Major Christmas Patch - 1.0.2.1
Base
You're probably scratching your head, why has there not been any update in roughly 4-5 months?! Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion, but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time. We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
[ 2017-12-23 23:33:20 CET ] [ Original post ]
Server owners please update your servers!
Code
Base
- Major performance improvements for client & server. FPS boost, especially for clients.
- Reduced the vote percent required for passing votes to 60%, 70% was too much.
- Fixed blood pool spawn positioning.
- Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...)
- Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state)
- Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds.
- Added countdown announcer voices in Deathmatch mode. (timeleft)
- Optimized the zombie_volume entity.
- zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into.
- The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn.
- Improved lag compensation for npcs.
- NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'.
- Bandits, Military and Fred will now use NavMesh.
- Fixed up the M1A1 Abrams Tank NPC!
- npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities.
- You can no longer drop ammo in Deathmatch mode.
- You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing.
- If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled.
- You will now receive 5% of your total XP needed when completing objectives.
- You will now receive 10% of your total XP needed when completing quest objectives / side objectives.
- Added missing rate limit checks for client-commands.
- Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping)
- Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access.
- Fixed glitchy VGUI elements.
- Fixed scoreboard labels being out of place when opening the scoreboard.
- Achievement panel will now load newly achieved, hidden achievements, when you open the menu.
- Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages.
- NPC Healthbar should now display properly for all NPC sizes.
- Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking up a new armor type, etc...
- Weapon attachments will no longer cast shadows.
- Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used.
- Added a small hull trace for melee stab attacks in order to increase precision.
- Melee and bash attacks will now produce proper impact FX.
- The crosshair will no longer be hidden when wielding sniper rifles, the crosshair will only be hidden when you zoom / display the scope.
- Added the 'Postal Dude' as an official survivor! Thanks to 'Rex The Impaler', original workshop addon: http://steamcommunity.com/sharedfiles/filedetails/?id=1132786817
- Added an achievement for completing the bba_carnage map.
Maps
- Added a new arena map: bba_carnage, a tribute to the BrainBread 1 map known as 'Carnage'!
- Increased bandit respawn times in Termoil.
- Major optimization improvements for Termoil.
- Bandits have been improved in Termoil.
Balancing
- Added missing damage drop off for all rifle weapons. (prevent sniping across the map, unless if you're using a sniper of course :o)
- It is now easier to trigger 'Zombie Rage', reduced the damage needed from 250 to 180, the decay time has been reduced meaning it will decay slower = you got more time to fill the bar!
Merry ZOMb-mas
You're probably scratching your head, why has there not been any update in roughly 4-5 months?! Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion, but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time. We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
- Level Design in Source
- Melee Sound Design
- Model/Texture baking, low poly-ing, rigging
- 3D Character modeling
- Voice Acting ~ Need some potential voice sets for future npcs and for our M1A1 military tank (preferably russian-accent for the military tank)
Major Christmas Patch - 1.0.2.1
Base
You're probably scratching your head, why has there not been any update in roughly 4-5 months?! Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion, but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time. We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
[ 2017-12-23 23:33:20 CET ] [ Original post ]
Server owners please update your servers!
Code
Base
- Major performance improvements for client & server. FPS boost, especially for clients.
- Reduced the vote percent required for passing votes to 60%, 70% was too much.
- Fixed blood pool spawn positioning.
- Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...)
- Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state)
- Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds.
- Added countdown announcer voices in Deathmatch mode. (timeleft)
- Optimized the zombie_volume entity.
- zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into.
- The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn.
- Improved lag compensation for npcs.
- NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'.
- Bandits, Military and Fred will now use NavMesh.
- Fixed up the M1A1 Abrams Tank NPC!
- npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities.
- You can no longer drop ammo in Deathmatch mode.
- You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing.
- If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled.
- You will now receive 5% of your total XP needed when completing objectives.
- You will now receive 10% of your total XP needed when completing quest objectives / side objectives.
- Added missing rate limit checks for client-commands.
- Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping)
- Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access.
- Fixed glitchy VGUI elements.
- Fixed scoreboard labels being out of place when opening the scoreboard.
- Achievement panel will now load newly achieved, hidden achievements, when you open the menu.
- Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages.
- NPC Healthbar should now display properly for all NPC sizes.
- Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking up a new armor type, etc...
- Weapon attachments will no longer cast shadows.
- Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used.
- Added a small hull trace for melee stab attacks in order to increase precision.
- Melee and bash attacks will now produce proper impact FX.
- The crosshair will no longer be hidden when wielding sniper rifles, the crosshair will only be hidden when you zoom / display the scope.
- Added the 'Postal Dude' as an official survivor! Thanks to 'Rex The Impaler', original workshop addon: http://steamcommunity.com/sharedfiles/filedetails/?id=1132786817
- Added an achievement for completing the bba_carnage map.
Maps
- Added a new arena map: bba_carnage, a tribute to the BrainBread 1 map known as 'Carnage'!
- Increased bandit respawn times in Termoil.
- Major optimization improvements for Termoil.
- Bandits have been improved in Termoil.
Balancing
- Added missing damage drop off for all rifle weapons. (prevent sniping across the map, unless if you're using a sniper of course :o)
- It is now easier to trigger 'Zombie Rage', reduced the damage needed from 250 to 180, the decay time has been reduced meaning it will decay slower = you got more time to fill the bar!
Merry ZOMb-mas
You're probably scratching your head, why has there not been any update in roughly 4-5 months?! Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion, but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time. We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
- Level Design in Source
- Melee Sound Design
- Model/Texture baking, low poly-ing, rigging
- 3D Character modeling
- Voice Acting ~ Need some potential voice sets for future npcs and for our M1A1 military tank (preferably russian-accent for the military tank)
BrainBread 2
Reperio Studios
Reperio Studios
2016-07-20
Action Indie Adventure F2P Coop EA
Game News Posts 68
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(5134 reviews)
https://developer.valvesoftware.com/wiki/BrainBread_2
https://store.steampowered.com/app/346330 
The Game includes VR Support
Linux Content [183.06 M]
CyberCon, the notorious global corporation, aspired to deliver to the world something that would change the fate of humanity. What the world wasn't ready for however... Was CyberCon's true intentions. Their schemes had been controversial to most before, but their newest idea seemed almost too perfect.
A much sinister secret was about to be exposed. CyberCon's project involved the development of neuro-hub chips. They succeeded and became a phenomenon, later becoming a mandatory law to have them implanted at birth using state of the art surgery and cutting edge technology.
CyberCon were granted this permission from the government. The controversy was covered up and very little was known how it was done.
The technology was seen by many around the world as a major breakthrough that could cure blindness, deafness, disease, and a huge boost in performance for modern day life.
It was further aiding as a gateway to easier communication and enhanced capabilities. This was the next milestone in human history.
However, good things must always come to an end.
And CyberCon's true colors are yet to be revealed.
A much sinister secret was about to be exposed. CyberCon's project involved the development of neuro-hub chips. They succeeded and became a phenomenon, later becoming a mandatory law to have them implanted at birth using state of the art surgery and cutting edge technology.
CyberCon were granted this permission from the government. The controversy was covered up and very little was known how it was done.
The technology was seen by many around the world as a major breakthrough that could cure blindness, deafness, disease, and a huge boost in performance for modern day life.
It was further aiding as a gateway to easier communication and enhanced capabilities. This was the next milestone in human history.
However, good things must always come to an end.
And CyberCon's true colors are yet to be revealed.
Features
- 5 Unique gamemodes.
- Over 20 unique weapons, including akimbo weapons!
- Extreme amounts of gore & gibbing, this is your lovely grindhouse-gore movie!
- Over 100 unique skill combinations.
- A global profile system/leveling system.
- Play as a zombie, evolve as a zombie using your special zombie skill tree to your advantage!
- Modding friendly, customize your own soundsets for any of the npcs, make your own player survivor models, make custom maps, share your creations via Workshop!
- Character customization.
- No pay to win!
- Simple UI and HUD.
- AI Soldiers, Tanks and Bandits/Mercenaries.
- A powerful quest, objective & inventory system.
- Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
- Dedicated Server Support for PC and Linux.
Gamemodes
- Story
Focuses on story based gameplay, progress by doing specific quests or side-quests to increase your chance of survival!
- Objective
Focuses on small & simple objectives, this is a casual/chill gamemode based on the original BrainBread, if you want a pure BrainBread experience you can enable a server command to force it to vanilla BrainBread mode. In this mode you can also play as a zombie and as a human you can get infected. The zombie's objective is to prevent the humans from progressing, when you get a certain amount of kills you will be able to respawn as a human again, or if you die too many times. All of this can be regulated by the server owner.
- Arena
This is a wave based gamemode, similar to 'Survival'. You have limited respawns and when you die you'll respawn after X amount of seconds. Everyone respawns at the same time, certain maps may allow certain amount of retries for a wave, if you fail too many times you have to do everything over again. This mode is very action-packed, you better be flexible.
- Elimination
A Humans VS Zombies gamemode, first team to reach the fraglimit wins! In this mode you respawn individually, however if everyone on your team is dead your team will be 'Exterminated', which means the round is over. The opposite team gains a certain amount of points by exterminating the other team, this is an effective way to gain points but it is hard to achieve if there's many players. In this mode you'll also trigger a team perk if your team gets a certain amount of kills, your team will be blessed with some helpful skill for a certain amount of seconds.
- Deathmatch
A PvP gamemode, solely for humans. Featuring classic old-school powerups, increased speed and flexibility! As well as an announcer which will try to salute you or make fun of you if you fail too much!
MINIMAL SETUP
- OS: Ubuntu 14.x. CentOS 7.x
- Processor: 1.7 GHz processor or equivalentMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: ATI Radeon 9600 or Nvidia GeForce 500 seriesNetwork: Broadband Internet connection
- Storage: 6 GB available space
- OS: Ubuntu 14.x. CentOS 7.x
- Processor: Pentium 4 3.0 GHz or equivalentMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD. Nvidia Geforce 600 series or higherNetwork: Broadband Internet connection
- Storage: 6 GB available space
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