TF2 Update: 7/17/14
Posted on: July 17th, 2014 by ObeyFYI: Per Octo, servers #01 and #07 will be down for a while. All other servers should be up.
The main part of this patch is that the two beta maps, pl_cactus canyon has had some major changes, and rd_asteroid has been totally overhauled. That’s about it.
Team Fortress 2
- Fixed a client crash related to particle effects
- Fixed the quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option
- Fixed the Festive Sapper not having a skin for the Blu team
- Added a new startup music track from Expiration Date
- Updated the Conga taunt to play sounds on the client instead of the server
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated beta map pl_cactuscanyon
- Redesign of the first half of stage 2. Blu team now pushes up the first hill
- Removed the death pit in the first barn building of stage 1
- Ammo increased in stage 2
- Fixed Red building in the spawn room of stage 2
- Updated beta map rd_asteroid
- Mode changes
- Power Cores and Reactor Cores now add their point value to a team’s score over time
- Reduced the rate at which points can be stolen from 15 per second to 10 per second
- Robots now heal 5 health per second to nearby friendly players
- The HUD has been reworked
- Inverted the layout to better represent the layout of the level
- Added progress bars to represent each team’s score
- Potential point gains from stolen reactor cores are now visually represented on the score progress bars
- Thief icon now moves across the score board relative to the thief’s position in the level
- Updated thief icon to represent both the color of the power core stolen and the color of the thief’s team
- Added new strings to the win panel that explain why the team won
- Replaced the current “points being stolen” sound with a new sound
- Added better collision hulls to robot models
- Reworked robot skins to reduce similarity to the Ubercharged skin
- Sentry guns no longer target Ubercharged robots
- Map changes
- Layout has been adjusted with the overall goal of improving visibility of teammates
- Removed spawn teleporter
- Reduced map size by removing the front lobby and cave sections
- Added terrain paths on the sides of the mid bridge
- Increased width of the mid bridge
- Removed doors that locked when A and B robots were active
- Robots have been rearranged:
- A robots now roam the bridge above the water
- B robots now roam around the floor in front of the vault
- C robots now roam around the upper deck
- Added more line of sight blockers to the water room to provide better cover during combat engagements
- Reduced travel time for the water flanking route under the interior bridge
- Added a drop down to enter the water room from the front door staging area
- Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck
- Increased width of vault corridors
- Reworked vent route that leads to the vault, no longer need to crouch jump on exit
- Moved left spawn exit forward to reduce effectiveness of spawn camping
- Added a resupply cabinet to the right side spawn exit
- Re-positioned health and ammo pickup locations
- Added ramp collision to stairs
- Changed setup time from 60 seconds to 40 seconds
- Changed power reactor max return time from 90 seconds to 60 seconds
- Fixed gap in the death pit that allowed players to survive
- Mode changes
Tune in Saturday night for the #04 vs. #08 match!
[N] Obey