Difference between revisions of "Medieval Mode"
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* Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified). | * Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified). | ||
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+ | == Bugs == | ||
+ | * Generally, because they are currently unsupported with Melee Weapons (With the exception of the Wrench and seldom-used Knife), Bots present little, next to no, threat in this game-mode. Occasionally they will run at you with a Melee Weapon in hand, but they do not know how to attack with it. | ||
{{AustralianChristmasNav}} | {{AustralianChristmasNav}} | ||
[[Category:Game modes]] | [[Category:Game modes]] |
Revision as of 13:33, 27 January 2011
“ | Welcome...to the Dominatening!
Click to listen
— The Demoman
|
” |
Medieval mode is a game mode added to TF2 during the Australian Christmas event with the December 17, 2010 update.
Contents
Gameplay mechanics
- Players drop small medkits instead of weapons upon death.
- Using the Übersaw does not build the Medic's ÜberCharge meter.
- Generally, only non-ranged weapons and items or bows may be used.
- Item set effects are still applied even if the set contains disallowed weapons.
- Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
- Third-person mode can be enabled without sv_cheats by using the command
tf_medieval_thirdperson 1
.
Allowed weapons
See also: Category:Medieval weapons
- All Melee weapons.
- Scout: Bonk! Atomic Punch, Crit-a-Cola, and Mad Milk
- Soldier: Buff Banner and Battalion's Backup
- Demoman: Chargin' Targe
- Heavy: Sandvich, Dalokohs Bar, and Buffalo Steak Sandvich
- Medic: Crusader's Crossbow
- Sniper: Huntsman, Razorback, and Darwin's Danger Shield
- Spy: Disguise Kit, Invisibility Watch, Cloak and Dagger, Dead Ringer, and Enthusiast's Timepiece
- Any taunt kills associated with permitted weapons.
Maps
The Medieval Mode is currently only available by default on the map DeGroot Keep. It can be enabled on any other map with the server variable tf_medieval
set to 1
.
Map | File Name | |
---|---|---|
100px | DeGroot Keep | cp_degrootkeep |
Strategy
Main article: Medieval Mode strategy
Chat parser
When playing on Medieval maps, an "auto-roleplay" Template:W modifies all text chat between players to look like Ye Olde English by randomly applying the following rules.
Word replacement
For a full listing of all word replacements see this file.
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Punctuation
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Insults
Original Text | Replacement |
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idiot | <adjective>, <adjective> <noun> |
fool | |
bastard |
Adjectives | |||
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Nouns | |||
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Classes
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Added to beginning of chat messages
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Gods | |||
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God adjectives | |||
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Body parts | |||
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Body part adjectives | |||
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Added to end of chat messages
- Anon!
- Hum.
- Good sir!
- Good sire!
- Milady!
- My Liege!
- Guvnor!
Notes
- Server operators can disable this behavior by setting
tf_medieval_autorp
to0
. - Text beginning with '!' or '/' is ignored, so that SourceMod commands aren't modified.
- The rules for chat modification are defined in autorp.txt.
- Unlike most of the text in Team Fortress 2, the chat parser has not been translated into languages other than English.
Update history
- Medieval Mode's auto-roleplay now ignores text beginning with '!' or '/' (so SourceMod commands aren't modified).
Bugs
- Generally, because they are currently unsupported with Melee Weapons (With the exception of the Wrench and seldom-used Knife), Bots present little, next to no, threat in this game-mode. Occasionally they will run at you with a Melee Weapon in hand, but they do not know how to attack with it.