Team Fortress 2 - Valve
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:

  • Updated the timing of the Static Shock and Veno Shock unusual effects
  • Updated the Seared Sorcerer to add a missing style
  • Updated the Eye-See-You to add a missing style
  • Updated the Handsome Devil to fix an issue with the materials
  • Updated/Added some tournament medals
  • Updated the localization files
  • Updated koth_megalo
    • Fixed minor out of bounds teleporter exploit
    • Added pumpkin bombs
  • Updated pl_bloodwater
    • Fixed misaligned textures
    • Sealed displacement hole to the skybox near BLU spawn
    • Brightened up point A
    • Brightened up ambient lighting
    • Fixed pumpkin bombs not spawning at point C and D
    • Brightened up lighting behind point B
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2.

- Fixed "New Haircut" achievement to not allow club-type melee weapons.
- Additional prevention of getting disconnected when spamming the scroll wheel.
- In Survival mode, if a special infected reports as stuck for more than two minutes it will suicide.
- Compiled captions and subtitles from dlc1.
- Fixed a couple instances where tank could spawn outside the warp check zone (but was intended to be warped)
- Added nav in ground in outer areas so that throwing a bile out there doesn't cause infected to just stand around.
- Blood Harvest 2 Warehouse Survival: shortened a nav blocker next to some stairs.
- Check for Realism in addition to Coop base mode for all exploit fixes to prevent some shortcut fixes from spawning in Realism Coop.
- Moved 64 exploit blocks to Versus-only, most notably Dark Carnival 3 Coaster, Parish 5 Bridge and Dead Air 2 Crane.

Rocket Dude:
- removed PlayerUnderWater()
- added Speedrunner stats ( local use only )
- improved script performance
- fixed script enabling glows for projectiles on multiple ticks
- removed obsolete code precaching an early dev model

Tank Run:
- During the finale, the double-Tank spawns are now set to 40 seconds instead of the normal 20 second timer.

Versus:
- Increased max ghost spawn timers to 24 seconds.
- Fixed witches time to kill on incapacitated survivors being faster than intended - it should now take the same time as pre-update.

Survival:
- Cane Field: Moved the ammo pile on the roof slightly.
- Float: Removed the ammo pile inside the house at the bottom of the stairs.
- Generator Room: Fixed ZombieDiscardRange not working properly.
- Crash Course Bridge: Marked nav areas behind a fence as NO MOBS.
- Gun Store: Clipped exploit area above barricades where infected wouldn't path to the Survivors.
- Cold Stream Junkyard: Removed alarmed car that's out-of-map.
- Terminal: Fixed ZombieSpawnRange not working properly.
- Waterfront: Blocked additional nav areas in an alley to prevent the Tank from getting stuck.

Versus Survival:
- The train door will now automatically open when the countdown timer reaches 0 on Train Car.

c1m1:
- Fixed issue where survivor bots refused to path through the kitchen fire area.
c1m3:
- Moved an exposed stairwell hurt trigger down inside a vending machine to stop it from killing players.
c2m2:
- Fixed a forklift being breakable by survivors
c3m3:
- Slightly adjusted an infected ladder to improve usability
c4m1 + c4m4:
- Blocked survivor access to a rooftop next to the playground commonly used to grief
- Added a ladder from map 2/3 for consistency between maps and to help players who fall off the safe room roof
c5m2:
- Added an infected ladder to get out of a stuck spot
- Added a hittable dumpster behind the bathrooms in the park
- Replaced a prop ladder on top of the bus station with an infected ladder
c5m3:
- Replaced a prop ladder with an infected ladder (behind the fence immediately after survivors drop towards the cemetery)
- Added an extra ladder to the above mentioned fence
c7m1:
- Fixed grenade launcher spawns having an incorrect count.
c8m1:
- Added a clip to prevent players movement being obstructed by a ladder near the car alarm
c11m1:
- Added wrong way signs above the greenhouse safe room
Last Stand:
- Fixed rescue closet spawns in the Junkyard so Survivors don't get stuck in the floor or wall.
Team Fortress 2 - Valve
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:



Scream Fortress XII has arrived!
  • Featuring 4 new community maps: Megalo, Bloodwater, Hassle Castle, and Moldergrove
  • Added the Wicked Windfall Case
    • Contains 22 new community-created cosmetic items that make up the Wicked Windfall Collection
    • Has a chance to give one of 6 new community-created Halloween-restricted items as a bonus item
    • Has a chance to give a taunt Unusualifier as a bonus item
  • Added 19 new community-created Unusual effects
    • 8 new effects for Unusual hats
    • 11 new effects for Unusual taunts
  • Added the Scream Fortress XII War Paint Case
    • Contains 15 new community-created War Paints that make-up the Scream Fortress XII War Paint Collection
    • Has a chance to give a taunt Unusualifier as a bonus item
  • All players who launch the game will receive a Soul Gargoyle if they don't already have one
    • Grants access to Merasmissions and Halloween item transmutations
    • Tracks Merasmissions completed and souls collected
  • All Halloween Contracts have been reset, allowing them to be completed again
  • Added new Contracts for this year's featured community maps
  • Completing a Halloween Contract will give players a classic Halloween item and the chance for a Wicked Windfall Case or Scream Fortress XII War Paint Case
  • Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
  • All cosmetic and taunt Cases will grant Halloween 2020 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
  • Join Halloween matches by using the Special Events category in Casual
  • Scream Fortress XII runs through November 7th, 2020
General
  • Added support for Steam Text Filtering for persona names and chat. This is enabled by default.
    • You can update your settings in the Adv. Options dialog
    • You can also update your settings by opting into the Steam Lab
  • Updated The Cuban Bristle Crisis to add the smoke effect
  • Updated/Added some tournament medals
  • Updated the localization files
Mannpower Update
  • Map Changes
    • ctf_hellfire and ctf_gorge
      • Flag return time increased from 15 to 30 seconds
    • ctf_thundermountain
      • Flag return time increased from 15 to 30 seconds
      • Removed a fence top ledge that snipers could exploit
  • Gameplay Changes
    • Flag carrier grapple movement speed reduced
      • Scout with no powerup or with Agility powerup – reduced to 0.8x regular grapple movement speed (down from regular grapple movement speed in previous version)
      • Scout with any other powerup - 0.65x normal grapple movement speed (no change from previous version)
      • Any other class without a powerup or with Agility powerup - reduced to 0.65x normal grapple movement speed (down from 0.8x in previous version)
      • Any other class with a powerup - reduced to 0.5x normal grapple movement speed (down from 0.65x in previous version)
    • Critical hit damage rules changed
      • Weapons that score critical hit boosts on airborne targets will no longer do so in Mannpower since being airborne is a far more important and commonly utilized movement style than in the base game
      • Melee weapons that score mini-crit damage no longer have their base Mannpower 1.3x damage boost
    • Medic
      • Free ride removed. Previously when healing a target, you’d be pulled along with them when they moved by grappling hook.
      • Reduced heal rate and ubercharge build rate when carrying a powerup or healing someone with a powerup
        • Medics carrying Haste or Agility are exempt from medic powerup checks
        • If medic has no powerup and target has no powerup – regular heal and uber build rate
        • If only one of the medic and the target has a powerup - half heal and uber build rate
        • If both medic and target have powerups - quarter heal and uber build rate
      • Removed overheal from targets carrying powerups
    • Heavy
      • Removed the jump up boost when grappling. You can still jump to disconnect the hook, but the Heavy no longer gets the height boost when doing so.
    • Soldier
      • Battalion’s Backup rage build rate reduced by 2.5x to counter the additional benefits of an extra 20hp and critical hit immunity when compared to the Buff Banner
    • Engineer
      • Carried buildings will now deploy instantly
    • Scout

      • Removed falling damage

    • Spy
      • Backstabs disallowed if you’re connected to an enemy by the grappling hook. This applies if you’re hooked into someone or if they’re hooked into you.
      • Knife deploy time is no longer instant when switching between weapons, even when carrying Agility
      • Conniver’s Kunai no longer considers the victim’s powerup boosted health when taking damage dealt as health
    • Haste buffs
      • Reload speed increased from 2x normal to 4x normal
      • Pyro flare gun re-fire rate increased from 2x normal to 5x normal
    • Vampire changes
      • Fixed a bug where the Vampire carrier wouldn’t receive health from damage dealt by an explosion that also caused self-damage
      • Increased blast weapon clip size 1.5x
    • Resistance changes
      • Vampire no longer gets a 25% boost to their health received on melee attacks against a player carrying resistance
    • Fixed bug where grapple would auto disconnect after a couple of seconds if the hook embedded in geometry behind clip volumes
  • Game Balance Changes
    • When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
    • If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
      • Marked for Death
      • Powerup modifications
        • Reflect – maximum health reduced 400 to 320. Reflect damage reduced from 80% to 50%
        • Vampire – damage resistance removed. No blast weapon clip size increase
        • Strength – game multiplier reduced from 2x to 1.4x
        • Regeneration – health regenerates at 70% of the regular rate
        • Haste – weapon firing rate increase reduced from 2x to 1.5x.Weapon reload speed increase reduced from 4x to 2x
        • Knockout – melee damage increase reduced from 1.9x to 1.4x
        • King – max health increase reduced from 100 to 20
        • Plague – damage resistance to infected players reduced from 50% to 20%
        • Precision
          • Sniper rifle - Scope speed increase reduced from 2x from 1.5x. Shot charge speed increase reduced from 3x to 2x. Damage bonus reduced from 2x to1.5x
          • Blast weapons - Regular blast radius falloff. No clip size increase
        • Resistance – damage resistance reduced from 50% to 35%
      • Server variables associated with this feature:
        • tf_powerup_mode_dominant_multiplier – the multiple over the server median that a player’s kill count needs to be in order to be determined dominant
        • tf_powerup_mode_killcount_timer_length – the time interval to wait between tests for dominant players
Steam News - Alden
The first ever Steam Digital Tabletop Fest, celebrating games that cross between physical and digital, will make its debut October 21st thru 26th. Produced in collaboration with Auroch Digital, the event will feature virtual let’s plays, panels, talks and more streaming activities that explore the fusion between physical and digital games with legendary designers, upcoming studios, and you.

Working with Valve, indie studio Auroch Digital is helping curate the program of events and line up speakers such Sandy Petersen (Call of Cthulhu RPG, Quake, Cthulhu Wars and more!), Steve Jackson (Munchkin, Ogre, Car Wars and many more), Ian Livingstone (Co-founder of Games Workshop and Fighting Fantasy, Chairman Sumo Group plc), Elizabeth Hargrave (creator of the hit game Wingspan) and author and New Yorker writer Simon Parkin talks about how a board game helped the allies win WW2, among other topics.

Here’s a look at just some of the other wide-ranging activities happening during the event:
  • Plague Inc: Evolved - Where James Vaughan, game designer of the digital and physical version plays the digital game's boardgame scenario while discussing the design of both versions.
  • Othercide - The tactical-RPG blending strong art style, unique lore and challenging tactical gameplay, presented by its Art Director and Lead Game Designer.
  • Gloomhaven - llivestream, featuring the developers, will discuss the upcoming content for the next major update of Gloomhaven’s Early Access on Steam.
  • Virtual panel on games about Mars - Where game creators will be joined by actual space agency staff and scientists to ask what games get right and wrong about Mars.
  • Virtual panel on Cthulhu games - Where some of the most notable Cthulhu-themed designers from digital and physical ask about the cultural impact of such titles and more.



Join in during the live broadcasts to chat to the devs about the topics of conversations and their games, or catch them via VOD if you can’t make the live steam. More panels and talks will be announced as the event gets closer.

The Steam Digital Tabletop Fest features games that run across the lines between digital and physical games; this can be a digital port of a physical game, a game which has produced a physical version from the digital one, a game that simulates the physical play experience, or a digital game whose aesthetics are inspired by tabletop games.

To learn more and to sign up to be reminded when the event begins on October 21st at 10am Pacific time, please visit https://store.steampowered.com/sale/tabletopfest
Sep 28, 2020
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2.

- Reoriented some of the new HUD images
- Updated several nav meshes based on feedback
- Fixed a bug where a door model was lacking prop data
- Fixed spontaneous muzzle flashes on certain rifles when playing online
- Adjusted knife's attack delay
- Fixed c10m3 versus survival tank spawn issue
- Fixed stuck spots on a few survival maps
- Various other fixes to the nav mesh from feedback
- Fixed a typo in one of the new shotgun sounds
- Fixed material sorting issues with skin mods on Molotov world model

Achievements:
- Only award "Fat Ninja" for a direct vomit attack, not a boomer explosion.
- Fixed "Golden Freeman" not awarding pickups on dedicated servers.
- Award survival medals to the entire team, including dead players.
- Fixed "The Big Ten" and "Supreme Survivalist" not unlocking on dedicated servers.
- Only award "The Last Frontier" on the Last Stand campaign.
- Don't award Survival achievements in Versus Survival and vice-versa

Survival:
- Waterfront - Removed cars outside the playable area to prevent infected from getting stuck.
- Generator Room - Increased ZombieDiscardRange.
- Church - Removed Laser Sights.
- Streets - Swapped the Military Sniper and the Ammo Pile spawns around.
- Warehouse - Removed mortar bags from under some stairs.
- Cold Stream Junkyard - Removed Laser Sights.

Versus Survival:
- Made it so the plane crash will trigger if the countdown timer reaches 0 on Runway.
- The Save 4 Less store door will now open when the timer reaches 0 on Gun Store.
- The alarmed door will now open when the timer reaches 0 on Warehouse.

Tank Run:
- Updated finales so rescue timer won't appear in Scavenge finales (you need to collect all the gas cans).
- Fixed The Sacrifice finale not working properly.
- Two Tanks will now spawn at once during the non-Scavenge finales.
Sep 26, 2020
Product Update - Valve
An update has been released for Left 4 Dead 2.

- Fixed some materials and models that were causing errors in workshop content.
- Reduced CS weapon spawn chance.
- Safe room intros will now continue regardless if anyone leaves the safe room.
- Fixed some witch call-outs
- Lit Bill's cigarette
Last Stand Junkyard
- Reduced intensity of horde spawned from generators.
- Versus Mode: Added an ammo pile near the mechanic shop.
- Versus Mode: Added a fire axe spawn to the safe room.
Last Stand Lighthouse
- Reduced intensity of horde during the Scavenge event.
Sep 25, 2020
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2.

- Fixed voice data overflow on servers.
- Fixed carried prop collision to not interfere with bot movement.
- Fixed laser-sighted weapon spawn exploit in the gun shop.
- Reduced some ambient dialog frequency.
Sep 25, 2020
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2.

- Prevent a server crash when using voice chat.
- Prevent gas can tunneling.
- Fixed an animation bug with weapon melee.
- Updated localizations
- Updated Rocket Dude mutation.
Steam News - AndrewL


Returning to our monthly Top Release series, we're excited to unveil Steam's Top Releases for the month of August. Many games made their debuts, but this list highlights the 20 that rose to the top of the charts. Like with previous months, we establish the Top 20 by looking at revenue generated during the two weeks following each game's release. We are also highlighting the top 5 free-to-play games, established by the total number of unique players they acquired during launch.

Planes, Trains and Automobiles

As we watch the Top Release lists fill out over the course of each month, it's always a fun surprise to see the different types of games players are enjoying. August saw that variety on a unique level, with an entire spectrum of transportation options finding success. Whether taking to the skies with Microsoft Flight Simulator, exploring rail networks around the world with Train Sim World® 2, getting into the driver seat with Project CARS 3, or ferrying across mystical seas in Spiritfarer®, August brought an unbelievable variety of vehicles. As the months roll on, we'll have to keep an eye on what new conveyance options become available on Steam.

Remote Play

We were struck by how many of August's Top Releases offer some level of Remote Play integration. The feature, which is available for about half of August's releases, allows games to be launched from a PC and then streamed and played on a number of supported devices. It's not uncommon these days for players to have several different portable tech devices, so it makes sense for developers to give players the freedom to enjoy their games from whatever device is appropriate for the moment. For some players, this means looting aliens in Risk of Rain 2 with a swipe on the tablet. For others, a phone might be the preferred device for knocking out friends in Fall Guys. If you enjoy the convenience of playing from a phone, the uniqueness of interacting with a tablet, or the comfort of sitting in front of the TV, be sure to check the Remote Play Hub, where you'll find thousands of games supporting Steam Remote Play.

Three of the games on August's list go a step further by offering Remote Play Together support. With this feature, Remote Play technology allows friends to connect to each other's sessions as if they were sitting in the same room. If you or a friend just purchased this month's hits, Captain Tsubasa, PGA TOUR 2K21, or Spiritfarer®, make sure to join a session and experience the timeless thrill of sitting together (virtually) to play some local multiplayer. 

New to Steam

Finally, we'd like to congratulate and welcome the teams that are making a Top Release list with their first-ever launch on Steam. Congrats and welcome to DDNet Team, Eleon Game Studios, Gniller, Guerrilla, jacktostudios, KLab Inc., Panache Digital Games, PuffballsUnited, TAMSOFT CORPORATION, Thorium, https://store.steampowered.com/app/1194840/Frog_Fractions_Game_of_the_Decade_Edition/, and Wube Software Ltd.

--

August's Top Releases

Here's the list of August's top releases ordered by release date (we've organized this list on a sale page too):


Fall Guys
Mediatonic (UK)


Empyrion - Galactic Survival
Eleon Game Studios (Germany)


Phantasy Star Online 2
SEGA (Japan)


Undermine
Thorium (Canada)


The Henry Stickmin Collection
PuffballsUnited (US)


Horizon Zero Dawn
Guerrilla (Netherlands)


Risk of Rain 2
Hopoo Games (US)


Factorio
Wube Software Ltd. (Czech Republic)


Microsoft Flight Simulator
Asobo Studio (France)


Rogue Legacy 2
Cellar Door Games (Canada)


Spiritfarer®
Thunder Lotus Games (Canada)


Train Sim World® 2
Dovetail Games (UK)


PGA TOUR 2K21
HB Studios Multimedia Ltd. (Canada)


Ancestors: The Humankind Odyssey
Panache Digital Games (Canada)


Captain Tsubasa - Rise of New Champions
TAMSOFT CORPORATION (Japan)


Control
Remedy Entertainment (Finland)


Project CARS 3
Slightly Mad Studios (UK)


Madden NFL 21
Electronic Arts (US)


Night of the Dead
jacktostudios (Republic of Korea)


Wasteland 3
inXile Entertainment (US)


--

August's Top Free Releases


Here are the Top 5 free-to-play titles from August, ranked by total unique player count:


Phantasy Star Online 2
SEGA (Japan)


BLEACH Brave Souls
KLab Inc. (Japan)


DDraceNetwork
DDNet Team (Germany)


Incremental Adventures
Gniller (Netherlands)


Frog Fractions: Game of the Decade Edition
Twinbeard, Inc. (US)

--

If you're curious about previous months, here are more Top Release lists:
Left 4 Dead 2 - Valve
The Last Stand Community Update has been released!
Visit https://www.l4d.com/laststand/ for all of the details.

Summary of the more than 1000 changes across the entire game:

- Fixed an exploit that could lag or crash a server by spawning infinite pistols.
- Rate-limit commands to prevent client command DOS attacks against servers.
- Fixed the ability to bypass the damage filter on the gas station's rolling door by going idle.
- Fixed avoiding damage from the charger by toggling in/out of idle while being body slammed.
- Fixed clearing the boomer screenspace effect by taking a break.
- Fix griefing exploit where a survivor would fire the grenade launcher and then switch to spectator to skip the friendly-fire check
- Record the team of a vote caller at the time the vote is called, so if the caller disconnects the other players can still have their votes checked against the caller's team. Fixes team-based votes locking out new voters if the caller disconnects.
- Build a map load command on the server instead of directly executing the command that's received as part of the server reservation packet. Fixed potential server takeover exploit.
- Fixed SI ghosts playing jump landing sounds
- Prevent players from joining the survivor team as a character already occupied by a human player.
- Marked "voice_all_icons" (used for testing) as a cheat command. Clear the voice state whenever the value changes so voice bubbles don't stay visible when switching between cheat enabled/disabled games.
- Marked cl_survivor_light_* cvars as cheats.
- Made survivor_teammatefocus_* convars replicated, so they can still be used as a legitimate way to play but are forced to be consistent for all clients.
- Removed a three-second window where an infected player could force a faster transition from the observer state to the ghost state by pressing a key.
- Don't spam open/close door client commands while the door is in the process of opening or closing.

- Fixed spawn areas permanently excluded from spawn set when a survivor dies, idles, or changes character.
- Fixed mobs unable to spawn if survivors stand in specific areas during a finale.
- Always restore the default pain pills decay rate when the director resets.
- Fixed the L4D1 survivor gestures not playing on dedicated servers.
- Allow SI to destroy breakables in finale areas during survival and scavenge modes once the round begins.
- Fixed breakables sometimes failing to unblock the nav when they break.
- Don't stumble the charger if the charge attack starts while already in contact with the victim.
- Fixed L4D1 survivors not selecting their canonical preferred weapons when scavenging.
- Allow survivors to pick up ammo while fighting a tank or in close combat if they are less than 40% full.
- Bots will use pills only if health < 50
- Bots consider health to be critical at < 30 (was 40). This means real health must be < 5 before a bot will use first-aid over a full temp health buffer.
- Fixed a few cases where specials may choose to wait in an ambush position when the game mode says they should be assaulting the survivors
- If a chase path that's trying to lead the target fails, fall back to a non-leading path. Leading paths that run off a cliff aren't always handled properly and can cause the target to be treated as unreachable.
- Revised the logic for fitting both tank and witch spawn locations into the flow. Previously they would frequently collide and the witch would get culled; now they should always find some combination of spawn locations that fit the within the map constraints.
- Fixed the director's "arc value" not always handling campaigns shorter than five maps correctly.

- Allow competitive achievements (versus, scavenge) to also be earned in Versus Survival.
- Incapped survivors are counted as escaped if they're in the rescue vehicle.
- Enabled CS weapons for all players
- Viewmodels use the skin value of the world pickup model, same as gas cans.
- When a weapon is holstered, transfer the current skin to the addon model.
- Clear the viewmodel fire layer when performing a melee attack to fix the stuck helping hand bug.
- Fixed the mp5's melee shove canceling its reload animation.
- Turned on boomer gibs by default, except in low violence mode.
- Restored burn skins for infected
- Fixed witch kills getting recorded as common zombie kills in the stats.
- Increased "ammo_shotgun_max" from 56 to 72

- Removed "Single Player" option from the main menu carousel.
- Enabled the "Private Game" option in lobby permissions.
- Added a rematch vote to the end of versus survival matches.
- Fixed voice chat not working in lobbies.
- No vote cooldown in singleplayer modes
- Allow "Change all-talk" vote in versus survival mode.
- cl_downloadfilter defaults to "none"
- Fixed genericpanellist not drawing panels when they extended beyond both the top and bottom of the frame.
- Suppress warnings about func_orator not having a model

AND MORE
- Hundreds of fixes and tweaks to animations, models, dialog, map layouts and exploits.

Steam Input
- Added a Joystick style action that can receive console-style aim assist
- Fixed the “Turn Around” action
- Added a “Reset Camera” action for use with motion controls
- Rescaled mouse sensitivities so that the adjustment sliders in the configurator have more useful range
- Fix controller input on Orders/Response Quick Menu’s
- Fixed controllers not being able to skip to the end of the post-campaign stats scrawl

SCRIPTING AND MODDING

- CHANGES
- Run mapspawn_addon.nut for all active addons after the base version runs.
- Run scriptedmode_addon.nut and director_base_addon.nut for all active addons after the base version runs.
- Support for new population file overrides for the base game mode. So the load order is now "population.txt", "population_.txt", "population_.txt", which each script optionally overriding place definitions from the previous files.
- Any time the addon load order changes, both the director and the nav mesh immediately refresh their population data. Fixes campaigns using the wrong populations and errors from precaching the wrong models.
- Func_nav_attribute_region and point_nav_attribute_region will remove attributes if the spawn key "remove_attributes" is set to true.
- Allow scripts to force the witch bride spawn, regardless of the variant setting
- "InterceptChat" can return false to prevent sending the message to other clients.
- "DamageType" field of "ScriptAllowDamage" is now read/write, so it can be used to change the damage type.
- Fixed being unable to create subdirectories in /left4dead2/ems
- New game event "player_left_safe_area", called every time the first survivor leaves the start area regardless of map number, restarts, etc.
- Added the userid of the offending player to "triggered_car_alarm" game event.
- Fixed script funcs SetContext and SetContextNum not recognizing that a duration of zero means 'forever'. To avoid breaking existing scripts, the 'forever' parameter is now -1.
- Track convars set from script so they can be reverted when the session ends.
- New gender "police", can spawn & drop tonfas like the riot control commons, but doesn't have the protective gear.
- Added a new keyfield "weaponskin" to item and weapon spawners to set the skin of the spawned item or weapon. Supported by "weapon_item_spawn", "weapon_melee_spawn", "weapon_scavenge_item_spawn".
- Removed spurious parenthesis from "ToKVString" and "_tostring" script functions
- Director now calls into an optional script function "GetCustomScriptedStageProgress" during FINALE_CUSTOM_SCRIPTED stages. The function should return a value from 0-1 to indicate the completion percentage of the stage. The default time-based completion percentage is passed in as a parameter.
- Added weapon spawners and configurable spawner entries for CS weapons.


- NEW FUNCTIONS
CBaseEntity
GetMaxHealth
SetMaxHealth
GetModelName
SetModel( modelname )

CBaseAnimating
GetAttachmentBone, Get the named attachement's parent bone index
GetAttachmentOrigin, Get the attachment id's origin as vector
GetAttachmentAngles, Get the attachment id's angles as p,y,r vector
GetBoneOrigin, Get the bone id's origin vector
GetBoneAngles, Get the bone id's angles as a p,y,r vector
LookupActivity, Get the named activity index
LookupBone, Get the named bone index
LookupSequence, Looks up a sequence by sequence name or activity name
SetSequence, Set a sequence by id
ResetSequence, Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence
GetSequence, Get the current sequence id
GetSequenceActivityName, Get the activity name for a sequence by id
GetSequenceName, Get a sequence name by id
GetSequenceDuration, Get a sequence duration by id
GetBodygroup, Get a bodygroup by id
GetBodygroupName, Get the bodygroup id's name
FindBodygroupByName, Find a bodygroup id by name
GetBodygroupPartName, Get name by group and part
SetBodygroup
GetModelScale
SetModelScale, (scale, change_duration) Changes a model's scale over time
SetPoseParameter, (id, value) Sets a pose parameter value

CBaseFlex
GetCurrentScene, Returns the instance of the oldest active scene entity (if any).
GetSceneByIndex, Returns the instance of the scene entity at the specified index.
PlayScene, Play the specified .vcd file.
LookupAttachment
IsSequenceFinished

CTerrorPlayer
DropItem, Make the player drop an item/weapon
SwitchToItem, Make the player switch to an item/weapon
SnapEyeAngles, Sets the view angles
GiveItemWithSkin( itemname, skin )

CTerrorWeapon
GetMaxClip1
GetMaxClip2
GetDefaultClip1
GetDefaultClip2
Clip1
Clip2
SetClip1
SetClip2
GiveDefaultAmmo
Reload

CDirector
GetGameModeBase
GetMapName
GetSurvivorSet

ResponseCriteria
GetValue, ( entity, criteriaName ) - returns a string
GetTable, ( entity, table ) - returns a table of all criteria
HasCriterion, ( entity, criteriaName ) - returns true if the criterion exists

CBaseTrigger
Disable
Enable
IsTouching, ( entity )

Global
DebugDrawBoxAngles, Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration)
ClientPrint, Print a client message
PrecacheSound
EmitAmbientSoundOn, Play named ambient sound on an entity.
StopAmbientSoundOn, Stop named ambient sound on an entity.
GetSoundDuration, Returns float duration of the sound. Takes soundname and optional actormodelname.
SetFakeClientConVarValue, Sets a USERINFO client ConVar for a fakeclient
ScreenShake, Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
ScreenFade, Start a screenfade with the following parameters. player, red, green, blue, alpha, flFadeTime, flFadeHold, flags
PrecacheModel
IsModelPrecached
IsSoundPrecached
IsDedicatedServer
GetListenServerHost
HasPlayerControlledZombies
"AllowFallenSurvivorItem", optionally reject items from spawning on the fallen survivor.
ShouldPlayBossMusic

- SCRIPT ENTITIES
"script_func_button" - spawn a func_button from script via extents.
"script_clip_vphysics" - structured the same as other script-based trigger entities.
"script_nav_attribute_region" - uses extents instead of brushes.

- RESPONSE RULES
- Added survivor criteria "InRescueVehicle", set to 1 when the vehicle has arrived and the survivor is inside.
- Added "NumberOfTeamAlive", "NumberOfTeamIncapacitated", and "NumberOfTeamDead" to the set of response rules global criteria.

- MISSION KEYS
- Added a mission key "allow_boss_mix" to the "versus_boss_spawning" block to bypass a restriction on having both a tank and a witch in the first and last maps of a campaign.
- Created variant keys to set a different character model
HunterVariant
SmokerVariant
BoomerVariant
BoometteVariant
SpitterVariant
JockeyVariant
ChargerVariant
WitchVariant
...