Difference between revisions of "VS Saxton Hale Mode (custom game mode)"

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{{Other uses|this=the community game mode|for=the official version of the game mode with the same name|Versus Saxton Hale}}
{{DISPLAYTITLE:VS Saxton Hale Mode}}
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{{Other uses|for=Freak Fortress 2|Freak Fortress 2}}
[[File:VSHM_SaxtonHale.png|right|thumb|200px|Saxton Hale as he appears in the mod.]]
 
{{Quotation|'''Saxton Hale''' on communication|I'd rather get down there and tell them myself... With my bare hands!}}
 
  
The '''VS Saxton Hale Mode''' is an unofficial Juggernaut-style modification of the [[Arena]] gamemode. The modification pits the [[RED]] or [[BLU]] mercenaries against [[Mann Co.]] CEO [[Saxton Hale]]. Armed with plenty of health and his bare hands, the player who takes control of Saxton Hale has to eliminate all of the Mercenaries to win, while said Mercenaries either attempt to kill him, or capture the map's control point (which can also be captured by Saxton).
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[[File:VSH Saxton Hale Model (Custom Game Mode).png|right|thumb|200px|Saxton Hale as he appears in the custom game mode.]]
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{{Quotation|'''Saxton Hale'''|The name's Saxton Hale! Australian, C.E.O. of MANN Co. and the man who's gonna burn this place to the ground!|sound=Saxton Hale battlecry04.wav}}
  
== Gameplay Demonstration ==
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The '''VS Saxton Hale Mode''', also known as '''VSH''', is an unofficial "Juggernaut" variation of [[Arena]] Mode, in which an entire team of mercenaries is pitted against one player in a battle to the death. Whilst the primary rules of kill or be killed still apply, the modification involves the lone player taking on the role of an overpowered [[Saxton Hale]] (or other "boss" character), contending against the rest of the players as the other team until either the boss or all of the mercenaries die. Occasionally the teams may switch, to allow the team-colored models for Vagineer and Christian Brutal Sniper to appear and to generally vary things a bit.
{{youtube|width=400|H4AQd2nOGOw}}
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The mod was created by [https://steamcommunity.com/profiles/76561198022111274 Lizard Of Oz] (formely known as "Dr. Eggman") and the [https://web.archive.org/web/20200202182334/https://randomforum.ru/ Random Fortress community] in October 2010. Some updates (August/September 2010) to the mod were done in collaboration with [http://steamcommunity.com/profiles/76561197998466511 FlaminSarge]. Later, in July 2014, [http://steamcommunity.com/profiles/76561198043554063 Chdata] took over main development of the game mode and has opened to contributions via Github. Saxton Hale is voiced by [http://steamcommunity.com/profiles/76561197993428169 Dreux "Druox" Ferrano Jr.]
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Maps for this gamemode start with the prefix <code>vsh</code>.
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 +
== Gameplay demonstration ==
 +
{{youtube|width=400|INH8jh_R3DA}}
  
 
== Gameplay ==
 
== Gameplay ==
This mode is similar to Arena, in the sense that if a player dies, they will not respawn until the round has ended. Every player but one is put onto one team, leaving the other team with a single player, whom now takes the role of Saxton Hale. This player has unique stats as Saxton Hale, which include increased health, a special jump ability, and a rage [[taunt]]. However, this player can only use his bare hands (an invisible and modified [[Shovel]]) to kill the other players. Many actions that would instantly kill a normal player, such as [[backstab]]s and taunt kills, will only deal a large amount of damage to the player playing Saxton Hale rather than killing him outright.
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Note: Gameplay may change accordingly across different servers, due to the main VS Saxton Hale plugin being an open source project for anyone to fork their own edits to their liking. This page only covers the default version of the game mode and thus may be different from edited versions of the game mode.
 +
 
 +
Because the game mode is based on Arena, dead players cannot respawn until the next round starts. The boss, a reskinned [[Soldier]], is usually restricted to using melee swings or [[Mantreads]] stomps but is granted with a very large health pool. Most bosses default to a +210% damage increase, giving 3.1x the base damage of 65, allowing them to hit 202 damage (rounded from 201.5, which is still used for internal math checks in the game). This damage allows them to one hit kill most classes, except for Heavy who starts with 300 HP by default and other classes like Soldier if they are overhealed enough to overcome the boss' damage. This can vary if the server enables damage spread and [[Critical hits|random crits]].
 +
 
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A control point on the map will either enable after a certain elapsed time, or when the number of RED team players has dropped to a certain amount, depending on the server's settings. At this point, either team is able to capture the control point and win the round.
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 +
In order to reward risky close-range combat with the boss, all melee weapons (excluding the [[Spy]]'s melee weapons and [[Market Gardener]]) are given a constant Crit boost. Many actions that would instantly kill a normal player, such as a [[backstab]], will only deal a large amount of damage to the boss rather than killing him outright.
  
In addition, there is a small chance that the player will take the role of the Vagineer, the [[Horseless Headless Horsemann]] Junior, or the Christian Brutal Sniper instead of Saxton Hale.
+
Backstabs in this case, have a formula that scales how much damage is dealt based on the boss' max health. In a 1 versus 1 or 1 versus 2 scenario, backstabs can hit for around 60% of the boss's health. Granted, it tends to be much harder to pull one off when the boss has less players dividing his attention. In a 1 versus 31 scenario, backstabs will hit about 10% of the boss' health. The boss itself gains a slight resistance to backstabs for every backstab it receives, reducing the damage of the next backstab from any player.
  
== Plugin Information ==
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Unless bosses other than Saxton Hale are disabled by the server, the boss player has a chance to become one of the various different boss characters from the game mode; most of these alternate bosses are varieties of [[w:Internet meme|internet memes]] or fads. Whilst several exclusive skins appear on specific servers (such as the [[Community fads#Demopan|Demopan]]), the core version of the mod includes a playable [[Horseless Headless Horsemann|Horseless Headless Horsemann Junior]] (a smaller, player-sized HHH), the [http://knowyourmeme.com/memes/vagineer Vagineer], the [http://knowyourmeme.com/memes/christian-brutal-sniper Christian Brutal Sniper] and the Easter Bunny, a completely original character. Meanwhile, other bosses have been created and developed based on internet celebrities (mostly memes), Valve characters (such as those from Portal), other TF2 NPCs (Announcer) and more.
* Current version: 1.35
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* Needed SourceMod extensions: [http://forums.alliedmods.net/showthread.php?t=115100 TF2Items], [http://forums.alliedmods.net/showthread.php?t=106748 SDKHooks], [http://forums.alliedmods.net/showthread.php?t=67640 Socket]
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Versus Saxton Hale's boss selection is weighted to select Saxton Hale the majority of the time, or roll a dice that will equally select from the other bosses.
* Plugin is avaliable to download from 31 dec 2010 on [http://www.randomfortress.ru/forum/index.php?/index Random Fortress Forum]. From 2 Jan 2011 - on [http://forums.alliedmods.net/showthread.php?t=146884 Allied Modders Forum].
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 +
== Boss abilities ==
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In order to provide balance for the greatly outnumbered boss, several abilities are available to the boss player. These include:
 +
*'''Superjump''': By crouching or alt-firing, looking up and releasing crouch/alt-fire, the player will be propelled upwards and usually forward, depending on the pitch (up and down angle) of the player's view upon activation. Generally, crouch super jumping is less beneficial than alt-fire super jumping because it loses the ability to have a "running start" when activating the jump.
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** The Horseless Headless Horsemann Jr.'s Superjump is replaced with the ability to teleport the boss to a random enemy. The teleport takes longer to 'charge', and the boss is stunned for a few seconds after teleporting, giving his prey a chance to escape. The boss's clipping against enemy players is also removed for a short time after teleporting, to prevent the target from getting stuck inside of him. For balancing reasons, the clipping is not removed if the target is a Scout or Soldier. It is still possible for them to not get stuck anyway, due to TF2's physics.
 +
*'''Super Duper Jump''': A variation of the "Superjump" that protects the boss from instant death or becoming trapped by falling into a precipice. This usually activates when the boss is stuck in a [[Environmental hazards|environmental damage zone]], and such will be able to activate it with Superjump keys. Some maps, such as Nucleus, may instead teleport the boss to spawn instead of granting Super Duper Jump due to the difficulty of being able to jump out of the pit. This per-map behavior is configurable by the server.
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**The Horseless Headless Horsemann Jr.'s Super Duper Jump always causes him to be instantly teleported to spawn. For the first minute, he will only be teleported to his own spawn. After that, he can appear at either spawn. Maps configured to teleport all bosses to spawn (instead of granting Super Duper Jump) also follow this behavior.
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*'''Rage''': As the boss takes damage, his rage meter will fill. This generally defaults to 3500 damage being 100% rage, and is configurable by the server. The ability can be triggered either by taunting or by calling Medic and will [[Stun|scare]] all nearby players, halve nearby [[Sentry Gun]]s' health while disabling them temporarily, and deal 1 damage to [[Dispenser]]s and [[Teleporter]]s, which is able to alert the Engineer who built them that a rage was used as the damage will reflect on his HUD. The boss will also gain a 4 second defense buff after using rage that reduces all incoming damage by 33%. The stun lasts for 5 seconds and the distance of effect defaults to 800 hammer units, but varies per boss. For example, the Vagineer, Christian Brutal Sniper, and Easter Bunny all have severely reduced rage distance due to the other special effects their rages have.
 +
**The Vagineer's rage ability stuns players in a smaller range than Hale's and grants him an ÜberCharge, protecting him from all incoming damage. Air blasting the Vagineer while he's Übered (raging) increases the length of the uber by about one second.
 +
**The Christian Brutal Sniper's rage ability gives him a modified Huntsman that allows him full movement speed while charging up an arrow, but also has a small stun range.
 +
**The Easter Bunny's rage ability causes him to dance and fire explosive eggs in every direction, temporarily disabling his melee attack. The eggs behave like [[Loose Cannon]] cannonballs. For every person the Easter Bunny kills, golden eggs will appear, granting 3 seconds of Crits to players that pick them up; this can be used in combination with the Easter Bunny's rage effect to create a barrage of Crit boosted grenades.
 +
*'''[[Escape Plan]] Effect''': All bosses' movement speed increases as they take more damage, which adds to their already increased starting speed.
 +
*'''Mantreads Effect''': If the boss meets the requirement for a Mantread stomp, it will generally always result in an instant kill due to having the +210% damage bonus on top of it. The damage tends to vary based on how much fall damage the boss would have taken (despite bosses being immune to [[fall damage]] unless it's strong enough to kill them). Some servers commonly use a "Goomba Stomp" plugin that allows much easier "head crushing" kills to occur. As a reference to Mario from Nintendo, it defaults to triggering by merely jumping on an enemy's head as opposed to having to fall far enough to take fall damage. A Spy using the [[Dead Ringer]] or the [[Invisibility Watch]] and a Medic with an activated ÜberCharge can potentially survive a mantread or goomba stomp.
 +
*'''Weighdown''': After being airborne for five seconds, looking down and holding crouch will force the boss down to the ground to prevent getting stuck from constant knockback. Weighdown also gives the boss 6x gravity for a short time, to further augment sticking him to the ground.
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*'''Anchor''': While crouching on the ground, the boss gains 100% immunity from damage induced knockback. Very useful to prevent being knocked out of vents and other small areas that can only be traversed while crouching, or avoid being knocked off small pillars.
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 +
== Strategy ==
 +
{{main|Community VS Saxton Hale (custom game mode) strategy}}
  
 +
== Balancing ==
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The bosses' initial health increases based on the number of players taking part in the game. This health is calculated as the nearest integer to [(760.8+n)×(n-1)]<sup>1.0341</sup> + 2046, where n is the initial number of players on the non-boss team and 2046 is the base health.
  
=== Changelog ===
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'''Saxton Hale (and other bosses) Health'''
 +
{| class="wikitable grid" width="50%"
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|-
 +
! class="header" width="10%" | Number of players on the server
 +
! class="header" width="10%" | Health gain per player before base health add
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! class="header" width="10%" | Max (spawn) health of boss
 +
|-
 +
| 1
 +
| 0
 +
| 2046
 +
|-
 +
| 2
 +
| 478
 +
| 3003
 +
|-
 +
| 3
 +
| 654
 +
| 4007
 +
|-
 +
| 10
 +
| 938
 +
| 11425
 +
|-
 +
| 17
 +
| 1010
 +
| 19210
 +
|-
 +
| '''23'''
 +
| '''1046'''
 +
| '''26095'''
 +
|-
 +
| 30
 +
| 1077
 +
| 34343
 +
|-
 +
| '''31'''
 +
| '''1080'''
 +
| '''35539'''
 +
|}
 +
 
 +
Some weapons equipped by Mercenaries will be changed into their default counterparts or edited for balance issues:
 +
 
 +
'''All classes'''
 +
*All melee weapons excluding Spy's Knives, the Market Gardener and the [[Holiday Punch]] are Crit boosted.
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 +
'''{{class link|Scout}}'''
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*The [[Shortstop]]'s effects are applied even without deploying the weapon.
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*The [[Soda Popper]] and the [[Baby Face's Blaster]] are not allowed and replaced with the [[Scattergun]].
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*All pistols are [[Mini-crit]] boosted.
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*The [[Bonk! Atomic Punch]] is not allowed and is replaced with the Crit-a-Cola.
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*The [[Crit-a-Cola]] grants full Crits instead of Mini-crits.
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*The [[Flying Guillotine]] is Crit boosted.
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*The [[Candy Cane]] causes a small Health pack to appear on hit.
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*The [[Fan O' War]] removes 5% of the boss's rage per hit.
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*The [[Wrap Assassin]] has two baubles instead of one.
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'''{{class link|Soldier}}'''
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*All Soldier primary and secondary weapons (excluding the [[Cow Mangler 5000]] and  the [[Righteous Bison]]) will perform Mini-crits against an airborne boss (the weapons Mini-crit airborne targets for up to 99999 seconds after weapon switch).
 +
**The [[Direct Hit]] performs Crits instead of Mini-crits.
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**The [[Reserve Shooter]] performs Crits in place of Mini-crits, has a +10% damage bonus, and has 3 ammo in clip instead of 4.
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*The [[Rocket Jumper]] is not allowed and is overridden with the [[Rocket Launcher]].
 +
*The [[Air Strike]] gains additional clip for every 200 damage dealt with the Air Strike itself.
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*The [[Gunboats]] reduce fall damage by 90%.
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*The Mantreads reduce fall damage by 90%, increase rocket jump force by 1.8x and deal 1024 damage to bosses upon landing on their head. On servers with the Goomba Stomp plugin, it may be possible to register both a Mantread Stomp and Goomba Stomp simultaneously.
 +
*The [[Battalion's Backup]] grants 75% knockback resistance. The meter will fill as normal, but will also do so instantly after surviving any hit from the boss. When activated, it grants Crit immunity and 80% damage resistance against bosses' attacks.
 +
*The [[B.A.S.E. Jumper]] reduces damage of Market Gardens by 33% when active. A successful Market Garden will disable the parachute if it is active, however it can be re-deployed instantly.
 +
*The [[Half-Zatoichi]] heals +35 health on hit and can overheal the player by up to +25 health. The weapon can be sheathed after a hit.
 +
*The Market Gardener does damage similar to backstabs on a market garden, except scaled lower for balancing purposes. After successfully landing a market garden, the Soldier must blast jump again before being able to do another.
 +
 
 +
'''{{class link|Pyro}}'''
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*When a [[Compression Blast]] is used on any boss, the boss will gain 4% rage. In addition, using the Compression Blast on the Vagineer while he is ÜberCharged will take extra Ammo and will lengthen the time of the Vagineer's rage.
 +
*All Flare Guns are Crit boosted.
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*The [[Phlogistinator]] disables Flare Gun Crits and deals 50% less damage while not under effect of the MMMPH buff.
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*The [[Flare Gun]] and [[Detonator]] are replaced with a "Mega-Detonator", a customized Detonator that allows for a very large flare jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object.
 +
*The [[Manmelter]] Revenge Crits do 2.5x damage. Incidentally, there are no opportunities to ignite players in the default version of the game mode that are eligible Revenge Crits other than the rare ignited Christian Brutal Sniper arrow or dedicated map element, often rendering the ability useless.
 +
*The [[Axtinguisher]] and [[Postal Pummeler]] behave like the [[Fire Axe]].
 +
*The [[Powerjack]] gives the Pyro +25 health on hit and can overheal the player up to +50 health.
 +
*The [[Third Degree]] will add +10% [[ÜberCharge]] per hit to any Medics healing the player. This 10% is split among multiple Medics. If a Pyro is able to constantly hit the boss while under the effects of a Medic's Übercharge, it is possible to prolong it infinitely.
 +
 
 +
{{class link|Demoman}}
 +
*The [[Ali Baba's Wee Booties]] and the [[Bootlegger]] reduce fall damage by 90% and deal 1024 damage to bosses upon landing on their head under valid Mantread stomp conditions.
 +
*The [[Chargin' Targe]], [[Splendid Screen]] and [[Tide Turner]] block one hit from any boss, after which they are removed from the player for the duration of the round. All shields grant the player with either a Crit or Mini-crit boost for their Grenade Launcher, depending on the server's configuration.
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*The [[Sticky Jumper]] is not allowed and is replaced with the [[Stickybomb Launcher]].
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*The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]] and [[Nessie's Nine Iron]] gain heads on each hit.
 +
*The [[Half-Zatoichi]] heals +35 health on hit and can overheal the player by up to +25 health. The weapon can be sheathed after a hit.
 +
 
 +
'''{{class link|Heavy}}'''
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*The [[Natascha]] is not allowed and is replaced with the [[Minigun]].
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*The [[Killing Gloves of Boxing]], the [[Gloves of Running Urgently]] and the [[Bread Bite]] are modified to allow the Heavy to run at +50% greater speed, but deal 7 damage per second while active. They do not inherit any other penalties from the Gloves of Running Urgently.
 +
*The [[Fists of Steel]] are not allowed and are replaced with [[Fists]].
 +
*The [[Holiday Punch]] has no stun effects. It does not gain a Crit boost as other melee weapons do, but can still perform its laugh on Crit ability, though the effect will only last for 0.1 seconds on the boss (with the exception of a Vagineer who has used his rage ability).
 +
 
 +
'''{{class link|Engineer}}'''
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*[[Metal]] from [[pickups]] is limited, as all Ammo crate pickups are converted to the small variation.
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*All bosses' rage deals 1 damage to [[Teleporters]] and [[Dispensers]], indicating whether rage was used nearby.
 +
*The [[Frontier Justice]] is Crit boosted as long as the Engineer's Sentry Gun is actively targeting the boss.
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*The [[Rescue Ranger]] and [[Pomson 6000]] are Crit boosted.
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*All pistols are [[Crit]] boosted.
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*The [[Short Circuit]] may or may not be replaced with a [[Pistol]], depending onserver configuration.
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*The [[Eureka Effect]] may or may not be replaced with a [[Wrench]], depending onserver configuration.
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*[[Telefrag]]ging the boss will deal exactly 9001 damage.
 +
 
 +
'''{{class link|Medic}}'''
 +
*The Medic spawns with 40% ÜberCharge, and after each ÜberCharge runs out, gains 31% Übercharge automatically.
 +
*Targets who have been granted a Crit boost by the gamemode will also deal Mini-crit damage for indirect forms of damage if they are being healed. This can affect an Engineer's sentry by giving it Mini-crits when an Engineer has his Wrench equipped, because the game mode normally only grants Crits without Mini-crits for melee weapons.
 +
*All syringe guns are replaced with a custom Syringe Gun that grants +5% Übercharge on hit and the Overdose's speed effect.
 +
*The [[Crusader's Crossbow]] is Crit boosted, deals 45% extra damage, and gains +15% ÜberCharge on each successful hit.
 +
*All Mediguns are replaced with a customized Kritzkrieg that grants both Crits and invulnerability during its ÜberCharge and the [[Disciplinary Action]] speed boost effect while healing the Scout. Upon activating ÜberCharge, the Medic is boosted to start at 150% instead of 100% charge, causing it to last for 12 seconds rather than 8.
 +
 
 +
'''{{class link|Sniper}}'''
 +
*All Sniper rifles deal 3x more damage than normal. Critical and Mini-crit hits will still deal the same amount of damage as though they were not Crit or Mini-crit hits.
 +
*The [[Sniper Rifle]] outlines the boss (like Payload Cart or CTF Intelligence) for several seconds. The time added to the glow timer scales based on the charge of the shot.
 +
*The [[Huntsman]] and the [[Fortified Compound]] are granted +100% reserve ammo and deal 50% extra damage. They are also Crit boosted.
 +
*The [[Sydney Sleeper]] will not apply Jarate to bosses but contributes half as much rage to the boss than other Sniper rifles.
 +
*The [[Bazaar Bargain]] is not allowed and is replaced with the Sniper Rifle.
 +
*The [[Hitman's Heatmaker]] gains [[Focus]] on hit. The amount of Focus gained varies by the charge of the shot.
 +
*The [[SMG]] is Crit boosted.
 +
*The [[Jarate]] and [[Self-Aware Beauty Mark]] removes 8% of the boss's rage, removes one arrow from the Christian Brutal Sniper if he has any, and reduces the duration of the Vagineer's uber.
 +
*The [[Razorback]] is not allowed and is replaced with the SMG.
 +
*The [[Cozy Camper]], along with its attributes, also gives the player a custom SMG that causes the boss to bleed for 1.5 seconds on hit, deals 15% less damage, and does not randomly Crit. It is not granted a Crit boost.
 +
*The [[Bushwacka]] will allow the Sniper to hit a wall to 'wall climb'. The attack rate of the Bushwacka is reduced on a successful 'wall climb' to lower the player's rate of ascension, each 'climb' also deals around 15 damage to the player to prevent indefinite climbing. The Bushwacka prevents the player from being healed while in use, to further prevent Medics from allowing a Sniper to indefinitely climb.
 +
 
 +
'''{{class link|Spy}}'''
 +
*A backstab from any Spy knife deals massive damage to the boss, from roughly 60% of the boss's max health at lower player counts to 10% on nearly full servers.
 +
*Upon a successful backstab, both the Spy and the boss are alerted, and the Razorback effect is applied to the Spy, disabling further attacks and cloaking for 2 seconds.
 +
*Being [[cloaked]] next to a Dispenser rapidly depletes the Cloak meter to prevent camping.
 +
*Rage stun will still affect cloaked Spies, and show "spooked" ghost particle effects above the Spy's head.
 +
*All Spy revolvers gain a Mini-crit boost while the Spy is undisguised.
 +
*The [[Ambassador]] does 2.5x (255) damage on headshots.
 +
*The [[Diamondback]]  grants 2 Revenge Crits on backstab. Each Crit deals 200 damage to the boss.
 +
*[[Your Eternal Reward]] and [[Wanga Prick]] only disables Disguise Kit and has a lower decloak sound volume.
 +
*The [[Conniver's Kunai]] will start the player off with 65 health instead of 70. A successful backstab adds 180 health to the Spy, and can overheal up to 270 health.
 +
*A successful backstab with the [[Big Earner]] grants 100% Cloak meter and a 3 seconds speed boost.
 +
*The [[Invis Watch]], [[Enthusiast's Timepiece]] and [[Quäckenbirdt]] will grant a 90% damage reduction while cloaked. However, it grants only about 42% resistance against bosses' attacks which allows them to deal 85 damage to a cloaked Spy.
 +
*The [[Cloak and Dagger]] is not allowed and is replaced with the [[Invis Watch]] or [[Enthusiast's Timepiece]].
 +
*The [[Dead Ringer]] grants a constant 90% damage reduction. Unlike the other watches, the boss will only deal 62 damage to a Spy that has the Dead Ringer active, feigned or not.
 +
 
 +
Remember, however, that balance specifics and mechanics may vary from server to server as some of these settings are adjustable via server [[vdc:ConCommand|console variables]] or may be edited.
 +
 
 +
== Voice lines ==
 +
Saxton Hale features custom voice lines by [https://www.voices.com/actors/Druox Dreux Ferrano], many of these are directly quotes from the [[Comics]].
 +
 
 +
{| class="wikitable grid mw-collapsible mw-collapsed" width="50%"
 +
! colspan="1" class="header" | Voice lines
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Upon Round Start'''
 +
|image      = Gette it Onne!.png
 +
|image-size = 25px
 +
|image-link = List of game modes
 +
|content    =
 +
[[Media:Saxton Hale battlecry01.wav|"Fine! I'll beat them to death with my bare hands!"]]<br>
 +
[[Media:Saxton Hale battlecry02.wav|"I'll buy your team out with my damn bare hands!"]]<br>
 +
[[Media:Saxton Hale battlecry03.wav|"I'll endanger you like I've endangered hundreds of other animals!"]]<br>
 +
[[Media:Saxton Hale battlecry04.wav|"The name's Saxton Hale! Australian, C.E.O. of MANN Co. and the man who's gonna burn this place to the ground!"]]<br>
 +
[[Media:Saxton Hale battlecry05.wav|"We're going to need some ambulances. Let's go kill some hippies!"]]<br>
 +
[[Media:Saxton Hale battlecry06.wav|"Lets get this over with, there's a white shark waiting for me in my office!"]]<br>
 +
[[Media:Saxton Hale battlecry07.wav|"WELCOME TO DA TUTORIAL LEVEL!"]]<br>
 +
[[Media:Saxton Hale battlecry08.wav|"What's the matter, girls? Don't you wanna live FOREVER?"]]<br>
 +
[[Media:Saxton Hale battlecry09.wav|"You just interrupted my breakfast steak. A crime you'll pay for with your lives!"]]<br>
 +
[[Media:Saxton Hale battlecry10.wav|"PATCHOULI OIL..., ENTITLEMENT..., POSTER BOARD GLUE..., SMOOTH HANDS... HIIPPIIIIIIEEEESSS!!!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''[[Saxton Hale]] Wins'''
 +
|image      = Achieved.png
 +
|image-size = 25px
 +
|image-link = Match outcomes
 +
|content    =
 +
[[Media:Saxton Hale saxtonwon01.wav|"Um... They were all hippies right?"]]<br>
 +
[[Media:Saxton Hale saxtonwon02.wav|"My job is done, you're finished."]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''[[Saxton Hale]] Loses'''
 +
|image      = Killicon skull.png
 +
|image-size = 25px
 +
|image-link = Match outcomes
 +
|content    =
 +
[[Media:Saxton Hale saxtondead01.wav|"Nooo!"]] (1)<br>
 +
[[Media:Saxton Hale saxtondead02.wav|"Nooo!"]] (2)<br>
 +
[[Media:Saxton Hale saxtondead03.wav|"Saxton... Hale..."]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Taunt Rage'''
 +
|image      = Ghost Yikes!.png
 +
|image-size = 25px
 +
|image-link = Taunt
 +
|content    =
 +
[[Media:Saxton Hale rage01.wav|"Argh!"]]<br>
 +
[[Media:Saxton Hale rage02.wav|"Saxton Hale!"]] (1)<br>
 +
[[Media:Saxton Hale rage03.wav|"Saxton Hale!"]] (2)<br>
 +
[[Media:Saxton Hale rage04.wav|"Stop, right there!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Jumping'''
 +
|image      = Backpack Shovel.png
 +
|image-size = 25px
 +
|image-link = Shovel
 +
|content    =
 +
[[Media:Saxton Hale jump01.wav|"Brave jump!"]]<br>
 +
[[Media:Saxton Hale jump02.wav|"Up!"]]<br>
 +
[[Media:Saxton Hale jump03.wav|"HIGHER!"]]<br>
 +
[[Media:Saxton Hale jump04.wav|"Screw gravity!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Upon One Player Remaining'''
 +
|image      = Unknownweapon.png
 +
|image-size = 25px
 +
|image-link =
 +
|content    =
 +
[[Media:Saxton Hale last01.wav|"Fight like a MANN!"]]<br>
 +
[[Media:Saxton Hale last02.wav|"Give up or face Australian justice!"]]<br>
 +
[[Media:Saxton Hale last03.wav|"I cut my way out of primate hell!"]]<br>
 +
[[Media:Saxton Hale last04.wav|"Oh, I'm gonna beat the living hell out of him!"]]<br>
 +
[[Media:Saxton Hale last05.wav|"You picked a fight with the wrong man."]]<br>
 +
[[Media:Saxton Hale last06.wav|"It's just you, me, and my bare hands."]]<br>
 +
[[Media:Saxton Hale response 2.mp3|"Reader, if you thought the first two pages of my comic contained too much bare-knuckled excitement, then get ready to have your eyes break from widening in surprise and your comic-holding hands fall off your very arms when you get a look at the rest of the action-packed ish, starring me!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing 3 enemies in 10 seconds'''
 +
|image      = Backpack Shovel.png
 +
|image-size = 25px
 +
|image-link = Shovel
 +
|content    =
 +
[[Media:Saxton Hale killingsomeone01.wav|"<laughter>"]]<br>
 +
[[Media:Saxton Hale killingsomeone02.wav|"Smash!"]]<br>
 +
[[Media:Saxton Hale killingsomeone03.wav|"There there, have an Eagle."]]<br>
 +
[[Media:Saxton Hale killingsomeone04.wav|"You are a dead man!"]]<br>
 +
[[Media:Saxton Hale killingsomeone05.wav|"You're dead, get over it."]]<br>
 +
[[Media:Saxton Hale killingspree01.wav|"Maybe you should buy a better weapon at Mann Co.?"]]<br>
 +
[[Media:Saxton Hale killingspree02.wav|"You just got signed by Saxton Hale's FIST!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Scout]]'''
 +
|image      = Leaderboard class scout.png
 +
|image-size = 25px
 +
|image-link = Scout
 +
|content    =
 +
[[Media:Saxton Hale killingscout01.wav|"You may be fast, but you can't outrun my fists!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Pyro]]'''
 +
|image      = Leaderboard class pyro.png
 +
|image-size = 25px
 +
|image-link = Pyro
 +
|content    =
 +
[[Media:Saxton Hale killingpyro01.wav|"You fight like a woman!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Demoman]]'''
 +
|image      = Leaderboard class demoman.png
 +
|image-size = 25px
 +
|image-link = Demoman
 +
|content    =
 +
[[Media:Saxton Hale killingdemoman01.wav|"Taste the explosive power of my fists!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Heavy]]'''
 +
|image      = Leaderboard class heavy.png
 +
|image-size = 25px
 +
|image-link = Heavy
 +
|content    =
 +
[[Media:Saxton Hale killingheavy01.wav|"Are you really the strongest man on your team?"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Engineer]]'''
 +
|image      = Leaderboard class engineer.png
 +
|image-size = 25px
 +
|image-link = Engineer
 +
|content    =
 +
[[Media:Saxton Hale killingengineer01.wav|"Your metal toys are no match for me!"]]<br>
 +
[[Media:Saxton Hale killingengineer02.wav|"You're not so smart cowboy!"]]<br>
 +
[[Media:Saxton Hale killingengineer03.wav|"Reading books don't win you fights! FISTS DO!"]]<br>
 +
[[Media:Saxton Hale killingengineer04.wav|"Less building, more FIGHTING!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Medic]]'''
 +
|image      = Leaderboard class medic.png
 +
|image-size = 25px
 +
|image-link = Medic
 +
|content    =
 +
[[Media:Saxton Hale killingmedic01.wav|"Real men fight! They don't heal."]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Sniper]]'''
 +
|image      = Leaderboard class sniper.png
 +
|image-size = 25px
 +
|image-link = Sniper
 +
|content    =
 +
[[Media:Saxton Hale killingsniper01.wav|"Jumping like a kangaroo won't help you!"]]<br>
 +
[[Media:Saxton Hale killingsniper02.wav|"You may be Australian, but you're not even half the man I am!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''Killing a [[Spy]]'''
 +
|image      = Leaderboard class spy.png
 +
|image-size = 25px
 +
|image-link = Spy
 +
|content    =
 +
[[Media:Saxton Hale killingspy01.wav|"Take that you sneaky bastard!"]]<br>
 +
[[Media:Saxton Hale killingspy02.wav|"This watch was invented at MANN Co, specifically to kill you TWICE!"]]<br>
 +
[[Media:Saxton Hale killingspy03.wav|"I eat spycrabs for breakfast, right after my steak!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''[[Buildings#Destruction|Destroying]] a building'''
 +
|image      = Killicon tool chest.png
 +
|image-size = 25px
 +
|image-link = Buildings#Destruction
 +
|content    =
 +
[[Media:Saxton Hale killingbuilding01.wav|"PROPERTY DAMAGE!"]]
 +
}}
 +
|-
 +
| {{soundList
 +
|colour    = #F3A957
 +
|title      = '''After Saxton gets [[backstab]]bed'''
 +
|image      = Killicon backstab.png
 +
|image-size = 25px
 +
|image-link = Backstab
 +
|content    =
 +
[[Media:Saxton Hale stub01.wav|"Feels like a razor!"]]<br>
 +
[[Media:Saxton Hale stub02.wav|"Was that ''pain?'' Or just a hippie on my back?"]]<br>
 +
[[Media:Saxton Hale stub03.wav|"<short chuckle> ... That tickles!"]]<br>
 +
[[Media:Saxton Hale stub04.wav|"Time to swat that mosquito!"]]
 +
}}
 +
|}
 +
 
 +
== Plugin information ==
 +
* [http://www.sourcemod.net/newstats.php?mod_id=558&addon_id=1525 Current version: 1.55]
 +
* Required SourceMod extensions: [http://forums.alliedmods.net/showthread.php?t=115100 TF2Items], [https://forums.alliedmods.net/showthread.php?t=210221 TF2Attributes]
 +
* The plugin is available for download on the [https://forums.alliedmods.net/showthread.php?t=244209 Allied Modders Forum], as of 2 January 2011. It was previously available since 31 December 2010 on the Random Fortress Forum.
 +
 
 +
== Changelog ==
 
{{Changelog|1=
 
{{Changelog|1=
 +
'''Version 1.51-1.52 (2/4/2015)'''
 +
* Added the 2014 festives.
 +
* Market garden nerf: 33% less damage if actively parachuting.
 +
* Successful market garden removes your parachute.
 +
* After a successful market garden, you must touch the ground again before getting another. (Fixes getting stuck in HHH on teleport for multiple mid-air gardens).
 +
* One-Time CenterText messages now appear over repeated messages. For example, "You just backstabbed him" will show for 5 seconds if you're the last player, and prevent the "Current boss health is..." message from overwriting it.
 +
* Fixed rounds ending due to everyone being on the same team when the round starts.
 +
* KGB still acts like GRU, but is no longer visually changed to look like GRU.
 +
* Added some missing Precache stuff.
 +
* Added OVERRIDE_MEDIGUNS_ON. Uncommenting this will replace medigun attributes while keeping their original skin/model, instead of replacing them with a kritzkrieg. Thanks to Starblaster64.
 +
* Fixed the "Living Spectator" glitch that often happens with AFK-Manager and other plugins that move players to spectate.
 +
* Added sm_hale_reload for developers. This command tells the plugin to reload itself at the end of the next round, essentially making the plugin reload itself without disrupting gameplay.
 +
* During the first round, team balance is enforced for even teams. This prevents scenarios where everyone joins RED team and become confused as to why the game won't start (because no one is on BLU).
 +
*Added HideCvarNotify - This blocks chatspam when the following convars change: tf_bot_count, tf_arena_use_queue, tf_arena_first_blood, mp_friendlyfire.
 +
* Special thanks to yarik2720 for russian translations.
 +
* Integrated fix for TeleportToSpawn that prevents the boss from being teleported to other arenas in multi-stage maps, such as in vsh_megaman_* - He will only teleport to the current arena.
 +
* A bunch of random code changes/optimizations/frogs imported from my version of VSH.
 +
* Full list of changes can be seen here. (Note: All the relevant stuff is already posted above).
 +
 +
'''Version 1.50 (10/7/2014)'''
 +
* Removed gamedata dependency.
 +
* Fixed mantreads not giving increased jump height.
 +
* Reserve shooter no longer Thriller taunts.
 +
* Optimized some code and brought in sync with the github
 +
* Now incompatible with versions of SM lower than 1.6.3
 +
 +
'''Version 1.49 (8/24/2014)'''
 +
* Updated again for the latest version of sourcemod (1.6.1 or higher)
 +
* Botkillers are fixed now.
 +
* Fixed wrong number of players displaying when control point is enabled.
 +
* Fixed festive GRU's stats and festive/bread jarate not removing rage.
 +
* Fixed issues with HHH teleporting to spawn.
 +
* Added configs/saxton_spawn_teleport.cfg
 +
 +
'''Version 1.48 (8/14/2014)'''
 +
* Call medic to rage.
 +
* Harder to double tap taunt and fail rage
 +
* Block the boss from using voice commands unless he is CBS/Bunny
 +
* Hale only takes 5% of his max health as damage while in pits, at a max of 500.
 +
* HHH instantly teleports to a random spawn after falling in pits.
 +
- For the first minute, he can only teleport to his own team's spawn.
 +
- After that, any spawn team's spawns.
 +
* Cannot constantly spam super jump as much when falling into pots. (Yes pots).
 +
- IMPORTANT: I realize this may make arena_nucleus terrible. On my server I made it teleport hale to spawn like HHH on only this map, but I didn't feel like setting up a config file for this to release publicly yet.
 +
* HHH takes 50 seconds to get his first teleport instead of 25, in light of the wallclimb.
 +
* Updated translation files for the new weapon changes that nobody reads.
 +
 +
'''Version 1.47 (8/04/2014)'''
 +
* Updated for the latest version of sourcemod (1.6.1).
 +
* Fixed final player disconnect not giving the remaining players mini/crits.
 +
* Fixed cap not starting enabled when the round starts with low enough players to enable it.
 +
* Fixed players not regenerating on spawn and having items of the opposite team color.
 +
* Using !haleclass as Hale now shows boss information instead of class information.
 +
* Fixed Hale's anchor to work against sentries. Crouch walking negates all knockback.
 +
- Remember to read the installation notes above as TF2Attributes is required for this feature.
 +
- Remember to still read it if you don't want to use TF2Attributes.
 +
* Being cloaked next to a dispenser now drains your cloak to prevent camping.
 +
 +
'''Version 1.46 (7/27/2014)'''
 +
* Hale can no longer pick up health packs.
 +
* Fixed maps like military area where BLU can't pick up ammo packs in the first arena round.
 +
* Fixed unbalanced team joining in the first arena round.
 +
* Changed /halenew pagination a little.
 +
* !infotoggle can disable the !haleclass info popups on round start.
 +
* Can now type !resetq to reset your queue points.
 +
* Fixed Tide Turner & Razorback not being unequipped/removed properly.
 +
* Easter Bunny has 40pct knockback resist in light of the crit eggs.
 +
* Phlog damage reduced by half when not under the effects of CritMmmph.
 +
* Fixed botkillers glitch (thanks rswallen).
 +
* Quiet decloak moved from Letranger to Your Eternal Reward / Wanga Prick.
 +
* YER no longer diguises you in light of the quiet decloak.
 +
* Demo shield crits nerfed to minicrits for his grenade launchers.
 +
* Added cvar 'hale_shield_crits' to re-enable full crits. (set to 1 for crits, 0 for minicrits)
 +
* Added cvar 'hale_hp_display' to toggle showing Hale's health on the hud at all times.
 +
 +
'''Version 1.45 (7/17/2014)'''
 +
* Fixed equippable wearables (thanks fiagram & Powerlord).
 +
* Fixed flickering HUD text.
 +
* Implemented anti-suicide as Hale measures.
 +
* Hale cannot suicide until around 30 seconds have passed.
 +
* Hale can no longer switch teams to suicide.
 +
* Repositioned 'player became x boss' message off of your crosshair.
 +
* Removed annoying no yes no no you're Hale next message.
 +
* Market Gardens do damage similar to backstabs.
 +
* Deadringer now displays its status. Useful for thirdperson servers.
 +
* Phlog is invulnerable during taunt activation.
 +
* Phlog Crit Mmmph duration has 75% damage resistance.
 +
* Phlog disables flaregun crits.
 +
* Fixed Bread Bite and Festive Eyelander.
 +
* Can now see uber meter with melee or syringe equipped.
 +
* Soda Popper & BFB replaced with scattergun.
 +
* Bonk replaced with crit-a-cola.
 +
* All 3 might be rebalanced in the future.
 +
* Reserve shooter crits in place of minicrits. Still 3 clip.
 +
* Re-enabled Darwin's Danger Shield. Overhealed sniper can tank a hit!
 +
* Batt's Backup has 75% knockback resist.
 +
* Air Strike relaxed to 200 dmg per clip.
 +
* Fixed backstab rarely doing 1/3 damage glitch.
 +
* Big Earner gives full cloak on backstab.
 +
* Fixed Steamtools not changing the game description.
 +
* Fixed medic not getting assist damage from backstabs.
 +
* Reverted 3/5ths of backstab damage assist for medics.
 +
* It should now be 1/2 or less if multiple medics are healing the spy, and 100% if uber, like all other damage sources.
 +
* HHH can wallclimb. (Max of 10 times in a row before touching the floor again).
 +
* HHH's weighdown timer is reset on wallclimb.
 +
* HHH now alerts his teleport target that he teleported to them.
 +
* HHH can get stuck in soldiers and scouts, but not other classes on teleport.
 +
* Can now charge super jump while holding space.
 +
* Nerfed Easter Bunny's rage eggs by 40% damage.
 +
 +
'''Version 1.44 (7/15/2014)'''
 +
* Air Strike gains ammo based on every 500 damage dealt.
 +
* Kunai starts at 65 HP instead of 60. Max 270 HP.
 +
* Kunai gives 180 HP on backstab instead of 100.
 +
* Demo boots now reduce fall damage like soldier boots and do stomp damage.
 +
* Fixed bushwacka disabling crits.
 +
* Fixed first round glitch (thanks nergal).
 +
* Sydney Sleeper now generates contributes half as much to rage than other sniper rifles.
 +
* Other sniper rifles just do 3x damage as usual.
 +
* Huntsman gets 2x ammo, fortified compound fixed.
 +
* Festive flare gun now acts like mega-detonator.
 +
* Medic crossbow now gives 15pct uber instead of 10.
 +
* Festive crossbow is fixed to be like normal crossbow.
 +
* Fixed medics getting 2x the damage for backstab assists.
 +
* Medics now get 3/5 the damage, similar to telefrag assists.
 +
* Relaxed Air Strike damage per head to 200 damage.
 +
 +
'''Version 1.43 (7/15/2014)'''
 +
* Backstab formula rebalanced to do better damage to lower HP Hales.
 +
* Damage Dealt and Full Health Kills now work properly with backstabs.
 +
* Slightly reworked Hale health formula.
 +
* (Anchor) Bosses take no pushback from damage while ducking on the ground. (Not working against sentries).
 +
- This prevents Hale from being pushed back in vents or in the giant Scorch Shot in the new 2fortdesk map.
 +
* Short circuit blocked until further notice.
 +
* L'etranger's 40% cloak is replaced with quiet decloak and -25% cloak regen rate.
 +
* Ambassador does 2.5x damage on headshots.
 +
* Diamondback gets 3 crits on backstab.
 +
* Diamondback crit shots do bonus damage similar to the Ambassador.
 +
* Kunai now starts with 65 HP instead of 60. It now gains 180 HP on backstab instead of 100. Max 270.
 +
* Manmelter always crits, while revenge crits do bonus damage.
 +
* Bushwacka blocks healing while in use to prevent medirope exploits.
 +
* Cannot wallclimb if your HP is low enough that it'll kill you.
 +
* Bushwacka doesn't disable crits.
 +
* 2013 festives and bread now get crits.
 +
* Fixed telefrag and mantread stomp damage.
 +
* Mantread stomps now OHKO Hale instead of leaving him at 1 health when his health is less than the damage mantreads do (1024 dmg).
 +
 +
'''Version 1.42'''
 +
* Festive fixes
 +
* Hopefully fixed targes disappearing?
 +
* Easter and April Fool's Day are so close together this year... what could it mean...?
 +
** (spoiler, it's a new silly boss)
 +
 +
'''Version 1.41'''
 +
*Fixed bosses disguising
 +
*Updated action slot whitelist
 +
*Updated sniper rifle list, Fest. Huntsman
 +
*Medigun speed works like Quick-Fix
 +
*Medigun+gunslinger vm fix
 +
*CBS gets Fest. Huntsman
 +
*Spies take more dmg while cloaked (normal watch)
 +
*Experimental backstab block animation
 +
 +
'''Version 1.40'''
 +
*Dead Ringers have no cloak defense buff. Normal cloaks do.
 +
*Fixed Sniper Rifle reskin behavior
 +
*Boss has small amount of stun resistance after rage
 +
*Fixed HHH/CBS models
 +
 +
'''Version 1.39c'''
 +
*Backstab disguising smoother/less obvious
 +
*Rage 'dings' dispenser/tele, to help locate Hale
 +
*Improved skip panel
 +
*Removed crits from sniper rifles, now do 2.9x damage
 +
** Sleeper does 2.4x damage, 2.9x if Hale's rage is >90pct
 +
** Bushwacka nerfs still apply
 +
** Minicrit- less damage, more knockback
 +
*Scaled sniper rifle glow time a bit better
 +
*Fixed Dead Ringer spy death icon
 +
*BabyFaceBlaster will fill boost normally, but will hit 100 and drain+minicrits
 +
*Can't Eureka+destroy dispenser to insta-tele
 +
*Phlogger invuln during the taunt
 +
*Added !hale_resetq
 +
*Heatmaker gains Focus on hit (varies by charge)
 +
*Bosses get short defense buff after rage
 +
*Cozy Camper comes with SMG - 1.5s bleed, no random crit, -15% dmg
 +
*Valve buffed Crossbow. Balancing.
 +
*New cvars-hale_force_team, hale_enable_eureka"
 +
*Powerlord's Better Backstab Detection
 +
*Backburner has charged airblast
 +
*Skip Hale notification mixes things up
 +
*Bosses may or may not obey Pyrovision voice rules. Or both.
 +
'''Version 1.39 beta'''
 +
*!hale_resetqueuepoints
 +
** From chat, asks for confirmation
 +
** From console, no confirmation!
 +
*Help panel stops repeatedly popping up
 +
*Medic is credited 100% of damage done during uber
 +
*Bushwacka changes:
 +
** Hit a wall to climb it
 +
** Slower fire rate
 +
** Disables crits on rifles (not Huntsman)
 +
** Effect does not occur during HHH round
 +
*Late December increases chances of CBS appearing
 +
*If map changes mid-round, queue points not lost
 +
*Fixed HHH tele (again).
 +
*HHH tele removes Sniper Rifle glow
 +
*Mantread stomp deals 5x damage to Hale
 +
*Rage stun range- Vagineer increased, CBS decreased
 +
*Balanced CBS arrows
 +
*Minicrits will not play loud sound to all players
 +
*Dead Ringer will not be able to activate for 2s after backstab
 +
** Other spy watches can
 +
*Fixed crit issues
 +
*Hale queue now accepts negative points
 +
*For server owners:
 +
** Translations updated
 +
** Added hale_spec_force_boss cvar
 +
** Now attempts to integrate tf2items config
 +
** With SteamTools, changes game desc
 +
** Plugin may warn if config is outdated
 +
** Jump/tele charge defines at top of code
 +
*For mapmakers:
 +
** Indicate that your map has music:
 +
** Add info_target with name 'hale_no_music'
 +
*Third Degree hit adds uber to healers
 +
*Knockback resistance on Hale/HHH
 +
'''Version 1.38'''
 +
*Bots will use rage
 +
*Doors only forced open on specified maps
 +
*CBS spawns more during Winter holidays
 +
*Deathspam for teamswitch gone
 +
*More notice for next Hale
 +
*Wrap Assassin has 2 ammo
 +
*Holiday Punch slightly disorients Hale (if stunned Heavy punches Hale, removes stun)
 +
*Mantreads increase rocketjump distance
 +
*Fixed CBS Huntsman rate of fire
 +
*Fixed permanent invuln Vagineer glitch
 +
*Jarate removes some Vagineer uber time and 1 CBS arrow
 +
*Low-end Medic assist damage now counted
 +
*Hitting Dead Ringers does more damage (as balancing)
 +
*Eureka Effect temporarily removed
 +
*HHH won't get stuck in ceilings when teleporting
 +
*Further updates pending
 +
'''Version 1.37b'''
 +
*The Fan O' War no longer mistakenly adds the MarkedForDeath condition.
 +
*The music forward now fires consistently even if there's no music. Improvements.
 +
'''Version 1.37'''
 +
*Fixed taunt/rage
 +
*Fixed rage+high five
 +
*hale_circuit_stun - Circuit Stun time (0 to disable)
 +
*Fixed coaching bug
 +
*Config file for map doors
 +
*Fixed floor-Hale
 +
*Fixed Circuit stun
 +
*Fixed negative health bug
 +
*hale_enabled isn't a dummy cvar anymore
 +
*hale_special cmd fixes
 +
*1st-round cap enables after 1 min.
 +
*More invalid Hale checks.
 +
*Backstabs act like Razorbackstab (2s)
 +
*Fixed map check error
 +
*Wanga Prick -> Eternal Reward effect
 +
*Jarate removes 8% of Hale's rage meter
 +
*The Fan O' War removes 5% of the rage meter on hit
 +
*Removed Shortstop reload penalty
 +
*VSH_OnMusic forward added
 +
'''Version 1.369'''
 +
*Fixed spawn door blocking.
 +
*Cleaned up HUD text (health, etc).
 +
*VSH_OnDoJump now has a bool for superduper.
 +
*!halenoclass changed to !haleclassinfotoggle.
 +
*Fixed invalid clients becoming Hale
 +
*Removed teamscramble from first round.
 +
*Vagineer noises:
 +
**Nope for no
 +
**Gottam/mottag (same as jump but quieter) for Move Up
 +
**Hurr for everything else
 +
*All map dispensers will be on the non-Hale team (fixes health bug)
 +
*Fixed command flags on overlay command
 +
*Fixed soldier shotgun not dealing midair minicrits.
 +
*Fixed invalid weapons on clients
 +
*Damage indicator (+spec damage indicator)
 +
*Hale speed remains during humiliation time
 +
*SuperDuperTele for HHH stuns for 4s instead of regular 2
 +
*Battalion's Backup adds +10 max hp, but still only overheal to 300
 +
*Full rage meter when hit by Hale. Buff causes drastic defense boost.
 +
*Fixed a telefrag glitch
 +
*Powerjack is now +25hp on hit, heal up to +50 overheal
 +
*Backstab now shows the regular hit indicator (like other weapons do)
 +
*Kunai adds 100hp on backstab, up to 270
 +
*FaN/Scout crit knockback not nerfed to oblivion anymore
 +
*Removed Short Circuit stun (better effect being made)
 +
'''Version 1.368'''
 +
*Now FaN and Scout crit knockback is REALLY lessened.
 +
*Medic says 'I'm charged' when he gets 100%% uber-charge with syringegun.
 +
*Added support of VSH achievements.
 +
*Team will scramble in 1st round, if 1st round is default arena.
 +
*Now client can disable info about changes of classes, displayed when round started.
 +
*Powerjack adds 50HPs per hit.
 +
*Short Circuit stuns Hale for 2.0 seconds.
 +
*Vagineer says "hurr"
 +
'''Version 1.367'''
 +
*Map-specific fixes:
 +
**Oilrig's pit no longer allows HHH to instatele
 +
**Arakawa's pit damage drastically lessened
 +
*General map fixes: disable spawn-blocking walls
 +
*Cap point now properly un/locks instead of fake-unlocking.
 +
*Tried fixing double-music playing.
 +
*Fixed Eternal Reward disguise glitch - edge case.
 +
*Help menus no longer glitch votes.
 +
'''Version 1.366'''
 +
*Fixed superjump velocity code.
 +
*Fixed replaced Rocket Jumpers not minicritting Hale in midair.
 +
'''Version 1.365'''
 +
*Half-Zatoichi is now allowed. Heal 35 health on hit, but must hit Hale to remove Honorbound.
 +
**Can add up to 25 overheal
 +
**Starts the round bloodied.
 +
*Fixed Hale not building rage when only Scouts remain.
 +
*Tried fixing Hale disconnect/nextround glitches (including music).
 +
*Candycane spawns healthpack on hit.
 +
'''Version 1.364'''
 +
*Added convar hale_first_round (default 0). If it's 0, first round will be default arena.
 +
*Added more translations.
 +
'''Version 1.363'''
 +
*Fixed a queue point exploit (VoiDeD is mean)
 +
*HHH has backstab/death sound now
 +
*First rounds are normal arena
 +
**Some weapon replacements still apply!
 +
**Teambalance is still off, too.
 +
*Fixed arena_ maps not switching teams occasionally
 +
**After 3 rounds with a team, has a chance to switch
 +
**Will add a cvar to keep Hale always blue/force team, soon
 +
*Fixed pit damage
 +
'''Version 1.362'''
 +
*Sounds are not .mdl anymore, they are .wav.
 +
*Fixed minor issue about /halemusic
 +
'''Version 1.361'''
 +
*Christian Brutal Sniper music.
 +
*Soldiers Mini-Crit Hale while he's in mid-air.
 +
*Direct Hit Crits where it would Mini-Crit.
 +
*Reserve Shooter has faster weapons switch and +10% damage.
 +
*Added hale_stop_music for admins to stop current music for all players.
 +
*Force-A-Nature and Scout Crit knockback is lessened.
 +
*Your halemusic/halevoice settings are saved.
 +
'''Version 1.36'''
 +
*MEGA UPDATE!
 +
*SUGGEST MANNO-TECH WEAPON CHANGES!
 +
*Updated Christian Brutal Sniper model.
 +
*Fixed last man alive sound.
 +
*Removed broken Hale line, fixed one.
 +
*New Horseless Headless Horsemann Jr. rage sound.
 +
*Horseless Headless Horsemann Jr. music (/halemusic).
 +
*Christian Brutal Sniper jump noise.
 +
*/halevoice and /halemusic to turn off voice/music.
 +
*Updated natives/forwards (can change rage distance in fwd).
 +
*Change hale_crits cvar to turn off Hale random Crits.
 +
*Fixed Sentries not repairing when raged.
 +
*Set hale_ragesentrydamagemode to 0 to force the Engineer to pick up the Sentry to repair it.
 +
*Now uses sourcemod autoconfig (tf/cfg/sourcemod/).
 +
*No longer requires saxton_hale_points.cfg file.
 +
*Now using clientprefs for queue points.
 +
*When on a non-VSH map, team switch does not occur so often.
 +
*Should have full replay compatibility.
 +
*Bots work with queue, are Hale less often.
 +
*Hale's health increased by 1 (in code).
 +
*Many, many, many, many, many fixes.
 +
*Crossbow: +150% damage, +10 ÜberCharge on hit.
 +
*Syringe Gun has Overdose speed boost.
 +
*Sniper glow time scales with charge (2 to 8 seconds).
 +
*Eyelander/Horseless Headless Horsemann's Headtaker/Nessie's Nine Iron add heads on hit.
 +
*Axtinguisher/Postal Pummeler use Fire Axe attributes.
 +
*Gloves of Running Urgently/Killing Gloves of Boxing is +50% speed but -7hp/s.
 +
*Airblasting boss adds rage (no Airblast reload, though).
 +
*Airblasting ÜberCharged Vagineer adds time to the ÜberCharge and takes extra ammo.
 +
*Frontier Justice allowed, Crits only when players Sentry sees Hale.
 +
*Boss Weighdown (Look down and crouch) after 5 seconds in midair.
 +
*Force-A-Nature is back.
 +
*Scout Crits/Mini-Crits do less knockback if not melee.
 +
*Saxton has his own fists.
 +
*Unlimited /halehp but after 3, longer cooldown.
 +
*Fist kill icons.
 +
*Fixed Christian Brutal Sniper arrow count (start at 9, but if less than 9 players, uses only that number of players)
 +
*Spy primary Mini-Crits.
 +
*Dead Ringer fixed.
 +
*Flare Gun replaced with the Detonator. Has large jump but more self-damage (like old Detonator beta).
 +
*Your Eternal Reward backstab disguises as random faster classes.
 +
*Conniver's Kunai adds 60 health on backstab.
 +
*Randomizer compatibility.
 +
*Medic ÜberCharge works as normal with Crits added (multiple targets, etc).
 +
*Crits stay when being healed, but adds Mini-Crits too (for sentry, etc).
 +
*Fixed Sniper back weapon replacement.
 +
*Vagineer "NOPE" and "Well Don't That Beat All!"
 +
*Telefrags do 9001 damage.
 +
*Speed boost when healing Scouts (like the Quick-Fix).
 +
*Rage builds (VERY slowly) if there are only Scouts left.
 +
*Healing assist damage split between healers.
 +
*Fixed backstab assist damage.
 +
*Fixed Horseless Headless Horsemann Jr. attacking during teleport.
 +
*Soldier boots - 1/10th fall damage.
 +
*AND MORE! (I forget all of them.)
 +
'''Versions:1.35_2 and 1.35_3'''
 +
*Fixed bugs about damage, the Medic's ÜberCharge, the queue, and others.
 +
'''Version:1.35_1'''
 +
*Added point system (/halenext).
 +
*Added [VSH] tag to VSH messages.
 +
*Removed native VSH_GetSaxtonHaleHealth() added native VSH_GetRoundState().
 +
*There is Mini-Crits for the Scout's pistols. Not full Crits, like before.
 +
*Fixed issues associated with Crits.
 +
*Added FORCE_GENERATION flag to stop errorlogs.
 
'''Version:1.35'''
 
'''Version:1.35'''
*Special crits will not removed by Medic.
+
*Special crits will not be removed by Medic.
 
*Sniper's glow is working again.
 
*Sniper's glow is working again.
 
*No errors in console.
 
*No errors in console.
*Less messages in chat.
+
*Fewer messages in chat.
 
*Added more natives.
 
*Added more natives.
 
*"Over 9000" sound returns! Thx you, FlaminSarge.
 
*"Over 9000" sound returns! Thx you, FlaminSarge.
Line 38: Line 838:
 
*TF2_IsPlayerInCondition() returns! Fixed some bugs associated with this.
 
*TF2_IsPlayerInCondition() returns! Fixed some bugs associated with this.
 
*Now sniper rifle must be 100perc.charged to glow Hale.
 
*Now sniper rifle must be 100perc.charged to glow Hale.
*Fixed Vagineer's model (there isn't spam on console and fire on ground).
+
*Fixed Vagineer's model (there isn't spam on console and fire on the ground).
 
*Added Natives.
 
*Added Natives.
 
*Hunstman deals more damage.
 
*Hunstman deals more damage.
Line 65: Line 865:
 
*Fixed bugged count of CBS' arrows.
 
*Fixed bugged count of CBS' arrows.
 
*Reduced Hale's damage versus DR by 20 HPs.
 
*Reduced Hale's damage versus DR by 20 HPs.
*Now two specials can not be at a stretch.
+
*Now two specials cannot be at a stretch.
 
'''Version:1.30 & 1.31'''
 
'''Version:1.30 & 1.31'''
 
*Bug Fixes
 
*Bug Fixes
Line 72: Line 872:
 
*Now Hale's HP formula is ((760+x-1)*(x-1))^1.04
 
*Now Hale's HP formula is ((760+x-1)*(x-1))^1.04
 
*Added hale_special0. Use it to change next boss to Hale.
 
*Added hale_special0. Use it to change next boss to Hale.
*CBS has 9 arrows for bow-rage. Also he has stun rage, but on little distantion.
+
*CBS has 9 arrows for bow-rage. Also he has stun rage, but on little distention.
 
*Teammates gets 2 scores per each 600 damage.
 
*Teammates gets 2 scores per each 600 damage.
 
*Demoman with Targe has crits on his primary weapon.
 
*Demoman with Targe has crits on his primary weapon.
*Removed support of non-Arena maps, because nobody did't use it and they were buggy.
+
*Removed support of non-Arena maps, because nobody didn't use it and they were buggy.
 
*Pistol/Lugermorph has crits.
 
*Pistol/Lugermorph has crits.
 
'''Version:1.28'''
 
'''Version:1.28'''
Line 86: Line 886:
 
'''Version:1.26'''
 
'''Version:1.26'''
 
*Added the second URL for auto-update.
 
*Added the second URL for auto-update.
*Fixed problems, when auto-update was corrupt plugin.
+
*Fixed problems, when auto-update was a corrupt plugin.
*Added a question for the next Hale, if he want to be him. (/haleme)
+
*Added a question for the next Hale, if he wants to be him. (/haleme)
 
*Eyelander and Half-Zatoichi was replaced with Claidheamh Mor.
 
*Eyelander and Half-Zatoichi was replaced with Claidheamh Mor.
*Dispenser and TP won't be destoyed after Engineer's death.
+
*Dispenser and TP won't be destroyed after Engineer's death.
 
*Mode uses the localization file.
 
*Mode uses the localization file.
*Saxton Hale will be choosed randomly for the first 3 rounds (then by queue).
+
*Saxton Hale will be chosen randomly for the first 3 rounds (then by queue).
 
*Fan O'War replaced with Sandman
 
*Fan O'War replaced with Sandman
 
'''Version 1.25'''
 
'''Version 1.25'''
Line 109: Line 909:
 
*Added /haleclass.
 
*Added /haleclass.
 
'''Version 1.23'''
 
'''Version 1.23'''
*Added Super Duper Jump to rescue Hale from pit.
+
*Added Super Duper Jump to rescue Hale from a pit.
*Removed pyro's ammolimit.
+
*Removed pyro's ammo limit.
 
*Fixed little bugs.
 
*Fixed little bugs.
 
'''Version 1.22'''
 
'''Version 1.22'''
Line 126: Line 926:
 
*Medigun's uber gets uber and crits for Medic and his target.
 
*Medigun's uber gets uber and crits for Medic and his target.
 
*Fixed infinite Specials.
 
*Fixed infinite Specials.
*Now gamemode's ConVars saves in file (addons\sourcemod\configs\saxton_hale_config.c fg)
+
*Now gamemode's ConVars saves in file (addons\sourcemod\configs\saxton_hale_config.cfg)
 
*And more bugfixes.
 
*And more bugfixes.
 
'''Version 1.11'''
 
'''Version 1.11'''
Line 135: Line 935:
 
*Fixed bug, when all hats was removed...why?
 
*Fixed bug, when all hats was removed...why?
 
'''Version 1.00'''
 
'''Version 1.00'''
*Release!!!}}
+
*Release!!!
 +
}}
  
== Saxton Hale Dialogue ==
+
== Unused content ==
For version 1.20 many new custom lines of dialogue were added to the mod. These additional [[VS Saxton Hale Mode/Saxton responses|Saxton Hale responses]] take place during specific events.
+
* The model for Saxton Hale includes two bodygroups, one to hide or show his hat and the other that adds a mustache, glasses and goggles on the top of Hale's head, much like Dr. Robotnik from the Sonic series.
  
== Boss Characters & Abilities ==
+
== Bugs ==
=== Saxton Hale ===
+
* When Saxton is defeated, depending on the version of VSH, his model may disappear and leave behind the [[ragdoll]] of the Soldier that Hale is played from.
*'''Superjump''': In order to use this ability, the player must crouch on the spot, look up and release crouch. After doing so, the player will propel themselves up into the air. This ability has a five-second cooldown before its next use.  
+
** This is the same case with Vagineer, Horseless Headless Horsemann Junior, Christian Brutal Sniper and the Easter Bunny. They will leave an Engineer, Demoman, Sniper and Demoman ragdoll respectively.
*'''Rage''': When Saxton Hale has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full rage meter will stun all enemy players in close proximity. The stun effect is similar to that produced by the [[Ghost]] in [[Harvest]] and the [[Horseless Headless Horsemann]]. It's worth noting that Saxton Hale's taunt also affects [[Sentry Gun]]s, as they are disabled for the stun duration.  
+
*** If a player uses the command explode in console to commit suicide, no gibs will appear.
*'''[[Equalizer]] Effect''': Movement speed increases as Saxton Hale (the player) takes on more damage.
+
* The taunt items such as [[Director's Vision]] or [[Schadenfreude]] can be used by all of the boss characters, albeit without any facial movement, and will activate rage.
*'''Super Duper Jump''': Only works in the pits and precipices. This is why the ammunition was again increased for the [[Pyro]].
+
* Occasionally, when a player's distance from Hale is too great to render him, the outline caused by the Sniper Rifle will stay in place instead of following Hale's position.
*'''[[Mantreads]] Effect''' with 500 damage point.
+
* Jarate is not immediately removed from Hale, but rather removed after a fifth of a second. Thus, Hale may take Mini-Crit damage for that small duration any time the Jarate effect is applied to him.
 +
* When a boss scares an Engineer wearing the [[Hotrod]], the mask flips down.
 +
* If a player joins a VS Saxton Hale server and is fully in-game (e.g. at the MOTD) before a round starts but has not chosen a team or class, they may spawn in at any time during the round by selecting a team and class. This bug also occurs in [[Arena]] mode with the server variable <tt>tf_arena_use_queue 0</tt>.
 +
* When a player is in [[Pyroland]], the bosses' voices may or may not be pitch-shifted, or may be a combination of both states. This is not entirely unintentional.
 +
* The class info displayed on spawn is outdated. According to the current developer, this will be rectified soon.
 +
* Sometimes when being raged players may be able to reload their weapons if "Auto reload weapons when not firing" option is on.
  
=== Vagineer ===
+
== Trivia ==
*'''Superjump''': In order to use this ability, the player must crouch on the spot, look up and release crouch. After doing so, the player will propel themselves up into the air. This ability has a five-second cooldown before its next use.
+
* Saxton Hale's line [[Media:Saxton Hale battlecry07.wav|"WELCOME TO DA TUTORIAL LEVEL!"]] is a reference to [https://www.youtube.com/watch?v=jluv2HxFEqs Awesome Gaiden], a popular animation by [https://www.youtube.com/user/egoraptor Arin Hanson]. <!-- This trivia is dubious, as was the (removed) one about "Screw Gravity!" referencing asdfmovie.-->
*'''Rage''': When the Vagineer has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full rage meter will make the Vagineer become ÜberCharged for 8.5 seconds. The Vagineer's taunt also stuns the nearby players, similar to that produced by the Ghost in Harvest and the Horseless Headless Horsemann. The Vagineer's taunt, however; does not affect and disable Sentry Guns, but will affect Übercharged targets.
+
* Many of the lines used by Saxton Hale are also found in the TF2 Comics on the official website, such as "Brave Jump!".
*'''Equalizer Effect''': Movement speed increases as the Vagineer (the player) takes on more damage.
+
* Other boss characters have varying responses to backstabs, general damage, taunts, and other in-game events (for example, the Vagineer will often vocalize Engineer lines backwards).
*'''Super Duper Jump''': Only works in the pits and precipices. That is why the ammunition was again increased to [[Pyro]].  
 
*'''Mantreads Effect''' with 500 damage point.
 
  
=== Horseless Headless Horsemann Junior ===
+
== Gallery ==
*'''Teleport''': The player must crouch on the spot, look up and release crouch. After doing so, the player will be sent to a random enemy. This ability has a fifty second cooldown before its next use.
 
*'''Rage''': When Horseless Headless Horsemann Junior has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full rage meter will stun all enemy players in close proximity. The stun effect is similar to that produced by the Ghost in Harvest and the Horseless Headless Horsemann. It's worth noting that the HHH Jr.'s taunt also affects Sentry Guns, as they are disabled for the stun duration.
 
*'''Equalizer Effect''': Movement speed increases as the Horseless Headless Horsemann Jr. (the player) takes on more damage.
 
*'''Mantreads Effect''' with 500 damage point.
 
 
 
=== Christian Brutal Sniper ===
 
*'''Superjump''': In order to use this ability, the player must crouch on the spot, look up and release crouch. After doing so, the player will propel themselves up into the air. This ability has a five-second cooldown before its next use.
 
*'''Rage''': When the Christian Brutal Sniper has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full rage meter will grant the Christian Brutal Sniper a modified [[Huntsman]] and stuns all enemy players in close proximity. The stun effect is similar to that produced by the Ghost in Harvest and the Horseless Headless Horsemann, as well as Saxton's in this mod. It's worth noting that Christian Brutal Sniper's taunt also affects Sentry Guns, as they are disabled for the stun duration.
 
*'''Equalizer Effect''': Movement speed increases as the Christian Brutal Sniper (the player) takes on more damage.
 
*'''Super Duper Jump''': Only works in the pits and precipices. That is why the ammunition was again increased to [[Pyro]].
 
*'''Mantreads Effect''' with 500 damage point.
 
 
 
=== Weaselcake ===
 
*'''Teleport''':The player must crouch on the spot, look up and release crouch. After doing so, the player will be sent to a random enemy. This ability has a fifty second cooldown before its next use.
 
*'''Rage''':When the Weaselcake has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full rage meter will stun all enemy players in close proximity. The stun effect is similar to that produced by the [[Ghost]] in [[Harvest]] and the [[Horseless Headless Horsemann]]. It's worth noting that Weaselcake taunt also affects [[Sentry Gun]]s, as they are disabled for the stun duration.
 
*'''Equalizer Effect''':Movement speed increases as the Weaselcake (the player) takes on more damage.
 
*'''Super Duper Jump''':Only works in the pits and precipices. That is why the ammunition was again increased to [[Pyro]].
 
*'''Mantreads Effect''':with 500 damage point.
 
 
 
=== Demopan ===
 
*'''Superjump''': In order to use this ability, the player must crouch on the spot, look up and release crouch. After doing so, the player will propel themselves up into the air. This ability has a five-second cooldown before its next use.
 
*'''Rage''': When the Demopan has taken approximately 1,900 damage, his rage meter will be full. Taunting with a full explosion meter will reduce nearby enemies to 50 health and blind them for 5 seconds.
 
*'''Super Duper Jump''': Only works in the pits and precipices. This is why ammunition was again increased for the [[Pyro]].
 
*'''Mantreads Effect''' does 500 damage.
 
 
 
== Balancing Specifics ==
 
Saxton Hale's (and thusly the HHH Jr.'s, Vagineer's and CBS's) health increases based on the number of players taking part in the game. The health follows a formula based upon the initial number of players on the enemy team at the start of the round. His health is calculated as [(759+n)*(n-1)]<sup>1,04</sup>, where n is the initial number of players on the enemy team. When n<5, n increments by 2.
 
 
 
{|
 
|- valign="top"
 
|rowspan="2" | '''Saxton Hale (and other bosses) Health'''<br/>
 
{| class="wikitable grid" width="50%"
 
|-
 
! class="header" width="10%" | Number of players on the server
 
! class="header" width="10%" | Modifier (n)
 
! class="header" width="10%" | Max (spawn) health of boss
 
|-
 
| 1
 
| 3
 
| 2043
 
|-
 
| 2
 
| 4
 
| 3119
 
|-
 
| 3
 
| 5
 
| 4212
 
|-
 
| 4
 
| 6
 
| 5320
 
|-
 
| 5
 
| 5
 
| 4212
 
|-
 
| 6
 
| 6
 
| 5320
 
|-
 
| 7
 
| 7
 
| 6439
 
|-
 
| 8
 
| 8
 
| 7569
 
|-
 
| 9
 
| 9
 
| 8709
 
|-
 
| 10
 
| 10
 
| 9857
 
|-
 
| 11
 
| 11
 
| 11014
 
|-
 
| 12
 
| 12
 
| 12178
 
|-
 
| 13
 
| 13
 
| 13349
 
|-
 
| 14
 
| 14
 
| 14528
 
|-
 
| 15
 
| 15
 
| 15713
 
|-
 
| 16
 
| 16
 
| 16904
 
|-
 
| 17
 
| 17
 
| 18102
 
|-
 
| 18
 
| 18
 
| 19306
 
|-
 
| 19
 
| 19
 
| 20516
 
|-
 
| 20
 
| 20
 
| 21732
 
|-
 
| 21
 
| 21
 
| 22953
 
|-
 
| 22
 
| 22
 
| 24180
 
|-
 
| '''23'''
 
| '''23'''
 
| '''25412'''
 
|-
 
| 24
 
| 24
 
| 26650
 
|-
 
| 25
 
| 25
 
| 27893
 
|-
 
| 26
 
| 26
 
| 29142
 
|-
 
| 27
 
| 27
 
| 30395
 
|-
 
| 28
 
| 28
 
| 31654
 
|-
 
| 29
 
| 29
 
| 32917
 
|-
 
| 30
 
| 30
 
| 34186
 
|-
 
| '''31'''
 
| '''31'''
 
| '''35459'''
 
|}
 
 
 
Some weapons equipped by players on RED will be changed into their default counterparts or edited for balance issues:
 
*'''All classes''': Non-backstab melee weapons will always perform [[Crits]], to reward the player for taking risks with close-range combat.
 
*'''[[Scout]]''': The [[Crit-a-Cola]] gives full Crits instead of [[Mini-Crits]]. [[Fan O' War]] replaced with a [[Sandman]]. [[Force-A-Nature]] replaced with [[Soda Popper]]. The [[Soda Popper]]'s hype is activated by right clicking, not when it gets full.
 
*'''[[Soldier]]''': The [[Battalion's Backup]] is replaced with a [[Shotgun]]. The [[Rocket Jumper]] is not allowed and is replaced with default [[Rocket Launcher]]. The [[Half-Zatoichi]] is replaced by the [[Shovel]].
 
*'''[[Pyro]]''': The [[Axtinguisher]] is not allowed and is replaced by the [[Fire Axe]].
 
*'''[[Demoman]]''': The [[Chargin' Targe]] blocks one hit from Saxton Hale. The [[Sticky Jumper]] is not allowed and is replaced with default [[Sticky Launcher]]. The [[Half-Zatoichi]], [[Eyelander]], and the [[Horseless Headless Horsemann's Headtaker]] are replaced with the [[Claidheamh Mòr]].
 
*'''[[Heavy]]''': The [[Natascha]] is replaced by the [[Minigun]]. [[Fists of Steel]] and [[Killing Gloves of Boxing]] are replaced with [[Fists]]. The Minigun starts with 100 ammo.
 
*'''[[Engineer]]''': The player can only find small metal packs. The player also starts with 158 metal. [[Frontier Justice]] is replaced with normal [[Shotgun]].
 
*'''[[Medic]]''': [[Medi Gun]] is replaced with [[Kritzkrieg]]. [[Syringe Gun]] is replaced with [[Blutsauger]]. The Medic spawns with 40 percent [[ÜberCharge]]. ÜberCharge grants both [[Critical Hits]] and Invulnerability to Medic and patient. ÜberCharge lasts 50% longer. Needles from the Blutsauger grant 5 percent ÜberCharge on each successful hit. [[Crusader's Crossbow]] always performs Critical hits (no ÜberCharge gain on successful hit). At the end of an ÜberCharge the Medic gains 40 percent ÜberCharge.
 
*'''[[Sniper]]''': [[Jarate]] is not allowed and is replaced with the [[SMG]]. All usable Sniper weapons perform Critical hits. [[Bazaar Bargain]] is not allowed and is replaced with the [[Sydney Sleeper]].
 
*'''[[Spy]]''': A backstab from the [[Knife]] deals roughly 10% of the enemy character's max health in damage. Upon a successful backstab a message stating that the enemy was stabbed is displayed to him and Saxton. In addition, the Spy is unable to backstab again for approximately 2 seconds. This is similar to backstabbing a Sniper wearing the [[Razorback]]. [[Your Eternal Reward]] replaced with [[Knife]].
 
 
 
Remember however that balance specifics such as boss speed, rage taunt damage, rage taunt distance, and appearance of characters other than Saxton Hale may vary from server to server, as these specifics are adjustable via server [http://developer.valvesoftware.com/wiki/ConCommand console variables].
 
 
 
== Strategy ==
 
=== Playing the Classes ===
 
==== General ====
 
* As this is a modified version of [[Arena]] mode, Arena tactics also apply here.
 
* Stick together! Teamwork here is vital.
 
* Try to attack the enemy from afar. He can only use melee weapons.
 
* Saxton's punch does about 174-220 damage. A critical hit does 585. This means that only the Heavy and possibly Soldier can survive a hit without a health buff. Pyros and Demomen with the [[Bottle]] or [[Ullapool Caber]] may be lucky to stay alive with one hitpoint left. If you somehow manage to survive, don't get cocky - search for Medic, find a Dispenser or a health pack.
 
*With the exception of the Spy's Knives, all melee weapons have crits forced upon them. Some weapons that normally would not be granted critical hits have this disability negated because of this.
 
* [[Taunt]]s only do 500-600 damage. Because of this, taunt kills are rarely seen as a legitimate tactic.
 
* Momentum is Saxton's worst enemy. Airblasts, Sentry Guns, and other knockback inducing attacks are always good ideas to consider.
 
* Some servers give you critical hits after successfully taunting. Be cautious, however - taunt ONLY if you know that Saxton is far away and/or you have someone to watch your back.
 
* Communicate! Alert your teammates of Saxton's whereabouts at all times.
 
* Never let your guard down. Saxton may sneak up behind you and quickly kill you.
 
* Against the Horseless Headless Horsemann Jr., try to stay in one big group or go around in a few strong groups. If you are caught alone in the HHHJ's teleport, it is almost a certain death.
 
* When fighting Vagineer, be sure to have at least one Pyro with the [[Flamethrower]] or [[Degreaser]] equipped. Airblasting Pyro is possibly Vagineer's worst nightmare.
 
* When fighting the CBS, be careful no matter how far you are from the CBS as his arrows can easily take you down at a distance.
 
 
 
==== Scout ====
 
* Because a Scout will always die in one hit from Saxton...
 
** The [[Sandman]] is a direct upgrade from the bat in terms of attack
 
** The [[Atomizer]] is an upgrade in terms of evasion. Watch out for your health in that case, though.
 
** Using [[Crit-a-Cola]] involves nearly no risk
 
**Using the [[Force-A-Nature]] will usually Knock-back the Saxton at close range, usually this is effective for escaping.
 
* ALWAYS stay at long range. Your job isn't to deal major amount of damage to Saxton, but to harass and annoy him.
 
* Your [[Pistol]] has critical hits forced upon it, therefore it has a higher damage output than any of your primary weapons.
 
* As an emergency weapon, [[Bonk! Atomic Punch]] can help you get away from close encounters.
 
** Get some distance between you and Saxton before drinking Bonk as, while drinking, you are completely vulnerable.
 
* On a team without [[Medic]]s, [[Mad Milk]] will help your team get much needed health back from close encounters with Saxton Hale.
 
* The [[Candy Cane]] would normally be the same as the Bat in this mode: you won't get the health benefit from killing Saxton, but he can't use explosive damage anyway.
 
* The [[Boston Basher]] can be useful if you dart in and out,  whacking him when he's not paying attention. Since this is an Arena-like mode, however, aim carefully.
 
* The [[Sun-on-a-Stick]] is a downgrade from the Bat or Sandman, since it deals 25% less damage, and only works when Saxton Hale is on fire - since he can light you up when he's on fire, the pro provided by the weapon is outweighted by its con.
 
* '''Sets''':
 
** The [[Special Delivery]] set gives you no practical advantage
 
** [[The #1 Fan]] set (or the incomplete set using normal Pistol) encourage hit-and-run tactics, as a Scout can charge up on Soda Popper, switch to Pistol for critical hits, and escape with speed and Atomizer if needed.
 
* Despite being faster than Saxton, don't get too cocky when running away from him or running around him. He might get a lucky hit in.
 
 
 
==== Soldier ====
 
*  After the Scout, you're the class with most mobility, especially with the [[Gunboats]] equipped. Try to stay away from your teammates and act as a sort of backup if your teammates are in danger. Just shoot some critical rockets in their way and hope that they'll push Saxton back.
 
* Unless critical, your rockets don't do much damage, although they provide significant knockback.
 
* If Saxton is too close, you can [[rocket jump]] to escape.
 
* The [[Black Box]] is very useful on a team without Medics as it will heal you when you hit Saxton.
 
* If you have a lot of teammates, consider equipping the [[Buff Banner]] to help deal some extra damage to the stronger Saxton Hale.
 
* The [[Concheror]] can be used to heal yourself and your teammates. If your team has either a Medic or a Dispenser, however, it won't be of much use.
 
* Against bosses that can Super Jump, the [[Reserve Shooter]] can deal large amounts of damage to him when he's in mid-jump.
 
* In this mod, the [[Equalizer]] becomes more of an escaping weapon rather than a high damage weapon.
 
* The [[Pain Train]] is a direct upgrade from the Shovel since Saxton uses his bare hands.
 
** Note, however, that unless you want to capture the point (which is highly discouraged in this mode), it won't matter much.
 
* There isn't much of a difference in the [[Market Gardener]] and the Shovel, as the Market Gardener has crits forced upon it.
 
* The [[Disciplinary Action]] can be an invaluable method of escape for both you and another teammate.
 
 
==== Pyro ====
 
*Never charge at Saxton. Your weapons do little damage, and your primary requires you to stay close to him. Even with criticals, your Flamethrower/Degreaser deals very small amount of damage compared to the other weapons.
 
*Consider not using the [[Backburner]], since +10% damage bonus won't make a difference, and you'll only be able to use the Airblast four times.
 
*Your [[airblast]] can prove to be invaluable. Blasting Saxton Hale around can disorient him, allowing your team to get some easy shots in. In addition, try airblasting him into environmental hazards such as the saw blades in [[Sawmill]] or off a cliff such as the cliff in [[Lumberyard]].
 
*Stay close to ammo resources, such as [[Dispensers]] and Ammo Boxes, as you will lose ammo very quickly when firing or airblasting.
 
*Beware of maps with water. Saxton can easily drop in and extinguish the [[afterburn]].
 
*The [[Flare Gun]]'s purpose is to light Saxton on fire, not to deal major damage to him.
 
*[[The Gas Jockey's Gear]]'s speed boost may prove to be useful in escapes.
 
*The [[Powerjack]] is a pure downgrade from the Fire Axe because the health gain bonus is useless and it makes you more vulnerable to melee attacks while it is active.
 
*Use of the [[Back Scratcher]] is based off of many different factors. Are there any Medics/Engineers on your team? Are there healthpacks on the given map?
 
*The [[Sharpened Volcano Fragment]] is marginally useful here, if you dart in and out hitting him randomly.
 
*An easy way to alert your teammates of Saxton's presence is to light him on fire. It would be hard to not spot a running human torch. This is especially useful on some of the darker maps such as [[Sawmill]].
 
*The HHHJ's Superjump is actually an instant Teleport, keep this in mind the next time you [[Airblast]] HHHJ into a Death Pit or Sawblade as he can teleport at you and kill you instantly.
 
*You are Vagineer's worst nightmare. With a nearby Dispenser and a Medic healing you, you'll become an obstacle he can't avoid.
 
*Stick near any current prime target, not just Engineer areas but more stationary class such as Sniper or Soldier, of the boss when you can do so. If you have a good source of ammo, such as a Engineer's nest or boxes nearby, and you are locked on to the boss you can generally keep them off any target.
 
**In corridors or more linear areas with an ammo source nearby, and a way of keeping the enemy from getting around you, then, possibly with the help of a team mate, you can keep the boss away from somewhere as long as needed. This is useful in areas where there might be paths laid out in the form of pits, as teammates could take shots at the boss while being buffeted by the airblast.
 
 
 
==== Demoman ====
 
*You can deal most damage in a single hit, so you will be one of Saxton's prime targets.
 
*Always stay in high places and away from your teammates, so you will be unaffected by Saxton's stun. Your purpose is to use stickybombs to protect teammates if they're in danger, not engage in direct combat.
 
*Plant stickies near an Engineer's nest. If Saxton gets near, detonate them.
 
*If you have the Scottish Resistance equipped, place one sticky near you, so you may escape when Saxton comes after you.
 
*The [[Chargin' Targe]] is more for defensive purpose, as it allows you to survive one hit. Do not charge toward Saxton Hale as he can easily notice and hit you.
 
**Instead, use the Targe as an escaping weapon as Saxton cannot keep up with the Targe's speed.
 
**Some servers make Targe force critical hits upon your primary weapon. This might prove useful if you manage to score direct hits with your grenades.
 
*Because of the knockback provided by Direct Hit grenades, it may be difficult to hit Saxton with all four. Consider using [[Loch-n-Load]] for a higher damage output.
 
*With the Targe and Loch-n-Load equipped, you are unable to Stickybomb  jump and Grenade jump. Consider this when fighting Saxton.
 
*Set plenty of stickytraps along map routes used by Saxton. The [[Scottish Resistance]] can come in handy for this.
 
** Alternatively, place a concentrated amount of Stickybombs where Saxton will come from. The Scottish Resistance's extra 6 bombs will help.
 
*Some servers give you Crits/Mini-crits after taunting. If you plan on defending a certain place, taunt before laying your traps. Critical stickies will deal astonishing amount of damage, as well as send Saxton flying.
 
*If you are cornered, as a last ditch attempt, place sticky bombs near you and detonate them just before you get hit by Saxton. This will kill you, but will deal damage to Saxton at the same time.
 
*[[Ali Baba's Wee Booties]] will give you an extra 25 health, which can help you survive a hit from Saxton, but you will lose the capabilities of your Grenade Launcher.
 
*The [[Eyelander]], [[Headless Horseless Horsemann's Headtaker]], and [[Half-Zatoichi]] are replaced with the [[Claidheamh Mòr]]. This is beneficial when using the Chargin' Targe because of the extra charge distance.
 
*The [[Scotsman's Skullcutter]] will deal more damage, but escaping from Saxton will be harder.
 
*The [[Ullapool Caber]] is best used as a VERY last resort. Since all melee weapons have crits forced upon them, the Caber will deal a massive amount of 410 damage and propel you upward, possibly saving your life. Use this extra chance to escape and find a better spot.
 
*The [[Persian Persuader]] converts all ammo into health. This can be useful if you are low on health, but your only source of ammo for any weapons you are using will be Dispensers.
 
**It will also build up your charge quickly, allowing you to escape from Saxton easier.
 
 
 
==== Heavy ====
 
*Always have a Medic with you. You will be Saxton's main priority.
 
*You are the ultimate gunner in your team. Try not to go anywhere alone.
 
*Don't rely on your high health to survive. Saxton can beat you down in two well-placed hits.
 
*Stay close to a [[Dispenser]]; your guns will chew through ammunition easily and most fallen weapons will be taken accidentally by teammates.
 
*If you plan to just stick to one place, consider using the [[Brass Beast]]. Aside from the higher damage output, if you're constantly firing at Saxton Hale and you have a refillable ammo source, he will also be knocked back.
 
*If you get lucky, you may jam Saxton in a corner via your Minigun's knockback. At this stage, simply go to town with your guns until Saxton recovers.
 
*On a team without Medics, consider using the lunchbox items for the Heavy, as health becomes a scarcity in this mode. Even with Medics, nutritious food will help your buddies survive.
 
*The Sandvich and [[Buffalo Steak Sandvich]] can be dropped. Try to aim them at very wounded teammates.
 
*The [[G.R.U]] is very useful with a Medic; you can hit Saxton with your Minigun, and flee when he approaches.
 
*The [[Warrior's Spirit]] health loss will not matter much; Saxton will still be unable to kill you in one hit. The damage bonus will be useful, though.
 
*The Tomislav, even in current incarnation, still provide the faster spin up and down needed for a shot-and-pray strategy: shoot a few rounds, then hide away.
 
 
 
==== Engineer ====
 
*Stay hidden in the initial few minutes until you have your Dispenser and Sentry Gun up, mainly because you will be one of Saxton's top priority targets.
 
*Build your [[Dispenser]] first. Your team needs lots of ammo and health.
 
*Some servers have the option to replace Dispensers with Amplifiers, a machine that gives nearby teammates critical hits. Converse with your fellow Engineers to make sure you don't have only Dispensers/Amplifiers.
 
*Place Amplifiers in areas where, if a good amount of your team were to group around it, could keep Saxton at bay, while still tearing through Saxton's HP.
 
*Using the Amplifier with a Level 3 Sentry can be useful, as the Sentry will most likely keep Saxton at bay, allowing you to pile on with critical hits from your Shotgun or Pistol.
 
*After building a Sentry Gun and Dispenser, you can build a [[Teleporter]] to use as an in-case-of-emergency escape if Saxton gets too close.  Beware, however, as it takes some time to teleport when you are on the teleporter entrance.
 
*Your Sentry will stay stunned longer than players. If your sentry gets stunned, it is usually a good idea to bail out and rebuild your buildings from scratch.
 
*If your Sentry gets stunned by Saxton's taunt, it will lose about half of its health and you will not be able to repair it unless you haul and redeploy it.
 
**When doing so, hitting it while it is upgrading itself will make you lose metal as if you're repairing it, but the health of it will not increase.
 
*If you die, your Sentry Gun will be destroyed. Keep this in mind when fighting Saxton.
 
*Be careful when building a sentry nest against the Headless Horseless Headmann Junior. His teleport ability may allow him to wreak chaos in the nest.
 
*Sentry Guns provide significant knockback. With enough Engineers, you may provide enough force to relocate Saxton.
 
**This is especially useful against the Vagineer as his taunt merely Übercharges him and is still affected by [[knockback]].
 
*The [[Wrangler]] is useful in dealing a high damage output and for stalling Saxton if your sentry is put in a small tunnel or doorway.
 
*In the Saxton Hale Mod, the [[Southern Hospitality]] is a direct upgrade to the regular Wrench, since Saxton doesn't use [[fire]] and it makes Saxton bleed - although you probably won't be engaging in a melee battle with Saxton.
 
*The [[Gunslinger]] gives you the ability to build [[mini-sentry|Mini-Sentry Guns]] that takes less metal. Use them as a temporary defense or as an alert to see where Saxton is.
 
*Consider bringing the [[Jag]] for the faster build rate.
 
*Try getting a [[Pyro]] with you so he can [[Airblast]] Saxton if he gets too close to your Sentry Nest.
 
*If there is a Horseless Headless Horsemann Junior present, consider [[Sentry Jumping]] to places where the Horsemann can't reach you without teleporting.
 
*Be careful when camping against the CBS. His Huntsman arrow can easily kill you outside of your Sentry Gun's range.
 
 
 
==== Medic ====
 
*Remember that you will be one of Saxton's priority targets, due to the fact that you can heal and ÜberCharge.
 
*Heal ''everyone''. Do not prioritize one class. With the exception of a Scout wearing a [[Sandman]] and a Spy wearing a [[Conniver's Kunai]], any class fully buffed can survive a hit from Hale.
 
*Do not hesitate to deploy your ÜberCharge on a teammate in danger. One extra person could mean the result of the round.
 
*Hale's stun is your largest threat. However you are immune to it whilst ÜberCharged. Try to stay behind your team mates to avoid being stunned and be prepared to use your ÜberCharge to save team mates when they are stunned.
 
*ÜberCharge gains from the Blutsauger can build your ÜberCharge extremely fast as you gain 5 percent ÜberCharge on each successful hit. Firing needles whilst backing away from Hale can quickly build a full ÜberCharge.
 
*The [[Crusader's Crossbow]] is useful if played on a large map, such as [[Watchtower]].
 
*Heal your teammates often, either by using your Medi Gun or the [[Amputator]], depending on the situation and the number of potential patients.
 
*Don't use your [[Übersaw]] to build up your [[ÜberCharge]] unless Saxton is very distracted or if you are trying to stun him with the [[Spinal Tap]] taunt.
 
**However it is a conceivable tactic whilst [[Chain ÜberCharge|being ÜberCharged by another Medic]].
 
*Healing Engineers who have built a Sentry Gun will cause the Sentry to deal mini-crits to Saxton. This is a good way to deal large amounts of damage to Saxton.
 
 
 
==== Sniper ====
 
*Since all of your weapons have a critical boost, your SMG will have a higher damage output compared to a Heavy's Minigun.
 
**However, your SMG has a low amount of ammo so be careful of trying to shoot Saxton to death.
 
*The current incarnation of the mod replace all shields with a SMG; however, equipping the [[Darwin's Danger Shield]] will allow you to retain the extra health boost, and thus is an upgrade that should always be equipped,
 
*Your critical un-zoomed shot (or uncharged in the case of Huntsman) can deliver 150 damage alone. Considering the speed of Saxton Hale, it is in generally preferable to shoot him unscoped/uncharged, or go for body shots.
 
*A possible, but risky tactic is to use the Sniper's [[Skewer]] taunt. The taunts initial thrust is coupled with a stun on the target, meaning you can quickly take down Saxton with the help of another Huntsman Sniper if both players lock him in a taunt chain. Beware, however, of Saxton's rage taunt.
 
*Stay well away from Saxton. None of your weapons receive damage falloff meaning you can deal large amounts of damage to him at long ranges.
 
*Your fully charged Sniper Rifle is stronger than your fully charged [[Huntsman]]. The Sniper Rifle is also more accurate than the Huntsman, so as a general rule, don't bring the bow.
 
*Because of the full critical boost for your primary weapon, the [[Sydney Sleeper]] is a direct upgrade over the Sniper Rifle. It'll Jarate Saxton, and the charge rate will help. You probably won't be able to headshot Saxton anyway.
 
 
 
==== Spy ====
 
*The [[Ambassador]] should only be reserved for a true marksman, since its damage and firing speed is slower.
 
*Using [[L'Etranger]] is recommended as it allows the Spy to recharge his Dead Ringer faster and potentially survive an extra hit.
 
*Always go for backstabs, as the knives do not deal Critical hits.
 
*A successful backstab will decrease the health of the boss by 10%. Meaning, if the boss has around 1000 health, you will deal 100 damage to Saxton. It takes only a few backstabs to deal a devastating amount of health to Saxton.
 
*The [[Cloak and Dagger]] will be replaced by the default Invis Watch. Generally, the [[Dead Ringer]] will be more useful, for both distracting Saxton, and surviving a hit or two from him.
 
*Because Saxton Hale is always moving, using the [[Invisibility Watch]] to uncloak behind him is difficult to pull off. Instead, use the Dead Ringer to ensure you survive most of his attacks.
 
*Saxton's rage taunt can reveal cloaked Spies. Cloaked Spies will remain invisible but a ring of ghosts will still float on top of their heads.
 
*Using the [[Conniver's Kunai]] is a direct downgrade as you can not absorb health from Saxton, and will only reduce your health available for fake deaths with the Dead Ringer.
 
*If you are the last surviving member on your team, going invisible will be pointless. Some servers make the "Last Man Standing" have a glowing ring around them, which won't go away when you go invisible. The Dead Ringer can still be used to survive a close encounter with Hale, but don't expect to elude him with invisibility.
 
*If you manage to successfully backstab Saxton, you will automatically switch to your Revolver, and a notification of the backstab will show up on both your screen, and Saxton's. Also, the "Last Weapon Used" quick key won't let you switch to your knife, so if you want to quickly stab Hale again, you have to switch to your knife with the "3" key.
 
*Also, as Saxton is the only member on his team, your Disguise Kit will be useless against a Saxton who is paying attention.
 
**However, disguising as a friendly teammate with the Dead Ringer may fool Saxton into believing he killed a player when you are still alive. His suspicion will be lowered by the fact that he will not expect a Spy disguised as a friendly.
 
 
 
===Playing the Bosses===
 
==== General ====
 
*General etiquette is not to cap the point(s) as one of the bosses unless the situation is desperate. Generally, that's when one or more of the following occur:
 
**Your health drops under 2000
 
**Opponents be heavily entrenched, especially with a sentry farm.
 
**When there is only a single Scout left who is running away.
 
*Remember that you are not invincible, especially on a small server with a small amount of opponents (e.g. if you only have one opponent your health is about 500). If you cannot charge forward, find another route toward their stronghold.
 
*Be careful of chasms such as the pits in [[Nucleus]] as they are difficult to get out of them and even if you do escape, it will have taken a big chunk out of your health.
 
*Another thing to be wary of are the other environmental dangers in the map such as getting trapped in a lift door or getting [[Well|hit by a train]]. Some of these cannot be escaped from and you become more or less at your enemy's mercy.
 
*Fire is your friend, especially if you have high enough health. It is effective in that you use it to charge your rage meter.
 
*Knockback will be your worst enemy. Deal with Pyros, Force-A-Nature Scouts, Heavies, and Engineers/Sentry Guns first before you go after other classes.
 
**However, do not be unwilling to go with the flow. You might just get knocked back in the direction of another enemy.
 
**If a Pyro is constantly airblasting you, remember that they only have 200 ammo with them at one time.
 
*On a server with large amount of players, feel free to use a brute-force approach against the enemy. Chances are more probable that you will catch one or two easily.
 
*'''Remember to use your taunt! (default "g")'''. Despite being a taunt, you can still move around and beat enemies to death. However, don't spam the taunt button as it will cause you to do a normal taunt after your stun taunt. You should use your taunt when one of the following was encountered:
 
**Trying to catch a Scout, the only class that can outrun you.
 
**Knockback clusters (e.g. Pyro and Scouts). Even though they might be a small group, but they are your worst opponents as they prevent you from approaching.
 
**A cluster of opponents, as well as Sentry nests. The taunt, aside from allowing the boss to quickly dispatch a bunch of opponents, also helps eliminate the knockbacks from the Sentry Guns.
 
**The last player(s) on the other team that you just can't catch up to.
 
*If the Engineer dies, his Sentry Gun is also destroyed. Using this knowledge, if both an Engineer and his Sentry Gun are both stunned, go after the Engineer.
 
*If you find a teleporter, break it. it will either force the Engineer to go and replace it or deny said Engineer an escape route.
 
*Superjump may have disadvantages in some situations; a cluster of well placed Sentry Guns and Heavies can easily send you hovering above ground, making you a floating target; possibly until you die.
 
*Using the Superjump to reach a Sentry nest and then instantly deploying your rage taunt before the Sentry Guns can respond will allow you to catch anyone up there off-guard.
 
*If you manage to hit a Spy, chances are that they're using the Dead Ringer. If you suspect a Dead Ringer Spy, you can use your taunt to locate him or smash likely hiding spots.
 
*If you fall on top of an enemy, they will be crushed to death. However, don't rely on this to eliminate the other team and only rely on it for unsuspecting enemies below you and the lucky kill now and again.
 
*If there are Spies around, resist the urge to do a superjump. Your speed will descrease significantly and it will give Spies the perfect chance to backstab you.
 
*Superjumping while you are already airborne or [[Jumping]], while moving forward, will lunge you forward at a fast speed and still maintains a height of a normal super jump. Just remember not to charge the Superjump fully while you are airborne as you may lose time and hit the ground first.  Use this to quickly go around enemies or to go across the map.
 
 
 
==== Horseless Headless Horsemann Junior ====
 
*If you have low health, retreat to a safe corner, provided that your opponents are not capturing the point.
 
*Use teleport to surprise your enemies before either giving your opponent a quick chop or stunning them with your taunt. All players need to do is hit you with a melee weapon and then you will pop out of them, so it would be a good idea not to have anyone looking at you while you are teleporting so that they do not get their melee weapon out.
 
*Right before letting go of the crouch button before teleporting, press your attack button, as this will cause you to chop the person you teleport in to.
 
*Remember that you cannot Superjump, so high places (such as the boxes on Granary) are relatively unaccessible, especially if there are Sentry Guns or Pyros that will knock you back if you try walking there.
 
**In order to counter this, make sure you have a teleport charge ready, and hope that you will end up in the high place you were planning to go while simultaneously taunting to make sure no one can escape.
 
*The Horseless Headless Horsemann Junior's Super Duper Jump is actually just an instant teleport, like a normal HHHJ teleport, but without the charge time.
 
*As of [[June 3, 2011 Patch|June 3, 2011 patch]], you can perform the [[Decapitation]] taunt. Use it if you get stunned by the [[Sandman]] or locked in a taunt-chain.
 
 
 
==== Vagineer ====
 
*Your taunt will only stun players a small distance away, but it provides a lengthy ÜberCharge. When taunting, go after more damaging targets such as Heavies or Sentry Guns.
 
*If you deploy the Übercharge whilst pinned by Sentry Guns, the Charge will protect you from them and allow you to land so you can take them out. Watch out for Pyros though, as their airblast is the Übercharge's only weakness.
 
*Remember that your scare taunt has an extremely limited range. Only go for the scare taunt when you are very close to an enemy.
 
*Be sure to take out Pyros who can easily airblast you into a corner for the duration of your ÜberCharge as it does not protect you from pushback by weapons.
 
*Sentry Guns are the most difficult enemies for a Vagineer to deal with. Due to the fact that your scare taunt has a limited range, and because you cannot effectively disable Sentry Guns, always go for Engineers first, especially in maps such as Granary where Engineers can build on top of the boxes.
 
*Superjump can also be used when you run, but only as a leap.
 
 
 
== Old Boss Model Application Method ==
 
Saxton Hale is a fully rigged (full skeleton) model that is then attached to the [[Soldier]] class via the head bone named "bip_head". This is in effect mimicking the process in which hat models attach.
 
 
 
Due to hat models usually only having one bone, they stay in one place, the Saxton Hale model however (having a fully rigged bone structure) automatically maps to the bones of the same name across the body of the relevant class. Then, using [[SourceMod]] (required to run VS Saxton Hale), the Soldier model is forced to become completely transparent by making the opacity of his texture to be "0" using built in commands. The same applies to each class and boss character model used in the mod. However, this can bring up a large amount of bone merge warnings within the console.
 
 
 
==Bugs==
 
* When Saxton is defeated, he will leave a Soldier [[ragdoll]].
 
** This is the same case with Vagineer and The Horseless Headless Horsemann Junior. They will leave an Engineer and Demoman ragdoll respectively.
 
* Because the [[Razorback]] and [[Darwin's Danger Shield]] are prohibited, a Sniper equipped with either one will wear it on his back while carrying the [[SMG]].
 
* Occasionally, the boss can use his normal weapons instead of just his melee.
 
* When a [[Spy]] [[Backstabs]] Saxton while he has less than 10% of his [[health]], he may [[glitch]] and become stuck with a negative amount of Health.
 
* Occasionally, during the first round of a new map, Saxton may not take damage from either Players, sawblades or death pits.
 
* If Jarate is applied through the [[Sydney Sleeper]], the yellow effect will show momentarily, then disappear. The extra damage still takes effect however.
 
*When Saxton Hale scares an Engineer wearing the [[Hotrod]], the mask flips down.
 
 
 
==Trivia==
 
*Saxton Hale's line [[Media:Saxton Hale jump04.wav|"Screw gravity!"]] is a reference to [http://www.youtube.com/watch?v=oY6tCnu-1Do#t=0m30s asdfmovie3], a popular flash video by [http://www.youtube.com/user/TomSka Thomas Ridgewell].
 
*Also, Saxton's line [[Media:Saxton Hale battlecry07.wav|"Welcome to da tutorial level!"]] might be a reference to [http://www.youtube.com/watch?v=jluv2HxFEqs Awesome Gaiden], a popular parody of the game [[Wikipedia:Ninja Gaiden|Ninja Gaiden]] made by [http://www.youtube.com/user/egoraptor Arin Hanson].
 
*If a player does more than 9000 damage to Saxton, the popular phrase [http://www.youtube.com/watch?v=SiMHTK15Pik IT'S OVER 9000!] is played.
 
*Some servers have "Goomba Stomp" enabled, where if players jump and land on Saxton, the same damage as a backstab is applied, as well as in the chat, "Player Name" has goomba stomped "Saxton player name".
 
 
 
==Gallery==
 
 
<gallery>
 
<gallery>
File:Saxton_Hale_Sniper_SMG_Shield.jpg|A Sniper wielding both the SMG and Danger Shield.
+
File:VSH Model CBS.png|The Christian Brutal Sniper's model with the [[Huntsman]] equipped.
File:Saxton_Hale_RED_Vagineer.jpg|A RED Vagineer.
+
File:VSH Model Easter Bunny.png|The Easter Bunny model.
File:Saxton_Hale_BLU_Vagineer.jpg|A BLU Vagineer.
+
File:VSH Model HHH.png|The Horseless Headless Horsemann Jr.'s model.
File:Saxton_Hale_Horseless_Headless_Horsemann_Junior.jpg|The Horseless Headless Horsemann Junior.
+
File:VSH Model Saxton Hale.png|The old Saxton Hale model.
File:Saxton_Hale_Saxton_Hale.jpg|Saxton Hale.
+
File:VSH Saxton Hale Model (Custom Game Mode).png|Saxton Hale's updated [https://steamcommunity.com/sharedfiles/filedetails/?id=1236765708 community-remade]<sup>{{Tooltip|?|Original model by Valve was never released, so this imitates it}}</sup> model.
 +
File:VSH Model Vagineer.png|The RED Vagineer's model.
 +
File:VSH Model Vagineer BLU.png|The BLU Vagineer's model.
 +
File:VSH Model Vagineer Uber.png|The RED Vagineer when raged.
 +
File:VSH Model Vagineer BLU Uber.png|The BLU Vagineer when raged.
 +
File:VSH Projectile Easter Bunny.png|The Easter Bunny egg projectile.
 
</gallery>
 
</gallery>
  
== Update history ==
 
'''[[April 14, 2011 Patch]]''' ([[Hatless Update]])
 
* Server-side model attachments are now entirely disabled. Now it uses in-game model change function.
 
 
== See also ==
 
== See also ==
*[[Community Fads]]
+
* [[Community fads]]
 +
* [[Freak Fortress 2]]
 +
* [[Hidden]]
 +
* [[Death Run]]
 +
* [https://tf2maps.net/downloads/vs-saxton-hale-vscript.15067/ VS Saxton Hale: VScript: A recreation of the gamemode using VScript]
 +
 
 
== External links ==
 
== External links ==
* [http://www.randomfortress.ru/forum/ Random Fortress Forum]
+
* [https://forums.alliedmods.net/showthread.php?p=2167912 VS Saxton Hale Mode on AlliedMods]
* [http://steamcommunity.com/groups/vssaxtonhale Official Steam Group]
+
* [https://web.archive.org/web/20200202182334/https://randomforum.ru/ Random Fortress Forum]. Archived on 2020-02-02.
* [http://www.randomfortress.ru/forum/index.php?/topic/26-thanks-list/ Mode Credits]
+
* [https://steamcommunity.com/groups/VsSaxtonHale Official Steam group]
* [http://forums.steampowered.com/forums/showthread.php?t=1439727 Thread on Steam Forums]
+
* [https://web.archive.org/web/20190906060938/http://randomforum.ru/threads/23/ Thanks list (credits)]. Archived on 2019-09-06.
* [http://kotaku.com/5645732/i-like-this-team-fortress-2-mods-pepper-sauce News on Kotaku.com]
+
* [https://web.archive.org/web/20161220203519/http://kotaku.com/5645732/i-like-this-team-fortress-2-mods-pepper-sauce ''I Like This Team Fortress 2 Mod's Pepper Sauce!'' Kotaku]. Archived on 2016-12-20.
* [http://www.youtube.com/watch?v=iczmIosE4z4 Christian Brutal Sniper]
 
  
 
{{ModNav}}
 
{{ModNav}}
[[Category:Mods]]
 

Latest revision as of 09:07, 20 January 2024

This article is about the community game mode. For the official version of the game mode with the same name, see Versus Saxton Hale.
For Freak Fortress 2, see Freak Fortress 2.
Saxton Hale as he appears in the custom game mode.

The VS Saxton Hale Mode, also known as VSH, is an unofficial "Juggernaut" variation of Arena Mode, in which an entire team of mercenaries is pitted against one player in a battle to the death. Whilst the primary rules of kill or be killed still apply, the modification involves the lone player taking on the role of an overpowered Saxton Hale (or other "boss" character), contending against the rest of the players as the other team until either the boss or all of the mercenaries die. Occasionally the teams may switch, to allow the team-colored models for Vagineer and Christian Brutal Sniper to appear and to generally vary things a bit.

The mod was created by Lizard Of Oz (formely known as "Dr. Eggman") and the Random Fortress community in October 2010. Some updates (August/September 2010) to the mod were done in collaboration with FlaminSarge. Later, in July 2014, Chdata took over main development of the game mode and has opened to contributions via Github. Saxton Hale is voiced by Dreux "Druox" Ferrano Jr.

Maps for this gamemode start with the prefix vsh.

Gameplay demonstration

Gameplay

Note: Gameplay may change accordingly across different servers, due to the main VS Saxton Hale plugin being an open source project for anyone to fork their own edits to their liking. This page only covers the default version of the game mode and thus may be different from edited versions of the game mode.

Because the game mode is based on Arena, dead players cannot respawn until the next round starts. The boss, a reskinned Soldier, is usually restricted to using melee swings or Mantreads stomps but is granted with a very large health pool. Most bosses default to a +210% damage increase, giving 3.1x the base damage of 65, allowing them to hit 202 damage (rounded from 201.5, which is still used for internal math checks in the game). This damage allows them to one hit kill most classes, except for Heavy who starts with 300 HP by default and other classes like Soldier if they are overhealed enough to overcome the boss' damage. This can vary if the server enables damage spread and random crits.

A control point on the map will either enable after a certain elapsed time, or when the number of RED team players has dropped to a certain amount, depending on the server's settings. At this point, either team is able to capture the control point and win the round.

In order to reward risky close-range combat with the boss, all melee weapons (excluding the Spy's melee weapons and Market Gardener) are given a constant Crit boost. Many actions that would instantly kill a normal player, such as a backstab, will only deal a large amount of damage to the boss rather than killing him outright.

Backstabs in this case, have a formula that scales how much damage is dealt based on the boss' max health. In a 1 versus 1 or 1 versus 2 scenario, backstabs can hit for around 60% of the boss's health. Granted, it tends to be much harder to pull one off when the boss has less players dividing his attention. In a 1 versus 31 scenario, backstabs will hit about 10% of the boss' health. The boss itself gains a slight resistance to backstabs for every backstab it receives, reducing the damage of the next backstab from any player.

Unless bosses other than Saxton Hale are disabled by the server, the boss player has a chance to become one of the various different boss characters from the game mode; most of these alternate bosses are varieties of internet memes or fads. Whilst several exclusive skins appear on specific servers (such as the Demopan), the core version of the mod includes a playable Horseless Headless Horsemann Junior (a smaller, player-sized HHH), the Vagineer, the Christian Brutal Sniper and the Easter Bunny, a completely original character. Meanwhile, other bosses have been created and developed based on internet celebrities (mostly memes), Valve characters (such as those from Portal), other TF2 NPCs (Announcer) and more.

Versus Saxton Hale's boss selection is weighted to select Saxton Hale the majority of the time, or roll a dice that will equally select from the other bosses.

Boss abilities

In order to provide balance for the greatly outnumbered boss, several abilities are available to the boss player. These include:

  • Superjump: By crouching or alt-firing, looking up and releasing crouch/alt-fire, the player will be propelled upwards and usually forward, depending on the pitch (up and down angle) of the player's view upon activation. Generally, crouch super jumping is less beneficial than alt-fire super jumping because it loses the ability to have a "running start" when activating the jump.
    • The Horseless Headless Horsemann Jr.'s Superjump is replaced with the ability to teleport the boss to a random enemy. The teleport takes longer to 'charge', and the boss is stunned for a few seconds after teleporting, giving his prey a chance to escape. The boss's clipping against enemy players is also removed for a short time after teleporting, to prevent the target from getting stuck inside of him. For balancing reasons, the clipping is not removed if the target is a Scout or Soldier. It is still possible for them to not get stuck anyway, due to TF2's physics.
  • Super Duper Jump: A variation of the "Superjump" that protects the boss from instant death or becoming trapped by falling into a precipice. This usually activates when the boss is stuck in a environmental damage zone, and such will be able to activate it with Superjump keys. Some maps, such as Nucleus, may instead teleport the boss to spawn instead of granting Super Duper Jump due to the difficulty of being able to jump out of the pit. This per-map behavior is configurable by the server.
    • The Horseless Headless Horsemann Jr.'s Super Duper Jump always causes him to be instantly teleported to spawn. For the first minute, he will only be teleported to his own spawn. After that, he can appear at either spawn. Maps configured to teleport all bosses to spawn (instead of granting Super Duper Jump) also follow this behavior.
  • Rage: As the boss takes damage, his rage meter will fill. This generally defaults to 3500 damage being 100% rage, and is configurable by the server. The ability can be triggered either by taunting or by calling Medic and will scare all nearby players, halve nearby Sentry Guns' health while disabling them temporarily, and deal 1 damage to Dispensers and Teleporters, which is able to alert the Engineer who built them that a rage was used as the damage will reflect on his HUD. The boss will also gain a 4 second defense buff after using rage that reduces all incoming damage by 33%. The stun lasts for 5 seconds and the distance of effect defaults to 800 hammer units, but varies per boss. For example, the Vagineer, Christian Brutal Sniper, and Easter Bunny all have severely reduced rage distance due to the other special effects their rages have.
    • The Vagineer's rage ability stuns players in a smaller range than Hale's and grants him an ÜberCharge, protecting him from all incoming damage. Air blasting the Vagineer while he's Übered (raging) increases the length of the uber by about one second.
    • The Christian Brutal Sniper's rage ability gives him a modified Huntsman that allows him full movement speed while charging up an arrow, but also has a small stun range.
    • The Easter Bunny's rage ability causes him to dance and fire explosive eggs in every direction, temporarily disabling his melee attack. The eggs behave like Loose Cannon cannonballs. For every person the Easter Bunny kills, golden eggs will appear, granting 3 seconds of Crits to players that pick them up; this can be used in combination with the Easter Bunny's rage effect to create a barrage of Crit boosted grenades.
  • Escape Plan Effect: All bosses' movement speed increases as they take more damage, which adds to their already increased starting speed.
  • Mantreads Effect: If the boss meets the requirement for a Mantread stomp, it will generally always result in an instant kill due to having the +210% damage bonus on top of it. The damage tends to vary based on how much fall damage the boss would have taken (despite bosses being immune to fall damage unless it's strong enough to kill them). Some servers commonly use a "Goomba Stomp" plugin that allows much easier "head crushing" kills to occur. As a reference to Mario from Nintendo, it defaults to triggering by merely jumping on an enemy's head as opposed to having to fall far enough to take fall damage. A Spy using the Dead Ringer or the Invisibility Watch and a Medic with an activated ÜberCharge can potentially survive a mantread or goomba stomp.
  • Weighdown: After being airborne for five seconds, looking down and holding crouch will force the boss down to the ground to prevent getting stuck from constant knockback. Weighdown also gives the boss 6x gravity for a short time, to further augment sticking him to the ground.
  • Anchor: While crouching on the ground, the boss gains 100% immunity from damage induced knockback. Very useful to prevent being knocked out of vents and other small areas that can only be traversed while crouching, or avoid being knocked off small pillars.

Strategy

Main article: Community VS Saxton Hale (custom game mode) strategy

Balancing

The bosses' initial health increases based on the number of players taking part in the game. This health is calculated as the nearest integer to [(760.8+n)×(n-1)]1.0341 + 2046, where n is the initial number of players on the non-boss team and 2046 is the base health.

Saxton Hale (and other bosses) Health

Number of players on the server Health gain per player before base health add Max (spawn) health of boss
1 0 2046
2 478 3003
3 654 4007
10 938 11425
17 1010 19210
23 1046 26095
30 1077 34343
31 1080 35539

Some weapons equipped by Mercenaries will be changed into their default counterparts or edited for balance issues:

All classes

  • All melee weapons excluding Spy's Knives, the Market Gardener and the Holiday Punch are Crit boosted.

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

  • All Soldier primary and secondary weapons (excluding the Cow Mangler 5000 and the Righteous Bison) will perform Mini-crits against an airborne boss (the weapons Mini-crit airborne targets for up to 99999 seconds after weapon switch).
    • The Direct Hit performs Crits instead of Mini-crits.
    • The Reserve Shooter performs Crits in place of Mini-crits, has a +10% damage bonus, and has 3 ammo in clip instead of 4.
  • The Rocket Jumper is not allowed and is overridden with the Rocket Launcher.
  • The Air Strike gains additional clip for every 200 damage dealt with the Air Strike itself.
  • The Gunboats reduce fall damage by 90%.
  • The Mantreads reduce fall damage by 90%, increase rocket jump force by 1.8x and deal 1024 damage to bosses upon landing on their head. On servers with the Goomba Stomp plugin, it may be possible to register both a Mantread Stomp and Goomba Stomp simultaneously.
  • The Battalion's Backup grants 75% knockback resistance. The meter will fill as normal, but will also do so instantly after surviving any hit from the boss. When activated, it grants Crit immunity and 80% damage resistance against bosses' attacks.
  • The B.A.S.E. Jumper reduces damage of Market Gardens by 33% when active. A successful Market Garden will disable the parachute if it is active, however it can be re-deployed instantly.
  • The Half-Zatoichi heals +35 health on hit and can overheal the player by up to +25 health. The weapon can be sheathed after a hit.
  • The Market Gardener does damage similar to backstabs on a market garden, except scaled lower for balancing purposes. After successfully landing a market garden, the Soldier must blast jump again before being able to do another.

Leaderboard class pyro.png Pyro

  • When a Compression Blast is used on any boss, the boss will gain 4% rage. In addition, using the Compression Blast on the Vagineer while he is ÜberCharged will take extra Ammo and will lengthen the time of the Vagineer's rage.
  • All Flare Guns are Crit boosted.
  • The Phlogistinator disables Flare Gun Crits and deals 50% less damage while not under effect of the MMMPH buff.
  • The Flare Gun and Detonator are replaced with a "Mega-Detonator", a customized Detonator that allows for a very large flare jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object.
  • The Manmelter Revenge Crits do 2.5x damage. Incidentally, there are no opportunities to ignite players in the default version of the game mode that are eligible Revenge Crits other than the rare ignited Christian Brutal Sniper arrow or dedicated map element, often rendering the ability useless.
  • The Axtinguisher and Postal Pummeler behave like the Fire Axe.
  • The Powerjack gives the Pyro +25 health on hit and can overheal the player up to +50 health.
  • The Third Degree will add +10% ÜberCharge per hit to any Medics healing the player. This 10% is split among multiple Medics. If a Pyro is able to constantly hit the boss while under the effects of a Medic's Übercharge, it is possible to prolong it infinitely.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

  • The Natascha is not allowed and is replaced with the Minigun.
  • The Killing Gloves of Boxing, the Gloves of Running Urgently and the Bread Bite are modified to allow the Heavy to run at +50% greater speed, but deal 7 damage per second while active. They do not inherit any other penalties from the Gloves of Running Urgently.
  • The Fists of Steel are not allowed and are replaced with Fists.
  • The Holiday Punch has no stun effects. It does not gain a Crit boost as other melee weapons do, but can still perform its laugh on Crit ability, though the effect will only last for 0.1 seconds on the boss (with the exception of a Vagineer who has used his rage ability).

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

  • The Medic spawns with 40% ÜberCharge, and after each ÜberCharge runs out, gains 31% Übercharge automatically.
  • Targets who have been granted a Crit boost by the gamemode will also deal Mini-crit damage for indirect forms of damage if they are being healed. This can affect an Engineer's sentry by giving it Mini-crits when an Engineer has his Wrench equipped, because the game mode normally only grants Crits without Mini-crits for melee weapons.
  • All syringe guns are replaced with a custom Syringe Gun that grants +5% Übercharge on hit and the Overdose's speed effect.
  • The Crusader's Crossbow is Crit boosted, deals 45% extra damage, and gains +15% ÜberCharge on each successful hit.
  • All Mediguns are replaced with a customized Kritzkrieg that grants both Crits and invulnerability during its ÜberCharge and the Disciplinary Action speed boost effect while healing the Scout. Upon activating ÜberCharge, the Medic is boosted to start at 150% instead of 100% charge, causing it to last for 12 seconds rather than 8.

Leaderboard class sniper.png Sniper

  • All Sniper rifles deal 3x more damage than normal. Critical and Mini-crit hits will still deal the same amount of damage as though they were not Crit or Mini-crit hits.
  • The Sniper Rifle outlines the boss (like Payload Cart or CTF Intelligence) for several seconds. The time added to the glow timer scales based on the charge of the shot.
  • The Huntsman and the Fortified Compound are granted +100% reserve ammo and deal 50% extra damage. They are also Crit boosted.
  • The Sydney Sleeper will not apply Jarate to bosses but contributes half as much rage to the boss than other Sniper rifles.
  • The Bazaar Bargain is not allowed and is replaced with the Sniper Rifle.
  • The Hitman's Heatmaker gains Focus on hit. The amount of Focus gained varies by the charge of the shot.
  • The SMG is Crit boosted.
  • The Jarate and Self-Aware Beauty Mark removes 8% of the boss's rage, removes one arrow from the Christian Brutal Sniper if he has any, and reduces the duration of the Vagineer's uber.
  • The Razorback is not allowed and is replaced with the SMG.
  • The Cozy Camper, along with its attributes, also gives the player a custom SMG that causes the boss to bleed for 1.5 seconds on hit, deals 15% less damage, and does not randomly Crit. It is not granted a Crit boost.
  • The Bushwacka will allow the Sniper to hit a wall to 'wall climb'. The attack rate of the Bushwacka is reduced on a successful 'wall climb' to lower the player's rate of ascension, each 'climb' also deals around 15 damage to the player to prevent indefinite climbing. The Bushwacka prevents the player from being healed while in use, to further prevent Medics from allowing a Sniper to indefinitely climb.

Leaderboard class spy.png Spy

  • A backstab from any Spy knife deals massive damage to the boss, from roughly 60% of the boss's max health at lower player counts to 10% on nearly full servers.
  • Upon a successful backstab, both the Spy and the boss are alerted, and the Razorback effect is applied to the Spy, disabling further attacks and cloaking for 2 seconds.
  • Being cloaked next to a Dispenser rapidly depletes the Cloak meter to prevent camping.
  • Rage stun will still affect cloaked Spies, and show "spooked" ghost particle effects above the Spy's head.
  • All Spy revolvers gain a Mini-crit boost while the Spy is undisguised.
  • The Ambassador does 2.5x (255) damage on headshots.
  • The Diamondback grants 2 Revenge Crits on backstab. Each Crit deals 200 damage to the boss.
  • Your Eternal Reward and Wanga Prick only disables Disguise Kit and has a lower decloak sound volume.
  • The Conniver's Kunai will start the player off with 65 health instead of 70. A successful backstab adds 180 health to the Spy, and can overheal up to 270 health.
  • A successful backstab with the Big Earner grants 100% Cloak meter and a 3 seconds speed boost.
  • The Invis Watch, Enthusiast's Timepiece and Quäckenbirdt will grant a 90% damage reduction while cloaked. However, it grants only about 42% resistance against bosses' attacks which allows them to deal 85 damage to a cloaked Spy.
  • The Cloak and Dagger is not allowed and is replaced with the Invis Watch or Enthusiast's Timepiece.
  • The Dead Ringer grants a constant 90% damage reduction. Unlike the other watches, the boss will only deal 62 damage to a Spy that has the Dead Ringer active, feigned or not.

Remember, however, that balance specifics and mechanics may vary from server to server as some of these settings are adjustable via server console variables or may be edited.

Voice lines

Saxton Hale features custom voice lines by Dreux Ferrano, many of these are directly quotes from the Comics.

Voice lines
Gette it Onne!.png  Upon Round Start

"Fine! I'll beat them to death with my bare hands!"
"I'll buy your team out with my damn bare hands!"
"I'll endanger you like I've endangered hundreds of other animals!"
"The name's Saxton Hale! Australian, C.E.O. of MANN Co. and the man who's gonna burn this place to the ground!"
"We're going to need some ambulances. Let's go kill some hippies!"
"Lets get this over with, there's a white shark waiting for me in my office!"
"WELCOME TO DA TUTORIAL LEVEL!"
"What's the matter, girls? Don't you wanna live FOREVER?"
"You just interrupted my breakfast steak. A crime you'll pay for with your lives!"

"PATCHOULI OIL..., ENTITLEMENT..., POSTER BOARD GLUE..., SMOOTH HANDS... HIIPPIIIIIIEEEESSS!!!"
Achieved.png  Saxton Hale Wins

"Um... They were all hippies right?"

"My job is done, you're finished."
Killicon skull.png  Saxton Hale Loses

"Nooo!" (1)
"Nooo!" (2)

"Saxton... Hale..."
Ghost Yikes!.png  Taunt Rage

"Argh!"
"Saxton Hale!" (1)
"Saxton Hale!" (2)

"Stop, right there!"
Backpack Shovel.png  Jumping

"Brave jump!"
"Up!"
"HIGHER!"

"Screw gravity!"
Unknownweapon.png  Upon One Player Remaining

"Fight like a MANN!"
"Give up or face Australian justice!"
"I cut my way out of primate hell!"
"Oh, I'm gonna beat the living hell out of him!"
"You picked a fight with the wrong man."
"It's just you, me, and my bare hands."

"Reader, if you thought the first two pages of my comic contained too much bare-knuckled excitement, then get ready to have your eyes break from widening in surprise and your comic-holding hands fall off your very arms when you get a look at the rest of the action-packed ish, starring me!"
Backpack Shovel.png  Killing 3 enemies in 10 seconds

"<laughter>"
"Smash!"
"There there, have an Eagle."
"You are a dead man!"
"You're dead, get over it."
"Maybe you should buy a better weapon at Mann Co.?"

"You just got signed by Saxton Hale's FIST!"
Leaderboard class scout.png  Killing a Scout
"You may be fast, but you can't outrun my fists!"
Leaderboard class pyro.png  Killing a Pyro
"You fight like a woman!"
Leaderboard class demoman.png  Killing a Demoman
"Taste the explosive power of my fists!"
Leaderboard class heavy.png  Killing a Heavy
"Are you really the strongest man on your team?"
Leaderboard class engineer.png  Killing a Engineer

"Your metal toys are no match for me!"
"You're not so smart cowboy!"
"Reading books don't win you fights! FISTS DO!"

"Less building, more FIGHTING!"
Leaderboard class medic.png  Killing a Medic
"Real men fight! They don't heal."
Leaderboard class sniper.png  Killing a Sniper

"Jumping like a kangaroo won't help you!"

"You may be Australian, but you're not even half the man I am!"
Leaderboard class spy.png  Killing a Spy

"Take that you sneaky bastard!"
"This watch was invented at MANN Co, specifically to kill you TWICE!"

"I eat spycrabs for breakfast, right after my steak!"
Killicon tool chest.png  Destroying a building
"PROPERTY DAMAGE!"
Killicon backstab.png  After Saxton gets backstabbed

"Feels like a razor!"
"Was that pain? Or just a hippie on my back?"
"<short chuckle> ... That tickles!"

"Time to swat that mosquito!"

Plugin information

Changelog

Changelog:
Version 1.51-1.52 (2/4/2015)
  • Added the 2014 festives.
  • Market garden nerf: 33% less damage if actively parachuting.
  • Successful market garden removes your parachute.
  • After a successful market garden, you must touch the ground again before getting another. (Fixes getting stuck in HHH on teleport for multiple mid-air gardens).
  • One-Time CenterText messages now appear over repeated messages. For example, "You just backstabbed him" will show for 5 seconds if you're the last player, and prevent the "Current boss health is..." message from overwriting it.
  • Fixed rounds ending due to everyone being on the same team when the round starts.
  • KGB still acts like GRU, but is no longer visually changed to look like GRU.
  • Added some missing Precache stuff.
  • Added OVERRIDE_MEDIGUNS_ON. Uncommenting this will replace medigun attributes while keeping their original skin/model, instead of replacing them with a kritzkrieg. Thanks to Starblaster64.
  • Fixed the "Living Spectator" glitch that often happens with AFK-Manager and other plugins that move players to spectate.
  • Added sm_hale_reload for developers. This command tells the plugin to reload itself at the end of the next round, essentially making the plugin reload itself without disrupting gameplay.
  • During the first round, team balance is enforced for even teams. This prevents scenarios where everyone joins RED team and become confused as to why the game won't start (because no one is on BLU).
  • Added HideCvarNotify - This blocks chatspam when the following convars change: tf_bot_count, tf_arena_use_queue, tf_arena_first_blood, mp_friendlyfire.
  • Special thanks to yarik2720 for russian translations.
  • Integrated fix for TeleportToSpawn that prevents the boss from being teleported to other arenas in multi-stage maps, such as in vsh_megaman_* - He will only teleport to the current arena.
  • A bunch of random code changes/optimizations/frogs imported from my version of VSH.
  • Full list of changes can be seen here. (Note: All the relevant stuff is already posted above).

Version 1.50 (10/7/2014)

  • Removed gamedata dependency.
  • Fixed mantreads not giving increased jump height.
  • Reserve shooter no longer Thriller taunts.
  • Optimized some code and brought in sync with the github
  • Now incompatible with versions of SM lower than 1.6.3

Version 1.49 (8/24/2014)

  • Updated again for the latest version of sourcemod (1.6.1 or higher)
  • Botkillers are fixed now.
  • Fixed wrong number of players displaying when control point is enabled.
  • Fixed festive GRU's stats and festive/bread jarate not removing rage.
  • Fixed issues with HHH teleporting to spawn.
  • Added configs/saxton_spawn_teleport.cfg

Version 1.48 (8/14/2014)

  • Call medic to rage.
  • Harder to double tap taunt and fail rage
  • Block the boss from using voice commands unless he is CBS/Bunny
  • Hale only takes 5% of his max health as damage while in pits, at a max of 500.
  • HHH instantly teleports to a random spawn after falling in pits.

- For the first minute, he can only teleport to his own team's spawn. - After that, any spawn team's spawns.

  • Cannot constantly spam super jump as much when falling into pots. (Yes pots).

- IMPORTANT: I realize this may make arena_nucleus terrible. On my server I made it teleport hale to spawn like HHH on only this map, but I didn't feel like setting up a config file for this to release publicly yet.

  • HHH takes 50 seconds to get his first teleport instead of 25, in light of the wallclimb.
  • Updated translation files for the new weapon changes that nobody reads.

Version 1.47 (8/04/2014)

  • Updated for the latest version of sourcemod (1.6.1).
  • Fixed final player disconnect not giving the remaining players mini/crits.
  • Fixed cap not starting enabled when the round starts with low enough players to enable it.
  • Fixed players not regenerating on spawn and having items of the opposite team color.
  • Using !haleclass as Hale now shows boss information instead of class information.
  • Fixed Hale's anchor to work against sentries. Crouch walking negates all knockback.

- Remember to read the installation notes above as TF2Attributes is required for this feature. - Remember to still read it if you don't want to use TF2Attributes.

  • Being cloaked next to a dispenser now drains your cloak to prevent camping.

Version 1.46 (7/27/2014)

  • Hale can no longer pick up health packs.
  • Fixed maps like military area where BLU can't pick up ammo packs in the first arena round.
  • Fixed unbalanced team joining in the first arena round.
  • Changed /halenew pagination a little.
  •  !infotoggle can disable the !haleclass info popups on round start.
  • Can now type !resetq to reset your queue points.
  • Fixed Tide Turner & Razorback not being unequipped/removed properly.
  • Easter Bunny has 40pct knockback resist in light of the crit eggs.
  • Phlog damage reduced by half when not under the effects of CritMmmph.
  • Fixed botkillers glitch (thanks rswallen).
  • Quiet decloak moved from Letranger to Your Eternal Reward / Wanga Prick.
  • YER no longer diguises you in light of the quiet decloak.
  • Demo shield crits nerfed to minicrits for his grenade launchers.
  • Added cvar 'hale_shield_crits' to re-enable full crits. (set to 1 for crits, 0 for minicrits)
  • Added cvar 'hale_hp_display' to toggle showing Hale's health on the hud at all times.

Version 1.45 (7/17/2014)

  • Fixed equippable wearables (thanks fiagram & Powerlord).
  • Fixed flickering HUD text.
  • Implemented anti-suicide as Hale measures.
  • Hale cannot suicide until around 30 seconds have passed.
  • Hale can no longer switch teams to suicide.
  • Repositioned 'player became x boss' message off of your crosshair.
  • Removed annoying no yes no no you're Hale next message.
  • Market Gardens do damage similar to backstabs.
  • Deadringer now displays its status. Useful for thirdperson servers.
  • Phlog is invulnerable during taunt activation.
  • Phlog Crit Mmmph duration has 75% damage resistance.
  • Phlog disables flaregun crits.
  • Fixed Bread Bite and Festive Eyelander.
  • Can now see uber meter with melee or syringe equipped.
  • Soda Popper & BFB replaced with scattergun.
  • Bonk replaced with crit-a-cola.
  • All 3 might be rebalanced in the future.
  • Reserve shooter crits in place of minicrits. Still 3 clip.
  • Re-enabled Darwin's Danger Shield. Overhealed sniper can tank a hit!
  • Batt's Backup has 75% knockback resist.
  • Air Strike relaxed to 200 dmg per clip.
  • Fixed backstab rarely doing 1/3 damage glitch.
  • Big Earner gives full cloak on backstab.
  • Fixed Steamtools not changing the game description.
  • Fixed medic not getting assist damage from backstabs.
  • Reverted 3/5ths of backstab damage assist for medics.
  • It should now be 1/2 or less if multiple medics are healing the spy, and 100% if uber, like all other damage sources.
  • HHH can wallclimb. (Max of 10 times in a row before touching the floor again).
  • HHH's weighdown timer is reset on wallclimb.
  • HHH now alerts his teleport target that he teleported to them.
  • HHH can get stuck in soldiers and scouts, but not other classes on teleport.
  • Can now charge super jump while holding space.
  • Nerfed Easter Bunny's rage eggs by 40% damage.

Version 1.44 (7/15/2014)

  • Air Strike gains ammo based on every 500 damage dealt.
  • Kunai starts at 65 HP instead of 60. Max 270 HP.
  • Kunai gives 180 HP on backstab instead of 100.
  • Demo boots now reduce fall damage like soldier boots and do stomp damage.
  • Fixed bushwacka disabling crits.
  • Fixed first round glitch (thanks nergal).
  • Sydney Sleeper now generates contributes half as much to rage than other sniper rifles.
  • Other sniper rifles just do 3x damage as usual.
  • Huntsman gets 2x ammo, fortified compound fixed.
  • Festive flare gun now acts like mega-detonator.
  • Medic crossbow now gives 15pct uber instead of 10.
  • Festive crossbow is fixed to be like normal crossbow.
  • Fixed medics getting 2x the damage for backstab assists.
  • Medics now get 3/5 the damage, similar to telefrag assists.
  • Relaxed Air Strike damage per head to 200 damage.

Version 1.43 (7/15/2014)

  • Backstab formula rebalanced to do better damage to lower HP Hales.
  • Damage Dealt and Full Health Kills now work properly with backstabs.
  • Slightly reworked Hale health formula.
  • (Anchor) Bosses take no pushback from damage while ducking on the ground. (Not working against sentries).

- This prevents Hale from being pushed back in vents or in the giant Scorch Shot in the new 2fortdesk map.

  • Short circuit blocked until further notice.
  • L'etranger's 40% cloak is replaced with quiet decloak and -25% cloak regen rate.
  • Ambassador does 2.5x damage on headshots.
  • Diamondback gets 3 crits on backstab.
  • Diamondback crit shots do bonus damage similar to the Ambassador.
  • Kunai now starts with 65 HP instead of 60. It now gains 180 HP on backstab instead of 100. Max 270.
  • Manmelter always crits, while revenge crits do bonus damage.
  • Bushwacka blocks healing while in use to prevent medirope exploits.
  • Cannot wallclimb if your HP is low enough that it'll kill you.
  • Bushwacka doesn't disable crits.
  • 2013 festives and bread now get crits.
  • Fixed telefrag and mantread stomp damage.
  • Mantread stomps now OHKO Hale instead of leaving him at 1 health when his health is less than the damage mantreads do (1024 dmg).

Version 1.42

  • Festive fixes
  • Hopefully fixed targes disappearing?
  • Easter and April Fool's Day are so close together this year... what could it mean...?
    • (spoiler, it's a new silly boss)

Version 1.41

  • Fixed bosses disguising
  • Updated action slot whitelist
  • Updated sniper rifle list, Fest. Huntsman
  • Medigun speed works like Quick-Fix
  • Medigun+gunslinger vm fix
  • CBS gets Fest. Huntsman
  • Spies take more dmg while cloaked (normal watch)
  • Experimental backstab block animation

Version 1.40

  • Dead Ringers have no cloak defense buff. Normal cloaks do.
  • Fixed Sniper Rifle reskin behavior
  • Boss has small amount of stun resistance after rage
  • Fixed HHH/CBS models

Version 1.39c

  • Backstab disguising smoother/less obvious
  • Rage 'dings' dispenser/tele, to help locate Hale
  • Improved skip panel
  • Removed crits from sniper rifles, now do 2.9x damage
    • Sleeper does 2.4x damage, 2.9x if Hale's rage is >90pct
    • Bushwacka nerfs still apply
    • Minicrit- less damage, more knockback
  • Scaled sniper rifle glow time a bit better
  • Fixed Dead Ringer spy death icon
  • BabyFaceBlaster will fill boost normally, but will hit 100 and drain+minicrits
  • Can't Eureka+destroy dispenser to insta-tele
  • Phlogger invuln during the taunt
  • Added !hale_resetq
  • Heatmaker gains Focus on hit (varies by charge)
  • Bosses get short defense buff after rage
  • Cozy Camper comes with SMG - 1.5s bleed, no random crit, -15% dmg
  • Valve buffed Crossbow. Balancing.
  • New cvars-hale_force_team, hale_enable_eureka"
  • Powerlord's Better Backstab Detection
  • Backburner has charged airblast
  • Skip Hale notification mixes things up
  • Bosses may or may not obey Pyrovision voice rules. Or both.

Version 1.39 beta

  • !hale_resetqueuepoints
    • From chat, asks for confirmation
    • From console, no confirmation!
  • Help panel stops repeatedly popping up
  • Medic is credited 100% of damage done during uber
  • Bushwacka changes:
    • Hit a wall to climb it
    • Slower fire rate
    • Disables crits on rifles (not Huntsman)
    • Effect does not occur during HHH round
  • Late December increases chances of CBS appearing
  • If map changes mid-round, queue points not lost
  • Fixed HHH tele (again).
  • HHH tele removes Sniper Rifle glow
  • Mantread stomp deals 5x damage to Hale
  • Rage stun range- Vagineer increased, CBS decreased
  • Balanced CBS arrows
  • Minicrits will not play loud sound to all players
  • Dead Ringer will not be able to activate for 2s after backstab
    • Other spy watches can
  • Fixed crit issues
  • Hale queue now accepts negative points
  • For server owners:
    • Translations updated
    • Added hale_spec_force_boss cvar
    • Now attempts to integrate tf2items config
    • With SteamTools, changes game desc
    • Plugin may warn if config is outdated
    • Jump/tele charge defines at top of code
  • For mapmakers:
    • Indicate that your map has music:
    • Add info_target with name 'hale_no_music'
  • Third Degree hit adds uber to healers
  • Knockback resistance on Hale/HHH

Version 1.38

  • Bots will use rage
  • Doors only forced open on specified maps
  • CBS spawns more during Winter holidays
  • Deathspam for teamswitch gone
  • More notice for next Hale
  • Wrap Assassin has 2 ammo
  • Holiday Punch slightly disorients Hale (if stunned Heavy punches Hale, removes stun)
  • Mantreads increase rocketjump distance
  • Fixed CBS Huntsman rate of fire
  • Fixed permanent invuln Vagineer glitch
  • Jarate removes some Vagineer uber time and 1 CBS arrow
  • Low-end Medic assist damage now counted
  • Hitting Dead Ringers does more damage (as balancing)
  • Eureka Effect temporarily removed
  • HHH won't get stuck in ceilings when teleporting
  • Further updates pending

Version 1.37b

  • The Fan O' War no longer mistakenly adds the MarkedForDeath condition.
  • The music forward now fires consistently even if there's no music. Improvements.

Version 1.37

  • Fixed taunt/rage
  • Fixed rage+high five
  • hale_circuit_stun - Circuit Stun time (0 to disable)
  • Fixed coaching bug
  • Config file for map doors
  • Fixed floor-Hale
  • Fixed Circuit stun
  • Fixed negative health bug
  • hale_enabled isn't a dummy cvar anymore
  • hale_special cmd fixes
  • 1st-round cap enables after 1 min.
  • More invalid Hale checks.
  • Backstabs act like Razorbackstab (2s)
  • Fixed map check error
  • Wanga Prick -> Eternal Reward effect
  • Jarate removes 8% of Hale's rage meter
  • The Fan O' War removes 5% of the rage meter on hit
  • Removed Shortstop reload penalty
  • VSH_OnMusic forward added

Version 1.369

  • Fixed spawn door blocking.
  • Cleaned up HUD text (health, etc).
  • VSH_OnDoJump now has a bool for superduper.
  • !halenoclass changed to !haleclassinfotoggle.
  • Fixed invalid clients becoming Hale
  • Removed teamscramble from first round.
  • Vagineer noises:
    • Nope for no
    • Gottam/mottag (same as jump but quieter) for Move Up
    • Hurr for everything else
  • All map dispensers will be on the non-Hale team (fixes health bug)
  • Fixed command flags on overlay command
  • Fixed soldier shotgun not dealing midair minicrits.
  • Fixed invalid weapons on clients
  • Damage indicator (+spec damage indicator)
  • Hale speed remains during humiliation time
  • SuperDuperTele for HHH stuns for 4s instead of regular 2
  • Battalion's Backup adds +10 max hp, but still only overheal to 300
  • Full rage meter when hit by Hale. Buff causes drastic defense boost.
  • Fixed a telefrag glitch
  • Powerjack is now +25hp on hit, heal up to +50 overheal
  • Backstab now shows the regular hit indicator (like other weapons do)
  • Kunai adds 100hp on backstab, up to 270
  • FaN/Scout crit knockback not nerfed to oblivion anymore
  • Removed Short Circuit stun (better effect being made)

Version 1.368

  • Now FaN and Scout crit knockback is REALLY lessened.
  • Medic says 'I'm charged' when he gets 100%% uber-charge with syringegun.
  • Added support of VSH achievements.
  • Team will scramble in 1st round, if 1st round is default arena.
  • Now client can disable info about changes of classes, displayed when round started.
  • Powerjack adds 50HPs per hit.
  • Short Circuit stuns Hale for 2.0 seconds.
  • Vagineer says "hurr"

Version 1.367

  • Map-specific fixes:
    • Oilrig's pit no longer allows HHH to instatele
    • Arakawa's pit damage drastically lessened
  • General map fixes: disable spawn-blocking walls
  • Cap point now properly un/locks instead of fake-unlocking.
  • Tried fixing double-music playing.
  • Fixed Eternal Reward disguise glitch - edge case.
  • Help menus no longer glitch votes.

Version 1.366

  • Fixed superjump velocity code.
  • Fixed replaced Rocket Jumpers not minicritting Hale in midair.

Version 1.365

  • Half-Zatoichi is now allowed. Heal 35 health on hit, but must hit Hale to remove Honorbound.
    • Can add up to 25 overheal
    • Starts the round bloodied.
  • Fixed Hale not building rage when only Scouts remain.
  • Tried fixing Hale disconnect/nextround glitches (including music).
  • Candycane spawns healthpack on hit.

Version 1.364

  • Added convar hale_first_round (default 0). If it's 0, first round will be default arena.
  • Added more translations.

Version 1.363

  • Fixed a queue point exploit (VoiDeD is mean)
  • HHH has backstab/death sound now
  • First rounds are normal arena
    • Some weapon replacements still apply!
    • Teambalance is still off, too.
  • Fixed arena_ maps not switching teams occasionally
    • After 3 rounds with a team, has a chance to switch
    • Will add a cvar to keep Hale always blue/force team, soon
  • Fixed pit damage

Version 1.362

  • Sounds are not .mdl anymore, they are .wav.
  • Fixed minor issue about /halemusic

Version 1.361

  • Christian Brutal Sniper music.
  • Soldiers Mini-Crit Hale while he's in mid-air.
  • Direct Hit Crits where it would Mini-Crit.
  • Reserve Shooter has faster weapons switch and +10% damage.
  • Added hale_stop_music for admins to stop current music for all players.
  • Force-A-Nature and Scout Crit knockback is lessened.
  • Your halemusic/halevoice settings are saved.

Version 1.36

  • MEGA UPDATE!
  • SUGGEST MANNO-TECH WEAPON CHANGES!
  • Updated Christian Brutal Sniper model.
  • Fixed last man alive sound.
  • Removed broken Hale line, fixed one.
  • New Horseless Headless Horsemann Jr. rage sound.
  • Horseless Headless Horsemann Jr. music (/halemusic).
  • Christian Brutal Sniper jump noise.
  • /halevoice and /halemusic to turn off voice/music.
  • Updated natives/forwards (can change rage distance in fwd).
  • Change hale_crits cvar to turn off Hale random Crits.
  • Fixed Sentries not repairing when raged.
  • Set hale_ragesentrydamagemode to 0 to force the Engineer to pick up the Sentry to repair it.
  • Now uses sourcemod autoconfig (tf/cfg/sourcemod/).
  • No longer requires saxton_hale_points.cfg file.
  • Now using clientprefs for queue points.
  • When on a non-VSH map, team switch does not occur so often.
  • Should have full replay compatibility.
  • Bots work with queue, are Hale less often.
  • Hale's health increased by 1 (in code).
  • Many, many, many, many, many fixes.
  • Crossbow: +150% damage, +10 ÜberCharge on hit.
  • Syringe Gun has Overdose speed boost.
  • Sniper glow time scales with charge (2 to 8 seconds).
  • Eyelander/Horseless Headless Horsemann's Headtaker/Nessie's Nine Iron add heads on hit.
  • Axtinguisher/Postal Pummeler use Fire Axe attributes.
  • Gloves of Running Urgently/Killing Gloves of Boxing is +50% speed but -7hp/s.
  • Airblasting boss adds rage (no Airblast reload, though).
  • Airblasting ÜberCharged Vagineer adds time to the ÜberCharge and takes extra ammo.
  • Frontier Justice allowed, Crits only when players Sentry sees Hale.
  • Boss Weighdown (Look down and crouch) after 5 seconds in midair.
  • Force-A-Nature is back.
  • Scout Crits/Mini-Crits do less knockback if not melee.
  • Saxton has his own fists.
  • Unlimited /halehp but after 3, longer cooldown.
  • Fist kill icons.
  • Fixed Christian Brutal Sniper arrow count (start at 9, but if less than 9 players, uses only that number of players)
  • Spy primary Mini-Crits.
  • Dead Ringer fixed.
  • Flare Gun replaced with the Detonator. Has large jump but more self-damage (like old Detonator beta).
  • Your Eternal Reward backstab disguises as random faster classes.
  • Conniver's Kunai adds 60 health on backstab.
  • Randomizer compatibility.
  • Medic ÜberCharge works as normal with Crits added (multiple targets, etc).
  • Crits stay when being healed, but adds Mini-Crits too (for sentry, etc).
  • Fixed Sniper back weapon replacement.
  • Vagineer "NOPE" and "Well Don't That Beat All!"
  • Telefrags do 9001 damage.
  • Speed boost when healing Scouts (like the Quick-Fix).
  • Rage builds (VERY slowly) if there are only Scouts left.
  • Healing assist damage split between healers.
  • Fixed backstab assist damage.
  • Fixed Horseless Headless Horsemann Jr. attacking during teleport.
  • Soldier boots - 1/10th fall damage.
  • AND MORE! (I forget all of them.)

Versions:1.35_2 and 1.35_3

  • Fixed bugs about damage, the Medic's ÜberCharge, the queue, and others.

Version:1.35_1

  • Added point system (/halenext).
  • Added [VSH] tag to VSH messages.
  • Removed native VSH_GetSaxtonHaleHealth() added native VSH_GetRoundState().
  • There is Mini-Crits for the Scout's pistols. Not full Crits, like before.
  • Fixed issues associated with Crits.
  • Added FORCE_GENERATION flag to stop errorlogs.

Version:1.35

  • Special crits will not be removed by Medic.
  • Sniper's glow is working again.
  • No errors in console.
  • Fewer messages in chat.
  • Added more natives.
  • "Over 9000" sound returns! Thx you, FlaminSarge.

Version:1.34_1

  • Fixed airblast reload when VSH is disabled.
  • Fixed airblast reload after detonator's alt-fire.
  • Airblast reload time reduced to 3 seconds.
  • hale_special 3 is disabled.

Version:1.34

  • Biohazard Christian Brutal Sniper! He's about 20% cooler!
  • TF2_IsPlayerInCondition() returns! Fixed some bugs associated with this.
  • Now sniper rifle must be 100perc.charged to glow Hale.
  • Fixed Vagineer's model (there isn't spam on console and fire on the ground).
  • Added Natives.
  • Hunstman deals more damage.
  • Added reload time (5sec) for Pyro's airblast.
  • Fixed hale_special X admin command.

Version:1.33

  • Fixed bugs, associated with Uber-update.
  • FaN replaced with Soda Popper.
  • Bazaar Bargain replaced with Sniper Rifle.
  • Sniper Rifle adding glow to Hale - anyone can see him for 5 seconds.
  • Crusader's Crossbow deals more damage.
  • Plugin uses TF2_IsPlayerInCondition().
  • Other code optimizing.

Version:1.32_1

  • Fixed bug with replay.
  • Fixed bug with help menu

Version:1.32

  • added new Saxton's lines on...
 *round start
 *jump
 *backstab
 *destroy Sentry
 *kill Scout, Pyro, Heavy, Engineer, Spy
 *Last man standing
 *killing spree
  • Fixed bugged count of CBS' arrows.
  • Reduced Hale's damage versus DR by 20 HPs.
  • Now two specials cannot be at a stretch.

Version:1.30 & 1.31

  • Bug Fixes

Version:1.29

  • Fixed random crashes associated with CBS.
  • Now Hale's HP formula is ((760+x-1)*(x-1))^1.04
  • Added hale_special0. Use it to change next boss to Hale.
  • CBS has 9 arrows for bow-rage. Also he has stun rage, but on little distention.
  • Teammates gets 2 scores per each 600 damage.
  • Demoman with Targe has crits on his primary weapon.
  • Removed support of non-Arena maps, because nobody didn't use it and they were buggy.
  • Pistol/Lugermorph has crits.

Version:1.28

  • Christian Brutal Sniper is a regular character.
  • CBS has 3 melee weapons ad bow-rage.
  • Added new lines for Vagineer.
  • Now Mode uses in-game model change function. (Attachables are broken from Hatless Update)

Version:1.27

  • Many bug fixes and code optimization.

Version:1.26

  • Added the second URL for auto-update.
  • Fixed problems, when auto-update was a corrupt plugin.
  • Added a question for the next Hale, if he wants to be him. (/haleme)
  • Eyelander and Half-Zatoichi was replaced with Claidheamh Mor.
  • Dispenser and TP won't be destroyed after Engineer's death.
  • Mode uses the localization file.
  • Saxton Hale will be chosen randomly for the first 3 rounds (then by queue).
  • Fan O'War replaced with Sandman

Version 1.25

  • Fixed silent HHHjr's rage.
  • Now bots (sourcetv too) will not be Hale.
  • Fixed invalid uber on Vagineer's head.
  • Fixed other little bugs.

Version 1.24

  • Fixed destroyed buildables associated with spy's fake death.
  • Syringe Gun replaced with Blutsauger.
  • Blutsauger, on hit: +3 to uber-charge.
  • Removed crits from Blutsauger.
  • CnD replaced with Invis Watch.
  • Fr.Justice replaced with shotgun.
  • Fists of steel replaced with fists.
  • KGB replaced with GRU.
  • Added /haleclass.

Version 1.23

  • Added Super Duper Jump to rescue Hale from a pit.
  • Removed pyro's ammo limit.
  • Fixed little bugs.

Version 1.22

  • Now it's working. Also little optimize about player count.

Version 1.21

  • Point will be enabled when X or less players be alive.

Version 1.20

  • Added new Hale's phrases.
  • More bugfixes
  • Improved super-jump.
  • Coming soon: point will be disabled until last X living players.

Version 1.12

  • More bugfixes.
  • Now "(Hale)<mapname>" can be nominated for nextmap.
  • Medigun's uber gets uber and crits for Medic and his target.
  • Fixed infinite Specials.
  • Now gamemode's ConVars saves in file (addons\sourcemod\configs\saxton_hale_config.cfg)
  • And more bugfixes.

Version 1.11

  • Fixed immortal spy.
  • Fixed crashes associated with classlimits.

Version 1.10

  • Added hale_enabled convar.
  • Fixed bug, when all hats was removed...why?

Version 1.00

  • Release!!!

Unused content

  • The model for Saxton Hale includes two bodygroups, one to hide or show his hat and the other that adds a mustache, glasses and goggles on the top of Hale's head, much like Dr. Robotnik from the Sonic series.

Bugs

  • When Saxton is defeated, depending on the version of VSH, his model may disappear and leave behind the ragdoll of the Soldier that Hale is played from.
    • This is the same case with Vagineer, Horseless Headless Horsemann Junior, Christian Brutal Sniper and the Easter Bunny. They will leave an Engineer, Demoman, Sniper and Demoman ragdoll respectively.
      • If a player uses the command explode in console to commit suicide, no gibs will appear.
  • The taunt items such as Director's Vision or Schadenfreude can be used by all of the boss characters, albeit without any facial movement, and will activate rage.
  • Occasionally, when a player's distance from Hale is too great to render him, the outline caused by the Sniper Rifle will stay in place instead of following Hale's position.
  • Jarate is not immediately removed from Hale, but rather removed after a fifth of a second. Thus, Hale may take Mini-Crit damage for that small duration any time the Jarate effect is applied to him.
  • When a boss scares an Engineer wearing the Hotrod, the mask flips down.
  • If a player joins a VS Saxton Hale server and is fully in-game (e.g. at the MOTD) before a round starts but has not chosen a team or class, they may spawn in at any time during the round by selecting a team and class. This bug also occurs in Arena mode with the server variable tf_arena_use_queue 0.
  • When a player is in Pyroland, the bosses' voices may or may not be pitch-shifted, or may be a combination of both states. This is not entirely unintentional.
  • The class info displayed on spawn is outdated. According to the current developer, this will be rectified soon.
  • Sometimes when being raged players may be able to reload their weapons if "Auto reload weapons when not firing" option is on.

Trivia

  • Saxton Hale's line "WELCOME TO DA TUTORIAL LEVEL!" is a reference to Awesome Gaiden, a popular animation by Arin Hanson.
  • Many of the lines used by Saxton Hale are also found in the TF2 Comics on the official website, such as "Brave Jump!".
  • Other boss characters have varying responses to backstabs, general damage, taunts, and other in-game events (for example, the Vagineer will often vocalize Engineer lines backwards).

Gallery

See also

External links