Fortress Forever is a Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress).
[IMG]http://oi63.tinypic.com/51rae1.jpg[/IMG]
[B]Pyro class has been overhauled:[/B]
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[*]Pyro now has a Jetpack - Hold attack2 to use.
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[*]Also prevents 25% fall damage if used whilst hitting the floor
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[*]Burn levels have been reworked.
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[*]Afterburn damage-over-time has been removed.
[*]Burn levels now increase damage from pyro weapons instead:
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[*]Flamethrower (18 -> 20 -> 22)
[*]Incendiary cannon (85 -> 95 -> 105)
[*]Napalmlets (2 -> 3 -> 4)
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[*]Burn levels no longer require different weapons:
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[*]Flamethrower increases burn level every 5 hits
[*]Napalm grenade increases burn level every 10 ticks
[*]Incendiary cannon increases burn level every 1 hit (provided they are already on fire)
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[*]The Incendiary cannon no longer sets players on fire - you must light them with a flamethrower or napalm grenade first.
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[*]Flamethrower
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[*]Flamethrower self-push has been removed
[*]Flamethrower damage has been increased from 16 to 18
[*]Flamethrower range has been increased by 10%
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[*]Incendiary cannon
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[*]Incendiary cannon base damage increased from 55 to 65
[*]Incendiary cannon jumping now does less self-damage to the pyro
[*]Incendiary cannon fire rate increased from 1.2sec -> 0.6sec
[*]Incendiary cannon now has a clip of 5
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[*]Napalm grenades improvements
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[*]Number of napalmlets increased from 8 to 9
[*]Napalmlets are now more evenly spread over the area for more reliable area denial
[*]Napalmlet burn height increased from 40 to 70 (it was previously possible to jump through a napalm field without getting hurt)
[*]Napalmlets do damage more regularly now, so jumping through napalm will hurt you much more than before
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[*]Pyro rocket stock raised from 20 to 25
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[B]Pyro class interactions:[/B]
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[*]Scout, Medic and Spy extinguish their flames much faster than other classes
[*]HW Overpressure extinguishes flames of himself and those around him
[*]Pyro is still immune to being set on fire by other pyros.
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[B]Gameplay Balance:[/B]
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[*]Jumpgun has been removed from scout whilst it's design is reworked. Thanks for all your feedback on this!
[*]All weapons now deploy faster. This means switching weapons is faster and more responsive.
[*]MIRV initial explosion damage reduced from 180 to 145, this now matches normal grenades and mirvlets.
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[B]Other Improvements:[/B]
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[*]Kill Assists have been implemented.
[*]Deathnotice self-highlighting has been improved and defaulted on.
[*]Add new hints (Thanks NeoNL!)
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[B]Bug fixes[/B]
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[*]Fixed projectiles blocking hitscan weapons
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[*]Notably, nailguns against SGs and HWGuy will no longer block their bullets.
[*]Flamethrowers will also now work against nailgunning players
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[*]Fix local weapon sounds from playing twice on a high ping (e.g. deploy sound)
[*]Fix weapon specific crosshairs for the AC/RPG/Tranq
[*]Fixed the soldier 3rd-person RPG pose so it now points to where the rocket will travel.
[*]Fixed flag trails performance issues
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[*]Fixed stutter when the flag returns after it is capped
[*]Added cvar cl_spritetrail_maxlength that controls the max length of a sprite trail (once exceeded, the trail will start over from its parent's current origin)
[*]Made it so trails are not calculated at all client-side if they are disabled by their respective cvars
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[B]Lua Improvements:[/B]
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[*]Add basic support for spawning entities through Lua
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[*]Not very well tested, but is able to spawn info_ff_scripts like flags and have them work like normal
[*]Added baseentity:SetName(string name)
[*]Added global function SpawnEntity(string entity_class_name, string entity_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script", "red_flag")`)
[*]Added global function SpawnEntity(string entity_class_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script")`)
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[*]Add basic support for free-for-all teams
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[*]Lua can set a team as a free-for-all team by doing `GetTeam(Team.kBlue):SetFFA(true)`
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[*]Add Lua getters for various InfoFFScript settings
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[*]infoscript:GetModel() returns the string path of the current model
[*]infoscript:GetStartOrigin() returns the Vector that the infoscript will spawn at when returned
[*]infoscript:GetStartAngles() returns the QAngles that the infoscript will spawn with when returned
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[*]Improve Lua angle/vectors a bit
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[*]Add player:GetEyeAngles()
[*]Add __tostring() implementations for Vector and QAngle classes
[*]Convert VectorAngles and AngleVectors to use Lua-style return values rather than C++ style pass-by-reference parameters. Example usage of the new functions:
local eye_angles = player:GetEyeAngles()
local forward, right, up = AngleVectors(eye_angles)
local angles = VectorAngles(forward)
assert(angles == eye_angles)
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We had a lot of fun testing the pyro, but it's sure to need some tweaks after release. Please let us know what you think!