Difference between revisions of "Jungle Inferno Update/it"

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{{Quotation|'''Sito ufficiale TF2'''|Se Jurassic Park ci ha insegnato una cosa, è che la vita trova una via. Se Jurassic Park ci ha insegnato due cose, sono che la vita trova una via e che ''Jurassic Park'' è una buona idea da rubare per fare un aggiornamento. E se il team legale di Valve ci ha insegnato una cosa, è stato urlarci di non dirvi la seconda cosa che ci ha insegnato Jurassic Park.<br><br>Se le persone che ci hanno urlato contro ci hanno insegnato una cosa, è che i rumori forti ci rendono così spaventati che ci dimentichiamo dove sta il tasto cancella, quindi stiamo solo andando avanti e siamo lieti di annunciare il nostro aggiornamento totalmente originale su animali mortali che scappano da un parco a tema. Perché la vita trova una via, che è la sola cosa che abbiamo <s>rubato</s> imparato da Jurassic Park.}}
 
{{Quotation|'''Sito ufficiale TF2'''|Se Jurassic Park ci ha insegnato una cosa, è che la vita trova una via. Se Jurassic Park ci ha insegnato due cose, sono che la vita trova una via e che ''Jurassic Park'' è una buona idea da rubare per fare un aggiornamento. E se il team legale di Valve ci ha insegnato una cosa, è stato urlarci di non dirvi la seconda cosa che ci ha insegnato Jurassic Park.<br><br>Se le persone che ci hanno urlato contro ci hanno insegnato una cosa, è che i rumori forti ci rendono così spaventati che ci dimentichiamo dove sta il tasto cancella, quindi stiamo solo andando avanti e siamo lieti di annunciare il nostro aggiornamento totalmente originale su animali mortali che scappano da un parco a tema. Perché la vita trova una via, che è la sola cosa che abbiamo <s>rubato</s> imparato da Jurassic Park.}}
  
Il '''Jungle Inferno Update''' è un [[Patches#Major updates/it|aggiornamento]] per ''[[Team Fortress 2/it|Team Fortress 2]]'' annunciato il 16 Ottobre 2017.
+
Il '''Jungle Inferno Update''' è un [[Patches#Major updates/it|aggiornamento]] per ''[[Team Fortress 2/it|Team Fortress 2]]'' rilasciato il 20 Ottobre 2017.
 
<!-- Do NOT edit this line until the update is out. -->
 
<!-- Do NOT edit this line until the update is out. -->
  
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Il Giorno 1 includeva alcune nuove provocazioni, mappe e un breve trailer SFM.
 
Il Giorno 1 includeva alcune nuove provocazioni, mappe e un breve trailer SFM.
  
Il Giorno 2 ci ha dato un nuovo PDA per i contratti gratis e a pagamento, i contratti gratis danno le nuove armi mentre quelli a pagamento danno blood money e colori di guerra, insieme a immagini che mostrano i nuovi cappelli e oggetti.
+
Il Giorno 2 ci ha mostrato un nuovo PDA per i contratti gratis e a pagamento, i contratti gratis danno le nuove armi mentre quelli a pagamento danno blood money e colori di guerra, insieme a immagini che mostrano i nuovi cappelli e oggetti.
  
 
Il Giorno 3 ci ha mostrato nuove armi, la Dragon's Fury (un lanciafiamme/primaria, il Thermal Thruster (un jetpack/secondaria che uccide con una provocazione chiamata Gas Blast), il Gas Passer (una nuvola tossica e infiammabile di gas/secondaria) e la Hot Hand (un guanto che aumenta la velocità/corpo a corpo).
 
Il Giorno 3 ci ha mostrato nuove armi, la Dragon's Fury (un lanciafiamme/primaria, il Thermal Thruster (un jetpack/secondaria che uccide con una provocazione chiamata Gas Blast), il Gas Passer (una nuvola tossica e infiammabile di gas/secondaria) e la Hot Hand (un guanto che aumenta la velocità/corpo a corpo).
  
Il Giorno 4 è stato il giorno finale, ci ha dato un post sul blog con i nuovi cambiamenti e il ritardo del rilascio dell'aggiornamento di un giorno.
+
Il Giorno 4 è stato il giorno finale, ci ha mostrato un post sul blog con i nuovi cambiamenti e il ritardo del rilascio dell'aggiornamento di un giorno.
  
 
=== Giorno 1 ===
 
=== Giorno 1 ===
L'aggiornamento Jungle Inferno ha rivelato una nuova [[map/it|mappa]] creata da Valve e 5 nuove mappe [[Steam Workshop/it|create dalla comunità, insieme ad altre due [[taunt/it|provocazioni]] create da Valve e 5 create dalla comunità.
+
L'aggiornamento Jungle Inferno ha rivelato una nuova [[map/it|mappa]] creata da Valve e 5 nuove mappe [[Steam Workshop/it|create dalla comunità]], insieme ad altre due [[taunt/it|provocazioni]] create da Valve e 5 create dalla comunità.
  
 
==== Mappe ====
 
==== Mappe ====
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{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
|-
 
|-
| style="background: #b5b85c; width:90px;" rowspan="1" | {{icon class|Pyro}}<br/>'''[[Pyro{{if lang}}|<span style="color: #000;">Pyro</span>]]'''
+
| style="background: #b5b85c; width:90px;" rowspan="1" | {{icon class|Pyro}}<br/>'''[[Pyro/it|<span style="color: #000;">Pyro</span>]]'''
 
| align="center" style="background: #f8d28c " | {{Icon item|Headcase|75px}}
 
| align="center" style="background: #f8d28c " | {{Icon item|Headcase|75px}}
 
| style="background: #f8e2a1 "| '''{{item link|Headcase}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Headcase}}'''
 
|-
 
|-
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|Heavy}}<br/>'''[[Heavy{{if lang}}|<span style="color: #000;">Heavy</span>]]'''
+
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|Heavy}}<br/>'''[[Heavy/it|<span style="color: #000;">Heavy</span>]]'''
 
| align="center" style="background: #f8d28c " | {{Icon item|Russian Arms Race|75px}}
 
| align="center" style="background: #f8d28c " | {{Icon item|Russian Arms Race|75px}}
 
| style="background: #f8e2a1 "| '''{{item link|Russian Arms Race}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Russian Arms Race}}'''
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| style="background: #f8e2a1 "| '''{{item link|Soviet Strongarm}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Soviet Strongarm}}'''
 
|-
 
|-
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|Engineer}}<br/>'''[[Engineer{{if lang}}|<span style="color: #000;">Engineer</span>]]'''
+
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|Engineer}}<br/>'''[[Engineer/it|<span style="color: #000;">Engineer</span>]]'''
 
| align="center" style="background: #f8d28c " | {{Icon item|Dueling Banjo|75px}}
 
| align="center" style="background: #f8d28c " | {{Icon item|Dueling Banjo|75px}}
 
| style="background: #f8e2a1 "| '''{{item link|Dueling Banjo}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Dueling Banjo}}'''
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| style="background: #f8e2a1 "| '''{{item link|Jumping Jack}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Jumping Jack}}'''
 
|-
 
|-
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|All Classes}}<br/>'''[[Classes{{if lang}}|<span style="color: #000;">All classes</span>]]'''
+
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|All Classes}}<br/>'''[[Classes/it|<span style="color: #000;">All classes</span>]]'''
 
| align="center" style="background: #f8d28c " | {{Icon item|Yeti Punch|75px}}
 
| align="center" style="background: #f8d28c " | {{Icon item|Yeti Punch|75px}}
 
| style="background: #f8e2a1 "| '''{{item link|Yeti Punch}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Yeti Punch}}'''
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=== Giorno 2 ===
 
=== Giorno 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.
+
Il Giorno 2 ha svelato la [[Jungle Inferno Campaign/it|Campagna Jungle Inferno]] e le casse [[War Paint/it||War Paint]] che rimpiazzeranno i dop delle armi e delle casse della campagna, due nuove casse di decorazioni, e il nuovo sistema campagna. Questa campagna comprende 36 nuopvi contratti che possono essere completati in co-op. Il completamento di questi contratti procura o un oggetto della campagna o i "Blood Money", che possono essere utilizzati per comprare War Paint e le casse.
  
==== Campaign ====
+
==== Campagna ====
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.
+
La Campagna Jungle Inferno necessita dell'acquisto del [[Jungle Inferno Campaign Pass]]. E' stato introdotto anche il [[Contracker]] PDA, che permette una progressione personalizzata dei contratti e il Mercenary Park Gift Shop. E' disponibile anche il Friendly Fire, che permette ai giocatori di giocare contro i loro amici e di aiutarsi a completare contratti se i due giocatori sono in un party.
  
==== Cosmetics ====
+
==== Decorazioni ====
 
{{main|Cosmetic items}}
 
{{main|Cosmetic items}}
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
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| style="background: #f8e2a1 "| '''{{item link|Kathman-Hairdo}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Kathman-Hairdo}}'''
 
|-
 
|-
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|All Classes}}<br/>'''[[Classes{{if lang}}|<span style="color: #000;">All classes</span>]]'''
+
| style="background: #b5b85c; width:90px;" rowspan="2" | {{icon class|All Classes}}<br/>'''[[Classes/it|<span style="color: #000;">All classes</span>]]'''
 
| align="center" style="background: #f8d28c " | {{Icon item|Monstrous Mementos|75px}}
 
| align="center" style="background: #f8d28c " | {{Icon item|Monstrous Mementos|75px}}
 
| style="background: #f8e2a1 "| '''{{item link|Monstrous Mementos}}'''
 
| style="background: #f8e2a1 "| '''{{item link|Monstrous Mementos}}'''
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|}
 
|}
  
==== Tools ====
+
==== Strumenti ====
 
{{main|Tools}}
 
{{main|Tools}}
 
{| class="wikitable collapsible" cellpadding="3" style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding="3" style="text-align:center;"
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|}
 
|}
  
=== Day 3 ===
+
=== Giorno 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.
+
Il Giorno 3 ha rivelato quattro nuove armi per il Pyro, una provocazione mortale per una delle armi del Pyro(il [[Thermal Thruster/it|Thermal Thruster]], un oggetto edibile per il Grosso e delle modifiche al lanciafiamme.
  
==== Weapons ====
+
==== Armi ====
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
|-
 
|-
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|}
 
|}
  
==== Taunts ====
+
==== Provocazioni ====
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;"
 
|-
 
|-
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==== Tweaked Classes ====
 
==== Tweaked Classes ====
 
{| class="wikitable"
 
{| class="wikitable"
! style="background: #748c41;" class="header" | <span style="color: black;"> Class
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Class
! style="background: #748c41;" class="header" | <span style="color: black;"> Changes
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Changes
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan="6"| {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
 
! style="background: #b5b85c;" rowspan="6"| {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
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==== Tweaked Weapons ====
 
==== Tweaked Weapons ====
 
{| class="wikitable"
 
{| class="wikitable"
! style="background: #748c41;" class="header" | <span style="color: black;"> Class
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Class
! style="background: #748c41;" class="header" | <span style="color: black;"> Weapon
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Weapon
! style="background: #748c41;" class="header" | <span style="color: black;"> Changes
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Changes
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=7| {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
 
! style="background: #b5b85c;" rowspan=7| {{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
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=== Day 4 ===
 
=== 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.
+
Day 4 released the patch notes for the Jungle Inferno Update, including various weapon changes, information about the new weapons, multiple bug fixes and changes to the matchmaking system. First person inspect animations were also added for all weapons. <!-- may need to rewrite -->
  
 
====Tweaked Classes====
 
====Tweaked Classes====
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==== Tweaked Weapons ====
 
==== Tweaked Weapons ====
 
{| class="wikitable"
 
{| class="wikitable"
! style="background: #748c41;" class="header" | <span style="color: black;"> Class
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Class
! style="background: #748c41;" class="header" colspan=2 | <span style="color: black;"> Weapon
+
! style="background: #748c41;" class="header" colspan=2 | <span style="color: white;"> Weapon
! style="background: #748c41;" class="header" | <span style="color: black;"> Changes
+
! style="background: #748c41;" class="header" | <span style="color: white;"> Changes
 
|-
 
|-
! style="background: #b5b85c;" rowspan=18 | {{icon class|Scout}}<br/>[[Scout{{if lang}}|{{class name|scout}}]]
+
! style="background: #b5b85c;" rowspan=19 | {{icon class|Scout}}<br/>[[Scout{{if lang}}|{{class name|scout}}]]
! style="background: #f8d28c;" colspan=2 | {{Icon item|Bonk! Atomic Punch|icon-size=75px}} <br /> {{item link|Bonk! Atomic Punch}}
+
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Bonk! Atomic Punch|icon-size=75px}} <br /> {{item link|Bonk! Atomic Punch}}
| style="background: #f8e2a1;" | {{c|-|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.
+
| style="background: #f8e2a1;" | {{c|-|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.
 +
|-
 +
| style="background: #f8e2a1;" | {{c|=|Note:}} The slow effect lasts 5 seconds
 
|-
 
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Crit-A-Cola|icon-size=75px}} <br /> {{item link|Crit-A-Cola}}
 
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Crit-A-Cola|icon-size=75px}} <br /> {{item link|Crit-A-Cola}}
| style="background: #f8e2a1;" | {{c|-|Added:}} Each attack while active added Marked-For-Death debuff for 5 seconds (does not stack)
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|+|Removed:}} Marked-For-Death when effect expires
 
| style="background: #f8e2a1;" | {{c|+|Removed:}} Marked-For-Death when effect expires
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|-
 
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}}
 
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}}
| style="background: #f8e2a1;" | {{c|-|Added:}} -25% clip size
+
| style="background: #f8e2a1;" | {{c|-|Added:}} -25% clip size (9 shots)
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|+|Changed:}} +15% firing speed (from 25% slower firing speed)
 
| style="background: #f8e2a1;" | {{c|+|Changed:}} +15% firing speed (from 25% slower firing speed)
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| style="background: #f8e2a1;" | {{c|-|Changed:}} Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed)  
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed)  
 
|-
 
|-
! style="background: #b5b85c;" rowspan=10 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]]
+
! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]]
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Cow Mangler 5000|icon-size=75px}} <br /> {{item link|Cow Mangler 5000}}
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Cow Mangler 5000|icon-size=75px}} <br /> {{item link|Cow Mangler 5000}}
| style="background: #f8e2a1;" | {{c|+|Added:}} Granted/earned Crits will converted to Mini-Crits
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Granted/earned Crits will converted to Mini-Crits instead
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|+|Removed:}} Cannot be Crit boosted
 
| style="background: #f8e2a1;" | {{c|+|Removed:}} Cannot be Crit boosted
Line 294: Line 296:
 
| style="background: #f8e2a1;" | {{c|+|Changed:}} Projectiles are no longer limited on the number on times they can hit the same target(s)
 
| style="background: #f8e2a1;" | {{c|+|Changed:}} Projectiles are no longer limited on the number on times they can hit the same target(s)
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|+|Changed:}} Projectiles velocity increased to 1200 (from 840)
+
| style="background: #f8e2a1;" | {{c|+|Changed:}} Projectile velocity increased to 1200 (from 840)
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Deals 20 damage per tick (down from 45)
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Deals 20 damage per tick (down from 45)
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|B.A.S.E. Jumper|icon-size=75px}} <br /> {{item link|B.A.S.E. Jumper}}
 
| style="background: #f8e2a1;" | {{c|-|Added:}} Reduced amount of air control while deployed by 50%
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
 
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=3 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|{{class name|demoman}}]]
 
! style="background: #b5b85c;" rowspan=3 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|{{class name|demoman}}]]
Line 309: Line 306:
 
| style="background: #f8e2a1;" | {{c|+|Added:}} 0.5 second increase in charge duration
 
| style="background: #f8e2a1;" | {{c|+|Added:}} 0.5 second increase in charge duration
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|+|Removed:}} +25 health on kills
+
| style="background: #f8e2a1;" | {{c|-|Removed:}} +25 health on kill
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=11 | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|{{class name|heavy}}]]
 
! style="background: #b5b85c;" rowspan=11 | {{icon class|Heavy}}<br/>[[Heavy{{if lang}}|{{class name|heavy}}]]
 
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Gloves of Running Urgently|icon-size=75px}} <br /> {{item link|Gloves of Running Urgently}}
 
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Gloves of Running Urgently|icon-size=75px}} <br /> {{item link|Gloves of Running Urgently}}
| style="background: #f8e2a1;" | {{c|-|Added:}} Max-health is drained while item is active (-10/sec), and regenerated while holsters
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Max-health is drained while item is active (-10/sec), and regenerated while holstered
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|=|Note:}} Health will regenerate only the amount drained while active minus any damage taken during that
+
| style="background: #f8e2a1;" | {{c|=|Note:}} Health will regenerate only the amount drained while active - minus any damage taken during that time
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
 
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
Line 329: Line 326:
 
|-
 
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}}
 
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}}
| style="background: #f8e2a1;" | {{c|-|Added:}} Max-health is drained while item is active (-5/sec), and regenerated while holsters
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Max-health is drained while item is active (-5/sec), and regenerated while holstered
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|=|Note:}} Health will regenerate only the amount drained while active minus any damage taken during that
+
| style="background: #f8e2a1;" | {{c|=|Note:}} Health will regenerate only the amount drained while active - minus any damage taken during that time
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
 
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
Line 339: Line 336:
 
! style="background: #b5b85c;" rowspan=2 | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|{{class name|engineer}}]]
 
! style="background: #b5b85c;" rowspan=2 | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|{{class name|engineer}}]]
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Rescue Ranger|icon-size=75px}} <br /> {{item link|Rescue Ranger}}
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Rescue Ranger|icon-size=75px}} <br /> {{item link|Rescue Ranger}}
| style="background: #f8e2a1;" | {{c|+|Added:}} Doubled the amount of metal applied (per <botignore>wrench</botignore> hit) when upgrading buildings during the "Setup" period
+
| style="background: #f8e2a1;" | {{c|+|Added:}} Doubled the amount of metal applied (per {{botignore|wrench}} hit) when upgrading buildings during the "Setup" period
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|-|Changed:}} Ranged repairs now consume metal (at 4-to-1 health-to-metal ratio)
+
| style="background: #f8e2a1;" | {{c|-|Changed:}} Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio)
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=5 | {{icon class|Medic}}<br/>[[Medic{{if lang}}|{{class name|medic}}]]
 
! style="background: #b5b85c;" rowspan=5 | {{icon class|Medic}}<br/>[[Medic{{if lang}}|{{class name|medic}}]]
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Crusader's Crossbow|icon-size=75px}} <br /> {{item link|Crusader's Crossbow}}
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Crusader's Crossbow|icon-size=75px}} <br /> {{item link|Crusader's Crossbow}}
| style="background: #f8e2a1;" | {{c|-|Changed:}} Übercharge gain rate reduced in the same way that the Medi Gun's healing (and therefore, Übercharge build rate) is - based on the last time the target was in combat
+
| style="background: #f8e2a1;" | {{c|-|Changed:}} Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|=|Note:}} Reduced by a third when 1 - 10 seconds outside of combat, and scale up to normal over 10 - 15 seconds
+
| style="background: #f8e2a1;" | {{c|=|Note:}} Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
 
|-
 
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Vita-Saw|icon-size=75px}} <br /> {{item link|Vita-Saw}}
 
! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Vita-Saw|icon-size=75px}} <br /> {{item link|Vita-Saw}}
 
| style="background: #f8e2a1;" | {{c|+|Added:}} Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD)
 
| style="background: #f8e2a1;" | {{c|+|Added:}} Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD)
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|+|Added:}} On-death, preserve 15% Übercharge per Organ harvested. This effect caps at 60%.
+
| style="background: #f8e2a1;" | {{c|+|Added:}} On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Removed:}} On death up to 20% of your stored ÜberCharge is retained
 
| style="background: #f8e2a1;" | {{c|-|Removed:}} On death up to 20% of your stored ÜberCharge is retained
Line 375: Line 372:
 
! style="background: #b5b85c;" rowspan=8 | {{icon class|Spy}}<br/>[[Spy{{if lang}}|{{class name|spy}}]]
 
! style="background: #b5b85c;" rowspan=8 | {{icon class|Spy}}<br/>[[Spy{{if lang}}|{{class name|spy}}]]
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Ambassador|icon-size=75px}} <br /> {{item link|Ambassador}}
 
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Ambassador|icon-size=75px}} <br /> {{item link|Ambassador}}
| style="background: #f8e2a1;" | {{c|-|Changed:}} Headshot damage is not subjected to distance falloff effects
+
| style="background: #f8e2a1;" | {{c|-|Changed:}} Headshot damage is now subjected to distance falloff effects
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Headshots beyond 1200 world units do normal (non-crit) damage
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Headshots beyond 1200 world units do normal (non-crit) damage
Line 385: Line 382:
 
| style="background: #f8e2a1;" | {{c|-|Added:}} Increased cloak drain rate by 33%
 
| style="background: #f8e2a1;" | {{c|-|Added:}} Increased cloak drain rate by 33%
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|+|Removed:}} Cannot disguise penalty
+
| style="background: #f8e2a1;" | {{c|+|Removed:}} "Cannot disguise" penalty
 
|-
 
|-
 
! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}}
 
! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}}
| style="background: #f8e2a1;" | {{c|-|Added:}} Ammo kits and Dispensers no longer refill the Spy's cloak meter
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Ammo kits and dispensers no longer refill the Spy's cloak meter
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|-|Removed:}} No cloak meter from ammo boxes when invisible
+
| style="background: #f8e2a1;" | {{c|+|Removed:}} No cloak meter from ammo boxes when invisible
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|-|Removed:}} -35% cloak meter from ammo boxes
+
| style="background: #f8e2a1;" | {{c|+|Removed:}} -35% cloak meter from ammo boxes
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
 
! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]]
Line 399: Line 396:
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
 
| style="background: #f8e2a1;" | {{c|-|Changed:}} Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
 +
|-
 +
! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]] <br />{{icon class|Demoman}}<br/>[[Demoman{{if lang}}|{{class name|demoman}}]]
 +
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|B.A.S.E. Jumper|icon-size=75px}} <br /> {{item link|B.A.S.E. Jumper}}
 +
| style="background: #f8e2a1;" | {{c|-|Added:}} Reduced amount of air control while deployed by 50%
 +
|-
 +
| style="background: #f8e2a1;" | {{c|-|Changed:}} Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
 
|-
 
|-
 
! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|{{class name|heavy}}]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|{{class name|engineer}}]]
 
! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|{{class name|soldier}}]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|{{class name|pyro}}]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|{{class name|heavy}}]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|{{class name|engineer}}]]
Line 406: Line 409:
 
| style="background: #f8e2a1;" | {{c|-|Added:}} 30% less damage
 
| style="background: #f8e2a1;" | {{c|-|Added:}} 30% less damage
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|-|Added:}} Fire a wide, fixed shot pattern (regardless of server settings)
+
| style="background: #f8e2a1;" | {{c|-|Added:}} Fires a wide, fixed shot pattern (regardless of server settings) <!-- negative or neutral? -->
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|+|Changed:}} 50% faster switch speed (from deploys 50% faster)
+
| style="background: #f8e2a1;" | {{c|+|Changed:}} 50% faster switch speed (previously deployed 50% faster)
 
|-
 
|-
| style="background: #f8e2a1;" | {{c|=|Changed:}} Shot pattern grows with successive shots, but resets after you stop firing or reload (from weapon spread increases as health decreases)
+
| style="background: #f8e2a1;" | {{c|=|Changed:}} Shot pattern grows with successive shots, but resets after you stop firing or reload (previously, weapon spread increased as health decreased)
 
|-
 
|-
 
| style="background: #f8e2a1;" | {{c|-|Removed:}} 50% faster reload time
 
| style="background: #f8e2a1;" | {{c|-|Removed:}} 50% faster reload time
Line 420: Line 423:
 
|}
 
|}
  
==== The Update being delayed a day ====
+
==== Update Delay ====
On the expected day for Day 4, a [http://www.teamfortress.com/post.php?id=33776 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".
+
On the expected day for the update's release, Day 4, a [http://www.teamfortress.com/post.php?id=33776 blog post] gave notice of a delay of one day for the update in order for the TF team to do additional stress testing.
  
 
== 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? -->
* At the bottom of the Day 1 Update Page, there are several nods to the new Pyro weapons. There is a [[Gas Passer]] lying on the ground, and in the background, the Pyro can be seen flying with the [[Thermal Thruster]].
+
* Several new weapons were teased in the days prior to their reveal:
* Throughout the Day 2 Update Page, there are multiple hints at a new Pyro weapon. In the pile of weapons shown that [[War Paints]] can be applied to, there is a [[Dragon's Fury]] in the background. Also, on the lineup of the team showing off new cosmetics, the Pyro is seen holding the Dragon's Fury again and the Heavy holding the [[Second Banana]].
+
** 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 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.
 
* 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.
Line 447: Line 452:
 
* [http://www.teamfortress.com/post.php?id=33776 We're Almost Live!]
 
* [http://www.teamfortress.com/post.php?id=33776 We're Almost Live!]
 
* [http://www.teamfortress.com/jungleinferno/notes.php Update Day 4]
 
* [http://www.teamfortress.com/jungleinferno/notes.php Update Day 4]
 +
* [http://www.teamfortress.com/post.php?id=33847 Jungle Inferno is Live!]
  
 
{{Jungle Inferno Update Nav}}
 
{{Jungle Inferno Update Nav}}

Revision as of 16:14, 21 October 2017

Jungle Inferno Update.jpg
Se Jurassic Park ci ha insegnato una cosa, è che la vita trova una via. Se Jurassic Park ci ha insegnato due cose, sono che la vita trova una via e che Jurassic Park è una buona idea da rubare per fare un aggiornamento. E se il team legale di Valve ci ha insegnato una cosa, è stato urlarci di non dirvi la seconda cosa che ci ha insegnato Jurassic Park.

Se le persone che ci hanno urlato contro ci hanno insegnato una cosa, è che i rumori forti ci rendono così spaventati che ci dimentichiamo dove sta il tasto cancella, quindi stiamo solo andando avanti e siamo lieti di annunciare il nostro aggiornamento totalmente originale su animali mortali che scappano da un parco a tema. Perché la vita trova una via, che è la sola cosa che abbiamo rubato imparato da Jurassic Park.
Sito ufficiale TF2

Il Jungle Inferno Update è un aggiornamento per Team Fortress 2 rilasciato il 20 Ottobre 2017.

Video

Annunci

La pagina dell'aggiornamento Jungle Inferno è iniziata ufficialmente il 16 Ottobre 2017, come annunciato sul post del Blog Ufficiale di TF2 "Welcome to... Mercenary Park!"

Progresso dell'aggiornamento

L'aggiornamento Jungle Inferno è stato rilasciato durante un periodo di tempo di quattro giorni.

Il Giorno 1 includeva alcune nuove provocazioni, mappe e un breve trailer SFM.

Il Giorno 2 ci ha mostrato un nuovo PDA per i contratti gratis e a pagamento, i contratti gratis danno le nuove armi mentre quelli a pagamento danno blood money e colori di guerra, insieme a immagini che mostrano i nuovi cappelli e oggetti.

Il Giorno 3 ci ha mostrato nuove armi, la Dragon's Fury (un lanciafiamme/primaria, il Thermal Thruster (un jetpack/secondaria che uccide con una provocazione chiamata Gas Blast), il Gas Passer (una nuvola tossica e infiammabile di gas/secondaria) e la Hot Hand (un guanto che aumenta la velocità/corpo a corpo).

Il Giorno 4 è stato il giorno finale, ci ha mostrato un post sul blog con i nuovi cambiamenti e il ritardo del rilascio dell'aggiornamento di un giorno.

Giorno 1

L'aggiornamento Jungle Inferno ha rivelato una nuova mappa creata da Valve e 5 nuove mappe create dalla comunità, insieme ad altre due provocazioni create da Valve e 5 create dalla comunità.

Mappe

Le mappe della comunità sono quelle scritte in italics.
Nome Foto Game mode File name
Banana Bay Bananabay main.jpg Corsa dei carrelli
RED Bombcart.pngBLU Bombcart.png
plr_bananabay_rc4
Brazil Brazil main.jpg Re della collina
Controlpoint.png
koth_brazil
Enclosure Enclosure main.jpg Carrello
BLU Bombcart.png
pl_enclosure
Lazarus Lazarus main.jpg Re della collina
Controlpoint.png
koth_lazarus
Mercenary Park 160px Punti di controllo
Controlpoint.png
cp_mercenarypark
Mossrock Mossrock main.jpg Attacco/Difesa
Controlpoint.png
cp_mossrock

Provocazioni

Leaderboard class pyro.png
Pyro
Headcase Testa è Servita
Leaderboard class heavy.png
Heavy
Russian Arms Race Corsa alle Armi Russa
Soviet Strongarm Braccio di Ferro Sovietico
Leaderboard class engineer.png
Engineer
Dueling Banjo Banjo Duellante
Jumping Jack Salto Pneumatico
TF2 crosshair orange.png
All classes
Yeti Punch Pugno dello Yeti
Yeti Smash Colpo dello Yeti

Giorno 2

Il Giorno 2 ha svelato la Campagna Jungle Inferno e le casse |War Paint che rimpiazzeranno i dop delle armi e delle casse della campagna, due nuove casse di decorazioni, e il nuovo sistema campagna. Questa campagna comprende 36 nuopvi contratti che possono essere completati in co-op. Il completamento di questi contratti procura o un oggetto della campagna o i "Blood Money", che possono essere utilizzati per comprare War Paint e le casse.

Campagna

La Campagna Jungle Inferno necessita dell'acquisto del Jungle Inferno Campaign Pass. E' stato introdotto anche il Contracker PDA, che permette una progressione personalizzata dei contratti e il Mercenary Park Gift Shop. E' disponibile anche il Friendly Fire, che permette ai giocatori di giocare contro i loro amici e di aiutarsi a completare contratti se i due giocatori sono in un party.

Decorazioni

Articolo principale: Cosmetic items
Leaderboard class heavy.png
Heavy
Abominable Snow Pants Abominevoli Pantaloni delle Nevi
Himalayan Hair Shirt Maglia Pelosa dell'Himalaya
Kathman-Hairdo Capelli di Kathmandu
TF2 crosshair orange.png
All classes
Monstrous Mementos [[Monstrous Mementos/it|Template:Dictionary/items/monstrous mementos]]
Saxton Saxton

Strumenti

Articolo principale: Tools
Abominable Cosmetic Case Cassa Abominevole
Jungle Inferno Campaign Pass Pass della campagna Jungle Inferno
Infernal Reward War Paint Collection [[Infernal Reward War Paint Collection/it|Template:Dictionary/items/infernal reward war paint collection]]
Jungle Jackpot War Paint Collection [[Jungle Jackpot War Paint Collection/it|Template:Dictionary/items/jungle jackpot war paint collection]]
Unleash The Beast Cosmetic Case Cassa della Bestia Scatenata
ConTracker ConTracker

Giorno 3

Il Giorno 3 ha rivelato quattro nuove armi per il Pyro, una provocazione mortale per una delle armi del Pyro(il Thermal Thruster, un oggetto edibile per il Grosso e delle modifiche al lanciafiamme.

Armi

Leaderboard class pyro.png
Pyro
Dragon's Fury Furia del Drago
Gas Passer Rifornimento di Benzina
Hot Hand Mano Rovente
Thermal Thruster Propulsore Termico
Leaderboard class heavy.png
Heavy
Second Banana Banana Secondaria

Provocazioni

Leaderboard class pyro.png
Pyro
Gas Blast Esplosione di gas

Tweaked Classes

Class Changes
Leaderboard class pyro.png
Piro
Pictogram plus.png Changed: Airblast hit detection for both players and projectiles is now a consistent cone
Pictogram plus.png Changed: Airblast strength increased
Pictogram minus.png Changed: Airblast now causes the target player to have reduced footing and air control for a short period, rather than losing all control
Pictogram comment.png Changed: Airblast now factors in the momentum of the Pyro and target, giving both more control over the interaction
Pictogram comment.png Changed: Airblast now factors in the upward angle of the airblast, rather than having a fixed upward force
Pictogram comment.png Changed: Afterburn duration now based on how long the flamethrower was actively hitting an enemy

Tweaked Weapons

Class Weapon Changes
Leaderboard class pyro.png
Piro
Flame Thrower
Lanciafiamme + Variants
Pictogram comment.png Changed: Better visual sync, more consistent (no visuals/damage mismatch)
Pictogram comment.png 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, multiple bug fixes and changes to the matchmaking system. First person inspect animations were also added for all weapons.

Tweaked Classes

Class Changes
Leaderboard class heavy.png
Grosso
Pictogram plus.png 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.
Pictogram plus.png 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
Leaderboard class scout.png
Esploratore
Bonk! Atomic Punch
Bonk! Pugno Atomico
Pictogram minus.png 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.
Pictogram comment.png Note: The slow effect lasts 5 seconds
Crit-A-Cola
Crit-a-Cola
Pictogram minus.png Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
Pictogram plus.png Removed: Marked-For-Death when effect expires
Pictogram plus.png Removed: +10% damage taken pernalty
Pictogram minus.png Removed: +25% move speed bonus
Pretty Boy's Pocket Pistol
Pistola Tascabile di Pretty Boy
Pictogram minus.png Added: -25% clip size (9 shots)
Pictogram plus.png Changed: +15% firing speed (from 25% slower firing speed)
Pictogram plus.png Changed: Up to +7 hp per hit (from +5)
Pictogram plus.png Removed: 20% damage vulnerability on wearer
Pictogram minus.png Removed: Wearer never takes falling damage
Flying Guillotine
Ghigliottina Volante
Pictogram plus.png Added: Long range hits reduce rechange (by 1.5 seconds)
Pictogram plus.png Changed: Distance considered "long range" reduced by half of the previous value when determining mini-crits
Pictogram minus.png Removed: Crit vs stunned players
Pictogram minus.png Removed: Mini-crits at long range
Sandman
Sandman
Pictogram plus.png Changed: Max range balls now do 50% increased damage (from a base of 15)
Pictogram plus.png Changed: The flight time required to trigger the "max" effect has been reduced by 20%
Pictogram plus.png Changed: Ball regeneration time reduced to 10 seconds (from 15)
Pictogram minus.png Changed: Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed)
Leaderboard class soldier.png
Soldato
Cow Mangler 5000
Mutila-Mucche 5000
Pictogram minus.png Added: Granted/earned Crits will converted to Mini-Crits instead
Pictogram plus.png Removed: Cannot be Crit boosted
Mantreads
Passo d'Uomo
Pictogram plus.png Added: +200% air control when blast jumping
Pictogram plus.png Changed: +75% push-force reduction now includes airblast
Righteous Bison
Bisonte Virtuoso
Pictogram comment.png Note: This weapon has been reverted to its previous design
Pictogram plus.png Changed: Projectiles are no longer limited on the number on times they can hit the same target(s)
Pictogram plus.png Changed: Projectile velocity increased to 1200 (from 840)
Pictogram minus.png Changed: Deals 20 damage per tick (down from 45)
Leaderboard class demoman.png
Demolitore
Claidheamh Mòr
Claidheamh Mòr
Pictogram comment.png Note: This weapon has been reverted to its previous design
Pictogram plus.png Added: 0.5 second increase in charge duration
Pictogram minus.png Removed: +25 health on kill
Leaderboard class heavy.png
Grosso
Gloves of Running Urgently
Guanti della Radicale Urgenza
Pictogram minus.png Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
Pictogram comment.png Note: Health will regenerate only the amount drained while active - minus any damage taken during that time
Pictogram comment.png Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
Pictogram plus.png Removed: Marked-For-Death effect while active
Pictogram plus.png Removed: 25% damage pernalty
Fists of Steel
Pugni d'Acciaio
Pictogram minus.png Added: 40% overheal reduction while active
Pictogram minus.png Added: 40% healing rate penalty while active
Eviction Notice
Avviso di Sfratto
Pictogram minus.png Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered
Pictogram comment.png Note: Health will regenerate only the amount drained while active - minus any damage taken during that time
Pictogram comment.png Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time.
Pictogram plus.png Removed: 20% damage vulnerability
Leaderboard class engineer.png
Ingegnere
Rescue Ranger
Ranger Soccorritore
Pictogram plus.png Added: Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period
Pictogram minus.png Changed: Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio)
Leaderboard class medic.png
Medico
Crusader's Crossbow
Balestra del Crociato
Pictogram minus.png Changed: Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
Pictogram comment.png Note: Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
Vita-Saw
Vita-Saw
Pictogram plus.png Added: Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD)
Pictogram plus.png Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
Pictogram minus.png Removed: On death up to 20% of your stored ÜberCharge is retained
Leaderboard class sniper.png
Cecchino
Razorback
Razorback
Pictogram plus.png Added: Shield regenerated after 30 seconds
Pictogram minus.png Added: -100% overheal penalty
Darwin's Danger Shield
Scudo d'Emergenza di Darwin
Pictogram plus.png Added: Afterburn immunity
Pictogram plus.png Added: +50% fire resist
Pictogram plus.png Removed: 20% explosive damage vulnerability on wearer
Pictogram minus.png Removed: +25 max health on wearer
Pictogram minus.png Removed: +15% bullet damage resistance on wearer
Leaderboard class spy.png
Spia
Ambassador
Ambasciatore
Pictogram minus.png Changed: Headshot damage is now subjected to distance falloff effects
Pictogram minus.png Changed: Headshots beyond 1200 world units do normal (non-crit) damage
Your Eternal Reward
Eterna Ricompensa
Wanga Prick
Spillo Wanga
Pictogram minus.png Added: Non-kill disguises require (and consume) a full cloak meter
Pictogram minus.png Added: Increased cloak drain rate by 33%
Pictogram plus.png Removed: "Cannot disguise" penalty
Dead Ringer
Cipollotto Letale
Pictogram minus.png Added: Ammo kits and dispensers no longer refill the Spy's cloak meter
Pictogram plus.png Removed: No cloak meter from ammo boxes when invisible
Pictogram plus.png Removed: -35% cloak meter from ammo boxes
Leaderboard class soldier.png
Soldato
Leaderboard class pyro.png
Piro
Reserve Shooter
Tiratore di Riserva
Pictogram plus.png Added: Attacks on targets flying via the Thermal Thruster mini-crit
Pictogram minus.png Changed: Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
Leaderboard class soldier.png
Soldato
Leaderboard class demoman.png
Demolitore
B.A.S.E. Jumper
Paracadute Urbano
Pictogram minus.png Added: Reduced amount of air control while deployed by 50%
Pictogram minus.png Changed: Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
Leaderboard class soldier.png
Soldato
Leaderboard class pyro.png
Piro
Leaderboard class heavy.png
Grosso
Leaderboard class engineer.png
Ingegnere
Panic Attack
Attacco di Panico
Pictogram plus.png Added: 50% more pellets
Pictogram minus.png Added: 30% less damage
Pictogram minus.png Added: Fires a wide, fixed shot pattern (regardless of server settings)
Pictogram plus.png Changed: 50% faster switch speed (previously deployed 50% faster)
Pictogram comment.png Changed: Shot pattern grows with successive shots, but resets after you stop firing or reload (previously, weapon spread increased as health decreased)
Pictogram minus.png Removed: 50% faster reload time
Pictogram comment.png Removed: Fire rate increases as health decreases
Pictogram comment.png Removed: Hold fire to load up to 4 shells

Update Delay

On the expected day for the update's release, Day 4, a blog post gave notice of a delay of one day for the update in order for the TF team to do additional stress testing.

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

External links