Team Fortress 2 Update Released
Posted: February 3rd, 2009, 17:00
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
- -Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it
- -Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
- -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
- -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
-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 - -Base chance is now 2% (was 5%).
- -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
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