There's the obvious updates from tonight (new guns, new achievements, etc). But here's what you probably missed. Emphasis added for the interesting points.
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Added new attack animations to most melee weapons
Added new speech for the Heavy and Demoman
Teleporter effect no longer shows up on invisible or disguised Spies
Spies disguised as their own team can now capture control points
Increased force taken by pipebombs by bullets and explosions
Fixed exploit where clients could start benchmark mode on servers
Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
For mapmakers:
Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
Granary
Added setup time logic, and gates to the middle
2Fort
Added medium ammo and health to basement hallways
Added small ammo and health to top of spiral
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The ammo and health on 2Fort will hopefully cut down a bit on turtling (they'll help out anyone who actually managed to make it down there in the first place)
Setup time on Granary (if it is what I think it is), will hopefully make it less of a steamroll map. Very nice.
The idea of adding engineer buildings in a map is pretty cool, but giving the option of making them invulnerable seems excessive. Perhaps this could be used to create THE ULTIMATE SPY MAP?
<3 the pipe-bomb and spy fixes as well as the benchmark prevention fix (just one day late
), lol at trying the stop the sv_cheats achievement whores.
(04-30-2008, 06:08 AM)copulatingduck link Wrote: [ -> ]Teleporter effect no longer shows up on invisible or disguised Spies[/b]
Spies disguised as their own team can now capture control points
WTF...that's going to totally change the game. :o
(04-30-2008, 07:28 AM)fyre link Wrote: [ -> ][quote author=copulatingduck link=topic=206.msg4953#msg4953 date=1209553730]
Teleporter effect no longer shows up on invisible or disguised Spies
Spies disguised as their own team can now capture control points
WTF...that's going to totally change the game. :o
[/quote]
How would the first one? Either way you see it as
someone from the other team trying to cap.
The first one sounds like a bit of a pain, but it means spies can get to the opponents quicker. Always nice to keep people on their toes.
(04-30-2008, 08:20 AM)ScottyGrayskull link Wrote: [ -> ][quote author=fyre link=topic=206.msg4956#msg4956 date=1209558483]
[quote author=copulatingduck link=topic=206.msg4953#msg4953 date=1209553730]
Teleporter effect no longer shows up on invisible or disguised Spies
Spies disguised as their own team can now capture control points
WTF...that's going to totally change the game. :o
[/quote]
How would the first one? Either way you see it as
someone from the other team trying to cap.
The first one sounds like a bit of a pain, but it means spies can get to the opponents quicker. Always nice to keep people on their toes.
[/quote]
I think it's just to make the spy more n00b friendly honestly. Valve has said before they want the spy to be an easier more accessible class than it currently is, and honestly, if you pub at all, you cannot deny that you see retarded spies taking the teleporters to this day.
I pub less now because I've gotten booted so many times for trying to teach people a few things about playing as/against spies
.
(04-30-2008, 08:26 AM)copulatingduck link Wrote: [ -> ]I think it's just to make the spy more n00b friendly honestly. Valve has said before they want the spy to be an easier more accessible class than it currently is, and honestly, if you pub at all, you cannot deny that you see retarded spies taking the teleporters to this day.
Indeed. If there's one or more players with a much lower score than everybody else, chances are they're failing horribly at being a spy.
Heh, I should go on pub servers as a spy and see how many people still tell me off when I take teleporters.
The update was a long time coming with the spy's teleporter trail IMO
(04-30-2008, 06:08 AM)copulatingduck link Wrote: [ -> ]Setup time on Granary (if it is what I think it is), will hopefully make it less of a steamroll map. Very nice.
Played through Granary earlier and it has made no difference.
(04-30-2008, 09:19 PM)Versus link Wrote: [ -> ][quote author=copulatingduck link=topic=206.msg4953#msg4953 date=1209553730]Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
:o
[/quote]
I'm excited by that feature
Yeah I like the idea of permanent engy emplacements, I wonder what happens if you sap them though? They just lose power until unsapped?
(05-01-2008, 01:28 AM)Wedge link Wrote: [ -> ]Yeah I like the idea of permanent engy emplacements, I wonder what happens if you sap them though? They just lose power until unsapped?
I hope so. That would be awesome.
Or just put an enemy sentry inside each teams spawn room. See how long it takes for every player to quit the game.
It'd be great if the sentries would activate or deactivate based on certain conditions in the map. Imagine the awesome maps you can create based on that! Also no more ninja caps (except spies I guess, unless you can set it to recognize them).
Quote:Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
spawn camping prevention, awesome. (similar to dod in some way)
SUPAH BUMP!
Also:
June 23rd, 2008:
- Reduced Medic's unlockable requirements to match that of the Pyro's. Medic players now meeting the requirements will receive their unlockables shortly after joining a server
- Fixed Spy sapper viewmodel animation popping
Grats to Wedge, who I'm hoping finally got his Medic unlocksÂ
Ha ha ha. Actually I got the final Medic Achievement on Sunday XD.
Your obsession with Burger King based games will never be explained.
M.C. Kids forevar
[img]http://www.theoldcomputer.com/Libarary's/Pictures/NESGameCovers/M.C%20Kids.jpg[/img]
I had motherfucking MC Kids on my NES back in the day.
(06-24-2008, 01:33 AM)copulatingduck link Wrote: [ -> ]- Reduced Medic's unlockable requirements to match that of the Pyro's. Medic players now meeting the requirements will receive their unlockables shortly after joining a server
Awesome! I'm only one away from the Kritz then
All medic achievements for the übersaw
All the time, all the hard work for nothing awww