Difference between revisions of "July 19, 2010 Patch"
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*Fixed a bug where teleporters could be given more than their normal amount of health. | *Fixed a bug where teleporters could be given more than their normal amount of health. | ||
*Fixed old demos with different data tables thinking the SourceTV player entity was burning. | *Fixed old demos with different data tables thinking the SourceTV player entity was burning. | ||
− | + | * TF Bot Changes | |
− | + | **Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached. | |
− | *Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached. | + | **Fixed [[Engineer]] bot infinite build-destroy behavior loop regression |
− | *Fixed [[Engineer]] bot infinite build-destroy behavior loop regression | + | **Fixed [[Medic]] bots losing their charge if they touch a resupply cabinet |
− | *Fixed [[Medic]] bots losing their charge if they touch a resupply cabinet | + | **Fixed a crash due to having multiple types of bot systems running in-game simultaneously |
− | *Fixed a crash due to having multiple types of bot systems running in-game simultaneously | + | **Fixed bot behavior issue resulting in bot pile-ups near level 3 [[teleporter]] entrances |
− | *Fixed bot behavior issue resulting in bot pile-ups near level 3 [[teleporter]] entrances | + | **Bots no longer consider sapped sentries a dangerous threat |
− | *Bots no longer consider sapped sentries a dangerous threat | + | **Bots will not try to navigate through enemy spawn rooms (unless they have won the round) |
− | *Bots will not try to navigate through enemy spawn rooms (unless they have won the round) | + | **Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement |
− | *Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement | + | **Added tf_bot_pyro_always_reflect cvar. Set to 1 to make [[Pyro]] bots always reflect projectiles, regardless of difficulty level. |
− | *Added tf_bot_pyro_always_reflect cvar. Set to 1 to make [[Pyro]] bots always reflect projectiles, regardless of difficulty level. | ||
| source = http://store.steampowered.com/news/4093/ | | source = http://store.steampowered.com/news/4093/ |
Revision as of 06:41, 18 February 2011
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Patch notes
Team Fortress 2
- Added a Parasite hat to celebrate the release of Alien Swarm (http://www.alienswarm.com/)
- Fixed a client crash when opening the backpack while running in a language other than English.
- Fixed a problem with not being able to pick-up buildings in Arena mode.
- Fixed an exploit that allowed team kills with Wrangled sentries.
- Fixed a bug where teleporters could be given more than their normal amount of health.
- Fixed old demos with different data tables thinking the SourceTV player entity was burning.
- TF Bot Changes
- Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached.
- Fixed Engineer bot infinite build-destroy behavior loop regression
- Fixed Medic bots losing their charge if they touch a resupply cabinet
- Fixed a crash due to having multiple types of bot systems running in-game simultaneously
- Fixed bot behavior issue resulting in bot pile-ups near level 3 teleporter entrances
- Bots no longer consider sapped sentries a dangerous threat
- Bots will not try to navigate through enemy spawn rooms (unless they have won the round)
- Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement
- Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level.