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XiD
01-06-2010, 05:14 PM
TF2 had a great update today. Here's the changelog, with highlighted things that I consider "huge" or "very awesome changes."

Server Browser (for TF2 and DoD:S)

* Added a client-side server blacklist
o Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
o 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
o Only applies to hits that deal more than 30 damage and are in close range
o Factors in the firer's angle of attack when determining the knockback direction
o Has less of an effect on grounded targets
* The Dead Ringer now
o Reduces cloak to 40% when uncloaking early
o Has a 35% cap on the amount of cloak it can gain from an ammo pack
o 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_fixed_weaponspreads" 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
o More likely to roam around and hunt enemies if there is lots of time left
o Become more likely to push for the point as time runs down, or their teammates start to capture it
* Medic bots now
o Opportunistically "overheal" nearby friends when they can
o Prioritize healing of injured nearby friends more
o Don't focus on Heavies quite so exclusively
o Don't spam their Medigun continuously at round start
o Won't choose cover far below their heal target so much (koth_nucleus)
o Fight back with their syringe-gun appropriately
* Various improvements to combat behaviors
* General bot improvements
o They no longer stand still on the point when capturing or defending it
o They choose more varied routes now
o They choose better defensive spots around captured points
o They fall back to another weapon when they entirely run out of ammo
o They adjust their FOV when using zoomed in sniper scope
o They treat in-range Sentries as the most dangerous threat
o They fire their weapons is more realistic bursts
o Engineers use their shotgun properly
* Added a "virtual mousepad" concept to rework how bots track enemy players
o They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
o After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
o Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
o 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

XiD
01-06-2010, 05:16 PM
This is a great update as it fixes the sandman. Scouts not having the sandman available (since it was bugged and not working at all) was a serious detriment. Combined with the health balancing, scouts just got a much needed boost back in strength.

Plus, the rage bar not dissapearing on the medicabinet is great.

The hitnoise on player damage is HUGE because identifying spys just became infinitely easier.

shK
01-06-2010, 05:27 PM
Sweet. Thanks for the input xid! Now when you are using the Natascha, I just have to bonk you and it's all over with :-) I plan on hopping on tonight and giving the new update a try!

fenster
01-06-2010, 05:33 PM
Balance changes
* The Dead Ringer now
o Reduces cloak to 40% when uncloaking early
o Has a 35% cap on the amount of cloak it can gain from an ammo pack
o Has a quieter de-cloak sound


Wow, huge changes here. 35% cap on cloak recharge finally eliminates DR spies who hop from ammo pack to ammo pack, thank god. Love the quieter de-cloak too, hopefully it's not basically a siren anymore. Still, wonder if a lot of DR spies won't switch to invisibility watch now.

Also good thing they fixed the Sandman. I'll suck just a little less as scout now, woo.

The Announcer
01-06-2010, 08:26 PM
Hmm, good thing I'm a Campin'Dagger spy. I never liked the DR as it is.

fenster
01-07-2010, 10:42 AM
Hmm, good thing I'm a Campin'Dagger spy. I never liked the DR as it is.

I wouldn't really know because I don't play spy that often but from what I hear the C&D is not a very good watch. It might be a little easier to get backstabs with it, but the time wasted getting into a good position while cloaked is too detrimental to your team. I think the IW is probably harder to use but, when mastered, is more effective.

Anyone?

The Announcer
01-07-2010, 11:10 AM
The IW can be effective, I'm just horrible with it. I always run out at the worst times.