's end screen
- Changed Traitors color
- Fixed missing crosshair in spectator mode
- Updated scoreboard design
- Scoreboard event log will now only show most important events
- Added HUD aspect ratio limit (hud_limit_aspectratio), default: 16:9
- Updated hint texts to be shorter
- Changed damage screen overlay: it is now 2 times more transparent, and scales transparency based on damage taken relative to max health
- Player avatars are no longer colored in scoreboard
- Round start UI will now only show after round starts, with no "preparing to start" lines before that
- Added damage direction when you get hit, for an easier identification of your attack source
- Hints now have a darker and smaller background
- Increased default game event UI duration (hud_event_duration) to 7 seconds
- Increased default round start UI duration (hud_roundstart_duration) to 8 seconds
- Re-designed clue and Traitor counters to look in-line with weapon selection UI
- All HUD elements were re-positioned to be the same distance from edges of the screen
- Cleaned map info texts from invalid symbols, capitalized role names
- Added abilities cooldown time remaining
Maps
- Added a separate area for pre-game match state, when waiting for players to join
- Fixed unwanted boosting/camping spots
New map: Library
Castle
- Re-positioned some small props for better cover
- Fixed soda vending machines not working
- Expanded kitchen area
- Added 2 corridors behind C.P.U. power supply
- Added a corridor between bombsite D and entrance
- Updated entrance layout
- Fixed potential stuck spots
City
- Re-positioned some small props for better cover
- Added a corridor near park
- Added new areas near subway
- Fixed some missing textures
- Fixed interactions with pizzeria back door
Classic
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Expanded bombsites B and C
- Updated hallway layouts
Clues
- Re-positioned some small props for better cover
- Minor texture updates
- Added a shortcut to bombsite B
- Added a corridor behind bombsite C to bombsite B
- Updated spa area layout
- Made main hall bigger
Cold
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Performance optimizations
- Added a corridor from C.P.U. room to bombsite C
- Added a small garage room
Dust Ode
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Minor texture updates
- Added a sniper's nest near bombsite B
- Opened up an entrance from sniper's nest to pool area
- Added a door between C.P.U. and C.P.U. power supply rooms
Dust 2 Ode
- Fixed soda vending machines not working
- Added a new balcony area
- Added a door between C.P.U. room and bombsite C
- Expanded bombsite D
Gym (previously Voorgoud)
- Re-positioned some small props for better cover
- Performance optimizations
- Expanded sniper's nest
- Added a new path towards bombsite D
- Expanded a path between beach and cave areas
- Added a new path towards bombsite A
Hotel
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Expanded the whole map a little
- Added more little details
- Added a door near C.P.U.
Island
- Fixed missing collisions from some objects
- Performance optimizations
- Added an extra corridor in cave area
- Added a dividing rock wall in C.P.U. area
- Expanded tunnel exit near bombsite C
- Moved the C.P.U. tent next to tunnel exit
Simple
- Re-positioned some small props for better cover
- Performance optimizations
- Added a corridor behind C.P.U.
- Added a small entrance area
Temple
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Remade upper spawn area
- Updated entrance area
- Updated bombsite A
- Moved the C.P.U. near bombsite C
Tower
- Re-positioned some small props for better cover
- Fixed missing collisions from some objects
- Performance optimizations
- Expanded some corridors
- Added a phone booth
- Updated C.P.U. power supply area
Villa
- Fixed missing collisions from some objects
- Performance optimizations
- Changed vine cellar to pool cellar
- Updated kitchen area
- Added extra corridor to pool cellar
- Added a bush to divide garage area
- Increased height of the bushes
Thank you for sticking with us!