ADVANCED SAXTON HALE [ASH]
Advanced Saxton Hale - fork of Versus Saxton Hale Mode.
Download ASH + Resources
How ASH differs compared to VSH:
Visit our Wiki to see full guide for new abilities, changes and bosses
- All items have their own role now!
Almost every weapon of Mercs was significantly reworked not only in terms of balance, but in gameplay functions too! Now you can make lots of crazy synergies ranging from practical to laughable but awesome in execution! Your imagination is your friend – don’t go with your old-and-tired sets, try all of them!
- New abilities for classes and bosses!
Saxton Hale, besides having the access to classic set of abilities (Brave Jump, Taunt and Super Weight), can also deploy the resistance to knockback and damage for a short time. The Christian Brutal Sniper can infect the entire Mercs team with his special ability, etc.
The Mercs themselves have their own special perks too. Soda Popper can make the Scout evasive (harder to kill, dodging the otherwise lethal attacks at the price of some health damage), Manmelter can remove the stun effect from Merc allies and can give its user a “Second Chance” ability (one additional life – but in order to activate it, you should perform the tasks in order to survive). Medic’s Amputator can deploy the shield around the user, protecting his adjacent buddies from majority of damage, and Spy’s Ambassador can teleport the boss to their point of spawn (so try to score headshots!). Those abilities, and several dozens of other ones, create an immense amount of interesting and fun game situations on quite routine ARENA/VSH maps you all know and love.
- More guns – More fun!
Have you dreamed of using Rocket Jumper, Baby Face Blaster, Bazaar Bargain, Short Circuit or “Bonk! Atomic Punch” against Saxton Hale and his buddies but you couldn’t because of restrictions? Well… with some really rare exceptions, all weapons can be deployed by Mercs once again. Yes, we know why exactly those weapons are prohibited from use in VSH/FF2 (and we did see them in action ourselves), but all those unbalanced and restricted items were rebalanced and restored, and several of them got brand new special abilities.
As always, don’t be afraid to experiment – maybe you can find some hidden beauty in some of those weapons!
- Meet the new boss – The Agent!
The worst engineer’s nightmare joins the party – doesn’t deal so many damage as Saxton Hale, but his loadout of the Sapper, auto-invisibility on long ranges and the special ability, “Bomb”, won’t give the Mercs time to relax, and his taunt is almost like a cherry on the top of cake – resurrects one of the fallen Mercs as a “Hologram”: a mini-boss armed with Ambassador. These traitors can help the Agent in his uneasy hobby of killing the Mercs.
ASH contains 2 default modules.
Players can see each other's hale damage on HUD.
Start timer in Player VS Boss (1-vs-1) situations.
You can configure cvars in tf/cfg/sourcemod/AdvancedSaxtonHale.cfg
- hale_boss_secret_1 (Default: 1) - Enable First Secret Boss
- hale_enable_jumper (Default: 1) - Enable rocket jumper and sticky jumper
- hale_enable_sapper (Default: 1) - Enable passive attributes of spy's sappers
- hale_enable_secret_cheats (Default: 1) - Enable secret cheats
- hale_min_players_resetq (Default: 6) - Minimum number of players to use a command /resetq
- hale_tryhard_directhit (Default: 0) - Enable Direct Hit stun
- hale_tryhard_machina (Default: 1) - Enable Machina stun
Last edited by NITROYUASH; 08-05-2022 at 10:45.