steam_news
11.01.2010, 15:20
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][B]Server Browser (for TF2 and DoD:S)
Added a client-side server blacklist[br]
Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range[br]
Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)[br]
[br][B]Balance changes
Reduced the health penalty on The Sandman[br]
The Force-A-Nature knockback on target now[br]
Only applies to hits that deal more than 30 damage and are in close range[br]
Factors in the firer's angle of attack when determining the knockback direction[br]
Has less of an effect on grounded targets[br]
The Dead Ringer now[br]
Reduces cloak to 40% when uncloaking early[br]
Has a 35% cap on the amount of cloak it can gain from an ammo pack[br]
Has a quieter de-cloak sound[br]
[br][B]Changes / Fixes
Fixed a performance & stability issue with AMD processors[br]
Improved the stability of the game server -> item backend connection[br]
Fixed a rare server crash related to dispensers[br]
Added min/max values to viewmodel_fov convar to match the settings in the slider[br]
Reduced the number of moons in ctf_doublecross, sadly[br]
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content[br]
Fixed a crash related to sv_pure and the wireframe_dx6 shader[br]
Players can no longer shoot while stunned[br]
Fixed a bug that caused movement speed reductions to not work on stunned players[br]Soldier Rage bar no longer resets when touching a resupply cabinet[br]
[br][B]Achievement fixes
Fixed the "Second Eye" Demoman achievement[br]
Fixed a bug in the "Play Doctor" Medic achievement[br]
Changed the requirements for the "Medals of Honor" Soldier achievement[br]
Updated description for the "Blind Fire" Demoman achievement to better explain the requirements[br]
Fixed an issue that affected several achievements requiring the use of the Equalizer[br]
[br][B]Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle[br]
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu[br]
Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution[br]
Added a "show_htmlpage" command to allow server operators to display custom web pages to clients[br]
[br][B]Changes to the TF Bots[br]
In KOTH mode, Bots are now[br]
More likely to roam around and hunt enemies if there is lots of time left[br]
Become more likely to push for the point as time runs down, or their teammates start to capture it[br]
Medic bots now[br]
Opportunistically "overheal" nearby friends when they can[br]
Prioritize healing of injured nearby friends more[br]
Don't focus on Heavies quite so exclusively[br]
Don't spam their Medigun continuously at round start[br]
Won't choose cover far below their heal target so much (koth_nucleus)[br]
Fight back with their syringe-gun appropriately[br]
Various improvements to combat behaviors[br]
General bot improvements[br]
They no longer stand still on the point when capturing or defending it[br]
They choose more varied routes now[br]
They choose better defensive spots around captured points[br]
They fall back to another weapon when they entirely run out of ammo[br]
They adjust their FOV when using zoomed in sniper scope[br]
They treat in-range Sentries as the most dangerous threat[br]
They fire their weapons is more realistic bursts[br]
Engineers use their shotgun properly[br]
Added a "virtual mousepad" concept to rework how bots track enemy players[br]
They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"[br]
After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"[br]
Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge[br]
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[br]
Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue[br]
Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them[br]
Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer[br]
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag[br]
Added more bot names as suggested by the TF community[br]
[br] [br] Дальше... (http://store.steampowered.com/news/3308/)
Added a client-side server blacklist[br]
Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range[br]
Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)[br]
[br][B]Balance changes
Reduced the health penalty on The Sandman[br]
The Force-A-Nature knockback on target now[br]
Only applies to hits that deal more than 30 damage and are in close range[br]
Factors in the firer's angle of attack when determining the knockback direction[br]
Has less of an effect on grounded targets[br]
The Dead Ringer now[br]
Reduces cloak to 40% when uncloaking early[br]
Has a 35% cap on the amount of cloak it can gain from an ammo pack[br]
Has a quieter de-cloak sound[br]
[br][B]Changes / Fixes
Fixed a performance & stability issue with AMD processors[br]
Improved the stability of the game server -> item backend connection[br]
Fixed a rare server crash related to dispensers[br]
Added min/max values to viewmodel_fov convar to match the settings in the slider[br]
Reduced the number of moons in ctf_doublecross, sadly[br]
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content[br]
Fixed a crash related to sv_pure and the wireframe_dx6 shader[br]
Players can no longer shoot while stunned[br]
Fixed a bug that caused movement speed reductions to not work on stunned players[br]Soldier Rage bar no longer resets when touching a resupply cabinet[br]
[br][B]Achievement fixes
Fixed the "Second Eye" Demoman achievement[br]
Fixed a bug in the "Play Doctor" Medic achievement[br]
Changed the requirements for the "Medals of Honor" Soldier achievement[br]
Updated description for the "Blind Fire" Demoman achievement to better explain the requirements[br]
Fixed an issue that affected several achievements requiring the use of the Equalizer[br]
[br][B]Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle[br]
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu[br]
Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution[br]
Added a "show_htmlpage" command to allow server operators to display custom web pages to clients[br]
[br][B]Changes to the TF Bots[br]
In KOTH mode, Bots are now[br]
More likely to roam around and hunt enemies if there is lots of time left[br]
Become more likely to push for the point as time runs down, or their teammates start to capture it[br]
Medic bots now[br]
Opportunistically "overheal" nearby friends when they can[br]
Prioritize healing of injured nearby friends more[br]
Don't focus on Heavies quite so exclusively[br]
Don't spam their Medigun continuously at round start[br]
Won't choose cover far below their heal target so much (koth_nucleus)[br]
Fight back with their syringe-gun appropriately[br]
Various improvements to combat behaviors[br]
General bot improvements[br]
They no longer stand still on the point when capturing or defending it[br]
They choose more varied routes now[br]
They choose better defensive spots around captured points[br]
They fall back to another weapon when they entirely run out of ammo[br]
They adjust their FOV when using zoomed in sniper scope[br]
They treat in-range Sentries as the most dangerous threat[br]
They fire their weapons is more realistic bursts[br]
Engineers use their shotgun properly[br]
Added a "virtual mousepad" concept to rework how bots track enemy players[br]
They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"[br]
After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"[br]
Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge[br]
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[br]
Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue[br]
Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them[br]
Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer[br]
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag[br]
Added more bot names as suggested by the TF community[br]
[br] [br] Дальше... (http://store.steampowered.com/news/3308/)