|
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
|
10-05-2012
, 09:55
1.07 Beta Last (2012/12/14)
|
|
Outdated content
Beta last posted here
So, I plan to release a beta of Freak Fortress 2 sometime this weekend. The changelog summary will be rather short:
- Fix an issue where FF2 was trying to read cvars before config files were executed. This change should also make the game a little more multi-mod friendly.
- Fix OnLoadCharacterSet not being fired. This should fix the deadrun plugin.
- Prevent boss rage from being activated if the boss is already taunting. This prevents a crash from bosses who are in damage zones that can repeatedly activate their abilities. Needs testing to make sure it works as intended.
- Cache the result of the newer backstab detection rather than checking if it's supported every time a player takes damage.
- Reworked Medic damage code slightly; will change back if it isn't working correctly.
- Merge changes from Vs. Saxton Hale made between 1.38 and 1.39c.
Except the last item needs a lot more explanation:
- Now attempts to integrate tf2items config
- Changing the game description now requires Steam Tools. This allows us to update the game description mid-map.
- SDKHooks removes OnGetGameDescription in version 2.2 for the Orange Box release, so this will be the only way to set the game description in TF2 starting very soon.
- Backstabs now prevent Spies from attacking with their revolvers for 2 seconds in addition to preventing the knife and Dead Ringer.
- Reworked the crit code a bit. Should be more reliable now.
- The Boss queue now accepts negative points.
- Help panel should stop repeatedly popping up on round start.
- Backstab disguising using the YER or Wanga Prick should be smoother/less obvious; i.e. it should now use the standard YER disguise instead of the method it was using.
- Removed crits from sniper rifles, now do 2.9x damage
- Sydney Sleeper does 2.4x damage, 2.9x if boss's rage is >90pct
- Minicrit- less damage, more knockback
- Scaled sniper rifle glow time a bit better
- Fixed Dead Ringer spy death icon (this may not have been merged in correctly, let me know)
- Baby Face's Blaster will fill boost normally, but will hit 100 and drain+minicrits. In other words, it acts more like the Soda Popper.
- Phlogistinator Pyros are invincible while activating the crit-boost taunt.
- Can't Eureka+destroy dispenser to insta-teleport
- Eureka Effect can now be enabled using the new ff2_enable_eureka cvar, but is disabled by default for balance reasons.
- Bosses can be forced to a specific team using the new ff2_force_team cvar. 0 = Random, 1 = Normal FF2 behavior, 2 = RED team, 3 = BLU team. Default is 1, but I highly recommend 3 when using plugins that affect a specific team.
- Normal FF2 behavior is to have Bosses on BLU for vsh_ and zf_ maps, but on other maps the bosses only start on BLU and have a 50% chance of switching the teams after round 3... and every round thereafter until the boss is switched. This repeats every 3 rounds after the boss team switches.
- Heatmaker gains Focus on hit (varies by charge)
- Bosses get short defense buff after rage
- Crusader's Crossbow damage has been adjusted to compensate for its speed increase. It's Uber charge amount remains unchanged, as it was already less powerful than the Syringe Guns.
- Equipping the Cozy Camper now gives you an SMG as well, but it has no crits and reduced damage.
Things that aren't being carried over from VSH:
- Teleport abilities will not remove glow. This will require new natives in Freak Fortress 2, as teleport is done by a subplugin while glows are handled by the FF2 core. These may be added in a later version (or maybe even before 1.7 is released).
- Bushwacka wall climbing ability.
- This ability does not work well in FF2 due to the differences in jump physics between VSH and FF2; bosses in FF2 do not jump as high as in VSH by default (if you have a recent default_abilities.ff2, setting ff2_old_jump changes it back).
- This ability is supposed to be disabled when bosses lack super jump, but FF2's separation of abilities from the core makes this much more difficult to detect.
- Knockback resistance on certain bosses has not yet been implemented, but may be before 1.7 is released.
The reason this testing is needed is because VSH and FF2 do a few things differently.
__________________
Not currently working on SourceMod plugin development.
Last edited by Wliu; 03-06-2016 at 16:34.
Reason: Add outdated notice
|
|
|
|