Has a small splash damage (still only affects one player or zombie)
Can affect yourself
Human zombies target the closest zombie to them
Zombies die when they get close to a human zombie
Director is no longer attracted towards the human zombie
Shooting the Director while he is calm no longer makes him angry
Owner of V-R11 gets 50% of any points that the player who they shot earns for its duration (previously 75%)
Unupgraded: permanently makes the Director calm when shot at him
Unupgraded: human zombie lasts for 10 seconds
Upgraded: human zombie lasts for 15 seconds
Upgraded: human zombie explodes when it dies
Upgraded: removed explosion effect from shooting the same human zombie multiple times
Shrink Ray
Weapon fails happen less often
Fixed an error that crashed the game when shrinking zombies and allowing them to regrow many times throughout a game
Shrunk zombies: increased damage from 5 to 10
Unupgraded: decreased range by 6.25%
Unupgraded: increased radius by 50%
Upgraded: decreased range by 62.5% (same range as the unupgraded version)
Upgraded: increased radius by 7% (same radius as the unupgraded version)
Zap Gun
Decreased last stand ammo from 2 clips to 1 clip
Upgraded: decreased stock ammo from 100 to 96
Wave Gun
Weapon fails happen less often
Kills all zombies at once
No longer instantly kills zombies traversing over barriers
Gives 50 points for each kill
Decreased range by 6.25%
Equipment
Lethal Grenades
Can no longer be thrown faster than intended when throwing a grenade right after after throwing one
Increased impact damage from 15 to 30
Impact damage does not get decreased after damaging other zombies
Frag Grenade
Changed upwards projectile speed
Semtex
Can no longer be cancelled while throwing
Always cost 250 points to buy (previously costed 130 points after first buy)
Semtex beeping rate no longer changes depending on your FPS
Changed upwards projectile speed
Stielhandgranate
Deals damage on impact
Added HUD icon from Call of Duty: WWII
Added projectile trail effect
Added throw back animation
Stationary grenades idle correctly
Tactical Grenades
Can no longer be thrown faster than intended when throwing a grenade right after after throwing one
Increased impact damage from 15 to 30
Impact damage does not get decreased after damaging other zombies
Fixed a bug where tactical grenades wouldn't work if they were thrown before a previously thrown tactical grenade had activated
Always stay upright
Gersh Device
Uses model from Black Ops 3
Zombies get attracted immediately
Fixed a bug where zombies would attempt to get sucked into a Gersh Device shortly after it had already disappeared
Fixed a bug where zombies would not always switch back to their normal run animation after a Gersh Device ends
Changed upwards projectile speed
Matryoshka Dolls
Uses model from Black Ops 3
Infinite explosion damage (except for the Director)
Increased explosion damage on the Director from 4500 to 9000
Removed 1 player limit
Monkey Bombs
Increased explosion radius by 156%
Zombies are no longer attracted before it activates
Zombies get attracted immediately once it activates
All zombies get attracted directly to the Monkey Bomb
Removed on Nacht, Verruckt, and Shi No Numa
QED
Uses model from Black Ops 3
100% chance of teleporting the player when thrown outside the map
100% chance of reviving players when thrown near downed player
100% chance of giving a perk when thrown near a perk machine that is powered on
100% chance of opening a door when thrown near a door
100% chance of upgrading the player's weapon when thrown near the Pack-a-Punch machine
100% chance of turning off an exacavtor when thrown near an excavator panel
100% chance of fling effect when thrown near Cosmonaut or zombie
Guaranteed results order: teleport player, revive players, give nearest perk, open nearest door, upgrade weapon, stop excavator, fling effect
All other effects have a chance of spawning when none of the forced effects are activated
Fling effect only kills zombies within line of sight
Fling effet kills all zombies at once
Free perk effect only gives the perk to the player who threw the QED
Revive player effect only revives players near where the QED was thrown
Random weapon powerup gives player max ammo on a weapon if they already have the weapon
Starburst weapons no longer damage players
Removed red powerup effect
Removed unupgrade weapon effect
Mines
Limit of 30 mines per player placed on the map at once
Can be repurchased to refill ammo
Can be picked up while pressing the melee button
Increased explosion radius by 28%
Increased move speed from 100% to 110%
Decreased first purchase HUD text font size
Bouncing Betty
Can be picked up
Increased placing speed
Can explode after being placed for 1 second (previously 2 seconds)
No longer keeps moving and making sounds after being placed
First raise time is the same as regular raise time
Claymore
Added placing sound
Added activation sound
Can no longer be picked up after being triggered
First raise animation is the same as regular raise animation
First raise time is the same as regular raise time
Changed dive animation times
Spikemore
Added activation sound
Can no longer be picked up after being triggered
First raise animation is the same as regular raise animation
First raise time is the same as regular raise time
Changed dive animation times
Useable Equipment
Hacker
Every player can have the hacker
Does not move locations when picked up
All hackables can be hacked while crouch or prone
Can only hack one item at a time
Melee disabled during hack
Pressing the lethal grenade button or ADS button will no longer restart a hack
Removed points reward given between rounds
Decreased time to hack doors from 32.7 seconds to 15 seconds
Decreased time to hack players from 10 seconds to 1.5 seconds
Decreased time to hack teddy bear locations from 5 seconds to 3 seconds
Hacking a Max Ammo gives a Perk Bottle
Hacking a powerup will reset its timer
Hacking a Death Machine will give the Max Ammo its correct glow color
Increased powerup hack trigger radius by 25%
Buying a hacked wallbuy will give you the upgraded version of that weapon
Unupgraded and upgraded ammo both cost the price of unupgraded ammo when hacked
Wallbuy hintstrings update when hacked to reflect their current prices
Doors are free to hack
Hacking the box twice no longer gives you 950 points
Hacking a teddy bear location will only lock that box for the remainder of the current round
Fire sale box can spawn at locations where the box has been hacked
P.E.S.
Uses model and animations from Black Ops 3
Players only lose their helmet when taking different equipment
Fixed a bug where players were able to get no weapon in their hand by pressing the P.E.S. helmet button repeatedly
Changed name from "P.E.S" to "P.E.S."
D-pad stays highlighted while putting on and taking off the P.E.S. helmet
Melee Weapons
Sickle
Uses model from Black Ops 3
Wallbuys
Purchasing ammo fully fills clip and stock
Decreased upgraded ammo cost from 4500 to 2500
Can purchase ammo for weapons with attachments if only the attachment ammo is not full
Multiple players can purchase the Bowie Knife and Sickle at the same time
Players keep the Bowie Knife and Sickle if they down during the purchase animation
Claymores, Bouncing Betties, and Spikemores all require the player to be looking at the wallbuy to be able to buy them
Sniper cabinet: weapon ammo costs exactly 25% the cost of the weapon
Mystery Box
Players will get every weapon they can from the box before getting duplicates
All weapons have the same probability to be obtained
Weapons will not appear again in a row while floating up (unless it is the final weapon)
Cycles through all locations before going to a previous location again
An effect plays when the Mystery Box is moving if it is the last Mystery Box location of a Mystery Box location cycle
Decreased time between uses from 3 seconds to 1.5 seconds
Decreased weapon pickup time from 12 seconds to 9 seconds
Flies up higher when moving
Plays an animation when spawning in
Instantly appears at its new location when moving instead of waiting 8 seconds
Every player sees the same weapons in the box when the weapons are floating up
Can only see weapons floating up that the player can currently obtain
Ray Gun can be obtained without moving the Mystery Box on all maps
Hintstring says "Mystery Box" instead of "Random Weapon"
Added a separate hintstring for tactical grenades
Removed sound that plays when obtaining the Ray Gun
Added sound that plays when obtaining the wonder weapon of the map
Fixed a bug that would cause there to sometimes be no Mystery Box or multiple Mystery Boxes if a Fire Sale was activated right after the Mystery Box started to move
Fixed a bug where the Mystery Box weapon would fly away if the Mystery Box was activated as a Fire Sale was ending and the Fire Sale was grabbed as the box was starting to move
Fixed a bug where weapons would be cycled through faster on higher FPS
Fixed a bug where the teddy bear would spawn in facing the wrong direction
Fixed a bug where the lid close sound would happen when moving
Ascension: teddy bear has sickle
Moon: teddy bear has space helmet
Perks
Removed perk limit
Perks become active as soon as the player starts to put away the perk bottle
Added gloss to all perk bottles
Added 3rd person perk drink animation from Black Ops 2
Multiple players can buy the same perk at the same time
Perks fade in on the HUD when obtained
Removed blur effect that previously happened after buying a perk
Perk order no longer changes when losing a perk
All perk machines make a sound when bumping into them
Quick Revive
No longer automatically powered on in solo
Increased cost in solo from 500 to 1500
Decreases revive time by 33.33%
Decreases health regeneration delay by 25%
Hintstring says "Quick Revive" in solo and coop
Speed Cola
Switch weapons twice as fast
No longer increases board repair speed
No longer increases Hacker hack speed
Double Tap
1.5x bullet damage (stacks with Deadshot)
Decreased time between burst fire shots by 25%
Stamin-Up
Increased cost from 2000 to 2500
No longer gives 110% sprint speed with any weapon
Gives +10% move speed and sprint speed
PHD Flopper
Fixed a bug where players took 1 damage when falling without diving
Deadshot Daiquiri
Increased cost from 1000 to 1500
2x headshot damage (stacks with Double Tap)
Removed headshot aim assist with controllers
Mule Kick
Removed on Nacht Der Untoten, Verruckt, Shi No Numa, Der Riese, and Five
Fixed not being available when playing offline on every map except for Moon
Added jingle
Fixed 3rd person model
Removed bottom part of machine model
Additional weapon slot will always be the correct weapon
Added the Mule Kick perk icon as an indicator for which weapon is the player's additional weapon
Lost weapon is given back when perk is rebought (except if the player already has the weapon, or the player has the upgraded version of the weapon and the weapon that the player had lost is the unupgraded version of that weapon, or it was a limited weapon and another player already has it, or the player bled out)
Gives ammo back if the player already has the weapon that they had previously lost when perk is rebought
Stowed weapons automatically reload over time
Powerups
Decreased initial chance for a powerup to drop from 3% to 2%
Chance for a powerup to drop gradually increases when a zombie is killed and doesn't drop a powerup
Chance for a powerup to drop resets to the initial chance when a powerup drops
Guaranteed powerup drop within 100 valid kills
Decreased multiplier added to next guaranteed powerup from points from 14% to 10%
An effect plays when a powerup drops if it is the last powerup of a powerup cycle
Grabbing a powerup that is already active will add to its current remaining time instead of resetting its remaining time
Powerups allign on the center of the HUD
Powerups on HUD fade in and out when they are about to end instead of blinking
Powerups on the ground last for 30 seconds (previously 26.5 seconds)
Powerups will not be grabbed automatically if dropped near where a player died at
Powerups that are not initally active are guaranteed to be added to your current powerup cycle when they become active
Only normal powerup drops effect the powerup cycle
Carpenter
Removed
Death Machine
Switch weapons to end duration
Increased minimum damage from 300 to 500
Kills zombies in 4 body shots
Kills zombies in 2 headshots
Decreased raise time from 1.55 seconds to 1.1 seconds
Decreased drop time from 0.75 seconds to 0.3 seconds
Powerup can spawn while one is already active
Fire Sale
Traps cost 10 points
Traps have no cooldown
Powerup can drop while one is already active
Nuke
Obtainable on round 1 on all maps
Kills all zombies instantly
Zombies killed from a Nuke count as kills for the player who grabbed the Nuke
Wunderwaffe (Powerup)
Displays lightning bolt model and HUD icon
Switch weapons to end powerup duration
Powerup can drop while one is already active
Traps
All trap kills count as kills for the player who activated the trap
All traps kill instantly
Fixed trap handles being moved to the wrong spot and trap lights staying green if a trap was activated while the trap handle was still moving up
All trap triggers display active and cooldown hintstrings
All traps take players' points as soon as the trigger is activated
Fixed traps showing damage FX when player is spectating if the player bled out in a trap and the trap is active
Fixed a bug where sometimes traps would not kill players
Electric Traps (All Maps)
Increased player damage with Jugger-Nog from 16 to 25
No longer instantly kills players with 100 health or less if they have Jugger-Nog
Decreased stun duration from 2.5 seconds to 1.5 seconds (matches the duration of the electricity being on screen)
Only the trap handle that was activated moves down
Electric Traps (Shi No Numa)
Decreased cooldown time from 90 seconds to 25 seconds (same as Verruckt and Der Riese)
Trap ready sound plays near the trap (previously played near the Flogger)
Flogger (Shi No Numa)
Changed player damage to 100 (previously 25 damage in solo and instantly kills in coop)
Cannot damage a player again if the player is still touching the Flogger and has already been damaged by the Flogger
Both triggers are completely independent of eachother
One trigger can not be activated if the other trigger is currently active
Lights and hintstrings display correctly when activating one trigger while the other trigger is on cooldown
Turrets (Kino Der Toten and Ascension)
Added 45 second cooldown
Increased minimum damage from 250 to 500
Kills zombies in 4 shots
Locks on to a new target quicker
Targets the zombie that is closest to the turret
Added green light when turret is ready
Shows hintstring when active
Nova crawlers no longer explode from turret damage
No longer deals damage to players
Blockers
Doors
Doors push any players out that are touching them after they have fully opened
Fixed a bug where two or more players could trigger a door that has multiple triggers at the same time and both pay to open the door
Doors that fall down get deleted after 1 second (previously 60 seconds)
Barriers
Increased maximum amount of barrier rebuild points each round by 10
Can no longer rebuild barriers while sprinting or diving
Removed limit of 3 zombies being able to traverse over a barrier at once
Zombies immediately traverse over a barrier if there are no boards on it (previously would go into position to tear down boards first)
Fixed a bug where zombies would get stuck in a barrier if a board was repaired as the zombie was beginning to go over the barrier
Zombies behind a barrier will only attack if they can see a player
All wall barriers and metal vent barriers can be rebuilt
Glass barriers start off with glass and wooden boards
Zombies will tear down all of the glass first on glass barriers
Zombies can attack through all glass barriers, wall barriers, and metal barriers
Fixed a bug where glass barriers and wall barriers had to be rebuilt twice for the repair to take affect if the barrier was rebuilt right after it got destroyed
Fixed a bug where glass barriers and wall barriers were destroyed at slightly incorrect times
Zombies always use the same animation when tearing down glass barriers
Zombies randomly choose between two animations when tearing down wall barriers
Zombies
Increased the maximum amount of zombies per round in a 2 player match from slightly less than 2x the amount as solo to exactly 2x the amount as solo
Decreased the maximum amount of zombies per round in a 3 player match from slightly less than 4x the amount as solo to exactly 3x the amount as solo
Decreased the maximum amount of zombies per round in a 4 player match from slightly less than 8x the amount as solo to exactly 4x the amount as solo
Zombies only have an additonal spawn delay when a full horde is spawned in
Decreased additional spawn delay time from 1.2 seconds to 1 second
Added 2 previously unused run animations
Removed collision from zombies as soon as they are dead
No longer make sounds after death
Fixed a bug where zombies would bleed out occasionally if they were standing in the same spot they were 30 seconds ago
Zombies that are not damaged no longer bleed out from being too far away from players
Zombies can no longer be headless while alive
4 round and 5 round special rounds happen more equally
Max health: 100,000
Decreased damage from 60 to 50
Fixed a bug that caused ceiling spawns to be able to be disabled
Fixed a bug that caused spawning zombies to be able to collide with players while they were still invisible to the player
Zombies can gib when damaged from the Bowie Knife or Sickle
Fixed certain zombie swipes that damaged players at incorrect times
Ceiling spawner zombies fall from the ceiling quicker
Ceiling spawner zombies always play land animation
Hellhounds
Initial hellhound round always happens on round 5 or 6
Flaming hellhounds deal damage to players who are close to them when they explode
No longer gain additional points for killing hellhounds with wonder weapons
Decreased 2nd hellhound round health from 900 to 800
Decreased 3rd hellhound round health from 1300 to 1200
Fixed a bug that caused spawning hellhounds to be able to collide with players while they were still invisible to the player
Nova Crawlers
The player who killed a Nova Crawler gets the kills for any zombies killed from the explosion of the Nova Crawler
Award kill points immediately if killed while crawling on a wall
Thief
Initial thief round always happens 1 or 2 rounds after turning on the power
Health increase per round: 1000
Max health: 30,000
Same health no matter how many payers are in the match
No longer affected by insta kills or nukes
No longer affected by explosive damage scaling
Fixed an error that crashed the game if the thief attempted to steal a player's weapon while they were using Pack-a-Punch
Monkeys (Ascension)
Initial monkey round always happens 1 or 2 rounds after buying a perk
Perk Bottle powerup drops as long as no perks are fully taken
Health is a fixed amount each monkey round (previously was based on what round you were on)
1st monkey round health: 150
2nd monkey round health: 400
3rd monkey round health: 800
4th monkey round health: 1200
5th monkey round health: 1600
Decreased maximum health to 1600
Increased damage done to perks by 5x
No longer deal 10x damage when a player is near the perk
Fixed a bug where perks would be lost on monkey rounds when they shouldn't be
No longer stop attacking perks when damaged by a player
Grenades thrown back by monkeys will no longer damage the player that threw the grenade if they have PHD Flopper
Director
No longer gains additional health for each additional player
Upgraded assault rifles no longer deal extra damage to the Director
No longer affected by explosive damage scaling
Increased damage from 60 to 80
Always drops Wunderwaffe regardless of whether or not you have completed the sidequest
Only slows down players close to him when shot at while calm
Fixed a bug that caused shotgun damage on the Director to only count one pellet of damage per shot
Fixed a bug that caused the Director to not be able to electrify a player anymore after the player knifed an electrified zombie during an insta kill
Only electrifies zombies that are within a certain radius
No longer plays audio after exiting the map due to being hit by the upgraded V-R11
Fixed a bug that would sometimes cause the Director to sream in the water after already being killed
No longer screams in the water if damaged while attacking
Electrified zombies can drop a Max Ammo from the Director whenever the Director re-enters the map
Electrified zombies need to be killed with a valid weapon to drop a Max Ammo from the Director
Electrified zombies no longer need the power on to drop a Max Ammo from the Director
Electrified zombies no longer drop a Max Ammo from the Director and a normal powerup at the same time
Monkeys (Shangri-La)
Monkeys keep attempting to spawn until successfully spawned during the whole duration while a powerup is active on the ground
Removed 500 points bonus for killing a monkey that is chasing you
The powerup that a Monkey picks up no longer has to initially be a Max Ammo for Perk Bottle to be cycled through (still has to be picked up as a Max Ammo)
Fixed a bug where monkeys would not spawn in certain situations where the max amount of zombies were already spawned in
Monkey ambient sounds go away once all the powerups currently on the map have been picked up by monkeys
Fixed a bug where Monkeys would not go after a powerup that spawned at the same time or almost the same time as another powerup
Monkeys wait 0.5 seconds to spawn instead of a random amount between 0 and 1 second
Grenades thrown back by monkeys will no longer damage the player that threw the grenade if they have PHD Flopper
Napalm
Kills from Napalm explosion or flames count for the player who killed the Napalm or the player who triggered the Napalm
Can be damaged while in the ground
No longer gains additional health for each additional player
No longer gives additional points when killed
No longer affected by explosive damage scaling
No longer attracted towards Monkey Bombs
Shrieker
Decreased health multiplier from 2.5 to 2
Can be damaged while in the ground
No longer gains additional health for each additional player
No longer gives points when damaged
No longer affected by insta kills
No longer affected by explosive damage scaling
No longer attracted towards Monkey Bombs
Cosmonaut
Can be damaged by the Zap Gun (unupgraded: 1500 damage, upgraded: 2000 damage)
Can be killed by the Wave Gun
No longer affected by explosive damage scaling
Decreased damage from 60 to 50
No longer teleports players that activate a jump pad between the time of being grabbed and when they would have been teleported
Kills any zombies nearby when Cosmonaut explodes
Dies if trapped in a zone due to the excavator being active
Fixed a bug where the Cosmonaut would get stuck in place if spawned in while a player was on the jump pads
Fixed a bug where the Cosmonaut would be attracted towards a Gersh Device and move faster than intended after the Pack-a-Punch gates had been hacked
Maps
Easter egg songs can be reactivated once the song is over
The zone that the player is in is calculated more accurately
Added out of bounds death barriers to all maps
Nacht Der Untoten
Added Mystery Box light
Uses marine characters and voicelines from World at War
Zombies spawn in the Help Room zone and the Upstairs zone when in the corner in the Start zone near the Help Room zone door
Verruckt
Added Mystery Box light
Added super-sprinters (only spawn after the power is on, start spawning on round 10, all super-sprinters by round 13)
Uses marine characters and voicelines from World at War
Added Mystery Box locations in the North Balcony zone and the Kitchen zone
Decreased cost of the door between the North Upstairs zone and the Kitchen zone from 1000 to 750
Fixed zone issue in the South Balcony zone near the Showers zone door
Fixed zombie pathing near Speed Cola
Removed intro text
Shi No Numa
Changed Mystery Box light color to blue
Removed the need power hintstring for perks while they are spawning
Fixed a bug where players were able to buy Quick Revive on solo while it was still in the process of spawning
Last perk is buyable while it is spawning
Objects can be seen from farther away
Zipline
Decreased cost from 1500 to 750
Decreased cooldown time from 40 seconds to 15 seconds
Hintstrings display when the zipline is active and cooling down
The zipline trigger near the hut can be activated when the zipline is on either side
Der Riese
Added Mystery Box location in the Mainframe zone
Zombies spawn in the Outside Warehouse zone when in the Courtyard zone
Zombies spawn in the Bridge Warehouse Side zone when in the Upper Warehouse zone
Zombies no longer spawn in the Upper Warehouse zone when in the Bridge Warehouse Side zone
Zombies no longer spawn in the Outside Laboratory zone when in the Teleporter A zone
Zombies no longer spawn in the Outside Laboratory zone when in the Teleporter C zone
Increased cost of the door between the Outside Warehouse zone and the Warehouse zone from 750 to 1000
Increased cost of the door between the Outside Laboratory zone and the Laboratory zone from 750 to 1000
Increased cost of the debris between the Laboratory zone and the Bridge Laboratory Side zone from 1000 to 1250
Increased cost of the debris between the Warehouse zone and the Upper Warehouse zone from 1000 to 1250
Increased cost of the door between the Upper Warehouse zone and the Teleporter B zone from 750 to 1250
Decreased mid round hellhounds starting round from 16 to 15
Mid round hellhounds spawn when no doors are open
Mid round hellhounds have the same delay between spawns as zombies
Players will no longer get stuck on curbs
Fixed Mystery Box use trigger in the Laboratory
Easter egg song plays the whole song
Removed intro text
Fixed a bug that caused the Laboratory trap to turn on when opening the door to Teleporter A while still having the trap door closed
Traps display a hintstring when the power is on but the trap cannot be activated due to a door being closed
Fixed a bug where a hellhound round could end prematurely if hellhounds were spawned from the teleporters and killed before the hellhound round started to spawn hellhounds
Teleporters
Teleporters kill zombies on any round
Guranteed teleporter powerup when linking each teleporter
Chance decrease per round of teleporter powerup spawn decreased from 15% to 5%
Minimum of 15% chance of teleporter powerup spawn
Hellhounds always spawn whenever a teleporter powerup does not spawn
Hellhounds will not spawn whenever a teleporter powerup spawns
Amount of hellhounds spawned in from teleporter is 2 multiplied by the amount of players (previously always 4)
Max ammo has the same chance of spawning from the teleporter as all other drops
Mainframe no longer displays a hintstring for needing power or needing to activate a link
Decreased shellshock effect time from 4 seconds to 1.25 seconds
Vision effect times no longer linked to FPS
Fixed a bug that allowed players to link teleporters while the teleporters were on cooldown
Fixed a bug that caused no effect to happen after teleporting
Sidequest
Reward: spawns a random powerup at the teleporter powerup spawn location
Kino Der Toten
Moved Mule Kick perk machine from the VIP Lounge zone to the Stage zone
Upper part of Lobby Hallway zone is part of Lobby zone
Players no longer get teleported to special rooms unless both radios on the map have been activated
Players no longer get teleported out of the Pack-a-Punch room if there is a weapon currently in the Pack-a-Punch machine
Box lights blink correctly with higher FPS
Teleporter
Teleporter kills zombies on any round
Teleporter light is green initially after turning on the power
Teleporter mainframe pad no longer displays the need power hintstring
Teleporter mainframe pad will display the link not active hintstring every time the teleporter needs to be linked
Decreased shellshock effect time from 3 seconds to 1.25 seconds
Vision effect times no longer linked to FPS
Fixed a bug that caused no effect to happen after teleporting
Five
All 6 barriers in the Conference Room zone are always active
Zombies no longer spawn in the Quick Reive hallway when in the Hallway zone
Trap pieces are already in place
Decreased cost of the 2 debris between the North War Room zone and the South War Room zone from 1250 to 1000
Pack-a-Punch machine will stay available for as long as the defcon room is active
If all players on a floor use an elevator or get downed when the power is off, all zombies will respawn
If all players on a floor use an elevator or get downed when the power is on, all zombies that were in the map will go through teleporters and all zombies that were in barriers will respawn
Fixed lighting on the top floor being incorrect
All characters use the correct viewmodel arms
Fixed a bug that caused zombies to not go through a trap if the trap was active when a thief round ended
Fixed a bug that caused the alarms during a thief round to not shut off at the end of a thief round if the thief was killed too quick
Fixed a bug that caused zombies to start going through the Panic Room portal before the Panic Room door closed
Elevators
Decreased time to be able to use an elevator again after it has stopped from 2.1 seconds to 1.25 seconds
Hintstring for elevators will not show up until the elvator becomes usable again
Fixed a bug where the elevator call hintstring would show when the elevator was already at the current floor
Teleporters
Teleporting no longer takes players' weapons away temporarily
Teleporting no longer freezes players' controls
Fixed teleporters showing they were ready to use again too early after teleporting through them
Player height position is more accurate when exiting the teleporter
Added 1 second delay before zombies can come through the teleporter after a player teleports
Added 0.1 second delay between zombie teleports to prevent zombies from getting stuck
Decreased maximum time for zombies to teleport from 20 seconds to 15 seconds
Fixed a bug that caused no FX or sound to happen when zombies teleported from the Panic Room portal to the War Room portal
Ascension
Added Double Tap perk machine in the Outside Launch Area zone
Moved Mule Kick perk machine from the Roof Connector Area zone to the Power Building zone
Zombies no longer spawn in the Stairs zone when in the Centrifuge Zone
Zombies spawn in the Stairs zone when in the Upper Centrifuge Zone
Centrifuge
Increased player damage to 100 (previously 16 in solo and 44 in coop)
Increased maximum cooldown time from 90 seconds to 120 seconds
No longer stops spinning for entire rounds
Fixed a bug where zombies that were killed from the Centrifuge in higher rounds became invisible and invincible
Can damage a player if they are diving or crouching in the air
Cannot damage a player again if the player is still touching the Centrifuge and has already been damaged by the Centrifuge
The player that is closest to a zombie that is killed from the Centrifuge gets the kill
Lunar Lander
Decreased cooldown after using the lunar lander from 30 seconds to 15 seconds
Increased cooldown after calling the lunar lander from 3 seconds to 15 seconds
Lander station no longer kills or moves players if the lander station moves down while the player is standing on it
Zombies killed from the lunar lander no longer respawn
Zombies have a better death animation when killed by the lunar lander
Player who activates the lunar lander is forced to ride the lunar lander
Sidequest
Completable with any amount of players
Monkey round step: buttons no longer have to be pressed at the same time, only on the same monkey round
Lunar lander step: first use Centrifuge lander, then use Stamin-Up lander, then use PHD Flopper lander, and last use Speed Cola lander
Lunar lander step: HITSAM easter egg only requiers the letters SAM (was not enough room to fit HITSAM)
Reward: 90 second Death Machines for the rest of the match
Call of the Dead
Players start with Semtex
Added Mystery Box location in the Ship Stern zone
Removed zombie spawn delay at the beginning of a match
Decreased the delay between switching Pack-a-Punch locations from 100-120 seconds to 15 seconds
Zombies spawn in the Beach zone when in the Ship Path zone
Increased cost of the debris between the Lighthouse Cove zone and the Lower Ship Cargo Hold zone from 750 to 1000
Zombies no longer take damage from the water when low on health
Fixed a bug where players could occasionally die in the Lighthouse Station Roof zone if they jumped too far off the staircase
Flinger
Zombies flung no longer respawn
Available whenever the power is on
Will not activate if the player is in the air
Removed explosion effect from flung zombies
Zipline
Always available
FOV no longer changes while riding the zipline
Weapon is no longer out while riding the zipline
Sidequest
Steps in solo are the same as in coop
Intro voicelines can be cancelled correctly
Fuse spawns at the beginning of the match
Generators' damage hitbox is more accurate
Generators can be damaged by any type of explosive
Bottle spawns at the beginning of the match
Bottle is given to the player who breaks the ice
No longer have to melee the door after giving the bottle to the crew
Radio order resets after a wrong radio is activated
Sound for inputting the radios in the wrong order goes off everytime
Inputting the foghorns in the wrong order no longer makes the players wait a round to try again
Lighthouse dials can be rotated faster
Rotating a lighthouse dial no longer rotates other lighthouse dials
Human zombie travelling up the light house needs to be damaged for 10000 health (previously 5000 health multiplied the amount of players)
Reward: upgraded Wunderwaffe from every Wunderwaffe powerup for the rest of the game
Shangri-La
Players start with Semtex
Pack-a-Punch stones do not have to be stepped on at the same time
Quick Revive spawns in randomly with Jugger-Nog and Speed Cola
Mule Kick spawns in randomly with Double Tap, PHD Flopper, Stamin-Up, and Deadshot
Removed Mule Kick perk spawn location in the Waterfall zone
Added random perk spawn location in the Waterslide Exit zone
Mystery Box can start in the Water Wheels zone
Zombies spawn in the Minecart Area zone when in the Waterslide Exit zone after the power is on
Zombies spawn in the Waterfall Tunnel zone when in the Upper Waterfall zone
Zombies spawn in the Waterfall zone when in the upper part of the Waterfall Tunnel zone
Increased cost of the door between the Waterslide Exit zone and the Turntable zone from 1000 to 1250
Increased cost of the debris between the Waterfall zone and the Water Cave zone from 1000 to 1250
Added Pack-a-Punch FX
Eclipse mode activatable with 1-4 players
Can activate eclipse mode one more time after sidequest completion to stay in eclipse mode for the rest of the match
While a weapon is in Pack-a-Punch, players will not be pushed off the stairs
Zombies killed from the Pack-a-Punch stairs count as kills and award kills to the player closest to them
Gongs move and make a sound when meleed if they have already been meleed recently
Mud pit walls only activate when a player is on the ground
Fixed a bug where players were able to sprint and enter prone in the mud pit if they were drinking a perk while entering the mud pit
Spikes
Kill zombies (except for Shrieker and Napalm)
Deal 50 damage to players
Will not activate if the player is in the air, crouch, prone, or down
Waterfall
Kills zombies (except for Shrieker and Napalm)
Costs 500 points to activate
Requires the power on to be usable
Displays a hintstring when active
Minecart
Available whenever the power is on
Zombies killed from the minecart no longer respawn
Travels back up 2x faster
Player who activates the minecart is forced to ride the minecart
Geysers
Available whenever the power is on
Waterslide
Available whenever the power is on
Sidequest
Completable with any amount of players
Stepping stones step: stones stay down until a new stone on the same side has been stepped on
Waterslide step: only 1 player required
No longer recompletable in a match
Melee stones step: Increased melee range for stones
Mud pit step: radio is no longer required to be played in order to complete
Fixed a bug where players could clip through the wall behind Pack-a-Punch during the sidequest
Reward: all players get permanent perks
Moon
Players start with Semtex
Moved Quick Revive perk machine to Tunnel 6
Added Mystery Box locations in Tunnel 6 and Tunnel 11
Added Fire Sale, Max Ammo, and Perk Bottle to jump pad powerup cycle
Zombies no longer spawn in the Launch Area zone when in the Upper Tunnel 6 zone
Zombies no longer spawn in the Launch Area zone when in the Upper Tunnel 11 zone
Zombies no longer spawn in the M.P.D. zone when in the Lower Tunnel 6 zone
Removed the forced jumping in low gravity
Excavators will not reactivate for places that have already been breached
Fixed the invisible digger glitch
Gersh Devices and QEDs no longer breach windows
Added line of sight check on explosions for breaching windows
Fixed bug where players could stay on jump pads in low gravity indefinitely by diving upon landing on them
Jump pads fling players correctly when a player dives on a jump pad
Pack-a-Punch hackable gates are solid when moving (previously players were able to hack Pack-a-Punch and then escape before the gates closed to get 1000 points)
Teleporter can be used unlimited times per round
Teleporting no longer resets the amount of powerups that can be obtained in a round
Fixed a bug where players would sometimes be moving in a different direction after teleporting
Fixed a bug where the next round would only have one zombie if players teleported to No Man's Land while the round was changing and the Cosmonaut was spawned in
Fixed a bug that caused the amount of zombies on round 1 to be the amount of zombies that should be on round 2
Teleporter gate doesn't start going down until power is on
When Tunnel 6 or Tunnel 11 are breached from an excavator, the areas with doors closed to the excavator will not get breached until the doors are opened
Jump pad in Receiving Bay only pushes players upwards
Excavator sounds no longer linked to FPS
Teleporter sounds no longer linked to FPS
Fixed a bug where the sky would turn bright right after restarting the map
Removed certain triggers on the map that move players
No Man's Land
Zombies spawn at a consistent rate
Increased maximum amount of zombies that can spawn in from 20 to 24
Increased hellhounds' minimum health from 100 to 150
Displays a more accurate time of how long you survived
Fixed a bug where hellhounds' health was not increased to what their health should be when they initially spawned
Sidequest
Full sidequest completable with any amount of players
Full sidequest completable without Richtofen
No longer requires the completion of previous sidequests
Part 1 reward - 90 second Death Machines for the rest of the match
Full reward - permanent perks
Richtofen does not get the full reward until the end with everyone else
Pipe is already in place
QED does no effect when teleporting objects
Fixed visual FX when teleporting objects using a Gersh Device
Dead Ops Arcade
Fates are always in the same order (Fate of Fortune - top, Fate of Firepower - right, Fate of Friendship - bottom, Fate of Furious Feet - left)
Gamemodes
Survival
Standard gameplay
Versus
Competitive gameplay
2 teams or free-for-all
Power is already on
No walking zombies
Shooting enemy players slows them down
Knifing enemy players pushes them
Upgraded weapons slow enemy players down more
Ballistic Knife, Bowie Knife, and Sickle push enemy players farther
Added Meat powerup
Max Ammo: decreased amount of ammo given from max stock to one clip
Max Ammo: unloads clip of all enemy players' weapons and takes away their grenades and mines
Double Points: decreased duration from 30 seconds to 15 seconds
Double Points: enemy players gain half points
Insta Kill: decreased duration from 30 seconds to 15 seconds
Insta Kill: enemy players deal half damage
Nuke: enemy players lose 400 points
Nuke: deals 75 damage to enemy players
Perk Bottle: enemy players lose a random perk
Turrets target players
Stunning enemy players steals 50 points from them
Meleeing enemy players steals 100 points from them
Downing enemy players awards 500 points
Bleeding out enemy players awards 1000 points to all teammates
Nacht Der Untoten: all doors and debris are open from the start of the match
Verruckt: BAR door is open from the start of the match
Shi No Numa: first room door and debris are open from the start of the match
Der Riese: first room doors are open from the start of the match
Der Riese: all teleporters are linked
Der Riese: powerup spawns at the start of each match
Der Riese: full health hellhounds spawn from every teleporter use
Kino Der Toten: teleporter is permanently linked to the mainframe
Five: first room door and debris between upper and lower War Room are open from the start of the match
Five: Pack-a-Punch door is a 1500 point buyable door
Five: teleporters disabled
Ascension: first room doors, door near MP5K, and door above Juggernog are open from the start of the match
Ascension: Pack-a-Punch door is a 2000 point buyable door
Ascension: rocket launch disabled
Call of the Dead: director spawns a random powerup instead of a Wunderwaffe
Shangri-La: Pack-a-Punch stairs are open from the start of the match
Moon: start at Receiving Bay zone
Moon: first room doors are open from the start of the match
Moon: players can always breathe in low gravity
Moon: PES and hacker disabled
Moon: No Man's Land disabled
Moon: teleporter disabled
Moon: excavators disabled
Grief
Win by surviving a round after all enemy players are dead
Search & Rezurrect
Round based gamemode
Unlimited zombies
2,500 health zombies
0.5 second zombie spawn rate
Only sprinting zombies
Every player starts each round with 10,000 points
Win a round by getting all enemy players down
Win the game by winning 3 rounds
Shangri-La: unlimited Napalm and Shrieker zombies can spawn (only one of each can be spawned in at a time)
Moon: unlimited Cosmonaut zombies can spawn (only one can be spawned in at a time)
Race
Unlimited zombies
1 second initial zombie spawn rate
Auto revive after 10 seoconds
Starts at round 1, every 30 seconds round increases until round 20
Team with most kills after round 20 or first team to 500 kills wins
Shangri-La: unlimited Napalm and Shrieker zombies can spawn (only one of each can be spawned in at a time)
Moon: unlimited Cosmonaut zombies can spawn (only one can be spawned in at a time)
Gun Game
Unlimited ammo
Unlimited zombies
2,500 health zombies
1 second zombie spawn rate
Only sprinting zombies
Auto revive after 10 seoconds
Wall weapons disabled
Mystery box disabled
Win the game the game by progressing through all the weapons
Zombies will drop a gun increment powerup after getting 10 kills with your current weapon
Only the player who killed the zombie can grab and see the gun increment powerup
Going down will set the player back one weapon
New powerup: upgrade weapon powerup (for 30 seconds get the upgraded version of any weapon you are currently on)
Shangri-La: unlimited Napalm and Shrieker zombies can spawn (only one of each can be spawned in at a time)
Moon: unlimited Cosmonaut zombies can spawn (only one can be spawned in at a time)
SPECIAL THANKS
ApexModder - perk bump sounds, assisted with localized strings, assisted with client scripting, assisted with menu scripting
HitmanVere - sprint and dive animations for World at War weapons
lilrifa - assisted with menu scripting
MasadaDRM - assisted with weapons and sounds
xSanchez78 - assisted with client scripting and localized strings
Kody - Wunderwaffe gold camo, fixed CIA and CDC viewmodels, assisted with animations
UltraZombieDino - Black Ops 3 P.E.S. model and animations, Black Ops 3 Gersh Device model, Black Ops 2 Ray Gun first raise and dry fire sounds, World at War marine models, assisted with World at War weapon models
KagamineAddict - updated P.E.S. visor texture
Joshwoocool - Black Ops 2 grief shock FX and meat FX
Killer Potato - Call of Duty: WWII Stielhandgranate HUD icon
Jerri13 - Black Ops 3 Gersh Device model
KHEL MHO - assisted with Springfield chalk model
ZeRoY - function list
UGX - scripting reference
SE2Dev - LinkerMod
Nukem - LinkerMod
DTZxPorter - Wraith
Treyarch - Assets, source code, and an amazing base game