When using Steam controller configuration to configure non-Steam Controller devices (e.g. Xbox controllers), the proper button icons are now displayed in the UI
Improved controller icon placement in some UI screens, including for players using less-common aspect ratio displays
Where text rather than an icon is used to indicate a controller binding, the text strings are now correct for non-Steam controller devices, and slightly more verbose in some cases to avoid confusion with regular keyboard bindings (e.g. "Press [B button]" vs. "Press [B]")
Fixed miscellaneous corner-case bugs where the wrong action set could be selected, and some edge cases with handling of multiple simultaneous actions during an action-set change
Added new action bindings for the most popular voice-line commands. The default controller template now binds "Call Medic!" to the directional pad. The following voice lines are also available, but are not bound by default: "Go! Go! Go!", "Move up!", "Spy!", "Ubercharge ready!", "Help!"
Community request - Added tf_playrounds/tf_listrounds debug commands to jump between mini-rounds on multi-stage maps
May not work on all maps if the map ties custom logic to entities other than the mini-rounds themselves (e.g. arbitrary capture zones (e.g. dustbowl))
Applied the match rejoin limitations in Casual to Mann vs. Machine as well
Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
Parties can now be formed from anywhere within the game and persist through matches
Players are now able to join their party's match if late joining is allowed
Added a new party interface that allows you to quickly manage and interact with your party
Added a global party chat system that allows party members to chat with each other from anywhere in the game
Party chat is printed in the in-game chat interface when in a game
Added ConCommand "say_party" (default bind 'p') that allows for party members in a game to chat with other party members using the in-game chat interface (similar to how "say_team" works for chatting amongst your team) and with members not in a game
Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status.
Players who had reached level 150 will have any experience beyond 45500 (the amount required to hit 150) put into an overflow pool. While playing Casual matches, any XP you earn will be matched and deducted from your overflow pool until it runs out.
The "Vote for the next map!" dialog can now be minimized to view the top scoring players
The Contracts Drawer has been replaced with the ConTracker, a state-of-the-art PDA
You can now work on contracts at your own pace. It's up to you to decide which ones to work on and in what order to work on them.
You can now make progress on Bonus Objectives while working towards completing your Primary Objective
Only one Contract can be active at a time
Contracts are now unlocked by spending Stars. Stars are earned by completing objectives.
Contracts can be turned-in once the Primary Objective is complete
Partially completed Contracts can be reactivated, for free, at any time
Party members who are on the same server and same team can now help earn progress on each other's Contracts
This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we've started over.
Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
50% faster switch speed
50% more pellets
30% less damage
Fires a wide, fixed shot pattern (regardless of server settings)
Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
Pyros are too easily able to take advantage of this weapon's primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we've instead decided to remove airblast as a source for mini-crits.
Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
Added: Attacks on targets flying via the Thermal Thruster mini-crit
Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player(sic) using it.
Ammo kits and dispensers no longer refill the Spy's cloak meter
The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
We've updated achievements that were looking for disarmed players
Max range balls now do 50% increased damage (from a base of 15)
The flight time required to trigger the "max" effect has been reduced by 20%
Ball regeneration time reduced to 10 seconds (from 15)
This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
Triple-jump is now only possible while the bat is deployed
Removed: Self-inflicted damage when triple-jumping
Removed: Attack speed penalty
Added: Melee attacks done while airborne mini-crit
Added: 50% deploy time penalty (to prevent quick-switch bypass)
Reduced damage penalty vs players to -15% (from -20%)
This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
Goal: Remove the feeling of randomness, and reward accuracy
Removed: Crit vs stunned players
Removed: Mini-crits at long range
Added: Long range hits reduce recharge (by 1.5 seconds)
Distance considered "long range" reduced by half of the previous value when determining mini-crits
Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
Reduced amount of air control while deployed by 50%
Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
Ubercharge on death is too valuable of an effect to be passive
Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). 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%.
Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
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
Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
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 would only be removed after 1 second of firing.
Accuracy and damage penalties 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%.
Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
Health will regenerate only the amount drained while active - minus any damage taken during that time
Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period.
Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
Afterburn now reduces all direct Medic healing and resist shields by 20%
Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered