We've released a mandatory update for TF2. The update notes are below. The new version is 3323461.
-Eric ---------------------------------------------- - Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta - For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive - Updated several maps to support competitive mode - Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode - Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot - Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports) - Added the Civilian Grade Stat Clock - Applies a Strange Stat Clock to a Civilian grade weapon - Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades - Mannpower update - Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty. - Reflect powerup - Removed 25% resistance attribute - All classes can now have up to 400 health - Fixed a bug where reflection damage was being calculated prior to distance falloff reduction - Reflection damage increased from 50% to 80% of damage received - Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself - Supernova powerup - Minimum stun duration increased from 1 to 2 seconds - Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds) - Vampire powerup - Melee attack now returns 1.25x damage as health (up from 1.0x) - Regen and King powerup - Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy - Increased metal regeneration amount - Gift Wrap has returned! - Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator - Items can now be unwrapped by their original wrapper - Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift. - Giftapults can again deliver items to random players online, but will remain un-craftable - Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable - Vote kick events now display that target player's Steam avatar - Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head - Update the Crusader's Crossbow - Added a new shoot sound - Added a new impact/heal sound when a teammate is healed - Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon - Fixed That '70s Chapeau not being removed when the Sniper taunts - Fixed the Catastrophic Companions hiding the player's hat and headphones - Fixed an LOD issue for The AWPer Hand - Added combat text and hit sounds for damage done to buildings - Added a "Last Hit" sound option to Hit Sounds - Triggered when one of your attacks causes the death of a player or building - Can be toggled in the Adv. Options menu - Updated the materials for the Panic Attack to support mat_picmip - Updated the Taunt: Zoomin' Broom sound effects - PASS Time update - Fixed workshop maps not loading correctly - Fixed being able to get inside jump pads - Removed Sandman long-distance steal - Added experimental cvars for playtesting - Updated cp_vanguard - Removed teleporter exploit on second point - Various minor fixes (lighting, collision, optimization) - Updated pl_borneo - Fixed an exploit related to the final control point and dropped weapons - Updated pl_snowycoast - Adjusted various spawn point facings to make side exits more obvious - Adjusted position of resupply cabinet in RED's 1st spawn - Added ledge to 2nd point flank route window - Adjusted common sentry nests on 2nd - Added stronger light to entrance of lower flank route - Door near RED's first spawn now opens on A capture and closes on final bulkhead opening - RED no longer get forced respawn when 2nd is captured - Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels - Adjusted timing of flank doors at 2nd and in mines - Updated door texture for flank exit by 2nd point gate - Improved defendability and enlarged 3rd point - Adjusted position of 3rd cap - Adjusted health & ammo at 3rd - Updated door texture for flank exit by mines - Changed a medium ammo pack at last to full ammo pack - Added door to ledge at last to improve RED defendability (closes when bulkhead opens) - Added 3rd exit to BLU's last forward spawn - Improved defendability of ledges at last inside building - Added new dropdown area to RED's last - Adjusted lighting in various areas - Fixed dx settings on light pole props _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds