Added a '''Fortress Options''' menu for many advanced options, including enabling/disabling many of the new features listed below.
Generic / Misc Stuff
Walls no longer apply friction to grenades, concmaps should be possible now!
Small auto-conc for HH concs when you dont jump
Frag grenade damage up to 145 (patch 1.0 was 180, patch 1.11 was 126). Radius the same.
Throwing the flag is now upwards slightly rather than skidding along the floor
Re-added recoil for some weapons (e.g. IC)
Suiciding no longer causes you to lose 100 fortress points
Bunnyhop cap now 1.20 up from 1.10
Flags now GLOW
Better intermission scoreboard/player handling
Made the currently held grenade timer bar more visible than the dropped ones
pyro scream time only triggers once every 1.7 seconds now
Added cl_reducedexplosions to help fps problems
Added a cvar for ragdoll lifetime
New assault cannon fire sound
DX 8 and DX 9 levels selectable in Start Menu
We now have a readme with many handy links at:
SourceMods\FortressForever\README\README.html
New sprays! Sprays are selectable in the game options. The path to import them is:
SourceMods\FortressForever\sprays
NEW .cfg files!
For the 1.0 / 1.11 to 2.0 install:
- You will now see a userconfig.cfg added to your cfg files!
For the 2.0 FULL install:
- New <classname>.cfg files and userconfig.cfg file!
Visuals
Grenades now have trails and halo's around them
Blue and yellow pipes now have trails
Player models have been tweaked to increase visibility
Grenade models have been tweaked to increase visibility
SG models have been tweaked to increase visibility
SG now throws out sparks when it's below 50% health
New IC model!
No more ugly background for build timers
New HUD security icons for shutdown style maps
Shotgun muzzle flash more visible
Many visuals now line up correctly in widescreen modes (damage indicators, Context menus etc)
New EMP effect
HUD health / armor no longer flashes red when you are hit. It'll only flash red when you are < 25% health to prevent confusion. (instead it flashes white when hit)
Grenade 2 timer up a bit so it's not so far down
New explosion scorch decal which doesnt make your whole base black.
'on fire' hud HUD redness reduced a lot
Cvars for turning off targets + gren trails
Demoman grenades hopefully dont bounce of people any more
Readded interpolation for projectiles
Put in a fix for grenade timers not showing up
Teamcolour hud can now go back to normal again
Bug Fixes
Grenade target timing bug
Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now.
Dispenser / SG health now displays properly on the HUD even if you are far away.
CL_CopyExistingEntity crash fixed at last (!!)
SG now tracks properly when built on a slope
Death by burning is no longer a suicide
Fixed LUA error causing security icons to disappear when players connected
Fix for spies being able to sabotage when they're dead
Class-specific Changes
Scout:
Caltrops and radar have been removed. Instead they have a buildable jump pad on +attack2. Jumppad is invincible - det it by double right-tapping. You can only carry one, similar to a detpack. They last 60 seconds before auto-detting. Any team can use them.
Players can only use a jump pad once every second, so they dont get multiple triggers.
Max conc speed after using the jumppad
Reduced conc time for Scout down to Medic level
Scouts now don't take fall damage.
Sniper:
Sniper rifle base damage has been reduced from 42 to 35
Radiotag duration reduced from 60 to 15 seconds.
AR damage down from 7 to 5.5
Soldier:
RPG damage radius increased slightly (from 108 to 125).
RPG reload time decreased from 1.0 to 0.9 seconds.
Nail grens tweaked a lot.
Soldier special now quickswitches between shotgun and RPG.
Demoman:
Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150.
Medic:
Right click now discards medpacks for teammates to use (thanks mirv). These take 10 cells to use and the medic slowly recharges cells over time. Medpacks last 5 seconds before disappearing so the person you are throwing to has to pick them up soon (you can't leave a supply for your defenders for example)
HWGuy:
New HW AC System! : Overheat removed (!), rof changed from 0.06-0.12 to 0.05-0.15. cof changed from 0.10-0.15 to 0.05-0.30.
New AC clamp system - hold right mouse to clamp, let go to unclamp. Also fires when you are clamping so you can hold right mouse to clamp + fire (you dont have to hold mouse1 and mouse2)
Pyro:
IC base damage has come down (from 60 to 50).
Flamethrower damage increased to 16 from 13
Flamethrower pushforce cap increased to 850 from 550.
Pyro special now quickswitches between flamethrower and IC.
Pyro vs Pyro now takes 100% damage up from 50%
Flamethrower uppush up to 110 from 50.
Spy:
Spy now has a 'last disguise' option on the menu
Knife damage up to 50 from 32.
Disguise time halved.
Engineer:
SG health has come down to 113% from 120% of TFC level(ish).
SG bulletpush now works on the ground (thanks jiggs!).
SG air bulletpush reduced to 15 from 24
All Classes (except medic):
Melee weapons now do more damage. Crowbar + spanner up to 30 from 18. Knife up to 50 from 32.
New functionality:
New splash screen to tell you about any updates to FF if you are playing an old version.
New options screen with a load more stuff on it.
Map changes
Crossover
VIS fixed, massive performance increase
Test middle area structure for additional route
Lasers! (currently invisible due to engine bug)
Misc brush fixes
More obvious Capture Point, lasers in air lift.(thanks gingerlord)
Various crossover tweaks including a revamped midmap
Crossover tweaks
Dropdown
Added ff_dropdown - ''This CTF map was previously released to the community in September 2007. It has now been updated with major gameplay changes and a redesigned flag room. It features a destroyable wall, grate and generator, the last one also being repairable.''
Polished, bug-fixed version of the community map. Thanks Yann "Sh4x" Richer
Dustbowl
Dustbowl now compiles properly, various visual fixes (gaps in ceilings etc)
Epicenter:
New scoring system, capping flag results in that teams flag being reset back to cage, other team unaffected and can continue capturing. First to 3 captures wins and everyone resets.
Extended balcony area around cap point for additional SG position
Epicenter ammo bags now give a slight amount of health/armor (thanks gingerlord)
Epicenter 3-cap LUA system added, some various tweaks
Epicenter tweaks
Hunted
Updated ff_hunted lua script - ''Assassins can now have 7 players, including snipers and 1 spy. Bodyguards can now have Soldiers, Demomen, Medics, HWGuys, Pyros, Engineers, and 1 Sniper. The Hunted now has unagi power and only takes damage from sniper rifle, crowbar, tranq, and knife.''
Monkey
Monkey is now Red vs Blue
Monkey FPS vastly improved
Openfire
Revamped version of ff_openfire_b2, with better lighting, clipped lights, decent water, better flag-security system, custom teamcoloured security buttons and stuff
Waterpolo
Updated ff_waterpolo - ''this map now has gameplay more similar to pigskin, a classic fun map, mainly by making the map bigger, removing the respawn rooms, adding side resupply rooms, adding an invisible wall that gets disabled after a 15 second start timer before each round, and allowing buildables that don't die after goals. Also added soundscapes and locations, replaced side steps with with steep ramps for fun trimping and double jumping. Oh, and also removed goalie invincibility and boundaries, made goalies have no armor and no ability to pick up resupply items, and made goalies faster than scouts.''
Well
Well front door buttons removed, walk up to it = it opens