Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-10-2016, 08:48 PM   #1
AfterShock
Fortress Forever Staff
 
AfterShock's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 45 Times
Fortress Forever 2.7 Released!

Fortress Forever v2.7 Released!



Pyro class has been overhauled:
  • Pyro now has a Jetpack - Hold attack2 to use.
    • Also prevents 25% fall damage if used whilst hitting the floor
  • Burn levels have been reworked.
    • Afterburn damage-over-time has been removed.
    • Burn levels now increase damage from pyro weapons instead:
      • Flamethrower (18 -> 20 -> 22)
      • Incendiary cannon (85 -> 95 -> 105)
      • Napalmlets (2 -> 3 -> 4)
    • Burn levels no longer require different weapons:
      • 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)
    • The Incendiary cannon no longer sets players on fire - you must light them with a flamethrower or napalm grenade first.
  • Flamethrower
    • Flamethrower self-push has been removed
    • Flamethrower damage has been increased from 16 to 18
    • Flamethrower range has been increased by 10%
  • Incendiary cannon
    • 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
  • Napalm grenades improvements
    • 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
  • Pyro rocket stock raised from 20 to 25

Pyro class interactions:
  • 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.


Gameplay Balance:
  • 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.


Other Improvements:
  • Kill Assists have been implemented.
  • Deathnotice self-highlighting has been improved and defaulted on.
  • Add new hints (Thanks NeoNL!)

Bug fixes
  • Fixed projectiles blocking hitscan weapons
    • Notably, nailguns against SGs and HWGuy will no longer block their bullets.
    • Flamethrowers will also now work against nailgunning players
  • 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. (Thanks WillWow_mc!)
  • Fixed flag trails performance issues
    • 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

Lua Improvements:
  • Add basic support for spawning entities through Lua
    • 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")`)
  • Add basic support for free-for-all teams
    • Lua can set a team as a free-for-all team by doing `GetTeam(Team.kBlue):SetFFA(true)`
  • Add Lua getters for various InfoFFScript settings
    • 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
  • Improve Lua angle/vectors a bit
    • 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)

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!

Last edited by AfterShock; 09-11-2016 at 06:27 PM.
AfterShock is offline   Reply With Quote


3 members found this post helpful.
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:32 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.