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]]'' | + | 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 | + | 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 | + | 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 | + | | 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 | + | | 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 | + | | 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 | + | | 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 === | ||
− | + | 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. | |
− | ==== | + | ==== 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 ==== |
{{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 | + | | 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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|} | |} | ||
− | ==== | + | ==== 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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|} | |} | ||
− | === | + | === 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/it|Thermal Thruster]], un oggetto edibile per il Grosso e delle modifiche al lanciafiamme. | |
− | ==== | + | ==== Armi ==== |
{| class="wikitable collapsible" cellpadding=2 style="text-align:center;" | {| class="wikitable collapsible" cellpadding=2 style="text-align:center;" | ||
|- | |- | ||
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|} | |} | ||
− | ==== | + | ==== 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: | + | ! style="background: #748c41;" class="header" | <span style="color: white;"> Class |
− | ! style="background: #748c41;" class="header" | <span style="color: | + | ! 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: | + | ! style="background: #748c41;" class="header" | <span style="color: white;"> Class |
− | ! style="background: #748c41;" class="header" | <span style="color: | + | ! style="background: #748c41;" class="header" | <span style="color: white;"> Weapon |
− | ! style="background: #748c41;" class="header" | <span style="color: | + | ! 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 | + | 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: | + | ! style="background: #748c41;" class="header" | <span style="color: white;"> Class |
− | ! style="background: #748c41;" class="header" colspan=2 | <span style="color: | + | ! style="background: #748c41;" class="header" colspan=2 | <span style="color: white;"> Weapon |
− | ! style="background: #748c41;" class="header" | <span style="color: | + | ! style="background: #748c41;" class="header" | <span style="color: white;"> Changes |
|- | |- | ||
− | ! style="background: #b5b85c;" rowspan= | + | ! 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. | + | | 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 | + | | 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= | + | ! 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| | + | | 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 | ||
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| 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:}} | + | | 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: #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}}]] | ||
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| 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| | + | | 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 | + | | 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. | ||
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|- | |- | ||
! 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 | + | | 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. | ||
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! 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 | + | | 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:}} | + | | 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 | + | | 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% | + | | 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 | + | | 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 | + | | style="background: #f8e2a1;" | {{c|-|Added:}} Ammo kits and dispensers no longer refill the Spy's cloak meter |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|+|Removed:}} No cloak meter from ammo boxes when invisible |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | 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:}} | + | | 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 ( | + | | 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 ( | + | | 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: | ||
|} | |} | ||
− | ==== | + | ==== 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 | + | 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 | + | * 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 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
La traduzione di questa pagina in italiano è ancora in corso. Se parlate italiano, postate nella pagina di discussione o parlate con coloro che hanno contribuito a questa pagina (vedendo la cronologia della pagina). |
“Sei così piccolo! Mi fai sbellicare!” Questo articolo è una bozza, perciò è ancora incompleto. Puoi aiutare Team Fortress Wiki espandendolo. Notes: At the time of writing, the update is still in early days of release. Please add to this as content is announced! |
“ | 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 — 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
Nome | Foto | Game mode | File name |
---|---|---|---|
Banana Bay | Corsa dei carrelli |
plr_bananabay_rc4
| |
Brazil | Re della collina |
koth_brazil
| |
Enclosure | Carrello |
pl_enclosure
| |
Lazarus | Re della collina |
koth_lazarus
| |
Mercenary Park | 160px | Punti di controllo |
cp_mercenarypark
|
Mossrock | Attacco/Difesa |
cp_mossrock
|
Provocazioni
Pyro |
Testa è Servita | |
Heavy |
Corsa alle Armi Russa | |
Braccio di Ferro Sovietico | ||
Engineer |
Banjo Duellante | |
Salto Pneumatico | ||
All classes |
Pugno dello Yeti | |
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
Heavy |
Abominevoli Pantaloni delle Nevi | |
Maglia Pelosa dell'Himalaya | ||
Capelli di Kathmandu | ||
All classes |
[[Monstrous Mementos/it|Template:Dictionary/items/monstrous mementos]] | |
Saxton |
Strumenti
Cassa Abominevole | |
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
Pyro |
Furia del Drago | |
Rifornimento di Benzina | ||
Mano Rovente | ||
Propulsore Termico | ||
Heavy |
Banana Secondaria |
Provocazioni
Pyro |
Esplosione di gas |
Tweaked Classes
Class | Changes |
---|---|
Piro |
Changed: Airblast hit detection for both players and projectiles is now a consistent cone |
Changed: Airblast strength increased | |
Changed: Airblast now causes the target player to have reduced footing and air control for a short period, rather than losing all control | |
Changed: Airblast now factors in the momentum of the Pyro and target, giving both more control over the interaction | |
Changed: Airblast now factors in the upward angle of the airblast, rather than having a fixed upward force | |
Changed: Afterburn duration now based on how long the flamethrower was actively hitting an enemy |
Tweaked Weapons
Class | Weapon | Changes |
---|---|---|
Piro |
Lanciafiamme + Variants |
Changed: Better visual sync, more consistent (no visuals/damage mismatch) |
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 |
---|---|
Grosso |
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. |
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 | |
---|---|---|---|
Esploratore |
Bonk! Pugno Atomico |
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. | |
Note: The slow effect lasts 5 seconds | |||
Crit-a-Cola |
Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack) | ||
Removed: Marked-For-Death when effect expires | |||
Removed: +10% damage taken pernalty | |||
Removed: +25% move speed bonus | |||
Pistola Tascabile di Pretty Boy |
Added: -25% clip size (9 shots) | ||
Changed: +15% firing speed (from 25% slower firing speed) | |||
Changed: Up to +7 hp per hit (from +5) | |||
Removed: 20% damage vulnerability on wearer | |||
Removed: Wearer never takes falling damage | |||
Ghigliottina Volante |
Added: Long range hits reduce rechange (by 1.5 seconds) | ||
Changed: Distance considered "long range" reduced by half of the previous value when determining mini-crits | |||
Removed: Crit vs stunned players | |||
Removed: Mini-crits at long range | |||
Sandman |
Changed: Max range balls now do 50% increased damage (from a base of 15) | ||
Changed: The flight time required to trigger the "max" effect has been reduced by 20% | |||
Changed: Ball regeneration time reduced to 10 seconds (from 15) | |||
Changed: Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed) | |||
Soldato |
Mutila-Mucche 5000 |
Added: Granted/earned Crits will converted to Mini-Crits instead | |
Removed: Cannot be Crit boosted | |||
Passo d'Uomo |
Added: +200% air control when blast jumping | ||
Changed: +75% push-force reduction now includes airblast | |||
Bisonte Virtuoso |
Note: This weapon has been reverted to its previous design | ||
Changed: Projectiles are no longer limited on the number on times they can hit the same target(s) | |||
Changed: Projectile velocity increased to 1200 (from 840) | |||
Changed: Deals 20 damage per tick (down from 45) | |||
Demolitore |
Claidheamh Mòr |
Note: This weapon has been reverted to its previous design | |
Added: 0.5 second increase in charge duration | |||
Removed: +25 health on kill | |||
Grosso |
Guanti della Radicale Urgenza |
Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered | |
Note: Health will regenerate only the amount drained while active - minus any damage taken during that time | |||
Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | |||
Removed: Marked-For-Death effect while active | |||
Removed: 25% damage pernalty | |||
Pugni d'Acciaio |
Added: 40% overheal reduction while active | ||
Added: 40% healing rate penalty while active | |||
Avviso di Sfratto |
Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered | ||
Note: Health will regenerate only the amount drained while active - minus any damage taken during that time | |||
Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | |||
Removed: 20% damage vulnerability | |||
Ingegnere |
Ranger Soccorritore |
Added: Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period | |
Changed: Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio) | |||
Medico |
Balestra del Crociato |
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 | |
Note: Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds | |||
Vita-Saw |
Added: Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD) | ||
Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%. | |||
Removed: On death up to 20% of your stored ÜberCharge is retained | |||
Cecchino |
Razorback |
Added: Shield regenerated after 30 seconds | |
Added: -100% overheal penalty | |||
Scudo d'Emergenza di Darwin |
Added: Afterburn immunity | ||
Added: +50% fire resist | |||
Removed: 20% explosive damage vulnerability on wearer | |||
Removed: +25 max health on wearer | |||
Removed: +15% bullet damage resistance on wearer | |||
Spia |
Ambasciatore |
Changed: Headshot damage is now subjected to distance falloff effects | |
Changed: Headshots beyond 1200 world units do normal (non-crit) damage | |||
Eterna Ricompensa |
Spillo Wanga |
Added: Non-kill disguises require (and consume) a full cloak meter | |
Added: Increased cloak drain rate by 33% | |||
Removed: "Cannot disguise" penalty | |||
Cipollotto Letale |
Added: Ammo kits and dispensers no longer refill the Spy's cloak meter | ||
Removed: No cloak meter from ammo boxes when invisible | |||
Removed: -35% cloak meter from ammo boxes | |||
Soldato Piro |
Tiratore di Riserva |
Added: Attacks on targets flying via the Thermal Thruster mini-crit | |
Changed: Attacks on targets knocked into the air by Pyro airblast no longer mini-crit | |||
Soldato Demolitore |
Paracadute Urbano |
Added: Reduced amount of air control while deployed by 50% | |
Changed: Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again) | |||
Soldato Piro Grosso Ingegnere |
Attacco di Panico |
Added: 50% more pellets | |
Added: 30% less damage | |||
Added: Fires a wide, fixed shot pattern (regardless of server settings) | |||
Changed: 50% faster switch speed (previously deployed 50% faster) | |||
Changed: Shot pattern grows with successive shots, but resets after you stop firing or reload (previously, weapon spread increased as health decreased) | |||
Removed: 50% faster reload time | |||
Removed: Fire rate increases as health decreases | |||
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
Day 1. Maps and taunts.
Day 2. Campaign Pass and cosmetics.
Day 4. Final Patch-notes.
External links
- Welcome to... Mercenary Park!
- Jungle Inferno Update Day 1
- Hit the Campaign Trail!
- Update Day 2
- Hot Stuff!
- Update Day 3
- We're Almost Live!
- Update Day 4
- Jungle Inferno is Live!
|