Report article RSS Feed FF 2.1 Released

Patch 2.1 has been released. Linux server files are not ready, and will be released as soon as they become available.

Posted by squeek502 on Sep 12th, 2008

Fortress Forever 2.1 is here, check out the trailer then get downloading. Full patch is here, 2.0 to 2.1 is here. Server files 2.0 to 2.1 for Windows and Full 2.1 for Windows.

2.1 Changelog:

User Interface

  • New main menu background

Generic / Misc Stuff

  • "Skim cap" added
    • Skim cap set to 1.80 or 180%. The skim cap does not affect upward trimping.
  • Re-added grenade friction for all non-conc grenades
  • Bunnyhop cap up to 1.40 from 1.20
  • Added objective icons
  • Spawn system made more random
  • Made "can't spawn for X seconds" message show 2 decimal points
  • Added ability to use custom map sentences via "maps\mapname_sentences.txt" file
  • Various hint updates
  • Updated maplist.txt to include new maps
  • All maps now have loading screens
  • Made spies get a message saying their sabotage is about to reset once there's about 6 seconds left
  • Included source files of various maps (found in source\maps)


  • New IC model!
  • Added shadows that only project downwards (can be turned off with sv_shadows)
  • Added swimming animations
  • Made teammates of a saboteur see team colored spy icons drawn above their sabotaged buildables
  • Made sentries change skin to saboteur's team when maliciously sabotaged
  • Messages now have dropshadow
  • Added medkit first-person animations
  • Added rocket dynamic light
  • Made explosion dlight more orange
  • Enabled dynamic lights by default. Use Fortress Options to disable
  • Completely new single shotgun animations.
  • Civilian is now team-colored and has shoe texture.
  • New jump animation.
  • Thrown/world medkits are now FF medkits, not HL2.
  • Autorifle now has muzzle flash.
  • Autorifle firing animation works correctly.
  • Made disabled classes have their selection buttons disabled instead of not drawn
  • Made railgun muzzle flash blue
  • New rail effects
  • Added cl_pipetrails cvar
  • Added medkit animated screen texture

Bug Fixes

  • Fixed blue pipes not always detonating when they hit a player
  • Added clamp to emp cell damage, so Pyros don't get wtfpwned
  • Fixed emp-triggered ammopack explosion not dealing damage
  • Fixed maliciously sabotaging a dispenser not counting as a kill
  • Fixed sabotaged sg teamkill bugs (rockets, detonation, shooting other buildables, and more)
  • Fixed spies disguised as civilians not having civilian weapons out
  • Fixed detpack context menu disappearing too soon
  • Made spectator hud not draw if cl_drawhud is 0
  • Made messages not draw if either cl_drawhud or hud_messages are 0
  • Fixed "Build sentrygun" radial menu option being disallowed if dispenser was built
  • Fixed wade sound looping bug when standing in water
  • Fixed player list
  • Fixed sabotaged sentries not being targeted by other sentries
  • Fixed spy radial menu not resetting timed out sabotages
  • Fixed not being able to close the stupid spectator menu
  • Fixed not being able to disguise after prematch when you have the flag when prematch ends

Class-specific Changes

  • Scout:
    • Made the jumppad require +jump input
    • Removed jumppad warmup time
    • Reduced size of the jumppad's trigger bounds
    • Jump pad forward push up to 1024 from 1000
    • Jump pad vertical push up to 512 from 500
  • Sniper:
    • Radiotag duration increased from 15 to 30 seconds.
    • AR damage up from 5.5 to 8.
    • Sniper rifle base damage up to 45 from 35
    • Sniper rifle maximum damage up to 275 from 245
    • Sniper rifle charge time down to 5 seconds from 7 seconds
  • Soldier:
    • RPG damage radius decreased slightly (from 125 to 115).
  • Demoman:
    • Pipe bomb damage radius decreased slightly (from 150 to 135).
    • Blue pipe fuse time up to 1.3 seconds from 1.1 seconds.
  • Medic:
    • Made the medic cell regen amount 5 instead of 3
  • HWGuy:
    • New HW AC System! : Dynamic cone and rate of fire removed
    • Clamp removed
    • AC bulletdamage down to 6.5 from 12
    • AC spread set to .06 from (.05->.26)
    • AC cycletime set to .08 from (.05->.15)
  • Pyro:
    • Pyros spawn with 2 napalms instead of 4.
  • Spy:
    • Spy is completely invisible when cloaked and standing still
    • Spy is no longer shot at by SGs while cloaked (The SG emits a sonar beep when it detects a cloaked spy in its line-of-sight)
    • Tranq cycle time lowered to 1.5 from 2.0
    • Lowered sabotage timeout from 120 to 90 seconds
  • Engineer:
    • Removed railgun overcharge damage and made all cool down times (except overcharge) 0.333 seconds
    • Made the railgun only take 1 rail per charge as opposed to 1 at first and 2 at each charge (now it's just 3 total ammo lost after full charge shot instead of 5)
    • Railgun overcharge gives 40 cells
    • Railgun regenerates 1 rail every 4 seconds when it is being used
    • The SG emits a sonar beep when it detects a cloaked spy in its line-of-sight.
    • SG health has come down a small amount to 108% from 113% of TFC level(ish).
    • SG bulletdamage down from 15 to 12
    • SG air bulletpush reduced to 2 from 15
    • SG rate of fire increased significantly
    • SG build time reduced to 3 seconds from 5 seconds
    • SG untarget range added, set to 10% further than lock-on range
    • Dispenser starts with ammo in it
    • Dispenser regenerates ammo and cells faster
    • Dispenser dispenses ammo and cells much faster
    • Made dispensers "eat" nearby dropped bags
  • Civilian:
    • Raised umbrella damage from 18 to 30

Map changes

  • 2fort
    • Added 2fort (!)
  • Monkey
    • Massive performance increase
    • HDR added
    • Lower respawn grenade bag respawn time increased
  • Anticitizen
    • Added anticitizen - Attack and Defend map
  • Tiger
    • Added tiger - control point map
  • Bases
    • Added bases - CTF map
  • CZ2
    • New scoring system - stand on the capture points to gain control of them
    • Added locations
  • Hunted
    • Huge performance increase (uses less resources)
    • Added locations (lots of them)
    • Bodyguards always know where the hunted is (through locations and the objective icon)
    • Gave hunted quad damage instead of unagi damage (*69)
    • Enabled hunted damage from sentries and dispensers
    • Limited bodyguards to only having 1 pyro and demoman no longer allowed
    • Scoring changed to 5 per assassination, 10 per escape
    • Added hud door open/closed icons
    • Made escape door buttons lock for 6.66 seconds after using
    • Hole replaced with a vent, and vent room added
    • Added "Fuel Room"
    • Various other layout changes
  • Dustbowl
    • Various bug fixes
    • Minor FPS increases
    • HDR added
    • More cells in various packs, 200 cells on spawn again
  • Waterpolo
    • Major performance increase
    • Removed HDR
    • Made goal triggers a little inset
    • Ladders added to the sides of each team's base
    • Increased ball throw speed/distance
    • Raised ball return time from 10 seconds to 15
    • Made goalies invincible when inside their team's locations, but weak (right now they take triple damage, but they also spawn with full health and armor now) outside them
    • Goalies cannot go out-of-bounds or into the other team's locations
  • Pitfall
    • Added ff_pitfall
    • Major performance increase from old community version
  • Dropdown
    • Added a route from water room to upper floor
    • Added opacity changing windows in flag room
    • Added fire and smoke effects when generator is detpacked
    • Added a 60 seconds delay before generator can be repaired
    • Lots of other smaller changes
    • FPS increases and bug fixes
  • Epicenter
    • First to 3 captures system fixed
    • HUD icons for 3-cap system added
    • Some mapping fixes/alterations
  • Cornfield
    • Defenders spawns moved forward
    • Various bug fixes/visual tweaks
  • All AvD (Dustbowl-style) maps
    • Maps end after 24 mins
    • Scoring fixed

Lua changes

  • Base_ad now works for all 4 teams instead of just red/blue
  • Added grenade prime lua callbacks (player_onprimegren1 and player_onprimegren2)
  • Added DisplayMessage(player, string) lua function (sends the message as a hint)
  • Exposed player's MaxSpeed() function to lua
  • Added SetVelocity lua function
  • Exposed GetLocation and GetLocationTeam to lua
  • Added alignment and ToTeam variations for AddHud functions
  • Added RemoveHudItemFromTeam lua function
Post comment Comments
leilei Sep 13 2008, 1:04am says:

2fort!!!! !1!! !! ! ! ! !

time to down load !

+1 vote     reply to comment
MastaGunZ Sep 13 2008, 3:13am says:

Sweetness! Downloadin' this shiz right now!

+2 votes     reply to comment
Trevortt Sep 13 2008, 5:11am says:

Excellent news! Downloading now!

+2 votes     reply to comment
hekar Sep 13 2008, 10:47am says:

betta bunny hopping ftw.

+2 votes     reply to comment
eightDash Sep 13 2008, 12:05pm says:

Just want to let everyone know it's amazing.

+4 votes     reply to comment
Autious Sep 14 2008, 7:09am says:

I have great respect for this mod and for what it currently is. Takes me back to the old Quake and 56k times.

+1 vote     reply to comment
GeoKill Sep 14 2008, 5:37pm says:


+1 vote     reply to comment
Xylemon Sep 14 2008, 8:54pm says:

2fort was awesome

+1 vote     reply to comment
RageX Sep 14 2008, 9:14pm says:

Sweet, can't wait to try 2fort.

+1 vote     reply to comment
Nuka5 Sep 15 2008, 7:45pm says:

I would play this, but the bunny hopping and grenades really make it lame

0 votes     reply to comment
HarmonBlues Nov 29 2008, 10:18pm replied:

Nuka5, trying to be like the "Team Fortress" 2 game would make it really lame. I mean, I enjoy TF2, but to me it's not Team Fortress. FF does good justice as an alternative to TFC, which I still love playing.

+1 vote     reply to comment
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