Team Fortress 2 Update Released
January 6, 2010 - Valve
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes 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_fixed_weaponspreads" 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