Difference between revisions of "Versus Saxton Hale"
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− | {{ | + | {{Update|Smissmas 2024 update}} |
− | {{Other uses|this=the official game mode|for=the community version of the game mode with the same name|VS Saxton Hale Mode (custom mode)}} | + | {{Other uses|this=the official game mode|for=the community version of the game mode with the same name|VS Saxton Hale Mode (custom game mode)}} |
− | [[File:Vsh tinyrock.png|thumb|right|300px|[[ | + | [[File:Vsh tinyrock.png|thumb|right|300px|The nexus and [[Control point (objective)|control point]] of [[Tiny Rock]].]] |
{{Quotation|Publicity Blurb|'''What is VS Saxton Hale?''' It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!}} | {{Quotation|Publicity Blurb|'''What is VS Saxton Hale?''' It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!}} | ||
− | '''VS Saxton Hale''' is a [[Steam Workshop|community-created]] [[List of game modes|game mode]] added in the [[Summer 2023]] | + | '''Versus Saxton Hale''', also styled as '''VS Saxton Hale''' or '''VSH''', is a [[Steam Workshop|community-created]] [[List of game modes|game mode]] added in the [[Summer 2023 Update]] with the {{Patch name|7|12|2023}}. It features [[Saxton Hale]] (as the [[BLU]] team) pitted against the [[RED]] team's mercenaries in a large-scale arena. |
== Gameplay == | == Gameplay == | ||
− | + | When a round starts, one player is chosen at random to play as Saxton Hale on the BLU team, and the rest are assigned to the RED team with one goal: to kill Saxton Hale on behalf of their new boss, [[Gray Mann]], who acts as the [[announcer]]. The gameplay is similar to [[Arena]] mode; players have one life and are unable to respawn once killed. Players who join a server after a round starts must wait until the next one in order to participate. There are no protected respawn areas or resupply lockers on the map, but [[health kits]] or [[ammo boxes]] can be found across various locations. | |
+ | |||
+ | Both Hale and the mercenaries have an arsenal of abilities that can be used against each other. Saxton Hale (BLU team) wins when all the mercenaries are killed; Mercenaries (RED team) win when Saxton Hale is killed. Each game also has a 4-minute timer until the middle control point unlocks, when the control point unlocks, mercenaries or Hale can also capture the control point and win the game. Saxton Hale's health is visible at all times near the top of the screen. | ||
+ | |||
+ | Both Saxton Hale and Gray Mann are [[Voice actors|voiced]] by Matthew Simmons. | ||
=== Saxton Hale === | === Saxton Hale === | ||
− | As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the [[Heads-up display|HUD]]. A regular melee hit from Saxton does 195 damage and his health scales with the amount of players on RED he is fighting. | + | As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the [[Heads-up display|HUD]]. A regular melee hit from Saxton does 195 damage (157/117/77 damage to buildings depending on their level) and creates a small explosion ({{tooltip|75 [[Hammer unit]]s/s|~1.43 meters or 4.7 feet}}) that damages anything nearby for 50% of his damage (97 damage to both players and buildings) and his health scales with the amount of players on RED he is fighting. Saxton Hale can use all-class taunts, several of which have unique animations on Saxton. |
+ | |||
+ | Saxton Hale has a set of attributes that persist throughout the round. By default, Hale has a 25% resistance against all [[Damage|damage sources]] (including Crits) and 35% [[Knockback]] resistance, and has a 3x damage multiplier for his [[Fists|only primary weapon]]. Random [[Critical hits]] are disabled on-wearer, and Hale has an increased melee range and a bound multiplier of 1.2x and 1.1x, respectively.<ref name=saxton_halescript/> | ||
+ | |||
+ | Saxton Hale can stomp players, similarly to the [[Mantreads]], dealing between 64 and 193 damage to the player landed on depending on his downward speed.<ref>bosses\generic\passives\head_stomp.nut:L34-40</ref> | ||
+ | |||
+ | Saxton Hale cannot be impacted by fall damage, nor can he be [[Healing|healed]] by a [[Medi Gun]] or through [[health kit]]s. Saxton has a 3x [[Control point (objective)|control point]] capture rate multiplier, but is additionally not able to pick up [[Intelligence|flags]] from any team.<ref name=saxton_halescript/> | ||
+ | |||
+ | Initiating the [[Flippin' Awesome]] or [[Skullcracker]] taunt as Saxton acts as a [[Taunts#Kill taunts|taunt kill]] against the mercenary it was used on.<ref>[https://www.youtube.com/watch?v=Zx-QnjCbyzY Video] demonstrating the Flippin' Awesome taunt</ref><ref>bosses\generic\misc\taunt_handler.nut:L107-124</ref> Additionally, the [[Rock, Paper, Scissors]] taunt can insta-kill Hale should he lose, regardless of the amount of health he has.<ref>[https://www.youtube.com/watch?v=nJcr6jhUSCw Video] demonstrating a Rock, Paper, Scissors victory against Saxton</ref> | ||
+ | |||
+ | Saxton Hale's movement starts at 107% speed ({{tooltip|322 Hammer units/s|~6.13 meters or 20.125 feet}}) when moving forward. Saxton's speed ramps up to {{tooltip|520 Hammer units/s|~9.9 meters or 32.5 feet}} as he takes damage, reaching max speed at 25% of his health left. | ||
+ | |||
+ | ==== Saxton's Health ==== | ||
+ | [[File:Saxton Hale health chart.png|thumb|right|Graph displaying the changes in Saxton Hale's health]] | ||
+ | Saxton Hale's health is dependent on the number of opponents he faces<ref name=saxton_halehealth>bosses\generic\misc\setup_stat_refresh.nut:L14-33</ref>, represented by n in the following formulae: | ||
+ | |||
+ | * Against 1 opponent, Saxton Hale's health is set to '''1000'''. | ||
+ | * Between 2 and 6 opponents, Saxton Hale's health is set to '''45n<sup>2</sup> + 2800(0.3 + n/10)''' | ||
+ | * Between 7 and 23 opponents, Saxton Hale's health is set to '''45n<sup>2</sup> + 2800''' | ||
+ | * Above 23 opponents, Saxton Hale's health is set to '''2000(n - 23) + 26600''', resulting in a fixed increment of 2000 health for every opponent beyond the 23rd. | ||
− | + | The formula result is rounded down to the nearest multiple of 100. Saxton Hale's health is determined at the end of setup time. | |
− | Saxton | + | {{Saxton Health Table}} |
+ | {{clr}} | ||
==== Sweeping Charge ==== | ==== Sweeping Charge ==== | ||
− | Saxton charges up his fist as he yells out in preparation for a rushing punch that knocks opponents away and slams them into walls for extra damage. The charge can be held for as long as desired, making Saxton's fist glow blue and freezing him in place, even while in the air. The charge attack can be used to send Saxton in any direction that he is facing, allowing him to reach high places if needed | + | [[File:Saxton charge.png|thumb|right|150px|Sweeping Charge HUD icon]] |
+ | Saxton charges up his fist as he yells out in preparation for a rushing punch that knocks opponents away and slams them into walls for extra damage {{DK|R}}. The charge can be held for as long as desired, making Saxton's fist glow blue and freezing him in place, even while in the air. The charge attack can be used to send Saxton in any direction that he is facing, allowing him to reach high places if needed. The charge attack has a 10 second cooldown and does 55% of the target's total HP with damage falling off with distance. Additionally, the charge attack deals damage to Engineer buildings every tick that it is active; effectively destroying them almost instantly on contact. Saxton moves at about 467% speed (1400 HU/S) when using the Sweeping Charge. | ||
+ | {{clr}} | ||
==== Saxton Punch! ==== | ==== Saxton Punch! ==== | ||
− | Saxton starts a 30 second countdown from when he spawns, slowly charging up a devastating attack. When fully charged, this attack turns Saxton's left forearm bright red with [[Critical hits| | + | [[File:Saxton fist.png|thumb|right|150px|Saxton Punch! HUD icon]] |
+ | Saxton starts a 30 second countdown from when he spawns, slowly charging up a devastating attack. When fully charged, this attack turns Saxton's left forearm bright red with [[Critical hits|Critical hit]] sparks all over it. Saxton also gives an audio cue when the attack is ready, alerting the mercenaries. Upon striking an enemy with Saxton Punch, a shockwave is sent out, damaging every enemy around the target based on their proximity. Saxton Punch automatically applies to the next melee hit when available and does 326 damage before going on cooldown. | ||
+ | {{clr}} | ||
==== Mighty Slam ==== | ==== Mighty Slam ==== | ||
− | When Saxton becomes airborne, he has the ability to | + | [[File:Ground pound (Ability).png|thumb|right|150px|Mighty Slam HUD icon]] |
+ | When Saxton becomes airborne, he has the ability to perform a ground pound, slamming himself back down to the ground with great force. This ability ignores knockback and is triggered by holding the crouch button while in the air {{DK|Ctrl|link=no}}. Upon hitting the ground, a big shockwave is sent out in every direction from the point of impact, and every merc close to the landing site takes damage based on their distance from the point of impact. The big shockwave from the slam can easily destroy any buildings on its range as it does double damage to them. This ability is on a cooldown for 15 seconds, however, Saxton can hold the crouch key while on cooldown in midair to fall faster. | ||
+ | {{clr}} | ||
==== Brave Jump ==== | ==== Brave Jump ==== | ||
− | Similar to Scout, Saxton has the ability to perform a double jump. Useful as a general mobility tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again. | + | Similar to Scout, Saxton has the ability to perform a [[double jump]], although his second jump allows him to reach significantly greater heights, far beyond any classes' typical abilities (even the [[Soda Popper]]'s six HYPE jumps or [[rocket jumping]]). Useful as a general mobility and evasion tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again. However, each consecutive jump will be less powerful, requiring a short break to restore to full strength. |
=== Mercenaries === | === Mercenaries === | ||
− | As the mercenaries, players have a few abilities to aid in fending off Saxton. | + | As the mercenaries, players have a few abilities to aid in fending off Saxton. All classes have voice lines specific to Versus Saxton Hale, although all of the new lines are voiced by James McGuinn rather than their official voice actors. These trigger automatically under certain conditions. |
==== Wall climbing ==== | ==== Wall climbing ==== | ||
− | Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a | + | Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a surface, the player is launched upwards to reach advantageous positions with ease.<ref>mercs\merc_traits\all_class\melee_wall_climb.nut</ref> |
==== Last Mann Standing ==== | ==== Last Mann Standing ==== | ||
− | When there are 3 mercenaries left, all surviving players deal [[Critical hits#Mini-crits| | + | When there are 3 mercenaries left, all surviving players deal [[Critical hits#Mini-crits|Mini-Crit]] damage. The last surviving mercenary deals full [[Critical hits]].<ref>mercs\merc_traits\all_class\last_mann_standing.nut:L16-23</ref> |
==== Gameplay changes ==== | ==== Gameplay changes ==== | ||
− | Some existing gameplay elements (such as [[ | + | Some existing gameplay elements (such as [[classes]], [[weapons]], and [[buildings]]) have had changes of varying degrees: |
− | + | ||
− | + | {{pro}} Explosives and fire deal 50% more damage against Hale.<br> | |
− | + | {{pro}} The [[Force-A-Nature]] deals increased knockback, which applies within a range of up to 600 [[Hammer unit]]s.<ref>mercs\merc_traits\single_class\scout_stronger_fan.nut</ref><br> | |
− | + | {{pro}} The [[Direct Hit]] and [[Reserve Shooter]] always deal Mini-Crits on Saxton Hale while he is in the air.<ref>mercs\merc_traits\all_class\airborne_minicrits.nut:L24-27</ref><br> | |
− | + | {{pro}} Landing a successful hit with the [[Market Gardener]] while rocket jumping deals damage based on player count. The formula used is '''(maxhealth / mercs) / 2.5''', where '''maxhealth''' is the health that Hale started with and '''mercs''' is the number of players on the RED team that were alive when the round started. This number is multiplied by 3 due to being a Critical hit, then multiplied by 0.75 due to Hale's innate 25% Crit resistance. This always deals a minimum of 500 damage and causes a crowd cheering sound effect to play.<ref>mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36</ref><ref name=spy_backstabscript/><br> | |
− | + | {{pro}} [[Telefrag]] damage is calculated the same way as the [[Market Gardener]], but (maxhealth / mercs) is multipled by 2 instead of divided by 2.5.<ref>mercs\merc_traits\single_class\engineer_telefrag_scaling.nut:L18-21</ref><ref name=spy_backstabscript/><br> | |
− | + | {{pro}} [[Sentry Gun]]s are awarded 1 assist for every 200 damage inflicted to Saxton Hale.<ref name=engineer_sentryscript/><br> | |
− | + | {{pro}} [[Medic]]s have a 30% damage resistance against Saxton Hale's attacks, 100% faster [[Übercharge]] rate<ref name=medic_uber_ratescript/>, and are knocked back with an extra 300 Hammer unit force.<ref>mercs\merc_traits\single_class\medic_resistance.nut:L25-29</ref><br> | |
− | + | {{pro}} The [[Hitman's Heatmaker]] has an added 7x Focus multiplier for each hit.<ref>mercs\merc_traits\single_class\sniper_focus.nut</ref><br> | |
− | + | {{pro}} [[Spy|Spies]] take 50% less damage from Saxton Hale while cloaked.<ref>mercs\merc_traits\single_class\spy_invis_res.nut:L24</ref><br> | |
− | + | {{pro}} The [[Diamondback]] receives 2 Critical hits every time Saxton Hale is [[backstab]]bed.<ref name=july25patch/><br> | |
− | + | {{pro}} The [[Conniver's Kunai]] gives a minimum of 180 health and a maximum of 270.<ref name=spy_backstabscript/><br> | |
− | + | {{pro}} Melee weapons for all classes (except the Spy) deploy 25% faster, have guaranteed crits (except for the Market Gardener and [[Holiday Punch]]), and have a 60% increased melee range in a 350 Hammer unit proximity between Hale and the player (the [[Disciplinary Action]] and [[Demoman]]'s sword weapons are unaffected by this range increase).<ref name=melee_buffsscript/><br> | |
− | + | {{pro}} On-kill effects are now triggered on-hit instead. Demoman sword weapons,<ref>mercs\merc_traits\single_class\demo_head_collecting.nut:L25-42</ref><ref>mercs\merc_traits\single_class\demo_katana.nut:L22-30</ref> the [[Killing Gloves of Boxing]],<ref>mercs\merc_traits\single_class\heavy_kgb_crits.nut:L24</ref> the [[Warrior's Spirit]],<ref>mercs\merc_traits\single_class\heavy_warriors_spirit.nut:L25</ref> the [[Candy Cane]]<ref>mercs\merc_traits\single_class\scout_candy_cane.nut:L24-29</ref>, and the [[Powerjack]] are triggered every hit. The on-kill effects of the [[Ali Baba's Wee Booties]] and [[Bootlegger]] also trigger on every melee hit. Spy knives trigger on every backstab,<ref name=spy_backstabscript/> the [[Bazaar Bargain]] triggers on every [[headshot]],<ref>mercs\merc_traits\single_class\sniper_head_collecting.nut:L21-26</ref> and the [[Air Strike]] triggers on every 250 damage done to Saxton Hale.<ref>mercs\merc_traits\single_class\soldier_airstrike.nut:L29-37</ref><br> | |
− | + | {{neutral}} Demoman shields absorb 50% of the incoming damage before breaking. A would-be-lethal blow will leave the Demo at 1 health. Broken Demoman shields retain the charge ability.<ref>mercs\merc_traits\single_class\demo_shield.nut:L32-54</ref><br> | |
− | + | {{neutral}} Weapons and cosmetics utilizing [[Pyroland|Pyrovision]] are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.<ref>mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; ''Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.''</ref><br> | |
− | + | {{con}} The [[Rocket Jumper]] and the [[Sticky Jumper]] have their bonus reserve ammo removed.<ref>mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28</ref><ref>mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28</ref><br> | |
+ | {{con}} Demoman's sword weapons deal reduced knockback.<ref>https://www.teamfortress.com/post.php?id=206724</ref><br> | ||
+ | {{con}} All Miniguns deal 40% less damage when Crit-boosted.<ref>mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25</ref><br> | ||
+ | {{con}} The [[Natascha]] has an 85% reduced chance of triggering the [[slowdown]]-on-hit ability.<ref>mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25</ref><br> | ||
+ | {{con}} Sentry Guns have a 50% damage penalty.<ref name=engineer_sentryscript/><br> | ||
+ | {{con}} The [[Wrangler]]'s damage reduction does not apply to attacks from Saxton Hale.<ref name=july25patch/><br> | ||
+ | {{con}} Baby Face's Blaster loses 20% of its boost upon Wall Climbing.<br> | ||
+ | {{con}} Backstabs do not instant kill and instead deal damage based on player count. This is calculated in the same way as the Market Gardener.<ref name=spy_backstabscript/><br> | ||
+ | {{con}} After a backstab, Spies cannot cloak or attack for 2 seconds.<ref name=spy_backstabscript/><br> | ||
== Strategy == | == Strategy == | ||
− | {{main|Community | + | {{main|Community Versus Saxton Hale strategy}} |
== Maps == | == Maps == | ||
− | {{ | + | {{main|List of maps}} |
− | ''' | + | '''Versus Saxton Hale''' maps carry the '''vsh_''' [[Map name prefixes|prefix]]; community maps are identified with an italic font. |
− | + | {{Maps table|Versus Saxton Hale}} | |
− | {{ | ||
== Update history == | == Update history == | ||
− | '''{{Patch name|7|12|2023}} #1''' ([[Summer 2023]]) | + | {{Update history| |
+ | '''{{Patch name|7|12|2023}} #1''' ([[Summer 2023 Update]]) | ||
* Added maps: VSH Distillery, VSH Nucleus, VSH Skirmish, and VSH Tiny Rock. | * Added maps: VSH Distillery, VSH Nucleus, VSH Skirmish, and VSH Tiny Rock. | ||
+ | |||
+ | '''{{Patch name|7|20|2023}} #1''' | ||
+ | * Updated {{code|vsh_distillery}}, {{code|vsh_tinyrock}}, {{code|vsh_nucleus}}, {{code|vsh_skirmish}} | ||
+ | ** {{code|[[Bots|TF_Bots]]}} now function in Versus Saxton Hale. | ||
+ | ** Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities. | ||
+ | ** Fixed players dropping [[Player Destruction]] pickups. | ||
+ | ** Fixed Hale sometimes holding [[Necro Smasher]] or [[Sandvich]]. | ||
+ | ** Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed. | ||
+ | ** By community request, added Pyro VSH lines, performed by James McGuinn. | ||
+ | ** Updated VSH voice lines for Spy. | ||
+ | ** "Behind you" and "Above you" now play exclusively for the player the line is addressed to. | ||
+ | ** Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive. | ||
+ | ** Mad Milk recharge rate returned to stock value. | ||
+ | ** Demoman's Swords now deal less knockback than other melee weapons. | ||
+ | ** Demoman's Shields will now break when absorbing a Hale punch. | ||
+ | ** Fixed a bug relating to sending a class-restricted duel to Hale during Setup. | ||
+ | |||
+ | '''{{Patch name|7|20|2023|no-link=yes}} #2''' | ||
+ | * Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers. | ||
+ | |||
+ | '''{{Patch name|7|25|2023}}''' | ||
+ | * Fixed VSH and other [[Player Destruction|player-destruction]] gamemodes leaking their HUDs into one another. | ||
+ | * Fixed [[Saxton Hale]]'s weapons showing up as being carried by an incorrect/invalid player in VSH. | ||
+ | * Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH. | ||
+ | * Fixed a crash that can occur when changing from VSH to another map. | ||
+ | * Fixed a crash that can occur related to MP3s on VSH maps. | ||
+ | * Updated {{code|vsh_distillery}}, {{code|vsh_tinyrock}}, {{code|vsh_nucleus}}, {{code|vsh_skirmish}} | ||
+ | ** The script no longer forces {{cvar|mp_winlimit}} and {{cvar|mp_maxrounds}} to 0. | ||
+ | ** Community servers now can expand the Script by creating a new file at {{code|scripts/vscripts/vsh_addons/main.nut}}. | ||
+ | ** Community servers now can select the next Hale via {{code|SetNextBossByEntity}}, {{code|SetNextBossByEntityIndex}} and {{code|SetNextBossByUserId}} functions. | ||
+ | ** The Diamondback now gains 2 guaranteed crits upon backstab. | ||
+ | ** Hale's attacks now pierce through damage absorption of the Wrangler shield. | ||
+ | ** Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round. | ||
+ | ** Fixed bugs related to Your Eternal Reward's on-backstab disguise. | ||
+ | ** Fixed [[Festive weapons|Festive]] [[Eyelander]] not gaining heads on-hit. | ||
+ | ** (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich. | ||
+ | ** (Hopefully) Fixed some players being unable to punch as Hale ("A-posing"). | ||
+ | ** Fixed Hale disappearing when the game tries (and fails) to [[Gibs|gib]] him. | ||
+ | ** Both sides dying simultaneously now counts as [[Stalemate]]. | ||
+ | |||
+ | '''{{Patch name|7|28|2023}}''' | ||
+ | * Fixed VSH Casual servers using "{{code|mp_winlimit 2}}" instead of "{{code|mp_maxrounds 25}}". | ||
+ | |||
+ | '''{{Patch name|8|31|2023}}''' | ||
+ | * Updated {{code|vsh_distillery}}, {{code|vsh_nucleus}}, {{code|vsh_skirmish}}, and {{code|vsh_tinyrock}} | ||
+ | ** Failing to capture the point in 3 minutes after it opens results in Stalemate | ||
+ | ** [[Powerjack]], [[Ali Baba's Wee Booties]] and [[Bootlegger]] on-kill effects now work on-hit | ||
+ | ** Hale's abilities now get affected by [[Vaccinator]] resistances | ||
+ | ** Fixed Ubercharge rate bonus applying only with the [[Ubersaw]] | ||
+ | ** Fixed self-damage counting towards Airstrike bonus rockets and [[Frontier Justice]] revenge crits | ||
+ | ** Fixed [[Natascha|Natasha]]{{sic}} and [[Huo-Long Heater]] having incorrect damage penalty | ||
+ | ** Community servers now can expand the Script even further by creating a new file at {{code|scripts/vscripts/vsh_addons/main_pre.nut}}. While previously added {{code|main.nut}} gets executed last, {{code|main_pre.nut}} gets executed prior to most of the Script. | ||
+ | |||
+ | '''{{Patch name|7|18|2024}} #1''' ([[Summer 2024 Update]]) | ||
+ | * Added a check to prevent the {{code|autoteam}} client command for custom game modes like VSH after the player has already joined a team | ||
+ | |||
+ | '''{{Patch name|10|10|2024}} #1''' ({{update link|Scream Fortress 2024}}) | ||
+ | * Added map: Outburst | ||
+ | |||
+ | '''{{Patch name|12|11|2024}}''' ({{update link|Smissmas 2024}}) | ||
+ | * Added map: Maul | ||
+ | * Updated {{code|vsh_distillery}}, {{code|vsh_nucleus}}, {{code|vsh_outburst}}, {{code|vsh_skirmish}}, and {{code|vsh_tinyrock}} | ||
+ | ** General | ||
+ | *** Added the gamemode intro movie (made by Lacry, thanks) | ||
+ | *** Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper | ||
+ | *** Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man) | ||
+ | *** Added Hale's [[kill icon]]s | ||
+ | *** Visual improvements to Hale's Ability HUD (thanks Funicular) | ||
+ | *** Added a visual cue signaling an upcoming Saxton Punch! | ||
+ | *** Minor visual improvements to Saxton Hale and his [[particle effects]] | ||
+ | *** Fixed the boss bar sometimes starting invisible | ||
+ | *** Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings | ||
+ | *** Fixed a rare bug when Hale's Ability HUD textures become missing | ||
+ | ** Balance Changes - Saxton Hale | ||
+ | *** Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength | ||
+ | **** Weightdown ability is disabled during Jump Fatigue | ||
+ | *** Increased Hale's health by ~100HP per opponent | ||
+ | *** Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb) | ||
+ | *** Hale's resistance to knockback reduced from 75% to 35% | ||
+ | *** Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage) | ||
+ | ** Balance Changes - Mercenaries | ||
+ | *** Explosives and fire now deal 50% more damage against Hale | ||
+ | *** The 40% Minigun damage penalty now applies to full Crits only | ||
+ | *** Broken Demoman shields now retain the charge ability | ||
+ | *** Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP) | ||
+ | *** Greatly decreased sticky trap damage reduction | ||
+ | *** Removed Scottish Resistance's 20% damage penalty | ||
+ | *** Baby Face's Blaster now loses 20% of its boost upon Wall Climbing | ||
+ | |||
+ | '''{{Patch name|12|16|2024}}''' | ||
+ | * Added missing Versus Saxton Hale kill icons | ||
+ | |||
+ | '''{{Patch name|12|19|2024}}''' | ||
+ | * Updated {{code|vsh_distillery}}, {{code|vsh_maul}}, {{code|vsh_nucleus}}, {{code|vsh_outburst}}, {{code|vsh_skirmish}}, and {{code|vsh_tinyrock}} | ||
+ | ** Restored Hale's resistance to knockback back to 75% | ||
+ | ** Reduced bonus flame damage against Hale from 50% to 25% | ||
+ | ** Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) | ||
+ | ** Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) | ||
+ | ** Removed area-of-effect of Hale's normal punches (thanks Wendy) | ||
+ | ** [[Demoman]] shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable | ||
+ | ** Fixed Hale taking [[Critical hits#Mini-Crits|mini-crits]] from [[Direct Hit]] and [[Reserve Shooter]] while underwater (thanks Bradasparky) | ||
+ | ** Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) | ||
+ | ** Fixed Hale being able to stomp while underwater (thanks Bradasparky) | ||
+ | ** Fixed Sweeping Charge not working against underwater opponents | ||
+ | ** Fixed the bug that prevented [[Quick-Fix]] from mirroring a patient's wall climbing (thanks Bradasparky) | ||
+ | ** Fixed Hale's faulty ground detection (thanks Bradasparky) | ||
+ | ** Fixed [[Baby Face's Blaster]]'s loss of boost not applying correctly (thanks Whurr and MilkMaster72) | ||
+ | ** Fixed the voice lines refusing to play sometimes | ||
+ | }} | ||
+ | |||
+ | == Unused content == | ||
+ | * Saxton Hale's model includes two unused [[Bodygroup|bodygroups]], one that hides his hat (which in turn shows his hair), while the other hides the Australium Macropus buckle on his shorts. | ||
+ | ** On the [[Outburst]] files, Saxton Hale's model does not include the unused {{code|belt}} bodygroup, but still has one for his hat. Alongside it, there's a new unused bodygroup that hides his entire body, only leaving his head. | ||
+ | ** On the [[Maul (map)|Maul]] files, Saxton Hale's model does not include the unused {{code|belt}} bodygroup, but still has one for his hat. Although, disabling the {{code|hat}} bodygroup gets rid of his hat, buckle, and the fur on his shorts and pants. | ||
== Notes == | == Notes == | ||
− | * No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one | + | * No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one instead triggers a generic response. |
− | * | + | <!-- need confirmation |
+ | * When Saxton wins a game of [[Rock, Paper, Scissors]], it functions as Saxton Punch, meaning it can kill multiple people.--> | ||
+ | * Saxton's default taunt functions as the [[High Noon]] taunt. | ||
+ | |||
+ | == Bugs == | ||
+ | [[File:SaxtonSandvichFP.jpg|thumb|Saxton holding a Sandvich after using Sweeping Charge.]] | ||
+ | [[File:Equal Teams In VSH.png|thumb|Screenshot of 2 equal teams of mercenaries in the map Skirmish. Note that Saxton has not spawned.]] | ||
+ | * Saxton's player model may sometimes become entirely invisible, leaving only particle effects floating in the air where his model should be.<ref>[https://www.youtube.com/watch?v=ValONtoTWkg Video] of Saxton being invisible</ref> | ||
+ | * Inspecting Saxton as he is performing the Saxton Punch or Sweeping Charge ability may show him equipped with a Hale's Own [[Sandvich]] instead of the Fists. When performing the Mighty Slam, it may appear a Hale's Own [[Frying Pan]].<ref>[https://www.youtube.com/watch?v=heD638tHgCcg Video] of Saxton carrying a Sandvich</ref> | ||
+ | ** On rarer occasion, a Sandvich model in Saxton's hands may appear on the [[Spectator]] cam after inspecting him when he uses an ability. It does not show in third-person view and stays in his hands, but disappears upon switching the camera to another player then back. | ||
+ | * Backstabbing Saxton with the [[Your Eternal Reward]] (or [[Wanga Prick]]) without having disguised during that round may list the disguise's weapon or name as {{code|unknown}}. | ||
+ | * When [[Multiplayer options#Advanced multiplayer options|Colorblind mode]] is enabled, two [[Jarate]] symbols appear above Saxton when [[soaked]]; the top being the default visible to all users, the bottom being the colorblind symbol. | ||
+ | * Occasionally, the game creates equal teams on RED and BLU, resulting in Saxton Hale not spawning. | ||
+ | ** The Hale portrait still shows up at the top part of the HUD. | ||
+ | * Sometimes, a player may appear as Saxton Hale despite not being chosen as Saxton Hale. | ||
+ | * It is possible to earn the [[Heavy achievements|Heavy achievement]] '''Communist Mani-Fisto''' as Saxton Hale.<ref>[https://www.youtube.com/watch?v=2-Xn2S3_AKs Video] of Saxton Hale getting the Communist Mani-Fisto achievement</ref> | ||
+ | * If Saxton Hale is killed by the [[Spy-cicle]] while in the air, the statue assumes the reference pose. | ||
+ | * If a Demoman uses his charge and takes a hit from Saxton Hale, turning control is locked until the end of the charge.<ref>[https://www.youtube.com/watch?v=sJDQNFxCWCk Video] of the loss of turning control.</ref> | ||
+ | {{clr}} | ||
+ | |||
+ | == Trivia == | ||
+ | * Hale's Fists have a [[Strange]] counter of 9001, referencing the ''[[w:It's Over 9000!|It's Over 9000!]]'' internet meme.<ref>[https://ia903405.us.archive.org/23/items/freemann/hale%20fists.png Creator] confirming the reference</ref> | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:VSH Model Saxton Hale | + | File:VSH Saxton Hale Model.png|Saxton Hale. |
− | File:Saxton Hale Fists 1st Person.png| | + | File:VSH Saxton Hale Model Outburst.png|Saxton Hale on Outburst. |
− | File:Saxton Hale Fists Charge 1st Person.png|Sweeping Charge ability. | + | File:VSH Saxton Hale Model Maul.png|Saxton Hale on Maul. |
− | File:Saxton Hale Fists Punch 1st Person.png|Saxton Punch ability. | + | File:Icon Saxton Hale.png|Saxton Hale's portrait. |
− | File:Saxton | + | File:Saxton Hale Fists 1st Person.png|Hale's Own Fists first person view. |
− | File:Saxton | + | File:Saxton Hale Fists Charge 1st Person.png|Sweeping Charge ability first person view. |
− | File: | + | File:Saxton Hale Fists Punch 1st Person.png|Saxton Punch ability first person view. |
+ | File:Saxton Hale HUD Icon.png|Saxton Hale's HUD icon. | ||
+ | File:Outburst Saxton Hell.png|Saxton Hale's Outburst HUD icon. | ||
+ | File:Saxton Hale HUD Icon Maul.png|Saxton Hale's Maul HUD icon. | ||
+ | </gallery> | ||
+ | |||
+ | ; Saxton Hale Taunts | ||
+ | <gallery> | ||
+ | File:Saxton Hale Taunt.png|Default taunt | ||
+ | File:Saxton Hale Conga.png|[[Conga]] | ||
+ | File:Saxton Hale Flippin' Awesome.png|[[Flippin' Awesome]] | ||
+ | <!--File:Saxton Hale Taunt07.png|[[FrankenHeavy|FrankenHeavy taunt]] | ||
+ | Needs confirmation if this really shows up in-game if someone wears all FrankenHeavy's set items and is selected to play as Saxton Hale. Hale uses several animations for Heavy as a base (but does not actually shares heavy_animations.mdl with Heavy) and this may have been carry-over that was forgot to be removed. If it does not show up in-game, however, this can be added as unused content alongside other unused animations (if any other unused ones exist). --> | ||
+ | File:Saxton Hale High Five!.png|[[High Five!]] | ||
+ | File:Saxton Hale Kazotsky Kick.png|[[Kazotsky Kick]] | ||
+ | File:Saxton Hale Mannrobics.png|[[Mannrobics]] | ||
+ | File:Saxton Hale Rock, Paper, Scissors.png|[[Rock, Paper, Scissors]] | ||
+ | File:Saxton Hale Schadenfreude.png|[[Schadenfreude]] | ||
+ | File:Saxton Hale Skullcracker.png|[[Skullcracker]] | ||
+ | File:Saxton Hale Square Dance.png|[[Square Dance]] | ||
+ | File:Saxton Hale Taunt06.png|[[Taunts#Thriller taunt|Thriller taunt]] | ||
</gallery> | </gallery> | ||
+ | |||
+ | ;Other | ||
+ | <gallery> | ||
+ | File:HUD VSH.png|The HUD on VSH. | ||
+ | File:HUD Saxton.png|The HUD when playing as Saxton Hale. | ||
+ | </gallery> | ||
+ | |||
+ | ;Unused content | ||
+ | <gallery> | ||
+ | File:VSH Saxton Hale Unused Bodygroups.png|Saxton Hale's model with his {{code|hat}} and {{code|belt}} bodygroups hidden. | ||
+ | File:VSH Saxton Hale Outburst Unused Bodygroups.png|Saxton Hale's Outburst model with his {{code|hat}} and {{code|body}} bodygroups hidden. | ||
+ | File:VSH Saxton Hale Maul Unused Bodygroups.png|Saxton Hale's Maul model with his {{code|hat}} bodygroup hidden. | ||
+ | </gallery> | ||
+ | |||
+ | == See also == | ||
+ | * [[Versus Saxton Hale responses]] | ||
== References == | == References == | ||
− | <references/> | + | {{VScript refnote}} |
+ | <references> | ||
+ | <ref name=saxton_halescript>bosses\saxton_hale\saxton_hale.nut</ref> | ||
+ | <ref name=melee_buffsscript>mercs\merc_traits\all_class\melee_buffs.nut</ref> | ||
+ | <ref name=medic_uber_ratescript>mercs\merc_traits\single_class\medic_uber_rate.nut</ref> | ||
+ | <ref name=engineer_sentryscript>mercs\merc_traits\single_class\engineer_sentry.nut; ''Awarding assists to the Sentry Gun based on damage is done to allow Engineers using the Frontier Justice to get revenge crits''</ref> | ||
+ | <ref name=spy_backstabscript>mercs\merc_traits\single_class\spy_backstab.nut</ref> | ||
+ | <ref name=july25patch>https://www.teamfortress.com/post.php?id=206934</ref> | ||
+ | </references> | ||
{{Summer 2023 Nav}} | {{Summer 2023 Nav}} | ||
{{Maps Nav}} | {{Maps Nav}} | ||
+ | |||
+ | [[Category:Game modes]] |
Latest revision as of 15:31, 21 December 2024
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Smissmas 2024 update |
“ | What is VS Saxton Hale? It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!
— Publicity Blurb
|
” |
Versus Saxton Hale, also styled as VS Saxton Hale or VSH, is a community-created game mode added in the Summer 2023 Update with the July 12, 2023 Patch. It features Saxton Hale (as the BLU team) pitted against the RED team's mercenaries in a large-scale arena.
Contents
Gameplay
When a round starts, one player is chosen at random to play as Saxton Hale on the BLU team, and the rest are assigned to the RED team with one goal: to kill Saxton Hale on behalf of their new boss, Gray Mann, who acts as the announcer. The gameplay is similar to Arena mode; players have one life and are unable to respawn once killed. Players who join a server after a round starts must wait until the next one in order to participate. There are no protected respawn areas or resupply lockers on the map, but health kits or ammo boxes can be found across various locations.
Both Hale and the mercenaries have an arsenal of abilities that can be used against each other. Saxton Hale (BLU team) wins when all the mercenaries are killed; Mercenaries (RED team) win when Saxton Hale is killed. Each game also has a 4-minute timer until the middle control point unlocks, when the control point unlocks, mercenaries or Hale can also capture the control point and win the game. Saxton Hale's health is visible at all times near the top of the screen.
Both Saxton Hale and Gray Mann are voiced by Matthew Simmons.
Saxton Hale
As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the HUD. A regular melee hit from Saxton does 195 damage (157/117/77 damage to buildings depending on their level) and creates a small explosion (75 Hammer units/s) that damages anything nearby for 50% of his damage (97 damage to both players and buildings) and his health scales with the amount of players on RED he is fighting. Saxton Hale can use all-class taunts, several of which have unique animations on Saxton.
Saxton Hale has a set of attributes that persist throughout the round. By default, Hale has a 25% resistance against all damage sources (including Crits) and 35% Knockback resistance, and has a 3x damage multiplier for his only primary weapon. Random Critical hits are disabled on-wearer, and Hale has an increased melee range and a bound multiplier of 1.2x and 1.1x, respectively.[1]
Saxton Hale can stomp players, similarly to the Mantreads, dealing between 64 and 193 damage to the player landed on depending on his downward speed.[2]
Saxton Hale cannot be impacted by fall damage, nor can he be healed by a Medi Gun or through health kits. Saxton has a 3x control point capture rate multiplier, but is additionally not able to pick up flags from any team.[1]
Initiating the Flippin' Awesome or Skullcracker taunt as Saxton acts as a taunt kill against the mercenary it was used on.[3][4] Additionally, the Rock, Paper, Scissors taunt can insta-kill Hale should he lose, regardless of the amount of health he has.[5]
Saxton Hale's movement starts at 107% speed (322 Hammer units/s) when moving forward. Saxton's speed ramps up to 520 Hammer units/s as he takes damage, reaching max speed at 25% of his health left.
Saxton's Health
Saxton Hale's health is dependent on the number of opponents he faces[6], represented by n in the following formulae:
- Against 1 opponent, Saxton Hale's health is set to 1000.
- Between 2 and 6 opponents, Saxton Hale's health is set to 45n2 + 2800(0.3 + n/10)
- Between 7 and 23 opponents, Saxton Hale's health is set to 45n2 + 2800
- Above 23 opponents, Saxton Hale's health is set to 2000(n - 23) + 26600, resulting in a fixed increment of 2000 health for every opponent beyond the 23rd.
The formula result is rounded down to the nearest multiple of 100. Saxton Hale's health is determined at the end of setup time.
RED players | Health |
---|---|
1 | 1,000 |
2 | 1,500 |
3 | 2,000 |
4 | 2,600 |
5 | 3,300 |
6 | 4,100 |
7 | 5,000 |
8 | 5,600 |
9 | 6,400 |
10 | 7,300 |
11 | 8,200 |
12 | 9,200 |
13 | 10,400 |
14 | 11,600 |
15 | 12,900 |
16 | 14,300 |
17 | 15,800 |
18 | 17,300 |
19 | 19,000 |
20 | 20,800 |
21 | 22,600 |
22 | 24,500 |
23 | 26,600 |
24 | 28,600 |
25 | 30,600 |
26 | 32,600 |
27 | 34,600 |
28 | 36,600 |
29 | 38,600 |
30 | 40,600 |
31 | 42,600 |
Sweeping Charge
Saxton charges up his fist as he yells out in preparation for a rushing punch that knocks opponents away and slams them into walls for extra damage (default key: R). The charge can be held for as long as desired, making Saxton's fist glow blue and freezing him in place, even while in the air. The charge attack can be used to send Saxton in any direction that he is facing, allowing him to reach high places if needed. The charge attack has a 10 second cooldown and does 55% of the target's total HP with damage falling off with distance. Additionally, the charge attack deals damage to Engineer buildings every tick that it is active; effectively destroying them almost instantly on contact. Saxton moves at about 467% speed (1400 HU/S) when using the Sweeping Charge.
Saxton Punch!
Saxton starts a 30 second countdown from when he spawns, slowly charging up a devastating attack. When fully charged, this attack turns Saxton's left forearm bright red with Critical hit sparks all over it. Saxton also gives an audio cue when the attack is ready, alerting the mercenaries. Upon striking an enemy with Saxton Punch, a shockwave is sent out, damaging every enemy around the target based on their proximity. Saxton Punch automatically applies to the next melee hit when available and does 326 damage before going on cooldown.
Mighty Slam
When Saxton becomes airborne, he has the ability to perform a ground pound, slamming himself back down to the ground with great force. This ability ignores knockback and is triggered by holding the crouch button while in the air (default key: Ctrl). Upon hitting the ground, a big shockwave is sent out in every direction from the point of impact, and every merc close to the landing site takes damage based on their distance from the point of impact. The big shockwave from the slam can easily destroy any buildings on its range as it does double damage to them. This ability is on a cooldown for 15 seconds, however, Saxton can hold the crouch key while on cooldown in midair to fall faster.
Brave Jump
Similar to Scout, Saxton has the ability to perform a double jump, although his second jump allows him to reach significantly greater heights, far beyond any classes' typical abilities (even the Soda Popper's six HYPE jumps or rocket jumping). Useful as a general mobility and evasion tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again. However, each consecutive jump will be less powerful, requiring a short break to restore to full strength.
Mercenaries
As the mercenaries, players have a few abilities to aid in fending off Saxton. All classes have voice lines specific to Versus Saxton Hale, although all of the new lines are voiced by James McGuinn rather than their official voice actors. These trigger automatically under certain conditions.
Wall climbing
Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a surface, the player is launched upwards to reach advantageous positions with ease.[7]
Last Mann Standing
When there are 3 mercenaries left, all surviving players deal Mini-Crit damage. The last surviving mercenary deals full Critical hits.[8]
Gameplay changes
Some existing gameplay elements (such as classes, weapons, and buildings) have had changes of varying degrees:
Explosives and fire deal 50% more damage against Hale.
The Force-A-Nature deals increased knockback, which applies within a range of up to 600 Hammer units.[9]
The Direct Hit and Reserve Shooter always deal Mini-Crits on Saxton Hale while he is in the air.[10]
Landing a successful hit with the Market Gardener while rocket jumping deals damage based on player count. The formula used is (maxhealth / mercs) / 2.5, where maxhealth is the health that Hale started with and mercs is the number of players on the RED team that were alive when the round started. This number is multiplied by 3 due to being a Critical hit, then multiplied by 0.75 due to Hale's innate 25% Crit resistance. This always deals a minimum of 500 damage and causes a crowd cheering sound effect to play.[11][12]
Telefrag damage is calculated the same way as the Market Gardener, but (maxhealth / mercs) is multipled by 2 instead of divided by 2.5.[13][12]
Sentry Guns are awarded 1 assist for every 200 damage inflicted to Saxton Hale.[14]
Medics have a 30% damage resistance against Saxton Hale's attacks, 100% faster Übercharge rate[15], and are knocked back with an extra 300 Hammer unit force.[16]
The Hitman's Heatmaker has an added 7x Focus multiplier for each hit.[17]
Spies take 50% less damage from Saxton Hale while cloaked.[18]
The Diamondback receives 2 Critical hits every time Saxton Hale is backstabbed.[19]
The Conniver's Kunai gives a minimum of 180 health and a maximum of 270.[12]
Melee weapons for all classes (except the Spy) deploy 25% faster, have guaranteed crits (except for the Market Gardener and Holiday Punch), and have a 60% increased melee range in a 350 Hammer unit proximity between Hale and the player (the Disciplinary Action and Demoman's sword weapons are unaffected by this range increase).[20]
On-kill effects are now triggered on-hit instead. Demoman sword weapons,[21][22] the Killing Gloves of Boxing,[23] the Warrior's Spirit,[24] the Candy Cane[25], and the Powerjack are triggered every hit. The on-kill effects of the Ali Baba's Wee Booties and Bootlegger also trigger on every melee hit. Spy knives trigger on every backstab,[12] the Bazaar Bargain triggers on every headshot,[26] and the Air Strike triggers on every 250 damage done to Saxton Hale.[27]
Demoman shields absorb 50% of the incoming damage before breaking. A would-be-lethal blow will leave the Demo at 1 health. Broken Demoman shields retain the charge ability.[28]
Weapons and cosmetics utilizing Pyrovision are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.[29]
The Rocket Jumper and the Sticky Jumper have their bonus reserve ammo removed.[30][31]
Demoman's sword weapons deal reduced knockback.[32]
All Miniguns deal 40% less damage when Crit-boosted.[33]
The Natascha has an 85% reduced chance of triggering the slowdown-on-hit ability.[34]
Sentry Guns have a 50% damage penalty.[14]
The Wrangler's damage reduction does not apply to attacks from Saxton Hale.[19]
Baby Face's Blaster loses 20% of its boost upon Wall Climbing.
Backstabs do not instant kill and instead deal damage based on player count. This is calculated in the same way as the Market Gardener.[12]
After a backstab, Spies cannot cloak or attack for 2 seconds.[12]
Strategy
Maps
Versus Saxton Hale maps carry the vsh_ prefix; community maps are identified with an italic font.
Name | Picture | File name |
---|---|---|
Distillery | vsh_distillery
| |
Maul | vsh_maul
| |
Nucleus VSH | vsh_nucleus
| |
Outburst | vsh_outburst
| |
Skirmish | vsh_skirmish
| |
Tiny Rock | vsh_tinyrock
|
Update history
- Added maps: VSH Distillery, VSH Nucleus, VSH Skirmish, and VSH Tiny Rock.
- Updated
vsh_distillery
,vsh_tinyrock
,vsh_nucleus
,vsh_skirmish
TF_Bots
now function in Versus Saxton Hale.- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities.
- Fixed players dropping Player Destruction pickups.
- Fixed Hale sometimes holding Necro Smasher or Sandvich.
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed.
- By community request, added Pyro VSH lines, performed by James McGuinn.
- Updated VSH voice lines for Spy.
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to.
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive.
- Mad Milk recharge rate returned to stock value.
- Demoman's Swords now deal less knockback than other melee weapons.
- Demoman's Shields will now break when absorbing a Hale punch.
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup.
July 20, 2023 Patch #2
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers.
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another.
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH.
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH.
- Fixed a crash that can occur when changing from VSH to another map.
- Fixed a crash that can occur related to MP3s on VSH maps.
- Updated
vsh_distillery
,vsh_tinyrock
,vsh_nucleus
,vsh_skirmish
- The script no longer forces
mp_winlimit
andmp_maxrounds
to 0. - Community servers now can expand the Script by creating a new file at
scripts/vscripts/vsh_addons/main.nut
. - Community servers now can select the next Hale via
SetNextBossByEntity
,SetNextBossByEntityIndex
andSetNextBossByUserId
functions. - The Diamondback now gains 2 guaranteed crits upon backstab.
- Hale's attacks now pierce through damage absorption of the Wrangler shield.
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round.
- Fixed bugs related to Your Eternal Reward's on-backstab disguise.
- Fixed Festive Eyelander not gaining heads on-hit.
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich.
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing").
- Fixed Hale disappearing when the game tries (and fails) to gib him.
- Both sides dying simultaneously now counts as Stalemate.
- The script no longer forces
- Fixed VSH Casual servers using "
mp_winlimit 2
" instead of "mp_maxrounds 25
".
- Updated
vsh_distillery
,vsh_nucleus
,vsh_skirmish
, andvsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha(sic) and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at
scripts/vscripts/vsh_addons/main_pre.nut
. While previously addedmain.nut
gets executed last,main_pre.nut
gets executed prior to most of the Script.
July 18, 2024 Patch #1 (Summer 2024 Update)
- Added a check to prevent the
autoteam
client command for custom game modes like VSH after the player has already joined a team
October 10, 2024 Patch #1 (Scream Fortress XVI)
- Added map: Outburst
December 11, 2024 Patch (Smissmas 2024)
- Added map: Maul
- Updated
vsh_distillery
,vsh_nucleus
,vsh_outburst
,vsh_skirmish
, andvsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale's kill icons
- Visual improvements to Hale's Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale's Ability HUD textures become missing
- Balance Changes - Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale's health by ~100HP per opponent
- Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale's resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes - Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% Minigun damage penalty now applies to full Crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance's 20% damage penalty
- Baby Face's Blaster now loses 20% of its boost upon Wall Climbing
- General
- Added missing Versus Saxton Hale kill icons
- Updated
vsh_distillery
,vsh_maul
,vsh_nucleus
,vsh_outburst
,vsh_skirmish
, andvsh_tinyrock
- Restored Hale's resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale's normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
- Fixed Hale's faulty ground detection (thanks Bradasparky)
- Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
Unused content
- Saxton Hale's model includes two unused bodygroups, one that hides his hat (which in turn shows his hair), while the other hides the Australium Macropus buckle on his shorts.
- On the Outburst files, Saxton Hale's model does not include the unused
belt
bodygroup, but still has one for his hat. Alongside it, there's a new unused bodygroup that hides his entire body, only leaving his head. - On the Maul files, Saxton Hale's model does not include the unused
belt
bodygroup, but still has one for his hat. Although, disabling thehat
bodygroup gets rid of his hat, buckle, and the fur on his shorts and pants.
- On the Outburst files, Saxton Hale's model does not include the unused
Notes
- No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one instead triggers a generic response.
- Saxton's default taunt functions as the High Noon taunt.
Bugs
- Saxton's player model may sometimes become entirely invisible, leaving only particle effects floating in the air where his model should be.[35]
- Inspecting Saxton as he is performing the Saxton Punch or Sweeping Charge ability may show him equipped with a Hale's Own Sandvich instead of the Fists. When performing the Mighty Slam, it may appear a Hale's Own Frying Pan.[36]
- On rarer occasion, a Sandvich model in Saxton's hands may appear on the Spectator cam after inspecting him when he uses an ability. It does not show in third-person view and stays in his hands, but disappears upon switching the camera to another player then back.
- Backstabbing Saxton with the Your Eternal Reward (or Wanga Prick) without having disguised during that round may list the disguise's weapon or name as
unknown
. - When Colorblind mode is enabled, two Jarate symbols appear above Saxton when soaked; the top being the default visible to all users, the bottom being the colorblind symbol.
- Occasionally, the game creates equal teams on RED and BLU, resulting in Saxton Hale not spawning.
- The Hale portrait still shows up at the top part of the HUD.
- Sometimes, a player may appear as Saxton Hale despite not being chosen as Saxton Hale.
- It is possible to earn the Heavy achievement Communist Mani-Fisto as Saxton Hale.[37]
- If Saxton Hale is killed by the Spy-cicle while in the air, the statue assumes the reference pose.
- If a Demoman uses his charge and takes a hit from Saxton Hale, turning control is locked until the end of the charge.[38]
Trivia
- Hale's Fists have a Strange counter of 9001, referencing the It's Over 9000! internet meme.[39]
Gallery
- Saxton Hale Taunts
- Other
- Unused content
See also
References
When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.
- ↑ a b bosses\saxton_hale\saxton_hale.nut
- ↑ bosses\generic\passives\head_stomp.nut:L34-40
- ↑ Video demonstrating the Flippin' Awesome taunt
- ↑ bosses\generic\misc\taunt_handler.nut:L107-124
- ↑ Video demonstrating a Rock, Paper, Scissors victory against Saxton
- ↑ bosses\generic\misc\setup_stat_refresh.nut:L14-33
- ↑ mercs\merc_traits\all_class\melee_wall_climb.nut
- ↑ mercs\merc_traits\all_class\last_mann_standing.nut:L16-23
- ↑ mercs\merc_traits\single_class\scout_stronger_fan.nut
- ↑ mercs\merc_traits\all_class\airborne_minicrits.nut:L24-27
- ↑ mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36
- ↑ a b c d e f mercs\merc_traits\single_class\spy_backstab.nut
- ↑ mercs\merc_traits\single_class\engineer_telefrag_scaling.nut:L18-21
- ↑ a b mercs\merc_traits\single_class\engineer_sentry.nut; Awarding assists to the Sentry Gun based on damage is done to allow Engineers using the Frontier Justice to get revenge crits
- ↑ mercs\merc_traits\single_class\medic_uber_rate.nut
- ↑ mercs\merc_traits\single_class\medic_resistance.nut:L25-29
- ↑ mercs\merc_traits\single_class\sniper_focus.nut
- ↑ mercs\merc_traits\single_class\spy_invis_res.nut:L24
- ↑ a b https://www.teamfortress.com/post.php?id=206934
- ↑ mercs\merc_traits\all_class\melee_buffs.nut
- ↑ mercs\merc_traits\single_class\demo_head_collecting.nut:L25-42
- ↑ mercs\merc_traits\single_class\demo_katana.nut:L22-30
- ↑ mercs\merc_traits\single_class\heavy_kgb_crits.nut:L24
- ↑ mercs\merc_traits\single_class\heavy_warriors_spirit.nut:L25
- ↑ mercs\merc_traits\single_class\scout_candy_cane.nut:L24-29
- ↑ mercs\merc_traits\single_class\sniper_head_collecting.nut:L21-26
- ↑ mercs\merc_traits\single_class\soldier_airstrike.nut:L29-37
- ↑ mercs\merc_traits\single_class\demo_shield.nut:L32-54
- ↑ mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.
- ↑ mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28
- ↑ mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28
- ↑ https://www.teamfortress.com/post.php?id=206724
- ↑ mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25
- ↑ mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25
- ↑ Video of Saxton being invisible
- ↑ Video of Saxton carrying a Sandvich
- ↑ Video of Saxton Hale getting the Communist Mani-Fisto achievement
- ↑ Video of the loss of turning control.
- ↑ Creator confirming the reference
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