Fortress Forever v2.6 Release 5th June 2016
New scout movement weapon: The JumpGun
- 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!
