Patch Notes
... everything that has happened since the dawn of time.
Patch 2.1
Released September 2008
User Interface
- New main menu background
Generic / Misc Stuff
- "Skim cap" added
- Skim cap set to 1.80 or 180%. The skim cap does not affect upward trimping.
- Re-added grenade friction for all non-conc grenades
- Bunnyhop cap up to 1.40 from 1.20
- Added objective icons
- Spawn system made more random
- Made "can't spawn for X seconds" message show 2 decimal points
- Added ability to use custom map sentences via "maps\mapname_sentences.txt" file
- Various hint updates
- Updated maplist.txt to include new maps
- All maps now have loading screens
- Made spies get a message saying their sabotage is about to reset once there's about 6 seconds left
- Included source files of various maps (found in source\maps)
- Added another startup mp3: The Ecstasy of Gold (Acoustic Version) by John S
Visuals
- New IC model!
- Added shadows that only project downwards (can be turned off with sv_shadows)
- Added swimming animations
- Made teammates of a saboteur see team colored spy icons drawn above their sabotaged buildables
- Made sentries change skin to saboteur's team when maliciously sabotaged
- Messages now have dropshadow
- Added medkit first-person animations
- Added rocket dynamic light
- Made explosion dlight more orange
- Enabled dynamic lights by default. Use Fortress Options to disable
- Completely new single shotgun animations.
- Civilian is now team-colored and has shoe texture.
- New jump animation.
- Thrown/world medkits are now FF medkits, not HL2.
- Autorifle now has muzzle flash.
- Autorifle firing animation works correctly.
- Made disabled classes have their selection buttons disabled instead of not drawn
- Made railgun muzzle flash blue
- New rail effects
- Added cl_pipetrails cvar
- Added medkit animated screen texture
- Added ff_blunkka01 texture pack
Bug Fixes
- Fixed blue pipes not always detonating when they hit a player
- Added clamp to emp cell damage, so Pyros don't get wtfpwned
- Fixed emp-triggered ammopack explosion not dealing damage
- Fixed maliciously sabotaging a dispenser not counting as a kill
- Fixed sabotaged sg teamkill bugs (rockets, detonation, shooting other buildables, and more)
- Fixed spies disguised as civilians not having civilian weapons out
- Fixed detpack context menu disappearing too soon
- Made spectator hud not draw if cl_drawhud is 0
- Made messages not draw if either cl_drawhud or hud_messages are 0
- Added string for FF_FORTPOINTS_DEFUSEDETPACK
- Fixed "Build sentrygun" radial menu option being disallowed if dispenser was built
- Fixed wade sound looping bug when standing in water
- Fixed player list
- Fixed sabotaged sentries not being targeted by other sentries
- Fixed spy radial menu not resetting timed out sabotages
- Fixed not being able to close the stupid spectator menu
- Fixed not being able to disguise after prematch when you have the flag when prematch ends
Class-specific Changes
- Scout:
- Made the jumppad require +jump input
- Removed jumppad warmup time
- Reduced size of the jumppad's trigger bounds
- Jump pad forward push up to 1024 from 1000
- Jump pad vertical push up to 512 from 500
- Sniper:
- Radiotag duration increased from 15 to 30 seconds.
- AR damage up from 5.5 to 8.
- Sniper rifle base damage up to 45 from 35
- Sniper rifle maximum damage up to 275 from 245
- Sniper rifle charge time down to 5 seconds from 7 seconds
- Soldier:
- RPG damage radius decreased slightly (from 125 to 115).
- Demoman:
- Pipe bomb damage radius decreased slightly (from 150 to 135).
- Blue pipe fuse time up to 1.3 seconds from 1.1 seconds.
- Medic:
- Made the medic cell regen amount 5 instead of 3
- HWGuy:
- New HW AC System! : Dynamic cone and rate of fire removed
- Clamp removed
- AC bulletdamage down to 6.5 from 12
- AC spread set to .06 from (.05->.26)
- AC cycletime set to .08 from (.05->.15)
- Pyro:
- Pyros spawn with 2 napalms instead of 4.
- Spy:
- Spy is completely invisible when cloaked and standing still
- Spy is no longer shot at by SGs while cloaked (The SG emits a sonar beep when it detects a cloaked spy in its line-of-sight)
- Tranq cycle time lowered to 1.5 from 2.0
- Lowered sabotage timeout from 120 to 90 seconds
- Engineer:
- Removed railgun overcharge damage and made all cool down times (except overcharge) 0.333 seconds
- Made the railgun only take 1 rail per charge as opposed to 1 at first and 2 at each charge (now it's just 3 total ammo lost after full charge shot instead of 5)
- Railgun overcharge gives 40 cells
- Railgun regenerates 1 rail every 4 seconds when it is being used
- The SG emits a sonar beep when it detects a cloaked spy in its line-of-sight.
- SG health has come down a small amount to 108% from 113% of TFC level(ish).
- SG bulletdamage down from 15 to 12
- SG air bulletpush reduced to 2 from 15
- SG rate of fire increased significantly
- SG build time reduced to 3 seconds from 5 seconds
- SG untarget range added, set to 10% further than lock-on range
- Dispenser starts with ammo in it
- Dispenser regenerates ammo and cells faster
- Dispenser dispenses ammo and cells much faster
- Made dispensers "eat" nearby dropped bags
- Civilian:
- Raised umbrella damage from 18 to 30
- Finally added civilian.cfg to the FF installers
Map changes
- 2fort
- Added 2fort (!)
- Monkey
- Massive performance increase
- HDR added
- Lower respawn grenade bag respawn time increased
- Anticitizen
- Added anticitizen - Attack and Defend map
- Tiger
- Added tiger - control point map
- Bases
- Added bases - CTF map
- CZ2
- New scoring system - stand on the capture points to gain control of them
- Added locations
- Hunted
- Huge performance increase (uses less resources)
- Added locations (lots of them)
- Bodyguards always know where the hunted is (through locations and the objective icon)
- Gave hunted quad damage instead of unagi damage (*69)
- Enabled hunted damage from sentries and dispensers
- Limited bodyguards to only having 1 pyro and demoman no longer allowed
- Scoring changed to 5 per assassination, 10 per escape
- Added hud door open/closed icons
- Made escape door buttons lock for 6.66 seconds after using
- Hole replaced with a vent, and vent room added
- Added "Fuel Room"
- Various other layout changes
- Dustbowl
- Various bug fixes
- Minor FPS increases
- HDR added
- More cells in various packs, 200 cells on spawn again
- Waterpolo
- Major performance increase
- Removed HDR
- Made goal triggers a little inset
- Ladders added to the sides of each team's base
- Increased ball throw speed/distance
- Raised ball return time from 10 seconds to 15
- Made goalies invincible when inside their team's locations, but weak (right now they take triple damage, but they also spawn with full health and armor now) outside them
- Goalies cannot go out-of-bounds or into the other team's locations
- Pitfall
- Added ff_pitfall
- Major performance increase from old community version
- Dropdown
- Added a route from water room to upper floor
- Added opacity changing windows in flag room
- Added fire and smoke effects when generator is detpacked
- Added a 60 seconds delay before generator can be repaired
- Lots of other smaller changes
- FPS increases and bug fixes
- Epicenter
- First to 3 captures system fixed
- HUD icons for 3-cap system added
- Some mapping fixes/alterations
- Cornfield
- Defenders spawns moved forward
- Various bug fixes/visual tweaks
- All AvD (Dustbowl-style) maps
- Maps end after 24 mins
- Scoring fixed
Lua changes
- Base_ad now works for all 4 teams instead of just red/blue
- Added grenade prime lua callbacks (player_onprimegren1 and player_onprimegren2)
- Added DisplayMessage(player, string) lua function (sends the message as a hint)
- Exposed player's MaxSpeed() function to lua
- Added SetVelocity lua function
- Exposed GetLocation and GetLocationTeam to lua
- Added alignment and ToTeam variations for AddHud functions
- Added RemoveHudItemFromTeam lua function












