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At least it shows up on servers. I can always play it on one of my servers.
And I agree with sidewinger fang, cut down a little bit on ammunition pickups, so that ammunition pickup quantity can be somewhat on par with regular survival gamemode of same difficulties (could be a little bit higher than on regular survival, since zeds come at you with no limits).
But other than that, the map is good!
The amount of ammo drops seems rather generous, for reference I tend to play on hard on objective mode and I was regularly finishing waves with my weapons on full or nearly full ammo.
Change notes
*Fixxed an issue on objective mode where Hall trader would not give you the "equip welder" prompt while doing weld and repair objective.
On wave 1 you get to weld trader pods. One of the pods does not give you a notification to take out a welder.
https://i.imgur.com/f7wyVpt.png
https://i.imgur.com/jDaJinj.png
Other pods work fine, I think? (not sure)
Solo game was launched with following cvar
open KF-TheLibrary?Game=KFGameContent.KFGameInfo_Objective?Difficulty=2?GameLength=2
Tried launching it with and without "GameLength=" variable, the problem persists.
Here are some highlights:
*Objective mode has been added.
*DomeLibrary's Trader Has been moved to give more playspace arround the domelibrary's angel statue.
*Doshobjectives now give players more time to get to the doshobjective before starting penalizing for not being in the objective.(from 20sec to 40sec)
*Optimized splatter maps.
*Added and changed arround a few static meshes, for visual/cover/evading zeds when kiting.
-pillar added to basement stairs.
-Barrels/boxxes added in winecellar for extra cover.
-Pillar top of stairs added in Mainhall going from or towards garden.
-Mainlibrary A has a wall added between staircasses to prevent zeds comming from lower floor to jump.
-Pillar upper ruins removed and made more open.
-Wall removed in upper ruins for a new sightline and jumpoffpoint.
*All Doors now start opened.
*SpawnRate Adjusted from 3 to 4.