Slender Fortress 1.8.0 Alpha 2.7
Pre-release-Added Slaughter Run custom boss speeds for each boss
-Increased the boss default static radius from 15 to 150
-Increased the default boss static rate from 0.6 to 0.65
-Added a new up to date spawn/despawn effect section replacing the old tp_effect key values for bosses
-Added the following attack key values "damage_percent" and "disappear"
-Added attack on kill effects for bosses
-Added a new stun section which contains on stun effects, on stun end effects, and replacements for the "add speed on stun" and "add acceleration on stun" attributes
-Added boss on start death and on end death effects
-Added the turn key values for the alert section like the idle section
-Added proper boss resistances to damage sources
-The nightmare sounds no longer are affected by echos
-Fixed a uncommon bug regarding invalid clients
-Added 2 new convars, "sf2_slaughterrun_class_run_speed" and "sf2_slaughterrun_min_boss_run_speed"
-Bosses that are considered dead can now be walked through and no longer produce static
-Fixed a bug where the music system didn't properly register the new stun states
-Fixed the robot proxy sounds not precaching on a new map
-Slaughter Run now always makes all players sprint
-The Escape Plan and the Equalizer no longer stop non-weapon taunts
-Updated the rockets and grenades damage fall off to be more accurate to the default TF2 explosions
-Fixed a bug where the baseball and grenade projectiles hit unnecessary things, the latter of which exploding a lot
-Fixed a bug where the Renevant increase difficulty condition would happen after Apollyon
-Fixed a bug where copies stopped the boss music
-Added dynamic moving animations for bosses (currently always on)
-Fixed a bug where bosses with no FOV and or no LOS range would never be able to attack players
-Fixed a bug where statue bosses could sometimes never kill players
-Fixed a bug where sub plugins could access a target index of 0
-Reintroduced bosses being alerted after being stunned if they're currently idling
-Fixed a bug where bosses in the idle or alert state would always first turn to 0 0 0
-Changed the boss turning to where it wouldn't start immediately on the idle or alert state
-Fixed a bug where custom attacks couldn't utilize the run state
-Reintroduced bosses not being able to use the chase initial state in Slaughter Run
-Fixed a bug where bosses could despawn if they "hug" players
-Fixed a bug where players could stun flashlight stunnable bosses with night vision
-Added damage indicators to flashlight stunnable bosses
-Fixed a bug where shockwaves never had a radius
-Fixed a bug where shockwaves could drain sprint or flashlight if infinite sprint or flashlight is enabled
-Boss attack hit effects should now apply to any attack type
-Fixed some inconsistencies with the endless chase states
-Fixed a bug where debugging boss eyes resulted in a compile error if the gamemode is compiled with debug features turned off #135
-Fixed a bug where optional natives weren't included resulting in compile errors #135
-Fixed the inconsistencies of the randomized boss pack and randomized core pack
-Bosses that are always loaded will always be at the top of the boss list of the appropriate pack
-Fixed a bug where the legacy stun effects could stun lock the players
-Major PvP update thanks to Mikusch's Friendly Fire plugin
-Slaughter Run, Boxing, and Raid now always have infinite sprint
-Fixed a bug where the jarate effect in the apply_conditions section never worked