Version 1.1
- Added custom map transitions (Stabby's plugin) to Random by default. Type "!mapset random" to play 5 random maps.
- Damage bonus revamped (easier to destroy): solid starting health counts double, reduction of max damage for smaller bonuses.
- Made gnomes worth a smaller portion of map distance (20%).
- Added static survival bonus: 25 points for making saferoom.
- Now handles tank odds itself, circumventing built in tank odds.
- Freezes distance points while tank is alive for Minitanks event and double tanks.
- Prevented the same player getting assigned two tanks in a row.
- Slightly increased odds of getting double tanks.
- Uncapped pounce damage (50 dmg max, 1729... range max) for Skeet Shoot event.
- Removed infected bots in randhard, randbasic, rand2v2 and rand3v3.
- Blocked more than 1 smoker in 2v2 & 3v3.
- Some cars have gas in their tank and will explode when shot.
- Made it much less likely that players blow up cars outside of the Directed by Michael Bay event.
- Blocked players dodging/passing on special event roles by going spectator/reconnecting.
- Removed problems/exploits with gift blindness and pauses.
- Fixed secondary magically appearing after incapping without one.
- Changed it so that the same players no longer get the best/worst hand-out compared to their teammates.
- Fixed horde spawning up before the round goes live.
- Car alarms can now only be triggered after the survivors leave the saferoom.
- Slightly reduced the chances of cars being alarmed.
- Made temporary blindness more effective.
- Removed (randomized) hittables from Blood Harvest 1.
- Slightly increased ammo counts all around.
- Added Haunted Doors event.
- Added Directed by Michael Bay event.
- Added Bunnyhop Professionals event.
- Tweaked event weights: it is less likely that the same events will appear many times.
- Made Sudden Death event easier: fewer common around, no tanks (unless forced).
- Fixed Lots of Women event (hilariously) giving survivors only gnomes.
- Keymaster event: doors can not be broken by survivors anymore (except with explosives). Infected can still break them at will.
- Fixed Minitanks event (now only spawns new tanks after one has died).
- L4D1 event: fixed survivors getting adrenaline at start (sometimes).
- Firepower event: tweaked amount of ammo available.
- Witch Hunt event: increased witch spawn frequency.
- Witch Hunt event: increased damage witches do per swing to upright survivors to 75.
- Witch Hunt event: bonus points for killing witch now only given if witch did no damage to survivors.
- Skeets are now always reported (but still only worth points in Skeet Shoot event).
- Booby Traps event: slightly increased odds of things being booby traps.
- Health Penalty event: increased penalty to 25 points per heal.
- Shove Penalty event: added grace time so deadstops don't get overcounted.
- Now does not pass minitanks: the same player gets to play 2 passes.
- Overhauled Women event it's now all about getting and avoiding scratches; spitters can only spit once, boomers cannot vomit.
- Women event: scratch damage 8, m2 range made shorter than claw range.
- Now gives incapped players a magnum in the 'Lots of Women' events and blocked secondary weapon drop.
- Shove Penalty event: now uses l4d2_skill_detect for shove detection.
- Fixed pills appearing on common kill on Adrenaline Rush event -- fixed pistol appearing on Women event.
- Guaranteed dual pistols, magnum or melee weapon on Magic Gunswap event.
- Increased the Sudden Death defib penalty to 15 points (was 5).
- Survivors now do only half the normal amount of friendly fire on the Bad Combo special event.
- Increased sniper ammo on Firepower event.
- Reduced the damage spit and tank do to the 'baby' a bit.
- Greatly reduced damage bonus for maps with the Adrenaline Rush event.
- Increased items for Adrenaline Rush event.
- Added gift effect: all car alarms disabled.
- Added randomcoop config: Random Coop Mutation gameplay! Much fun for campaign mode added plusplus.
- Coop: After 3 failures, the round will automatically be re-randomized.
- Coop: Added !rerandom command to force re-randomization of the round if players fail to make it.
- Coop: Sets minimum health for survivors in campaign mode, at round start (50 solid).
- Coop: Added encounters with insane amounts of hunters, jockeys, witches, etc.
- Coop: Removed common-size related events (they wouldn't work right with the mutation anyway).
- Fixed a bunch of problems in campaign mode. Now makes survivors try 3 times, then rerandomizes the map.
- Now displays penalty bonus in !damage/!health reports, so !bonus isn't required to see it.
- !damage/!health report now also shows special event bonus/penalty.
- Added optional argument to !drop / sm_drop: # (1-5) for slot to drop.
- Added command: !damage_explain to show how bonus is calculated.
- Made some SDKCalls optional (vomit: breaks boomer flu event). Random will load, but disable the relevant functions.
- Update: Changed z_spawn calls to z_spawn_old (cvar controlled, in case it breaks).
- Update: Updated gamedata.
- Fixed gifts being openable in unfrozen readyup.
- Split off teamshuffling to separate plugin (teamshuffle.sp).
- Fixed skeet detection (though chipping with non-shotguns still doesn't count); added detection for sniper/magnum headshot skeets.
- Fixed an issue with special infected getting spawns they shouldn't after pauses.
- Fixed some bugs related to infected despawning, respawning or going spectator.
- Fixed a bug causing infected to change class when despawning sometimes.
- Fixed problems with first spawns not being equal and some event effects being applied before round goes live.
- Fixed problems with (very occasionally) getting spawns that should not be allowed for an event.
- Fixed issues with Scout/AWP ammo replenishing.
- Fixed incorrect starting setups handed out to survivors (too many gnomes handed out!).
- Fixed a bug that caused some boom combo rewards not to take effect.
- Fixed many problems with gnome bonus scoring, including gnomes losing their value and exploits giving players huge bonuses.
- Fixed problems with damage bonus & gnome bonus, negative bonus results and incorrect reporting.
- Solved a problem that made Random think every map was a finale map (limiting the available special events).
- Fixed issue with distance freezing leading to 0 distance rounds.
- Fixed the damage and gnome bonus being displayed incorrectly after round end, sometimes.
- Fixed a bug causing gnome bonus to not be fully awarded, as well as incorrect bonus explanations for /damage_explain prints.
- Fixed a bug that caused only one team to get a tank sometimes.
- Fixed reversed reading of the vote blocking cvar.
- Fixed a bug where some finales were not marked as such, allowing incorrect special events.
- Fixed a bug that disallowed dual pistols for snipers.
- Fixed a bug where and old tank flow call resulted in problems.
- Fixed a problem with defib penalty not resetting if a match ended with a Sudden Death event.
- Fixed !rand distance print while distance points frozen.
- Fixed problem with readyup & ledge-hanging with damage bonus scoring.
- Fixed minor event/shuffle voting problem on roundhalf switch.
- Fixed some (potential) problems with tank selection.
- Now prevents events from being voted for if the next map doesn't suit them.
- Made it 33% likely that ammo piles (in non-finale maps) are left alone.
- Removed the forever-the-same two static witches in Hard Rain 2.
- Blocked ultra-early tank on c1m1_hotel
- Added fixed molotov to Dead Air 3 so players can still set fire to the barricade during Women event.
- Removed some minor error spam for infected-entity-blind and entity-fell-through-floor checks.
- Adjusted skeet reports to match l4d2_skill_detect markup more.
Version 1.0
- Now has damage bonus scoring instead of health bonus (equal to map distance, with some random variation). Beautified bonus reporting.
- Now has Gnome Bonus scoring. Bringing gnomes and packs of cola packs to the end saferoom will give you bonus points (scaled to the distance they have to be carried).
- Distance points and damage bonus points vary randomly (but stay close to default values). Randumb has entirely random distance/bonus values.
- Now has randomized hittables. Every car that spawns may randomly be alarmed. Cars are more likely to stay cars. All normally alarmed cars are part of the randomization pool.
- Medkits now heal solid as normal again. In RandEasy they give the normal 80% heal, in any other mode only 50%. Defibs still bring you back in black and white mode.
- Adrenaline gives normal health now (was 20, now back to 25). Pills still give only 40 health.
- Added 'sack-protection': it is now almost always better to attack as a team. Keeping chargers or other powerful infected while sacking the rest will give you weaker attacks in the long run.
- Added a mild form of death order effect: the later your special infected (class) dies, the lower the odds it will soon be picked again.
- Added balancing changes to special infected class selection: it is now slightly less likely to get an overpowered attack setup.
- Tanks are now handed to players at random (though your odds of getting a tank decrease the more you already had).
- Added 25% chance that the first tank's player will get to keep it for a second pass. Also prevented double passes from happening.
- Increased chances of getting tanks on normal maps (50% -> 75%) and slightly decreased chance on intro/finale maps.
- Double tanks and multi-witches. Sometimes you get two tanks on a map, sometimes you get a whole bunch of witches. Double-tanks have (cvar configurable) adjusted health.
- Tanks drop a handful of items on getting killed (except in the mini-tanks special event).
- Increased chances of getting a special event each round.
- Added a whole bunch of freaky special events, for a total of 37 (not counting variations on themes).
- Added new special event category: bonus/penalty rounds. This may mean that on some rounds, using health items or m2s cost you points. These score-changes apply even if the survivors do not make saferoom.
- Special event selection now avoids repicking the same special event in one game.
- Prevented game-breaking selection of events for finale maps.
- Added hats to indicate the survivor with a special role for some events.
- Starting saferooms are now guaranteed to have a lot more items and a lot less of those will be junk. There's also a good chance of getting an ammo pile.
- End saferooms no longer have any items.
- Increased amount of useful items spawning on finales. Normal ammo pile spawns on finales are not randomized.
- Reduced chances of survivor getting just 1 incap before death (only 1 in 4 times; only 1 in 6 times for randeasy).
- Reduced chances of glows being disabled (15% now). On difficult rounds (tanks, special events), there's a much smaller chance of not having glows.
- Used internal difficulty estimation for rounds to reduce the odds for particularly harsh combinations (1 incap, no glows, tough event, etc). Per map difficulty ratings (human estimates) have been set. Difficulty estimation also controls (to some extent) the amount of items that can be found on the map.
- Multi-boomer combos spawn more and special uncommons (ie. multiple survivors each boomed by a different boomer). A quad-combo (4 boomers on 4 different survivors) spawns a megamob.
- Pipebombs can randomly dud (33% chance to fail to explode).
- A fair selection of maps have alternative pathing, which is randomly enabled (33% chance). A full list is available in the manual.
- 'Fog of War' event now forces outlines-off (realism mode) for survivors.
- Fixed weather events (storm and fog) not working right. Blocked weather events on Hard Rain 3 & 4.
- Fixed the 'Marksmen' event, survivors no longer start with incorrect weapons.
- Dead Center map 2 no longer has cola spawning anywhere but in the supermarket.
- Increased the odds that gifts have a positive effect; added more gift effects (both positive and negative).
- Gifts may no longer be opened before the round is live. Blocked some (pointless) gift effects for saferoom gifts.
- Gifts now take time to open, a progress bar is displayed. Also, added sweet third-person animations for using gifts.
- Fixed items falling through floors or out of the map.
- Removed chances of T2s spawning in start saferoom (except in RandEasy).
- Blocked messing with witches on The Passing map 1 to avoid occasional crashes.
- Tweaked item balance (yet again).
- Nerfed chainsaw against tanks (does a third of its original damage).
- Nerfed T2 rifles/shotguns: players are not allowed to have more than a single pistol when using them.
- Added 'randhard' config, which makes Random tougher for survivors and slightly more like competitive configs.
- Added 'randbasic' config, which makes removes most of the silly things: it only has randomized items and hittables, no special events, gifts, double tanks, etc.
- Tweaked spawn balance of chargers and boomers: slightly lower odds to get more than 2 in an attack.
- No spitters during tank.
- Rebalanced starting base ammo for some weapons: reduced for AK and AWP, increased for Scout.
- Disabled rain effect for weather event for some maps, where it was prone to crash some clients for index-overflows.
- Added some more common models, so you can run into formal dress and biker commons in any map. Also has L4D1 common for the L4D1 event.
- Made smaller junk items nonsolid, so you don's trip over them.
- Added !teamshuffle command so players can vote to have teams shuffled randomly. Added !forceteamshuffle command for admins, so they can force a team shuffle during readyup.
- Added !event command so players can vote to pick an event for next round. Added !forceevent command for admins.
- Added !gameevent command so players can vote to pick an event to set for an entire game. Added !forcegameevent command for admins.
- Added !eventinfo command so players can get information on special events in-game.
- Added AI damagefix (AI hunters/chargers take damage as if they were human-controlled).
- Added pounce protect plugin (damage doesn't cancel hunters walljumping).
- Added jockey pounce damage (capped at 25).
- Bots cannot pick stuff up before human players have had some time to pick from the spoils.
- Now uses /configs/randommapinfo.txt to set per-map conditions. This finally makes Random configurable for any map without plugin updates now.
- Now uses /configs/randomconfig.txt to replace some constants with configurables.
- Fixed some compatibility problems with custom campaigns (on guarantees though; bug reports welcome).
- Forced tanks on Hard Rain 4 and increased odds on a small number of other way too easy maps.
- Made plugin compatible with campaign mode (just in case anyone wants to play random coop). Separate coop config included.
- Added (unobtrusive) welcome message and "!info" command.
Version 0.9
- Tweaked item balance: better chances of starting with some health items (esp. on randeasy).
- Reduced chances of glows being disabled (25%, instead of 50%).
- Blocked weather changes on intro maps, since it breaks on them more often than not.
- Random gift box unwrapping result now broadcast to all players.
- New event added: "it's christmas."
- Updated exploit blocks and mapinfo.txt.
Older versions
- tweaked item balance: less chance of finding t2's, less pills, slightly more kits.
- removed chances of getting double tank on first map.
- removed chances of getting weather events on first map, since they don't seem to work on first load.
- added 'randeasy' config, which always has survivor outlines and more items and t2's – play this if random is too hard for your enjoyment.
- fixed occasional glitches that caused error log spam.
- fixed the m60 ammo (don't count on using it long).
- used promod 3.1's temp health medkits. (be sure to delete l4d2_thm.txt from your /addons/sourcemod/gamedata/ directory!)
- added several promod fixes that – for no good reason – weren't included in random yet.