Team Fortress 2 Update Released

      Team Fortress 2 Update Released

      auf >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
      • 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
      Quelle: http://www.teamfortress.com/post.php?id=20601