Difference between revisions of "Jungle Inferno Update"
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== Trivia == | == Trivia == | ||
+ | * The last update that followed a four-day-long system of daily content previews was the [[Über Update]] back in 2011. | ||
* This was the longest wait for a major update in TF2 history, timing 10 months and 29 days (272 days total) since [[Smissmas 2016]]. <!-- is time based off first blog post or date of update dropping for real? --> | * This was the longest wait for a major update in TF2 history, timing 10 months and 29 days (272 days total) since [[Smissmas 2016]]. <!-- is time based off first blog post or date of update dropping for real? --> | ||
* Several new weapons were teased in the days prior to their reveal: | * Several new weapons were teased in the days prior to their reveal: |
Revision as of 19:11, 20 October 2017
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: At the time of writing, the update is still in early days of release. Please add to this as content is announced! |
“ | If Jurassic Park taught us one thing, it's life finds a way. If Jurassic Park taught us two things, it's life finds a way and Jurassic Park is a good idea to steal for an update. And if Valve's legal team has taught us one thing, it was by screaming at us about not telling you the second thing Jurassic Park taught us.
If people screaming at us has taught us one thing, it's that loud noises make us so anxious we forget where the backspace key is, so we're just plowing ahead and are happy to announce our wholly original update about deadly animals escaping from a theme park. Because life finds a way, which is the only thing we — TF2 Official Website
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The Jungle Inferno Update was a major update for Team Fortress 2 that was announced on October 16, 2017.
Video
Announcements
The Jungle Inferno Update page officially began on October 16th, 2017, as announced on the TF2 Official Blog post "Welcome to... Mercenary Park!"
Update progress
The Jungle Inferno Update was released over time through a four-day update.
Day 1 included some new taunts, maps and a short SFM trailer.
Day 2 gave us a new contract PDA with free and paid contracts, the free contracts giving out the new weapons and the paid ones giving out blood money and war paints along with images showing a few new cosmetics.
Day 3 showed the new weapons, the Dragon's Fury (A flamethrower/primary), the Thermal Thruster (A jetpack/secondary which has unique taunt kill called the Gas Blast), the Gas Passer (A toxic, flammable gas cloud/secondary) and the Hot Hand (A speed boosting glove/melee).
Day 4 was the final day, giving us a blog post with the new changes and a release date of 1 day away.
Day 1
The Jungle Inferno Update revealed 1 new Valve map and 5 new community-created maps, along with 2 new Valve taunts and 5 new community-created taunts.
Maps
Name | Picture | Game mode | File name |
---|---|---|---|
Banana Bay | Payload Race |
plr_bananabay_rc4
| |
Brazil | King of the Hill |
koth_brazil
| |
Enclosure | Payload |
pl_enclosure
| |
Lazarus | King of the Hill |
koth_lazarus
| |
Mercenary Park | 160px | Control Points |
cp_mercenarypark
|
Mossrock | Attack/Defend |
cp_mossrock
|
Taunts
Pyro |
Headcase | |
Heavy |
Russian Arms Race | |
Soviet Strongarm | ||
Engineer |
Dueling Banjo | |
Jumping Jack | ||
All classes |
Yeti Punch | |
Yeti Smash |
Day 2
Day 2 revealed the Jungle Inferno Campaign and War Paint cases which will be replacing campaign weapon drops and weapon cases, 2 new cosmetic cases, and the new campaign system. This campaign involves 36 new contracts that can be completed in co-op. Completion of the contracts earns either a campaign-specific item or "Blood Money", which can be used to buy War Paint and cases.
Campaign
The Jungle Inferno Campaign requires the purchase of a Jungle Inferno Campaign Pass. The ConTracker PDA has also been introduced, which allows customized contract progression and the Mercenary Park Gift Shop. Friendly Fire is also now possible, which allows players to play against their friends and help each other in completing contracts if the two players are in a party.
Cosmetics
Heavy |
Abominable Snow Pants | |
Himalayan Hair Shirt | ||
Kathman-Hairdo | ||
All classes |
[[Monstrous Mementos|Template:Dictionary/items/monstrous mementos]] | |
Saxton |
Tools
Abominable Cosmetic Case | |
Jungle Inferno Campaign Pass | |
Infernal Reward War Paint Collection | [[Infernal Reward War Paint Collection|Template:Dictionary/items/infernal reward war paint collection]] |
Jungle Jackpot War Paint Collection | [[Jungle Jackpot War Paint Collection|Template:Dictionary/items/jungle jackpot war paint collection]] |
Unleash The Beast Cosmetic Case | Unleash the Beast Cosmetic Case |
ConTracker | ConTracker |
Day 3
Day 3 revealed 4 new weapons for the Pyro, a kill taunt for one of the new Pyro weapons (the Thermal Thruster), a lunchbox item for the Heavy, and changes to the flamethrower.
Weapons
Pyro |
Dragon's Fury | |
Gas Passer | ||
Hot Hand | ||
Thermal Thruster | ||
Heavy |
Second Banana |
Taunts
Pyro |
Gas Blast |
Tweaked Classes
Class | Changes |
---|---|
Pyro |
Changed: Airblast hit detection for both players and projectiles is now a consistent cone |
Changed: Airblast strength increased | |
Changed: Airblast now causes the target player to have reduced footing and air control for a short period, rather than losing all control | |
Changed: Airblast now factors in the momentum of the Pyro and target, giving both more control over the interaction | |
Changed: Airblast now factors in the upward angle of the airblast, rather than having a fixed upward force | |
Changed: Afterburn duration now based on how long the flamethrower was actively hitting an enemy |
Tweaked Weapons
Class | Weapon | Changes |
---|---|---|
Pyro |
Flame Thrower + Variants |
Changed: Better visual sync, more consistent (no visuals/damage mismatch) |
Changed: New particle effects |
Day 4
Day 4 released the patch-notes for the Jungle Inferno Update, including various weapon changes, information about the new weapons and changes to the matchmaking system. First person inspect animations were also added for all weapons.
Tweaked Classes
Class | Changes |
---|---|
Heavy |
Changed: 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 only be removed after 1 second of firing. |
Changed: Accuracy and damage pernalties 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%. |
Tweaked Weapons
Class | Weapon | Changes | |
---|---|---|---|
Scout |
Bonk! Atomic Punch |
Added: 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. Last 5 seconds instead of 8. | |
Crit-a-Cola |
Added: Each attack while active added Marked-For-Death debuff for 5 seconds (does not stack) | ||
Removed: Marked-For-Death when effect expires | |||
Removed: +10% damage taken pernalty | |||
Removed: +25% move speed bonus | |||
Pretty Boy's Pocket Pistol |
Added: -25% clip size | ||
Changed: +15% firing speed (from 25% slower firing speed) | |||
Changed: Up to +7 hp per hit (from +5) | |||
Removed: 20% damage vulnerability on wearer | |||
Removed: Wearer never takes falling damage | |||
Flying Guillotine |
Added: Long range hits reduce rechange (by 1.5 seconds) | ||
Changed: Distance considered "long range" reduced by half of the previous value when determining mini-crits | |||
Removed: Crit vs stunned players | |||
Removed: Mini-crits at long range | |||
Sandman |
Changed: Max range balls now do 50% increased damage (from a base of 15) | ||
Changed: The flight time required to trigger the "max" effect has been reduced by 20% | |||
Changed: Ball regeneration time reduced to 10 seconds (from 15) | |||
Changed: Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed) | |||
Soldier |
Cow Mangler 5000 |
Added: Granted/earned Crits will converted to Mini-Crits | |
Removed: Cannot be Crit boosted | |||
Mantreads |
Added: +200% air control when blast jumping | ||
Changed: +75% push-force reduction now includes airblast | |||
Righteous Bison |
Note: This weapon has been reverted to its previous design | ||
Changed: Projectiles are no longer limited on the number on times they can hit the same target(s) | |||
Changed: Projectiles velocity increased to 1200 (from 840) | |||
Changed: Deals 20 damage per tick (down from 45) | |||
Demoman |
Claidheamh Mòr |
Note: This weapon has been reverted to its previous design | |
Added: 0.5 second increase in charge duration | |||
Removed: +25 health on kills | |||
Heavy |
Gloves of Running Urgently |
Added: Max-health is drained while item is active (-10/sec), and regenerated while holsters | |
Note: Health will regenerate only the amount drained while active minus any damage taken during that | |||
Note: 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 pernalty | |||
Fists of Steel |
Added: 40% overheal reduction while active | ||
Added: 40% healing rate penalty while active | |||
Eviction Notice |
Added: Max-health is drained while item is active (-5/sec), and regenerated while holsters | ||
Note: Health will regenerate only the amount drained while active minus any damage taken during that | |||
Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | |||
Removed: 20% damage vulnerability | |||
Engineer |
Rescue Ranger |
Added: Doubled the amount of metal applied (per <botignore>wrench</botignore> hit) when upgrading buildings during the "Setup" period | |
Changed: Ranged repairs now consume metal (at 4-to-1 health-to-metal ratio) | |||
Medic |
Crusader's Crossbow |
Changed: Übercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Übercharge build rate) is - based on the last time the target was in combat | |
Note: Reduced by a third when 1 - 10 seconds outside of combat, and scale up to normal over 10 - 15 seconds | |||
Vita-Saw |
Added: Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD) | ||
Added: On-death, preserve 15% Übercharge per Organ harvested. This effect caps at 60%. | |||
Removed: On death up to 20% of your stored ÜberCharge is retained | |||
Sniper |
Razorback |
Added: Shield regenerated after 30 seconds | |
Added: -100% overheal penalty | |||
Darwin's Danger Shield |
Added: Afterburn immunity | ||
Added: +50% fire resist | |||
Removed: 20% explosive damage vulnerability on wearer | |||
Removed: +25 max health on wearer | |||
Removed: +15% bullet damage resistance on wearer | |||
Spy |
Ambassador |
Changed: Headshot damage is not subjected to distance falloff effects | |
Changed: Headshots beyond 1200 world units do normal (non-crit) damage | |||
Your Eternal Reward |
Wanga Prick |
Added: Non-kill disguises require (and consume) a full cloak meter | |
Added: Increased cloak drain rate by 33% | |||
Removed: Cannot disguise penalty | |||
Dead Ringer |
Added: Ammo kits and dispensers no longer refill the Spy's cloak meter | ||
Removed: No cloak meter from ammo boxes when invisible | |||
Removed: -35% cloak meter from ammo boxes | |||
Soldier Demoman |
B.A.S.E. Jumper |
Added: Reduced amount of air control while deployed by 50% | |
Changed: Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again) | |||
Soldier Pyro |
Reserve Shooter |
Added: Attacks on targets flying via the Thermal Thruster mini-crit | |
Changed: Attacks on targets knocked into the air by Pyro airblast no longer mini-crit | |||
Soldier Pyro Heavy Engineer |
Panic Attack |
Added: 50% more pellets | |
Added: 30% less damage | |||
Added: Fire a wide, fixed shot pattern (regardless of server settings) | |||
Changed: 50% faster switch speed (from deploys 50% faster) | |||
Changed: Shot pattern grows with successive shots, but resets after you stop firing or reload (from weapon spread increases as health decreases) | |||
Removed: 50% faster reload time | |||
Removed: Fire rate increases as health decreases | |||
Removed: Hold fire to load up to 4 shells |
The Update being delayed a day
On the expected day for Day 4, a blog post gave notice of a delay of one day for the update. In "compensation", the post linked to a "big list of the changes, additions and fixes we'll be shipping".
Trivia
- The last update that followed a four-day-long system of daily content previews was the Über Update back in 2011.
- This was the longest wait for a major update in TF2 history, timing 10 months and 29 days (272 days total) since Smissmas 2016.
- Several new weapons were teased in the days prior to their reveal:
- At the bottom of the Day 1 Update Page, there is a Gas Passer lying on the ground, and in the background, the Pyro can be seen flying with the Thermal Thruster.
- On the Day 2 Update Page, in the pile of weapons shown that War Paints can be applied to, there is a Dragon's Fury in the background. Also, in the lineup of the team showing off new cosmetics, the Pyro is seen holding the Dragon's Fury and the Heavy is holding the Second Banana.
- At the bottom of the Day 2 Update Page, Saxton Hale is seen holding a ConTracker. On the screen, there are two names. One says "Mercenary Park", and the other says "Pyroland". It was later revealed that through the "Pyroland" option, players would be able to earn all of the four new Pyro weapons and the Heavy weapon via completing six free contracts.
- At the bottom of the page for Day 2, a parrot can be seen on Saxton Hale's shoulder. When its head is clicked or hovered over with the mouse cursor, it explodes.
Gallery
Day 1. Maps and taunts.
Day 2. Campaign Pass and cosmetics.
Day 4. Final Patch-notes.
External links
- Welcome to... Mercenary Park!
- Jungle Inferno Update Day 1
- Hit the Campaign Trail!
- Update Day 2
- Hot Stuff!
- Update Day 3
- We're Almost Live!
- Update Day 4
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