BrainBread 2 - BerntA
Server owners please update your servers!
  • Added Fred's Farm as an official map (new achievement as well).
  • Fixed door transition softlock issues in the Evil Manor map.
  • Fixed elevator exploit in Nightclub, zombies can no longer break the map by calling the elevators before the objective to move up starts.
  • Updated FMOD to the latest version.
  • Updated Russian & Brazilian translations.
  • Minor optimizations.
  • Added native propper handling in VBSP, allow mappers to easily convert brushes to models automatically through the func_detail_model entity (used to get around brush limits in the Evil Manor map).
Happy holidays!
BrainBread 2 - BerntA
Server owners please update your servers!

Ambit - Arena
  • Adjusted bandit respawn times.
  • Added an extra item spawner.
  • Added an extra ammo box.
  • Minigun will be spawned for the chaos round.
  • Removed flamethrower bandits.
  • NPCs will drop their weapons.
  • Added frag grenades.
  • Reduced chaos round from max 8 min to 4 min, on avg in hardcore you couldn't even last 3 min.
  • Reduced last round ambush timer.
  • Added a few more reinforcements.
Backyard - Arena
  • Adjusted zombie spawn rates.
Mecklenburg - Arena
  • Reduced bandit obj timer.
  • Adjusted bandit spawn times.
  • Removed flamethrower bandits.
  • Added the minigun.
Rishika- Arena
  • Reduced crystal cap times by 30 sec.
Evil Manor - Story
  • Fixed NPC clip near lab door entrance and exit.
  • Clipped various areas in the lab area.
  • When +use'ing the prom room doors it should prompt needing the prom room key, if locked.
  • Fixed broken weapon placements.
  • Schienzel's lab doors will break when the goon objective is completed.
Misc
  • Adjusted Deagle damage in Objective, Story & Arena mode, it should deal significantly more damage.
  • Prevent +use spamming of func_transition.
  • Reverted to the old ways of loading soundscapes, propdata and surfaceprops, this fixes buggy loading orders that can happen when you play on servers that do not have the workshop maps installed, e.g compound should work fine on all servers now.
  • Capture zone trigger should only start if at least one person in the volume meets the filter criteria.
  • Precache func_button spark, if enabled via spawnflag.

Community Discord
https://discord.gg/U6MVpPD
BrainBread 2 - BerntA
Server owners please update your servers!

New Maps

Dead City - Objective

Ambit - Arena

Rishika - Arena

Backyard - Arena

Mecklenburg - Arena

Evil Manor - Story


Existing Maps

Nightclub - Objective
  • Fixed various exploits that could prevent Larry from spawning properly.
  • Removed godspot in the disco room.
Last Stand - Objective
  • Runners will now count towards the objective kill counters.
  • Increased max zombies.
  • Fixed glitchy NAV near the cannon.
Compound - Objective
  • Added halloween & festive props.

Code

Core
  • XP event will only be triggered for Halloween & Christmas, at a 2.5x rate!
  • Game will no longer end when everyone becomes a zombie in an objective map.
  • Deprecated bb2 classic mode cvar.

Entities
  • Added func_transition, useful for Resident Evil style door transitions.
  • Improved capture zone trigger, added a 2.5 sec grace period, meaning that progress will not be cleared immediately when you accidentally exit the trigger bounds. Also ensured that progress will persist when the required amount of players changes. Halting progress logic has also been reworked to work better.
  • Added AddReinforcements input for game_manager.
  • Bleedout particle will no longer spawn under the map in some cases, also ensure that the bleedout is dispatched when the ragdoll stops moving, to make it more realistic.
  • Do not spawn bleedout particle for suiciding zombies.
  • Added logic_festive_manager, you can use this to trigger map changes based on festive events.
  • Propane tank will no longer despawn when thrown.
  • Soundscapes can now set if looped sounds should be played using FMOD (up to 30 channels).
  • logic_objective can now use entity counting even if the count is not being displayed on the HUD, previously it required that the objective string had a param, e.g %s1.

NPCs
  • Added some new enemy variants: Mummy, Turtle, Mafias, etc.
  • Updated the classic BB character models to have working anims, and zombie variants.
  • Added bb2_zombie_lifespan_disable, which can be used to disable zombie lifespan entirely, can be useful in some scenarios.
  • Added spawnflags for military/bandit NPCs to disable jump &/or melee logic.

HUD & VGUI
  • Various HUD & GUI elements should scale better for ultra-wide resolution.
  • Scopes will now use a proper ratio, no more stretching in all directions.
  • Fixed achievement panel XP & date labels.
  • Exhaustible weapons should show up as item pickups, e.g grenades / propane.
  • NPC health bar will render properly if a custom render mode has been set.
  • Combat text will be merged per entity if possible, e.g when firing with a shotgun - do not show dmg text per pellet, merge it into one dmg value.
  • Removed compression from most GUI icons, backgrounds, etc. to make them less blurry on higher res. monitors.

Community Discord
https://discord.gg/0TitkvlFlYoBak0V
BrainBread 2 - Sethen


Letter From The Team

Another year and another chance to thank our amazing community! A special thanks to those who also contribute content to our workshop, screenshot section, and our community Hub on steam; discussing bugs and related issues. Most importantly, to those who who have reached lv. 500 and been with us since the beginning. We thank you as well.

Although the team is busy with life and other projects. We always hold Brainbread 2 in our hearts and look forward to supporting Brainbread 2 for years to come.

So, have a wonderful Christmas break and a Happy New Year!

-Reperio Studios Dev Team

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Brainbread 2 Community discord

BrainBread 2 - BerntA
Server owners please update your servers!
  • You can now hold down left or right mouse button to add/remove skill points more quickly.
  • XP Event rate has been changed to 2x.
  • Fixed a bug which prevented workshop addons with multiple maps from allowing global stats.
  • Fixed a rare crash which could occur during the loading screen.
  • Human & Zombie bosses will no longer prioritize human players with objective items, all enemies will be considered equally.
Disclaimer!
BrainBread 2 is now open source, the code is available here, and for this reason all stats and achievements have been set to "Official GS", which implies that only whitelisted server IP addresses will allow global stats and achievements. If you want your server to be approved, please contact anyone in the team @ discord!

Community Discord
https://discord.gg/0TitkvlFlYpxtT63
BrainBread 2 - BerntA
Server owners please update your servers!

  • Zombie Players can no longer get to the elevators in Night Club before the humans reach this level.
  • Reduced damage from acid in Swamp Trouble, this will prevent breaking the map if someone falls into the acid near the raft/bridge with objective items.
  • Added a blocker to the last checkpoint in Swamp Trouble, you may only reach this area after defending the sewers.
  • Fixed Bandits in Swamp Trouble raft area, they should pay more attention to the players now.
  • Increased Blood Rage HP regen rate from 0.615 to 0.815 per point.
  • Extended the XP event to be active for both Saturday and Sunday, plus increased XP gained by 50% (2.5X multiplier).
Community Discord
https://discord.gg/0TitkvlFlYpxtT63
BrainBread 2 - BerntA
Back in 2013, BrainBread: Source slowly transitioned into BrainBread 2, thanks to Greenlight we were able to push our game onto Steam. Three more years passed until the game was available in Early Access mode, sadly we never managed to get a sufficient amount of content out due to our lack of team members, but we tried our best to fill every void. Six more years passed and we're here today, lots of content has been pushed into BrainBread 2 over the years, including maps, weapons, characters, gameplay changes and more.

New Maps
Objective
Coltec

Fever

Compound

Mecklenburg

Nightclub

Swamp Trouble

Arena
Salvage

Coltec

Carnage

Surgery

Island

Deathmatch
Rishika

Backyard

Cargo

Rooftop

Elimination
Fever

Rooftop

New Weapons
Benelli M4

Deagle

Winchester

HK MP-5

Micro Uzi

G36-C

Flamethrower

Akimbo Sawed-Off

Akimbo Glock-17

Akimbo M9 Beretta

New Playable Characters
  • Josh

  • Neil

  • Postal Dude
Some New Features
  • Optional Side Quests (gives extra XP)

  • More Achievements + they give XP

  • Recurring XP event (now 2x)

  • Refined XP system - get XP based on damage dealt

  • Increased the total amount of points from 100 to 150, LvL 101 to 500 gives the new 50 points
  • Client Side Player Models - Import your fav characters to BB2!
  • Bullet Penetration - penetrate through players, npcs, solids such as walls, windows, etc
  • All custom maps can be used with the Global Profile System (stats + achievs), even if the server runs sourcemod or other thirdparty plugins
  • Improved Workshop integration, especially for dedicated servers, players will automatically download the required addon on connection
  • PvP Leaderboards
  • Zombie Skill Tree saves like the Human Skill Tree
  • Multiple maps remastered by The deadly Cutsman
  • ... and much more!
For more in-depth patch notes, go here

Join our community Discord

A big thank you to everyone who played BrainBread 2 during Early Access, especially our beloved vets who play the game to this day!
BrainBread 2 - BerntA
Server owners please update your servers!
Balancing
Players
  • Reduced XP event rate from 3.5 to 2.0.
Weapons
  • Reverted pickup penalty for the Flamethrower and Minigun from 3 min to 5 min.
  • Reverted pickup penalty for the Propane Tank from 3 min to 4 min.
  • Reverted level requirement for the Minigun and Flamethrower to 25 and 15 respectively.
Misc
  • Fixed a Steam Cloud issue which would continuously override your config when starting the game.
  • Fixed NAV issues in Swamp Trouble.
  • Updated Russian translation.
Community Discord
https://discord.gg/0TitkvlFlYoBak0V
BrainBread 2 - BerntA
Server owners please update your servers!

Maps
Fever - Objective
  • Added dbsoldier's new soundtrack for the Pyro fight.
  • Added missing door sounds to the military checkpoint door.
  • Zombie spawners in the farm and white house will be killed when you move to the labs area.
  • Zombies will be teleported to the lab area when the humans get to the lab.
  • You can no longer go back to the topside when you enter the labs.
  • Fixed floating manholes.
  • Added missing glowsticks near the other manhole.
  • Added FAR z to fog controller, this will limit the draw distance in the open part of the map.
  • Optimized area portals.
  • Zombie players should no longer get stuck on spawn.
  • Players now spawn with a fireaxe and glock17.
  • Increased escape time by a minute.
  • Reduced max zombie count from 60 to 40.
  • Top side zombie volumes will start spawning 35 sec after round start, rather than 10 sec.
  • Added objective icons to mark which house to capture.
  • Pyromaniac is smaller now, he should no longer get stuck.
  • Boosted Pyromaniac health.
  • Reduced gasmask respawn time.
  • Opening the doors to the parking lot will open them permanently.
  • Quarantine doors will force close.
  • Added a new checkpoint after you secure the lobby, when the main doors have opened.
  • Added more weapons across the map.
  • Added missing rotor sound to the choppers.
  • Escaping is finally easier.
Coltec - Objective
  • Added dbsoldiers's new soundtrack for the Priest fight.
  • Priest no longer gets stuck when trying to go down from the balcony.
  • Reduced the bomb blast range.
  • Fixed an exploit which could break the map if a player who had the key to the church lost the key before someone entered the church door area, this would teleport everyone to the church and assume that someone had the key.
  • The ladder up to the church will glow when the key has been found, also added improved lighting in this area to make it easier to notice the ladder.
  • When the Priest boss fight starts, zombie players can no longer enter the human spawn.
  • Added more weapon, healthkit and armor items across the map.
  • Escaping is easier now.
  • Priest will spawn in the fight slightly later.
Nightclub - Objective
  • Added a new alternate route to elevator hold out area.
  • Added a new zombie vent route which bypasses the need to use the elevator.
  • Boosted The Director (yes, we gave him extra viagra, but you didn't hear that from us).
Swamp Trouble - Objective
  • Added global glow to the gear parts in the last objective.
Rooftop - Arena
  • Improved visual design and NAV mesh.
Balancing
NPCs
  • Bandit will award 20 XP instead of 10 XP.
  • Bandit Leader will award 35 XP instead of 15 XP.
  • Zombie Walker will award 15 XP instead of 7.5 XP.
  • Zombie Runner will award 10 XP instead of 5 XP.
  • Johnson will award 1000 XP instead of 500 XP.
  • Priest will award 1000 XP instead of 500 XP.
  • Increased Priest base damage from 7 to 12 with the Winchester.
  • Increased Priest base health from 5000 to 6500 with no scale.
  • Increased Priest health scale value from 7.5% to 35% increase per player.
Weapons
  • Reduced pickup penalty time for Minigun, Propane and Flamethrower to 3 min instead of 4 to 5 min.
  • Reduced NPC Grenade damage from 120 to 105.
Misc
  • Winning the game in Objective/Story mode will award 15% of your total XP needed to level up, rather than 7.5%.
  • Winning the game in Arena mode will award 8% of your total XP needed to level up, rather than 4%.
  • Winning a round in Arena mode will award 1.5% of your total XP needed to level up, rather than 1%.
Misc
  • Zombie players can no longer drown, or produce drowning sounds.
  • NPCs using flamethrower will no longer deal damage through doors, windows, etc.
  • Updated the textures for the Pyromaniac NPC.
  • Added missing normal map for Riot Police NPC helmet.
  • Removed map score loading screen image thingy.
Leaving Early Access
Be sure to give feedback for this patch, the next step is to push BB2 out of early access, hopefully sometime next week!
Community Discord
https://discord.gg/0TitkvlFlYpxtT63
BrainBread 2 - BerntA


Server owners please update your servers!

Maps
Fever: Cybercon's Notorious Lab

Coltec: Brainobyl Returns (mad laughter)

Surgery: Painkiller edition - Thanks to The deadly Cutsman

Biohazard: Workshop Map!

New Achievements
  • Activate Gunslinger.
  • Activate Blood Rage.
  • Activate Zombie Rage.
  • Kill 25 Players as a Zombie Player.
  • Become Infected.
  • Complete Coltec: Objective with 4 or more players.
  • Complete Fever: Objective with 4 or more players.
  • Complete Surgery: Arena with 4 or more players.
Code
Core
  • Added a recurring XP event which will happen every Saturday (lasts 24 hours), this system depends on the timezone of the server, to ensure that you will get the best possible experience. All XP will be increased 3.5 times, this will NOT affect NPC scale / difficulty!
  • Improved kick and ban vote system, the proper steam ID is now being used, and correct commands for auto kicking on ban, etc.
AI & NPCs
  • Zombie NPCs and Fred will now actually play idle/moan sounds, some old bugs would prevent these sounds if there were more than 5 zombies in the game.
  • Human NPCs can now use flamethrowers, snipers and the winchester.
  • Added a new boss for the Coltec objective map - meet the Preacher, watch out for his spontaneous grenade attacks!
  • Added a cvar which can be used to alter the zombie's max speed, useful if you want your map to be more slow paced.
  • Fixed grenade attachments using the wrong hand attachment, grenades should now spawn in more suitable locations.
  • Humanoid bosses will now use the correct damage scale values when taking damage, implying some bosses may take less damage from certain weapons.
  • Improved NPCs fire rate with certain weapons like shotguns, snipers, etc. They no longer fire them as fast as assault rifles...
Entities
  • trigger_capturepoint will no longer allow a capture percentage of 0, this would break the trigger - thus it would "auto" capture by itself.
  • Updated entity whitelist when a map is restarted, entities like func_brushes, player blockers, etc, were not fully restored on game restart. This issue could prevent players from progressing in the map if they failed once and had to start over again.
  • Added an OnProgressed output to logic_quest, this output is triggered for any quest objective, if it has been progressed in any way.
  • When a capture volume is captured it will fire the OnCaptured output using the last player interactor in the entity output message.
  • Areaportal windows can now be force closed, opened and support an initial state.
  • Any item type can now be respawned with the inventory item randomizer, such as actual inventory items, not consumables, etc.
  • bb2_prop_button now has a UseSound keyfield.
  • Color Correction will no longer fade in if the falloff is set to -1.
  • Added shared kill entity classname "bandits" for logic_objective, this will count any bandit, bandit leader, etc kill. Similarly to the "zombies" classname checker.
  • Updated the logic_objective with a list of choices for the kill entity type (in the FGD).
  • filter_character_type and smart_trigger will now properly register bandit NPCs if the filter is set to Humans NPCs only.
  • point_teleport TeleportHumans and TeleportZombies will now perform simple trace checks, to ensure that only players that are not within reach will be teleported.
  • Added bb2_zombie_spawner_continuous, this is enabled by default, and will revert to the old zombie volume behaviour, which is to spawn zombie waves every X sec even if the old wave did not fully spawn yet. Newer maps disable this for more optimal zombie spawning.
  • Fixed a bug which would show the objective icon for inventory items even if it was set to disabled by default.
  • Inventory items can now be set to unique, which ensures the player can only carry one unit of the item.
  • Inventory items can now have a despawn time - these will be removed after a few sec when dropped by a player.
Players & Skills
  • Improved experience system, XP is now awarded based on damage dealt, rather than on kill. Previously you would get XP for a kill, and for each attack you would get 1 XP, this has been changed to a "gain XP as you deal damage" approach, where the minimum XP you may receive is still 1 XP. Your XP value received is affected by how much damage you dealt relative to the NPCs health, and of course the current scale values in the server. Team bonus will now be directly applied to each attack, making it even more useful to gather up against the ZEDs!
  • Perk duration is now visualized on the HUD, counts for both human and zombie perks.
  • Any XP gained will now be visualized on the HUD, this can be disabled in Options->Other.
  • When playing as a zombie in Objective mode, you will now see two counters next to your healthbar HUD in the bottom left corner, these two counters indicate how many enemies you have to kill, or how many times you have to die until you may respawn as a human.
  • Improved Blood Rage skill perk, this perk will now improve your health regen vastly, increase your kick damage and melee damage further. Initially it only affected melee damage, excluding kick. This health regen stacks with the health regen skill, and melee master damage skill.
HUD & VGUI
  • Fixed a minor bug which displaced HUD text when you were infected.
Balancing
NPCs
  • Bandit will award 10 XP instead of 8 XP.
  • Bandit Leader will award 15 XP instead of 12 XP.
  • Zombie Walker will award 7.5 XP instead of 5 XP.
  • Fred will award 1000 XP instead of 100 XP.
  • Johnson will award 500 XP instead of 100 XP.
  • Custom Actor NPC will now award 50 XP if not a boss, and 100 XP if it is a boss, instead of a fixed XP value of 5.
Weapons
  • Boosted Deagle damage from 40 to 50.
  • Flamethrower no longer has a horrible drop off.
  • Tweaked flamethrower range.
  • Removed LvL requirements on Propane, Grenade, Flamethrower and Minigun.
Players
  • Mag Refill Skill will trigger more frequently, 15% at max rather than 10%.
  • Boosted Blood Rage melee damage from 2% per point to 2.5% per point.
Misc
  • Increased XP when completing objectives from 2% to 3.5% of the total XP you need to level up.
  • Increased XP when completing quest objectives from 1.5% to 2% of the total XP you need to level up.
  • Winning the game in Objective mode will award 7.5% of your total XP needed to level up, rather than 5%.
  • Winning a round in Arena mode will award 4% of your total XP needed to level up, rather than 2.5%.
Leaving Early Access
The time has finally come, for BrainBread 2 to leave Early Access, this transition will happen in a few weeks, if there are no major issues reported for this patch in the coming week(s)!

Community Discord
https://discord.gg/0TitkvlFlYoBak0V
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