Team Fortress 2 Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Team Fortress 2 Update Released

    An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

    • Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
    • Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
    • Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
    • Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
    • Added the Civilian Grade Stat Clock
      • Applies a Strange Stat Clock to a Civilian grade weapon
      • Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades

    • Mannpower update
      • Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
      • Reflect powerup
        • Removed 25% resistance attribute
        • All classes can now have up to 400 health
        • Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
        • Reflection damage increased from 50% to 80% of damage received
        • Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself

      • Supernova powerup
        • Minimum stun duration increased from 1 to 2 seconds
        • Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)

      • Vampire powerup
        • Melee attack now returns 1.25x damage as health (up from 1.0x)

      • Regen and King powerup
        • Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
        • Increased metal regeneration amount

    • Gift Wrap has returned!
      • Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
      • Items can now be unwrapped by their original wrapper
      • Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.

    • Giftapults can again deliver items to random players online, but will remain un-craftable
    • Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
    • Vote kick events now display that target player's Steam avatar
    • Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
    • Updated the Crusader's Crossbow
      • Added a new shoot sound
      • Added a new impact/heal sound when a teammate is healed

    • Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
    • Fixed That '70s Chapeau not being removed when the Sniper taunts
    • Fixed the Catastrophic Companions hiding the player's hat and headphones
    • Fixed an LOD issue for The AWPer Hand
    • Added combat text and hit sounds for damage done to buildings
    • Added a "Last Hit" sound option to Hit Sounds
      • Triggered when one of your attacks causes the death of a player or building
      • Can be toggled in the Adv. Options menu

    • Updated the materials for the Panic Attack to support mat_picmip
    • Updated the Taunt: Zoomin' Broom sound effects
    • PASS Time update
      • Fixed workshop maps not loading correctly
      • Fixed being able to get inside jump pads
      • Removed Sandman long-distance steal
      • Added experimental cvars for playtesting

    • Updated cp_vanguard
      • Removed teleporter exploit on second point
      • Various minor fixes (lighting, collision, optimization)

    • Updated pl_borneo
      • Fixed an exploit related to the final control point and dropped weapons

    • Updated pl_snowycoast
      • Adjusted various spawn point facings to make side exits more obvious
      • Adjusted position of resupply cabinet in RED's 1st spawn
      • Added ledge to 2nd point flank route window
      • Adjusted common sentry nests on 2nd
      • Added stronger light to entrance of lower flank route
      • Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
      • RED no longer get forced respawn when 2nd is captured
      • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
      • Adjusted timing of flank doors at 2nd and in mines
      • Updated door texture for flank exit by 2nd point gate
      • Improved defendability and enlarged 3rd point
      • Adjusted position of 3rd cap
      • Adjusted health & ammo at 3rd
      • Updated door texture for flank exit by mines
      • Changed a medium ammo pack at last to full ammo pack
      • Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
      • Added 3rd exit to BLU's last forward spawn
      • Improved defendability of ledges at last inside building
      • Added new dropdown area to RED's last
      • Adjusted lighting in various areas
      • Fixed dx settings on light pole props



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