Updates to Team Fortress 2, Half-Life 2: Episode 1 & 2, and Portal have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2, Episode 1 & 2, and Portal
-Added support for the Novint Falcon
General
-Added an option to the advanced multiplayer menu to select left or right handed view models
-Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
-Fixed a bug where a fake Spy hand would appear on the screen of other players
-Custom death animations now only play 25% of the time
-Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
-Fixed rare client crash on connection and level change
-Removed refract from water ripples caused by bullet impacts for performance reasons
-Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
-Started tracking localization settings to help make decisions regarding localization in the future
-Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded
Mapmaker requests
-Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
-Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
-Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
Sniper
-Fixed a bad detection case in the "Friendship is Golden" achievement
-Changed the description of the "Triple Prey" achievement so it better describes how to get it
-Critical arrows now have a trail and correctly deal enhanced damage
-The Huntsman now defaults to be right handed
-Friendly arrows will no longer trigger the near miss sound on you
-Fixed several sources of floating arrows
Spy
-Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
-Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
-Fixed a bug where the spy's watch would randomly change models during play
-Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
-The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
-Increased the Cloak and Dagger regeneration rate slightly
-Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
-The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
-Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
-The Dead Ringer's cloak meter can now be regenerated from ammo sources
-The Ambassador now only crits when fully accurate and no longer penetrates enemies
-The Spy can no longer change weapons from the knife while shocked by the Razorback
-horse-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
-Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
trev wrote:Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
'bout time.
trev wrote:-The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
-Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
-The Dead Ringer's cloak meter can now be regenerated from ammo sources
And again, about time. Dead Ringer is fun and useful again.
buzzmong wrote:-The Ambassador now only crits when fully accurate and no longer penetrates enemies
YAY! No more Spy's running in, firing their hand cannons willy nilly and winning!
Decent spies will get your back anyway. Odd though, I rarely even crit to the head with it, except when sniping.
buzzmong wrote:-horse-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
Nooooo if it means disguised enemey spies!
Sorry? It's not like pyros run around burning everyone on their teams all the time or something...
Baliame wrote:Decent spies will get your back anyway. Odd though, I rarely even crit to the head with it, except when sniping.
Oh, decent spies yes, but I've been playing scout and medic recently, and it's annoying when the spies wade into combat and crit headshot you by spamming the hand cannon at your head, bascially going in for the luck shot rather than aiming and sniping with it like you're meant to.
Baliame wrote:Sorry? It's not like pyros run around burning everyone on their teams all the time or something...
No, but it's handy on the larger maps or when you've got useless pyros. Hopefully that update only means it won't affect your actual team spies, and it will still affect the enemy. More interested about the FAN though, if a pyro is backblasting a suspected spy he's useless.
Baliame wrote:Good point there, I go against scouts with the gun because there's little chance I'm actually stabbing them. Luck headshots will still exist.
True, but effectively they've only got the 1 shot now before they have to retreat. Unless they swap to the knife they'll get eaten by Scouts/Medic/Engineers who are better equipped for that type of combat.
Combat medics are awesome. They're good in solo (vampire syringe gun is very effective for killing anything faster & including demos), but a pair of combat medics with ubersaws are unstoppable if there are a few people around.
Baliame wrote:Combat medics are awesome. They're good in solo (vampire syringe gun is very effective for killing anything faster & including demos), but a pair of combat medics with ubersaws are unstoppable if there are a few people around.
This. Although, I notice a severe lack of skill when it comes to OTHER people using the Blut/Syringe gun, I see loads of people aiming level rather that taking the arc into account.
Although, the gun is a pain to use on strafing enemies unless they're half decent scouts who zig zig, often zig zagging back into the stream.