Update June 23rd

Captain Kraken

Active Member
Joined
Jul 26, 2008
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358
Team Fortress 2, Episode 1 & 2, and Portal


Added support for the Novint Falcon


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
 
As the Heayv would say: I AM VERY HAPPY!

This makes the Ambassador a sidegrade! YES!
 
Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating

That's a bug? I call it "Ghost Hunters: Team Fortress"
 
Some interesting changes indeed.
The ambassador alteration doesn't bother me so much as i've more often than not hit the head anyway.
I imagine that we'll see a few more players using the Dead-Ringer with the ammo regeneration stuff, but I'm perfectly happy with the minor things they've changed with the Cloak and Dagger.

Ahem, Gentlemen. Now, i'm off to go see if this really makes a difference.
 
Hooray! They did to the Dead Ringer what it really needed: ammo regeneration. Now it's pretty useful again.

But no more knockback on disguised Spies with FAN and Airblast?!?! Baaaaaaaaalls.
 
Hooray! They did to the Dead Ringer what it really needed: ammo regeneration. Now it's pretty useful again.

But no more knockback on disguised Spies with FAN and Airblast?!?! Baaaaaaaaalls.

Yeah, thats gonna make it easy to see who spies are.

well was already easy with pyro.
 
This update will make a huge difference to spies...


Regarding the Novint falcon update, its only going to be available for Orange box customers... that means I won't get it =S. I bought all my games separately.

[ame]http://www.youtube.com/watch?v=zx7XJtcfYU4[/ame]
 
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if a pyro is going round airblasting instead of flaming players to see if they're spies then they need their heads checked :laugh:

I don't see why it really needs to be removed. I certainly haven't come across a scout or pyro that uses it regularly to spy check or even pushing back a spy to stop them getting to a sentry or ready to back stab someone and i think it's a pretty novel way to try and stop spies doing their job.
That's just my first-hand experience though, maybe you guys have seen it differently?
 
SPYCHECK! I do it all of the time, after I watched this [ame="http://www.youtube.com/watch?v=nR04zoJurSI"]http://www.youtube.com/watch?v=nR04zoJurSI[/ame]
lol!
 
Well the big loss is the spy checking ability for scouts. Scout's used to be able to tell if it was a spy because they would be knocked back. Now they can't... which means valve only wants pyro to be the exclusive spy checker... and oh yeah the medic.
 
if a pyro is going round airblasting instead of flaming players to see if they're spies then they need their heads checked :laugh:

I don't see why it really needs to be removed. I certainly haven't come across a scout or pyro that uses it regularly to spy check or even pushing back a spy to stop them getting to a sentry or ready to back stab someone and i think it's a pretty novel way to try and stop spies doing their job.
That's just my first-hand experience though, maybe you guys have seen it differently?

For the FAN, it makes sense. It's a very easy way to figure out if the guy's a Spy or not, and it's probably not the Scout's responsibility to be looking for Spies (at least not in this game...). The airblast makes no lick of sense at all, considering it's far less of a cost for a far larger benefit to just flame'em than to airblast'em. Weird.
 
The airblasting cloaked spies was useful if you knew someone was a spy and they were about to backstab someone. Blast the spy back and save your teammate.. not anymore though...
 
If they removed knockback from these two weapons, why not also for explosives?

But then again, I guess that would've made the disguised Spy some sort of immovable charging Juggernaut.
 
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

Spy is my second most played class. And anything that makes it easier for the enemy team to figure out that you are a spy is a BAD THING. Understand this comes from a career Engineer, who spends all his time when playing Engineer trying to be that enemy figuring out who is the spy.

Many, many times, I'd have safely infiltrated the enemy base, and even be "rushing" "with my team", getting into backstab position when a pyro tries to airblast a rocket, or a scout gets triggerhappy and fires his fan.

Then I'm up the proverbial creek without the proverbial paddle. The FAN will still almost kill me, and a pyro close enough to have airblasted me SHOULD have flamed me by now... but in any case, I truly appreciate the ability. Just one more way to be a little more secure when hiding in plain sight.

I'm a little upset about the transporter fix, though. As I said, the spy half (dark side) of me believes that anything that helps the spy hide in plain sight is a good thing. But the Engie side of me appreciated the little hint of blue sparkle in the red cloud that told me that that guy there wasn't on our team. You had to watch for it; it wasn't obvious. Just a hint of enemy color. I liked it, and praised Valve on many occasions for adding it...

...now I know it's a bug :D

Both watch upgrades makes wearing the special watches more useful. I wish the Ambassador didn't require so much accuracy to be worth it now... but I can live with it.

For the sniper, I'm glad they swapped around the viewmodels. Having the left handed bow made my shoulders hurt watching it :D

I'm also glad to know why the servers are so empty :D
 
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