oh man the quick fix is actually pretty good now (though it's uber is still inferior) also demoknights are very good pyro killers now, and you can't put a teammate full of medi arrows anymore, they just disappear :/
Now this thing can be somehow usefull Aw shet... Aw shet (bis) Now the splendid screen seem less superior to this (but it still better IMO) Nice, it's not that bad now ^^ So, this set is less usefull now? Well, at least, we'll see more beautyfull spies (seriously, i found it quite boring to see70% of spies using the fez) Well, good update, lot's of fix ^^
New crates are out. Reedem your summer checks and get a crate (61-69). I like the Gabe Glasses most :3
They nerfed the Quick-Fix into the ground in the follow-up patch By which I mean they fixed the permanent uber exploit. Now you can use it again without everyone looking at you with scorn.
and another: Fixed a server crash caused by running out of free edicts Fixed a problem that was preventing some older demos from being played Fixed the Spy getting the afterburn immunity while disguised as Demoman wielding the Chargin' Targe Fixed the Process and Standin map stamp donations displaying incorrect map names on the World Traveler Fixed the Pyro not using the correct model for the Reserve Shooter Fixed a bug that would cause certain attributes (kill counts, trade time) to appear incorrectly on items viewed through Steam Community and the trade UI Removed promotion restrictions from the Crosslinker's Coil Updated the Loose Cannon description to match the updated gameplay Updated the Short Circuit description to match the updated gameplay
My spy was pretty with the fez :3 and it got me 7k kills with that set but now i can barely get 10 kills a game with the set instead just gives away my position
- Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways
Update straight after to fix people running XP and older not being able to boot the game: -Fixed clients/servers not being able to run the game on older versions of Windows
now if only Quick-Fix jump were controllable... (like the medic rubber-jump plugin on the VSH/FF2(?) servers...)
Team Fortress 2 Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items that have varying inputs and varying outputs. You can complete a Chemistry Set by fulfilling all of its inputs, which will then give you the items it has listed in its outputs. The in-game player status panel has been updated to show an animated image of your character with their current loadout Can be disabled in Advanced Options Added Romevision sharing: anyone playing Mann vs. Machine on the same server with an owner of the Hardy Laurel can now opt-in to Romevision Manage your Romevision preference in the Advanced Options dialog Fixed a bug that would prevent Jarate and Mad Milk from applying to all targets within range Fixed a bug that would cause the Marked For Death icon to stay in the world after the owning player died Fixed a bug that would allow Spies to exploit the Kunai's higher overheal limit Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade from working correctly in Mann vs. Machine mode Fixed a bug that would cause the last few characters of text to be lost when copying text from input fields Fixed a client sv_cheats exploit related to the commentary dialog Fixed a problem that would cause the shotgun shell model to appear incorrectly third-person when using the Family Business Improved bot pathing behavior around ramps Bots can now reflect energy-based projectiles Fixed incorrect alpha in the backpack images for the Valley Forge and the Founding Father The Foppish Physician and the Distinguished Rogue are now paintable and are team-colored by default Added server log entries for jarate_attack and milk_attack when using Jarate, Mad Milk, or the Sydney Sleeper Fixed using an incorrect path for downloaded custom player sounds Fixed duplicate support/mission icons in the Mann vs. Machine HUD Don't allow players without admin access on the server to use the various entity-creating commands to create point_servercommand entities Updated cp_egypt_final Fixed players building inside of Blu's first spawn Updated cp_manor_event Fixed players building in rafters Updated cp_mountainlab Fixed clip brush exploit above hallway leading toward final cap Fixed exploit where players could be trapped in small space near final cap using teleporters Updated plr_hightower Added nobuild to cliff bottom to prevent engineers building in the kill volume Removed Salvage Crate #50 Removed Mann Co Supply Crate #56 Added Mann Co Select Reserve Crate #60 Added Mann Co Supply Crate #71 Updated the localization files[1] Undocumented changes Added Strange Part: Robot Spies Destroyed, Kills During Victory Time and Kills with a Taunt Attack. Patch 2 Fixed a client crash caused by using custom HUD files
Shitty new update text, cant copy paste. Otherwise just read here: <a class="postlink" href="http://www.teamfortress.com/post.php?id=11931" onclick="window.open(this.href);return false;">http://www.teamfortress.com/post.php?id=11931</a> An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Mann vs. Machine Operation Two Cities Two new maps: mvm_mannhattan and mvm_rottenburg New advanced tour featuring four missions Two extra Boot Camp-only missions Added 14 new achievements Tour of Duty badge levels are no longer limited to 200 Players can earn a "Refund Upgrades" credit by collecting money during waves The amount required is listed in the scoreboard, and varies per-mission Any money collected – whether winning or losing – will count toward earning a credit To redeem, visit an Upgrades station and click the "Refund Upgrades" button Any money spent on buy-backs and Canteen charges will not be refunded Detailed player performance stats added to the scoreboard Damage and Tank. Total damage done to Gray Mann's forces. Healing. Direct healing done to other players. Support. A composite value that reflects anything a player has done to help their team: Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more. Money. The amount each player has collected. Players can inspect upgrades on teammates via the "Inspect" key ("I" by default) Fixed the Romevision tank not animating Medic Revive (no upgrade required) Teammates leave behind a revive marker when they die Target the marker with your medigun to revive them Projectile Shield Upgrade Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge. Press ATTACK3 to activate when Energy meter is full (mouse3 by default) While active: Blocks all enemy projectiles Damages enemies on touch Mad Milk Syringes Upgrade Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact Healing Mastery Upgrade (previously two separate upgrades) +25% heal rate per point +25% revive rate per point +25% self-regen rate per point Overheal Expert Upgrade (previously two separate upgrades) +25% more overheal per point +50% duration per point Canteen Specialist Upgrade Shares canteen charge effects with heal target +1 second charge duration per point -10 canteen charge price per point Soldier Rocket Specialist Upgrade +15% rocket speed per point On direct hits Stuns target (duration increases per point) +15% increased blast radius per point No range-based falloff damage Heavy Attack Projectiles Upgrade Now has two levels Level one is less effective than before Level two is more effective than level one used to be Price reduced from 600 to 400 per point Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default) General Added a new community map cp_snakewater_final1 Added new map stamp and strange filter to the Mann Co. Store Added new achievements for Snakewater, Process, and Standin Older event crates no longer expire on login, but have been updated to indicate they can no longer be opened about:blank should now be a legal URL and won't get blocked for MOTD Fixed bots using the Phlogistinator being able to airblast enemies Fixed the stock Shotgun not appearing in the backpack with "Show stock items" option turned on Fixed a problem causing map stamp leaderboards to not update under certain circumstances Weapons Baby Face’s Blaster Speed penalty changed to -10% (From -35%) Boost is now only partially lost on air jumps instead of all jumps Reduced Clip Size to 4 Removed 40% more accurate attribute Removed Damage Penalty attribute Speed at max boost is same as before (520) Amputator Added -20% damage penalty Added +3 health per second when Weapon is Active bonus Crusader’s Crossbow Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance Liberty Launcher Added 25% reduced self damage from rocket jumps Eyelander Moved the eye glow position to Demoman’s eye patch. Changed the color to Cursed green. VR Mode Now supports resolutions other than 1280x800 Now supports cloning the main display (instead of using the Rift as an extended display) Sharpness of the output has been significantly improved Head-and-neck model has been fixed to remove unnecessary translation
There was a new update yesterday. As the changelog is huge, i'll post here the most important/interesting things in it (full changelog here )
Incoming big update ! <a class="postlink" href="http://www.teamfortress.com/countdown/suspense.htm" onclick="window.open(this.href);return false;">http://www.teamfortress.com/countdown/suspense.htm</a> Tick tick tick...
New update ! Added Mann Co. Beta Maps - Early Access program Added 2 new beta maps: RD_Asteroid and PL_CactusCanyon Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option Added a new startup music track from Expiration Date Added UGC Highlander Season 12, UGC 6v6 Season 14, UGC 4v4 Season 1, and Tumblr Vs Reddit Season 2 medals Fixed the server browser not properly filtering for the "US - East" region when selected Fixed a bug where players that are taunting would not use the correct animation Fixed Australium weapons using the incorrect arm skin for the Blue team Fixed Mutated Milk not being a valid item for the Scout's Special Delivery item set Fixed The Stealth Steeler not using the correct team materials Fixed some festive weapons using the lowest LOD for the first person view Minigun: Winding up via secondary attack now counts toward reducing the one-second accuracy penalty (Heavy is back !) Updated the equip_regions for The Southie Shinobi, The Chronomancer, and The Pencil Pusher Updated the localization files Updated The Towering Pillar of Summer Shades Fixed not using the correct team materials Updated to be paintable Reminder - Bread Boxes can no longer be crafted after tomorrow (July 9th) Craft them via the crafting system (Items->Crafting->Special Blueprint->Fabricate Bread Box) Now, for the map : PL_CactusCanyon is a payload map, nothing more to say RD_Asteroid is a new game mode, Robot Destruction. It's a mix of a CP and CTF : Each team has a set of small robots to protect. Once a robot is destroyed, it drop a small amount of robot part that give your team points. The aim is to get to 300 points. There is 3 set of robots for each team (labeled A, B and C). You can't destroy robots on B until the robots on A are destroyed. Robots respawn after a certain amount of time. If you don't like killing robots, you can steal the reactor core of the other team to steal a certain amount of points they have but you need to bring it back to your team, just like a CTF. Both maps are currently beta and are missing textures and other stuffs.
New update ! Added a new startup music track from Expiration Date Fixed projectiles causing teleporter exits to detonate Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload Fixed teammates blocking the removal of sappers when using the Homewrecker, Maul, and Neon Annihilator Fixed a bug with the Gloves of Running Urgently that increased the marked for death time to 5 seconds instead of 3 Fixed a bug related to orphaned marked for death particles Updated the target ID to be hidden while taunting Updated the Bolt Boy to have two styles like the Bonk Boy Updated the equip_regions for the Bonk Boy and the Bolt Boy Updated the materials for the Boo Balloon Updated pl_cactuscanyon Added stage 3 Limited Red flanking route near cliff to Blu spawn in stage 1 Added health and ammo inside underpass by Blu spawn in stage 1 Adjusted spawn times in stage 2 Adjusted health and ammo packs Updated rd_asteroid Mode changes Updated HUD layout Fixed a bug that would prevent players from picking up the reactor core Teams will now spawn 70% faster if their C robots are dead Map changes Fixed unbalanced ammo kits in Blu base near the vault Added flashing light in the vault that will activate when a player is stealing points Added larger one way glass windows to spawn exit doors Added small ammo pack to top of the stairs at the cave exit Shortened length of pipes in vents that require players to crouch Increased track length for A robots. This is to provide more angles of attack. Extended flat area near left spawn exit for Engineers to build teleporters Lowered the health for the A robots from 500 to 300 Fixed a bug where the power supply would not disable the flashing alarms when it was captured