July 10, 2013 Patch

From Team Fortress Wiki
Revision as of 22:05, 10 July 2013 by NewAgeRetroHippie (talk | contribs) (Created page with "General: - Added over 60 Gold Star community-submitted Workshop items - Summer Claim Checks can now be redeemed for Summer Coolers - Summer Cooler Keys are now available in t...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

General:

- Added over 60 Gold Star community-submitted Workshop items - Summer Claim Checks can now be redeemed for Summer Coolers - Summer Cooler Keys are now available in the Mann Co. Store - Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store

- Reduced intensity of Bleed and Jarate screen effects under DX8 - Added text search functionality to the backpack and the store - Added tf_hud_show_servertimelimit to display the server's per-map time limit on the in-game HUD - In MvM, if all team members unready, the pre-round countdown will stop - In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve - Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect - Double-clicking a crate will now take you to the appropriate key in the store - By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection. - Unusuals and Stranges no longer stack in loadout equip pages - Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies - Fixed a bug that would cause the popular items page in the store to not always update correctly - Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits - Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck - Fixed a bug where crouch animations would not properly play while in humiliation state - Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge - Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community - Fixed level 3 dispensers missing geometry - Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs - Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players - Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones - Fixed characters in the loadout page sometimes appearing as if they were cloaked - Weapon attributes will now show in the same order in-game and in Steam Community - Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed

Maps:

- Added cp_standin and cp_process - Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town

- cp_badlands

 - Fixed jumps being ruined by small rock ledge near spiral
 - Fixed prop collisions
 - Fixed clip smoothing

- cp_dustbowl

 - Fixed players building in Blu's first spawn
 - Fixed players shooting through rocks in stage 2
 - Fixed collision in tunnels in stage 2
 - Fixed textures not displaying properly in Pyrovision
 - Fixed lighting on cliff faces
 - Fixed skybox error in stage 3.
 - Fixed players getting killed through the ceiling under stage 2 cap 1
 - Adjusted ceiling height in stage 3 tunnel for better clearance
 - Cleaned up prop collision

- cp_egypt

 - Fixed clip brush exploits
 - Players can no longer build on top of arches and high ledges

- cp_gorge

 - Players can no longer build in Blu's first spawn room
 - Changed scale of water texture

- cp_granary

 - Fixed improper orientation on arrow signs
 - Fixed players getting above red forward spawn
 - Fixed players building on cargo containers inside spawn room
 - Fixed holes in skybox geometry
 - Removed collision from hanging lamp over Red spawn
 - Removed collision from security cameras above Red and Blue spawns
 - Mirrored fence alcove from Blu final cap arena to Red side
 - Balanced collision of rocks in final capture arenas
 - Re-ordered spawns in the first spawn room to be consistent between Red and Blu

- cp_gravelpit

 - Clipped roof of building over cap A
 - Removed helthpack under terrain
 - Added decals under health kits and ammo packs

- cp_gullywash

 - Fixed players getting out of the map near the middle capture point
 - Fixed collision exploits near middle capture point

- cp_mountainlab

 - Fixed collision issues on the ladders and hill that lead to the first point
 - Fixed static prop lighting

- cp_steel

 - Fixed players blocking Blu's spawn exit door leading to capture point B
 - Fixed collision on ledge near capture point B
 - Players can no longer build inside Red spawn room.
 - Blu spawn point over grate removed.

- ctf_2fort

 - Fixed building inside of spawn doors
 - Fixed clipping exploits on battlements
 - Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
 - Cleaned up prop collision
 - Smoothed clipping on wagon wheel and other props

- ctf_well

 - Fixed players jumping out of the map

- koth_king

 - Health and ammo packs now match on Red and Blu sides of the map
 - Players can no longer build in spawn doors

- koth_lakeside

 - Fixed rockets passing through terrain near the capture point

- koth_viaduct

 - Players can no longer build in spawn room rafters

- mvm_bigrock

 - Fixed players building on rock in cave section

- pl_badwater

 - Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
 - Fixed player clip smoothing
 - Fixed fence collisions
 - Fixed floating rocks in skybox
 - Fixed lighting on props
 - Fixed lighting on canyon vista
 - Handrails no longer collide with bullets and projectiles
 - Performance increase through poly reduction, model collision reduction and model fade distances
 - Players can no longer build inside Blu spawn room
 - Players can no longer be trapped with teleporters under the sign by the first capture point
 - Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
 - Players will now be crushed by closing doors upon the capture of point 2

- pl_barnblitz

 - Fixed building in the skybox above Red's final spawn
 - Teleporters will no longer self destruct when used on the battlements near Blu's first spawn

- pl_frontier

 - Fixed spawn doors not working properly after second capture.
 - Players can no longer build inside kill volumes
 - Players can no longer build inside of Blu's second spawn room
 - Red players can now enter the Blu team spawn upon round win

- pl_goldrush

 - Fixed collision on props and clip exploits
 - Fixed buildings being prohibited from construction in the garage near the end of stage 3
 - Players can no longer block the cart through the wall in stage
 - Players can no longer build in spawn exits
 - Players can no longer build on the shack roof near the end of stage 3
 - Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
 - Players can no longer build on the perch in stage 1
 - Handrails no longer collide with bullets and projectiles

- pl_thundermountain

 - Fixed gate visible through ceiling in stage 3
 - Fixed clipping in stage 3 Blu spawn
 - Prevented players from building in the cliffside kill zone in stage 1

- pl_upward

 - Fixed exploit where Blu team could be trapped in their final spawn room
 - Fixed gap in collision which allowed Blu players to be shot in their first spawn
 - Fixed fade distances on props in Blu spawn
 - Fixed players building under catwalk on the ledge of the final pit
 - Fixed clip brush exploits
 - Players can no longer be trapped by teleporting under stairs near final capture point
 - Players can no longer build inside of Red's final spawn room
 - Players can no longer build inside of spawn room doors
 - Players can no longer be trapped inside of the capture point sign
 - Prevented Blu team from entering final spawn room while it is neutral
 - Smoothed clipping collision
 - Collision performance increases
 - Handrails no longer collide with bullets and projectiles
 - Replaced floor texture in Red team final spawn room

- plr_hightower

 - Fixed clip brush exploit above building on cliff edge

- plr_nightfall

 - Fixed players jumping outside of the map
 - Reduced prop collision

- plr_pipeline

 - Fixed invisible faces
 - Handrails no longer collide with bullets and projectiles

- tc_hydro

 - Fixed clip brush exploit where players could get out of world
 - Fixed players getting on top of monument.

Items:

- The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted - "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI - Cursed Soul items (Halloween zombie skins) are now renameable - Strange Bacon Grease can now be gift-wrapped - Added LODs to the Airborne Armaments set items - Fixed Bison/Pomson projectiles getting stuck on doors - Fixed Baseballs and Jars sometimes going through thin geometry

- Crit-A-Cola

 - Removed: Damage taken mini-crits
 - Added: Damage taken increased 25%

- Shortstop

 - Added 20% bonus healing while deployed
 - Added 80% vulnerability increase to all push forces while deployed

- Winger

 - Added +25% Jump Height bonus when active

- The Special Delivery (set)

 - Removed: +25 max health on wearer
 - Added: Leave a calling card on your victims

- Battalion's Backup - Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)

 - Rage is now generated from damage dealt instead of damage received

- Black Box

 - Rocket explosions now use correct sound

- Begger's Bazooka

 - Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
 - Misfired Rockets now remove one loaded rocket from the clip

- Concheror

 - Rage is now generated only from damage dealt
 - Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect

- Cow Mangler 5000

 - Reduced clip size (from 5 to 4)
 - Removed -10% damage attribute
 - Removed 5% slower reload attribute
 - Added missing "sets players on fire" description text
 - New particles and sound

- Escape Plan

 - Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.

- Liberty Launcher:

 - Removed: 25% reduced clip size penalty
 - Added: 25% reduced damage penalty

- Original

 - Rocket explosions now use correct sound

- The Tank Buster (set)

 - Removed: +20% Sentry damage resistance on wearer
 - Added: Leave a calling card on your victims

- Phlogistinator

 - Fixed "Mmmph" progress resetting after touching a resupply cabinet

- Powerjack

 - Added: 15% increase move speed while deployed
 - Added: 20% damage vulnerability to all sources

- The Gas Jockey's Gear (set)

 - Removed: +10% faster move speed on wearer
 - Removed: +10% bullet damage vulnerability on wearer
 - Added: Leave a calling card on your victims.

- Chargin' Targe

 - Added: Afterburn immunity

- Loose Cannon

 - Range no longer affects direct cannonball impact damage
 - Reduced charge time to 1 second
 - Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
 - Double-Donk damage now mini-crits

- The Expert's Ordnance (set)

 - Removed: +10% fire damage resistance on wearer

- Buffalo Steak Sandwich

 - Removed: Damage taken mini-crits
 - Added: Damage taken increased 25%

- Dalokoh's Bar

 - Increased amount of health restored per-bite from 15 to 25

- Gunslinger

 - Fixed a bug that caused mini-sentries to heal while being constructed

- Rescue Ranger

 - Minor increase in damage per bolt
 - Increased building healing from 50 to 75 per bolt

- Short Circuit

 - Ammo cost reduced when an attack destroys a projectile.

- Wrangler:

 - Slightly reduced accuracy of manually-controlled sentry at long range
 - Protective shield now fades 1 second after the owning Engineer dies

- Crusaders Crossbow

 - Changed arrow projectile to a large syringe
 - Added new trail effects

- Smoothed out reload animation (DPS unchanged) - Fixed being able to heal players that are using items that block healing - Quick-Fix

 - Added 50% Overheal
 - Über now affects the medic when there's no heal target
 - Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix's Über

- Vaccinator

 - Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented

- Bazaar Bargain

 - Fixed the starting charge rate being -40% instead of -20%
 - Capped the max charge rate to 200%

- Cozy Camper

 - Removed movement penalty.
 - Added: Damage taken increased by 20%

- Darwin's Danger shield

 - Added: Bullet damage taken reduced by 15%
 - Added: Explosive damage taken increased by 20%

- The Croc-o-Style Kit (set)

 - Removed headshot immunity
 - Added: Leave a calling card on your victims

- Dead Ringer

 - When under the effect of Feign Death, damage taken decreases the duration of the effect

- L'Etranger

 - Added: 40% increased cloak duration

- Spy-cicle

 - Fixed a bug that would cause the charge meter to not reset when the spy was killed

- The Saharan Spy (set)

 - Removed: Reduced decloak sound volume
 - Removed: 0.5 sec longer cloak blink time
 - Added custom particle effects when taunting