Difference between revisions of "October 20, 2017 Patch/ko"

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(패치 업데이트)
 
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{{Trans}}
 
{{Trans}}
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{{Patch layout
 
{{Patch layout
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| notes        = [[File:Jungle Inferno Update.jpg|frameless|right|400px]]
 
| notes        = [[File:Jungle Inferno Update.jpg|frameless|right|400px]]
 
== Patch 1 ==
 
== Patch 1 ==
=== The [[Jungle Inferno Update]] is live! ===
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=== The [[Jungle Inferno Update/ko|정글 인페르노 업데이트]] is live! ===
 
* Additional information available on the website (http://www.teamfortress.com/jungleinferno/)
 
* Additional information available on the website (http://www.teamfortress.com/jungleinferno/)
* 5 featured community maps: [[Mossrock]], [[Lazarus]], [[Brazil]], [[Enclosure]], and [[Banana Bay]]
+
* 5 featured community maps: [[Mossrock/ko|Mossrock]], [[Lazarus/ko|Lazarus]], [[Brazil/ko|Brazil]], [[Enclosure/ko|Enclosure]], and [[Banana Bay/ko|Banana Bay]]
* 1 new official map: [[Mercenary Park (map)|Mercenary Park]]
+
* 1 new official map: [[Mercenary Park (map)/ko|Mercenary Park]]
* 5 new community taunts: The [[Dueling Banjo]], the [[Jumping Jack]], the [[Soviet Strongarm]], the [[Russian Arms Race]], and the [[Headcase]]
+
* 5 new community taunts: The [[Dueling Banjo/ko|밴조 연주 겨루기]], the [[Jumping Jack/ko|착착 뛰는 착암기]], the [[Soviet Strongarm/ko|내레 인민의 팔힘을 보여주갔어]], the [[Russian Arms Race/ko|러시아식 완력 경쟁]], and the [[Headcase/ko|The Headcase]]
* 2 new official taunts: [[Yeti Punch]] and [[Yeti Smash]]
+
* 2 new official taunts: [[Yeti Punch/ko|예티 주먹]] and [[Yeti Smash/ko|예티 강타]]
* 2 community cosmetic cases with 20 items each<ref>[[Heavy Harness]], [[Commando Elite]], [[Siberian Tigerstripe]], [[Cammy Jammies]], [[Battle Boonie]], [[Sharp Chest Pain]], [[Vitals Vest]], [[Deity's Dress]], [[Fat Man's Field Cap]], [[Aloha Apparel]], [[Crit Cloak]], [[Feathered Fiend]], [[Hot Huaraches]], [[Pocket Saxton]], [[Conspicuous Camouflage]], [[Sacrificial Stone]], [[Bananades]], [[Jungle Wreath]], [[Aztec Warrior]], [[Slithering Scarf]], [[Nuke]], [[Conaghers' Utility Idol]], [[Pithy Professional]], [[Classy Capper]], [[Attack Packs]], [[Forest Footwear]], [[Shellmet]], [[Most Dangerous Mane]], [[Bait and Bite]], [[Fireman's Essentials]], [[Hunter in Darkness]], [[Croaking Hazard]], [[Transparent Trousers]], [[D-eye-monds]], [[Rifleman's Regalia]], [[Tropical Toad]], [[Jungle Jersey]], [[Aztec Aggressor]], [[War Eagle]], [[Quizzical Quetzal]]</ref>
+
* 2 community cosmetic cases with 20 items each<ref>[[Heavy Harness/ko|Heavy Harness]], [[Commando Elite/ko|Commando Elite]], [[Siberian Tigerstripe/ko|시베리아 호랑이 줄무늬 위장]], [[Cammy Jammies/ko|위장 의복]], [[Battle Boonie/ko|전투 부니 모자]], [[Sharp Chest Pain/ko|날카로운 가슴 통증]], [[Vitals Vest/ko|생명 조끼]], [[Deity's Dress/ko|신족의 옷]], [[Fat Man's Field Cap/ko|Fat Man's Field Cap]], [[Aloha Apparel/ko|알로하 의복]], [[Crit Cloak/ko|Crit Cloak]], [[Feathered Fiend/ko|Feathered Fiend]], [[Hot Huaraches/ko|Hot Huaraches]], [[Pocket Saxton/ko|호주머니 색스턴]], [[Conspicuous Camouflage/ko|Conspicuous Camouflage]], [[Sacrificial Stone/ko|돌제단]], [[Bananades/ko|바나나탄]], [[Jungle Wreath/ko|밀림 화환]], [[Aztec Warrior/ko|아즈텍 전사]], [[Slithering Scarf/ko|Slithering Scarf]], [[Nuke/ko|뉴켐]], [[Conaghers' Utility Idol/ko|코내거의 다용도 우상]], [[Pithy Professional/ko|Pithy Professional]], [[Classy Capper/ko|고오급 모자]], [[Attack Packs/ko|Attack Packs]], [[Forest Footwear/ko|숲 신발]], [[Shellmet/ko|Shellmet]], [[Most Dangerous Mane/ko|가장 위험한 갈기]], [[Bait and Bite/ko|믿고 물었지만 미끼]], [[Fireman's Essentials/ko|소방관의 필수요소]], [[Hunter in Darkness/ko|어둠 속 사냥꾼]], [[Croaking Hazard/ko|개굴거리는 위험 동물]], [[Transparent Trousers/ko|빤히 보이는 바지]], [[D-eye-monds/ko|D-eye-monds]], [[Rifleman's Regalia/ko|Rifleman's Regalia]], [[Tropical Toad/ko|열대 두꺼비]], [[Jungle Jersey/ko|밀림 운동복]], [[Aztec Aggressor/ko|Aztec Aggressor]], [[War Eagle/ko|War Eagle]], [[Quizzical Quetzal/ko|Quizzical Quetzal]]</ref>
* 2 new [[War Paint]] collections made up of community-made War Paints and official War Paints
+
* 2 new [[War Paint/ko|전투 도색]] collections made up of community-made War Paints and official War Paints
 
* 2 new War Paint collections filled with classic weapon skins being brought back for another tour
 
* 2 new War Paint collections filled with classic weapon skins being brought back for another tour
* 4 new Pyro items: The [[Dragon's Fury]], the [[Thermal Thruster]] (with a new kill taunt: the [[Gas Blast]]), the [[Gas Passer]], and the [[Hot Hand]]
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* 4 new Pyro items: The [[Dragon's Fury/ko|용의 격노]], the [[Thermal Thruster/ko|가열 가속기]] (with a new kill taunt: the [[Gas Blast/ko|Gas Blast]]), the [[Gas Passer/ko|Gas Passer]], and the [[Hot Hand/ko|화끈한 손]]
* 1 new Heavy item: The [[Second Banana]]
+
* 1 new Heavy item: The [[Second Banana/ko|Second Banana]]
 
* Free contracts to earn the new Pyro and Heavy items
 
* Free contracts to earn the new Pyro and Heavy items
 
* 36 campaign contracts
 
* 36 campaign contracts
 
* Mercenary Park Gift Shop to select your campaign contract rewards
 
* Mercenary Park Gift Shop to select your campaign contract rewards
* Equippable [[ConTracker]] to customize and track your campaign experience
+
* Equippable [[ConTracker/ko|ConTracker]] to customize and track your campaign experience
  
 
=== General ===
 
=== General ===
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** Steam Voice is now using Opus audio at a higher bitrate than the default CELT codec
 
** Steam Voice is now using Opus audio at a higher bitrate than the default CELT codec
 
** Added a new vaudio_celt_high option for sv_voicecodec, allowing community servers to opt-in to higher bitrate voice chat
 
** Added a new vaudio_celt_high option for sv_voicecodec, allowing community servers to opt-in to higher bitrate voice chat
* Fixed the Engineer being able to store the [[Gunslinger]]'s melee crit for a future melee attack
+
* Fixed the Engineer being able to store the [[Gunslinger/ko|총잡이]]'s melee crit for a future melee attack
 
* Fixed a bug where the ammo from a picked up weapon could exceed the player's maximum ammo allowed
 
* Fixed a bug where the ammo from a picked up weapon could exceed the player's maximum ammo allowed
* Fixed a bug where the [[dispenser]] would use different bounds checks for distributing ammo and health
+
* Fixed a bug where the [[dispenser/ko|디스펜서]] would use different bounds checks for distributing ammo and health
 
* Fixed a bug where the player model would not play the attack animation for some weapons that fire bullets
 
* Fixed a bug where the player model would not play the attack animation for some weapons that fire bullets
* Fixed the [[Bottle]], the [[Scottish Handshake]], and the [[Neon Annihilator]] not having their models break on critical hits
+
* Fixed the [[Bottle/ko|술병]], the [[Scottish Handshake/ko|스코틀랜드식 악수]], and the [[Neon Annihilator/ko|네온 전멸기]] not having their models break on critical hits
 
* Fixed some of the Heavy's edible secondary items not having the model update when the item is eaten
 
* Fixed some of the Heavy's edible secondary items not having the model update when the item is eaten
 
* Fixed a case where players could have multiple weapons visible at the same time
 
* Fixed a case where players could have multiple weapons visible at the same time
* Fixed some outdated [[tips]]
+
* Fixed some outdated [[tips/ko|조언]]
* [[Mannpower]] Mode
+
* [[Mannpower/ko|인력충만]] Mode
 
** Knockout powerup now collects health pack health without subtracting their health bonus. Results in Knockout carriers collecting more health from each health kit.
 
** Knockout powerup now collects health pack health without subtracting their health bonus. Results in Knockout carriers collecting more health from each health kit.
 
** Resistance powerup now blocks backstabs
 
** Resistance powerup now blocks backstabs
* Fixed Engineers using the [[Eureka Effect]] to teleport out of hell on Halloween maps
+
* Fixed Engineers using the [[Eureka Effect/ko|유레카 효과]] to teleport out of hell on Halloween maps
* Fixed the announcer sometimes saying "The tank is halfway through!" when a tank first spawns in [[Mann vs. Machine]] mode
+
* Fixed the announcer sometimes saying "The tank is halfway through!" when a tank first spawns in [[Mann vs. Machine/ko|Mann 대 기계]] mode
* Updated the [[Pallet of Crates]] to only drop crates and not cases
+
* Updated the [[Pallet of Crates/ko|운반대 한가득 상자]] to only drop crates and not cases
 
* Players that have their movement slowed for any reason now have a status icon appear on their HUD (in the same area that displays other player effects, such as Marked-For-Death)
 
* Players that have their movement slowed for any reason now have a status icon appear on their HUD (in the same area that displays other player effects, such as Marked-For-Death)
 
* Added first-person inspect animations to all weapons
 
* Added first-person inspect animations to all weapons
 
* Added a disconnect sound when the Medic stops healing their target
 
* Added a disconnect sound when the Medic stops healing their target
* Added new sounds for the [[Family Business]], the [[Winger]], and the [[Frontier Justice]]
+
* Added new sounds for the [[Family Business/ko|가족 사업]], the [[Winger/ko|윙어]], and the [[Frontier Justice/ko|개척자의 정의]]
* Updated sounds for the [[Brass Beast]] and the [[Awper Hand]]{{sic}}
+
* Updated sounds for the [[Brass Beast/ko|황동 야수]] and the [[Awper Hand/ko|경찰용 제압소총]]{{sic}}
 
* Steam controller improvements
 
* Steam controller improvements
 
** When using Steam controller configuration to configure non-Steam Controller devices (e.g. Xbox controllers), the proper button icons are now displayed in the UI
 
** When using Steam controller configuration to configure non-Steam Controller devices (e.g. Xbox controllers), the proper button icons are now displayed in the UI
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** Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
 
** Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
 
** Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
 
** Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
* Added [[Tournament Medal - Ready Steady Pan|Ready Steady Pan]] Season 3 [[Tournament Medal|tournament medals]]
+
* Added [[Tournament Medal - Ready Steady Pan/ko|Ready Steady Pan]] Season 3 [[Tournament Medal/ko|tournament medals]]
* Added [[Tournament Medal - ETF2L Highlander|ETF2L Highlander]] Season 13 and [[Tournament Medal - ETF2L 6v6|ETF2L 6v6]] Season 28 tournament medals
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* Added [[Tournament Medal - ETF2L Highlander/ko|ETF2L Highlander]] Season 13 and [[Tournament Medal - ETF2L 6v6/ko|ETF2L 6v6]] Season 28 tournament medals
* Added [[Tournament Medal - Team Fortress Competitive League|TFCL]] Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, and bball Season 1 tournament medals
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* Added [[Tournament Medal - Team Fortress Competitive League/ko|TFCL]] Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, and bball Season 1 tournament medals
* Added [[Tournament Medal - AsiaFortress Cup|AsiaFortress Cup]] Season 12 tournament medals
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* Added [[Tournament Medal - AsiaFortress Cup/ko|AsiaFortress Cup]] Season 12 tournament medals
* Added [[Tournament Medal - Insomnia|Insomnia 61]] tournament medals
+
* Added [[Tournament Medal - Insomnia/ko|Insomnia 61]] tournament medals
* Added [[Tournament Medal - CappingTV Ultiduo|CappingTV Ultiduo Winter Chalice]] tournament medals
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* Added [[Tournament Medal - CappingTV Ultiduo/ko|CappingTV Ultiduo Winter Chalice]] tournament medals
* Added [[Tournament Medal - RGL.gg Pick/Ban Prolander Participant|RGL.gg Pick/Ban Prolander Participant]] tournament medal
+
* Added [[Tournament Medal - RGL.gg Pick/Ban Prolander Participant/ko|RGL.gg Pick/Ban Prolander Participant]] tournament medal
* Added [[Tournament Medal - ozfortress OWL 6vs6|ozfortress]] season 20 tournament medals
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* Added [[Tournament Medal - ozfortress OWL 6vs6/ko|ozfortress]] season 20 tournament medals
* Added Tip of the Hats 2017 community medals<ref>[[Jaunty Adventurer]], [[Jaunty Voyager]], [[Jaunty Globetrotter]]</ref>
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* Added Tip of the Hats 2017 community medals<ref>[[Jaunty Adventurer/ko|Jaunty Adventurer]], [[Jaunty Voyager/ko|Jaunty Voyager]], [[Jaunty Globetrotter/ko|Jaunty Globetrotter]]</ref>
* Added [[Tournament Medal - Snack's Summery Ultiduo Siesta|Snack's Summery Ultiduo Siesta]] (season 2) tournament medals
+
* Added [[Tournament Medal - Snack's Summery Ultiduo Siesta/ko|Snack's Summery Ultiduo Siesta]] (season 2) tournament medals
* Updated the [[Mappers vs. Machines Participant Medal 2017]] medal so it can be painted
+
* Updated the [[Mappers vs. Machines Participant Medal 2017/ko|Mappers vs. Machines Participant Medal 2017]] medal so it can be painted
* Updated the [[Tournament Medal - Arms Race|Arms Race]] tournament medals so description tags can be used on them
+
* Updated the [[Tournament Medal - Arms Race/ko|Arms Race]] tournament medals so description tags can be used on them
 
* Updated the TFCL Alpha medal to be paintable
 
* Updated the TFCL Alpha medal to be paintable
* Updated The [[Heartfelt Hug]] to be paintable
+
* Updated The [[Heartfelt Hug/ko|Heartfelt Hug]] to be paintable
 
* Updated the localization files
 
* Updated the localization files
  
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=== Matchmaking ===
 
=== Matchmaking ===
 
* Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
 
* Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
* Moved the [[Casual]] and [[Competitive Mode|Competitive]] badge panels to the main menu
+
* Moved the [[Casual/ko|빠른 대전]] and [[Competitive Mode/ko|경쟁전]] badge panels to the main menu
 
* Casual
 
* Casual
 
** Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status.
 
** Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status.
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=== Gameplay Changes ===
 
=== Gameplay Changes ===
 
* Multi-class
 
* Multi-class
** [[Panic Attack]]
+
** [[공황 공격]]
 
*** This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we've started over.
 
*** This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we've started over.
 
*** Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
 
*** Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
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**** Fires a wide, fixed shot pattern (regardless of server settings)
 
**** Fires a wide, fixed shot pattern (regardless of server settings)
 
**** Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
 
**** Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
** [[Reserve Shooter]]
+
** [[부사수]]
 
***Pyros are too easily able to take advantage of this weapon's primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we've instead decided to remove airblast as a source for mini-crits.
 
***Pyros are too easily able to take advantage of this weapon's primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we've instead decided to remove airblast as a source for mini-crits.
 
**** Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
 
**** Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
 
**** Added: Attacks on targets flying via the Thermal Thruster mini-crit
 
**** Added: Attacks on targets flying via the Thermal Thruster mini-crit
* [[Spy]]
+
* [[스파이]]
** [[Ambassador]]
+
** [[외교대사]]
 
*** Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often that we'd like) a Spy with a revolver
 
*** Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often that we'd like) a Spy with a revolver
 
*** Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
 
*** Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
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**** Headshot damage is now subjected to distance falloff effects
 
**** Headshot damage is now subjected to distance falloff effects
 
**** Headshots beyond 1200 world units do normal (non-crit) damage
 
**** Headshots beyond 1200 world units do normal (non-crit) damage
** [[Dead Ringer]]
+
** [[데드 링어]]
 
*** Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
 
*** Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
 
*** Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player{{sic}} using it.
 
*** Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player{{sic}} using it.
 
*** Changes:
 
*** Changes:
 
**** Ammo kits and dispensers no longer refill the Spy's cloak meter
 
**** Ammo kits and dispensers no longer refill the Spy's cloak meter
** [[Your Eternal Reward]]<ref>Also applied to [[Wanga Prick]].</ref>
+
** [[영원한 안식]]<ref>Also applied to [[왕가 부족의 찌르개]].</ref>
 
*** This is the least-used Spy knife (technically, the reskin is, but anyway...). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme.
 
*** This is the least-used Spy knife (technically, the reskin is, but anyway...). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme.
 
*** Changes:
 
*** Changes:
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**** Backstab-based disguises are still free
 
**** Backstab-based disguises are still free
 
**** Increased cloak drain rate by 33%
 
**** Increased cloak drain rate by 33%
* [[Scout]]
+
* [[스카웃]]
** [[Sandman]]
+
** [[샌드맨]]
 
*** The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
 
*** The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
 
*** Changes:
 
*** Changes:
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**** The flight time required to trigger the "max" effect has been reduced by 20%
 
**** The flight time required to trigger the "max" effect has been reduced by 20%
 
**** Ball regeneration time reduced to 10 seconds (from 15)
 
**** Ball regeneration time reduced to 10 seconds (from 15)
** [[Bonk! Atomic Punch]]
+
** [[봉크! 원자맛 음료]]
 
*** This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn't require enough skill, or carry much of a down-side.
 
*** This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn't require enough skill, or carry much of a down-side.
 
*** Changes:
 
*** Changes:
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***** From -25% at low damage, to -50% at 200+ damage
 
***** From -25% at low damage, to -50% at 200+ damage
 
***** Lasts 5 seconds
 
***** Lasts 5 seconds
** [[Pretty Boy's Pocket Pistol]]
+
** [[계집애같은 사내의 소형 권총]]
 
*** This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
 
*** This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
 
*** Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
 
*** Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
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**** Up to +7 hp per hit (from +5)
 
**** Up to +7 hp per hit (from +5)
 
**** -25% clip size (9 shots)
 
**** -25% clip size (9 shots)
** [[Crit-A-Cola]]
+
** [[훅가콜라]]
 
*** The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn't add any risk in-the-moment.
 
*** The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn't add any risk in-the-moment.
 
*** Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
 
*** Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
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**** Removed: +25% move speed bonus
 
**** Removed: +25% move speed bonus
 
**** Removed: +10% damage taken penalty
 
**** Removed: +10% damage taken penalty
** The [[Atomizer]]
+
** [[인수분해]]
 
*** Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
 
*** Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
 
*** Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
 
*** Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
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**** Added: 50% deploy time penalty (to prevent quick-switch bypass)
 
**** Added: 50% deploy time penalty (to prevent quick-switch bypass)
 
**** Reduced damage penalty vs players to -15% (from -20%)<ref>The Atomizer's '''-15% damage vs players''' attribute is incorrectly listed as '''-25% damage vs players''' in the game.</ref>
 
**** Reduced damage penalty vs players to -15% (from -20%)<ref>The Atomizer's '''-15% damage vs players''' attribute is incorrectly listed as '''-25% damage vs players''' in the game.</ref>
** [[Flying Guillotine]]
+
** [[혈적자]]
 
*** This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
 
*** This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
 
*** Goal: Remove the feeling of randomness, and reward accuracy
 
*** Goal: Remove the feeling of randomness, and reward accuracy
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**** Added: Long range hits reduce recharge (by 1.5 seconds)
 
**** Added: Long range hits reduce recharge (by 1.5 seconds)
 
***** Distance considered "long range" reduced by half of the previous value when determining mini-crits
 
***** Distance considered "long range" reduced by half of the previous value when determining mini-crits
* [[Soldier]]
+
* [[솔저]]
** [[B.A.S.E. Jumper|B.A.S.E Jumper]]{{sic}}<ref>Valve listed this as Soldier only in the patch note, despite the fact that it can be equipped by both Soldier and Demoman.</ref>
+
** [[고지 도약기]]{{sic}}<ref>Valve listed this as Soldier only in the patch note, despite the fact that it can be equipped by both Soldier and Demoman.</ref>
 
*** Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
 
*** Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
 
*** Changes:
 
*** Changes:
 
**** Reduced amount of air control while deployed by 50%
 
**** Reduced amount of air control while deployed by 50%
 
**** Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
 
**** Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
** [[Mantreads]]
+
** [[인간딛개]]
 
*** The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
 
*** The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
 
*** Changes:
 
*** Changes:
 
**** +75% push-force reduction now includes airblast
 
**** +75% push-force reduction now includes airblast
 
**** Added: +200% air control when blast jumping
 
**** Added: +200% air control when blast jumping
** [[Cow Mangler 5000]]
+
** [[소도륙 5000]]
 
*** Removed: Cannot be Crit boosted
 
*** Removed: Cannot be Crit boosted
 
*** Granted/earned Crits (e.g. Kritzkrieg) will be converted to Mini-Crits instead
 
*** Granted/earned Crits (e.g. Kritzkrieg) will be converted to Mini-Crits instead
** [[Righteous Bison]]
+
** [[정의의 들소]]
 
*** Note: This weapon has been reverted to its previous design
 
*** Note: This weapon has been reverted to its previous design
 
*** Deals 20 damage per tick (down from 45)
 
*** Deals 20 damage per tick (down from 45)
Line 212: Line 213:
 
*** Projectiles are no longer limited on the number of times they can hit the same target(s)
 
*** Projectiles are no longer limited on the number of times they can hit the same target(s)
 
*** Projectile velocity increased to 1200 (from 840)
 
*** Projectile velocity increased to 1200 (from 840)
* [[Sniper]]
+
* [[스나이퍼]]
** [[Darwin's Danger Shield]]
+
** [[다윈산 차단막]]
 
*** Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
 
*** Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
 
*** Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
 
*** Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
Line 220: Line 221:
 
***** Afterburn immunity
 
***** Afterburn immunity
 
***** +50% fire resist
 
***** +50% fire resist
** [[Razorback]]
+
** [[레이저백]]
 
*** Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
 
*** Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
 
*** Changes:
 
*** Changes:
 
**** Added: -100% overheal penalty
 
**** Added: -100% overheal penalty
 
**** Added: Shield regenerates after 30 seconds
 
**** Added: Shield regenerates after 30 seconds
* [[Medic]]
+
* [[메딕]]
** [[Vita-Saw]]
+
** [[비타톱]]
 
*** Ubercharge on death is too valuable of an effect to be passive
 
*** Ubercharge on death is too valuable of an effect to be passive
 
*** Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
 
*** Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
Line 232: Line 233:
 
**** Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
 
**** Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
 
**** Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
 
**** Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
** [[Crusader's Crossbow]]
+
** [[십자군의 쇠뇌]]
 
*** Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
 
*** Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
 
*** Changes:
 
*** Changes:
 
**** Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
 
**** Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
 
***** Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
 
***** Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
* [[Heavy]]
+
* [[헤비]]
 
** All Miniguns
 
** All Miniguns
 
*** Changes:
 
*** Changes:
 
**** The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
 
**** The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
 
**** Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
 
**** Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
** [[Gloves of Running Urgently]]<ref>Also applied to [[Bread Bite]].</ref>
+
** [[G.R.U.]]<ref>Also applied to [[빵으로 물기]].</ref>
 
*** Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
 
*** Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
 
*** Changes:
 
*** Changes:
Line 250: Line 251:
 
**** Removed: Marked-For-Death effect while active
 
**** Removed: Marked-For-Death effect while active
 
**** Removed: 25% damage penalty
 
**** Removed: 25% damage penalty
** [[Eviction Notice]]
+
** [[퇴거 통보]]
 
*** Changes:
 
*** Changes:
 
**** Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
 
**** Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
 
**** Removed: 20% damage vulnerability
 
**** Removed: 20% damage vulnerability
** [[Fists of Steel|Fist of Steel]]{{sic}}
+
** [[강철 주먹]]{{sic}}
 
*** The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
 
*** The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
 
*** Changes:
 
*** Changes:
 
**** Added: 40% overheal reduction while active
 
**** Added: 40% overheal reduction while active
 
**** Added: 40% healing rate penalty while active
 
**** Added: 40% healing rate penalty while active
** Added The [[Second Banana]]
+
** Added The [[Second Banana/ko|Second Banana]]
 
*** Secondary slot item
 
*** Secondary slot item
 
*** When consumed by the Heavy, restores 200 health
 
*** When consumed by the Heavy, restores 200 health
 
*** Acts like a small health kit when dropped by the Heavy and picked up by another player
 
*** Acts like a small health kit when dropped by the Heavy and picked up by another player
 
*** Item regenerates after 10 seconds
 
*** Item regenerates after 10 seconds
* [[Engineer]]
+
* [[엔지니어]]
 
** Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period.
 
** Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period.
** [[Rescue Ranger]]
+
** [[구조대원]]
 
*** The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
 
*** The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
 
*** Changes:
 
*** Changes:
 
**** Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
 
**** Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
* [[Demoman|Demo]]
+
* [[데모맨]]
** [[Claidheamh Mòr]]
+
** [[클레이브 모어]]
 
*** Note: This weapon has been reverted to its previous design.
 
*** Note: This weapon has been reverted to its previous design.
 
*** Removed: +25 health on kill
 
*** Removed: +25 health on kill
 
*** Added: 0.5 second increase in charge duration
 
*** Added: 0.5 second increase in charge duration
* [[Pyro]]
+
* [[파이로]]
** Added The [[Dragon's Fury]]
+
** Added The [[용의 격노]]
 
*** Primary slot item
 
*** Primary slot item
 
*** Uses a shared pressure tank for Primary Fire and Alt-Fire
 
*** Uses a shared pressure tank for Primary Fire and Alt-Fire
Line 284: Line 285:
 
*** Alt-Fire: Airblast
 
*** Alt-Fire: Airblast
 
**** -50% repressurization rate on Alt-Fire
 
**** -50% repressurization rate on Alt-Fire
** Added The [[Thermal Thruster]]
+
** Added The [[가열 가속기]]
 
*** Secondary slot item
 
*** Secondary slot item
 
*** Fires a short-duration blast that launches the Pyro in the direction they are aiming
 
*** Fires a short-duration blast that launches the Pyro in the direction they are aiming
Line 294: Line 295:
 
***** Note: Landing directly on an enemy grants a bonus to stun duration
 
***** Note: Landing directly on an enemy grants a bonus to stun duration
 
**** Faster recharge rate
 
**** Faster recharge rate
** Added The [[Gas Passer]]
+
** Added The [[Gas Passer/ko|Gas Passer]]
 
*** Secondary slot item
 
*** Secondary slot item
 
*** Creates a horrific visible gas cloud that coats enemies
 
*** Creates a horrific visible gas cloud that coats enemies
Line 301: Line 302:
 
**** Enemies explode when ignited by attacks
 
**** Enemies explode when ignited by attacks
 
**** Faster recharge rate
 
**** Faster recharge rate
** Added The [[Hot Hand]]
+
** Added The [[화끈한 손]]
 
*** Gain a speed-boost when you hit an enemy player
 
*** Gain a speed-boost when you hit an enemy player
 
*** -20% damage penalty
 
*** -20% damage penalty
Line 309: Line 310:
 
*** New particle effects
 
*** New particle effects
 
*** Applies to all flamethrower variants
 
*** Applies to all flamethrower variants
** [[Airblast]]
+
** [[Airblast/ko|압축 공기 분사]]
 
*** Hit detection for both players and projectiles is now a consistent cone
 
*** Hit detection for both players and projectiles is now a consistent cone
 
**** Aiming at a player's feet no longer misses!
 
**** Aiming at a player's feet no longer misses!
Line 320: Line 321:
 
*** Now factors in the upward angle of the airblast, rather than having a fixed upward force
 
*** Now factors in the upward angle of the airblast, rather than having a fixed upward force
 
*** Total push force slightly increased
 
*** Total push force slightly increased
** [[Afterburn]]
+
** [[Afterburn/ko|Afterburn]]
 
*** Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
 
*** Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
 
*** Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
 
*** Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
Line 328: Line 329:
  
 
=== Undocumented changes ===
 
=== Undocumented changes ===
* [[Mann Co. Supply Crate/Active series#105|Unlocked Winter 2016 Cosmetic Case]] changed from Seriesless to Series #105.
+
* [[Mann Co. Supply Crate/Active series#105/ko|잠금 해제된 2016년도 겨울 장식 아이템 상자]] changed from Seriesless to Series #105.
 
* Changed some instances of the word "allies" or "ally" respectively to "teammates" or "teammate" in various places. <!-- not sure if notable or not -->
 
* Changed some instances of the word "allies" or "ally" respectively to "teammates" or "teammate" in various places. <!-- not sure if notable or not -->
 
* Updated attribute/item descriptions for some weapons.
 
* Updated attribute/item descriptions for some weapons.
* The [[Buffalo Steak Sandvich]]'s effect duration was increased by 1 second, and the damage vulnerability gained was reduced to 20%.
+
* The [[버팔로 스테이크 샌드비치]]'s effect duration was increased by 1 second, and the damage vulnerability gained was reduced to 20%.
* Added [[map stamp]]s and prefixes for the new maps as well as some prefixes for already-existing ones.
+
* Added [[map stamp/ko|맵 후원 우표]]s and prefixes for the new maps as well as some prefixes for already-existing ones.
* Added [[strange filters]] to all the new maps and some previous ones too.
+
* Added [[strange filters/ko|이상한 여과기]] to all the new maps and some previous ones too.
* Reworked the [[main menu]].
+
* Reworked the [[main menu/ko|메인 메뉴]].
 
* Sped up the Demoman's sword swing animations to better match its hit timing.
 
* Sped up the Demoman's sword swing animations to better match its hit timing.
* Added draw and throwing sounds for the [[Flying Guillotine]]. Also affects the noise of summoned [[skeletons]] due to them using guillotine sounds while spawning.
+
* Added draw and throwing sounds for the [[혈적자]]. Also affects the noise of summoned [[skeletons/ko|해골]] due to them using guillotine sounds while spawning.
* Added draw sounds for the [[Fists of Steel]].
+
* Added draw sounds for the [[강철 주먹]].
* Changed the appearance of all flame particles in [[Pyroland]]. They now appear as the new flame particles but rainbow-colored, instead of a stream of rainbows.
+
* Changed the appearance of all flame particles in [[Pyroland/ko|파이로 동산]]. They now appear as the new flame particles but rainbow-colored, instead of a stream of rainbows.
* Updated reload sounds for the [[Shortstop]].
+
* Updated reload sounds for the [[유격수]].
* Fixed the [[B.A.S.E. Jumper]]'s bag disappearing after deployment; now the bag correctly opens.
+
* Fixed the [[고지 도약기]]'s bag disappearing after deployment; now the bag correctly opens.
* The [[Direct Hit]] now deals mini-crit damage on targets flying via the Thermal Thruster.
+
* The [[직격포]] now deals mini-crit damage on targets flying via the Thermal Thruster.
  
 
== Patch 2 ==
 
== Patch 2 ==

Revision as of 18:23, 25 January 2019


패치 노트

Jungle Inferno Update.jpg

Patch 1

The 정글 인페르노 업데이트 is live!

General

  • Significant weapon and class balance improvements (see Gameplay Changes section below for full details)
  • Increased the maximum number of backpack slots to 2500 (from 2000)
  • The default voice codec now defaults to Steam Voice
    • Steam Voice is now using Opus audio at a higher bitrate than the default CELT codec
    • Added a new vaudio_celt_high option for sv_voicecodec, allowing community servers to opt-in to higher bitrate voice chat
  • Fixed the Engineer being able to store the 총잡이's melee crit for a future melee attack
  • Fixed a bug where the ammo from a picked up weapon could exceed the player's maximum ammo allowed
  • Fixed a bug where the 디스펜서 would use different bounds checks for distributing ammo and health
  • Fixed a bug where the player model would not play the attack animation for some weapons that fire bullets
  • Fixed the 술병, the 스코틀랜드식 악수, and the 네온 전멸기 not having their models break on critical hits
  • Fixed some of the Heavy's edible secondary items not having the model update when the item is eaten
  • Fixed a case where players could have multiple weapons visible at the same time
  • Fixed some outdated 조언
  • 인력충만 Mode
    • Knockout powerup now collects health pack health without subtracting their health bonus. Results in Knockout carriers collecting more health from each health kit.
    • Resistance powerup now blocks backstabs
  • Fixed Engineers using the 유레카 효과 to teleport out of hell on Halloween maps
  • Fixed the announcer sometimes saying "The tank is halfway through!" when a tank first spawns in Mann 대 기계 mode
  • Updated the 운반대 한가득 상자 to only drop crates and not cases
  • Players that have their movement slowed for any reason now have a status icon appear on their HUD (in the same area that displays other player effects, such as Marked-For-Death)
  • Added first-person inspect animations to all weapons
  • Added a disconnect sound when the Medic stops healing their target
  • Added new sounds for the 가족 사업, the 윙어, and the 개척자의 정의
  • Updated sounds for the 황동 야수 and the 경찰용 제압소총(sic)
  • Steam controller improvements
    • When using Steam controller configuration to configure non-Steam Controller devices (e.g. Xbox controllers), the proper button icons are now displayed in the UI
    • Improved controller icon placement in some UI screens, including for players using less-common aspect ratio displays
    • Where text rather than an icon is used to indicate a controller binding, the text strings are now correct for non-Steam controller devices, and slightly more verbose in some cases to avoid confusion with regular keyboard bindings (e.g. "Press [B button]" vs. "Press [B]")
    • Fixed miscellaneous corner-case bugs where the wrong action set could be selected, and some edge cases with handling of multiple simultaneous actions during an action-set change
    • Added new action bindings for the most popular voice-line commands. The default controller template now binds "Call Medic!" to the directional pad. The following voice lines are also available, but are not bound by default: "Go! Go! Go!", "Move up!", "Spy!", "Ubercharge ready!", "Help!"
  • Community request - Added tf_playrounds/tf_listrounds debug commands to jump between mini-rounds on multi-stage maps
    • May not work on all maps if the map ties custom logic to entities other than the mini-rounds themselves (e.g. arbitrary capture zones (e.g. dustbowl))
  • Applied the match rejoin limitations in Casual to Mann vs. Machine as well
    • Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
    • Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
  • Added Ready Steady Pan Season 3 tournament medals
  • Added ETF2L Highlander Season 13 and ETF2L 6v6 Season 28 tournament medals
  • Added TFCL Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, and bball Season 1 tournament medals
  • Added AsiaFortress Cup Season 12 tournament medals
  • Added Insomnia 61 tournament medals
  • Added CappingTV Ultiduo Winter Chalice tournament medals
  • Added RGL.gg Pick/Ban Prolander Participant tournament medal
  • Added ozfortress season 20 tournament medals
  • Added Tip of the Hats 2017 community medals[2]
  • Added Snack's Summery Ultiduo Siesta (season 2) tournament medals
  • Updated the Mappers vs. Machines Participant Medal 2017 medal so it can be painted
  • Updated the Arms Race tournament medals so description tags can be used on them
  • Updated the TFCL Alpha medal to be paintable
  • Updated The Heartfelt Hug to be paintable
  • Updated the localization files

Parties

  • Parties can now be formed from anywhere within the game and persist through matches
  • Players are now able to join their party's match if late joining is allowed
  • Added a new party interface that allows you to quickly manage and interact with your party
  • Added a global party chat system that allows party members to chat with each other from anywhere in the game
    • Party chat is printed in the in-game chat interface when in a game
    • Added ConCommand "say_party" (default bind 'p') that allows for party members in a game to chat with other party members using the in-game chat interface (similar to how "say_team" works for chatting amongst your team) and with members not in a game

Matchmaking

  • Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
  • Moved the 빠른 대전 and 경쟁전 badge panels to the main menu
  • Casual
    • Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status.
    • Players who had reached level 150 will have any experience beyond 45500 (the amount required to hit 150) put into an overflow pool. While playing Casual matches, any XP you earn will be matched and deducted from your overflow pool until it runs out.
    • The "Vote for the next map!" dialog can now be minimized to view the top scoring players

Contracts

  • The Contracts Drawer has been replaced with the ConTracker, a state-of-the-art PDA
  • You can now work on contracts at your own pace. It's up to you to decide which ones to work on and in what order to work on them.
  • You can now make progress on Bonus Objectives while working towards completing your Primary Objective
  • Only one Contract can be active at a time
  • Contracts are now unlocked by spending Stars. Stars are earned by completing objectives.
  • Contracts can be turned-in once the Primary Objective is complete
  • Partially completed Contracts can be reactivated, for free, at any time
  • Party members who are on the same server and same team can now help earn progress on each other's Contracts

Gameplay Changes

  • Multi-class
    • 공황 공격
      • This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we've started over.
      • Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
      • New design:
        • 50% faster switch speed
        • 50% more pellets
        • 30% less damage
        • Fires a wide, fixed shot pattern (regardless of server settings)
        • Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
    • 부사수
      • Pyros are too easily able to take advantage of this weapon's primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we've instead decided to remove airblast as a source for mini-crits.
        • Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
        • Added: Attacks on targets flying via the Thermal Thruster mini-crit
  • 스파이
    • 외교대사
      • Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often that we'd like) a Spy with a revolver
      • Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
      • Changes:
        • Headshot damage is now subjected to distance falloff effects
        • Headshots beyond 1200 world units do normal (non-crit) damage
    • 데드 링어
      • Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
      • Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player(sic) using it.
      • Changes:
        • Ammo kits and dispensers no longer refill the Spy's cloak meter
    • 영원한 안식[3]
      • This is the least-used Spy knife (technically, the reskin is, but anyway...). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme.
      • Changes:
        • Removed: "Cannot disguise" penalty
        • Added: Non-kill disguises require (and consume) a full cloak meter
        • Backstab-based disguises are still free
        • Increased cloak drain rate by 33%
  • 스카웃
    • 샌드맨
      • The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
      • Changes:
        • Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
          • We've updated achievements that were looking for disarmed players
        • Max range balls now do 50% increased damage (from a base of 15)
        • The flight time required to trigger the "max" effect has been reduced by 20%
        • Ball regeneration time reduced to 10 seconds (from 15)
    • 봉크! 원자맛 음료
      • This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn't require enough skill, or carry much of a down-side.
      • Changes:
        • Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed
          • From -25% at low damage, to -50% at 200+ damage
          • Lasts 5 seconds
    • 계집애같은 사내의 소형 권총
      • This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
      • Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
      • New design:
        • +15% firing speed
        • Up to +7 hp per hit (from +5)
        • -25% clip size (9 shots)
    • 훅가콜라
      • The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn't add any risk in-the-moment.
      • Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
      • Changes:
        • Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
        • Removed: Marked-For-Death when effect expires
        • Removed: +25% move speed bonus
        • Removed: +10% damage taken penalty
    • 인수분해
      • Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
      • Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
      • Changes:
        • Triple-jump is now only possible while the bat is deployed
        • Removed: Self-inflicted damage when triple-jumping
        • Removed: Attack speed penalty
        • Added: Melee attacks done while airborne mini-crit
        • Added: 50% deploy time penalty (to prevent quick-switch bypass)
        • Reduced damage penalty vs players to -15% (from -20%)[4]
    • 혈적자
      • This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
      • Goal: Remove the feeling of randomness, and reward accuracy
      • Changes:
        • Removed: Crit vs stunned players
        • Removed: Mini-crits at long range
        • Added: Long range hits reduce recharge (by 1.5 seconds)
          • Distance considered "long range" reduced by half of the previous value when determining mini-crits
  • 솔저
    • 고지 도약기(sic)[5]
      • Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
      • Changes:
        • Reduced amount of air control while deployed by 50%
        • Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
    • 인간딛개
      • The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
      • Changes:
        • +75% push-force reduction now includes airblast
        • Added: +200% air control when blast jumping
    • 소도륙 5000
      • Removed: Cannot be Crit boosted
      • Granted/earned Crits (e.g. Kritzkrieg) will be converted to Mini-Crits instead
    • 정의의 들소
      • Note: This weapon has been reverted to its previous design
      • Deals 20 damage per tick (down from 45)
        • Note: This is necessary because the projectile is no longer limited on the number of times it can hit targets
      • Projectiles are no longer limited on the number of times they can hit the same target(s)
      • Projectile velocity increased to 1200 (from 840)
  • 스나이퍼
    • 다윈산 차단막
      • Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
      • Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
      • New design:
        • Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
          • Afterburn immunity
          • +50% fire resist
    • 레이저백
      • Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
      • Changes:
        • Added: -100% overheal penalty
        • Added: Shield regenerates after 30 seconds
  • 메딕
    • 비타톱
      • Ubercharge on death is too valuable of an effect to be passive
      • Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
      • Changes:
        • Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
        • Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
    • 십자군의 쇠뇌
      • Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
      • Changes:
        • Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
          • Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
  • 헤비
    • All Miniguns
      • Changes:
        • The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
        • Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
    • G.R.U.[6]
      • Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
      • Changes:
        • Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
          • Health will regenerate only the amount drained while active - minus any damage taken during that time
          • Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
        • Removed: Marked-For-Death effect while active
        • Removed: 25% damage penalty
    • 퇴거 통보
      • Changes:
        • Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
        • Removed: 20% damage vulnerability
    • 강철 주먹(sic)
      • The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
      • Changes:
        • Added: 40% overheal reduction while active
        • Added: 40% healing rate penalty while active
    • Added The Second Banana
      • Secondary slot item
      • When consumed by the Heavy, restores 200 health
      • Acts like a small health kit when dropped by the Heavy and picked up by another player
      • Item regenerates after 10 seconds
  • 엔지니어
    • Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period.
    • 구조대원
      • The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
      • Changes:
        • Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
  • 데모맨
    • 클레이브 모어
      • Note: This weapon has been reverted to its previous design.
      • Removed: +25 health on kill
      • Added: 0.5 second increase in charge duration
  • 파이로
    • Added The 용의 격노
      • Primary slot item
      • Uses a shared pressure tank for Primary Fire and Alt-Fire
      • Primary Fire: Launches a fast-moving, limited-range projectile that deals 25 damage and briefly ignites enemies
        • Deals +300% damage to burning players
        • +50% repressurization rate on hit
      • Alt-Fire: Airblast
        • -50% repressurization rate on Alt-Fire
    • Added The 가열 가속기
      • Secondary slot item
      • Fires a short-duration blast that launches the Pyro in the direction they are aiming
      • Deals 3x falling damage to anyone you land on
      • Has a 1.1 second holster duration
      • MvM upgrades:
        • Able to re-launch while airborne
        • Stun enemies when you land (duration based on impact velocity)
          • Note: Landing directly on an enemy grants a bonus to stun duration
        • Faster recharge rate
    • Added The Gas Passer
      • Secondary slot item
      • Creates a horrific visible gas cloud that coats enemies
      • Flammable material then ignites into 10 seconds of Afterburn if enemies take damage (even Pyros!)
      • Mann vs. Machine upgrades:
        • Enemies explode when ignited by attacks
        • Faster recharge rate
    • Added The 화끈한 손
      • Gain a speed-boost when you hit an enemy player
      • -20% damage penalty
      • Every successful slap is announced in the kill-feed
    • Flamethrowers
      • Better visual sync, more consistent (no visuals/damage mismatch)
      • New particle effects
      • Applies to all flamethrower variants
    • 압축 공기 분사
      • Hit detection for both players and projectiles is now a consistent cone
        • Aiming at a player's feet no longer misses!
      • Airblasting players now factors in the momentum of the Pyro and target, giving both more control over the interaction
        • The target's existing velocity is no longer cancelled
        • Players moving at the Pyro at great speed will be reflected away at great speed
        • Players moving towards/away from the Pyro will experience less/more push force
      • Airblast now causes target player to have reduced footing and air control for a short period
        • No longer a flat stun
      • Now factors in the upward angle of the airblast, rather than having a fixed upward force
      • Total push force slightly increased
    • Afterburn
      • Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
      • Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
      • Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
      • Afterburn now reduces all direct Medic healing and resist shields by 20%
        • Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered

Undocumented changes

  • 잠금 해제된 2016년도 겨울 장식 아이템 상자 changed from Seriesless to Series #105.
  • Changed some instances of the word "allies" or "ally" respectively to "teammates" or "teammate" in various places.
  • Updated attribute/item descriptions for some weapons.
  • The 버팔로 스테이크 샌드비치's effect duration was increased by 1 second, and the damage vulnerability gained was reduced to 20%.
  • Added 맵 후원 우표s and prefixes for the new maps as well as some prefixes for already-existing ones.
  • Added 이상한 여과기 to all the new maps and some previous ones too.
  • Reworked the 메인 메뉴.
  • Sped up the Demoman's sword swing animations to better match its hit timing.
  • Added draw and throwing sounds for the 혈적자. Also affects the noise of summoned 해골 due to them using guillotine sounds while spawning.
  • Added draw sounds for the 강철 주먹.
  • Changed the appearance of all flame particles in 파이로 동산. They now appear as the new flame particles but rainbow-colored, instead of a stream of rainbows.
  • Updated reload sounds for the 유격수.
  • Fixed the 고지 도약기's bag disappearing after deployment; now the bag correctly opens.
  • The 직격포 now deals mini-crit damage on targets flying via the Thermal Thruster.

Patch 2

  • Fixed not being able to redeem War Paints
  • Fixed War Paints not displaying properly in the backpack
  • Fixed a bug where the first shot fired from pistols was off-center
  • Fixed the ConTracker UI not working properly in DirectX 8
  • Fixed being able to select a style for the ConTracker in the loadout screen
  • Fixed not being able to use the Thermal Thruster after taunting with it

Patch 3

  • Fixed a client stutter related to the Friends panel in the main menu

References

Files changed