Team Fortress 2 Update Released Author: valve valve Category: Valve news update Valve news update Publish Date: Mon, 2 Feb 2009 05:28:15 -0800
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 client features
-Added Viewmodel FOV slider to advanced multiplayer options
-Added a hide viewmodel option to advanced multiplayer options
-Added custom crosshair support
-Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
-Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
-Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
-Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it
New server features
-Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
-Added class limit support to tournament mode
-Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
-Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to horse clients not to display domination icons over their nemeses
Gameplay changes
-Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
-Base chance is now 2% (was 5%).
-Bonus range based on damage done changed from 0%-15% to 0%-10
-Damage range required for bonus changed from 0-1600 to 0-800
-Reduced random damage spread applied to all player damage from +-25% to +-10%
-Slight reduction (improvement) of the minigun's spread
-Increased flare direct hit damage from 20 to 30
-Rewrote Natascha's slowdown code to be more consistent
-Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
-Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
-Increased soldier primary ammo count from 16 to 20
Bugfixes
-Fixed crash when running in tools mode
-Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
-Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
-Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
-Fixed Medic UberCharge percentage in minimal-HUD mode
No. Seriously. One thing that cannot ruin TF2 is a fucking pile of scouts, you wouldn't even notice it with the general amount of scouts you get on a 5-point map. A lot of servers limit scouts at 4 per team anyway.
Baliame wrote:And knowing Valve, "next" is around Christmas 2010?
Not this time, according to the steam powered tf2 blog, it was pretty much ready for deployment, just pending a few art assets and awaiting an engine patch.
So, probably the next few weeks.
Remember, left for bread has been out for a while now, the teams will be back to their normal projects for a while.
buzzmong wrote:Remember, left for bread has been out for a while now, the teams will be back to their normal projects for a while.
Actually, I wouldn't mind if they fucked off with their scout update and instead set up proper custom map support (and with it L4D for SDK update) for L4D.