# BrainBread 2 Major Christmas Patch - 1.0.2.1 - Product: BrainBread 2 (https://whatsnew.fyi/product/brainbread-2) - Vendor: Reperio Studios - Date: 2017-12-23 - Original notes: https://store.steampowered.com/news/app/346330/view/5219065345492936660 - Permalink: https://whatsnew.fyi/product/brainbread-2/releases/2017-12-23-major-christmas-patch-1.0.2.1 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Major performance improvements for client and server with FPS boost especially for clients - **changed** — Reduced the vote percent required for passing votes to 60% - **fixed** — Fixed blood pool spawn positioning - **added** — Clients connecting to custom servers running workshop-based maps will now auto-download required workshop addons if they don't have them already - **changed** — Servers will now load proper information for all subscribed items regardless of whitelisted state - **removed** — Removed unnecessary gamefiles for dedicated servers and for Linux, OSX and SteamPlay client - **fixed** — Fixed some broken sounds - **added** — Added countdown announcer voices in Deathmatch mode - **changed** — Optimized the zombie_volume entity - **added** — zombie_volume can now be set to insta-spawn zombies and skip the fade-in phase - **added** — zombie_volume and npc_auto_spawner entities now support direct implementation of the aiscripted_schedule entity for automatic route following or target pursuit on spawn - **changed** — Improved lag compensation for NPCs - **fixed** — NPCs should no longer stutter when playing on servers with a lot of activity - **changed** — Bandits, Military and Fred will now use NavMesh - **fixed** — Fixed up the M1A1 Abrams Tank NPC - **changed** — npc_custom_actor will no longer do player avoidance and uses no collide with friendly entities - **changed** — You can no longer drop ammo in Deathmatch mode - **changed** — You can no longer spam +use on doors to repeatedly open and close them, added a 2 second delay between opening and closing - **added** — Replenishing a lot of ammo within 60 seconds now triggers a penalty requiring 2 minutes before being able to replenish ammo from bbc_ammo_box entities again, reducible by one minute with the Resourceful skill - **changed** — You will now receive 5% of your total XP needed when completing objectives and 10% when completing quest or side objectives - **added** — Added missing rate limit checks for client-commands - **added** — Added a max distance and height difference for lag compensation to reduce impact on server performance - **changed** — Loading Screen will now cache loading image and loading tips instead of parsing them for fast data access - **fixed** — Fixed glitchy VGUI elements - **fixed** — Fixed scoreboard labels being out of place when opening the scoreboard - **changed** — Achievement panel will now load newly achieved hidden achievements when you open the menu - **changed** — Create a Game is no longer super slow and fixed faulty map highlighting when switching pages - **fixed** — NPC Healthbar should now display properly for all NPC sizes - **added** — Holding +use will draw a circular bar around the crosshair indicating time left until delayed use is triggered - **changed** — Weapon attachments will no longer cast shadows - **changed** — Remastered the melee system to allow attacking more enemies at once with improved trace techniques - **added** — Added a small hull trace for melee stab attacks to increase precision - **changed** — Melee and bash attacks will now produce proper impact FX - **changed** — The crosshair will no longer be hidden when wielding sniper rifles, only when you zoom or display the scope - **added** — Added the Postal Dude as an official survivor - **added** — Added a new arena map bba_carnage, a tribute to the BrainBread 1 map Carnage - **changed** — Increased bandit respawn times in Termoil - **changed** — Major optimization improvements for Termoil - **changed** — Bandits have been improved in Termoil - **added** — Added missing damage drop off for all rifle weapons to prevent sniping across the map unless using a sniper rifle - **changed** — It is now easier to trigger Zombie Rage with damage needed reduced from 250 to 180 and slower decay time - **added** — Added an achievement for completing the bba_carnage map **Server owners please update your servers!** ##### Code **Base** - Major performance improvements for client & server. FPS boost, especially for clients. - Reduced the vote percent required for passing votes to 60%, 70% was too much. - Fixed blood pool spawn positioning. - Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...) [](http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/7693129/95eb4e5ac646f04f66efcbbac36247eecc49abbb.jpg) - Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state) - Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds. **Gamemodes** - Added countdown announcer voices in Deathmatch mode. (timeleft) **Mapping Entities** - Optimized the zombie_volume entity. - zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into. - The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn. **NPCs** - Improved lag compensation for npcs. - NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'. - Bandits, Military and Fred will now use NavMesh. - Fixed up the M1A1 Abrams Tank NPC! - npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities. **Players & Skills** - You can no longer drop ammo in Deathmatch mode. - You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing. - If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled. - You will now receive 5% of your total XP needed when completing objectives. - You will now receive 10% of your total XP needed when completing quest objectives / side objectives. - Added missing rate limit checks for client-commands. - Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping) **HUD & VGUI** - Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access. - Fixed glitchy VGUI elements. - Fixed scoreboard labels being out of place when opening the scoreboard. - Achievement panel will now load newly achieved, hidden achievements, when you open the menu. - Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages. - NPC Healthbar should now display properly for all NPC sizes. - Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking up a new armor type, etc... **Weapons** - Weapon attachments will no longer cast shadows. - Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used. - Added a small hull trace for melee stab attacks in order to increase precision. - Melee and bash attacks will now produce proper impact FX. - The _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/346330/view/5219065345492936660]_