# BrainBread 2 A Swampy Adventure - Patch 1.0.3.8 - Product: BrainBread 2 (https://whatsnew.fyi/product/brainbread-2) - Vendor: Reperio Studios - Date: 2021-12-05 - Original notes: https://store.steampowered.com/news/app/346330/view/3129435606039574394 - Permalink: https://whatsnew.fyi/product/brainbread-2/releases/2021-12-05-a-swampy-adventure-patch-1.0.3.8 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'. --- - **added** — Leaderboards - **added** — Support for custom map based loading music - **added** — More loading tips - **changed** — Moved admins.txt from server to settings - **changed** — Increased default objective / story timelimit by 30 minutes - **changed** — Extended the admin system to allow setting which permissions each admin has - **changed** — Activating perks will give you full health - **changed** — Changed the ammo sharing system so you no longer drop ammo but share ammo for your current gun with players who request it through the voice wheel - **changed** — Zombie players get 5 points per kill instead of 4 in elimination mode - **changed** — Zombie players need 2 human kills to trigger a team perk in elimination mode - **changed** — Human players need 4 zombie player kills to trigger a team perk in elimination mode - **changed** — Zombie player team perk will make them absorb all firearm damage in elimination mode - **changed** — Updated navigation cost function to increase cost for ladder routes and decrease cost for crouch routes - **changed** — Improved color_correction and color_correction_volume to be fully client simulated and support multiple corrections - **changed** — Added min and max zombie count to zombie_volume with scaling based on player count - **changed** — Replaced spawn frequency convar with bb2_zombie_spawn_freq_min and bb2_zombie_spawn_freq_max - **changed** — Improved trigger_capturepoint to support filters and fire OnTouch output at intervals - **fixed** — Admin system works in local games - **fixed** — Firstperson body being disabled when rendering the view in a point_viewcontrol - **fixed** — Bug which would prematurely end the game when a player joined an empty game, especially in arena hard mode - **fixed** — Elimination Team Perks will no longer reset or re-activate while a perk is already active - **removed** — Kill and Time scale factors from logic_objective as time and kill count are automatically scaled by player count **Server owners please update your servers!** ##### Code **Core** - Added **(https://steamcommunity.com/stats/346330/leaderboards/7417422)** leaderboards! - Added support for custom map based loading music again. - Moved admins.txt from server to settings. - Admin system works in local games again. - Increased default objective / story timelimit by 30 min. - Extended the admin system, you can now set which 'permissions' each admin has. **Players & Skills** - Fixed firstperson body being disabled when rendering the view in a point_viewcontrol. - Fixed a bug which would prematurely end the game when a player joined an empty game, especially in arena hard mode. - Activating perks will give you full hp. - Elimination Team Perks will no longer reset/re-activate while a perk is already active. - Changed the ammo sharing system, you no longer drop ammo, you share ammo for the gun you are currently holding with players who request ammo through the voice wheel, as long as your guns have matching ammo type, you can share. **HUD & VGUI** - Simplified the capture zone HUD, also fixed cases where it would run off the screen. - Added more loading tips. - Fixed a bug in the end map vote menu, the layout should be properly flexible now. - Refreshing the end map vote menu will now always give new options, rather than just doing another random selection, this will go on until all options have been presented, at that point it will reset and do a new random selection. - Fixed 2D keypad menu, used through bb2_prop_button. **AI & NPCs** - Bosses no longer have to reload their weapons. - Zombies will no longer try to hit you if you are way above them, fixes some NAV issues. - Crawling zombies / gibbed zombies will no longer go through displacements in some rare cases. - Updated NAV cost function to increase cost for ladder routes, and to decrease cost for crouch routes. Zombies should now only try to climb if there are no other viable alternatives. - NPCs fading in or out will no longer cast shadows. **Entities** - Inventory items can now be enabled/disabled, this will disable glow, +use input, etc. - Weapons will have a red glow if they have no ammo. - You will now get more ammo when you replenish ammo for the Sawed Off. - item_note can now use different models. - Added revert option to the trigger_player_block brush entity, this is useful if you want anything else but X to pass through it. - Added spawnflag support to npc_auto_spawner. - Improved color_correction and color_correction_volume, both are now fully client simulated, and multiple of the same correction type can be put around the map. - Added min and max zombie count to zombie_volume, the value is determined by the amount of players in the game (scaling). - Removed spawn frequency from zombie_volume, replaced spawn frequency convar with bb2_zombie_spawn_freq_min and bb2_zombie_spawn_freq_max. - Fixed zombie_volume spawn wave timer, for each spawned zombie, the timer should be pushed forward by X sec. - Improved zombie_volume visibility checks, the traces will now ignore static props, only brushes block their line of sight. - smart_trigger and character type filter entity can now filter by non-infected players. - Improved trigger_capturepoint, it now supports filters properly, for example you can have an inventory item filter, when the filter is valid it activates, and when it becomes invalid it will reset the capture process. - trigger_capturepoint can now fire the OnTouch output at a given interval. - trigger_soundscapes will now activate their target soundscape even if you cannot see it, and it can be set to not disable this soundscape when you leave the trigger bounds. - Increased respawn time for ammo entities. - inventory_item and bb2_prop_button will no longer catch +use when disabled. - smart_trigger & trigger_player_block will have client & npc flags set by default. - Improved glow functionality for bb2_prop_button. - bb2_prop_button _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/346330/view/3129435606039574394]_