12-22-2009, 09:44 PM
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12-22-2009, 11:36 PM
(12-22-2009, 07:35 PM)Surf314 link Wrote: [ -> ]Did they fix not getting the weapons?
I believe I got my milestone stuff I had missed before last night. Either that or it was coincidence that a random drop gave me both a Targe and Direct Hit.
12-22-2009, 11:39 PM
New Recipes:
Token for Class A + Any Item for Class B = Token for Class B
Token for Slot A + Any Weapon in Slot B = Token for Slot B
3 Camera Beards = Scrap Metal
That first one now makes crafting a weapon you don't have actually practical.
Token for Class A + Any Item for Class B = Token for Class B
Token for Slot A + Any Weapon in Slot B = Token for Slot B
3 Camera Beards = Scrap Metal
That first one now makes crafting a weapon you don't have actually practical.
12-22-2009, 11:48 PM
(12-22-2009, 07:50 PM)at0m link Wrote: [ -> ]Quote:Crafting improvements
Spy's unlockable PDAs can now be smelted into scrap metal
The spy has unlockable PDAs? Do they mean watches?
I think they meant the camera beard
01-06-2010, 04:44 PM
Oooooo! A balancing update, finally!
No Direct Hit or Chargin' Targe balance FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU
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_fixedshotgunspreads" 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
No Direct Hit or Chargin' Targe balance FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU
01-06-2010, 06:02 PM
Nice, sounds like a hefty patch full of fixes. Let's just cross our fingers that it doesn't break anything major. I don't think it's really necessary to nerf any of the new weapons yet.
lol.
(01-06-2010, 04:44 PM)Karthkarthkarth link Wrote: [ -> ]Reduced the number of moons in ctf_doublecross, sadly
lol.
01-06-2010, 06:10 PM
Quote:Balance changes
Reduced the health penalty on The Sandman (uh kay)
The Force-A-Nature knockback on target now
     Only applies to hits that deal more than 30 damage and are in close range (fuck yes)
     Factors in the firer's angle of attack when determining the knockback direction (fuck yes)
     Has less of an effect on grounded targets (<3 you valve)
The Dead Ringer now
     Reduces cloak to 40% when uncloaking early (mmkay sounds fair)
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
     Has a quieter de-cloak sound (sounds fair, <3)
Changes / Fixes
Reduced the number of moons in ctf_doublecross, sadly (never noticed, but )
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content (sounds cool for making montage videos)
Players can no longer shoot while stunned (yep)
Soldier Rage bar no longer resets when touching a resupply cabinet (never noticed but good)
Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle (cool)
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu (cool)
Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution (stupid)
01-06-2010, 06:14 PM
(01-06-2010, 06:10 PM)Dr. House link Wrote: [ -> ]Quote:Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution (stupid)
Unless you play superserious competitive games.
01-06-2010, 06:22 PM
(01-06-2010, 06:10 PM)Dr. House link Wrote: [ -> ]So you can't "die" 4 times in 10 seconds. >Quote:Balance changes
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
01-06-2010, 07:08 PM
"Fixed a performance & stability issue with AMD processors"
god finally
god finally
01-06-2010, 07:30 PM
(01-06-2010, 06:22 PM)backfire link Wrote: [ -> ][quote author=Dr. House link=topic=206.msg130936#msg130936 date=1262819404]So you can't "die" 4 times in 10 seconds. >
Quote:Balance changes
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
[/quote]
Basically so you cant run to the nearest Full Metal pack and completely refill the thing and be basically invincible
01-06-2010, 08:09 PM
its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid
01-06-2010, 08:10 PM
(01-06-2010, 08:09 PM)Tim link Wrote: [ -> ]its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupidagreed
now all they have to do is fix the random critz problem
01-06-2010, 09:16 PM
(01-06-2010, 08:10 PM)zaneyard link Wrote: [ -> ][quote author=Tim link=topic=206.msg130987#msg130987 date=1262826557]agreed
its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid
now all they have to do is fix the random critz problem
[/quote]
Pretty sure they fixed that one a looooooong time ago.
Also thank god the DR finally got properly balanced. No more god mode with ammo packs. Loqutus is gonna be sad.
01-06-2010, 10:11 PM
Also, since it's only -15hp with the Sandman... it's actually a viable option. I mean, 95 hp means your basicly half-dead already, but 115 means you can survive at least one rocket.
Sure, the sandman's a shell of what it used to be, but I'd give up 15 hp for a shot at preventing someone at firing for a few seconds.
Sure, the sandman's a shell of what it used to be, but I'd give up 15 hp for a shot at preventing someone at firing for a few seconds.
01-07-2010, 12:02 AM
(01-06-2010, 06:10 PM)Dr. House link Wrote: [ -> ]The Dead Ringer now
  Has a quieter de-cloak sound (sounds fair, <3)
Sweet, now I can make the paranoid even more so.
01-13-2010, 08:43 PM
[-]January 13, 2010 - Team Fortress 2 Update Released
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
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)
fixed alot of shit it seems, R.I.P gunboats, completely useless now
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
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)
fixed alot of shit it seems, R.I.P gunboats, completely useless now
01-13-2010, 08:48 PM
MEDICT TAUNT KILL..... YESSSSSSSSSSSSSSSSS! ;D
01-13-2010, 08:49 PM
Finally.
01-13-2010, 08:55 PM
(01-13-2010, 08:43 PM)diggs link Wrote: [ -> ]Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosionI hate everything
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