Thank you for fixing the Eureka exploit! I already have a bunch of players hyped up and delighted that you guys are listening.
And thank you so much for these fixes to Casual mode as this is really the main thing I play these days. -Miggy On Tue, Sep 27, 2016 at 7:40 PM, Eric Smith <[email protected]> wrote: > We're working on a mandatory update for Team Fortress 2. The notes for the > update are below. We should have the update ready soon. > > -Eric > > -------------------------------------------------- > > Matchmaking > - Players can now form rematches at the end of a Casual match > - At the end of a Casual match, players will have 30 seconds to > opt-in to a rematch > - If at least 6 players from BLU and 6 players from RED have > chosen to rematch, then a rematch will begin > - A rematch will use the same teams, map and server > - Players can now re-queue into Casual Matchmaking during the end of a > match > - Players who decline a rematch or simply don't vote in the > rematch voting period will automatically be re-queued > - Updated the way XP is earned in Casual matches > - Players will now be awarded more XP based on their team's > performance at the end of a match > - XP is no longer lost for leaving a Casual match early > - A breakdown of XP sources is now shown when your XP bar fills up > - Casual matches now more strongly prefer to distribute players to teams > based on experience, in order to better avoid creating one-sided matches > - Casual matches are now more likely to start with fewer than 24 players > in lower population game-modes or regions, wherein the wait time for a full > match would become excessive > - The current minimum allowable match size in such situations is > twelve players > - The matchmaker will still attempt to place late-joiners into > these matches as they become available > - Competitive matches no longer terminate when any player abandons the > match > - Bots will now fill in for players who have abandoned, or > temporarily disconnected from, Competitive matches > - Matches that finish at an advantage or disadvantage (e.g. 6v5 or > 5v6, not counting any bots) will now result in smaller or larger skill > rating adjustments for advantaged wins or disadvantaged losses, respectively > - Competitive matches that lose more than one player per team will > keep the current behavior of ending the match > - Players who abandon Competitive matches still receive a large > skill rating penalty and Competitive matchmaking cooldown, regardless of > whether a bot was allowed to take their place > - Greatly improved the reliability of client ping estimates when placing > users into matchmaking servers > - The game client now periodically checks in with the matchmaking > server network to estimate ping to each region, and feeds the information > back to the matchmaking system > - This should greatly reduce cases of players being placed in > regions to which they have poor ping, even when said regions are > geographically nearby > - The scoreboard now shows the connection status for missing and > connecting players > > General > - Added tournament medals for ozfortress Season 16 and Season 17 > - Fixed an exploit related to the Eureka Effect and carrying buildings > - Fixed Live Streams menu not displaying the list of streams > - Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame > effect during Halloween and Full Moon events > - Updated the localization files > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >
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