Left 4 Dead 2

Left 4 Dead 2

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Stronger Uncommon Infected (Commission)
   
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Infected: Common Infected
Game Content: Scripts
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12.551 KB
5 Jan @ 4:20pm
9 Jan @ 11:05am
3 Change Notes ( view )

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Stronger Uncommon Infected (Commission)

Description
Commissioned and co-developed by ChimiChamo and Pringles™

This is a script that adds brand new abilities to the uncommon infected to make them more challenging and unique. They all have increased HP to catch a few more bullets, and some have enhanced death sounds (based on vanilla files) on top of their new combat mechanics.

Everything can be changed and toggled off with a simple text edit, in the settings located in steamapps/common/Left 4 Dead 2/left4dead2/ems/stronguncommon/settings.cfg.

CEDA Workers:
-If they've touched *any* fire particles, be that from fire barrel explosions, molotov coctails or parts of maps that are burning, their rubber suits heat up violently for 10 seconds, causing any damage they do to deal several points of extra burning damage to any Survivor hit! Now you have to rethink throwing molotovs at these enemies.
-Their passive fire damage invulnerability is still enabled.
-The audio effect for dying CEDA zombie is now enhanced, causing a longer oxygen hiss to deflate their suit.

Clowns:
-Any Survivor they hit will be swarmed by all other common and uncommon zombies in a large area around the targets hit (1000 hammer units in default settings, roughly 12-15 meters?). They will bring up the whole circus of the nearby area if you let them slap you. The attracted zombies will prioritise targets marked by the Clowns!
-Their passive horde attraction is still enabled.
-The squeaky shoes of the clowns are now rigged with a larger sound device, causing 15% more joyful, tingly ruckus as they run around!

Mudmen:
-As these agile zombies glide through any knee-height or deeper water in rivers, storm drains, or filthy sewers, they will seek weak points in your defence and always deal 50% more damage from the waters. Hope you brought harpoons!
-Their passive mud splash on screen during hits is still enabled, as well as their monkey-like movement.
-If you kill these zombies, they will cause a small splash effect taking their last dying dive.

Roadcrew / Construction worker zombies:
-By default, these strong, burly men have the highest health in the mod, being close to half of Fallen Survivors. Their mutations also allow their muscles to stiffen upon light impacts, resisting Staggered effects from Survivor melee Shove attack by 90%.
-Their vanilla bomb immunities are still enabled - no response to pipe bombs, or if a vomit jar / bile bomb passively hits the ground and not other zombies. Chainsaws also still attract the Roadcrew.
-The original version's briefly A-posing roadcrew, when shoved, is now fixed by an update. Enjoy!

Riot zombies are unmodified by this plugin as they are already very strong by default with their 100% resistance to damage from the front side.

Local/dedicated server only.
Popular Discussions View All (1)
3
13 May @ 7:33am
Settings (real)
ChimiChamo
44 Comments
Pringles™  [author] 7 Jul @ 12:52pm 
Theres already a ton of stronger specials mods out there.

I did ask Chimi for special infected skill mod, but it would be a lot of effort and maybe cost a lot.
SCP 3114 7 Jul @ 11:48am 
ay can u make this for special infected
Pringles™  [author] 30 Jun @ 10:07am 
Nope.
normie 30 Jun @ 10:02am 
will jimmy gibbs get replaced by a fucking tank with a different model that resembles him?
logitchy 20 Mar @ 4:29pm 
logitchy logitchy
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logitchy
JOEYSTEINBACHFITNESS 17 Mar @ 1:43pm 
Ah I see. no problem. Thanks anyways!
Pringles™  [author] 17 Mar @ 1:24pm 
In English, you either have this one, or that mod :D
ChimiChamo  [author] 17 Mar @ 12:40pm 
@JOEYSTEINBACHFITNESS
the way the uncommon types are differentiated in the addon is through a netprop, and i assume that the noisemaker uncommon just reuses the gender netprop of a different uncommon so applies whatever the buff is for that one to the noisemaker. limitations amirite
JOEYSTEINBACHFITNESS 17 Mar @ 12:38pm 
@Pringles Thank you so much for your response! I don't see any conflicts in my addons or through my mod manager.
Pringles™  [author] 17 Mar @ 11:03am 
@joey do they conflict with each other?