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Reload this Page New patch out today :D
mEEK
VeteranXV
Old
1 - 08-13-2009, 19:12
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New Content

Added King Of The Hill game mode

Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

Added lots of new hats

Additions / Changes

Added "Auto Reload" option to the multiplayer advanced options

Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

Significantly reduced the amount of network traffic being sent

Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

Added an "Inspect" key that allows you to look at items being carried by your team mates

Backpack improvements:

Added drag & drop to move items around. Item positions are maintained on the backend

Added multi-select, allowing you to delete multiple items at once

Added a new key to the key binding page that opens your inventory directly to your backpack

Fixed mouseover panel being incorrectly position when the backpack first appears

Cloaked Spies standing in valid backstab positions no longer raise their knife

Added current map name and gametype to the bottom right of scoreboard

Added class icons to tips on the loadout and loading screens

Improved visuals around flags when they're being carried by a player

Improved critboosted visuals, making it much clearer when an enemy has critboost

Updated the loading panel to show the game type under the map name during level transition

In-game chat dialog now supports full Unicode characters

Added BLU main menu background

Added response caching for some server queries to help reduce the CPU load from DOS attacks

Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


Map Changes

Update PLR_Pipeline

Increased the starting advantage in the third round if a team has won the first two rounds

Fixed carts not continuing to the second round if they're capped at the same time in the first round

Fixed being able to shoot pipebombs over the starting gates in the first round

Fixed being able to open the doors in the first round before the setup time was finished

Fixed players getting stuck in some doors

Fixed players being able to get onto rooftops and out of the map boundaries

Fixed other minor bugs and exploits

Added community map Arena_Offblast

Added community map Cp_Yukon

Update Arena_Sawmill

Fixed DirectX8 bug where some models would not be visible

Fixed exploit with building teleporters outside of the map

Updated CP_Granary

Made a few changes to improve balance based on competitive community feedback


Item Reworks

The Force of Nature

The enemy knockback now only works in close range and behaves more like the Pyro's air blast

Enemies cannot be juggled by the FaN's effect

The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

Knockback is now scaled by damage done

The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

Stunned players now take 75% of all incoming damage instead of 50%

Ubercharged players can no longer be stunned

Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

The minimum distance to stun a target has been reduced

The negative attribute has changed from "no double jump" to "-25 max health"


Fixes

Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

Fixed an exploit that allowed players to work around sv_pure

Particle files are now protected by sv_pure

Fixed critboost effect getting stuck on when you die while critboosted

Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

Fixed an exploit where you could reload The Huntsman faster than intended

Fixed Heavy "civilian" exploit

Fixed a set of exploits using the DXSupport config files

Fixed r_screenfademinsize and r_screenfademaxsize exploits

Fixed sentries firing at a fully cloaked Spy if they're still the closest target


Community requests

Added a HUD element for hybrid CTF & CP maps

Supports 1 or 2 flags, and any number of CPs

Mapmakers need to place a "tf_logic_hybrid_ctf_ cp" entity in their map to enable it

Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

Added new "medic_death" event for server logs

Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

healing is the amount the Medic healed in that life

ubercharge (1/0) is whether they died with a full charge

Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
 
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mEEK
VeteranXV
Old
2 - 08-13-2009, 19:12
yay new hats
 
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Feannag
VeteranXV
Old
3 - 08-14-2009, 01:08
Quote:
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
Does that mean if you knock the sapper of one it'll pop off the other? Because that would suck something fierce.
 
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Senty
VeteranXV
Old
4 - 08-14-2009, 18:14
Has to be, seeing as how one sapper placed becomes two.
 
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Senty
VeteranXV
Old
5 - 09-16-2009, 15:59
Sep 15:
Additions / Changes

Backpack improvement
Added support for 100 slots in the backpack
Backpack can now be sorted by type
Multi-selection in the backpack is now done by holding down the Ctrl key

Alt-fire on the Sandvich now drops sandviches
A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
A Heavy can regain his sandvich by collecting a healthkit while already being at full health
Eating a sandvich using the taunt method now heals a Heavy to full health
Dropped sandviches heal 50% of the collector's health

Medic regen changes
Base regen amount increased from 1/sec to 3/sec
Regen amount increase since time of last damage decreased from 3x to 2x
End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec

Blutsauger
Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec

Added "mp_windifference" server ConVar (default to 0)
When set to X, matches will be considered won if a team gets X points ahead of the other team
Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
If set (default), it'll show non-standard items being carried by the player you're spectating

Tournament mode changes
New item whitelist allowing tournaments to control what items can be used by players
Added "item_whitelist_example.t xt"
Added "item_show_whitelistable_ definitions" command to get a list of whitelistable items

Added Tournament mode Spectator HUD
Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them

Changed idle player check to include spectators & players who haven't chosen a team




Heavies can heal others now!
 
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drake
VeteranXV
Old
6 - 09-16-2009, 19:16
Wtf is that Blutsauger ****
 
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John the Jammer
VeteranX
Old
7 - 09-19-2009, 11:28
yeah why are they still nerfin medic.
 
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CarpeIppon
Veteran++
Old
8 - 09-22-2009, 19:09
Quote:
Originally Posted by John the Jammer View Post
yeah why are they still nerfin medic.
its hardly a nerf when they triple his regular regen rate.
 
CarpeIppon is offline
 
kyuss
K-U-R-T
Old
9 - 09-23-2009, 13:34
Quote:
Originally Posted by CarpeIppon View Post
its hardly a nerf when they triple his regular regen rate.
only for the medics not carrying blutsauger, which is maybe 5%?
 
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