+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
>
>
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