This is the most awesome update EVER
Now I trust in valve again.
<3

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Mittwoch, 6. Januar 2010 22:39
To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2 Update Available

A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific change include:

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)

Balance changes:
 - 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.

Changes / Fixes:
 - 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 Medigun 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 Sentries 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.

Jason


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