Added: - fof_sawmill by Resi. Please note that this is the first FoF map that only can be played on a dedicated server if it's set to 12 or less slots. It won't work in a rotation along normal or 32 slot maps!! - Highlighted community servers: an alternative server browser that showcases servers playing game modes as Teamplay, Break Bad, Elimination or Last Man Standing (unofficial game mode). Head over this thread to discuss it.
- cvar fof_sv_maxrounds: specifies max rounds to be played in a TP/ELI mode, requires mp_timelimit set to 0
- cvar fof_sv_winlimit: specifies the score needed to win a map in a TP/ELI mode, requires mp_timelimit set to 0
- cvars fof_sv_mapcycle_dm_12 and fof_sv_mapcycle_dm_32, they set the proper map cycle file for 12 and 32 slots maps
- check that prevents regular/large maps to be loaded in dedicated servers whose slots are lower than 16
Changed: - Kill assist improved: now there's no minimum damage needed to count towards assist. The accumulated damage still needs to be 40 or higher. If a players heals by drinking whiskey, any assist accumulated damage is decreased by the amount of whiskey drunk
- tp_abandoned: end round score rewards teams defending their home cap point (keep the points gained through that round while attackers lose them). Less sniping from base to base
- Elimination game mode: weapon crates become available progressively: first blue, then red and finally gold
Fixed: - [Elimination] players able to kill/use weapons after Standoff has been announced, several glitches related to standoff
Added: - wall/body penetration icon in death notices (when a shot goes through something before killing a player)
- [level design] New functionality for entity fof_teamplay: output "OnNewRoundRemove" is only executed when cvar fof_sv_optional_output is set to 1. This way mappers can make certain features optional, for server admins to set on or off
- [level design] new brush based entity "fof_dynamite_remover": it just removes any dynamite stick touching this volume
Changed: - fof_robertlee: performance optimizations
- tp_abandoned: end areas redesigned (team spawns, final capture zone), tornado can be disabled by using cvar "fof_sv_optional_output 1"
- tier 1 weapons equipped from spawn drop less in Team Shootout
Client and Dedicated Server Update - January 9
Added: - tp_abandoned: a map featuring zone capture with a new twist. Teams must capture a central capture point (neutral), first team completing the capture gets the option to capture enemy base. Defending team can't recapture neutral point but still can force a draw if their home cap point is defended successfully. Credits: Yester/R_Yell
- 2 new sdk maps that show the inners of push the cart game mode. Check fof/mapsrc folder to open them.
Changed:
- weapon drops in Shootout mode decreased as they became too abundant in last update
- golden handgun skins: glowing gold finish
- Elimination game mode: removed a feature that prevented the standoff to start if too many players were armed
Fixed:
- some Linux servers failing to start due libcurl dependency
Howdy partners, last update of 2014. I'd like to wish you a happy new year!
Added: - scoreboard badges: developers, contributors, league players and more...
- golden gun skins: these are awarded to certain players during a limited amount of time, weapon stats do not change.
- team amount selection in local game creation menu
Changed: - Teamplay and Elimination game modes are compatible now, meaning that fof_ maps can be played along tp_ levels (by either mixing them in mapcycle_tp.txt or using changelevel command)
- Elimination: round starts with a equipment selection stage as Teamplay, weapon drops follow fof_sv_weapon_drop rules
- MOTD crash related check have been toned down, hoping it doesn't throw more false positives
Balanced: - coachgun: slightly more accurate while standing still, full damage range slightly increased. Price dropped -5
- Kick + Boots: -2 notoriety (kick without boots perk still receives 12 notoriety points)
- bow: +1 notoriety
Fixed: - Elimination game mode: standoff not triggered properly, bots attacking unarmed players, players opening last weapon crate may not get selected for standoff
- fof_winterlong: a few exploits, thanks to Furdabip for letting us know
FoF Competitive League News and Awards!
Season 2 finished past weekend and Y3*YO*Y3 got the final victory against Reverse Gaming. The final took 2 hours along 3 maps and both teams fought hard till the end. In case you missed it, here's the whole match. Head over here for all the rankings and more info.
I'd like to reward all participants in season 2 with a scoreboard badge that indicates their final position (1st, 2nd or 3rd) or just that they played the whole season. Also, winners get the new golden gun skins during the whole January month! Thanks to Coco for compiling the necessary information to make this possible.
And finally, I remind you that Season 3 registration is open, go to the FoFCL group for details.
Client and Dedicated Server Update - December 26
Added: - 32 slot support for fof_desperados (dedicated servers)
- Bot improvements: better at dealing with doors, aim difficulty adjusted for slightly worse reaction time at default skill, fixed aiming glitch during melee combat
Balanced: - coachgun: damage over long range decreased by a noticeable amount, crosshair speed multiplier decreased (takes more time to change state run to idle), much higher crosshair spread while running. Full damage range slightly increased.
- pellet based ammunition (shotguns): impact box is half size now, so all shotgun related weapons will see a small decrease in firepower as distance to target increases
Fixed: - increased_maxplayers tag only shows when server slots are higher than 21
- several votekick related fixes
Client and Dedicated Server Update - December 22
Added: - key to open votekick menu (F3 by default)
- cvar fof_bot_forceopenchest: forces bots to open weapon crates despite getting weapons assigned from script
Changed: - Elimination mode: less focus on survival, more on teamplay and objectives. Includes team spawns and team objectives (open weapon crates to get slots for the final standoff). Standoff triggers when no more weapon crates left unopened.
- fof_fistful: new routes to white wooden building's second floor (balcony). The gold crate there is replaced by a red crate (moved from near building). Blue crate moved from construction site to near blue wooden building's bottom floor.
- fof_winterlong: 32 slots support added (for dedicated servers), additional doorway in mirror room, non respawning whiskey jugs fixed
Fixed: - certain looping burn/fire sounds being attached to players do not reset after respawn
- bots choosing weapons from script couldn't equip red/gold crate items
Client and Dedicated Server Update - December 19
Added: - votekick chat command: type votekick to nominate a player. Only players having a Steam Level score of 5 or less can be nominated.
- updated Chinese translation by ReShine
Changed: - [LINUX] reverted glibc minimum requirements back to 2.15
Fixed: - client crash while creating a listen server
Client and Dedicated Server Update - December 17
This is a bugfix update following the release of Elimination game mode yesterday. Did you played it? Would you like to share your thoughts about it? Please do it in this thread.
Added:
- [Elimination] new standoff starting music
Changed:
- [Elimination] tier 1 weapons aren't available in weapon selection menu
- [Elimination] Standoff ring area is a bit larger now
Fixed:
- [Elimination] players able to pick a weapon after standoff has been announced (breaking several things later)
- [Elimination] standoff not being triggered properly sometimes
- [Elimination] dead players while standoff begins do not respawn in standoff ring
- [Elimination] players that walk out standoff ring receive wrong message warning
Client and Dedicated Server Update - December 16
Added: New game mode "Elimination": an highly customized version of "last man standing" rules where killed players (eliminated) can still play as unarmed class. Features:
- Focus on teamplay, 2-4 teams allowed, no FFA mode available
- Playable on all fof_ maps (except cripplecreek until updated)
- Shootout type weapon selection, limited to basic tier weapons
- Eliminated players remain as unarmed class and can rejoin action by getting a weapon again.
- Player can locate their team mates at any moment due a player outline effect
- When a player opens a weapon crate, their near team mates also get the weapon selection menu
- An armed player becomes eliminated when attacking an already eliminated player
- Eliminated players can report armed player's location for extra notoriety.
- Once 75% of players have been eliminated, remaining armed players fight in a 2-4 way duel/Mexican standoff to decide winner.
Changed: - fof_desperados: bottom area (prison) reworked, a few small additions/changes here and there, some optimization, added breakable fences. Added special area for stand-off [Elimination]
Fixed: - a case where players get damage from props/weapons on the ground
Balanced: - handgun throw: -25% less time needed to reach max charge, +15% max throw power, +20% damage, notoriety bonus for long distance kills added (up to 2x base weapon notoriety)
- knife based kills: -1 notoriety