Quelle: http://www.teamfortress.com/post.php?id=20601auf >teamfortress.com< wurde geschrieben:
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
 
- For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
 - Updated several maps to support competitive mode
 - Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
 - Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
 - Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
 - Added the Civilian Grade Stat Clock
 
- Applies a Strange Stat Clock to a Civilian grade weapon
 - Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
 - Mannpower update
 
- Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
 - Reflect powerup
 
- Removed 25% resistance attribute
 - All classes can now have up to 400 health
 - Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
 - Reflection damage increased from 50% to 80% of damage received
 - Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
 - Supernova powerup
 
- Minimum stun duration increased from 1 to 2 seconds
 - Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
 - Vampire powerup
 
- Melee attack now returns 1.25x damage as health (up from 1.0x)
 - Regen and King powerup
 
- Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
 - Increased metal regeneration amount
 - Gift Wrap has returned!
 
- Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
 - Items can now be unwrapped by their original wrapper
 - Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
 - Giftapults can again deliver items to random players online, but will remain un-craftable
 - Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
 - Vote kick events now display that target player's Steam avatar
 - Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
 - Updated the Crusader's Crossbow
 
- Added a new shoot sound
 - Added a new impact/heal sound when a teammate is healed
 - Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
 - Fixed That '70s Chapeau not being removed when the Sniper taunts
 - Fixed the Catastrophic Companions hiding the player's hat and headphones
 - Fixed an LOD issue for The AWPer Hand
 - Added combat text and hit sounds for damage done to buildings
 - Added a "Last Hit" sound option to Hit Sounds
 
- Triggered when one of your attacks causes the death of a player or building
 - Can be toggled in the Adv. Options menu
 - Updated the materials for the Panic Attack to support mat_picmip
 - Updated the Taunt: Zoomin' Broom sound effects
 - PASS Time update
 
- Fixed workshop maps not loading correctly
 - Fixed being able to get inside jump pads
 - Removed Sandman long-distance steal
 - Added experimental cvars for playtesting
 - Updated cp_vanguard
 
- Removed teleporter exploit on second point
 - Various minor fixes (lighting, collision, optimization)
 - Updated pl_borneo
 
- Fixed an exploit related to the final control point and dropped weapons
 - Updated pl_snowycoast
 
- Adjusted various spawn point facings to make side exits more obvious
 - Adjusted position of resupply cabinet in RED's 1st spawn
 - Added ledge to 2nd point flank route window
 - Adjusted common sentry nests on 2nd
 - Added stronger light to entrance of lower flank route
 - Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
 - RED no longer get forced respawn when 2nd is captured
 - Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
 - Adjusted timing of flank doors at 2nd and in mines
 - Updated door texture for flank exit by 2nd point gate
 - Improved defendability and enlarged 3rd point
 - Adjusted position of 3rd cap
 - Adjusted health & ammo at 3rd
 - Updated door texture for flank exit by mines
 - Changed a medium ammo pack at last to full ammo pack
 - Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
 - Added 3rd exit to BLU's last forward spawn
 - Improved defendability of ledges at last inside building
 - Added new dropdown area to RED's last
 - Adjusted lighting in various areas
 - Fixed dx settings on light pole props
 
Team Fortress 2 Update Released
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