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Просмотр полной версии : Team Fortress 2 Update Released


steam_news
20.12.2024, 05:40
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:[br][br]

Updated the Brain Cane to fix problems with the texture and phong value[br]
Updated The Battle Music

Added missing Hat style[br]
Fixed the models due to clipping on Heavy's ears and misalignment on Engineer[br]
Improved and strengthen the Noise Cancellation[br]
Updated the materials to fix it not being shiny[br]
Updated the backpack icon to reflect the materials change

Updated cp_gravelpit_snowy

Fixed potential incompatibility with external VScript files (thanks Le Codex!)[br]
Re-implemented cubemap reflections in ice cave[br]
Fixed perch spots

Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock

Restored Hale's resistance to knockback back to 75%[br]
Reduced bonus flame damage against Hale from 50% to 25%[br]
Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)[br]
Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)[br]
Removed area-of-effect of Hale's normal punches (thanks Wendy)[br]
Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable[br]
Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)[br]
Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)[br]
Fixed Hale being able to stomp while underwater (thanks Bradasparky)[br]
Fixed Sweeping Charge not working against underwater opponents[br]
Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)[br]
Fixed Hale's faulty ground detection (thanks Bradasparky)[br]
Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)[br]
Fixed the voice lines refusing to play sometimes

Updated pl_patagonia

Stage 1

Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) [br]
Fixed sometimes hearing outside soundscapes inside blue spawn[br]
Fixed being able to build in a very high rooftop after point A[br]
Fixed being able to build in blue spawn[br]
Cart elevator is no longer the glitchiest thing in the universe[br]
Fixed cart not rolling back after completing the elevator descent sequence[br]
Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).

Stage 2

Removed rollback from the train container ramp in last point (Thanks b4nny)[br]
Gave blue more high ground for last point[br]
Added an additional dropdown for blue for last point[br]
Fixed being able to be teleported into red spawn as blue after capping point A[br]
Removed long hill rollback before point C[br]
Fixed bots getting stuck on the closed train doors after cap B[br]
Fixed being able to leave stickies inside blue last spawn[br]
Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.[br]
Fixed a pop-in issue relating to areaportals below point B[br]
Fixed being able to enter the last blue spawn as red[br]
Birdie (Thanks Explocivo808)

Stage 3

Added a fenced section for the long wood cover wall in last point (Thanks b4nny)[br]
Mirrored the window sniper spot in last point choke[br]
Fixed being able to build behind a displacement rock wall in last point[br]
Removed troll teleport spot in last point ending ramp

All Stages

Slightly lowered sun brightness and slightly raised skylight brightness[br]
Improved skybox transitions[br]
The cart no longer tries to defy the law of physics[br]
Ninjaneers have more freedom to be ninjas[br]
The bots have learned how to play the map[br]
Gave the cart another coronación de gloria


[br][br]Дальше... (https://store.steampowered.com/news/235674/)