February 7th, 2010
QUOTE
Fixed a client crash during the localization of item names
Fixed a client crash caused by selecting Random in the class menu and then clicking on "Edit Loadout"
Fixed a client crash caused by selecting Random in the class menu and then clicking on "Edit Loadout"
---------------------------------
January 28th, 2010
QUOTE
Team Fortress 2
Added 3 new hats that can be worn by any class
Towering Pillar of Hats"
Noble Amassment of Hats"
Modest Pile of Hat"
Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up
Added "Edit Loadout" button to the class menu
Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images
Fixed Snipers being able to shoot enemies through gates
Fixed Linux servers not properly reconnecting to Steam when they lose their connection
Fixed stickies being destructible before they're stuck to something
Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds
Fixed the CTF HUD not properly handling flags being disabled/enabled during the round
Fixed player health panels sometimes using the wrong animations for buffed or low health values
Updated the net_showevents convar to be marked as a cheat
Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog
Updated Italian localization strings
Updated the custom TF2 fonts with Polish characters
Updated CP_Gorge
Added more cover outside of the initial BLU spawn area
Added a forward spawn for the BLU team after Cap1 is captured
Added another access point to the upper level from the front of the RED base
Added more cover in the room just before Cap2
Decreased RED team's respawn time while they own Cap1
Fixed a few areas where players would sometimes become stuck
Community requests
Added new options for the Invade CTF game mode flag. Default is 1
0 : No neutral time
1 : Flag goes neutral in 30 seconds (current behavior)
2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0
0 : Increment score (current behavior)
1 : Increment capture count
Added new inputs to item_teamflag
ForceDrop : Force the flag to be dropped if it's being carried by a player
ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location
SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base
Added new output to item_teamflag
OnTouchSameTeam : Sent when the flag is touched by a player on the same team
Added 3 new hats that can be worn by any class
Towering Pillar of Hats"
Noble Amassment of Hats"
Modest Pile of Hat"
Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up
Added "Edit Loadout" button to the class menu
Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images
Fixed Snipers being able to shoot enemies through gates
Fixed Linux servers not properly reconnecting to Steam when they lose their connection
Fixed stickies being destructible before they're stuck to something
Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds
Fixed the CTF HUD not properly handling flags being disabled/enabled during the round
Fixed player health panels sometimes using the wrong animations for buffed or low health values
Updated the net_showevents convar to be marked as a cheat
Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog
Updated Italian localization strings
Updated the custom TF2 fonts with Polish characters
Updated CP_Gorge
Added more cover outside of the initial BLU spawn area
Added a forward spawn for the BLU team after Cap1 is captured
Added another access point to the upper level from the front of the RED base
Added more cover in the room just before Cap2
Decreased RED team's respawn time while they own Cap1
Fixed a few areas where players would sometimes become stuck
Community requests
Added new options for the Invade CTF game mode flag. Default is 1
0 : No neutral time
1 : Flag goes neutral in 30 seconds (current behavior)
2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0
0 : Increment score (current behavior)
1 : Increment capture count
Added new inputs to item_teamflag
ForceDrop : Force the flag to be dropped if it's being carried by a player
ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location
SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base
Added new output to item_teamflag
OnTouchSameTeam : Sent when the flag is touched by a player on the same team
---------------------------------
January 14th, 2010
QUOTE
Additions
Various improvements to Spy disguise and feign death
Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct
Spies now play the appropriate death cry on feign death based on the corpse that appears
Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)
Feigning death due to explosive damage now has a chance to gib, like a normal death
Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)
The weapons dropped by feign death corpses now have appropriate physics and collision for their type
Combat text for damage done to Spies that feign death will now show the un-modified damage amount
Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask
Fixed a couple of physics issues on ragdolls created by feign death
Added convars to further customize the "play a hit sound whenever you injure an enemy" option
tf_dingaling_volume". Sets the volume of the hit sound
tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done
tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done
tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used
Added Medic Ubersaw kill taunt
Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play
Updated various localization strings
Changes
Removed the clamps on the "viewmodel_fov" convar
Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback
Force-a-Nature will now correctly knock back players on the ground
Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40
Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion
Increased the rate of the Soldier's Rage generation by 40%
Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10
Reduced the explosive damage resistance on the Chargin' Targe to 50%
Fixes
Fixed the Scout's legs twisting out of shape during a double jump
Fixed player models popping up and then down when they duck during a jump
Fixed Sniper rifle not penetrating friendlies
Fixed Bonk! Atomic Punch phase effect
Fixed rockets not being removed if they explode in func_nogrenades zones
Fixed the Sandman being able to bat balls through doors
Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt
Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)
Minor fixes to the crafting UI
Changed the item layout in the crafting panel to better fit the backpack panel
Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages
Fixed the crafting panel next/prev page buttons being hard to use while dragging
Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself
Updated Novint Falcon settings (no effect on non-Falcon players)
Recoil/Reload force added for the Direct Hit rocket launcher
Recoil/Reload force added for the Scottish Resistance sticky bomb launcher
More defined flesh hit force added for the Equalizer pick axe
More defined flesh hit/world hit force added for the Eyelander sword
Added swing forces for Eyelander sword
Added appropriate trumpet forces for Blu Buff Banner
Added appropriate trumpet forces for Red Buff Banner
Shotgun reload for Heavy & Pyro changed to feel more appropriate now
Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)
Various improvements to Spy disguise and feign death
Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct
Spies now play the appropriate death cry on feign death based on the corpse that appears
Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)
Feigning death due to explosive damage now has a chance to gib, like a normal death
Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)
The weapons dropped by feign death corpses now have appropriate physics and collision for their type
Combat text for damage done to Spies that feign death will now show the un-modified damage amount
Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask
Fixed a couple of physics issues on ragdolls created by feign death
Added convars to further customize the "play a hit sound whenever you injure an enemy" option
tf_dingaling_volume". Sets the volume of the hit sound
tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done
tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done
tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used
Added Medic Ubersaw kill taunt
Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play
Updated various localization strings
Changes
Removed the clamps on the "viewmodel_fov" convar
Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback
Force-a-Nature will now correctly knock back players on the ground
Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40
Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion
Increased the rate of the Soldier's Rage generation by 40%
Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10
Reduced the explosive damage resistance on the Chargin' Targe to 50%
Fixes
Fixed the Scout's legs twisting out of shape during a double jump
Fixed player models popping up and then down when they duck during a jump
Fixed Sniper rifle not penetrating friendlies
Fixed Bonk! Atomic Punch phase effect
Fixed rockets not being removed if they explode in func_nogrenades zones
Fixed the Sandman being able to bat balls through doors
Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt
Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)
Minor fixes to the crafting UI
Changed the item layout in the crafting panel to better fit the backpack panel
Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages
Fixed the crafting panel next/prev page buttons being hard to use while dragging
Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself
Updated Novint Falcon settings (no effect on non-Falcon players)
Recoil/Reload force added for the Direct Hit rocket launcher
Recoil/Reload force added for the Scottish Resistance sticky bomb launcher
More defined flesh hit force added for the Equalizer pick axe
More defined flesh hit/world hit force added for the Eyelander sword
Added swing forces for Eyelander sword
Added appropriate trumpet forces for Blu Buff Banner
Added appropriate trumpet forces for Red Buff Banner
Shotgun reload for Heavy & Pyro changed to feel more appropriate now
Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)
---------------------------------
January 8th, 2010
QUOTE
Team Fortress 2
Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them
Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1
Updated the achievement icon for the "May I Cut In?" Spy achievement to match the achievement description
Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them
Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1
Updated the achievement icon for the "May I Cut In?" Spy achievement to match the achievement description
---------------------------------
January 6th, 2010
QUOTE
Server Browser (for TF2 and DoD:S)
Added a client-side server blacklist
Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
Balance changes
Reduced the health penalty on The Sandman
The Force-A-Nature knockback on target now
Only applies to hits that deal more than 30 damage and are in close range
Factors in the firer's angle of attack when determining the knockback direction
Has less of an effect on grounded targets
The Dead Ringer now
Reduces cloak to 40% when uncloaking early
Has a 35% cap on the amount of cloak it can gain from an ammo pack
Has a quieter de-cloak sound
Changes / Fixes
Fixed a performance & stability issue with AMD processors
Improved the stability of the game server -> item backend connection
Fixed a rare server crash related to dispensers
Added min/max values to viewmodel_fov convar to match the settings in the slider
Reduced the number of moons in ctf_doublecross, sadly
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
Fixed a crash related to sv_pure and the wireframe_dx6 shader
Players can no longer shoot while stunned
Fixed a bug that caused movement speed reductions to not work on stunned players
Soldier Rage bar no longer resets when touching a resupply cabinet
Achievement fixes
Fixed the "Second Eye" Demoman achievement
Fixed a bug in the "Play Doctor" Medic achievement
Changed the requirements for the "Medals of Honor" Soldier achievement
Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
Fixed an issue that affected several achievements requiring the use of the Equalizer
Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
Changes to the TF Bots
In KOTH mode, Bots are now
More likely to roam around and hunt enemies if there is lots of time left
Become more likely to push for the point as time runs down, or their teammates start to capture it
Medic bots now
Opportunistically "overheal" nearby friends when they can
Prioritize healing of injured nearby friends more
Don't focus on Heavies quite so exclusively
Don't spam their Medigun continuously at round start
Won't choose cover far below their heal target so much (koth_nucleus)
Fight back with their syringe-gun appropriately
Various improvements to combat behaviors
General bot improvements
They no longer stand still on the point when capturing or defending it
They choose more varied routes now
They choose better defensive spots around captured points
They fall back to another weapon when they entirely run out of ammo
They adjust their FOV when using zoomed in sniper scope
They treat in-range Sentries as the most dangerous threat
They fire their weapons is more realistic bursts
Engineers use their shotgun properly
Added a "virtual mousepad" concept to rework how bots track enemy players
They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
Added more bot names as suggested by the TF community
Added a client-side server blacklist
Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
Balance changes
Reduced the health penalty on The Sandman
The Force-A-Nature knockback on target now
Only applies to hits that deal more than 30 damage and are in close range
Factors in the firer's angle of attack when determining the knockback direction
Has less of an effect on grounded targets
The Dead Ringer now
Reduces cloak to 40% when uncloaking early
Has a 35% cap on the amount of cloak it can gain from an ammo pack
Has a quieter de-cloak sound
Changes / Fixes
Fixed a performance & stability issue with AMD processors
Improved the stability of the game server -> item backend connection
Fixed a rare server crash related to dispensers
Added min/max values to viewmodel_fov convar to match the settings in the slider
Reduced the number of moons in ctf_doublecross, sadly
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
Fixed a crash related to sv_pure and the wireframe_dx6 shader
Players can no longer shoot while stunned
Fixed a bug that caused movement speed reductions to not work on stunned players
Soldier Rage bar no longer resets when touching a resupply cabinet
Achievement fixes
Fixed the "Second Eye" Demoman achievement
Fixed a bug in the "Play Doctor" Medic achievement
Changed the requirements for the "Medals of Honor" Soldier achievement
Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
Fixed an issue that affected several achievements requiring the use of the Equalizer
Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
Changes to the TF Bots
In KOTH mode, Bots are now
More likely to roam around and hunt enemies if there is lots of time left
Become more likely to push for the point as time runs down, or their teammates start to capture it
Medic bots now
Opportunistically "overheal" nearby friends when they can
Prioritize healing of injured nearby friends more
Don't focus on Heavies quite so exclusively
Don't spam their Medigun continuously at round start
Won't choose cover far below their heal target so much (koth_nucleus)
Fight back with their syringe-gun appropriately
Various improvements to combat behaviors
General bot improvements
They no longer stand still on the point when capturing or defending it
They choose more varied routes now
They choose better defensive spots around captured points
They fall back to another weapon when they entirely run out of ammo
They adjust their FOV when using zoomed in sniper scope
They treat in-range Sentries as the most dangerous threat
They fire their weapons is more realistic bursts
Engineers use their shotgun properly
Added a "virtual mousepad" concept to rework how bots track enemy players
They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
Added more bot names as suggested by the TF community
---------------------------------
December 22nd, 2009
QUOTE
Team Fortress 2
Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens
Fixed the TFBots not reacting correctly to stun effects
Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward
Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets
Fixed the player keeping their rage setting when the Buff Banner isn't equipped
Fixed resupply cabinet not clearing the rage and the buff status effect
Fixed the Buff Banner not working when +reload has been forced in console
Fixed the motion blur on charging Demomen not always drawing
Fixed the Direct Hit mini-critting enemies submerged in water
Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0
Capped the amount of overhealing from taking heads to the player's max buffed health
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player
Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
Updated the Baseball and Jarate HUD indicators to stay on screen when full
Crafting improvements
Spy's unlockable PDAs can now be smelted into scrap metal
Recipes can no longer produce items matching any of the items used in the crafting
Added some new recipes
Achievement fixes
Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team
Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point
Fixed several Scout achievements that were broken by the new type of bat stun
Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly
Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life
Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists
Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens
Fixed the TFBots not reacting correctly to stun effects
Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward
Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets
Fixed the player keeping their rage setting when the Buff Banner isn't equipped
Fixed resupply cabinet not clearing the rage and the buff status effect
Fixed the Buff Banner not working when +reload has been forced in console
Fixed the motion blur on charging Demomen not always drawing
Fixed the Direct Hit mini-critting enemies submerged in water
Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0
Capped the amount of overhealing from taking heads to the player's max buffed health
Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player
Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
Updated the Baseball and Jarate HUD indicators to stay on screen when full
Crafting improvements
Spy's unlockable PDAs can now be smelted into scrap metal
Recipes can no longer produce items matching any of the items used in the crafting
Added some new recipes
Achievement fixes
Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team
Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point
Fixed several Scout achievements that were broken by the new type of bat stun
Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly
Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life
Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists
Edited by Lewdis, 07 February 2010 - 08:13 PM.
Sign In
Create Account

Back to top












