By Jacmac
Perks
Perks have been implemented, they drop from zombies just like powerups but look different than powerups. Two additional perks have been implemented, 'Endless Grenades' & 'Three Primaries'.
* With Endless Grenades your grenade inventory will be replenished by 1 grenade every few seconds. With Sleight of Hand, the replenishment is faster.
* Three Primaries gives you three primary weapon slots.
* The Juggernaut perk has been altered to double your toughness (200% health) instead of the standard 160%.
* For a solo player, the Quick Revive perk is useless, so Quick Revive provides additional speed to rebuilding barriers (solo only).
* The "?" (gambler) can now spawn perks as well as everything it used to.
Powerups
* An additional power up, 'Speed Boost' has been added, giving all players an increased run speed for a duration of time. The powerup icons have been altered a bit to make room for the new powerup.
* There is now a passive bonus for keeping the barriers up. When all barriers are fully built and the number of enemies exceeds a threshold, all players will get bonus points at an interval. This will be indicated by the flashing of a new barrier icon.
* This bonus is equal to 10 * Round Number every x seconds where x is equal to the number of players. So at round 10, four players connected would get 100 points every 4 seconds, when the number of enemies exceeds a threshold. Keeping one enemy alive won't be enough, but using that time to rebuild all barriers could be valuable for the next round...
* Timed powerups last 30 seconds + 2 second per level. For example, at level 10, timed powerups last for 50 seconds
.
Enemies
* Enemy AI shooter spawning has been changed. It is no longer predictable where, when, or what will spawn. However, the spawn locations are the same.
* There is a Boss Zombie (red flashing eyes) that can spawn, he is 6 times harder to kill and drops a "Super Powerup". He may also drop one or two perks depending on the round. He is a little smarter than regular zombies and doesn't like grenades thrown at him.
* The Zombies are tired of coming out of the ships piecemeal all the time and getting cut to shreds, so they may now do a 'zerg' attack in an attempt to overwhelm the players.
* The enemy eye texture is now blue instaed of the default (merely a costmetic note here).
Weapons
* Previously, several MG's could be bought from the chest that didn't have bipods. Those types have been eliminated, with the exception of the Scoped FG42.
* The price of the buyable Projekt 335 has been reduced to 1500 (originally 3500). The ammo cost is still only 500.
* The Bouncing Betties explode faster than before, due to the increased speed some of the zombies have. This is a blessing and a curse; don't be planting them or near them with zombies comming at you.
The Map Geometery
* There is now a tunnel at the far end of the beach trenches that leads to a small bunker behind the sea wall. The wall can be rebuilt from inside the bunker. There is also a good strategic position for one or two players above.
* The trench logs facing the beach have many useful mountable positions. Sometimes trickey to mount on, sometimes easy.
Spawning
* Player repawns are in randomized locations, players will not necessarily respawn next living players any longer. If you die, you might end up high or down low.
Cheating
* Cheating is no longer possible. The map will abort if run in a mode that enables cheats (e.g. +thereisacow or devmap). To run Dead Sand Elite solo, only use the 'map' command to start it. Attempts at altering variables like sf_use_ignoreammo will simply result in the mod aborting in the middle of playing.
Please use "map dead_sand_elite" in the console to play solo, do not use "devmap". Anything that enables cheats will cause the map to abort!