Freak Fortress 2
Freak Fortress 2 — is a modification, extending the idea of VS Saxton Hale Mode. Same as the original, it changes the rules of Arena maps, making all players fight against single, but extremely powerful opponent, so called "Boss".
These bosses are based on Community fads. Each ones gameplay, abilities and tactics are different, but sharing the same idea and rules. All of them have tremendous amount of health points, depending on the amount of opposing players (up to 30'000 hp!). It's more than enough to survive the deadliest gameplay features, such as backstab, headshot, killing taunt, train hit etc. Damage dealt by their strikes is 210±10 points, making Heavy and, possibly, Soldier be the only classes, who can survive a single hit, without being overhealed. Bosses have different movement (Super Jump, Teleportation) and Rage (very special and extremely powerful ability, built by being damaged, like Battalion Backup) abilities.
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 crit buffed, to award players, daring to call for a melee fight against the boss.
Scout
- Crit-a-Cola gives full crits buff, instead of mini-crits.
- Fan O' War cuts 5% of Boss's rage scale, instead of marking to death.
- Candy Cane drops small health pack on every hit.
- All pistols have mini-crit buff.
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 are increasing rocket jump height.
- All primary and secondary weapons (excluding Dr. Grordbort's Victory Pack) deal mini-crits on airborne enemy in 99999 seconds after weapon being drawn.
- Direct Hit deals full crits on airborne target.
- Reserve Shooter has slightly increased damage and weapon switching speed, but still deals mini-crits on airborne targets, unlike Direct Hit.
Pyro
- Both Axtinguisher and Postal Pummeler are identical to stock Fire Axe.
- Both Flare Gun and Detonator replaced with «Mega-Detonator» — special flare gun, which can detonate the flare, but allows to make much higher flare jumps, due to increased self-throwing power.
Demoman
- Both Chargin' Targe and Splendid Screen are blocking the single Boss's hit, and then being removed till the end of round.
- Equipping any shield will make crit buff on primary weapon.
- Sticky Jumper isn't allowed and replaced with stock Sticky Launcher.
- Half-Zatoichi heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
- Eyelander, Horseless Headless Horsemann's Headtaker and Nessie's Nine Iron are collecting heads for each hit.
Heavy
- Natascha isn't allowed and replaced with stock Minigun.
- Fists of Steel aren't allowed and replaced with stock Fists.
- Both Killing Gloves of Boxing and Gloves of Running Urgently are increasing moving speed on 50%, but deals 7 points of damage when drawn.
Engineer
- Metal if really hard to find, because almost all Arena mode maps have only small ammo boxes.
- Frontier Justice grants revenge crits only when sentry is either aiming or shooting the Boss.
- All pistols have mini-crit buff.
Medic
- All secondary weapons are replaced with Kritzkrieg, which builds Ubercharge up on 25% faster.
- Ubercharge grants both immortality and crit-buff for Medic and his patient. Moreover, Ubercharge lasts 50% longer than usual.
- Medic begins round with 40% filled Ubercharge scale and has 50% after the end of Ubercharge.
- All syringe guns are replaced with Custom Syringe Gun, adding +5% of Ubercharge on hit.
- Crusader's Crossbow is always crit buffed, has damage increased on 50% and grants +10% of Ubercharge on successful hit.
Sniper
- All on-back items are replaced with SMG.
- Jarate cuts 10% of Boss's rage scale, instead of increasing damage.
- All Sniper's weapons are crit buffed.
- Bazaar Bargain isn't allowed and replaced with stock Sniper Rifle.
- Sniper Rifles marks the boss, so he could be seen through walls for entire team for some seconds. This time depends on shot's power and may be charged with staying zoomed in.
- Huntsman's damage is increased on 50%.
Spy
- Successful backstab will deal about 10% of Boss's health.
- All players, including the boss, are getting informed with text message about successful backstab. Moreover, Spy can't use his knife for 2 seconds after that.
- Dead Ringer is also unavailable for 2 seconds after successful backstab.
- Successful backstab with Your Eternal Reward disguises Spy as a random teammate.
- Successful backstab with Conniver's Kunai adds 60 health points, allowing to overheal up to 250 points.
- All Revolvers mini-crit buffed.
- Cloak and Dagger isn't allowed and replaced with either stock Invisibility Watch or Enthusiast's Timepiece.
Bosses
Official release
Christian Brutal Sniper
“ | It's like Christmas morning...
Click to listen
— Christian Brutal Sniper on hunt
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- Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
- Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
- Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunt. Sniper gets Huntsman and 9 arrows to use them without any restrictions. 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 wants to ask you something
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” |
- Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
- Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
- Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunt. All players are getting a lot of trading requests on their screen without any possibility of neither decline or accept them, blocking the view field. 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 a rage points, but only if there is more than 10% but less than 90%.
- Unlike other bosses, have moving speed of a regular Demoman.
Vagineer
“ | MMRMMGH!
Click to listen
— Vagineer thinks about global warming... And stuff...
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” |
- Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
- Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
- Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunt. Vaginner is being 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 getting vaporized (the same effect, as Cow Mangler 5000).
- Has Medic's moving speed, which increases to Scout's on health loss.
Seeman and Seeldier
“ | See?
Click to listen
— Seeman asks Seeldier about dead bodies around
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” |
- Work together.
- Health formula: ((760+n)*n)^1.04/2.8, where 'n' means number of players.
- Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
- Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage (Seeman): Activated by taunt. Seeman begins showing his explosive show off, killing everyone in radius of 500 inches (~13 meters). Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
- Scare radius — 500 inches (~13 meters).
- Rage (Seeldier): Activated by taunt. Seeldier resurrects dead players as his minions, who look like real Seeldier and Seeman, but don't have any 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 moving speed, which increases to Scout's on health loss.
Ninja Spy
“ | It's like Christmas morning...
Click to listen
— Ninja Spy on hunt
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” |
- Health formula: ((760+n)*n)^1.04/3, where 'n' means number of players.
- Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
- Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
- Rage: Activated by taunt. Scares players around. Rage fills with damage taken: 2500 points for full charge.
- Scare radius — 700 inches (~18 meters).
- 3 lifes: Ninja Spy has 3 lifes. On death, the time is getting slowed down for 10 seconds, while Ninja Spy can instantly move to his victim.
- Has Medic's moving speed, which increases to Scout's on health loss.
VS Saxton Hale Bosses
Freak Fortress 2 also includes 2 bosses, featuring in VS Saxton Hale Mode:
- Saxton Hale - Special guest. Super jump, super stomp, rage roar, scaring people 800 inches (about 20 meters), which is the biggest scaring range in mode.
- Horseless Headless Horseman Junior. Has a teleportation to a random player, isntead of super jump, super stomp and rage roar with 800 inches range.
Community bosses
Freak Fortress 2 was created to make the possibility of creating your own bosses more easily, allowing server administration to add content inside the mod, without ruining the system itself. Instruction for to make one could be found here. At the moment, there is no community created bosses, due to modification's release day. You can share your ideas at official Freak Fortress 2 forum.
Bugs
- Boss will drop the corpse of a "real" class after death.
- Taunts Schadenfreude, Director's Vision and High Five! can be used by every single boss,but lacking the facial animation.
- Even though Jarate has to disappear instantly, it gives about half a second to strike the boss with mini-crits.
- When boss scares an Engineer wearing Hotrod, it will fall down like carrying a builder's case.
- Demopan's Trade Spam ability may conflict with other server plugins using in-game command r_screenoverlay. In this case, it will simply disappear.
- Ninja Spy can stuck, if he attacks an enemy, standing in places, where you can't pass without crouching, during the slow motion.
- Boss' firts person view weapons are not real (Bottle and Shovel instead of Seeman's and Seeldier's giant fists).
- Ninja Spy holds correct weapon at first person view (Shahanshah), but only one of them and has incorrect holding animation.
- Some bosses have taunts and some aren't. This wasn't planned, because you can't make class do correct taunt animations with weapon of another class.
- Seeldier is the only boss, using his taunt animation correctly (during the rage).
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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