Difference between revisions of "December 20, 2007 Patch"
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===Team Fortress 2=== | ===Team Fortress 2=== | ||
− | * [[Sudden death]] mode is now a server option (a convar) and defaults to OFF | + | * [[Sudden death]] mode is now a [[server]] option (a convar) and defaults to OFF |
− | * [[Sap|Sapped]] [[buildings]] now take slightly less damage from the [[Spy]] who sapped them | + | * [[Sap|Sapped]] [[buildings]] now take slightly less [[damage]] from the [[Spy]] who sapped them |
* The [[Medic]]'s [[Medi Gun]] now charges at an increased rate during [[Setup time]], to remove the need for self-damage grinding | * The [[Medic]]'s [[Medi Gun]] now charges at an increased rate during [[Setup time]], to remove the need for self-damage grinding | ||
* Fixed an rcon/console command that could cause server crashes | * Fixed an rcon/console command that could cause server crashes |
Revision as of 19:07, 22 February 2011
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Patch notes
Team Fortress 2
- Sudden death mode is now a server option (a convar) and defaults to OFF
- Sapped buildings now take slightly less damage from the Spy who sapped them
- The Medic's Medi Gun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the Civilian class
- Prevented players from hiding their name in the scoreboard
- Dustbowl changes
- Now waits until either team wins fully before changing to another map on server timelimit expiring
- Teams now score a point per captured control point, rather than per sub round
- Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed Snipers to kill defenders during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first cap
- Limited line-of-sight at the first control point in stage 3 to remove a griefable Sniper spot
- Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed Critical bullet tracers not being visible to players other than the firer
- Fixed first person spectator view of the Spy watch not showing the correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the Flamethrower stuttering when firing directly into a building
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly
- Fixed Rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're occurring
- Fixed occasional misreporting of Syringe Gun & Fire Axe damage distances to the stats system
- Fixed an occasional crash caused by an achievement not being found during a game announcement
Undocumented changes
- Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence on Dustbowl