Difference between revisions of "Freak Fortress 2"
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== Bugs == | == Bugs == | ||
* Boss will drop the corpse of a "real" class after death. | * Boss will drop the corpse of a "real" class after death. | ||
− | * | + | * The items [[Schadenfreude]], [[Director's Vision]] and [[High Five!]] can be used by the bosses but lack facial animation. |
− | * Even though | + | * Even though the Jarate effect is intended to disappear instantly, it remains for about a half-second. |
− | + | * Demopan's Trade Spam ability may conflict with other server plugins using the in-game command ''r_screenoverlay''. If this is the case, it may display incorrectly. | |
− | * Demopan's Trade Spam ability may conflict with other server plugins using in-game command ''r_screenoverlay''. | + | * Ninja Spy can get stuck, if he attacks an enemy in an area that cannot be passed without crouching during slow motion. |
− | * Ninja Spy can stuck, if he attacks an enemy | + | * Players who acted as the Seeldier the previous round may spawn with the incorrect weapon for their class. |
− | * | + | * Occasionally when the Seeldier rages all of the Seeman clones will instantly die. |
− | |||
− | |||
− | * | ||
== Trivia == | == Trivia == |
Revision as of 02:23, 10 April 2012
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: English needs *much* improvement. Please see Team Fortress Wiki style guide for information on how to improve this article. |
Freak Fortress 2 — is a modification, extending the idea of VS Saxton Hale Mode. Like the original Saxton Hale mod, it changes the rules of Arena maps, making all players fight against single but extremely powerful boss.
Enemies are based on Community fads. Each has different abilities, but they share the same idea and rules. All of them have tremendous amount of health points, depending on the amount of opposing players. They are restricted to melee attacks, though they deal a massive amount of damage- 210±10 points per hit- enough to kill most classes in a single hit.
Enemies can also have forms of advanced movement, such as super-jump. They also build rage when damaged. When their rage is full, they can unleash a powerful taunt effect.
Strategy
Strategies against FF2 bosses are almost the same as in VS Saxton Hale Mode.
Balance
Like in VSH mode, Freak Fortress 2 has some weapon attributes changed.
All class
- All melee weapons, excluding Spy's knife are permanently crit buffed to make up for the tremendous risk of going within melee range of the boss.
Scout
- Crit-a-Cola gives full crits instead of mini-crits.
- Fan O'War cuts 5% of Boss's rage on each hit instead of marking for death.
- Candy Cane drops a small health pack on every hit.
- All pistols deal mini-crits.
Soldier
- Battalion's Backup lowers Boss's damage.
- Rocket Jumper is not allowed and replaced with stock Rocket Launcher.
- Half-Zatoichi heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
- Gunboats decreases 90% of fall damage.
- Mantreads increase the height of rocket jumps, and also reduces fall damage.
- All primary and secondary weapons (excluding Dr. Grordbort's Victory Pack) deal mini-crits to airborne enemies.
- Direct Hit deals full crits on airborne target.
- Reserve Shooter has slightly increased damage and weapon switching speed. It still deals mini-crits to airborne targets.
Pyro
- Both the Axtinguisher and Postal Pummeler are replaced with stock Fire Axe.
- Both the Flare Gun and Detonator replaced with the "Mega-Detonator" — a Detonator with significantly higher blast force, allowing the player to Flare jump much higher than usual.
Demoman
- Both the Chargin' Targe and Splendid Screen prevent the first hit from the boss each round. The shield is destroyed by the hit and cannot be used again during the round.
- Equipping any shield will cause the player's primary weapon to be crit boosted.
- Sticky Jumper isn't allowed and is replaced with the stock Stickybomb Launcher.
- Half-Zatoichi heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
- The Eyelander, Horseless Headless Horsemann's Headtaker and Nessie's Nine Iron collect a head from each hit.
Heavy
- Natascha isn't allowed and replaced is with stock Minigun.
- Fists of Steel aren't allowed and are replaced with stock Fists.
- Both the Killing Gloves of Boxing and Gloves of Running Urgently increase speed by 50%, but deal 7 points of damage when drawn.
Engineer
- Metal from pickups is limited, as all maps only have small ammo pickups.
- Frontier Justice grants revenge crits only when Sentry Gun is either aiming at or shooting the Boss.
- All pistols deal mini-crits.
Medic
- All mediguns are replaced with the Kritzkrieg with an increased charge rate and the following changes:
- UberCharge grants both invulnerability and crit-buff for Medic and his patient.
- UberCharge lasts 50% longer than usual.
- The Medic begins round with 40% Ubercharge and receives 50% back after the end of an Ubercharge.
- All syringe guns are replaced with Custom Syringe Gun, which grants +5% UberCharge on hit.
- The Crusader's Crossbow is always crit buffed, has damage increased by 50% and grants +10% of Ubercharge on a successful hit.
Sniper
- All passive secondary weapons are replaced with the SMG.
- Jarate removes 10% of the boss' rage on hit, but does not grant mini-crits.
- All Sniper's weapons are crit buffed.
- Bazaar Bargain isn't allowed and is replaced with stock Sniper Rifle.
- A hit from a Sniper Rifle marks the boss, causing him to be visible through walls to the entire team for several seconds. The duration of this effect depends on the power of the shot.
- Huntsman's damage is increased by 50%.
Spy
- A successful backstab will deal about 10% of Boss's health.
- All players, including the boss, are informed when a Spy successfully backstabs the boss.
- The knife cannot be used for 2 seconds after a successful backstab.
- The Dead Ringer is also unavailable for 2 seconds after successful backstab.
- A Successful backstab with the Your Eternal Reward disguises the Spy as a random teammate.
- A Successful backstab with Conniver's Kunai adds 60 health points, allowing the Spy to overheal up to 250 points.
- All Revolvers deal mini-crits.
- Cloak and Dagger isn't allowed and replaced with Enthusiast's Timepiece.
Bosses
Bosses
Christian Brutal Sniper
“ | It's like Christmas morning...
Click to listen
— Christian Brutal Sniper on the hunt.
|
” |
- Health formula: [(760+n)×n]1.04, where 'n' means number of players.
- Super Jump: A very high jump that can be used by holding down the right mouse button and releasing it while facing upward. Height depends on the time spent holding the mouse button. If the Sniper falls into an environmental hazard, the jump becomes much stronger.
- Super Stomp: Causes the Sniper to fall much faster and cause high damage with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunting. Sniper gets Huntsman and 9 arrows which can be used without restriction. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
- Scare radius — 350 inches (~9 meters).
- Has Medic's moving speed which increases to Scout's on health loss.
Demopan
“ | Stout Shako for two refined!
Click to listen
— Demopan on effective trading.
|
” |
- Health formula: [(760+n)×n]1.04, where 'n' means number of players.
- Super Jump: A very high jump that can be used by holding down the right mouse button and releasing it while facing upward. Height depends on the time spent holding the mouse button. If the Demopan falls into an environmental hazard, the jump becomes much stronger.
- Super Stomp: Causes the Demopan to fall much faster and cause high damage with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunting. All players have their screen filled with fake trade requests which prevent them from seeing. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
- Scare radius — 600 inches (~15 meters).
- Charge: Activated by reloading. Uses rage percentage. Only possible if rage is more than 10% but less than 90%.
- Unlike other bosses, the Demopan has the move speed of a regular Demoman.
Vagineer
“ | Grrrrr...!
Click to listen
— Vagineer on everything.
|
” |
- Health formula: [(760+n)×n]1.04, where 'n' means number of players.
- Super Jump: A very high jump that can be used by holding down the right mouse button and releasing it while facing upward. Height depends on the time spent holding the mouse button. If the Vagineer falls into an environmental hazard, the jump becomes much stronger.
- Super Stomp: Causes the Vagineer to fall much faster and cause high damage with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunting. Vaginner is Ubercharged for 10 seconds. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
- Scare radius — 400 inches (~10 meters).
- Killed enemies are vaporized (same visual effect as Cow Mangler 5000).
- Has Medic's movement speed, which increases to Scout's on health loss.
Seeman and Seeldier
“ | See?
Click to listen
— Seeman asking Seeldier about all the dead bodies around
|
” |
- There are two bosses as opposed to one, and they both have less than half of the average boss health.
- Health formula: [(760+n)×n]1.04/2.8, where 'n' means number of players.
- Super Jump: A very high jump that can be used by holding down the right mouse button and releasing it while facing upward. Height depends on the time spent holding the mouse button. If the Seeman or Seeldier fall into an environmental hazard, the jump becomes much stronger.
- Super Stomp: Causes the Seeman or Seeldier to fall much faster and cause high damage with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage (Seeman): Activated by taunting. The Seeman stuns nearby players and then kills them in a large series of explosions. The boss cannot move, and, visually, the Seeman's arms spin rapidly out of control for the duration of the rage. Rage fills with damage taken: 1900 points for full charge.
- Scare/Blast radius — 500 inches (~13 meters).
- Rage (Seeldier): Activated by taunting. All players who have been previously killed are resurrected as clones of the Seeman, but with much less health and no special abilities. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
- Scare radius — 600 inches (~15 meters).
- Seeldier's minions die on his death.
- Has Medic's movment speed, which increases to Scout's on health loss.
Ninja Spy
“ | I'm Ninja Spy...AND YOU SUCK
Click to listen
— Ninja Spy on your skill.
|
” |
- Health formula: [(760+n)×n]1.04/3, where 'n' means number of players.
- Super Jump: A very high jump that can be used by holding down the right mouse button and releasing it while facing upward. Height depends on the time spent holding the mouse button. If the Spy falls into an environmental hazard, the jump becomes much stronger.
- Super Stomp: Causes the Spy to fall much faster and cause high damage with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunting. Scares nearby players. Rage fills with damage taken: 2500 points for full charge.
- Scare radius — 700 inches (~18 meters).
- 3 lives: The spy has three lives, and when he runs out of health on the first and second lives, time is slowed for about ten seconds and the Spy can instantly teleport to enemies during this time.
- Has Medic's moving speed, which increases to Scout's on health loss.
VS Saxton Hale Bosses
Freak Fortress 2 also includes 2 bosses, featured in VS Saxton Hale Mode:
- Saxton Hale - Can Super jump and super stomp. Rage has the largest range in the game mode: 800 inches (~20 meters).
- Horseless Headless Horseman Junior. Can teleport to the most recent player to damage it and super stomp. Rage scares players within 700 inches (~18 meters).
Community bosses
Freak Fortress 2 was created to make the possibility of creating your own bosses easier, allowing server administration to add content inside the mod without ruining the system itself. Instructions an how to add bosses can be found here
Bugs
- Boss will drop the corpse of a "real" class after death.
- The items Schadenfreude, Director's Vision and High Five! can be used by the bosses but lack facial animation.
- Even though the Jarate effect is intended to disappear instantly, it remains for about a half-second.
- Demopan's Trade Spam ability may conflict with other server plugins using the in-game command r_screenoverlay. If this is the case, it may display incorrectly.
- Ninja Spy can get stuck, if he attacks an enemy in an area that cannot be passed without crouching during slow motion.
- Players who acted as the Seeldier the previous round may spawn with the incorrect weapon for their class.
- Occasionally when the Seeldier rages all of the Seeman clones will instantly die.
Trivia
- Some servers are using «Goomba Stomp» modification, allowing players to jump on a boss, dealing him extreme damage, comparable to backstab. Chat will display a message: «"Username" stomped "Username!"». However, he can do the same thing.
- This modification was created by RainBolt Dash in April 2012, basing on VS Saxton Hale Mode's 1.38 version, which was also created by him. Now VSH mode is developed by user FlamingSarge.
- Every single boss is created basing on community fads.
See also
External links
- Freak Fortress 2 mod on AlliedMods
- VSH mod on AlliedMods
- Random Fortress forum, "the motherland" of VSH and FF2
- Official VSH and FF2 Steam group
- Thanks list
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