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Experimental balance patch Alpha1 - #192

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HeatRiser merged 2 commits into
redsunservers:masterfrom
EthanTheRedHeadtf:experimental-balance-patch
Oct 23, 2026
Merged

HeatRiser merged 2 commits into
redsunservers:masterfrom
EthanTheRedHeadtf:experimental-balance-patch

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@EthanTheRedHeadtf

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Zombies
-Damage scaling removed
-Zombies now deal 70% of their vanilla base damage per swing
-Starting zombie counts are increased from approximately 1/5 of total players to 1/4
-There is now a zombie queue, all players who did not get picked as starting zombie will gain queue points, you gain less queue points based on performance (similar to VSH)
-You can now opt in to be starting zombie as a toggle
-Respawn timers now work on a player by player basis, respawn timers start at 20 and gradually go down as the round progresses
-Frenzies no longer occur based on factors such as amount of zombie/red team deaths, frenzies will occur when respawn timer reaches 4. After a frenzy respawn timer is reset to 12, only 2 frenzies can occur per round
-Frenzies now increase special infected spawn rate dramatically
-Due to damage scaling removal frenzies no longer dramatically increase zombie damage.
-Tanks now only spawn if LMS is alive for too long (or if the map forces a spawn (I don't think any of them do lol))
-Zombie sandwhiches can now overstack again
-Zombie sandwhich damage is increased

Special Infected
-Special infected spawning conditions have been changed:
A) the timer now scales with players | Was: static 40 seconds Now: 40-20 seconds.
B) killing a survivor | Was: 50% chance to become special infected Now: 100% chance
C) Assist in killing a survivor | Was: 20% chance Now: 50% chance
D) Dealing a total of 300 damage over the course of a round will now guarantee that you become a special infected next life
E) Meeting multiple special infected conditions no longer "wastes" one or more of them.
-Spitters and Jockeys will now spawn as pairs counting as one special infected spawn
-When a boomer spawns, zombies that are close to being respawned will be instantly respawned as snipers
-Chargers have +50 max HP and if a survivor is pushed into a wall by the charge they get stunned
-Jockeys have +100 max HP and now completely overwrite player movement, they also gain 20% movespeed and 2x hp regen
-Stalkers now deal 2.5x damage vs stunned targets and can now do normal damage again vs non stunned targets.
-Smoker tongue moves 20% faster
-Hunters no longer have collisions while their bounding box overlaps their stun target
-Ubercharge now blocks special infected stuns, Smoker tongues and Charger... charges.
-You can now turn off custom view models in the settings

Survivors
-Scouts now move at 360hu/s (was 370)
-Heavies now move at 240hu/s (was 230) and have +50 HP
-Spies have +25 HP
-Fixed a bug where demo's could not get ammo from killing
-Engineer sentries and dispensers now have double the lifespan and dispensers have double the health
-When a survivor is killed they drop all of their weapons on the ground, these can be picked up by other survivors.
-Last man standing can no longer be stunned but cannot regain health from any source.
-if Last man standing is alive for more than 5 minutes a tank will spawn

Weapon Pool
-Removed the following weapons: Gunboats, Reserve Shooter, Manmelter, Gas Passer, Sapper, Red Tape Recorder
-The following weapons can now only appear in the spawn room: All banners, All scout drinks, jarate, Razorback, Darwin Danger Shield, Cozy Camper, Wrangler, Bootlegger and Shotgun.
-One shotgun, One of the sandwich's and one of the banners are guaranteed to be in every spawn room
-The following weapons have been moved from RARE to UNCOMMON: FaN, Soda Popper, BFB, Conch, Scottish Resistance, Frontier Justice, Widowmaker, Blutsauger, Sydney Sleeper, Bazaar Bargain, Letranger, Diamondback
-The following weapons have been moved from UNCOMMON to COMMON: Winger, Pretty Boy's Pocket Pistol, Shotgun, Bootlegger, Ambassador
-The following weapons have been moved from COMMON to UNCOMMON: Chargin Targe, Splendid Screen
-More rare weapons can appear during a round (was previously capped to 20)
-If more than 20 players are on the server each rare will spawn with an addition rare above it
-Powerups no longer replace weapons and instead spawn above them

Weapon Changes
-The bison can now pass through teammates, each shot can pierce zombies and it has 20% extra projectile speed.
-Pompson now has 20% extra projectile speed
-Dalokohs Bar gives 100 extra max HP instead of 50
-Huo-Long Heater has wider ring of fire radius and deals 3x more damage (this thing has aweful ammo econ in szf before you raise an eyebrow)
-Vaccinator Uber now grants 25% resistance to all sources so it actually does something
-health powerups now grant overheal worth 2x your max hp

General fixes
-Fixed crashes on stun if the server is on windows (doesn't effect us)
-Fixed spy spawning with no weapons if the cloak and dagger is equipped
-Fixed the effect of frenzies carrying over to a new round
-Fixed a bunch of edge cases where special infected selections were voided
-Fixed settings not being saved correctly
-Fixed that you could gain special infected by killing fellow zombies using certain methods
-Fixed super edge case I am not sure even occurred in practice, if someone got stunned, left and someone else took their place quick enough they would get perma stunned visual effects.

@HeatRiser
HeatRiser merged commit e842dbe into redsunservers:master Oct 23, 2026
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