Product Update - Valve
13. aug. 2009
  • 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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