Fortress Forever v2.7 Released! (September 2016)

Fortress Forever

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] [LIST] [*]Pyro now has a Jetpack - Hold attack2 to use. [LIST] [*]Also prevents 25% fall damage if used whilst hitting the floor [/LIST] [*]Burn levels have been reworked. [LIST] [*]Afterburn damage-over-time has been removed. [*]Burn levels now increase damage from pyro weapons instead: [LIST] [*]Flamethrower (18 -> 20 -> 22) [*]Incendiary cannon (85 -> 95 -> 105) [*]Napalmlets (2 -> 3 -> 4) [/LIST] [*]Burn levels no longer require different weapons: [LIST] [*]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) [/LIST] [*]The Incendiary cannon no longer sets players on fire - you must light them with a flamethrower or napalm grenade first. [/LIST] [*]Flamethrower [LIST] [*]Flamethrower self-push has been removed [*]Flamethrower damage has been increased from 16 to 18 [*]Flamethrower range has been increased by 10% [/LIST] [*]Incendiary cannon [LIST] [*]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 [/LIST] [*]Napalm grenades improvements [LIST] [*]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 [/LIST] [*]Pyro rocket stock raised from 20 to 25 [/LIST] [B]Pyro class interactions:[/B] [LIST] [*]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. [/LIST] [B]Gameplay Balance:[/B] [LIST] [*]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. [/LIST] [B]Other Improvements:[/B] [LIST] [*]Kill Assists have been implemented. [*]Deathnotice self-highlighting has been improved and defaulted on. [*]Add new hints (Thanks NeoNL!) [/LIST] [B]Bug fixes[/B] [LIST] [*]Fixed projectiles blocking hitscan weapons [LIST] [*]Notably, nailguns against SGs and HWGuy will no longer block their bullets. [*]Flamethrowers will also now work against nailgunning players [/LIST] [*]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 [LIST] [*]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 [/LIST] [/LIST] [B]Lua Improvements:[/B] [LIST] [*]Add basic support for spawning entities through Lua [LIST] [*]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")`) [/LIST] [*]Add basic support for free-for-all teams [LIST] [*]Lua can set a team as a free-for-all team by doing `GetTeam(Team.kBlue):SetFFA(true)` [/LIST] [*]Add Lua getters for various InfoFFScript settings [LIST] [*]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 [/LIST] [*]Improve Lua angle/vectors a bit [LIST] [*]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) [/LIST] [/LIST] 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!