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BrainBread 2 screenshot
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Genre: Shooter, Adventure, Indie

BrainBread 2

Anniversary Update - Patch 1.0.3.6

Server owners please update your servers!

Code


Core

  • All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files.
  • Improved workshop logic for dedicated servers, improved the verboseness.
  • Removed all AI node crap, from now on only NAV is used. Update your custom maps if you have not yet added NAV!

Players & Skills

  • AFK kicker will no longer kick people during end vote screen, if it takes too long.
  • Coldsnap will reduce enemy movement speed by 45% and force the enemy to walk, if running.
  • All default soundsets are now available for each character.
  • You can now view quests + progress while spectating.
  • Firstperson body will not render if your view is rendered through a camera.
  • Disabled bloom effects when view is rendered through a camera.
  • Fixed armor damage pain sound, it was overriden by the default pain sound.
  • Improved player animation state blending, especially for the local player, less glitchy leg movement, proper YAW, etc.
  • Added a lost survivor soundset made by Seoras back in the day.
  • Added an option to enable automatic reload of weapons.

HUD & VGUI

  • Updated credits logic, you can now increase/decrease the scroll speed by using mouse scroll, also fixed the layout.
  • Excluded maps can now show proper loading screens.

AI & NPCs

  • Added npc_bandit_leader, npc_police, npc_riot and npc_swat (plus static versions).
  • npc_fred now has a disable jump option.
  • Added allow jump, and force static option to npc_custom_actor.
  • Fixed NPC auto-fire shotgun OPness.
  • Overhauled npc_custom_actor AI.
  • Fixed zombie NPCs wall hacking issues.
  • Improved overall zombie attack logic, they can reach you in trickier areas.
  • Fred can no longer walk thru military or bandit NPCs.
  • Fixed ai schedule route stuff if interruptability is set to Death, any interruptions will not cause the AI to break.
  • Added support for soundset override in the model override, defined in the maps script. Useful if you want the npc to use an entirely new soundset.
  • Crawling zombies are now non solid for all NPCs and players.
  • Improved zombie door breaking AI a bit, they will no longer randomly attack doors, only if the door obstructs their NAV path.
  • Fixed npc_custom_actor fire rate with certain weapons.
  • Disabled jumping for Johnson in Salvage.

Entities

  • Added SetBreakable, SetUnBreakable, and breakable default state to prop_door_breakable.
  • Added filter_inventory_item which can be used to filter based on whether or not a player has a certain inventory item.
  • Added filter_damage_type, this can be used to filter entities based on classification.
  • Fixed messy smart_trigger outputs.
  • It is now possible to disabled the inventory item rotation effect by setting DisableRotationFX to 1 in the script for the item. Disabling the effect will also set the item to spawn using the orientation in hammer, and will revert to the ang_off_* ones when dropped.
  • Radius glow color can now be changed through LocalGlow R G B A.
  • Fixed +use hierarchy, sometimes if an inventory item was dropped into an ammo box or some other larger non solid entity you would not be able to pickup the item.
  • Improved zombie volume tracing.
  • Fixed item_ammo_crate +use trolling.
  • A thrown propane tank will have a red'ish glow outline rather than blue'ish, implying it can be detonated!
  • logic_objective no longer needs an index value.

Balancing



  • Updated Coldsnap to reduce speed by 45% instead of 15%.

Achievements



  • Complete Nightclub with at least 4 players.
  • Bandit Massacre.
  • Psychopatic Tendencies.
  • Healing Addiction.
  • Kung Flu Fighting.
  • Mazel Tov.
  • Prescripted with Pain.
  • Sweeper.
  • Head Traumer.

Maps



  • Added Nightclub, Objective.
  • Added Fever, Elimination.
  • Added Rooftop, Elimination.
  • Remastered Cargo, Arena.
  • Remastered Swamp Trouble, Arena.
  • Remastered Rooftop, Arena.

Laststand - Objective

  • Fixed NAV issues.

Termoil - Objective

  • Added clips to prevent Fred from falling down and into the sewers.

Mecklenburg - Objective

  • Added a new quest, find the keycard and open the armory.
  • Rastamon and George Wayne will no longer get stuck if obstructed.
  • Fixed jail cells not opening.
  • All humans will be ported to the gunshop after defending it.

Misc



  • Added the latest SDK 2013 engine binaries.
  • Fixed various duped output issues in the FGDs.
  • Removed tons of unused bloat, legacy HL2 and TF2 code, logic, fgd, etc...
  • Added missing detail textures from L4D content, also removed some duped files.
  • Updated Russian translation.
  • Updated credits, added some missing people!
  • Removed unused achievements, for now.
  • Credits to The deadly Cutsman for the remastered maps, and to Razorkiller for the new achievement ideas plus icons!

Community Discord


https://discord.gg/0TitkvlFlYoBak0V

Sethen's Level Design Blog


https://nicholasnugent.weebly.com/blog




Late Anniversary Update - Patch 1.0.3.5

Server owners please update your servers!

Code


Core

  • Sourcemod and other plugins can now be used with Global Stats.
  • ALL custom maps are now whitelisted by default. Meaning any map is eligible for Global Stats!
  • Increased max points to 150, LvL 1-100 gives 100 points, while LvL 101-500 gives 50 points. Write bb2_reset_skills in the console to reset the points for your player. (LvL will not be affected!)

Players & Skills

  • Fixed prediction issues.
  • You will no longer lose zombie credits if you have enough kills to respawn as a human. (on death)
  • Zombie Life Leech will no longer trigger on friendly fire / suicide attempts.
  • LvL 500 tiara should now fade out when the owner leaves your PVS.

HUD & VGUI

  • Achievements will now display the XP you will receive when achieving said achievement.

AI & NPCs

  • NPCs will no longer randomly fade in when they enter your PVS way after being created.

Entities

  • Added TeleportHumans and TeleportZombies to point_teleport, which will teleport said team to this entity's origin.
  • Fixed potentially broken zombie_volumes when using respawn only on death.

Weapons

  • Rex, Akimbo Rex and Deagle will no longer disorient the player view massively when playing with a high ping.
  • Switched Rex and Deagle viewpunch. Boosted viewpunch for Deagle, Rex and Akimbo Rex.
  • Hopefully fixed twitchy Deagle hand anim swap, when going from two hand to one hand and vice versa.

Balancing



  • Deagle will do twice as much damage in Deathmatch mode.
  • Upped Deagle fire rate with two hands to 0.6.

Textures


Beretta

  • Resized the texture, it is now higher res which should give more visible detail.
  • Fixed the normal map so it works properly and is not a jagged-up improper mess.
  • Better, smoother shine.
  • Sights now have working tritium.

Maps



  • Added Rishika, a new awesome Deatmatch map!
  • Added Backyard, an improved version of the backyard deathmatch workshop map.

Termoil - Deathmatch

  • Added Player CLIP to some areas to help pathing and prevent exploits.
  • Added major visual changes to hotel and ZED publishing building.
  • Adjusted some textures outside.
  • Adjusted lighting inside Pawn Shop and Book store.
  • Added color correction to improve red lighting and dark areas.
  • Added new snow texture outside.
  • Added small snow details around the map.
  • Fixed prop fading on some props.

Rooftop - Deathmatch

  • Added lighting to third level leading into elevator.
  • Added more props to certain areas.
  • Added wooden platform in elevator room to help player pathing.
  • Extended skybox view.
  • Added Player CLIP to some areas to help player pathing.

Misc



  • Added Arabic translation provided by Mohammad AlHilwani AlRefaei (SY)!

Community Discord


https://discord.gg/0TitkvlFlYoBak0V





Easter Quick Fix - Patch 1.0.3.4

Server owners please update your servers!

Code


Core

  • Fixed bad game stutter/occasional freezing, due to Steam Stats callback constantly refreshing the client achievement data.

Players & Skills

  • Reality Phase will no longer make you immortal.
  • Reality Phase will no longer let you run through doors.
  • Netcode optimization.

HUD & VGUI

  • You can now chat while the end score/stats panel is visible.

AI & NPCs

  • Spawning zombies can no longer go through doors.
  • You can now kill spawning zombies again.
  • Enabled proper lag compensation for spawning zombies.
  • Increased Minigun firing frequency for NPCs.
  • NPCs will no longer spam auto-fire with shotguns.
  • Improved Zombies & Fred attack AI, they will now be able to attack you properly when you hide/camp in hard to reach areas.

Entities

  • zombie_volume now has a new spawnflag which prevents the spawner from ever spawning more zombies than the amount specified in the trigger. Meaning that the spawner will only spawn new zombies when the old ones dies.
  • Ragdoll based gibs that have faulty bones or QC scripting in general will try to revert to physics only if possible. Rather than being removed entirely.

Weapons

  • Frag grenades will no longer collide with or bounce off of friendly players or NPCs.
  • If extreme gore is disabled, gib impacts will trigger less to save performance.
  • Added more recoil to the Deagle when in 1H and 2H.
  • Added separate fire rate for Deagle 1H stance.
  • Deagle will now change between stances faster.

Balancing



  • Increased Deagle reload speed when using Pistol Mastery.
  • Reduced 2H stance Deagle fire rate.
  • Increased 1H stance Deagle fire rate.
  • Increased Deagle bash damage from 20 to 25.
  • Increased Deagle base damage from 37 to 40.
  • Increased Deagle Pistol Mastery damage increase by 30% per point.
  • Deagle will now use 8 bullets per mag, and can hold 6 mags rather than 5.

Textures


Deagle

  • Fixed the normal map so there's no (or at the very least less) smoothing errors.
  • Sights should be slightly less shiny, it's not a shiny metal.
  • Added a missing important detail, the trigger button on the hammer.
  • Added some subtle fat-based dirt on areas that make sense it would have dirt. (like the sights)
  • Made the text and icon more visible, as it should be.
  • Added tritium sights, for some more eye-appealing decoration.
  • Improved the envmap, should make the gun even more reflective.
  • Improved shading on the gold.
  • Added crevices on the hammer.

Maps


Mecklenburg - Objective

  • Bandits will no longer camp in the elevator shaft.
  • Fixed blocked NAV areas near the gunshop.
  • Several zombie spawners in tighter areas, like the apartment areas will use the new zombie volume spawning flags to prevent overflow of zombies.

Termoil - Objective

  • Fixed bad player blockers for zombie players.

Community Discord



https://discord.gg/0TitkvlFlYoBak0V

Happy Easter!

CyberCorona Gibness Update - Patch 1.0.3.3

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

Christmas Update - Patch 1.0.3.2



Server owners please update your servers!

Code


Added the latest SDK 2013 bins.

Maps


New Beef

  • Added Cargo - Deathmatch.
  • Added Rooftop - Deathmatch.

Termoil - Deathmatch

  • Added some visual changes and lighting updates.
  • Modified some weapon placements, and added some new weapon spawns.

Misc



  • Added Polish translation, thanks to Kondi!
  • Added Russian closed-captions, thanks to Evil Apple!

Community Discord



https://discord.gg/0TitkvlFlYoBak0V

Have a merry xmas!

Giblicious Summer Update - Patch 1.0.3.1

Server owners please update your servers!

Code


Players & Skills

  • Blazing Ammo sound cue will no longer play when you damage NPCs with the flamethrower.
  • Skill Sound Cues should no longer be interrupted by other player sounds.
  • Added skill sound cue for Crippling Blow and Life Leech.
  • In Deathmatch mode you'll now pickup armor and health on touch rather than only on +use. If you walk over armor, it'll only be picked up if the armor type is greater or equal to your current armor type.
  • Removed armor weight in Deathmatch mode.

HUD & VGUI

  • Human FLESH overlays will now render properly for clients that haven't entered your PVS at all.
  • Fixed map selection GUI pagination.
  • Opening the chat window will now properly position the mouse cursor so that you can easily scroll in the chat panel.
  • NPC based killfeeds can now be hidden by setting hud_deathnotice_npcs to 0.

AI & NPCs

  • Fred should no longer get paralyzed sometimes when someone triggers his rage mode.
  • Zombies and zombie bosses can now attack targets when you stand on them / under them, improved their reach.
  • Improved climbing, crawling and jumping when using NAV.
  • Walkers & Runners will no longer randomly die as frequently, if they have an active player enemy within sight they'll not be flagged for death.
  • Improved AI responsiveness, finally! Bandits are no longer super lazy in big objective maps...
  • Improved crawler hull slightly.
  • Fixed YAW speed for crawlers.

Weapons



  • Fixed akimbo weapons fully, from now on they will work more like CS:S dualies. You only have to click one button. (LMB by default)
  • Fixed akimbo world models, sometimes the weapon would disappear entirely when dropped.
  • Fixed faulty attachment names on the akimbo Glock-17 and akimbo Beretta.
  • Melee weapons can now set how likely they are to stun an enemy, in addition to the default stun rate.

Misc

  • Workshop will now load info for more than 50 addons on the client. If you had more than 50 addons previously, there could have been a chance that the map selection panel wouldn't list all of your subscribed workshop maps.
  • Gameservers can now load more than 50 workshop maps.

Maps


Mecklenburg

  • The gunshop will no longer block players from entering if you fail to complete the map. The gunshop door block brush was not reset on round/game restart.
  • Added a few more clips to prevent camping on vehicles.
  • Fixed some NAV connection issues.

Termoil

  • Fixed NAV issues.
  • Fixed invisible texture bug in the sewers.
  • Fred will no longer get stuck in the subway area, near the ticket booth.
  • Zombie Players can no longer +use and abuse the turtles.
  • Updated some props to be prop_static rather than prop_dynamic, plus disabled collision on a few of these props.

Compound

  • The main door leading to the facility will now be killed when the first objective is completed.
  • Fixed an exploit which allowed the player to jump on top of some fences.
  • Nerfed zombie spawners near the spawn area and secure facility area.
  • Added more details to the map, thanks to Sethen!

Coltec

  • Fixed an exploit which would allow the player to jump+crouch onto the clothing drape on the second floor.

Island

  • Clipped palm trees.
  • Fixed AI nodes.
  • Fixed player spawn entities using PITCH spawn angles.

Misc

  • Added navmesh to Rooftops, Barracks, Surgery and Devilscrypt.

Balancing



  • Boosted Remington 700 by 15% in Arena and Objective, against NPCs.
  • Nerfed Rex and Akimbo Rex by 13% in Deathmatch.
  • Nerfed Benelli M4 23% in Deathmatch.
  • Boosted Remington 870 by 5% in Deathmatch.
  • Boosted Sledgehammer by 10% in Arena and Objective, against NPCs.
  • Boosted Fireaxe by 8% in all modes.
  • Nerfed Hatchet by 5% in Deathmatch.
  • Sledgehammer is now 100% more likely to stun a target, if Crippling Blow > 0.
  • Baseballbat is now 25% more likely to stun a target, if Crippling Blow > 0.
  • Machete is now 50% less likely to stun a target, if Crippling Blow > 0.
  • Brick is now 75% less likely to stun a target, if Crippling Blow > 0.
  • M9 Bayonet is now 50% less likely to stun a target, if Crippling Blow > 0.
  • Hatchet is now 50% less likely to stun a target, if Crippling Blow > 0.

Community Discord



https://discord.gg/0TitkvlFlYoBak0V

June Inc. Hotfixes - Patch 1.0.3.0

Server owners please update your servers!

Code


Players & Skills

  • Added skill activation sound cues, thanks to Boss Negro. These sounds will play when you for example activate Magazine Refill, Blazing Ammo, Life Leech, Bleed, Coldsnap and Empowered Bullets! You can enable/disable this through Options->Other.
  • Fixed the skill talent reset command, bb2_reset_skills will now work properly.
  • Fixed a rare bug which could force your FOV to be permanently zoomed in, when zooming with a weapon.
  • Removed ammo resupply punishment in Deathmatch and Elimination mode.
  • Ammo resupply punishment will punish ammo spammers for max 30 sec, this penalty can be reduced to minimum 15 sec if you use the resourceful skill.
  • Boosted flashlight lenght, width and radius.
  • Added bb2_vote_required_percentage_kickban in an effort to prevent kick and ban vote abusing. This is now used for the ban and kick votes, so that maps can use a lower percentage. (maps will use the old, bb2_vote_required_percentage)

HUD & VGUI

  • Tweaked text positioning in the tooltip HUD.
  • Added music shuffle option to Options->Other.

Weapons



  • Improved akimbo firing logic, it should register the mouse clicks properly when you are spamming fast. Holding down both mouse buttons will trigger slow + harmonic auto-fire.
  • Added new textures for the Benelli M4, credits to Boss Negro.
  • Fixed bad shading on the Famas textures, credits to Boss Negro.
  • Guns in Deathmatch and Elimination may now have unique bullet spread values.

Maps


Mecklenburg

  • Clipped multiple areas to prevent excessive exploiting.
  • Nerfed zombie spawns in the alley area and in the apartment corridors.
  • Improved the rescue quest, the two npcs in question will now move to the military NPCs rather than hanging around in the police station.

Laststand

  • Fixed zombie spawns, zombies should spawn more frequently now.
  • Increased max zombie limit from 35 to 40.
  • Clipped some specific area which would get players stuck while fetching fuel.

Swamp Trouble

  • Added navmesh, should improve the AI.

Balancing



  • Benelli M4 dropoff has been changed from 275 to 245.
  • Remington 870 dropoff has been changed from 400 to 420.
  • HK MP5 dropoff has been changed from 850 to 600.
  • Changed MP7 Pistol Mastery damage increase from 4% to 2.45% per point.
  • Changed MP5 Pistol Mastery damage increase from 1.65% to 2% per point.
  • Decreased MP5 damage by 4-5 points in Deathmatch mode.
  • Decreased Micro Uzi damage by 5-6 points in Deathmatch mode.
  • Increased Sawed Off pellet damage by 1 point in Deathmatch mode.
  • Decreased MP7 damage by 3-5 points in Deathmatch mode.
  • Applied tighter spread to the Sawed Off, akimbo Sawed Off and Remington 870 in Deathmatch mode.
  • Reduced akimbo Glock-17 and akimbo Beretta damage with roughly 20% in Deathmatch mode.

Community Discord



https://discord.gg/0TitkvlFlYoBak0V

BrainBread 2 Mod Tools Hotfix


  • Updated the SDK app, it will now launch properly again.

Happy Modding!

BrainBread 2 Mod Tools Update


  • Updated the workshopper to use the latest Steamworks C# Wrapper.
  • The workshopper will now be able to display more than 50 addons.
  • Switched the workshopper tool over to .NET 4.0 for better compatibility with older versions of Windows.
  • Added the latest weapon SMD source files.

Happy Modding!

Balance Hotfix - Patch 1.0.2.9

Server owners please update your servers!

Balancing



  • Ammo box re-supplying will no longer punish you for 2 min if you pickup 5 charges of ammo within a minute, from now on you have to pickup 6 charges within 10 sec intervals in order to get punished. The punishment time has been reduced to max 75 sec, this time can be lowered to roughly less than 50 sec with the resourceful skill.
  • Nerfed Johnson's HP and DMG scaling, also made him more vulnerable to damage in the head and chest.
  • Nerfed Johnson's damage with the remington 870 shotgun.

Misc



  • Added the new HK MP5 sounds, you might have to write snd_async_flush in the console while in-game in order to fully clear the sound cache. (in order to hear the new sounds)
  • Updated Neil playermodel, he is no longer super shiny and glossy. Credits to Boss Negro.

Community Discord



https://discord.gg/0TitkvlFlYoBak0V