# BrainBread 2 CyberCorona Gibness Update - Patch 1.0.3.3 - Product: BrainBread 2 (https://whatsnew.fyi/product/brainbread-2) - Vendor: Reperio Studios - Date: 2020-03-30 - Original notes: https://store.steampowered.com/news/app/346330/view/2103684893106499605 - Permalink: https://whatsnew.fyi/product/brainbread-2/releases/2020-03-30-cybercorona-gibness-update-patch-1.0.3.3 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** — Cheetah Powerup will now ignore weapon weight - **changed** — Predator Powerup will ignore all falldamage - **changed** — When you reach LvL 500 you will be a god to everyone else - **fixed** — Sliding into an escape trigger will no longer glitch out your view - **fixed** — Fixed a minor bug which would not reset your kill or death counter when you respawned as a human while being a zombie - **changed** — Reality Phase will now make you properly non solid to all Players & NPCs - **added** — Added bb2_end_game & bb2_end_round for testing purposes, which allows you to skip rounds in Arena mode - **fixed** — Steam Stats will now be fetched properly for clients, even when Steam Overlay is disabled - **changed** — Max spawn protection cvar value has been lowered from 10 to 5 sec - **fixed** — Scoreboard will be closed when the end map vote panel is displayed, to prevent panel rendering issues - **fixed** — Fixed HUD ammo mag counter displaying faulty values for akimbo weapons - **fixed** — Fixed HUD ammo bullets sometimes displaying 0 bullets when you actually had at least one bullet in the clip - **fixed** — Updated scheme files to fix a faulty font name for Noto Sans, this should fix font rendering issues for some Linux distros - **changed** — Optimized netcode for NPCs - **changed** — Humanoid NPCs will now fire their weapons more frequently - **fixed** — Zombies & Fred will no longer wiggle back and forth sometimes when they try to attack someone facing a wall - **fixed** — Zombies will no longer attack air because they think they can reach you, even when you're a story above them - **changed** — Improved Fred's AI, he is no longer fully brain dead - **fixed** — Fixed akimbo ammo inconsistency bug, if you had uneven amount of ammo it would prevent you from firing/reloading properly - **fixed** — Frag Grenades can no longer kill friendlies when you throw them before becoming infected, becoming a zombie or escaping/spectating **Server owners please update your servers!** ##### Code **Players & Skills** - Cheetah Powerup will now ignore weapon weight. - Predator Powerup will ignore all falldamage. - When you reach LvL 500 you will be a **god** to everyone else. - Sliding into an escape trigger will no longer glitch out your view. - Fixed a minor bug which would not reset your kill or death counter when you respawned as a human while being a zombie. - Reality Phase will now make you properly non solid to all Players & NPCs. - Added bb2_end_game & bb2_end_round for testing purposes, which allows you to skip rounds in Arena mode. - Steam Stats will now be fetched properly for clients, even when Steam Overlay is disabled. - Max spawn protection cvar value has been lowered from 10 to 5 sec. **HUD & VGUI** - Scoreboard will be closed when the end map vote panel is displayed, to prevent panel rendering issues. - Fixed HUD ammo mag counter displaying faulty values for akimbo weapons. - Fixed HUD ammo bullets sometimes displaying 0 bullets when you actually had at least one bullet in the clip. - Updated scheme files to fix a faulty font name for Noto Sans, this should fix font rendering issues for some Linux distros. **AI & NPCs** - Optimized netcode for NPCs. - Humanoid NPCs will now fire their weapons more frequently. - Zombies & Fred will no longer wiggle back and forth sometimes when they try to attack someone facing a wall. - Zombies will no longer attack air because they think they can reach you, even when you're a story above them. - Improved Fred's AI, he is no longer **fully** brain dead. - Updated NPC collide rules, Fred will no longer get blocked by spawning NPCs or weapons. - Fred will no longer collide with Military or Bandit NPCs. **Entities** - func_precipitation is now preserved on level restart. - Cleaned up and removed a lot of unnecessary entities. - Improved trigger_player_blocker, it now blocks/unblocks smoothly and also supports a disabled state which can either block or unblock by default. **Weapons** - Fixed akimbo ammo inconsistency bug, if you had uneven amount of ammo. It would prevent you from firing/reloading properly. - Frag Grenades can no longer kill friendlies when you throw them before becoming infected, becoming a zombie or escaping/spectating. - Melee & Firearms will no longer trace against items, armor, ammo, and other weapons. - Melee & Firearms will now trace through friendlies, meaning you can for example shoot through your friends. No more blocking! - You can no longer consume propane tanks (ammo) when you already own propane. - Flamethrower sound is no longer global. It should be distance based, clear your sound cache if it still is global! - Added the Desert Eagle, plus its respective achievement! Credits to Lord B & Boss Negro! ##### Misc - Updated VPKs to include more game folders. - Added NAV related FGD entries. - Moved FGD files into the root/bin folder. ##### Balancing - Increased the effect from Weightless from 4% to 6.5% per point. - Increased the effect from Lightweight from 2% to 4% per point. ##### Maps **Shared** - Fixed akimbo weapon positions in the objective maps. - Added the Deagle to all objective maps and Salvage. **Mecklenburg - Objective** - Nerfed zombie spawners in the apartments, alley, prison and keycode area. - Rastamon and Wayne will get some extra time to flee before the other prison door opens, and will position themselves behind the military. **Compound - Objective** - Nerfed zombie spawners in the zone capture area and alley transit area. - Fixed player blocker being obsolete sometimes. **Laststand - Objective** - Increased zombie count. **Salvage - Arena** - Added a nav blocker in Johnson's container, to prevent the bandits from trying to go through it. ##### Community Discord https://discord.gg/0TitkvlFlYoBak0V