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




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