Left 4 Dead 2

Left 4 Dead 2

The Alternate Difficulties Mod
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Update: 27 Jun @ 5:21am

Version 6.6 (1H'25)

This is the next version being worked on set for release late June 2025.
Fixes:
  • for c9m1 bad weapon spawn (syntax error) preventing hudHealNote from executing
  • for temp health not ticking down when incapped or after being revived
  • for regenammo hard cap not working properly (code was executing from wrong place)
Additions:
  • Added more on heal fx (ammo spawn on heal)
  • Added shelldebris decal to ammo upgrade spawns
  • Added !regenammo command which displays its current totalizer value
  • Added changing difficulty in cutthroat creek will grant everyone lasers
  • Added a boat with a few items inside of to c13m4_cutthroatcreek
Removals:
  • Removed multi-tank events from easy
  • Removed 2 tank spawns from c13m4_cutthroatcreek enabling one continuous gauntlet to the end
Changes:
  • Changed regenammo to reset back to 100 each time it passes 128
  • Reduced player damage output on hard and impossible
  • Increased damage for scout
  • Reduced SI health
  • Increased adrenaline duration on all difficulties
  • Increased common limit for c13m4_cutthroatcreek for all difficulties
  • RegenAmmo will have a random percentage removed on new games instead of 75%
  • Vampiric healing will grant the healed player +1 health regen per entity damaged
  • Increased the effectiveness of the random weapons removal
  • Tougher bridge finale on The Parish (faster mob spawn rate, only boomers and tanks, higher common limit)
  • +3 average mob size, -2 min mobsize allowed (all difficulties)

Update: 1 Dec, 2024 @ 8:55am

Fix for mounted gun randomizer (wasn't working)and weapon spawner error in hard rain caused by in invalid table entry.

Update: 23 Nov, 2024 @ 11:29pm

Now requires your own subscription to vslibs

Update: 20 Nov, 2024 @ 7:27am

Small last minute patch.

Fix for faulty logic in the mounted gun randomizer. Also adds bot forgiveness for spit damage converting damage to health buffer under condition bot has some perm health to absorb spit damage with.

Update: 19 Nov, 2024 @ 11:21pm

24'H2 update - Version 6.5
Additional Content

  • new field first aid kit heals. Brings heal over time to kit heals done away from saferoom
  • exploding boomers only infect zombies in its line of sight. Much thanks to Everice
  • added witches to the entities that can be set on fire from fiery boomer explosions
  • 2x grenade launcher incendiary damage, new fireball particle fx & more powerful screenshake from incendiary ammo upgrade but smaller aoe
  • added fireball particle fx to propane tank explosions
  • if boomer splatted infected can't see a player to attack they will attack each other
  • boomer splattered zombies (green glow) do a bit more damage adjusted by difficulty
  • small increase to max & min damage from zombies in advanced and expert
  • added the 12 stage no mercy expert non randomized finale to expert swamp fever finale
  • incendiary explosions can stumble survivors & tanks
  • reduced the base effectiveness of regen ammo & effectiveness by difficulty
  • carrying incendiary ammo upgrade gives upgrade to grenade launcher on reload
  • added particle fx to grenade launcher projectile when upgraded with incendiary rounds
  • using deployed explosive ammo upgrade refills grenade launcher
  • added numerous weapon upgrade, m60 & grenade launcher spawns
  • reduced grenade launcher projectile velocity by 10% for more arc
  • m60/AWP with incendiary rounds gains new particle fx & aoe damage
  • dynamic blood fx added to pipe bomb particle fx explosions based on number of infected killed (18 combinations)
  • created a blood decal with sound fx randomizer; used when zombies blow up
  • 50 cal ,boomer deaths, chainsaw & minigun gets blood decal randomizer
  • added chainsaw chance of critical dissever CI based on damage over time (10% base; +5% dot)
  • added sparks and embers to the boomers death by fire source
  • added incendiary decal generator and sound fx to compliment new incendiary attacks
  • revamped both mounted gun kill fx
  • Gib Fest gets improved odds of favourable OnHeal bonuses (ammo upgrades & lasers)
  • any additional mounted guns provided by mod will always exist and be operable
  • refactored mounted gun randomizer code. 50% chance to change any mounted gun type in any campaign official or custom except where bots are programmed to use them
  • more blood decals and particle fx for non-smg with explosive ammo
  • added a fuel barrel particle fx randomizer
  • added 36th onHeal bonus: found explosive ammo in kit
  • m60 with explosive ammo upgrade given new 50 cal fx
  • reduced friendly fire damage from bots with grenade launchers
  • removed additional mounted guns from Blood Harvest finale (nerf 1)
  • removed carrying ammo upgrades passive bonus except for grenade launcher (nerf 2)
Fixes
  • for boomers aggro'ing infected on-damage instead of on-death
  • for dynamic light not disappearing from deployed ammo upgrade is used up
  • for errors that were caused by the removal of the regen ammo hud
  • for mounted guns disappearing on map restarts
  • for OnHeal event 'survivor glows turned off' being turned back on bug
  • vanilla fix for incendiary ammo attacks not being able to set off car alarms
  • for Bleed Out mutation auto-heal on map transition

Update: 17 Aug, 2024 @ 2:11am

Version 6.4

  • removed the regen ammo hud, regen ammo still works as normal but now its purely a background feature
  • pistols and grenade launcher no longer get regen ammo
  • onheal hud still functions as normal

Update: 21 Apr, 2024 @ 2:04pm

Version 6.3 - reduces challenge/increases rewards

  • added regen ammo accumulator for witch crown/melee kills (+%)
  • added regen ammo accumulator for every witch kill (+pts)
  • added regen ammo accumulator for tank kills (+%)
  • added regen ammo melee only tank (+10% + accumulator bonus)
  • reduced the amplitude of the additional env_shake entities
  • for direct to clip regen ammo players need to be carrying a defib
  • regenAmmo timer gets adjusted every minute, becomes faster as regen ammo grows
  • added m60, ammopile, 2x pipebombs to c13m2_southernpine onslaught stage
  • added m60 to c1m2_streets outside gunshop
  • carrying upgrades will always provide that ammo type for regen ammo
  • 20% of regen ammo will get carried over to new games to benefit from finale achievement bonus

Update: 16 Mar, 2024 @ 8:16am

Version 6.2 - reduced regen ammo impact/increased challenge

  • added regen ammo to the odds of items being removed (item spawn removal function)
  • reduced the impact of the item spawn removal function (odds reduction)
  • fix: for regen ammo exceeding total allowable ammo (clip + ammo)
  • removed the On Map Load notice
  • better descriptors in the hud whenever regen ammo is earnt
  • removed players changing color from friendly fire on heal theme
  • added survivors getting temporarily stained from being vomited on
  • added zombie decapitation to the ways regen ammo can be gained (+0.1 per 10 decaps)
  • killing tanks or crowning/melee witches gives 5% of total regen ammo
  • expert realism PK'ing cost all regen ammo, capped at -25pts for non expert on realism
  • achievements now grant +40% of total regen ammo
  • regen ammo from infected kills will use accumulators (counters)
  • added subtle fiery sound to a boomer exploding when on fire
  • increased regen ammo cap to 100
  • regen ammo cycle time changed to be based on difficulty
  • increased the common limit for numerous finales, especially for expert
  • much better balancing to the whole regen ammo system
  • small rebalance to grenade launcher friendly fire and damage to tanks
  • increase to mob recharge rate (changed the formula a bit)
  • added a couple of new potential ammo spawn locations to c5m3_cemetery
  • increased mob and mega mob sizes and spawn frequency
  • on heal effects are turned off for the first and last 10% of any map (no saferoom on heals)
  • added some on heal notices about different commands

Update: 17 Feb, 2024 @ 6:40pm

Version 6.1

  • some better balancing to the regen ammo system including separated clip regen odds to ammo pool regen odds. Previously ammo pool regen odds were done globally for all players regardless of weapon, now your weapon will matter for ammo pool regen odds just like it currently does for clip ammo regen. The only difference currently is the amount of ammo which is weapon based. This change basically allows for slightly finer balancing
  • getting any of the games achievements will always reward +4 to regen ammo at any time (perm)
  • burning zombies to gain regen ammo is changed to only work on common infected & special infected
  • improved the new Regen Ammo system's compatibility with numerous game modes
  • added better wordage to the ammo build+ process so players can better understand why they got the additional regen as they may have just joined the game and didn't see the On Map instruction at the beginning the map
  • easier to build regen ammo, most of the regen ammo rewards increased. Special Infected rewards award regen based on which SI was harder to kill or get the headshot on
  • removed heal other regen ammo theme and made healing others always give 0.1 at any time (perm)
  • saving other players always builds regen ammo (+0.5 perm) and builds on top of the save theme that grants upgrades and regen ammo (+1.5) for a greater regen ammo bonus in total (+2.0) when that theme is active
  • some On Map theme's moved to On heal
  • some On Map theme's have been merged into one map theme (the boss themes) so you can now get regen ammo from burning either on the same map, same with the 2 double regen ammo themes
  • fix: for the regen ammo sometimes displaying more than 1 decimal place
  • new damage mechanic: The Boomer damage caused by them being on fire and exploding in close proximity to survivors with have the damage converted to temp health as a kind of superficial damage
  • fix: for the boomer explosion damage. Now it will do less damage to survivors as it was originally meant to
  • removed the protect other player on map theme, players will get +0.1 to regen ammo whenever they protect another player at any time (perm)
  • added an extra challenge to expert realism, whenever a player kills another the regen ammo goes back 2.5 points
  • fix: added a cap to the infected becoming too large when affected by a boomers explosion, mostly affects the uncommon common infected like the survivor zombie that can get unsightly huge

Update: 15 Jan, 2024 @ 10:23pm

Version 6.0

  • added particle effects precacher for better performance and more reliable particle fx rendering
  • added decal precacher that catches all late precaching decals
  • added a randomizer to the execution of the model scaling function because the new bitwise method might be hurting net performance due to its execution speed. The new method should spread it out over a few seconds on a 0.3s execute
  • improved partymode's regenAmmo timing system and randomizers to use bitwise operators for swifter execution
  • introduced hard and soft caps for the regen ammo totalizer. Hard cap will be set to 51.1
  • new subscribers will find partymode turned on by default