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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=7100</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=7100"/>
		<updated>2008-02-01T14:19:50Z</updated>

		<summary type="html">&lt;p&gt;Shadow: /* Tranquilized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 60 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (60 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Shadow</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=7099</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=7099"/>
		<updated>2008-02-01T14:19:07Z</updated>

		<summary type="html">&lt;p&gt;Shadow: /* Transmitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquiliser darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 60 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (60 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Shadow</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=4367</id>
		<title>TFC Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=4367"/>
		<updated>2007-12-14T20:09:59Z</updated>

		<summary type="html">&lt;p&gt;Shadow: /* Demoman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class Changes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
* Caltrops are now contained in a cannister which can be thrown like a normal grenade.&lt;br /&gt;
* Scout now has a radar which provides a snapshot of enemy player&amp;#039;s locations.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
* Sniper weapon will &amp;#039;tag&amp;#039; enemies so that your teammates can see them behind walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
* Rockets move a bit faster.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
* Detpack now in the sixth weapon slot.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
* The medikit infections no longer spread between enemies.&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|HWGuy]]===&lt;br /&gt;
* Assault cannon now overheats if fired for too long.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
* Flamethrower does more damage.&lt;br /&gt;
* IC projectile now acts more as a mortar, can be used for long-range bombardment.&lt;br /&gt;
* Damage from the flamethrower, ic projectile and napalm grenade now stacks to do extra damage.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
* Spies cloak instead of feign, they can move around while cloaked to a limited degree. Sentry guns see through cloaks.&lt;br /&gt;
* Spies can sabotage buildings by going up to them. Sabotaged buildings behave erratically; sentry guns can be turned onto their own team and dispensers detonated.&lt;br /&gt;
* Spies can fall greater distances without making a noise.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
* Sentry and dispensers are now selectable in the weapon slots.&lt;br /&gt;
* Sentry gun can be aimed at whatever the crosshair is pointing at.&lt;br /&gt;
* Rail gun now fires a bouncing projectile that becomes more powerful with each bounce.&lt;br /&gt;
&lt;br /&gt;
==Weapon Changes==&lt;br /&gt;
&lt;br /&gt;
* Nails travel faster than before.&lt;br /&gt;
* Explosion range has been reduced.&lt;br /&gt;
&lt;br /&gt;
==Movement changes==&lt;br /&gt;
* Bunnyhopping no longer requires a script or mousewheel to time jumps; simply press and hold jump before each jump.&lt;br /&gt;
* You can now double jump to greater heights by jumping off the floor twice in quick succession.&lt;/div&gt;</summary>
		<author><name>Shadow</name></author>
	</entry>
</feed>