Difference between revisions of "September 15, 2009 Patch"
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− | == | + | {{Patch layout |
− | * Backpack improvement | + | | before = {{Patch name|9|2|2009}} |
− | ** Added support for 100 slots in the backpack | + | | day = 15 |
+ | | month = september | ||
+ | | year = 2009 | ||
+ | | after = {{Patch name|10|14|2009}} | ||
+ | | source-title = Team Fortress 2 Update Released | ||
+ | | source = http://store.steampowered.com/news/2825/ | ||
+ | | notes = ===Team Fortress 2=== | ||
+ | * [[Backpack]] improvement | ||
+ | ** Added support for 100 slots in the [[backpack]] | ||
** Backpack can now be sorted by type | ** Backpack can now be sorted by type | ||
** Multi-selection in the backpack is now done by holding down the Ctrl key<br/> | ** Multi-selection in the backpack is now done by holding down the Ctrl key<br/> | ||
− | * Alt-fire on the Sandvich now drops sandviches | + | * Alt-fire on the [[Sandvich]] now drops sandviches |
− | ** A single sandvich can be dropped at a time. Dropping the | + | ** A single sandvich can be dropped at a time. Dropping the Sandvich removes it from the [[Heavy]] |
− | ** A Heavy can regain his sandvich by collecting a healthkit while already being at full health | + | ** A [[Heavy]] can regain his sandvich by collecting a healthkit while already being at full [[health]] |
− | ** Eating a | + | ** Eating a Sandvich using the [[taunt]] method now heals a Heavy to full health |
− | ** Dropped | + | ** Dropped Sandviches heal 50% of the collector's health |
− | * Medic | + | * [[Medic]] regeneration changes |
− | ** Base | + | ** Base regeneration amount increased from 1/sec to 3/sec |
** Regen amount increase since time of last damage decreased from 3x to 2x | ** Regen amount increase since time of last damage decreased from 3x to 2x | ||
− | ** End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec | + | ** End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New [[healing]] scales from 3/sec to 6/sec |
− | * Blutsauger | + | * [[Blutsauger]] |
− | ** Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" | + | ** Replaced "No [[critical hits]]" negative attribute with "-2 health drained per second on wearer" |
− | ** Health drain stacks on top of the above Medic | + | ** Health drain stacks on top of the above [[Medic]] regeneration changes, lowering the base regen by 2h/sec |
* Added "mp_windifference" server ConVar (default to 0) | * Added "mp_windifference" server ConVar (default to 0) | ||
** When set to X, matches will be considered won if a team gets X points ahead of the other team | ** When set to X, matches will be considered won if a team gets X points ahead of the other team | ||
− | + | * Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog | |
− | + | * Added "Disable weather effects" option to the Multiplayer->Advanced options dialog | |
− | + | * Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog | |
** If set (default), it'll show non-standard items being carried by the player you're spectating | ** If set (default), it'll show non-standard items being carried by the player you're spectating | ||
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* Changed idle player check to include spectators & players who haven't chosen a team | * Changed idle player check to include spectators & players who haven't chosen a team | ||
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* Fixed explosive radius detection using an axially aligned box instead of a sphere | * Fixed explosive radius detection using an axially aligned box instead of a sphere | ||
** Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB | ** Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB | ||
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* End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant | * End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant | ||
− | * Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses | + | * Fixed [[Sniper]] using the reference pose if he has the [[Huntsman]] deployed when his team loses |
− | * Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as | + | * Fixed [[Spies]] speaking their response rules lines after killing a player as the class they were disguised as |
* Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team | * Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team | ||
− | * Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted | + | * Fixed the Huntsman not firing crit arrows when the Sniper is being [[Critical hits#Crit Boost|CritBoosted]] |
* Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged | * Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged | ||
* Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned | * Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned | ||
− | * Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies | + | * Fixed [[Halo]] glow effect not being hidden for cloak/disguised enemy Spies |
* Fixed wearables not destroying their attached particles when they're removed | * Fixed wearables not destroying their attached particles when they're removed | ||
* Fixed several player & viewmodel simulation issues that occurred when the game was paused | * Fixed several player & viewmodel simulation issues that occurred when the game was paused | ||
* Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 | * Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 | ||
− | + | *Community Requests | |
− | * Added the entindex() of the object being built to the "player_builtobject" game event | + | ** Added the entindex() of the object being built to the "player_builtobject" game event |
− | * Added flag to allow CTF map authors to turn off the Overtime mode when timers expire | + | ** Added flag to allow CTF map authors to turn off the Overtime mode when timers expire |
− | * Added IgnitePlayer input to TFPlayer | + | ** Added IgnitePlayer input to TFPlayer |
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}} | }} | ||
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Latest revision as of 04:21, 4 April 2012
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Source: Team Fortress 2 Update Released
Patch notes
Team Fortress 2
- Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl key
- Alt-fire on the Sandvich now drops sandviches
- A single sandvich can be dropped at a time. Dropping the Sandvich removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while already being at full health
- Eating a Sandvich using the taunt method now heals a Heavy to full health
- Dropped Sandviches heal 50% of the collector's health
- Medic regeneration changes
- Base regeneration amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
- Blutsauger
- Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
- Health drain stacks on top of the above Medic regeneration changes, lowering the base regen by 2h/sec
- Added "mp_windifference" server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points ahead of the other team
- Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
- Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
- Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
- If set (default), it'll show non-standard items being carried by the player you're spectating
- Tournament mode changes
- New item whitelist allowing tournaments to control what items can be used by players
- Added "item_whitelist_example.txt"
- Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
- Added Tournament mode Spectator HUD
- Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
- Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
- Changed idle player check to include spectators & players who haven't chosen a team
- Fixed explosive radius detection using an axially aligned box instead of a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132->159
- Rocket radius change: 121->146
- End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
- Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
- Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
- Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
- Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
- Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
- Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
- Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
- Fixed wearables not destroying their attached particles when they're removed
- Fixed several player & viewmodel simulation issues that occurred when the game was paused
- Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
- Community Requests
- Added the entindex() of the object being built to the "player_builtobject" game event
- Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
- Added IgnitePlayer input to TFPlayer