January 6, 2010 Patch

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Patch notes

Team Fortress 2

  • Server Browser (for TF2 and DoD:S)
    • Added a client-side server blacklist
      • Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
      • Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
  • Reduced the health penalty on The Sandman
  • The Force-A-Nature knockback on target now
    • Only applies to hits that deal more than 30 damage and are in close range
    • Factors in the firer's angle of attack when determining the knockback direction
    • Has less of an effect on grounded targets
  • The Dead Ringer now
    • Reduces cloak to 40% when uncloaking early
    • Has a 35% cap on the amount of cloak it can gain from an ammo pack
    • Has a quieter de-cloak sound
  • Fixed a performance & stability issue with AMD processors
  • Improved the stability of the game server -> item backend connection
  • Fixed a rare server crash related to dispensers
  • Added min/max values to viewmodel_fov convar to match the settings in the slider
  • Reduced the number of moons in ctf_doublecross, sadly
  • Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
  • Fixed a crash related to sv_pure and the wireframe_dx6 shader
  • Players can no longer shoot while stunned
  • Fixed a bug that caused movement speed reductions to not work on stunned players
  • Soldier Rage bar no longer resets when touching a resupply cabinet
  • Achievement fixes
    • Fixed the "Second Eye" Demoman achievement
    • Fixed a bug in the "Play Doctor" Medic achievement
    • Changed the requirements for the "Medals of Honor" Soldier achievement
    • Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
    • Fixed an issue that affected several achievements requiring the use of the Equalizer
  • Community requests
    • Added "skip_next_map" server ConCommand to skip the next map in the map cycle
    • Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
    • Added server "tf_use_fixedshotgunspreads" convar. When set, Shotgun & Scattergun pellet spreads will use a non-random distribution
    • Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
  • Changes to the TF Bots
    • In KOTH mode, Bots are now
      • More likely to roam around and hunt enemies if there is lots of time left
      • Become more likely to push for the point as time runs down, or their teammates start to capture it
    • Medic bots now
      • Opportunistically "overheal" nearby friends when they can
      • Prioritize healing of injured nearby friends more
      • Don't focus on Heavies quite so exclusively
      • Don't spam their Medi Gun continuously at round start
      • Won't choose cover far below their heal target so much (koth_nucleus)
      • Fight back with their Syringe Gun appropriately
    • Various improvements to combat behaviors
    • General bot improvements
      • They no longer stand still on the point when capturing or defending it
      • They choose more varied routes now
      • They choose better defensive spots around captured points
      • They fall back to another weapon when they entirely run out of ammo
      • They adjust their FOV when using zoomed in sniper scope
      • They treat in-range Sentry Guns as the most dangerous threat
      • They fire their weapons is more realistic bursts
      • Engineers use their shotgun properly
    • Added a "virtual mousepad" concept to rework how bots track enemy players
      • They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
      • After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
      • Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
      • Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
    • Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
    • Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
    • Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
    • Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
    • Added more bot names as suggested by the TF community