- Server - Changed to FTE (kinda like DPserver) and protocol 666. The new protocol supports many more engine extensions which can be used for lots of cool stuff. Also higher entity/edict counts. The ticrate is .05 for now. Overall it does feel much faster than stock FvF, for good or bad I'm not sure. All the weapons/monsters/etc should all function the same regardless of the ticrate now. Any engine supporting protocol 666 (pretty much all of them these days - mark v, joequake, fte, qrack, qss, qss-m) can connect. Quakeworld can also connect, as well as the KEX remaster though I have that turned off for testing purposes... I don't really see many QW people wanting to play but who knows.
- Class "buffs" - All classes that do not regenerate health or ammo gain a 2.5% damage increase per level. Classes that regenerate health/ammo now regenerate 5% faster per level.
Cleric/Monk - unchanged now, maybe upon reaching a certain level have them give out +25 health packs instead of 15? or better armor? Not sure... Wait no, the monk's fire attacks should set stuff on fire now too.
Cyborg Camper - has had some of his weapons improved... I felt he may have been the weakest class. Homing scrubs do a bit more damage and the fire rate is increased. He can now carry more bullets for his machineguns. The Blowfish 2000 also has a chance to explode into a "multi-blowfish/grenade". The fire rate for sticky bombs is increased. Weapon 8 is unchanged.
Doom Marine - Chaingun fire rate slightly increased. Rocket launcher velocity slightly increased.
Mage - all fire attacks have a chance to set monsters on fire as well.
Ninja - has some more synergy with the ring of shadows. In addition to the ring lasting 90 seconds (original fvf feature), you now regenerate health slowly and also have a slightly increased critical chance.
Sniper - now has a chance to perform critical hits like the ninja. Once maxed out to the commando the critical chance is doubled. - New class - Necromancer. As his name suggests, his main ability (weapon 5) - raise dead - can raise any monster corpse (non-gibbed) back from the dead to serve as his ally. Since Zombies are already dead, you can also turn them to your side as well. If the necromancer dies, his minions perish as well. If the minions die they gib - so you can't keep raising the same monster over and over. You can control more monsters per level, to a maximum of 10 (any more than that it gets a bit ridiculous... it is hilarious though). After that - upon reaching level 9 and 10 your minions attack speed will increase significantly. Your minions will also gain pentagram and quad if their master picks it up. To make the minions distinguishable from regular monsters, they are fullbright, get a colormap set according to their owners colors (color 4 ones look bloody!) and smoke particles colored to their owner. They are also non-solid so yours/other player projectiles will pass through them and they won't get stuck on elevators/lifts/doors. That was a big problem. Oh and the necro can only have green armor, a bit squishy like a mage. Also might limit the number of necromancers playable at a time? I can see more than 2 of them getting pretty chaotic. But not sure. The necro is also disabled for deathmatch... no idea what sort of chaos would ensue.. that and there's no monsters to resurrect.
- Weapon 1 - Scythe. Not much to say here, like the axe but slower fire rate, hits harder and knocks enemies back a little.
- Weapon 2 - Blood Siphon. Pretty much the cleric's drain ability but with some more flavor. Gibs/blood get funneled from the target monster and heal you and your minions for a small amount.
- Weapon 3 - Chain Lightning gun. Like the regular LG but consumes double the ammo/much weaker and chains to every monster in a certain radius. Good for softening up large groups of monsters.
- Weapon 4 - Bone Splinters. Shoots out a random number of nails in a cone type pattern.
- Weapon 5 - Raise Dead.
- Weapon 6 - Summon Lost Souls. Kind of a weird drunk missile rocket launcher but with player heads that have a chance to gib/explode and do damage.
- Weapon 7 - Blight Sliver. A spear that does strong initial damage but also poisons target monster. The poison will then spread to all other monsters in a certain radius. Attacks after the first do less damage but will stack poison up to 5 times.
- Weapon 8 - Blood Sacrifice. A bit like the quake 3 bfg, instead it launches gibs at enemies but also takes some of your own health as a penalty. It also heals your minions like the blood siphon. Incredibly powerful but can be quite costly.
- Monster "buffs" - since some of the classes got buffed a little, some of the monsters are more angry now. Fiends, knights, death knights, shamblers, lunge forward a little more when attacking and attack slightly faster. Still very much avoidable but you have to be a bit more careful. Ogre grenades are now semi z-aware. Not a buff - but shub/chthon now get their health scaled based on number of players. This way if you're solo they don't have quite as much health. With 8 players bosses end up having a bit more health.
- More maps! - Added some more custom maps - Beyond Belief, The mexx series (has some custom QC/modified monsters based on hipnotic), Prodigy SE. A few newer ones (but still old school) - Ritual and Seismic Ventures. You can now vote for a specific map series in the vote menu. After that series is completed, a random series will be chosen. This should continue until all of the maps are played. Some of them may need tweaking for co-op - haven't extensively played all of them yet. The mexx ones should be good to go, removed a bunch of doors that were in the way.
- Entity stuff - Added gyro physics. All this really does now is visual stuff, gibs and packs float in water and get bounced around by explosions. Gibs stay around much longer now since protocol 666 can handle it. Pretty much anything can go through teleporters now as well. That could get interesting...
- Admin/rcon stuff - For some reason rcon in FTE doesn't work with non-fte/darkplaces/qw clients. Talked to Spike about it and he just has not implemented rcon with NQ clients. So for now if you're an admin you will have to type in console: cmd admin (password). Once admin mode is activated you should be able to do commands just like rcon: cmd say hi; cmd changelevel e1m1; etc.
There's probably a bunch of stuff I forgot but I think that is all the main changes. Thanks to the Cujo bot for it's ai following/teleporting to owner code for the minions, copper mod for the chain lightning/some other stuff.
And thank you Gunter!! I hope you don't hate me too much for this
Hopefully it'll be up on port 26000 soon.