+1 For rage meter + supply closet +1 For improved bots Yay! Jonah Hirsch -----------------------
On Wed, Jan 6, 2010 at 2:58 PM, Daniel Vogel <[email protected]> wrote: > This is the most awesome update EVER > Now I trust in valve again. > <3 > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Jason > Ruymen > Sent: Mittwoch, 6. Januar 2010 22:39 > To: '[email protected]'; 'Half-Life dedicated Linux server > mailing > list'; '[email protected]' > 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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

