Gamemode Changes 5/20/2025
A place to quickly find gamemode to Skial ZE changes by date.
Last updated
A place to quickly find gamemode to Skial ZE changes by date.
Last updated
Auto Hide Team implemented (this hides people VERY close to you; within 100 units, basically have to be standing on you or next to you)
Is always on regardless of hideteam command being toggled.
hides item users and leader too (does not hide the item itself if it has an icon/model)
universal weapon grouping knockback adjustments
this should 'fix' knockback across the board that was intended to be higher for specific weapon groups eg, Pistols, Rockets, Miniguns - (this is not a revert to old KB.)
many weapons almost have no damage fall-off (this doesn't make weapons kb from 500 miles, instead just brings more consistency, Widowmaker can take advantage of this much better by not needing pointblank range to get more bullet refunds, Soldier rockets still need close range to build banners, etc)
possibly might write out a more detailed explanation on this later depending on how much impact this has, adjustments are still ongoing though
now disables friction - tl;dr allowing zombies to get knocked back more, makes switching between difficulties more impactful than a simple slowdown.
screen shake effect upon taking damage removed (you'll still see the red indicators of damage)
machina penetration kill sound blocked
pending further tweaks to give additional knockback as currently miniguns are weakened defending-wise
Sentry snare mechanic re-added (as sentries apply slowdown on hit, this was turned back on way earlier but forgot to mention it was re-enabled)
!bhop made opt-in and now is off by default for everyone unless they !bhop or sm_bhop bind
!noshake command added - this will disable screen-shaking mechanics on maps like Best Korea, Cosmo Canyon, etc...
Zombie Soldier Enzyme now instead shrinks the user (and kills them if on any odd geometry)
New scoreboard tracking (displayed at round end) for top infections and damage.
Addtional adjustment to Heavy Miniguns (they now reload in the background so you're not stuck at 0 ammo)
Several existing maps made leader-only:
Dodge Or Die
Sandstone
Parkour Paradise (yes its back)
Raiin
Night Cinema
DOOM leader-requirement removed
Surf Sahok removed from nominations
Class cap for heavy has been removed.
Class cap for engineer has been removed.
Additional adjustments to knockback on non-heavy weapons adjusted/fixed to compensate heavy being weakened.
Sniper headshot sources now launch zombies away rather than stunning, giving him a different niche than sharing a cooldown with Demoman stun mechanics.
Melee Knockback to Zombies has also been increased.
Higher firerate, pinpoint weapons (pistol, SMG, family business etc) are more likely to knockback individual zombies upon hitting their shots consistently without spreading too much.
Miniguns now have a 4 second reload time (they need to be un-revved to reload; no animation but you'll reset to 140 ammo)
Miniguns now have a 15 second uptime
To reload, press your R key (this should visually show on HUD)
Miniguns also all have a No Ammo From Dispensers When Active trait to lean towards use of reload mechanic.
Many weapon damage stats increased by 25-50% across the board (varies, currently have not re-calculated the exact stats for many of these; this will make a lot of the DPS calculations off on the stat pages depending on the scope of changes done - giving this time to settle before comprehensively writing down every adjusted weapon stat.)
More bhop adjustments/fixes (may not be final)
Normally in TF2, you can't hold crouch and then jump (not to be mistaken with jumping and tapping crouching for more height)
As of now on ZE servers, you can now 'crouch-jump' without having to sit through an awkward un-crouch animation.
Bhopping mechanics enabled on both Zombie Escape servers (capped to 500 at max, momentum should also be capped at stairs and ramps)
Bhopping momentum halted upon being shot/can't boost yourself by getting shot in specific ways.
Bhopping velocity limited to 250 upon using Zombie Enzymes.
Map RTV Cooldown reduced back to global 3 map cooldown
Adjustments made to sources of zombie boosting (this will probably throw off a lot of mention of boosting mechanics throughout the whole guide depending on whether or not it's adjusted any further)
Nomination-stacking a map also now prioritizes whichever maps have the highest nom-counts into showing up on the RTV screen - but there is now a cap of 3 possible maps max (and 4 maps if leader nomination is there)
Map CD increased to 20 map cooldown
Map RTV timer lowered to 30 seconds (no longer have to wait 10 minutes to RTV on a map)
tl;dr a lot of intended 1-shot mechanics like map traps/zombie items were 'broken' prior to this, and could just be tanked/or healed off without punishment; but should work again now. As a result, many maps will feel 'harder' again as you'll be taking lots more damage generally.
Leader functionality (markers and leadermenu) will be disabled upon Leader's death - they will still retain the role and can !transferleader to another player or hold it until next round.
(Admin only/event only?) Leader vip mode toggle added to leader options (round will instantly end on leader death)
(A-Z)
ze_aooka
ze_aot_trost
ze_atix_apocalypse
ze_atix_panic
ze_bowser_in_the_fire_sea
ze_ffxii_westersand
ze_ffxiv_wanderers_palace
ze_lotr_helms_deep
ze_lotr_mines_of_moria
ze_obj_filth
ze_oot_shadowtemple
ze_persona
ze_predator_ultimate
ze_raiin
ze_rooftop_runaway2
ze_saw
ze_sorrento_escape
ze_subway_escape
ze_space_station
ze_swamp_facility
ze_tesv_skyrim
ze_timesplitters
ze_warlab
ZM Pyro enzyme explosion fixes: Changed from dmg_blast > dmg_burn, removed damage multiplier
tl;dr no longer singlehandedly nuking entire teams at mid-range/point-blank (must be alive up to 5 seconds post-use to charge full blast radius and damage.)
Casual Mode Zombie melee damage reduction removed.
Noob Mode renamed to Casual difficulty.
Map Damage Reduction Universally changed to 40% on Normal Mode, additive with Casual Mode (70% total)
Overall Zombie Slowdown via being shot on Normal reduced (exact value currently unknown)
~Maps that disable Healing (on bosses etc) no longer completely disable Enzyme mechanics simutaneously.
~Human Demomen now have 200 HP with sticky/scottish/quickie equipped, still 175 if using a shield or jumper! (This generally brings them up to par on NPCs/bosses with being able to take the same amount of hits as most other people.)
Enzyme damage reduced by 50% (averages to about ~20 raw damage on successful hit.)
-Enzyme only increases upon taking damage and decays after a while; (Enzyme count decays after [30] seconds) (In other words; you can't indefinitely hold onto an enzyme activate them en masse after being jailed a long time.)
-Correlating with the above; Enzyme on being hit increased by around [6-8?] per damage tick (Build enzyme much faster against damage.)
-Human melees no longer do increased damage and instead will do a sizeable knockback. (Still damages heavy enzymes greatly.)
-Only visually changed, grants the Zombie Scout a conch-like banner effect underneath themself. (No longer gives speed line particles.)
-Grants Zombie Soldiers a mini-crit buff to melee for [8] seconds. (No longer creates smoke clouds on use.)
-Zombie Pyros now gain a giant bomb head upon enzyme, does immense damage at close range; has a wind-up AoE explosion that launches zombies forwards if not shot before it times out. (No longer has the flame particles around him visually.)
-Refills charge meter to ~roughly [95%] on use, allowing Zombie Demomen to do another follow-up charge. Does nothing if charge meter already full. (Gives demoman an enzyme to begin with.)
reverted - they now have infinite ammo again and no dispenser penalty. (minus Huo Long which intentionally had it)
(added all the new commands to )
Specific maps can now only be nominated by an in-game but are guaranteed to show on nom-list if it's a leader-map (A-Z)
Note: You can view what Leader maps are tagged as (LEADER) @ or can view them in-game at the end of the nomination list.
(Unknown specific date) Universal 40% map damage reduction reverted/removed on
putting it on the forefront outside a subpage since >23 maps were removed and is a bit far too messy messy to find a way to organize into it.
-Given a that allows the Zombie Medic to do an instant 30-60 damage to Humans in an AoE on activation; damage depending on range (and weapon interaction.) Does not infect upon kill as it deals crit damage. (Prior enzyme was functionally broken.)