spies never got pushed by explosives, so why those should those things?

On Tue, Jun 23, 2009 at 4:40 PM, msleeper <mslee...@cyberwurx.com> wrote:

> Game balance > game logic.
>
>
> On Tue, 2009-06-23 at 15:37 -0700, KrAzYeTy wrote:
> > Great update except for this.
> >
> > (Force-A-Nature & Flamethrower air blast knockback effects no longer work
> on
> > disguised spies)
> >
> > Makes no sense to me really, if this is the case then why can't the spies
> > walk through enemies?
> >
> >
> >
> > On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen <jas...@valvesoftware.com
> >wrote:
> >
> > > A required update for Team Fortress 2 is now available.  Please run
> > > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > General
> > > - Added an option to the advanced multiplayer menu to select left or
> right
> > > handed view models
> > > - Fixed a bug where a spectator's wearable items could be seen floating
> > > around the player they were spectating
> > > - Fixed a bug where a fake Spy hand would appear on the screen of other
> > > players
> > > - Custom death animations now only play 25% of the time
> > > - Fixed teleporters not being build-able in some places where they
> should
> > > be (such as within the pit at the end of Badwater Basin)
> > > - Fixed rare client crash on connection and level change
> > > - Removed refract from water ripples caused by bullet impacts for
> > > performance reasons
> > > - Added log entries for player extinguished events using the medigun,
> > > jarate, flamethrower and dispenser
> > > - Started tracking localization settings to help make decisions
> regarding
> > > localization in the future
> > > - Fixed the blank progress bar in the upper-left of the screen when the
> > > client scheme is reloaded
> > >
> > > Mapmaker requests
> > > - Added spawn flag to func_respawnroomvisualizer that allows it be
> > > non-solid to players
> > > - Added SetSolid input to func_respawnroomvisualizer to change solidity
> to
> > > players dynamically
> > > - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
> > >
> > > Sniper
> > > - Fixed a bad detection case in the "Friendship is Golden" achievement
> > > - Changed the description of the "Triple Prey" achievement so it better
> > > describes how to get it
> > > - Critical arrows now have a trail and correctly deal enhanced damage
> > > - The Huntsman now defaults to be right handed
> > > - Friendly arrows will no longer trigger the near miss sound on you
> > > - Fixed several sources of floating arrows
> > >
> > > Spy
> > > - Fixed disguised Spies occasionally looking like they have
> > > invulnerability, instead of the correct fake Spy mask
> > > - Disguised spies will no longer lose their disguise weapon when they
> > > interact with a weapon locker
> > > - Fixed a bug where the spy's watch would randomly change models during
> > > play
> > > - Fixed uncloaked spies flickering in and out of the cloak effect when
> > > taking damage
> > > - The Cloak and Dagger now always regenerates at its intended rate.
> > > Previously it only regenerated at the correct rate when the spy was
> cloaked
> > > - Increased the Cloak and Dagger regeneration rate slightly
> > > - Capped the rate of energy loss from moving faster than run speed
> (falling
> > > / air toss) while cloaked with the Cloak and Dagger
> > > - The Dead Ringer's cloak consume rate has been slightly reduced,
> giving
> > > about an extra second of cloak time on a full meter
> > > - Emerging from the Dead Ringer's cloak now drains up to 40% of the
> cloak
> > > meter instead of 100%. This drain only happens if the meter is at least
> 60%
> > > full
> > > - The Dead Ringer's cloak meter can now be regenerated from ammo
> sources
> > > - The Ambassador now only crits when fully accurate and no longer
> > > penetrates enemies
> > > - The Spy can no longer change weapons from the knife while shocked by
> the
> > > Razorback
> > > - Force-A-Nature & Flamethrower air blast knockback effects no longer
> work
> > > on disguised spies
> > > - Fixed disguised Spies showing the wrong teleporter effects when using
> an
> > > enemy teleporter
> > >
> > > Jason
> > >
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