Full notes
Full Contagion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Fixes
- Server
- Compatibility
Changelog
Added turret upgrade support for Flatline
Added turret ammo resupply
Added "Most defibrillators used" for Campaign Stats
Added missing English translation strings for Flatline gamemode (for mountable turret)
Updated Italian translation
Updated notes files for the Chinese language
Updated Barlowesquare (Extraction and Hunted):
Fixed the map from crashing by reduced the map size down to a reasonable amount
Added back the missing figurine from Extraction
Removed old population data for barlowe (extraction and hunted)
Updated ce_laststop_06 angelscript file, all keys now has an easy to find & read color coded glow for their respective locked door. Also fixed the secret area dome model being teleported by accident
Fixed a bug where Campaign Mode would not work in Offline mode (or if you lost connection to Steam/Internet)
Fixed solo achievements not working
Fixed hunted phone ping not working as intended. Now it checks if you have the damn fkn phone as your active weapon.
Fixed blow torch having the wrong plight texture stuff (from the old blow torch code)
Fixed admins not being saved locally when being grabbed from SteamHTTP
Fixed the following Horde Mode maps:
chm_harvest, fixed a few god spot locations
chm_lakeland, fixed a few god spot locations
chm_auroraestates, fixed a few god spot locations
chm_barlowesquare, fixed a few god spot locations
chm_broadway, fixed a few god spot locations
chm_cypruspark, fixed a few god spot locations
chm_roanokepd, fixed a few god spot locations
chm_biotec, fixed a god spot location
chm_losmuertos, fixed a god spot location
chm_flowerfieldmansion, fixed a god spot location and removed a physics object
Fixed Ban System not working
Fixed old GS SteamID auth check not working (now it does with the new Steam API changes)
Fixed Elijah's face not having the material proxy "ZombieVisionEntity"
Fixed the issue with dedicated servers having 0/8 players
Removed an old entity from ce_laststop which was a leftover from the old beta flatline, which caused zombies to always know where the player is
Source
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