Left 4 Dead 2

Left 4 Dead 2

The Alternate Difficulties Mod
Showing 11-20 of 40 entries
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Update: 22 Dec, 2023 @ 2:58am

Version 5.9

  • fix: found a bug using Time() function which seemed to cause the game to stutter very hard on the c5m5_bridge and in another area in Dead Air so this version changes that code to use director mission time instead. Seems to have stopped it.

Update: 20 Dec, 2023 @ 3:41pm

Version 5.8 (5.7 has been skipped - buggy)

  • better performing server side code
  • expanded partymode with a Regenerative Ammo theme (a lot of work here)
  • fixes various bugs
  • made boomer explosions gaseous/flammable
  • exploding boomers aggro/contaminate nearby common infected to attack survivors
  • new hud elements added just for partymode
  • boomers dying by fire have an additional exploding embers particle fx added into the mix
  • boomers dying by fire can spread fire damage to all player, infected and prop_physics entities
  • added a dynamic light to the deployed upgrade ammo to make it easier for players to notice in dark areas

Update: 13 Nov, 2023 @ 1:13am

Version 5.6

  • removal of population and weapon scripts. They will be moved into a single separated mod called TADM - Extra Scripts. This should allow users to use their own population or weapon scripts without mod conflicts
  • chainsaw has regular max ammo and has its hit interval reverted to normal as well from 0.2 to 0.1. Adjusted some damage per monsters to balance changes
  • increased all shotguns damage vs witch bride

Update: 1 Nov, 2023 @ 8:43pm

Version 5.5

  • fix to stop multitank events occuring outside of finales
  • added chat command !weapon infected so players can look up their base damage done to each infected with whatever weapon they currently have selected. Example command !weapon common, !weapon witch or !weapon tank. Must be lower case no quotes or comma's. Performs calculation in real time. Does not factor in range, hit location or randomizers. Most weapons have x1.1 for chest, x0.75 arms, x0.85 legs, and x3-4 for head
  • Added !range command so you can see how far away from an entity you are and what your held weapons damage multiplier is for that distance

Update: 15 Sep, 2023 @ 3:45pm

Version 5.4 - restructuring mega tables to be common limit oriented

  • fix for the mob size randomiser. Switched to MapOptions to set the default values during gameplay so it actually works now
  • common limit randomisers mins and maxs have less extreme values
  • small increase in accuracy for rifles when crouching
  • removed code that was causing gascan's to lose their glow in gascan games
  • re-adjusted the mob recharge rates to be less aggressive and more inline with expected experience
  • non gameplay fix for a prolific console error that was being reported as a vslibs invalid entity error due to not checking for survivor death in the player movement function
  • common limit randomizer for custom campaigns is now based on random official maps instead of always using Last Stand
  • added weapons to stumble witch with headshot with a magnum, sg552 ,ak47, all sniper rifles or the m60 rifle in all game modes except realism. Works only if witch has taken no damage
  • added bolt action sniper rifles to stumble all special infected with headshots for coop mode only
  • awp is given charger and spitter damage specialization, scout becomes smoker and boomer damage specialized
  • all headshot damage bonus reduced to x4 for any weapon that previous had greater (x4 cap), pistols are still x3
  • fixes for ensuring tiered difficulty system does not interfere with custom or official campaign special event modes including finales
  • revised difficulty tiers for mob spawn timers and sizes, and max specials
  • fix for an exploit that gives players more than 100 health
  • random weapon removal function should no longer function on finale maps except for c8m5_rooftops random removal of the grenade launcher spawns only
  • reduced damage of AWP by 28 points to 100
  • female boomer packs get the same health as regular boomers and made it easier to get large boomer packs
  • survivors being able to bile themselves has been moved to realism
  • removed some cl_ (client end) convars
  • improved all shotgun damage vs tank from +20% to +125%
  • removed the 2 fuel hose entities added to c2m5_concert
  • added chat command !party. You can set it to 1 or 0 by typing !party 1 or !party 0. Reserved for special occasions. Don't forget your paper hats
  • added chat commands !help, !commands, !url, !tier. Some commands can be queried with help (eg !tier help). Adding help will show the available arguments for that command
  • added !weapon chat command to show you the base damage of the weapon you are holding and its weapon range break point
  • disabled the escape tank in c12m5_cornfield finale

Update: 15 Aug, 2023 @ 6:17pm

Version 5.3

  • added a randomizer to the spawning of the more proliferate particle effects entities added by this mod so only a percentage will be chosen for spawning(improves performance)
  • reduced smg and assault rifle damage against witches bringing it more inline with expected challenge level, slight improvement in their accuracy(increases challenge)
  • fix: in the case that part or all of an explosive barrel might find its way under the escape vehicle in the Crash Course finale and prevent the truck from lowering all the way to the ground and being accessible to survivors. A function has been created to find and remove these offending objects ensuring escape is can not be hindered in this manner in the future
  • pills heal over time gets one extra tick and provides health more consistently(reduces challenge)
  • maximum health you can receive from a heal over time tick for pills is reduced from 8 points to 3 but increases the chance per tick of getting health on that tick by the same amount
  • pills decay rate changed from 0.3 to 0.4, default decay changed from 0.4 to 0.6, the pain pills decay will not begin until all heal over time affects have been applied(reduces challenge)
  • reduced % health damage aspect of explosions from 5 to 4 percent of current and max health reducing combined total from 10% to 8%(increases challenge)

Update: 8 Aug, 2023 @ 9:23am

Version 5.2 - New Health Buffering System + Reduces Challenge + Improved QoL

  • changed explosive health percentile damage to use 5% of victims max health + 5% of victims current health instead of 10% of current health that is currently used
  • give players a small bit of health back from resting in saferooms between map transitions. More health back the lower your health and more health back on lower difficulties
  • introduced field healing system where you get less health back from kits as each map progresses but you can have extra heal rejuvenation if you heal in the end of map saferoom
  • touched up some map entities colliding when they shouldn't in no mercy interior map
  • fix: max ammo function that is meant to increase your max carriable ammo will refresh on vote difficulty change
  • oxygen tank drop chance has been revised by weapon and victim hit location. Headshot with scout 100%, headshot with awp 50%, body shot with either 25%, headshot any other projectile weapon 12.5%, bodyshot other projectile weapon 6.25% chance for oxygen tank to drop
  • added a red flashing proximity glow to the hidden extra gascans for the gascan collection games in both maps. Gascans are in random locations
  • reduced friendly fire for all difficulties
  • pain pills and adrenaline provide some temp health instantly and some over time. Adrenaline is fast and provides more health than regular adrenaline whereas pills heal over time has an aspect of randomness to it which gradually speeds up. The heal value per tick for pills is based on the opposite of the survivors chances to get a heal that tick. So if you have a 1:8 chance of getting a heal on a tick you get 8 points of health that tick (max set at 8). As your odds improve the heal value also drops making pills potentially better than adrenaline, experiences with them will vary per use
  • any and all healing over time effects continue after a kit is used however the survivor loses any temp health provided up to that point on health kit heal complete so if you still have some temp health coming from pills post heal you will still get that
  • 3 differing temp health decay rates. Fastest is adrenaline, then pills and default
  • all heal over time effects end if the players total health reaches 100 or there is no more health left to give
  • the instant health benefits from pills has a time out aspect so players will need to learn to wait after taking pills before they get more of the instant health from them from subsequent doses, this does not apply to adrenaline. The health over time benefits can stack with both however all stacks will be lost when total health reaches 100
  • only adrenaline has a difficulty modifier applied to how it works. The total amount of health received does not change only the ratio of instant heal to heal over time changes. More health comes from heal over time on higher difficulty
  • unlike pills health decay, adrenaline health decay will not begin until all of the health from an adrenaline shot has been administered to the survivor. Adrenaline will be a much more reliable source of temporary health for survivors, it won't last as long however so players need to make a decision as to what they want from their drugs
  • multi-tanks will only occur in finales, you can still get more than 1 tank in a non finale map they just won't spawn together (reduces challenge)
  • adjusting common limits and mob respawn rates across all maps and tiers (reduces challenge)
  • fix for multi tank events not occurring in custom campaign finales (increases challenge)
  • adjusted threat areas and ranges so they are all affected by difficulty (reduces challenge)
  • survivors get their revive counts reset to zero when transitioning to a new map, includes bug workaround for m_isGoingToDie set to 0 (improved quality of life)
  • fix for howitzer mini finale in c9m1_alleys glitching out, it will now do the regular 2 waves
  • significant mob spawn density reduction (reduces challenge)
  • reduced mob sizes for blood harvest finale and increased range for the escape tank to spawn from (reduces challenge)
  • created a new master table just for finales
  • added convars mob finale spawn safety range and z spawn safety range to the mod

Update: 6 Jul, 2023 @ 2:11pm

Version 5.1 - Introduces new damage code for Chainsaw

  • dynamic damage for chainsaw so damage increases the longer you keep damaging the same enemy without more than a 2 second break. Caps at x4. Damage is additive to all other damage modifiers (difficulty, monster type). Reduced base damage, increased cycle time to compensate. Has no effect on other survivors.
  • increased the spawn height of the oxytank when spawned from dying ceda zombies so it shouldn't spawn in the ground
  • fine tuned the shotgun scripts
  • fixed the puddle model spawn in crash course
  • reduced challenge of the rollercoaster cresendo event (respawn rates and distances)
  • increased attack range and attack cone of chainsaw
  • fix for ceda infected drop oxygen tanks in the ground(spawn origin has a bit more height so it doesn't appear around the zombies feet when it spawns)
  • increased oxygen tank drop chance significantly just for this version (public test)

Update: 24 May, 2023 @ 4:26am

Version 5.0 - improved compatibility

  • just some fixes to make it work better with custom campaigns (disabled door state randomizer , enabled ammo incremation by map progress, rebalanced chainsaw damage and ammo, small map entity fix)

Update: 18 Apr, 2023 @ 3:25pm

Version 4.9 - improved compatibility

  • added numerous weapon_item_spawns to c6m3_port and c1m4_atrium that can spawn as oxygen tanks, propane tanks or gascans. These are set to always spawn and will act as random bonus hidden gascans when they spawn as gascans. They will not respawn if destroyed
  • changed the outro text to appear on one line and similar to an achievement in style
  • reduced common limit on lower tiers for each difficulty and increased mob spawn timer for easy. Reduced Mob Max Size for all difficulties(reduces challenge)
  • reduced the chance of upgrade spawns by a 10% as they were set way to high(barely increases challenge)
  • fix for mod not running in any custom campaign, gamemode or mutation or combination thereof