Fortress Forever v2.6 Released (June 2016)

Fortress Forever · published

Fortress Forever v2.6 Release 5th June 2016

New scout movement weapon: The JumpGun

Jumpgun - YouTube

  • When fully charged it can be fired to produce an upwards thrust like a mid-air powerful jump
  • Whilst the weapon is out, it'll charge up; switching weapons loses charge
  • We don't have a weapons modeller at the moment, so it's using the railgun model for now. If you'd like to model us a new gun, please get in touch!


Dispenser changes:

  • Wrenching a dispenser now recharges 5 cells per whack; you can no longer insert your own ammo with your wrench
  • Dispensers are now cheaper, down from 100 cells to 30 cells
  • Dispensers have less maximum capacity, down from: 400 to 100 cells; 500 to 100 nails; 400 to 100 shells, 250 to 50 rockets, 500 to 100 armor. NOTE: It's explosion size is based on what percentage full it is, not the total ammo number. This means the explosion size has not changed, but it reaches full detonation size quicker.
  • Dispenser health reduced from 150 to 75
  • Dispensers no longer eat backpacks when they are full

Ragdoll and gib changes

  • Ragdolls are no longer affected by concussion grenades
  • Ragdolls are pushed less by explosions
  • Ragdolls last for 5 seconds, down from 15
  • Gibs are now more frequent from deaths with explosions (>30 dmg overkill rather than >50)
  • Dropped player weapons are now tied to cl_gib_lifetime

Bugfixes

  • Fix various HUD positioning on non-standard resolutions (https://github.com/fortressforever/fortressforever/issues/252)
  • Fix cl_spawnweapon_scout and cl_spawnweapon_spy (https://github.com/fortressforever/fortressforever/issues/222)


Misc

  • Railgun now glows more dramatically when it's fully charged

We look forward to seeing you in game!

Fortress Forever v2.6 Released (June 2016) · Fortress Forever patch notes · SteamPeaks