Left 4 Dead 2

Left 4 Dead 2

The Alternate Difficulties Mod
Showing 21-30 of 40 entries
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Update: 24 Mar, 2023 @ 7:37pm

Version 4.8 - Increases Challenge

  • upgrade spawns introduced by this mod have a randomizer added to their chance of spawning based on map, prior v4.8 they all just spawned. This can be found in aspawns.nut in the upgradeSpawner function if you want to change the odds (increases challenge)
  • reduced survivor_damage_speed_factor randomizer to make zombies slow player a bit more on hit. Most noticeable on easier difficulties(significantly increases challenge)(zombies can still knock you forward when hit from behind its just off set a bit)
  • made coaster onslaught a bit easier(reduces challenge)
  • added better code commenting to the generic finales randomizer function since it can be difficult to follow due to the heavy use of abbreviations of tables in it
  • fix tank music is integrated into the generic finale randomizer for all tank spawns (no more silent tank spawns)
  • added the airplane door opening panic sequence in c3m2_swamp to the mini finales code so it will have more waves in higher difficulties
  • improved AWP base damage (a lot) and accuracy when moving. AWP is the most damaging weapon after the grenade launcher per shot and it is also harder to find (reduces challenge)
  • pipebombs and oxygen tanks no longer ignite enemies with their explosions, propane tanks still do and the range for igniting enemies has been increased from 15 to 250 from the origin of the damage source. Done because propane burns hot irl and propane tanks needed something to separate them from the pack
  • increased the number of threat areas based on difficulty and significantly increased the chance of tanks spawning per map on higher tiers including more than one tank per map. Random force tanks is turned off on some maps and most of Hard Rain. Force tank randomizer is difficulty tier based(significantly increases challenge, especially on higher difficulties)
  • reduced all tanks health and hulk tank speed a bit and to compensate for increased chance of tanks spawning per map(reduces challenge)
  • increased the magnitude of damage for the weapon range breakpoint system so you do less damage at furthest away and more damage up close with projectile weapons

Update: 11 Mar, 2023 @ 2:14am

Version 4.7 - Increased Challenge

  • fix for chainsaw creating legless or torsoless zombies
  • added back some chainsaw spawns that were removed in v4.6 but put them in less obvious locations in numerous campaigns
  • Replaced numerous director driven panic events with mini-finales as follows: changed c11m2_offices: dumpster drop, c11m3_garage: barricade fire, c10m2_drainage: sluicegate opening, and c8m4_interior: lift button. The special infected respawn timers are reduced significantly as well and the mob recharge has been increased(increases challenge)
  • added a feint dark green glow to the tough ugly sister packs to better give players a heads up that something is different about them and that there is a pack. Available on normal and easy, advanced and expert have it removed
  • added percentile damage to grenade, pipebombs and fuel barrels so victims lose a percentage of their health on top of a flat amount of damage. Percentile damage is reduced by distance from its origin. Max range is defined by grenade stumble range convar value. Note: Flat damage has had its damage reduced by distance from damage source for many versions so the percentile damage is just getting the same treatment. Maximum percentage of victims health that can be removed = 10% (ground zero) although 9.xxx% is more likely from testing even if you land a grenade at their feat. Flat damage base is being reduced to compensate from 350 to 325. They are both added together before the damage is removed so the short version looks something like (300 / dist) + (10% victim health / dist) = damage. Victim type is also calculated. Difficulty has no impact on the percentile damage side of the calculation which will make the GL more effective in higher difficulties. Slightly increased damage to self over others with the friendly fire (reduces challenge)
  • reduced tanks base health by a small amount (50 - 100) across the different types. Mostly the faster tank got the most off
  • 3 different types of minifinales; generic, doublepanic and triplepanic. These are finale stages, the generic mini-finale has a single panic stage that consists of 2 waves. Now that mini finale will replace numerous director driven panic events there a different types of mini finales that will feature on different difficulties. Easy & Normal get the generic single panic mini-finale, Advanced gets double panic and Expert will have a triple panic mini-finale where ever mini-finales have replaced director panic events as mentioned earlier. Each panic stage will have a small delay of around 5 seconds (increases challenge)
  • optimized precache file to use the model installation table for all directory lookups shaving over 50kb off the file. Every model added to the mod will now be automatically precached without the need for adding or removing data from precache file itself. If users want to just use the precache file only please take note that the includescripts in the director_base_addon.nut file needed some re-arrangement and the execution of mapModelsInstallation(params) function in atfunc.nut needed either removal or commenting out as it is no longer a function but just executed off of when maps.nut is loaded
  • moved all the prop_ragdolls and env_spark out of the files in the /map directory and into vscript spawner tables reducing file size approx 175kb
  • introduced a env_spark randomizer that randomizes the trail length, magnitude and delay of mod introduced sparks on map load adding further variations to the play through of some maps

Update: 22 Feb, 2023 @ 1:32pm

Version 4.6 - reduced challenge

  • added a sound to the slo mo, since it can be hard to tell if a multi tank event is occurring if a player happens to be standing still (quality of life improvement)
  • zombie spawn range moved to the map table (data consolidation)
  • added (fixed) chainsaw specific damageType and Inflictor calculations for proper damage application for this weapon. Players will be able have a better chance to kill wandering witches, there will still be some variation in damage because of the mods damage randomizer but in normal difficulty there is all but a guaranteed kill and the odds diminish slowly per difficulty higher so there is an actual chance of killing her with a chainsaw in expert where as there wasn't in the original vanilla experience. In other words there is an element of risk to it. Rough approx greater than 75% chance kill in Advanced, greater than 50% Expert (fix)
  • adjusted the mob respawn rate and common limit so there is a more gradual change from normal tiers to advanced tiers (reduces challenge)
  • each shotgun gets extra damage to specific enemies: (pump smoker/boomer, chrome tank/jockey, spas common/charger, auto spitter/hunter)(slightly reducing challenge)
  • reduced avg base tank health by 100 (reduces challenge)
  • reduced magnum damage to all enemy types, increased its friendly fire (increases challenge)
  • removed some excess smoke particle fx from c1m2_streets
  • added some more weapon and ammo spawns to help compensate a bit for the weapon removal randomizer, so there will be more variation in locations for weapons and ammo piles(balancing)
  • changed a lot of the weapon spawns introduced by this mod to have a weapon count of 2, this will likely become another signature change of this mod. Chainsaw, M60 and Grenade Launcher retain a count of 1 per spawn
  • increased mega mob size (increased challenge)
  • improved outro message (removed console text)
  • added panic waves to c8m2_subway event when the rollerdoor opens so it executes as a mini-finale now (increased difficulty)

Update: 27 Jan, 2023 @ 7:01am

Version 4.5 - Reduced challenge

  • added more breakable walls and explosives to c6m2_bedlam underpass section and c5m3_cemetery disused building windows opposite trailer
  • change the breakable wall randomizer so areas that had only light damage now get more varied damage making those breakables easier to destroy on average
  • added c8m5_rooftop to the weapon removal function just so there is a chance the grenade launchers there can be deleted because they are so op (50% chance expert for that map per gl)
  • expect more common infected in finales
  • fix for stealth tank appearing on c5m5_bridge
  • max ammo increases per map, starts lower at beginning of campaign. Shorter campaigns are not disadvantaged
  • added numerous upgrade_spawns and made upgrade_spawn chance effected by map. It starts high in every campaign and diminishes slowly per map
  • created unique combinations of 4 melee weapons for each campaign
  • all mod added weapon_spawns in hardrain will appear on return trip (they now have global names)
  • changed chainsaw spawns so there is now a maximum of 1 additional chainsaw spawn per map from this mod, the rest have been turned into other weapons. This has no impact on vanilla chainsaws although the random weapon removal may still change that
  • fix for Last Stand campaign not populating with infected
  • added some more map entities to c2m1_highway, c5m2_park and c5m3_cemetery
  • more refinement to the common limit by map table and mob recharge by map table
  • fix for the common limit not changing in c6m2_bedlam
  • increased the spawn time for extra tanks to spawn by 1 second in multi tank events
  • reduced grenadelauncher_velocity from 3300 to 2500. It's still more than double the original value of 1200. This should provide more arc for getting it into more nooks and crannies
  • adjusted the fog color in c5m4_quarter to give it a warmer feel and to match the pink theme better in c5m3_cemetery
  • reduced mob recharge rate by more on higher tiers and increase mob spawn intervals by a considerable amount especially the recharge
  • fix for mobs spawning to soon on some maps like c2m1_highway
  • changed the fog settings for c3m3_shantytown to be darker and murkier and added a bit of red to the mix to bring up the browns and less cyan
  • better slo-mo code

Update: 14 Jan, 2023 @ 7:58am

Version 4.4.1

  • turned off director_show_intensity
  • moved a few convars around

Update: 13 Jan, 2023 @ 5:56pm

Version 4.4 - Increased challenge

  • fix for tank taking too much damage when on fire
  • grenade launcher can stumble players if players are within its zombie kill radius
  • grenade launcher can ignite enemies right at ground zero
  • randomizer removed from grenade launcher friendly fire (flat amount of damage) but range from damage source location is factored into a breakpoint system
  • most damage bugs for grenade launcher are fixed, all new damage code for it
  • pipebomb will share the same damage formula as grenade projectile as such it will gain its own separate friendly fire self damage which is higher than non self
  • tank throw force and wind up time are now aligned and not bound to tank type. This means that if a tank has a longer windup (rock collecting time) then it will throw the rock with more power and vice versa so a quicker flick like action will result in a weaker throw
  • halved the duration of multitank slo-mo effect and removed the map change speed up which causes the music to end early
  • end map speed ups will only occur on finales
  • removed c11m4_terminal from the door state randomizer so the cresendo should always occur there now
  • added tables and spawner for upgrade_spawn entities
  • improved weapon force mechanics
  • removed friendly fire randomizer, range can still be a factor though
  • reworking the intensity settings and streamlined all of the mods director options
  • updated to the latest scriptmode.nut file which has fixed various bugs in the mods crescendos and PANIC events (also mod now loads from director_base_addon.nut instead of server.nut)
  • increased common infected avg damage by 0.5 per hit
  • added sniper scout to c2m1_highway (where bonus mag used to be on top of truck)
  • improved damage for scout & awp. Awp is better against bosses & larger SI, scout is as-good-as AWP against CI & smaller SI
  • turned off the random weapon spawn removal in versus mode
  • pistol and magnum do more damage at close range and magnum does much more damage against CI
  • more descriptions added for convars

Update: 26 Dec, 2022 @ 2:26am

Version 4.3

  • most item and weapon spawns created by this mod will be scripted so they will be available on all game modes and will not disappear on map restarts. Although randomizers may effect this just like laser sights can change on restarts
  • fix for the rare excess oxygen tank spawns on ceda deaths
  • more code commentary, more map data moved to script
  • some weapon spawns created by the mod are being removed for better balance
  • 500KB smaller file size
  • new comprehensive random weapon spawn removal table full of every weapon spawn type by map with odds for their removal or skipping their removal. That's over 50 slots per entity. Automatically skips saferoom entities and finale maps
  • reduced common limit on higher difficulties
  • removed the vending machine with a dynamic light from c2m5_concert because it was buggy
  • fix for the door state randomizer prematurely setting off the alarm on c12m2_traintunnel
  • fix for post tank death shakes
  • fix for bots not using shortcut on c6m2_bedlam plus increase chance of shortcut opening
  • reduced the scale of tank shakes to help with multitank events
  • tank limit can not surpass 4 on any difficulty
  • added a single survivor zombie to hardrain (rain & non-rain populations)
  • increased mob max spawn interval by 10 seconds for all difficulties
  • slight reduction to mob recharge rate for all difficulties
  • mob recharge rate, mega mob spawn timer and common limit are set by both tier and map for extra fine tuning control

Update: 10 Dec, 2022 @ 3:40pm

Version 4.2

  • added more breakable walls to Swamp Fever & The Passing
  • added a shortcut randomiser to c6m2_bedlam
  • added wooden handrails to the damage randomizer
  • removed excessive weapon spawns from c3m4_plantation finale
  • added a few random item spawns to c6m2_bedlam behind the destroyable walls that never have anything (nothing major)
  • created mod signature dark gray plastic chairs to c6m1_riverbank wedding
  • created dirt color randomizer which is applied to numerous prop_physics
  • adding new lighting to complement the mods many particle fx and various map themes
  • reduced the console message clutter
  • this version of the mod introduces basic parenting by script
  • the sedan that has been added to c3m4_plantation now has windows as well as being parented to the body of the car
  • added approximately 10 cars to numerous maps
  • added a random fuel barrel deletion to The Sacrifice (60% chance per barrel)
  • removed the extra ammo from hardrain that I thought I had removed in the last update
  • fix for the tank getting stuck under the broken down 50 cal in c2m5_concert
  • car color randomizer (approx 30 colors) vanilla only has several colors at most
  • alarmed cars will have colors randomized too using only the warm colors
  • fix for the alarm not triggering for the mall onslaught (caused by the random door state)
  • random ammo remover for one of the three excessive ammo piles in c2m2_fairgrounds
  • ceda infected have a 20% chance of dropping an oxygen tank on death
  • removed column randomizer in c1m3_mall so alarm will always be able to be turned off
  • county sherrif cars have 4 different colors (2 greys, 1 white & 1 blue)
  • removed a lot of the oxygen tank spawns from numerous campaigns that had been added by this mod
  • first version with scripted light_dynamic entities
  • added several vending machines that have light_dynamic attached
  • removed numerous oxygen tanks from map spawns and added ceda zombies to more areas (population.txt) so oxygen tanks can be found more randomly throughout the game

Update: 21 Nov, 2022 @ 7:20pm

  • took the extra ammo pile out of hardrain escape on the roof
  • fractional increase the the spread decay of the rifle
  • significantly much faster SI respawn times (much closer to vanilla)
  • increased extra tank spawn chance
  • +1 damage to all common infected hits
  • made gun damage vary more by difficulty
  • removed excessive item spawns including defibs
  • added versus and realism to bonus cold stream map entities
  • added a few new doors to c2m2_fairgrounds
  • added a door state randomizer so all func_door_rotating entities will be randomly set to open or closed on map start and restart
  • added a door damage randomizer so all doors will have random amounts of damage each game. Damage odds are indexed by map so maps that would likely have more damage to doors will (example c5m4_quarter has highest odds and damage per door)
  • mounted gun convar overheating/cooldown timings will be closer to vanilla
  • every wooded breakable wall will disintegrate correctly

Update: 31 Aug, 2022 @ 3:17pm

Added map entities to Cold Stream campaign