- Fixed possible corruption of the unreliable network stream during high network loads. - Increased default command limits to prevent spurious disconnects.
- Added protections against malformed network packets. - Reduced server-side command limits per client. - Fixed a regression in script handling of regular expressions. - Fixed several vulnerabilities and exploits reported via HackerOne.
Tank Run mutation fixes based on feedback from Tank Run community groups: - Removed auto-revive. - Re-enabled water slowdown. - Re-enabled crawling when incapped. - Lowered revive health to 40. - Revive duration set to 3 seconds. - Fixed issue where Tanks deleted by triggers were still counted as alive. - Starting the two extra generators in Sacrifice finale will now decrease the finale timer by 30 seconds and spawn a Tank for each generator. - Fixed issue where Tanks wouldn't spawn if some players were still connecting.
- Fixed several exploits reported via HackerOne. - Fixed controller navigation in some menus. - Fixed not being able to open the train door in Crash Course when playing the Tank Run Mutation. - Only the original attacker gets credited for damage caused by exploding props. - Restored the knife's original horizontal swing trajectory. - Fixed incorrect instructor lesson bindings for the Tank. - Fixed LDR skybox rendering on low shader settings.
New response criteria: - "TankActive"- 0 means no Tank aggro, 1 means Tank is aggro. - "Chapter" - 0 is first map of mission.
New Script Functions: - "AreAllSurvivorsInBattlefield" - Returns true if all Survivors are in the battlefield - "GetClosestCharacterWhoIsIT" - Returns the closest character who is IT - "GetClosestSurvivor" - Returns the closest Survivor to the passed origin - "GetHighestFlowSurvivor" - Returns the Survivor with the highest flow - "GetLowestFlowSurvivor" - Returns the Survivor with the lowest flow - "GetRandomSurvivor" - Returns a random Survivor
Maps and Mutations:
Dead Center Map 1: - Restored window clip-hang bugs that were patched with TLS to re-allow access to the rooftop in Coop mode. - Versus: Tank will now only spawn after Survivors have exited the elevator, and no later than leaving the kitchen. Map 3: - Blocked a stuck spot at vending machine alternative path.
Dark Carnival Map 1: - Patched a rarer stuck spot at the swamp's cargo container. - Patched an elaborate SI out of bounds exploit. Map 5: - Addressed some issues with "THE MAIN ATTRACTION" Achievement by adding more triggers so it no longer fails if any Survivor disconnects or goes idle while on stage.
Swamp Fever Map 1: - Patched janky ladder near the ferry event. - By popular community request the TLS Swamp gator is now canonically named Fred. Map 2: - Blocked a stuck spot behind some rocks at the start near the parachutist. - Blocked a stuck spot on a cypress knee near the parachutist area dock. Map 3: - Blocked stuck spots at two sets of cypress knees around the event start area. - Versus: Blocked a stuck spot for SI behind a bush to the left of the first bridge upon entering the water. - Versus: Blocked a stuck spot for SI in the bush near the lantern/event start. - Versus: Improve SI clipping of first ladder outside saferoom to allow drop through a large gap. - Versus: Moved a TLS Infected ladder out of the Survivor's way at the start. Map 4: - Versus: Blocked a stuck spot for SI behind a bush in the back of the enclosed hedge area.
Hard Rain Map 2: - Restored a shortcut that was patched with TLS; instead fixed the soft-lock where Survivors cannot progress if one player skipped the elevator.
The Parish Map 2: - Eliminate a stuck spot that a previous ladder patch created. Map 3: - Versus: New ladder in far corner of manhole drop area to fix stuck . Map 4: - Versus: Reduced a jet strike trigger after the balcony drop that previously dealt 25 damage per touch (75 total) to Survivors, down to only 2 damage per touch to behave like the other triggers.
The Passing Map 1: - Blocked a stuck spot in a corner behind a floodlight in the top floor after the alarm cars. Map 2: - Fixed collision issue with clips on the stairs by the saferoom that caused noticeable teleporting when not on a local server.
The Sacrifice Map 2: - Versus: Delete func clip that blocks SI access into end closet.
No Mercy Map 1: - Lift anti-grief kill trigger off the ground to prevent an incap glitch. - Versus: Add clip to patch a ladder shortcut at the start. Map 2: - All sets of railings will now appear for all players regardless of graphics settings.
Crash Course Map 1: - Block rare stuck spot between the box wreck and traffic light. Map 2: - Clip to prevent gas cans from falling between finale buses.
Death Toll Map 3: - Blocked a stuck spot at the top of a rock cliff cluster just after the church bus. - Blocked a stuck spot between the cliff rocks and the right side of the mandatory house. - Versus: Fixed an SI stuck spot on the barricade by the church.
Dead Air Map 3: - Updated clip brushes and navmesh to allow SI players onto a previously blocked pipe that has an Infected ladder leading up to it. - Updated clip brushes and navmesh so that Survivors may now enter the hallway next to the end saferoom, which was blocked by a roof clip in the port from L4D1. Map 4: - Fix SI player and AI stuck spot inside the end rubble.
Blood Harvest Map 2: - Versus: Fixed SI stuck beyond the end of tunnel just before end safe room. Map 3: - Fix rare stuck spot in starting saferoom for SI only. - Stuck in tree near shed. Map 4: - Versus: Patched fence Infected ladder next to lawnmower room.
Cold Stream Map 2: - Fix stuck next to military truck leading to barricade. - Fix two stuck spots behind the long hedges on the right of after the military truck leading to barricade. - Fix a regression with easy event skip clip and a stuck clip nearby. Map 3: - Enlarged a stuck clip to fully fix it.
The Last Stand Map 2: - Simplified finale difficulty scaling so it is now only increased on Advanced and Expert difficulties rather than scaling each difficulty differently; the intention is to curb player fatigue and confusion in addition to bringing it more in line with expectations from other finales. - Lowered the number of required gas cans in Single Player by 25% to help compensate for only having bot teammates; Easy/Normal difficulty now require 6, and Advanced/Expert difficulty now require 9. - The gas can requirement in Multiplayer modes now increases by 1.5x per difficulty; Easy/Normal difficulty now require 8, and Advanced/Expert difficulty now require 12. - Versus: Fixed an out of bounds exploit to get under a cliff side. - Versus: Fixed a stuck spot between a tree cluster and Versus-only fence at the cliff that overlooks the beach.
Tank Run: - The first map of a Campaign will now spawn two Tier 1 weapons near the start area if no other Tier 1's are nearby. - Car alarms will now spawn a Tank if triggered. - Disabled water slowdown for all maps. - Set Survivor revive health to 50. - Added auto self-revive mechanic with a delay based on the "survivor_revive_duration" Cvar (default 5 seconds). - Slight buff to pistol and melee damage against the Tank. - Fixed issue where the sacrificing player would get auto-revived after restarting the generator. - Fixed issue where the finale would result in a failed screen if players that jumped off of the bridge to restart the generator got incapped. - Fixed issue where players going idle, switching characters or leaving the game would break the auto-revive for that Survivor. - Fixed issue if a Tank was deleted while being biled, it would break the script. - Fixed issue where Tanks would not retain their slowdown when biled, if they were hit with another vomit jar while already being biled. - Fixed issue where Survivors could get instantly revived when hit with a car.
Death's Door: - Enabled heartbeat sound when under 25% health. - Enabled B&W state when at 1 permanent HP. - Fixed heartbeat sound when taking over bot. - Fixed Fallen Survivors being able to drop medkits. - Fixed temporary health decay in the safe room, loading players will no longer decay temp health. - Defibrillator now heals 1 permanent - 99 temporary HP (still B&W). - Safe room respawn now heals 24 permanent - 26 temporary HP (only heartbeat sound). - Safe room transition now heals 80% of the missing HP to half health of living Survivors, e.g. 1 to 40 (no health effects). - Fixed an issue that caused the mission to fail for Sacrifice type finales when the player presses the final button.
Versus Survival: - Thickened clips and other map-specific fixes to dramatically reduce stuck spawns. - Made it auto-trigger any outputs on the entity used to start Survival if the pre-round timer expires.
Taaannnk!!: - Thickened clips and other map-specific fixes to dramatically reduce stuck Tank spawns. - Players no longer need to wait for incapped Survivors in order to progress at areas like elevators.
L4D1 Coop & Survival & Versus: - Set the claw viewmodels for the L4D1 SI to the proper L4D1 models for L4D1 Versus. - Disabled water slowdown for L4D1 Survival. - Defibrillators now convert to pain pills instead of medkits; previously, when converted to medkits the game kept trying to spawn more defibs which led to an over-saturation of medkits. - Changed noise levels for running and talking to their values from L4D1; this will make it slightly harder for Common Infected to notice Survivors, like their L4D1 counterparts. - Changed to use much more accurate L4D1-like looking ragdolls.