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Archive for the ‘News’ Category

News and Updates, 9/18/13

Posted on: September 18th, 2013 by Obey

More is going on than just Team Fortress updates in theTF2Newbs community. Though it may not be useful to you, here’s what might, just possibly be useful to you:

Newsworthy Bullets:

  1. Summary of recent TF2 updates
  2. Some Borderlands 2 news
  3. Terraria 1.2 patch live on October 1, 2013
  4. A final note about using slurs on our servers.

1. TF2 Updates (from 8/28 thru 9/18)

  • In MvM Mode, exploding Sentry Busters now damage nearby enemy robots when they explode
  • Fixed: Crusader’s Crossbow now no longer heals teammates that have the Equalizer or the Escape Plan deployed
  • Fixed: Three sets now list the hats that were originally intended for their sets
    • The set is no longer considered “complete” unless the hat is also worn
    • Medieval Medic set now includes the Berliner’s Bucket Helm
    • Hibernating Bear set now includes the Big Chief
    • Expert’s Ordnance set now includes the Scotch Bonnet
  • Fixed: The El Jefe scout hat is now droppable at the usual rate of hats
  • Added: Double-clicking an item in your backpack can now add it to a Chemistry Set formula you’re currently working on
  • Windows clients now use SDL 2.0 for controller support; this should enable hot-plugging and configuring controllers for use in Big Picture
  • Bugfixes:
    • Fixed: Now you should always receive a warning that non-tradable items used to make a Strangifier will result in a non-tradable Strangifier (and will always yield a non-tradable Strangifier)
    • Fixed the Gunslinger’s taunt kill not counting kills on its Strange variant
    • Fixed the Professor’s Pineapple and The Filamental not drawing correctly in DirectX 8
    • Fixed the Rump-o’-Lantern not being equippable by the Medic, and being drawn incorrectly
    • Fixed TF2 client being unable to run in Windows XP or older versions of Linux (!!)
    • Fixed seeing stretched polygons in the HUD 3D Character
    • Fixed an exploit allowing Strange counters to count to the negatively
    • Fixed a noclip exploit related to dueling and coaching
  • New tag “Halloween 2013″ for Steam Workshop and applicable submitted works
  • New equip region “belt_misc”; probably to allow belt-area cosmetic items to be designed and submitted

 

2. Borderlands 2 News

Gearbox Studios, makers of Borderlands 2, are hinting at more DLC in the works to be released in the near future. However, according to PC Gamer, these will be smaller packs of content–at cheaper costs to purchase–than those such as Tiny Tina’s extended arc of tabletop RPG-themed missions. So maybe it won’t be new classes or entire new areas of Pandora to explore. Maybe more like skins, level caps and the like. Maybe. Definitely something to put on the ol’ holiday wishlist. Besides, Gearbox is hard at work on their next game, which will be on consoles (and likely the PC as well).

Gee, what could that be?

 

3. Terraria 1.2 patch goes live on October 1st, 2013

As I’ve already alluded to previously, the next Terraria patch–the first major update to the game in nearly two years!–should hit on the start of next month.

For those of you who were around the last time that Terraria had a major patch, you may recall a slight problem with your save files: they didn’t work at all!  We’ve been assured that this should not repeat itself.  That said, it is always a good idea to backup your save files; you never know if your nigh unkillable character and your Indestructible Fortress of Much Twinking becomes suddenly very killable. How? The default location for your Terraria save files (and your Borderlands 2 files, also) are in the Saved Games folder of your My Documents. The pathing is as follows (unless you’ve changed the default save location):

[DRIVE]:/Users/[USERNAME]/My Documents/My Games/Terraria

“Gee, then I could simply reload a character if s/he dies or my Indestructible Fortress gets proved wrong and is destroyed?” you ask.

Yes.

“So… there’s also nothing stopping me from reloading the same character repeatedly, and putting the same items into a chest repeatedly, effectively duping the items?”

Yes. Just note that each character always occupies the same slot of one of five character slots. No two characters of the same slot (i.e. two “player1.plr” files) can coexist in the same Players folder at the same time, and changing the name can make the file unreadable.

“So… I can do the same thing with the World, duping everything in the world by transferring items to characters?”

Yes. Worlds follow their own five-maximum rule.

“So… I can conceivably also do this in Borderlands 2?”

Yes. But Claptrap gives you a shared stash, so you’ll have less incentive to bother. Perhaps.

 

4. A Note About Using Slurs on TF2Newbs’ Servers

Don’t!

Seriously. Not even if:

  • Someone else is doing it.
  • You’re “just trolling” (also a bannable offense)
  • You’re just trolling the troll.
  • You’re quoting someone else in chat.
  • You’re in spectate.
  • It’s Hump Day.
  • It’s not Hump Day.
  • It’s the full moon.
  • You’re a regular.
  • You’re an admin.
  • You’re a donator.
  • You happen to resemble the subject of the slur.

It doesn’t matter at all the reasoning of the behavior. The behavior itself is not allowed, without exception.

I’m just a blogger, and I have no authority. But I have been witness to countless bans due to players–even longtime regulars and [N] tag wearers–getting quickly and permanently removed from the community for this douchebaggery.  For one, you can be “Console” autobanned just by frequent (possibly even just once) using a slur in typed chat; it will search your recent chatlogs periodically looking for this behavior.  Regardless of typed chatter or voice chat, virtually all admins can and will ban on the first (or second, or third) usage, usually after a warning. Global admin {N} Crap has no tolerance for this, nor should he. As a Newbs member, you agree to a slur-free community environment, including our forums and chatrooms.

Now, if you get banned or autobanned, you can appeal the ban–follow the forum rules to the letter if you choose to do so–but the use of slurs against any people type, especially but not limited to sexual orientation, gender, or race, is strictly prohibited by Newbs admins. Do not engage or encourage those that behave in this manner, or you can draw a ban as well. {N} Crap has been very explicit about what kinds of behavior are not allowed.

 

[N] Obey

 

 

TF2 Patch Update: 8/27/13

Posted on: August 27th, 2013 by Obey

Added 9/1/13:

As it turns out, Chemistry Sets do not have preset formulae. Instead, they are pseudo-random in their requirements.

Added 8/28/13:

A Steam update today fixed a host of bugs, including one that caused the Steam client to become stuck in Offline Mode or Online Mode. So those of you who have ever tried to use Steam during or after loss of internet access, you *shouldn’t* be locked out from using Steam.  This fix has been a long time in coming.

Also, a lot of fixes have been added to the Big Picture functionality, including:

  • Added new multi-user login and create account UIs
  • Added Go Offline/Go Online to the Quit UI
  • Changed Web Browser behavior to behave more like a normal browser when using a keyboard/mouse
  • Now shows Linux support icons

 

Patch Update

Here’s the rundown:

  1. (Aug 28) Fixed the Linux dedicated server failing to run on older Linux versions, and some Linux HUD bugs/crashes. This is why most of TF2Newbs’ servers have been down. Thank you for your patience.
  2. (Aug 20) Wearing the Hardy Laurel triggers “Romevision” in MvM mode, which changes the appearance of the bots.
  3. Anyone in the same server with someone wearing the Hardy Laurel can opt-in to “Romevision” (can be disabled in Advanced Options).
  4. The in-game player status panel now shows an animated image of your character with its current loadout (can be disabled in Advanced Options).
  5. Bots can now reflect energy-based projectiles, and have improved pathing behavior around ramps.
  6. The hats Foppish Physician and Distinguished Rogue are now team-colored by default, and are now paintable.
  7. New Items and New Crates:
    1. Crate #56 and Salvaged Crate #50 no longer drop.
    2. Crate #71 and Select Reserve Crate #60 now drop.
      • The current Crate Drop List is now 57, 58 (Robo), 59, 60, 71. Also, Summer Claim Checks are a rare drop, granting one crate from #61-69.
    3. Crate #71 contents:
      • 20% — Strange Battalion’s Backup (new item)
      • 20% — Strange Hitman’s Heatmaker (new item)
      • 20% — Strange Bonk! Atomic Punch (new item)
      • 10% — Strange Part: Gib Kills
      • 10% — Strange Part: Kills During Victory Time (new item)
      • 10% — Strange Part: Robot Spies Destroyed (new item)
      • 5% — Buccaneer’s Bicorne
      • 5% — Soviet Gentleman
      • 1% — a random Unusual hat
    4. Select Reserve Crate #60 contents:
      • Evidently, a name change from Salvaged Crates. Rare drops similar to a salvaged crate.
      • 20% — Strange Disciplinary Action (new item)
      • 20% — Strange Loose Cannon (new item)
      • 20% — Fan O’ War (new item)
      • 20% — Pomson 6000 Strangifier (new item)
        • Instead of a Chemistry Set, this is a ready-to-use Strangifier that can be immediately applied, like Bacon Grease to a Frying Pan.
      • 20% — Strange Part: Kills with a Taunt Attack
      • 1% — a random Unusual hat
    5. New Item: Chemistry Set (available by drop or trade)
      • Chemistry Set is a one-use tool item that, when combined with a series of items, creating a Strangifier tool.
      • The Strangifier tool (also a one-use tool) upgrades a specific cosmetic item to Strange quality, much like the Strange Bacon Grease item. (Yes, Strange quality is new for hats/cosmetics.)
      • The list of items that trigger the creation of a Strangifier tool varies, being somewhat random. It appears that every Chemistry Set recipe will consume a several Unique (yellow) weapons, and perhaps hats, stranges, and/or Botkiller weapons.
        • I believe that there are “templates” that randomly determine the items that make up the recipe. For instance, one formula will require multiple pairs of hats. Another will require some weapons and a strange. Another will require some weapons and a specific type of Botkiller weapon.
      • The Strangifier tools themselves can be named, traded, and gifted.
      • Strange Bacon Grease’s item type has now changed to Strangifier.
      • See below for specifics.
  8. Bugfixes:
    • Fixed bug causing Jarate and Mad Milk from applying to all targets in range (!).
    • Fixed bug causing Marked For Death icon to stay in world after the affected player died.
    • Fixed bug allowing Spies to explot Kunai’s higher overheal limit.
    • Fixed bug preventing the Medigun’s “Share Power Ups” upgrade from working correctly in MvM.
    • Fixed backpack images for the Valley Forge and the Founding Father.
    • Fixed an incorrect path for downloaded custom player sounds.
    • Fixed duplicated support/mission icons in MvM HUD.
    • Players without admin access can no longer use entity-creating commands using the script “point_servercommand”
  9. Map changes:
    • cp_egypt_final
      • Prevents Blu from building inside of first spawn
    • cp_manor_event
      • Prevents players building in rafters
    • 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
    • plr_hightower
      •  Prevents building on cliff bottom

So, what’s with this Chemistry Set?

As of this launch, there are 13 Chemistry Sets. Each provides a recipe of items required in order to create a Strangifier earmarked for a specific item. Then, you use the Strangifier on that specific item to add the Strange quality to that item. By the way… all of these recipes will require either an existing Strange item, Botkiller Stranger weapon, hats, or both.

If the target item is Unusual, it will become Strange Unusual and retain the purple text and other effects of that unusual, including name tag, etc. I believe the same also occurs with other quality items (e.g. Vintage).

Finally, these Strange cosmetic items have a point counter–global admin Crap has informed me that they count scoreboard points you’ve tallied. Yes, that’ll go over 9000 pretty quickly while pushing the cart.

Chemistry Set

Strangifier

There are the 13 available Chemistry Sets, only obtainable by drop or trade:

  • Merc’s Pride Scarf Strangifier
  • Robro 3000 Strangifier
  • Summer Shades Strangifier
  • Bonk Boy Strangifier
  • Fancy Dress Uniform Strangifier
  • Sight For Sore Eyes Strangifier
  • Bird-Man Of Aberdeen Strangifier
  • Toss-Proof Towel Strangifier
  • Teddy Roosebelt Strangifier
  • Archimedes Strangifier
  • Villain’s Veil Strangifier
  • Camera Beard Strangifier
  • All-Father Strangifier

Note: “Select Reserve” Crate #60 can drop a Pomson 6000 Strangifier. So the Pomson can be upgraded to Strange without a formula–you just have to get one from a #60!!

 

[N] Obey | Mr. Duck

For what it’s worth, there is also a new TF2 comic series here. For once, it’s not tied to a specific update (yet.)

 

 

MAJOR Summer TF2 Update: July 10, 2013

Posted on: July 10th, 2013 by Obey

Ok, this is a big big big big update. Let’s get started. Here’s an overview:

  1. Summer Sale and Stuff
  2. Lots of general game changes
  3. Lots of item tweaks
  4. Two new maps and a bunch of map fixes.
  5. Over 60 more Gold Star cosmetic items have been added

[Added 4:45 EST June 12th: TF2Newbs' Server #1 is currently running Process (even though it says 2Fort), and #16 is running Standin (even though it says Gravel Pit). Join these servers and play on the new maps! Go to the TF2Newbs homepage and click on the servers to join them.]

Note: Anything tagged (Repatch) was a fix applied the day after the Major Update, on a July 11, 2013 patch. Anything tagged Repatch 2 was a patch the day after that, on July 12, 2013.

1. Summer Sale and Stuff

Steam Summer Sale is NOW LIVE. There are flash (short-duration) sales, sales you can vote on, and now, a lot of Steam games have Trading Cards. See this FAQ to learn more about the cards.

You can now use your Summer Claim Checks, turning them into one of eight Summer 2013 Coolers (crates #62-#69), which are color-coded. Each crate has seven or eight new Gold Star items. You need a color-coded key, which are the usual $2.49 at the Mann Co. Store. In a future blog post, I will give visuals of all of the new items available.

At this time, the Claim Checks, Coolers and Keys DO NOT have an expiration date. This is different from previous Summer swag.

 2. General Game Changes

There’s a lot here, so I think a list of bullets may be the best way to take it all in:

  1. Store-Related Changes:
    • Map Stamps and Strange Filters for the new maps Standin and Process can now be purchased from the Mann Co. Store
    • Added text search functionality to the store and your backpack
    • Fixed a bug causing incorrect non-US-currency prices on items in the Steam Community Market.
    • (Repatch 2) Fixed a bug causing incorrect counts of kills, etc. on items viewed in Steam Community and in-trade windows.
  2. MvM Mode Changes:
    • If all team members unready, the countdown timer stops. Do this when a player disconnects or begins to join the game, so you won’t play at a disadvantage.
    • Robots killed by sniper headshots or his explosive headshot upgrade, they now drop red-colored money that is automatically collected without having to be picked up by a teammate.
    • Giant Charged Soldier’s rockets now move at the standard speed of a rocket, rather than significantly slower.
    • Fixed some incorrect giant robot projectiles speed attributes (?)
  3. Backpack Changes:
    • Added text search functionality to the store and your backpack
    • By default, items with non-standard qualities (like Strange and Unusual) will not be selectable in your crafting window. There is also a checkbox where you can toggle this on/off.
    • Unusuals and Stranges no longer stack in your loadout equip page.
    • Double-clicking a crate now takes you to that key’s page in the Mann Co. Store
    • (Repatch) Fixed the “Show Entire Backpack” option not preserving empty backpack slots and forcing items to stack
  4. Gameplay Changes and Bugfixes:
    • (Repatch 2) Fixed the Spy getting afterburn immunity when disguised as a Demoman with the Chargin Targe
    • (Repatch 2) Fixed the Pyro not using the correct model for the Reserve Shooter
    • Fixed a bug where Red spies would spawn a blue healing particle when picking up a health kit.
    • Fixed baseballs, milk jars and jarate jars sometimes going through thin geometry
    • Fixed Righteous Bison and Pomson projectiles from getting stuck on doors
    • Fixed a bug where certain projectiles and Engineer building gibs would cause doors to get stuck.
    • Fixed a bug where Ubercharge effects would always show on your character after being killed with a full Ubercharge.
    • Fixed the Marked-for-Death status being visible on cloaked or disguised players
    • Added a Respawn Cabinet to the itemtest map.
    • Added new icons above the HUD’s health meter to show current status effects that previously did not have icons, such as mini-crit buffs.
    • (Repatch) Fixed Disco Beat Down unusual effect showing through some walls
    • (Repatch) Fixed a bug from the previous day’s patch where arrows and other projectiles would collide with the hitboxes of teammates
  5. Item Changes:
    • (Repatch 2) Crosslinker’s Coil is now tradable and giftable
    • Cadaver’s Cranium, Antlers, and Infernal Impaler can now be uncrated with Unusual quality
    • The following items can now be painted:
      • Chieftain’s Challenge
      • Lord Cockswain’s Pith Helmet
      • That ’70s Chapeau
      • K-9 Mane
      • Stovepipe Sniper Shako
      • Pounding Father
      • Vox Diabolus
    • “The Public Enemy”, “The Urban Professional”, and “The Dumpster Diver” now show up as sets, but provide no set bonuses.
    • Cursed Soul items (Halloween zombie skins) are now nameable
    • Strange Bacon Grease can now be gift-wrapped
    • (Repatch) Fixed a bug where Strange Parts and Strange Filters could not be removed
  6. Other changes:
    • (Repatch 2) Updated the descriptions of the Short Circuit and the Loose Cannon
    • Added a new advanced option allowing damage numbers to overwrite critical hit particles
    • Reduced intensity of Bleed and Jarate effects under DirectX 8
    • Fixed a bug with crouching animations during Humiliation
    • Fixed a bug where custom item names/descriptions with HTML script would change the appearance of the item
    • Fixed level-3 dispensers’ geometry
    • Fixed level-2 dispensers being identical to level-1 dispensers in some cases
    • Fixed suicide death notices showing the dead player’s last deployed weapon instead of skull and crossbones

 3. Item Tweaks

The following changes to the game balance affect many of the underused (or abused) items in TF2.

Note about Sets: Sets no longer give an in-game effect, so that players don’t feel forced to use a host of items to gain an effect, and also so enemies aren’t sure whether a player has conditions applied while wearing an item (i.e. snipers were immune to headshots wearing the Croc-O-Style Kit, but not if just one item). Now, set wielders leave behind a calling card.

 Scout

  • Crit-A-Cola
    1. “Damage taken is mini-crits” during use lessened to “Damage taken increased by 25%”. Damage dealt is still mini-crits.
  • Shortstop
    1. While deployed, grants 20% bonus healing from all sources
    2. While deployed, increases all forced movement (like rocket explosions) by 80%
  • Winger
    1. While deployed, increases jump height by 25%
  • Fan of War (undocumented)
    1. Text description reminds the player that only one target at a time may be Marked-for-Death by this weapon
  • Set: The Special Delivery
    1. No longer grants +25 max health
    2. Leaves a calling card on your victims
  • None of the Scout’s other four sets have any changes.

Soldier

  • Battalion’s Backup
    1. Increases banner effect’s damage reduction from sentries to 50% (was 35%). Damage reduction from all other sources during banner effect remains at 35%.
    2. Rage now generates by damage dealt (was damage received). Requires 600 damage dealt to ready banner.
  • Black Box
    1. Now has a new sound animation (actually a fix)
  • Concheror
    1. Rage now generates by damage dealt (was damage received). Requires 480 damage dealt to ready banner. Buff lasts for 10 seconds (unchanged).
    2. Buffed players continue to heal 35% of damage dealt, and now also receive a speed boost
      • Most characters’ speed increases by 105 Hammer units (about 35% faster)
      • Scouts increase the same amount of units, but net about a  25% speed increase
      • Heavies increase by 92 Hammer units, which is still a 40% speed increase
      • Soldiers increase by 96 Hammer units, which is still a 40% speed increase
  • Cow Mangler 5000
    1. Reduced clip size from 5 to 4
    2. No longer suffers the “-10% damage” or “5% slower reload time” penalties; now same as stock rocket launcher
    3. Added missing “Alt-Fire overload projectile sets players on fire” text
    4. New particles and sounds
  • Escape Plan
    1. Players now receive Marked-for-Death status (receive mini-crit damage)  while deployed and for a short time after (~2 seconds, I think)
  • Original
    1. Now uses correct sound animation
  • Set: The Tank Buster
    1. Removed the “20% sentry damage resistance on wearer” attribute
    2. Added: Leave a calling card on victims
  • None of the Soldier’s other five sets have any changes.

Pyro

  • Phlogistinator
    1. Fixed Mmmph gauge resetting when you touch a supply locker. Now you should keep your accrued gauge.
  • Powerjack
    1. When equipped, gain 20% vulnerability (extra damage) from all sources.
    2. When deployed, increases move speed by 15%.
  • Set: The Gas Jockey’s Gear
    1. Removed “10% faster move speed” and “+10% bullet damage vulnerability”
    2. Added: Leave a calling card on victims
  • Neither of the Pyro’s other two sets have any changes.

Demoman

  • Chargin’ Targe
    1. When equipped, you no longer suffer afterburn (continual fire damage), just like a pyro.
  • Loose Cannon
    1. Reduced charge time to 1 second (from 2 seconds).
    2. Range no longer affects cannonball impact damage:
      • Bounce deals 11-32 damage
      • Splash (partial explosion radius) deals 22-64 damage
      • Direct deals 57-77 damage
    3. Added the Double Donk: unique sound and particle effects
      • When you hit your target less than half a second before the projectile detonates, and if the target is hit by the explosion, you’ll hear/see the Double Donk, and deal mini-crit explosion damage
  • Set: The Expert’s Ordnance
    1. Removed the +10% fire resistance attribute
    2. Added: Leave a calling card on victims
  • The other three Demoman sets have no changes.

Heavy

  • Buffalo Steak Sandwich
    1. “Damage taken is mini-crits” during use lessened to “Damage taken increased by 25%”. Damage dealt is still mini-crits.
  • Dalokohs Bar (and Fishcake)
    1. Now heals 25 health per second (formerly 15) over 4 seconds, for a total of 100 health healed (formerly 60).
    2. Still grants +50 max health for next 30 seconds. Can still be eaten repeatedly without cooldown.
  • Set: The Hibernating Bear no longer grants 5% critical hit resistance. The set now provides no changes at all.
  • None of the Heavy’s other sets have any changes.

Engineer

  • Gunslinger
    1. Fixed a bug causing mini-sentries to heal while being constructed
  • Rescue Ranger
    1. Base damage increased to 40 (from 35) per bolt.
    2. Increased building healing to 75 (from 50) per bolt.
  • Short Circuit
    1. Reduced ammo cost per attack to 18 metal (from 35).
    2. Refunds part of the ammo cost when it destroys a projectile. (Not sure how much….)
  • Wrangler
    1. Slightly reduced the accuracy of a wrangled sentry at long range; no longer has “perfect” aim.
    2. Protective shield now wears off after only 1 second (from 3 seconds), then resumes automatic control normally.
  • None of the Engineer’s sets have changed.

Medic

  • Crusader’s Crossbow
    1. Changed from arrow projectile to a large syringe.
    2. Added new trail effects, and smoother animation. No change in rate-of-fire.
    3. Now properly prevents healing players that are prevented from healing (i.e. Equalizer equipped).
      • Actually, this HAS NOT been fixed yet!
  • Quick-Fix
    1. Gained 50% Overheal: you can now overheal targets to 125% of their normal health (as opposed to the 150% maximum of the stock medigun)
    2. Uber now affects the medic when there is no heal target (heals at 300% rate, or 100 health/sec out-of-combat).
    3. Fixed shotguns with knockback (i.e. Force-A-Nature) affecting players under effect of Quick-Fix’s Uber.
    4. (Repatch) Fixed infinite heal exploit
  • Vaccinator
    1. Uber now fully prevents damage from a critical hit from the selected type, and depletes Ubercharge meter based on the amount of damage prevented.
      • The rate of Ubercharge meter lost per damage prevented is unclear.
      • The medic should heal the amount of the critical hit damage prevented.
    2. Note: Medics still heal from self-damage inflicted on healing targets with the appropriate beam.
  • Set: The Medieval Medic no longer grants +2 health/2 seconds regeneration. The set no provides no changes at all.
  • None of the other Medic sets have changed.

Sniper

  • Bazaar Bargain
    1. Improved the starting charge rate to -20% standard (from -40% standard).
      • Each headshot still increases the charge rate by 20%.
      • Each bodyshot or miss reduces the charge rate by -20%.
    2. Capped the max charge rate at 200% standard.
  • Cozy Camper
    1. Removed the movement penalty of 80% entirely. Still recovers 2 health per 2 seconds.
    2. Added: Increases damage taken by 20%.
  • Darwin’s Danger Shield
    1. Added: 15% bullet damage resistance. This is enough to survive an uncharged headshot, or fully-charged bodyshot, from a stock sniper rifle.
    2. Added: Increases damage from explosion sources by 20%.
    3. Note: Still grants a passive bonus of +25 health.
  • Set: Croc-O-Style
    1. Removed headshot immunity (see Darwin’s Danger Shield)
    2. Added: Leave a calling card on victims
  • None of the Sniper’s five other sets have any changes.

Spy

  • Dead Ringer
    1. When under the effect of Feign Death, any damage taken decreases the duration of the Feign Death effect. Standard max duration is still 6.5 seconds.
      • Feign Death still prevents 90% of the damage from the triggering effect, as well as 90% of any damage incurred during the cloak.
      • It is unknown how much Feign Death duration (or charge meter) is consumed per point of damage incurred during the cloak.
    2. (Repatch) If you are disguised as one of your teammates and Feign Death is triggered, you now spawn a ragdoll of that teammate, instead one of your Spy self–thus helping to maintain your disguise.
      1. This teammate ragdoll only spawns with the Dead Ringer equipped.
  • L’Etranger
    1. Added: +40% increased cloak duration.
      • Stock Invis Watch: 14 seconds max.
      • Cloak and Dagger: 8.7 seconds max (or 84 seconds crouch-walking).
      • Dead Ringer: 9.1 seconds max, but does not provide damage reduction or non-flickering after the standard 6.5 second elapses.
  • Spy-cicle
    1. Fixed a bug that caused charge meter to not reset when killed.
  • Set: The Saharan Spy
    1. Removed: reduced decloak volume and 0.5 sec longer cloak blink time.
    2. Added: Custom particle effects while taunting.
  • Set: The Man of Honor has no changes.
  • Set: The Invisible Rogue has no changes.

4. Maps and Map Fixes

NEW OFFICIAL MAP:  cp_standin — “Standin”

  • This is a three-point Control Point map, with a neutral point B that must be captured before you can cap the opposing team’s point A to win.
  • Alpine setting in cloudy weather with no deep water; you may have seen this map during competitive league play such as ESEA and UGC.
  • (Repatch) Fixed players getting out of the map, and hiding in vents

NEW OFFICIAL MAP: cp_process — “Process”

  • This is a five-point Control Point map, similar to Granary.
  • Alpine setting in daylight with no deep water; very popular among 6v6 competitive league play.

MAP CHANGES:

All of the maps below have had corrections (clip smoothing, prop collisions, added or corrected fencing or skyboxes, missing textures, etc.). The following bullets show additional changes:

  • cp_badlands
    1. Fixed jumps being ruined by small rock ledge near spiral
  • cp_dustbowl
    1. Prevents BLU from building in spawn on stage 1
    2. Fixed players shooting through rocks in stage 2
    3. Fixed players getting killed through the ceiling under stage 2, cap 1
    4. Increased tunnel clearance in stage 3 near cap 2
    5. NOTE: Building teleporters in RED spawn doors on stage 3 still permitted, as is pyro flamethrowers clipping through same spawn door
    6. Fixed improper textures in Pyrovision
  • cp_egypt
    1. Prevents players from building on top of arches and high ledges; this was a major exploit on stage 2, cap 2
    2. Fixed clip brush exploits
  • cp_gorge
    1. Prevents BLU from building in initial spawn
  • cp_granary
    1. Fixed improper orientation of arrow signs
    2. Prevents players from getting above RED’s forward spawns
    3. Removed player collision from hanging lamps and security cameras
    4. Balanced collision of rocks in final capture arenas to match each other
    5. Re-ordered spawns for consistency between RED and BLU
  • cp_gravelpit
    1. Removed a hidden health kit under terrain (visible under noclip)
  • cp_gullywash
    1. Fixed players getting out of the map near the middle capture point
    2. Fixed collision exploits near the middle capture point
  • cp_mountainlab
    1. Fixed collision issues on the ladders and hill leading to the first point
  • cp_steel
    1. Prevents RED from building inside spawn
    2. Prevents RED players from blocking BLU’s spawn exit door leading to point B
    3. Fixed collision on ledge near point B
    4. BLU spawn point over grate removed
  • ctf_2fort
    1. Prevents building from inside spawn
    2. Fixed clipping exploits on battlements
    3. Increased height of BLU door leading to spiral stairs, allowing a player to crouch past a dispenser placed in the doorway
  • ctf_well
    1. Fixed players jumping out of the map entirely
  • koth_king
    1. Health/ammo pickups are now symmetrical on both sides of the map
    2. Prevents players from building inside spawn doors
  • koth_lakeside
    1. Prevents rockets passing through terrain near the capture point
  • koth_viaduct
    1. Prevents players from building in the rafters of their spawn rooms
  • mvm_coaltown_event
    1. Has been renamed to mvm_ghost_town to fix voting problems
  • mvm_bigrock
    1. Prevents players from building on the rocks in the cave section; this will significantly increase the difficulty for attacking robots just emerging from their spawn
  • pl_badwater
    1. Fixed player clip brushes exploits
    2. Prevents BLU players from building inside spawn
    3. Fixed players getting stuck with teleporters under the sign by the first capture point
    4. Prevents all players from entering the middle room just above the final cap, until the cart reaches the third capture point nearby
    5. RED players can now be crushed by the closing of the spawn door when the cart reaches the second capture point
    6. General performance increase when playing the map
    7. (I think!) Prevents players from building in the skybox
  • pl_barnblitz
    1. Prevents players from building in the skybox
    2. Teleporters no longer self-destruct when used on the battlements near BLU’s first spawn
  • pl_frontier
    1. Fixed spawn doors not working properly after second capture
    2. Prevents BLU from building inside their second spawn room
    3. RED players can now enter BLU’s spawn room during humiliation/end of round
  • pl_goldrush
    1. Fixed collision on props and clip exploits; handrails no longer collide bullets and projectiles
    2. Prevents players from building in spawn exits
    3. Prevents players from building on the perch in stage 1 shack near first cap
    4. Prevents players from shooting through the floor in the same shack
    5. Prevents players from building on the roof of the shack near the end of stage 3
    6. Allows players to build in the stage 3 “garage” near RED’s final spawn
  • pl_thundermountain
    1. Fixed clipping in stage 3 BLU spawn
    2. Prevents players from building in the “cliffside kill zone” (?) in stage 1
  • pl_upward
    1. Fixed handrail collision with bullets and projectiles
    2. Fixed collision gap to prevent BLU players from being shot in their first spawn room (left side tunnel, I believe)
    3. Prevents players from building under the catwalk on the ledge of the final pit
    4. Prevents players from building inside RED’s final spawn room
    5. Prevents players from building inside spawn doors
    6. Fixed players being trapped inside of capture point sign
    7. Prevents BLU from entering their final spawn room while it is neutral
    8. Fixed exploit where BLU can be trapped in their final spawn room
    9. Fixed players being trapped by teleporting under stairs near near final cap
  • plr_hightower
    1. Fixed clip brush exploit above building on clip edge
  • plr_nightfall
    1. Fixed players jumping outside the map
  • plr_pipeline
    1. Fixed handrail collision with bullets and projectiles
  • tc_hydro
    1. Fixed clip brush exploit where players could get out of the map
    2. Prevents players reaching the top of the monument

Please inform me of any omissions or typos. I did leave out some scripting changes and other minor info–I tried to include information pertinent to almost every player.

[N] Obey

 

 

 

 

 

Can video games be considered Art?

Posted on: December 9th, 2011 by mrbuttons

Video games and art, do they go together? Count the number of times you stopped playing the game just to admire a landscape, the detail of your avatar and the music that is more than just background noise. A lot of art and game critics say that video games cannot be art. I believe they can. So, let’s start with a definition:

art/ärt/
Noun:
1. The expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture,…: “the art of the Renaissance”
2. Works produced by such skill and imagination.
– Google, “What is art?”

By this definition alone video games are art. One could argue that a work needs to be appreciated aesthetically in order to be considered art, so I say open your eyes to the environments some games are built upon. The concept artists, graphic designers and writers all share a desire to have their work stand out and be appreciated by the player.

Roger Ebert, a well-known movie critic, once said video games can never be art. He followed that statement on his blog by claiming “No one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers.” I disagree with this statement. Why does it need to be compared to such a high bar before it can be considered art? Art itself is subjective, as everyone has their own opinion on what it is. Generally speaking, art is what any person creates with the intention or desire to make something artistic and aesthetically pleasing to them.

Remember kids. The Mario Bros say "Eat your veggies!"

After receiving some backlash for his previous statements, Mr. Ebert admitted that video games can be considered art – when played. For the most part I could agree since most gamers are the sole appreciators of the developers’ work and won’t go out of their way to see what else is beyond the game. Yet how does one lure a gamer into purchasing a specific game? Often, it is through video game previews such as concept art, game related videos, trailers and sound. All of which can inspire the audience. One such example is the widely popular Dead Island trailer. Other gamers can go through the classic methods such as going to the Smithsonian American Art Museum, which will be hosting The Art of Video Games in 2012 and the well-known Video Games Live by video game veteran Tommy Tallerico, who organizes tours of video game concerts.

Come at me bro!

Many of us who identify as gamers have seen and can agree that there are some developers whose goal is for their game to be art. They do it to create a sense of deep emotion, to astound your eyes with imaginative scenes and graphics, to provoke your thoughts and intellect, to bring joy to your ears with original pleasing music, to open your mind to certain subjects and to gasp when the chain of events end and bring the story to fruition. They prove themselves more and more by coming far from the simple bits and circles to the near realistic imagery and scenarios that we have today. Then again, art is subjective, every person has their individual tastes and we can’t convince everyone. Sorry, Ebert.

Grand Prix Story review -iPhone/Android game

Posted on: November 13th, 2011 by mrbuttons

Grand Prix Story, reviewed on the iOS

Kairosoft keeps throwing out the punches, least that’s how it seems like with their 5th released app on the iPhone (3rd for you Android users), and they’ll keep coming for more which is understandable considering that these apps are just older games they made on the PC back in the 90s over in Japan. The government should assemble a task force to find more of these hidden gems and have them translated.

The game starts you off with a basic tutorial, though I highly recommend reading the “How to Play” text in the Settings menu. Right off the bat some people will get turned away from playing when they realise that you can’t directly control the cars but don’t let that stop you from trying as you’ll be impressed at what you can do.

As a manager game your job is to make sure your team is skilled and ready to tackle the obstacles that are the races. There are three major criteria to master in this game in order to win.

The staffs are the first half of what makes a great racing team. You start off with a driver and one mechanic, and as you go along you’ll unlock the ability to hire more of them. You can have in total two drivers, though the second can only be hired after you conquer the first Grand Prix tournament. When selected you can train them to become better in various skills like pedal (top speed), shift (acceleration), steer (handling), appl (think charisma that boosts your sponsor bonus), tech (used in building/upgrading) and anlys (analyse which grants more tech points). Each driver has a skill cap so switching to a better driver later can be worthwhile if you want to spend the time and money, and you can only train them so much at a time before they tire out, which can affect driving performance. Lastly, drivers get colored auras from time to time; use them wisely as they give big bonuses when used in upgrading, building, training or racing. I recommend the first two mostly.

The mechanics are the unsung heroes in my book as they provide the background bonus to your driver in the terms of extra appeal, tech and analysis, and when you can have six mechanics per team later on, it really adds up. Tech is the main skill I look for as it is crucial to building better cars and getting better bonus’ on parts. Each mechanic can be leveled from 1 to 5 which require more tech points per level, and the better the mechanic, the more points you’ll need per battle. Keep an eye out for the good ones like Tom Edson and Boba Fatt (beware of punny names) as they’ll have the best level 5 stats. Though the real key to make the best racing team out there is to keep them busy, by researching, repairing, building, anything as a busy team keeps gaining stats and tech points, plus who wants to pay their staff by doing nothing? So time your race schedule, repairs and other plans accordingly.

Cars and parts are the nuts and bolts (*slow clap*) of your team. You’ll have four types of cars, all of which you can upgrade to unlock a better version of. The all-rounded Buggy, the speedy Dragster, the well-handled Wing car and the special types, like the Duck car, that give various special bonus which you only unlock later on in the game, but most are unlocked by pleasing sponsors and upgrading other cars and parts. Experiment with them all to find out what suits you best, but just make sure you got the tech points ready for it as the costs rise progressively. Also be mindful when building new cars or installing parts as the total amount of your team’s tech determines how well it goes, so the more the better, especially if you have the best of the best techs in one single team.

Learn these well and you’ll find that getting 1st place in every race will be easy, though I recommend you conquer the single races before heading off to the Grand Prix as those take time and are a lot more challenging in terms of opponents and leave little time in between races to repair and upgrade/make better cars. Though once you do become number one, you’ll move on to bigger and better challenges, as well as having the room for more staff and another driver.

And this is where the money comes in. Hiring another driver and more staff will start becoming more costly with their monthly wages for staff and annual contracts for the drivers. Winning races is a good way to get some but sponsors are the key. Along with them giving you money, if you get them enough advertisement they will give you various cars and parts to research, along with new skills to train your driver, though they get progressively tougher to please as you go along. It’s tough at first but well worth it as you’ll need to save plenty of cash if you want to build lots of A-list cars and plan to switch parts around in your cars.

Overall the game is easy to play with lots of depth, addicting qualities and replayability. Its quirky characters, bright colors and challenges keep you coming back for more in order to drain your phone’s battery to its last drop. I played it to death, had lots of fun unlocking new parts and types of cars and felt proud of my little digital team for doing so well, especially since I kept my starting driver from start to end and almost conquered every track. I highly recommend the game for those who’re looking to kill time, who enjoying building/management games or who’ve played other Kairosoft games such as Game Dev, Hot Springs and Mega Mall Story.