This is a follow-up to our Halloween update, which wasn't as polished as we would have wanted. I'm hoping the additions to Ghost Town mode will be of your liking, and if not, let us know!
Added:
- [Ghost Town] Pick the golden skull objective, players must get this special item in order to win a round. This feature should deal with one of the main issues, as survivor role was too passive.
Fixed:
- [Ghost Town] ghost rubberbanding issue
- [Ghost Town] ghost killed by world (trains, etc)
- [Shootout] gold weapon crate not spawning weapons
- fof_desperados door height too low
Changed:
- gt_desperados: smaller underground area, fixed hidden place not meant to be there
- [Ghost Town] Ghosts can see outline effect for alive players in FFA mode
Halloween update goes live!
Halloween is here and we have prepared an update to celebrate it. This is much more than a mere ornamental thing as it features a new game mode and certain features as the ghostly gun which change the way of playing completely. So please, take your time to learn the new features and we really hope you enjoy it!
For dedicated server admins: set fof_sv_currentmode 4 in server.cfg to activate it.
Notes
Added:
- Ghost Town game mode featuring 'last man standing' gameplay along unique features as the 'ghostly gun' or playing as a ghost! Search for guns, avoid ghosts and kill enemies to be the last survivor.
- Halloween themed maps gt_creepycreek and gt_desperados. Art and design by RedYager
- [Teamplay] cvar fof_sv_tp_buytime: sets custom buy time before a round starts
Fixed:
- case where some players get switched to spectator team after warm up
- case where player can't receive weapons while standing over certain entities
Changed:
- fof_desperados: removed ghostly guns since those were only a teaser for upcoming feature
Halloween update announcement - beta available right now.
Howdy, we are doing a public playtest of our incoming Halloween update a bit later today. Wanna know more? Halloween themed maps and a new game mode called "Ghost Town" which features, yep, ghosts. And those weird green shaded weapons, now you can call them "ghostly weapons".
Opt-in the beta branch to join the fun! Playtest starts in 20 minutes since this announcement goes live.
Client and Dedicated Server Update - October 24
Updated:
- Source engine base files and SDK to most recent version. This includes multiple fixes and engine exploits. Regarding possible Sourcemod issues, check out this thread
Fixed:
- [Break Bad] some players may not spawn correctly after warn-up
Added:
- A surprise in fof_desperados, try to figure it out.
- Non rusty skin for Sharps rifle
VERY IMPORTANT: New beta build available, requesting playtesters (all platforms)
I released a new beta build which features a large Source engine bugfix related update. Valve releases this 'cumulative updates' each half year, so the list of internal changes is long. Couldn't say exactly what it fixes or improves though, it's just the same base engine changes introduced in TF2/CS:S/HL2DM during these past months.
Before this update goes live into the public branch I'd like to make sure everything works as it used to do. Specially regarding dedicated servers which make use of custom plug-ins.
If everything goes ok, this build will be released to public next Friday 24.
FoF Competitive League News: 2nd season almost here, registration still open.
Would you like to play FoF at competitive level? That's what FoFCL is about! This is a 5vs5 team competition that takes advantage of our Teamplay game mode.
Registration closes on the 24th, so hurry up. Follow this link to learn more.
By the way, second season starts next weekend and 10 teams are registered yet. You may follow the schedule here.
Client and Dedicated Server Update - October 14
Fixed:
- a crouch-jump related glitch
Changed:
- tp_yosemite: added 3d skybox, fixed no respawn bug that may appear at round end
- [Break Bad]loot deliver mission: small reward adjustment that accounts distance from loot drop zone
Friday's patch brought an undesired bow 'nerf', so I'm releasing this optional update for dedicated servers. I don't push mandatory server updates on weekends unless it's something really serious, so it's up to you to update your servers. Server version hasn't changed, so auto-update won't be triggered.
Fixed:
- bow damage over long range is back as it was previous Oct 10 update. This was an unintended change that slipped under my eyes. Sorry to those brave bowmen out there ^^
- refresh icon over weapon crates showing as purple checked pattern for system with multicore render disabled
Changed:
- [Break Bad] Disarm zone: cash for weapons increased (30% -> 40% default weapon purchase price), player also gets fully healed
Updated:
- Chinese translation by ReShine
Client and Dedicated Server Update - October 10
Howdy! Here's the usual Friday's update. Nothing big this time but some important fixes and additional polish.
In case you don't read our community forum, I asked some feedback about a 12 slot map contest a few days ago, so I'd appreciate if more people join the discussion here.
Fixed: - some bullet tracing related issues that include: case where a shot would do extra damage (unintentional crit ^^) and "hat-shot" denying body damage when enemy is shot from above
Changed: - fof_depot: added extra cover to train, gold crate moved to train, improved cubemap reflections, minor fixes
- fof_robertlee: fixed spot behind a door where players could get stuck, improved cubemap reflections
- tp_yosemite: fixed case where round doesn't end when time runs out
- removed option to hide health panel
FoF Competitive League news:
I'd like to inform you that final is taking place next Monday night at 9:30 EST. An event will be set so you don't miss it :)
Changed: - fof_revenge: new stairs replacing a ladder, improved respawn points, more accurate cubemap reflections
- tp_yosemite: tweaked cover near first capture area, now capture only can be accomplished inside the watermill. Second area gets some layout changes inside the house
Fixed: - tp_riobravo and tp_loothill: capture zones not showing
- some additional MOTD related issues, hope it's definitive!
- scoreboard line spacing wrong when switching from/to 20/32 slot servers
Balanced: - coachgun: 22% slower reload, slightly less accurate while walking