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Fistful of Frags

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Multiplayer based, first person enabled, action packed and skill demanding shooter set in the Wild West times.

Latest · by Fistful of Frags TeamWebsite

Changelog

Hand perks & Horse balance update

New year, new FoF !

Fistful of Frags is receiving its first gameplay update in 2 years, addressing some of the community feedback about hand perks and horse. Get ready to experience FoF like never before :

  • Fanning handgun skill: +30% reload speed on handguns, -15% speed penalty while walking in fanning pose (before -38%), +5% faster transition to fanning pose. Cost decreased to 1 star

  • Right handed handgun skill: +15% reload speed on handguns, -30% speed penalty while walking in revolver aim pose (before -38%), +5% faster transition to revolver aim pose

  • Left handed handgun skill: +15% reload speed on handguns

  • Dual wield handgun skill: cost increased to 2 stars

  • Slide perk cost decreased to 2 stars

  • Horse riding: decreased acceleration, takes some more time to reach full speed, critical hit to kill enemies requires a tad higher speed

These changes are making the game more fast-paced and equal for everyone, whatever your playstyle ! Feel free to share your thoughts on this rework on the steam forum (https://steamcommunity.com/app/265630/discussions/0/689744928092237411/)

~~ Pass The Whiskey ~~

GMOD art by Rattet

To all server owners make sure to relaunch your servers with updated version number

Pass The Whiskmas !!!

A snow white mantle is spreading across the Wild West. How could this be possible ? With Christmas magic, of course !!!

We invite you to discover the new Fistful of Snowball mod made by (https://steamcommunity.com/profiles/76561199012787858) It will turn every map of the game into a winter themed version. The perfect occasion to rediscover your favorite maps with a fresh twist :

And for an even jollier vibe, you can discover the full Pass the eggnog! collection with christmas weapon skins, musics and more ! YEEEEEEHOHOHO !

~~ PASS THE WHISKMAS ~~

Come play the new fof_hammercult map on 31 night !!!

Howdy there wild west mongrels !

Halloween season is upon us, and with it the Ghost Town gamemode is making a comeback with it's explosive bows, magic potions and ghosts ːpaperdeathː

But this years comes with a special surprise, a new halloween themed map will be playable : fof_hammercult created by Domm Havai !

fof_hammercult

Hammercult features one of the most gloomy setting ever made for fistful of frags with death traps and magic bouncers.

The lightning is ravaging. The voices are calling to me. The skies are red and you are knee-deep in the red too. How did the Westerfall Abbey come to this? Or was it a dark place from the very beginning? These are questions for later. Right now I just hope that hot lead and cold steel can put a stop to this madness.

Where and when ?

We give you rendez-vous on the night of the 31 at 8 P.M GMT+1 on :

  • The Saloon -Ⓢ- Badass Gunslingers | Ghost Town - 185.255.121.7:27013

  • The Saloon -Ⓢ- Badass Gunslingers | Ghost Town 2 -185.255.121.7:27040

The map is already running on these two servers already right now. The most impatients of you can already go discover it.

You can also play the classic Ghost Town map rotation on the other Ghost Town servers :

  • Kyekful of Frags Ghost Town | R.I.P. Lee - 64.52.108.128:27040

  • The Salty Spitoon Saloon #4 | HALLOWEEN Ghost Town 81.169.196.24:27045

Make sure to save the date and the servers in your favorite, see you very soon !

Pass The Whiskey

~~Papa Pasda'

Halloween Tortuga by Zenvo-Leclerc

Horse Riding, new update out!

It only took 15 years?!

It never was a big development milestone, in part because gameplay didn't really required vehicles of some sort, but this year came with lots of big changes and additions and... here we are. I'll save you the technical details, isn't really hard to add horses to Source engine if you go the simplest route, but there's a lot more. Riding horses probably wouldn't have happened without the superb animations made by Nimrod Hempel, community member that has helped FoF over the years. The main motivation source came from the sheer will, positiveness and insistence from another community member called (https://steamcommunity.com/id/paralhama/). Finally, also big thanks to The Saloon people that joined our playtests and helped with final touches.

Concerns?

The inclusion of horse riding into a game known by its small arms and silly footed combat could cause some scepticism at first. So let me clear something up, we don't want to change how most of our maps play. We have chosen a few regular maps as Fistful, Depot or Tortuga for this experiment to take place, there still exist areas (mostly indoors) where cavalry can't enter. A couple of new horse exclusive maps were added, this is probably the main direction where horse riding should be going, but I must say that the experience in some of our larger traditional maps has been very positive so far.

Horse riding explained

Horses offer great advantages when it comes to movement speed and attack power. For instance, there's no moving penalty while aiming or slowed down speed while reloading. Ramming other players to death is a key advantage for riders.

However, horse riding requires good control, isn't just about speeding around mindlessly. Turning fast at high speed makes horses slide/drift. This side effect may be used to deal with trailing enemies though. The control scheme is quite similar to standard first person view, in short: aiming and movement direction are tied. Some degree of free aiming should be expected in upcoming updates, such improvements were delayed due time constraints.

And this is just the beginning!

We are reaching new horizons, do you want to ride along us?

Credits : The Saloon ("Badass Gunslingers" steam group) Playtesters : Nimrod Hempel, Paralhama, El Indio, Chitch, Yami, Flaydin, Kyeki, Papa Pasda, Paollus, Decathlon Antifa, Ranger, sid3windr, Ψευδαίσθηση, Treed and YAYOI. Also thanks to Kyeki for providing a test server for the beta tests. Pass the whiskey!

A Highlight on the latest updates

Howdy pardners !

The summer is almost here but the whiskey never stops flowing in Fistful of Frags !

It's been a long time since we had a news release, we aim to rectify this and use this opportunity to fill you in with a surmise, a presentation of all the "latest" important updates the game has seen in the past few months.

Map Updates

A lot of maps have seen small changes, optimisations to make spawning safer but also to change/guide the playerflow in different ways thus making them play out in a new kind of way. A lot maps have even seen additions like secret rooms, secret spots with stationary Gatling guns and even Cannons creating new hilariously funny battle situations, so make sure not to miss out ! Some of these maps are fof_fistful, fof_sweetwater, fof_nest, fof_desperados, fof_impact and in the case of fof_tortuga, a full revamp by it's creator ! So make sure to check each of them and let us know what you think. :)

Slide perk

Do you want to shoot while moving fast? Now it's possible by picking up the Slide perk, it'll give you the ability to slide by pressing the crouch key when at running speed, for longer slides make sure to press and hold the crouch button. Note that accuracy remains at standing still position while sliding.

The speed and length of the slide is dependent on the speed you had when you first initiated it but not only, it also scales with the verticality of the terrain. For example, running at top speed and sliding down a hill or set of stairs will produce a way faster and longer slide overall in comparison to a slide performed on a completely horizontal, flat terrain.

Tip For the element of surprise use this new perk to your advantage and initiate your battles with it cause it gives you faster <<gun draw speed>> and allows you to shoot accurately (just like when standing still) during the slide's duration, you also deal slightly higher melee damage when you're sliding.

Jump Master perk

Picking up this perk will give you the ability to wall jump. While you're performing a wall jump you can connect that with a kick (wall jump kick) and deal even greater damage ! This movement perk will give you access to some areas that you wouldn't be able to reach normally, it will also significantly reduce the fall damage you get when dropping off high places.

This jump perk is the first of it's kind much like the slide is for Fistful of Frags, it "came about" as we were looking for new interesting ways to evolve and refresh the game-play so we believe you will enjoy it once you master it.

Tip It can be hard to pull off a wall-jump-kick but there's a way to use it very practically. For example, if you ever get cornered (back towards the wall, touching) you can use it to jump over your enemy and corner him instead or wall-jump-kick above his own kick and fast "turn the tables on him".

Black bow variant

The Black Bow features a higher damage output (faster fire rate and slightly more damage per arrow) which makes it very effective when you are taking shots at targets that are close to mid range away from you, making it ideal for close quarter encounters but distant ones as well, you will find it inside the red weapon crates at a fairly reasonable price for your enjoyment !

FragMaster progression system

The FragMaster progression system was introduced mainly as a response to battle the issues the game faced with cheaters getting banned and creating a new account to bypass their ban.

It does not fully protect from cheaters of course, that's impossible to achieve especially in a completely, 100% free to play game. This system locks away the most lethal weapons of the weapons/perk load-out screen, this affects exclusively level zero (0) Steam accounts, any account level 1 and above will not be affected by this system. Players with Steam level 0 accounts will have to play to unlock these weapons. The amount of FragMaster points you get at the end of each round depends on how well you've played (Notoriety score).

Upcoming stuff and more

There are more updates coming down the line, a new very powerful weapon will be added soon to the game, one that has been in the design board for quite some time but couldn't be included thus far due to balancing factors.

Thank you for sticking with Fistful of Frags for so many years and supporting it by playing and helping with the content creation, this game cannot survive without you so we thank you from the bottom of our hearts.

For more info on the game's updates you can visit the official patch notes thread via link bellow. Fistful of Frags | Patch Notes 4

One more thing to mention, The Saloon, one well known community of Fistful of Frags is holding a competitive event very soon (early June) that might interest you. For more info please visit the thread linked bellow. The Saloon's T.E. Competitive Event 2022 Credits : Community member Yami (pictures and gifs) and community member Kyeki (news cover+banner pics)

Please leave your opinion or any questions bellow. We hope to see you in-game passing the whiskey !

Halloween Update: A Storm of Boooom!

Howdy. It's this time of the year were spooky things happen. Speaking of spooky things, this Halloween Fistful of Frags has a delightful surprise for you all, here comes our timed limited Halloween themed game mode!

Ghost Town: A Storm of Boom!

Four TnT Bows will spawn at the start of each round, one for each team, they will be highlighted through all obstacles, if you decide to pick one up you will also be made visible to your enemies, but... with high risk, comes great reward.

When you damage enemies with the TnT Bow you will also heal allies around you, making you the lifeblood of the party ! ːsteamhappyː A lot of strategies can be planned around this concept just beware not to blow your self up!

If you get killed by an enemy blast, the TnT Bow will disappear and respawn elsewhere shortly after. If you die by regular damage, the bow will drop to the ground so your team mates can carry on blasting your enemies!

A reminder of Ghost Town mode

Imagine Four Team Shootout but with a twist, for a limited time each year (two weeks) you get to play in the "spooooooky" versions of some all time favorites, loved by all maps !

This mode also features the Witche's Cauldrons were cowboys can get her precious "juice" to spice things up !

There's a special meter right beside your health meter, once you drink enough from the Witche's cauldron and it fills up, you're in for a ride, quite literaly ! ːsteammockingː

You will get to ride on your ...ekhemm... "behind" along with infinite ammo and a pair of Peacemakers (guns) for a short period of time !!!

Go all out and bring the fear to all them cowboys out there, no tricks or treats, only lead ! ːsteammockingː Don't forget, you can pick up vials containing the witch's "juice" by killing ghosts and enemies !

Another feature of this mode is the "Ghost Gun" a modified version of the classic sawed off shotgun which even though it deals no damage it can be used to "Rocket Jump" ! If you point the Ghost Gun towards the ground and fire, it will propel you in the air but it can also be used to push away enemies... why not introduce em to a nearby scary cliff !? ːsteammockingː The Ghost Gun can be acquired from within the gold boxes that spawn when you kill an enemy on a Killing Streak.

https://youtu.be/73ylTbR7hGc

So.. what are you still waiting for !? There's simply no time to waste, only enemy cowboys to waste blastfully ! ːsteammockingː

We hope to see you out there passing that whiskey and blowing up cowboys ! YeeeHAW !

Special thanks to "Kyeki" (Fistul of Frags update video), "Yami" for the map screenshots and the mixxed.xyz servers for helping with the testing of this update !

New map and a completely reworked respawn system

Howdy partners, as you may guessed by now, FoF is like Covid19: seems like it may be gone forever one day... and the next is surprising you with a new feature ːsteamhappyː I'll talk today about some recent updates that bring an almost-new playarea and some fancy respawn system for Shootout modes.

FOF_NEST

https://youtu.be/OQepn2iMmR4

We had a small version of this map, recreated as a nocturnal, 12 slots level from a former version originally made by (https://steamcommunity.com/id/residntevl). There was some community interest in having some more night maps, so I decided to create a full version that adds undergrounds, a large elevator and a better crafted flow among other things. Hope you enjoy it.

Other maps also received small updates to improve navigation, respawn room, aesthetics or layout tweaks. The list may include: revenge, overtop, depot and impact. Be sure to check them out!

ONCE UPON A TIME, RESPAWNING IN THE WEST

Respawns in FoF never resulted easy for anyone, except for the cheeky bastards that may have exploited the system to farm frags. I know who you are ːsteamfacepalmː This ain't a goddam joke, people should not only die in peace but respawn in peace too!

In my defence, FoF maps are too intricate and tight packed to just slap a "normal" respawn system and call it a day, so the old system tried really hard but it never came to the state that something so important should get. It also was performance hungry, as it involved many calculations to figure out walking distances. With all those issues in mind a better replacement wasn't that easy, so things kept going... until now.

The new system pre-generates such walk-based calculations so they aren't executed realtime, it's much lighter for servers out there. It controls all respawn points in real-time though, so this way it knows how dangerous is each respawn area and how much benefit could a player obtain from starting there (for instance: a near crate or being into a highly travelled area). There are several key gameplay related advantages from this approach:

**

almost instant

** since the game already knows which spots are free at any time **

more fair

** as the system has memory it tries to even out advantages or disadvantages between each players' respawns. Check end game console stats to know such details.

less repetitive

saves you from visiting the same locations because it tracks all pasts respawns for each player and weights them along other variables.

However, the new system requires some fine-tuning to correct certain issues that may arise after the automatic pre-generation phase, so if you notice enemies too close from your respawn point make a capture and post it on our boards. Also check this respawn bug catching contest out!

New weapon, Shootout Tournament recap and more.

Howdy! There's no shortage of news these days, good news fortunately. The FoF community keeps producing content and creating new venues for competitive gaming, and it should be known. I'll present you a new weapon -already available- and an initiative to keep the competitive spirit alive.

New Hammerless pocket revolver

If you ever wanted a small and blazing fast revolver in Fistful of Frags, this is for you. Relatively cheap and underpowered, Hammerless is great as secondary handgun, but more radical players may attempt to use it as primary attack.

https://steamcommunity.com/sharedfiles/filedetails/?id=1545377138 https://youtu.be/bqzt0p3Ww1c Full update notes

FOFCL Shootout Tournament

FFA Shootout didn't get much love competitively speaking, until now. Here's a few highlights of the 1st tournament, played recently. Check the FoFCL community group for more info.

This is also a bit older news, but as you can see, game was taking place in a official map called Impact, created by Resi and added to game this past summer. Also worth to check!

https://youtu.be/0flskSRPoVg Link to the full game (note this was taken from a SourceTV demo which may present certain flaws)

Client and Dedicated Server Update - February 17

Added:

  • fof_tramonto_12 by R_Yell, which means it only will load on dedicated servers supporting 12 or less slots. A normal sized version will be released in a further update.
  • cvar fof_sv_switchsides: teams are switched mid game when one of the sides reaches the score set by fof_sv_winlimit (mp_timelimit must be 0). Cash is reset and a second half is played. Game finishes when a team scores double of fof_sv_winlimit or first team outscoring the opposite team's first half score.
  • updated Swedish translation by Woozie

Changed:

  • Pump Shotgun: -9% damage

Fixed:

  • score and round time panel not showing on STV demos/broadcast
  • certain standoff related issues

http://steamcommunity.com/sharedfiles/filedetails/?id=394153245 http://steamcommunity.com/sharedfiles/filedetails/?id=394152909 http://steamcommunity.com/sharedfiles/filedetails/?id=394152881

Client and Dedicated Server Update - January 12

Added:

  • wall/body penetration icon in death notices (when a shot goes through something before killing a player)
  • [level design] New functionality for entity fof_teamplay: output "OnNewRoundRemove" is only executed when cvar fof_sv_optional_output is set to 1. This way mappers can make certain features optional, for server admins to set on or off
  • [level design] new brush based entity "fof_dynamite_remover": it just removes any dynamite stick touching this volume

Changed:

  • fof_robertlee: performance optimizations
  • tp_abandoned: end areas redesigned (team spawns, final capture zone), tornado can be disabled by using cvar "fof_sv_optional_output 1"
  • tier 1 weapons equipped from spawn drop less in Team Shootout

Client and Dedicated Server Update - January 5

Changed:

  • weapon drops in Shootout mode decreased as they became too abundant in last update
  • golden handgun skins: glowing gold finish
  • Elimination game mode: removed a feature that prevented the standoff to start if too many players were armed

Fixed:

  • some Linux servers failing to start due libcurl dependency

Video showcasing the different golden gun skins:

http://steamcommunity.com/sharedfiles/filedetails/?id=370049069

Client and Dedicated Server Update - December 26

Added:

  • 32 slot support for fof_desperados (dedicated servers)
  • Bot improvements: better at dealing with doors, aim difficulty adjusted for slightly worse reaction time at default skill, fixed aiming glitch during melee combat

Balanced:

  • coachgun: damage over long range decreased by a noticeable amount, crosshair speed multiplier decreased (takes more time to change state run to idle), much higher crosshair spread while running. Full damage range slightly increased.
  • pellet based ammunition (shotguns): impact box is half size now, so all shotgun related weapons will see a small decrease in firepower as distance to target increases

Fixed:

  • increased_maxplayers tag only shows when server slots are higher than 21
  • several votekick related fixes

Client and Dedicated Server Update - December 19

Added:

  • votekick chat command: type votekick to nominate a player. Only players having a Steam Level score of 5 or less can be nominated.
  • updated Chinese translation by ReShine

Changed:

  • reverted glibc minimum requirements back to 2.15

Fixed:

  • client crash while creating a listen server