Fortress Forever is a Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress).
[B][U]Fortress Forever v2.6 Release 5th June 2016[/U][/B]
New scout movement weapon: The JumpGun
[URL=https://www.youtube.com/watch?v=AIiChcaSY7I]Jumpgun - YouTube[/URL]
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[*] When fully charged it can be fired to produce an upwards thrust like a mid-air powerful jump
[*] Whilst the weapon is out, it'll charge up; switching weapons loses charge
[*] We don't have a weapons modeller at the moment, so it's using the railgun model for now. If you'd like to model us a new gun, please get in touch!
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Dispenser changes:
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[*] Wrenching a dispenser now recharges 5 cells per whack; you can no longer insert your own ammo with your wrench
[*] Dispensers are now cheaper, down from 100 cells to 30 cells
[*] Dispensers have less maximum capacity, down from: 400 to 100 cells; 500 to 100 nails; 400 to 100 shells, 250 to 50 rockets, 500 to 100 armor. NOTE: It's explosion size is based on what percentage full it is, not the total ammo number. This means the explosion size has not changed, but it reaches full detonation size quicker.
[*] Dispenser health reduced from 150 to 75
[*] Dispensers no longer eat backpacks when they are full
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Ragdoll and gib changes
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[*] Ragdolls are no longer affected by concussion grenades
[*] Ragdolls are pushed less by explosions
[*] Ragdolls last for 5 seconds, down from 15
[*] Gibs are now more frequent from deaths with explosions (>30 dmg overkill rather than >50)
[*] Dropped player weapons are now tied to cl_gib_lifetime
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Bugfixes
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[*] Fix various HUD positioning on non-standard resolutions ([URL]https://github.com/fortressforever/fortressforever/issues/252[/URL])
[*] Fix cl_spawnweapon_scout and cl_spawnweapon_spy ([URL]https://github.com/fortressforever/fortressforever/issues/222[/URL])
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Misc
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[*] Railgun now glows more dramatically when it's fully charged
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We look forward to seeing you in game!