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-   -   Fortress Forever 2.7 Released! (https://forums.fortress-forever.com/showthread.php?t=25301)

AfterShock 09-10-2016 08:48 PM

Fortress Forever 2.7 Released!
 
Fortress Forever v2.7 Released!

http://oi63.tinypic.com/51rae1.jpg

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!

FDA_Approved 09-10-2016 09:07 PM

Super excited to see kill assists. Still think the burn levels are a little more superficial when all weapons can increase it.

But the removal of afterburn is a start, and I can't wait to play around with new pyro.

Interesting to see how it'll balance out, hopefully with wider play testing we can find what needs adjusting in short order.

AfterShock 09-11-2016 08:28 PM

Have now pushed a small bugfix build: (v2.7.1)

- Fixed jetpack sound playing at loud volume sometimes
- Fix divide by zero assert when concing sometimes
- Add jetpack fuel bar to hud
- Deathnotice fixes:
--- Highlight when the local player is the assister
--- Fix assister not being drawn with their correct team color
--- Fade out assisters name slightly

squeek. 09-11-2016 10:59 PM

Pushing yet another small bugfix build in a few minutes (v2.7.2):

- Fixed kill assists not being logged to file
- Fixed kill assists not timing out properly (you will now only get an assist if you do damage at most 5 seconds before the player dies)
- Fixed not being able to swing crowbar when jetpacking
- Fixed jetpacking flag not being reset on restartround/instant class switch

Note: If you play on a server that doesn't have this bugfix patch, you will experience some weirdness with who is shown as the assister in the deathnotices.

Ash_Marks 09-12-2016 12:10 AM

Quote:

Originally Posted by AfterShock (Post 511197)
- Add jetpack fuel bar to hud

What is this hud element called in HudLayout.res so I can edit my custom hud? Also since I'm already asking, anyone know what the sniper rifle charge bar and the (now removed) jumpgun charge bar hud element was?

caesium 09-12-2016 09:27 AM

:thumbsup:

squeek. 09-12-2016 05:36 PM

Quote:

Originally Posted by Ash_Marks (Post 511237)
What is this hud element called in HudLayout.res so I can edit my custom hud? Also since I'm already asking, anyone know what the sniper rifle charge bar and the (now removed) jumpgun charge bar hud element was?

The jetpack fuel bar (in the bottom left) is called HudJetpackFuelBar. You can see the change made to HudLayout.res here: https://github.com/fortressforever/f...b464c42bf89447

The sniper rifle / jump gun / fuel bar underneath the crosshair are only drawn through code and not changeable through the HUD scripts.

squeek. 09-19-2016 03:12 AM

Pushed a client-only hotfix just now (v2.7.3):

- Fixed client crash when a player disconnects while jetpacking (thanks to LiTE for tracking it down and Fruitcake for letting me know about it)

This should fix some of the crashing, but there might still be other crashes that still need to be fixed.

squeek. 09-19-2016 04:43 AM

Yet another client-only crash fix patch (2.7.4):

- Fixed client crash when a player disconnects while getting hit with bonus damage from the IC


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