Wixern Posted September 15, 2009 Posted September 15, 2009 So, to everyone who is oblivious of patches/ updates, or doesn't visit the regular TF2 forum: A new update has been released. The three main things to change are:- The Blutsauger now drains 2 hp per second when used, slowing the medic's regular regeneration down.- Sandviches can now be dropped to provide health to teammates. They also restore more HP when eaten via the taunt method.- Explosions on stickies, grenades and rockets have been changed in radius. They should be more "Consistent" now, whatever that means...Full update news, as always, to be found under your "Games" directory in Steam. Just right-click Team Fortress and check the update news. Quote
VforV Posted September 16, 2009 Posted September 16, 2009 But if you drop your sandvich, it's gone? (Till the round is over/you go back to the ammo closet I mean) Quote
Axon Posted September 16, 2009 Posted September 16, 2009 But if you drop your sandvich, it's gone? (Till the round is over/you go back to the ammo closet I mean)If you pick up a medkit at full HP, you'll regain your Sandvich.I think people will be running around Heavies yelling MEDIC! whilst they don't know yet how to drop their Sandviches. Quote
Clavus Posted September 16, 2009 Posted September 16, 2009 - Explosions on stickies, grenades and rockets have been changed in radius. They should be more "Consistent" now, whatever that means...I'll explain, by using this 2D image of the damage radius: Green is the point of impact.The red box was apparently the 'old' way of calculating the surrounding splash damage.The blue circle is the new way.It's actually kind of silly they didn't do this before. It's more 'consistent' now because you'll always receive the same amount of damage at the same distance (all other factors not taken in). Quote
Axon Posted September 16, 2009 Posted September 16, 2009 - Explosions on stickies, grenades and rockets have been changed in radius. They should be more "Consistent" now, whatever that means...I'll explain, by using this 2D image of the damage radius: Green is the point of impact.The red box was apparently the 'old' way of calculating the surrounding splash damage.The blue circle is the new way.It's actually kind of silly they didn't do this before. It's more 'consistent' now because you'll always receive the same amount of damage at the same distance (all other factors not taken in).Cool. Demoman is more awesome now. Quote
Lukkie Posted September 16, 2009 Posted September 16, 2009 Team Fortress 2 Update ReleasedUpdates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:Engine * If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar setAdditions / Changes * Backpack improvement o Added support for 100 slots in the backpack o Backpack can now be sorted by type o Multi-selection in the backpack is now done by holding down the Ctrl key * Alt-fire on the Sandvich now drops sandviches o A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy o A Heavy can regain his sandvich by collecting a healthkit while already being at full health o Eating a sandvich using the taunt method now heals a Heavy to full health o Dropped sandviches heal 50% of the collector's health * Medic regen changes o Base regen amount increased from 1/sec to 3/sec o Regen amount increase since time of last damage decreased from 3x to 2x o End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec * Blutsauger o Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" o Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec * Added "mp_windifference" server ConVar (default to 0) o When set to X, matches will be considered won if a team gets X points ahead of the other team * Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog * Added "Disable weather effects" option to the Multiplayer->Advanced options dialog * Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog o If set (default), it'll show non-standard items being carried by the player you're spectating * Tournament mode changes o New item whitelist allowing tournaments to control what items can be used by players o Added "item_whitelist_example.txt" o Added "item_show_whitelistable_definitions" command to get a list of whitelistable items * Added Tournament mode Spectator HUD o Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog o Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level o Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them * Changed idle player check to include spectators & players who haven't chosen a teamBug Fixes * Fixed explosive radius detection using an axially aligned box instead of a sphere o Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB o Grenades/Pipes radius change: 132->159 o Rocket radius change: 121->146 o End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant * Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses * Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as * Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team * Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted * Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged * Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned * Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies * Fixed wearables not destroying their attached particles when they're removed * Fixed several player & viewmodel simulation issues that occurred when the game was paused * Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2Community Requests * Added the entindex() of the object being built to the "player_builtobject" game event * Added flag to allow CTF map authors to turn off the Overtime mode when timers expire * Added IgnitePlayer input to TFPlayerJust a little more Quote
bastardman Posted September 16, 2009 Posted September 16, 2009 - Explosions on stickies, grenades and rockets have been changed in radius. They should be more "Consistent" now, whatever that means...I'll explain, by using this 2D image of the damage radius: Green is the point of impact.The red box was apparently the 'old' way of calculating the surrounding splash damage.The blue circle is the new way.It's actually kind of silly they didn't do this before. It's more 'consistent' now because you'll always receive the same amount of damage at the same distance (all other factors not taken in).Cool. Demoman is more awesome now. NOOOOOOO Quote
Mr. Darkness Posted September 16, 2009 Posted September 16, 2009 - Explosions on stickies, grenades and rockets have been changed in radius. They should be more "Consistent" now, whatever that means...I'll explain, by using this 2D image of the damage radius: Green is the point of impact.The red box was apparently the 'old' way of calculating the surrounding splash damage.The blue circle is the new way.It's actually kind of silly they didn't do this before. It's more 'consistent' now because you'll always receive the same amount of damage at the same distance (all other factors not taken in).Cool. Demoman is more awesome now. NOOOOOOOYESSSSSSSSSSSSSSHE SHOOTS GRANADES! Quote
confusion Posted September 17, 2009 Posted September 17, 2009 sandwitch is overpowered IMO, nom nom nom and at full strenght, it heals me completly no mater how i use it (taunt or click) Quote
Hundred2 Posted September 17, 2009 Posted September 17, 2009 YESSSSSSSSSSSSSSHE SHOOTS GRANADES!Nope. he spams the stickey launcher like no tomorrow. Quote
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