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