Difference between revisions of "August 13, 2009 Patch"
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The Classless Update was released August 13, 2009, and marked the first non-class specific Pack Update, which focused on new [[hats]], [[game modes]] and [[maps]] instead of [[weapons]]. | The Classless Update was released August 13, 2009, and marked the first non-class specific Pack Update, which focused on new [[hats]], [[game modes]] and [[maps]] instead of [[weapons]]. | ||
− | === | + | ===Team Fortress 2=== |
* Added [[King Of The Hill]] game mode. | * Added [[King Of The Hill]] game mode. | ||
* Added custom animations played by the [[humiliation|losing team]] during the post-win state. They are moved into third person camera to enjoy them | * Added custom animations played by the [[humiliation|losing team]] during the post-win state. They are moved into third person camera to enjoy them | ||
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* Added community map [[Offblast|Arena_Offblast]] | * Added community map [[Offblast|Arena_Offblast]] | ||
* Added community map [[Yukon|CP_Yukon]] | * Added community map [[Yukon|CP_Yukon]] | ||
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* Added "Auto Reload" option to the multiplayer advanced options | * Added "Auto Reload" option to the multiplayer advanced options | ||
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing | * Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing | ||
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* Added response caching for some server queries to help reduce the CPU load from DOS attacks | * Added response caching for some server queries to help reduce the CPU load from DOS attacks | ||
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail | * Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail | ||
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* Update [[Pipeline|PLR_Pipeline]] | * Update [[Pipeline|PLR_Pipeline]] | ||
** Increased the starting advantage in the third round if a team has won the first two rounds | ** Increased the starting advantage in the third round if a team has won the first two rounds | ||
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* Updated [[Granary|CP_Granary]] | * Updated [[Granary|CP_Granary]] | ||
** Made a few changes to improve balance based on competitive community feedback | ** Made a few changes to improve balance based on competitive community feedback | ||
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* The [[Force of Nature]] | * The [[Force of Nature]] | ||
** The enemy knockback now only works in close range and behaves more like the Pyro's air blast | ** The enemy knockback now only works in close range and behaves more like the Pyro's air blast | ||
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** The minimum distance to stun a target has been reduced | ** The minimum distance to stun a target has been reduced | ||
** The negative attribute has changed from "no double jump" to "-30 max health" | ** The negative attribute has changed from "no double jump" to "-30 max health" | ||
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* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs | * Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs | ||
* Fixed an exploit that allowed players to work around sv_pure | * Fixed an exploit that allowed players to work around sv_pure | ||
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* Fixed r_screenfademinsize and r_screenfademaxsize exploits | * Fixed r_screenfademinsize and r_screenfademaxsize exploits | ||
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target | * Fixed sentries firing at a fully cloaked Spy if they're still the closest target | ||
− | + | *Community requests | |
− | + | ** Added a HUD element for hybrid CTF & CP maps | |
− | * Added a HUD element for hybrid CTF & CP maps | + | *** Supports 1 or 2 flags, and any number of CPs |
− | ** Supports 1 or 2 flags, and any number of CPs | + | *** Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it |
− | ** Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it | + | ** Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards |
− | * Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards | + | *** Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d") |
− | ** Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d") | + | ** Added new "medic_death" event for server logs |
− | * Added new "medic_death" event for server logs | + | *** Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ÜberCharge "%s") |
− | ** Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ÜberCharge "%s") | + | *** healing is the amount the Medic healed in that life |
− | ** healing is the amount the Medic healed in that life | + | *** ÜberCharge (1/0) is whether they died with a full charge |
− | ** ÜberCharge (1/0) is whether they died with a full charge | + | ** Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it |
− | * Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it | ||
| source = http://store.steampowered.com/news/2733/ | | source = http://store.steampowered.com/news/2733/ |
Revision as of 07:42, 20 February 2011
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Official update page: The Classless Update
Patch notes
The Classless Update was released August 13, 2009, and marked the first non-class specific Pack Update, which focused on new hats, game modes and maps instead of weapons.
Team Fortress 2
- Added King Of The Hill game mode.
- Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
- Added lots of new hats
- Added KOTH_Viaduct
- Added CTF_Sawmill
- Added community map Arena_Offblast
- Added community map CP_Yukon
- Added "Auto Reload" option to the multiplayer advanced options
- Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
- Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
- Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
- Significantly reduced the amount of network traffic being sent
- Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
- Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist
- Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
- Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
- Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
- Added an "Inspect" key that allows you to look at items being carried by your team mates
- Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend
- Added multi-select, allowing you to delete multiple items at once
- Added a new key to the key binding page that opens your inventory directly to your backpack
- Fixed mouseover panel being incorrectly position when the backpack first appears
- Cloaked Spies standing in valid backstab positions no longer raise their knife
- Added current map name and gametype to the bottom right of scoreboard
- Added class icons to tips on the loadout and loading screens
- Improved visuals around flags when they're being carried by a player
- Improved critboosted visuals, making it much clearer when an enemy has critboost
- Updated the loading panel to show the game type under the map name during level transition
- In-game chat dialog now supports full Unicode characters
- Added BLU main menu background
- Added response caching for some server queries to help reduce the CPU load from DOS attacks
- Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail
- Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds
- Fixed carts not continuing to the second round if they're capped at the same time in the first round
- Fixed being able to shoot pipebombs over the starting gates in the first round
- Fixed being able to open the doors in the first round before the setup time was finished
- Fixed players getting stuck in some doors
- Fixed players being able to get onto rooftops and out of the map boundaries
- Fixed other minor bugs and exploits
- Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible
- Fixed exploit with building teleporters outside of the map
- Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback
- The Force of Nature
- The enemy knockback now only works in close range and behaves more like the Pyro's air blast
- Enemies cannot be juggled by the FaN's effect
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
- Knockback is now scaled by damage done
- The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
- Stunned players now take 75% of all incoming damage instead of 50%
- Übercharged players can no longer be stunned
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
- The minimum distance to stun a target has been reduced
- The negative attribute has changed from "no double jump" to "-30 max health"
- Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
- Fixed an exploit that allowed players to work around sv_pure
- Particle files are now protected by sv_pure
- Fixed critboost effect getting stuck on when you die while critboosted
- Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
- Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
- Fixed an exploit where you could reload The Huntsman faster than intended
- Fixed Heavy "civilian" exploit
- Fixed a set of exploits using the DXSupport config files
- Fixed r_screenfademinsize and r_screenfademaxsize exploits
- Fixed sentries firing at a fully cloaked Spy if they're still the closest target
- Community requests
- Added a HUD element for hybrid CTF & CP maps
- Supports 1 or 2 flags, and any number of CPs
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
- Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
- Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
- Added new "medic_death" event for server logs
- Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ÜberCharge "%s")
- healing is the amount the Medic healed in that life
- ÜberCharge (1/0) is whether they died with a full charge
- Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
- Added a HUD element for hybrid CTF & CP maps
External links
- The Classless Update: Day 1 - New Hats + Arena_Offblast
- The Classless Update: Day 2 - King of the Hill mode + KOTH maps
- The Classless Update: Day 3 - CTF_Sawmill + CP_Yukon + Full update list
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