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Team Fortress 2: The classless update


mistermojo

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Dunno if there are any other TF2 fanatics here who are interested, but a new non-class specific update has been announced for the game :D

 

So far, 18 new hats, a new arena map, a new gamemode (King of the Hill), along with koth_viaduct, koth_nucleas and koth_sawmill, have been announced.

 

You can check it out here

 

The pages update around 10:30 - 11:30 UK time.

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Sounds Good :)

 

I havent found any hats yet :( lets hope they bring a new way to get them.

 

No me neither, and I play it alot more than you lol.

 

I think it's good that they're rare though, but with a total of 27 hats after the update you'll be 3 times as likely to find one ;)

 

What i'd really like is:

A new backpack layout (something like this, props to PcyBouH from steam forums), bug fixes, performance optimisations, a trade system, customisable weapons/appearance, and a bunch of new weapons.

 

But that's just wishful thinking.

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That layout is awesome! Anyway, I've been away the last few days, so seeing this on Steam was like WOOHOO! :D

I love TF2. I play it too much though :p

 

Yeah, it's the only game I never get bored of :thumbsup:

 

The update is now live, and it owns :D

 

Full list of changes:

New Content

 

  • Added King Of The Hill game mode
  • Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
  • Added lots of new hats

 

Additions / Changes

 

  • Added "Auto Reload" option to the multiplayer advanced options
    • Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

     

    [*]Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

    [*]Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

    [*]Significantly reduced the amount of network traffic being sent

    [*]Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

    [*]Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

    • Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

     

    [*]Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

    [*]Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

    [*]Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

    [*]Added an "Inspect" key that allows you to look at items being carried by your team mates

    [*]Backpack improvements:

    • Added drag & drop to move items around. Item positions are maintained on the backend
    • Added multi-select, allowing you to delete multiple items at once
    • Added a new key to the key binding page that opens your inventory directly to your backpack
    • Fixed mouseover panel being incorrectly position when the backpack first appears

     

    [*]Cloaked Spies standing in valid backstab positions no longer raise their knife

    [*]Added current map name and gametype to the bottom right of scoreboard

    [*]Added class icons to tips on the loadout and loading screens

    [*]Improved visuals around flags when they're being carried by a player

    [*]Improved critboosted visuals, making it much clearer when an enemy has critboost

    [*]Updated the loading panel to show the game type under the map name during level transition

    [*]In-game chat dialog now supports full Unicode characters

    [*]Added BLU main menu background

    [*]Added response caching for some server queries to help reduce the CPU load from DOS attacks

    [*]Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

 

Map Changes

 

  • Update PLR_Pipeline
    • Increased the starting advantage in the third round if a team has won the first two rounds
    • Fixed carts not continuing to the second round if they're capped at the same time in the first round
    • Fixed being able to shoot pipebombs over the starting gates in the first round
    • Fixed being able to open the doors in the first round before the setup time was finished
    • Fixed players getting stuck in some doors
    • Fixed players being able to get onto rooftops and out of the map boundaries
    • Fixed other minor bugs and exploits

     

    [*]Added community map Arena_Offblast

    [*]Added community map Cp_Yukon

    [*]Update Arena_Sawmill

    • Fixed DirectX8 bug where some models would not be visible
    • Fixed exploit with building teleporters outside of the map

     

    [*]Updated CP_Granary

    • Made a few changes to improve balance based on competitive community feedback

     

 

Item Reworks

 

  • The Force of Nature
    • The enemy knockback now only works in close range and behaves more like the Pyro's air blast
    • Enemies cannot be juggled by the FaN's effect
    • The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
    • Knockback is now scaled by damage done

     

    [*]The Sandman

    • A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
    • Stunned players now take 75% of all incoming damage instead of 50%
    • Ubercharged players can no longer be stunned
    • Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
    • The minimum distance to stun a target has been reduced
    • The negative attribute has changed from "no double jump" to "-25 max health"

     

 

Fixes

 

  • Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
  • Fixed an exploit that allowed players to work around sv_pure
  • Particle files are now protected by sv_pure
  • Fixed critboost effect getting stuck on when you die while critboosted
  • Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
  • Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
  • Fixed an exploit where you could reload The Huntsman faster than intended
  • Fixed Heavy "civilian" exploit
  • Fixed a set of exploits using the DXSupport config files
  • Fixed r_screenfademinsize and r_screenfademaxsize exploits
  • Fixed sentries firing at a fully cloaked Spy if they're still the closest target

 

Community requests

 

  • Added a HUD element for hybrid CTF & CP maps
    • Supports 1 or 2 flags, and any number of CPs
    • Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

     

    [*]Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

    • Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

     

    [*]Added new "medic_death" event for server logs

    • Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
      • healing is the amount the Medic healed in that life
      • ubercharge (1/0) is whether they died with a full charge

       

     

    [*]Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it

 

:eek:

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