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Beta 2.6 was shipped with a glitchy German translation which caused the mod to crash immediately. We are sorry for the inconvenience, it got included without proper testing and also some limitations in the code supplied by Valve allows such errors. Use this fix to get rid of the issue:
Download it here. |
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Changelog:
Added:
- New modes: territorial push, prisoner escort (3:10 to Yuma like), double push the cart, train robbery and duel tournament
- new coop mission: coop_fortress
- "Most Wanted" stats, ladder and team balancing system. Type ´mw´ to know your rank and stats, ´mwteam´ for team stats, and mw10 for top 10 most wanted players.
- Horse NPC by Brad Myers.
- Soft push player collisions "TF2 like"
- highlight cam when a player captures loot in Bounty
- votemap feature, just type ´votemap´ in chat. Map list can be defined by server admins in "votelist.txt" (only the first 9 items are displayed ATM). The list file can be change to something else using ´mapvotefile´ convar
- Option to disable end round music
- German translation by MadMakz
Changes:
- Boss takes more damage before dying
- Boss and Bounty modes last a fixed amount of time again instead rounds (check fof_bounty_duration and fof_fdm_duration)
- player_hurt event re-enabled and kills logged again
- checking for idle players takes into account where player is aiming at instead the world position
- Strafe jump (spurs) drains -40% stamina, 5% faster
Fixes:
- Fanning bug causing some shots not being registered
- Respawn time counter broken in Bounty mode, preventing new players join the game when server is empty
- Breathing sound keeps playing after being killed
- Walking over uneven surfaces causes accuracy loss
- Dynamite sometimes explodes immediately when the thrower is killed during mid-throw
- Dynamite effects are played when an inactive stick is dropped
- Dynamite is thrown automatically when map intermission begins, causing accidental team kills.
Weapon balancing:
- Dual peacemaker and revolver fanning (any): slightly more accurate over many consecutive shots
- Smith carbine costs 35 notoriety
- Sharps reload is 15% faster |
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Build 2.5d for dedicated servers not only brings some important fixes and gameplay changes, it also adds some features meant for competitive play and clan matches. There isn´t needed any client update to enjoy this version, just an updated server. Changelog:
- Alternative clothes give +25% capture loot reward, no matter if player was carrier or protector.
- Whiskey jug starts with x2.0 regeneration rate in Bounty, Coop and FoD-1 crate modes.
- Notoriety gained due combat increased 15-20%
- Carrier speed in 1 chest mode is decreased -20% to enforce combat. There´s a small respawn penalization mainly to avoid players respawning alone. However they respawn closer to carrier than in previous versions, making this mode more appealing.
- Fixed incorrect notoriety in log events
- Fixed incorrect winning team displayed sometimes
- Fixed server crash when server admin attempted to chat in Bounty mode
- Fixed issue which prevented players from facing the objectives correctly when respawning
- Improved server stability, several related fixes included
Tournament mode, cvar fof_tournament enables several features meant for clan matches and competitive playing in general:
- notoriety restart after each round
- cvar fof_notorietyrate allows to customize how much notoriety gives each action (a multiplier for each action, actually), setting it to 0 disables any increase. Only works if tournament mode is enabled.
- Starting notoriety can be customized more freely (15-75 range)
- no maximum notoriety limit
- no random objectives
Download it here (Courtesy of GamingDeluxe)
Regarding future updates, we are preparing several things, still soon to talk about them. For the moment check this amazing horse model made by Brad Myers, the same artist who brought to life our mexican bandit. There was horse poo in some maps and no horses around, odd isn´t it? Problem fixed! Note that horses will be just animated props, and there is no plan to do other thing with them unless some major change of plans happens.
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Following the petitions from our community, a patch has been issued with the following changes, be sure to update dedicated servers out there! Clients no need to install it:
* Fully compatible with beta 2.5 clients
* Back to old notoriety system, progressive, notoriety isn´t restarted. Initial notoriety still can be customized (35-50 range). There is 100 notoriety limit which cannot be surpassed, however any additional notoriety gained is still accounted and displayed in final scoreboard.
* Map duration is no longer measured in time but rounds. FoD normal mode last 3 rounds always, FoD 1 crate mode: 5-10 rounds (fof_fodalt_maxrounds), FDM: 5-10 (fof_fdm_maxrounds), Bounty: 5-15 (fof_bounty_maxrounds).
* Notoriety increasing is proportional to the number of rounds to play, the more rounds the slower it increases.
* Bounty mode: teams can be swapped optionally, use cvar fof_bounty_swapteams to enable or disable this feature
* Few Dollars More end round music fixed
* Explosive arrows: area of effect decreased 15%
* Visible server slots in browser show the maximum slots allowed per map, so players won´t join thinking there is any free slot to play (doesn´t apply in coop mode)
* Coachgun/shotgun do slightly less damage over long distances
* Beard health rate increased +10%
Download server update 2.5a
There is also good news for level designers. We would love to see some community made maps. Fistful of Frags offers an almost infinite amount of possibilities, many of them still not explored. Here´s our mapping SDK to help you start creating new multiplayer and cooperative maps. It includes:
* guide explaining the entities you have to use for each game mode, and how to setup them
* map examples: fistful of dollars, few dollars more (fof_canyonland), bounty, coop (peligro, sweetwater and ramirez escort), moving train
* .fgd file
* many prefabs
Download the mapping SDK here.
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The new version is a very important milestone for us. The mod has been revised completely, and many many things have changed or improved significantly. Before playing, it´s highly recommended you watch this tutorial.
Special thanks as always to GamingDeluxe for providing us direct download mirrors!
Client full installer:
GamingDeluxe direct download
ModDB
Client 2.1->2.5 update:
GamingDeluxe direct download
ModDB
Dedicated server (Windows)
GamingDeluxe direct download
ModDB
Highlights:
- cooperative/singleplayer mode: 1 to 8 players and 4 different missions
- Winchester 1893 pump shotgun added, some weapon animations highly improved. Rock salt shells added.
- New damage model, revolvers fire and reload faster, rifles are harder to use in close range
- New team vs maps: fof_loothill and fof_canyonland
- Kill the boss mode added: both teams have a NPC boss to protect, the first team killing the enemy one wins.
- Higher player speed, some movement restrictions removed, special dodge jump skill added
- Fistful of Dollars, our main multiplayer mode, is faster, more dynamic.
- New notoriety system: players start every round with a base amount + extra depending how good they did in previous round.
- Deathmatch bots!
Full changelog:
Added:
- Cooperative maps: coop_elpaso (VIP escort), coop_sweetwater (last stand), coop_revenge (last stand), coop_peligro (push the cart)
- Mexican bandit character by Brad Myers
- Winchester 1893 pump shotgun, model and texture by Racer445, animations by Flakk
- Sounds: custom footsteps, many weapon sounds tweaked, whiskey glug, fiery arrow, custom burn sound
- Gatling Gun, model by RYell, skin by Flakk
- New animations: dual Colt Navy and axe by Flakk
- Map fof_loothill by Henri
- Map fof_canyonland by RYell
- Bots available in deathmatch mode: they can work in versus mode or teamdm. Their number is are also set automatically depending how big is the map and how many humans are in server, it means server admin don´t need to care about enabling or disabling them, the game itself will add or remove bots if necessary.
- New game mode: "boss murder", both teams must protect a "boss NPC", the first team which kills enemy boss wins. Players spawn near their boss, so moving the boss to other map areas also moves the spawn place. They stop spawning around him when enemies get near enough the boss.
- Classic deathmatch: players begin the game with a starting amount of notoriety which cannot be increased, weapons and power-ups are placed around the levels. Available maps: eliminator_lite and desert.
- New notoriety system in team based game modes: players start every round with 35-50 notoriety plus some extra notoriety (up to +25) depending how good they did in previous round.
- New round system in team based game modes: maps are played during a predefined amount of time, doesn´t matter how many rounds. Each round is also shorter, an average of -33%.
- Equipment presets: one click to load all your weapons/perks. The system also allows item stacking if there isn´t enough notoriety, select all equipment needed for an entire round at a time.
- Server slots increased to 32, each map has its own player cap if exceeded any player will go to spectator mode until a slot is free. Some large maps in DM mode allow 32 players, the rest keep the same.
- Auto change map feature: if a server gets empty, the map will be changed automatically to a level specified in maps/autochangemap_list.txt
- Backspace Key drops active weapon in CO-OP/Bounty/DM game modes
- Weapons and ammo packs only can be picked up pressing *USE* key.
- New mod options menu, more accessible, new crosshair customization options.
- New Bounty enabled maps: fof_sweetwater (only Bounty), fof_elpaso, fof_desert, fof_monumentvalley
- fof_tournament server cvar added to allow complete fairness in Bounty matches (no random objectives)
- Some levels have been enhanced with self shadowed bump maps.
- Team cash meter: if a team is about to win, its bar flashes
- Objective icons: now the amount of cash in each one have is also displayed
- Frags and deaths are also saved along notoriety when player leaves the server, in case he/she returns.
- Novice friendly servers can be set: players surpassing a kill:death ratio will be banned for some time.
- Dodge (strafe jump): equip spurs to get this new skill, it requires >75% stamina bar to work (it becomes green when ready). Just press left/right+jump to do this move, tip: keep pressing the direction key to shoot accurately in mid air.
- Rock salt ammo for shotguns: inflicts slightly less damage than buckshot (-15%), but it causes additional pain effect which keeps draining some health for a few seconds after impact. There´s an added effect, if initial damage is high enough, the victim will jump a bit due the intense pain, so aiming accuracy is lost during a second :)
Special thanks to: everybody who contributed to enable AI features in Source based multiplayer mods and Battlegrounds 2 for its implementation of custom options menu.
Fixed:
- auto team switch with no warning message
- bow particle fire effect keeps working when it shouldn´t
- players don´t spawn correctly aimed towards objectives
- all sourcemod slot keys added
Changed:
- weapons completely rebalanced to avoid rifles being used at close range and revolvers the opposite.
- damage model has been tweaked, headshots do x2.1 damage instead x3, only rifles can kill in one shot (depending where you hit), killing a player shouldn´t take more than 2 hits with any gun if vital zones are damaged.
- Base sprint speed increased 7%
- player forward speed increased 7%
- blood effect on screen when receiving damage has been decreased
- whiskey jug: replenishes faster in normal modes, even faster in co-op
- Colored ammo boxes: green means ammo + health, red only health, brown only ammunition
- Idle players aren´t kicked from server if there are free slots, they simply become spectators.
- Beard: healing rate increases proportionally to how low is health level
- Players cannot reload while jumping anymore, weapon switches to fists immediately in that case
- Jump consumes minimal stamina, but each successive jump multiplies the amount consumed
- Sprint while reloading isn´t possible in one shot weapons, while the rest (revolvers, Henry, pump shotgun) will stop reloading automatically if sprint key is pressed
- Neckerchief/Bandanna regenerates pain tolerance when player picks ammo packs from enemies killed by himself (max. pain tolerance will be 33 always!)
- Loot sack relocation in Monument Valley map is announced (visual and audible hint)
Weapons:
- Revolvers fire and reload faster, do +10-15% damage, however its effective range is smaller than it was before
- Sharps: going from inaccurate to accurate takes half time, player speed increased while ironsighted
- Bow using explosive arrows: no crosshair and player speed decreased, explosion smoke particle effect is simpler
- Bow using normal arrows: player speed increased, reloads 20% faster
- Smith carbine: much less accurate without iron sights, similar to Henry rifle.
- Deringer and axe: draw animation speed increased
- Fists: punches drain less stamina
- Sharps: switching to iron sight mode takes longer than other rifles (double), during that time aiming is still very inaccurate
- Explosive arrows ammo decreased from 10 to 8.
- Coachgun: pellet spread significantly decreased to get closer real world performance, player movement speed is slower.
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One year has passed since our first beta went public, that was fast! It´s still the same game in some aspects, but many things have changed and many more will do shortly. You knew Fistful of Frags as a multiplayer only modification and that will be no more when beta 2.5 is released. A co-operative/singleplayer mode is in the making, here´s some info:
* fully predicted AI for online matches, expanded with some new features to make it more smart and responsive. NPCs use almost the entire arsenal. There will be a Gatling gun and a snake NPC too, just to start with!
* up to 8 human players, most missions can be played in singleplayer/offline mode, NPC companions will help you in such case.
* the amount of enemies and difficulty are proportional to humans amount and skill, so no matter how many persons play, the game will try to adapt itself.
* different mission types: father Ramirez/prisoner escort, last stand, escape, assassination, train escort, push the cart and many more! Pretty much any kind of mission is possible due the freedom and extra features our objective system offers to level designers
* available equipment: notoriety based leveling or traditional (weapon pick-ups around the map or dropped from dead enemies), depends how´s the mission designed
* AI works in most deathmatch maps too! In those maps is also possible to force a team deathmatch scenario, humans vs AI.
Would you like to take a look? This video isn´t very elaborated but is enough to showcase an intense assault which involves around 40 NPCs and only one human player. Watch in HD quality recommended.
Regarding this co-op matter, we are looking for level designers to create missions for our new mode. The Wild West presents many opportunities to create a great co-operative experience, but we cannot do that alone. If you are interested send us an email (details are in "join us" section).
If this isn´t enough for you, wait, there is more! Winchester 1893, the granddaddy of all pump shotguns, will make its presence in beta 2.5. It´s a relatively late weapon for wild west era, we know, but makes plenty of sense gameplay wise and be sure is a hell of fun too. There´s also the new map fof_loothill, it plays better than looks and looks great as you can see. Player speed will be faster too, there will be some weapon balance as usual. We are also removing the slot restriction so 32 slots, the engine maximum, will be possible in a few maps for the moment. Finally, deathmatch classic will be introduced in some maps, players will have to find weapons and power-ups around the map instead gaining notoriety.
When should you expect the new release? It´ll happen around February, most probably, just around the corner. You also may join the public testing we are doing from time to time, step by our forums.
Hope you like the new additions, if that´s the case you only have to do something for us: vote for Fistful of Frags in ModDB´s MOTY awards!
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We continue our effort to improve Fistful of Frags with this new beta. First of all, we have completely redone the animations for Colt Navy, coachgun, Smith carbine and Henry rifle! There is also some important modifications done to bow, there´s only one bow type which fires any kind of arrow, and is also available a new arrow type. Fiery arrows aren´t very western like but we ensure they are hilarious, fun and make possible some new tactics too. Finally, the bug which prevented servers to be displayed in Steam´s server browser is fixed.
Apart from these important additions we have added some other new fx´s, fixes and gameplay changes. Check the complete changelog while you grab the files and thanks a lot to Gaming Deluxe for offering us these direct downloads!
*Client 2.0->2.1 Update Mirror1
*Client 2.1 Full version Mirror1
*Dedicated server 2.0->2.1 update Mirror1
*Dedicated server 2.1 Full version Mirror1
Note for server admins interested in a Linux dedicated server: we are working hard on it, hopefully soon we´ll have something more to say.
Changelog:
Added
- Animations completely redone: Smith carbine, Henry rifle, coachgun and Colt Navy (by Flakk)
- added fiery arrow (model by Lordpisang), slower and causing less damage than normal arrow, this new type sets enemies on fire or causes splash damage.
- Bow redone: there´s a single bow which can fire any arrow type, use secondary fire to change ammo type
- cvar to tweak several fire particle effects: fof_firequality. Lowest quality effects are used by default, try with 1 or 2 to increase quality up to your computer´s performance
- Explosive barrel effect (burning pieces go flying + smoke trails)
- New knife throw sound fx
- fof_bountymaxtime: sets the round duration in Bounty game mode
- fof_bowdisable: server cvar to disable the coolest weapon in game
- fof_disablefire_splash: disables splash damage using fiery arrows
- idle players auto kick, can kick idle spectators too (not all spectators, just those afaik). Set it using fof_maxinactive_time cvar
- high latency players auto kick (minimum allowed to kick 150ms, default is 250ms). Set it using fof_maxping_allowed cvar
- automatic team balancing during the game in FoD/FDM
Fixed
- Servers not being displayed in steam browser
- Crash at the end of round/map
- MOTD not showing
- Henry reload animation
Changed
- Sharps: sway decreases over the time more, there´s almost no sway in 7 seconds
- Friendly fire vote: time to decide increased +25%
- Coachgun: spread decreased very slightly
- Pain tolerance: only one item can be equipped, HP added is 33.
- Bounty: alive players cannot read deads
- Explosive arrows are slightly more powerful
- Bow: player speed while using it decreased 10%
- Fists: is easier to hit now
Maps:
- Peligro: easier to jump at spawn exit, spawn points in FoD fixed
- Monument Valley: ranch building is bigger, "emergency exit" added in top floor
- Tijuana is compatible with Bounty game mode
- Desert: new skybox, soundscapes playing in wrong places fixed |
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Here is our next, massive update! Version 2.0 makes use of Source "OrangeBox" engine, bringing to you major improvements in graphics and netcode. Apart from that, the game is much more polished and keeps growing with new features, read the changelog below to know more about them.
We also prepared a nice trailer for this release event, you´ll see there all the fun awaiting for you in our new train map, Monument Valley.
* YouTube
* HD Quality
And finally, here are the downloads. Please note that there is no update for previous version, as this one is a major departure. Because of that, we strongly recommend the removal of your previous beta 1.55 folder (in SteamSteamAppsSourceMods), including the desktop shortcut.
Client Full Installer:
Direct Download (courtesy of Gaming Deluxe)
ModDB mirrors
FilePlanet
Dedicated Server files: (requires OrangeBox server!)
Direct Download (courtesy of Gaming Deluxe)
ModDB mirrors
FilePlanet
Changelog
Additions:
- Using OrangeBox engine.
- map fof_monumentvalley by RYell.
- New first person animations: fists and bow by Flakk (3dsmax arms rig by JamesM) and knife by Jeremy.
- Player skins reworked by Prodigy
- New item: long beard (cost 25). A long beard is added to player model, health regenerates slowly over the time. Model by Jeremy.
- New hats: Man with No Name, Tuco (mexican), by Jeremy.
- Added convar fof_player_fov, player can customize field of view now (range 75-90)
- Ricochet sound fx´s: bullets produce ricochet sounds sometimes when they hit hard surfaces
- Weapon smoke whiter, now is possible to increase fof_smoke cvar up up to 3 for larger denser smoke.
- TK forgive option! Player gets back notoriety lost due friendly fire if it´s forgiven by victim. It also can be partially forgiven, so only half notoriety lost is regained.
- New particle effects: blood, dynamite explosion smoke, train steam and torch fire
- Increased movement realism. Head-bobbing while sprinting added, thanks to Winston for headbob algorithm. Weapon sway while walking/running is more noticeable.
- Bullet damage decreased over distance: every gun has a different decrease rate, revolvers and coachgun much less than rifles as you may guessed... This is basically done to minimize negative effects of long range lucky shots with close quarter combat weapons.
- New translations: Dutch by DJScias, Finnish by Kissamies and Russian by Dionys
- Improved weapon sounds: Henry rifle, bow impact.
- New background image by Jeremy.
- Scoreboard completely reworked, much like TF2 one regarding functionality and intention.
Gameplay changes:
- Head hitbox size decreased to fit the player model better
- Loot over head icon is updated every 5 seconds instead 4, for DM as well
- FDM: respawn penalization tweaks, players can spectate during penalty time. Respawn penalty proportional to amount of players in server.
- New players entering in a match get a notoriety boost depending how high is the average in that game
- Jump while reloading is penalized with higher stamina decrease than normal
- Deringer: damage decreased: 40->35, slightly less accurate
- Boots cost 25 notoriety (+10)
- Sprint speed is decreased 10% if active weapon is a rifle/coachgun/bow.
- Ironsights takes slight more time to activate
- Carbine slightly slower reloading
- Sharps realistic ironsight mode: added weapon sway. The effect decreases over the time while IS mode is on. Weapon causes +15% damage.
- Whiskey: increased range, an icon appears when a teammate is inside the healing range. The replenish penalty when whiskey man is killed has been reduced a bit.
Fixes:
- Dynamite: buzz sound stopped if dynamite is removed from player while throwing it
- Ironsights lagging
- Some server crashes
- Rifles producing no fire sound if they are fired too quickly after reload
Map Changes:
- all maps recompiled for OB version
- Bounty game mode added to: fof_revenge, fof_eliminator and fof_tramonto
- fof_revenge: several tweaks for better balance, some props added
- fof_tramonto: zones at the back side aren´t playable anymore, dm spawn point fixed
- fof_elpaso: new access to bank´s inner zone, train fixed, exploit to get outside the playable area fixed
- fof_nowhere: spawn points improved, additional cover added at tower area
- fof_eliminator: loot sacks don´t respawn anymore, however its value has increased up to 750$, improved access to higher area
- fof_tijuana: exploit to access some roofs removed, new routes added, player can´t go back to base with loot now
- fof_desperados: objective positions changed, new lighting.
- fof_peligro: changes made to prevent players go back to respawn area with loot, new look, water removed to increase performance
- fof_presidio: new stairs added at church |
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Here comes a new beta, this one is meant to fix and tweak core parts of our gameplay. The result is a faster and funner game we hope, but still preserving the realism characteristic of Fistful of Frags.
Some reload animations are quicker (revolvers, carbine, coachgun, bow) and there are less stamina restrictions. Autobalance won´t favor as much as it did the team behind in score. Some weapons received changes: dual revolvers, coachgun and Henry rifle. There were added a couple of new effects to increase immersion: arrow ´woosh´ fx and audible breath when player depletes stamina, dynamite has a much nicer new skin (thanks to Prodigy). And lastly, some important bug fixes: revolvers reload, server memory leak and ban panel working properly.
Hope you enjoy this update and I want to dedicate a big yehaa to GamingDeluxe for their support, thanks! Check their server prices because they really deserve it.
Beta 1.5 -> 1.55 Client Update
Beta 1.5 -> 1.55 Client Update AtomicGamer mirror
Beta 1.55 Client Full
Beta 1.55 Client Full AtomicGamer mirror
Beta 1.5 -> 1.55 Dedicated Server Update
Beta 1.55 Dedicated Server Full
Added:
- chewing tobacco: increases stamina regeneration speed by 35%
- breathing sound when stamina depletes
- New way of getting notoriety due combat in FoD game mode: kill enemies near enough a teammate with loot, no matter how far you are from that carrier.
- Player faces the right direction towards objective when spawning in FDM mode.
- map fof_desert (DM only)
- New dynamite skin by Prodigy
- sound fx when arrows pass near players
- crates can trigger outputs on open/close (interesting for mappers)
Changed:
- dual revolvers can´t fire simultaneously as such feature has become a cheap way of getting kills, however they still can fire before the fire animation of parent revolver finishes.
- some reload animations play faster: revolvers, carbine, coachgun, bow
- stamina bar will be full by default and it replenishes -30% slower, spurs have a different function now
- players can´t sprint while reloading unless they equip spurs (except DM), in such case sprint will consume x3 stamina
- autobalancing system: several tweaks to avoid unfair teams
- loot carriers in FoD game mode will be penalized with notoriety loss if they lose their loot, only in case they took it from a crate directly. Player has 10 seconds to get to a safe area, once time goes away a notoriety penalty will be set if player dies. Penalty will be proportional to loot amount (ranging 2-7 notoriety). At the same time, carriers don´t receive any notoriety due combat.
- Dual revolvers: spread ramp is less severe
- Henry rifle: slightly faster rate of fire, player speed increased.
- Coachgun: one extra pellet added
Fixed:
- TK voting panel isn´t displayed under some circumstances, preventing TKs being voted to abandon the server
- Memory leak crashing servers occasionally
- dual and single revolvers reload bug when switching weapon.
- Fists punching even when there is not enough stamina
- Objective crates can be open from larger distance than it should.
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This is a server update only, highly recommended if you host a FoF dedicated server. We detected a few technical and gameplay issues in the previous version, so here are the proposed fixes. Read the changelog please:
Addressed issues:
- objective crates not regenerating occasionally
- deathmatch spawn points increased in fof_desperados
Changes:
- weapons deal more damage due changes in hitgroups multipliers. Chest: 1.2 -> 1.5, stomach 1.0 -> 1.2
- coachgun inflicts -6 base damage due previously mentioned changes
- pain tolerance protection increased (25 -> 33 )
- default game mode in fof_presidio is Bounty
- Bounty: vigilantes do not obtain any notoriety due kills, in case they win a round the entire team will be rewarded with 15 notoriety points
- Whiskey jug: range to heal increased, whiskey man don´t need to stand too close and block teammates.
Download it here or here. |
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