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Posts Tagged ‘update’

Matchmaking Fixes: Sept 27 2016

Posted on: September 27th, 2016 by Obey

Here’s what’s up:

  1. More matchmaking improvements
  2. {N} Olse’s fictionalization of his fellow Newbs’ exploits in the world of XCOM 2 continues to update almost daily.
  3. Updated with minor Sept 28 patch

 

Casual Matchmaking: Rematches

When your Casual game ends, you can opt for a rematch. On the results page, you have 30 seconds to opt into a rematch. If at least 6 players from each side opt in, a rematch will begin, using the same teams, same map, and same server. The game will then draw in replacement players for any open slots.

If you don’t choose to opt-in to a rematch, you will automatically go back into the Casual Matchmaking queue. Leave the queue by manually removing yourself.

Team-Fortress-2-Competitive-Matchmaking-Featured-Image

Casual Matchmaking: All ‘Bout Dat XP

Had too many teamstacked Casual games? Valve continues to work on it:

Your Rank (which is partly a measure of your skill, and partly your playing time in Casual) is now a stronger factor when building teams.

Now, you no longer lose XP for leaving a Casual match early. You’ll earn it after the match ends. And at the end of the game, the chart will show you how you earned the XP you did.

 

Comp Matchmaking:

When a player leaves a match, a bot will replace that slot, and will play in that player’s place until the player rejoins the match. The substantial penalty for leaving a match remains the same.

Matches no longer end when the first player leaves, but they grant proportionally less XP as more players leave the match. But if a second person on the same side leaves the match, the match is still terminated.

 

 

Full Patch Notes: Sept 28 2016

  • Fixed some players not being able to click on the new rematch UI elements
  • Fixed the end of round music not playing in Casual matches

Full Patch Notes: Sept 27 2016

Matchmaking

  • Players can now form rematches at the end of a Casual match
    • At the end of a Casual match, players will have 30 seconds to opt-in to a rematch
    • If at least 6 players from BLU and 6 players from RED have chosen to rematch, then a rematch will begin
    • A rematch will use the same teams, map and server
  • Players can now re-queue into Casual Matchmaking during the end of a match
    • Players who decline a rematch or simply don’t vote in the rematch voting period will automatically be re-queued
  • Updated the way XP is earned in Casual matches
    • Players will now be awarded more XP based on their team’s performance at the end of a match
    • XP is no longer lost for leaving a Casual match early
    • A breakdown of XP sources is now shown when your XP bar fills up
  • Casual matches now more strongly prefer to distribute players to teams based on experience, in order to better avoid creating one-sided matches
  • Casual matches are now more likely to start with fewer than 24 players in lower population game-modes or regions, wherein the wait time for a full match would become excessive
    • The current minimum allowable match size in such situations is twelve players
    • The matchmaker will still attempt to place late-joiners into these matches as they become available
  • Competitive matches no longer terminate when any player abandons the match
    • Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
    • Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively
    • Competitive matches that lose more than one player per team will keep the current behavior of ending the match
    • Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place
  • Greatly improved the reliability of client ping estimates when placing users into matchmaking servers
    • The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
    • This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
  • The scoreboard now shows the connection status for missing and connecting players

General

Scream Fortress VII

Posted on: October 29th, 2015 by Obey

Wow… there’s a lot of new content in TF2 right now! A new Halloween Event with multiple new maps, revival of all of the old Halloween Events, new Halloween contracts, plus the Invasion event that started earlier in the month… Mannpower is now out of beta… Here’s a running timeline of TF2 events:

  • The previous six Halloween Events are live from now until November 11th.
    • TF2Newbs Halloween Event FAQ: http://www.tf2newbs.com/newbs_blog/2014/10/22/a-tf2-newbs-guide-to-halloween-event-maps/
  • The new Halloween Event, Scream Fortress VII, is also live until November 11th.
    • http://www.teamfortress.com/screamfortress7/
  • Invasion ends on November 5th!
    • Blogpost: http://www.tf2newbs.com/newbs_blog/2015/10/08/tf2-invasion-community-update/
  • A major TF2 patch is dated for late December, that should coincide with the semi-annual Steam Sale.

 

PLEASE NOTE: Sorry about the lack of clickable hotlinks. Something’s wonky with WordPress this morning, and the TF2 Wiki is not responding. Check back later, as I’ll be updating this page over the next several days with images, links, and more specific info.

 

website_under_construction

The TF2 Story So Far….

  • Scream Fortress VII comic, “Gargoyles and Gravel” (just released
    • http://www.teamfortress.com/gargoyles_and_gravel/
  • Invasion Update video (Oct 6, 2015)
    • https://www.youtube.com/watch?feature=player_embedded&v=-yQlDnIAR14
  • TF2 comic, “Old Wounds” (Aug 31, 2015)
    • http://www.teamfortress.com/tf05_old_wounds/

 

New Maps!

Gorge Event

A reskinned Gorge attack-defense map

Hellstone

A new, community-made payload map

Moonshine Event

A new, community-made King of the Hill map

Sinshine

A new, community-made control points map

 

 

 

 

Full Patch Notes: Oct 29, 2015

  • Comic and additional information available on the website (http://www.teamfortress.com/screamfortress7)
  • Featuring 4 community maps: Gorge Event, Sinshine, Moonshine Event, and Hellstone
  • Added the Gargoyle Case which contains 19 community made cosmetics
  • Added two new community-made taunts to the Mann Co Store: Soldier’s Requiem and Zoomin’ Broom
  • Collect the souls of dead players for your Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
  • Scream Fortress VII runs through November 11th, 2015

During Scream Fortress VII

  • All players who launch the game will receive a Gargoyle
    • Gives access to Merasmissions and Halloween item transmutations
    • Tracks Merasmissions completed and souls collected
  • Added Merasmissions
    • A new Merasmission will be available daily up to a total of 13
    • Completing a Merasmission will give players a classic Halloween item and a chance of the Gargoyle Case
  • Added Halloween Transmuting
    • Transmuting can be accessed by clicking the Gargoyle in your backpack and selecting Halloween Transmute from the context menu
    • Players can transmute 3 qualifying items to receive a non-tradable classic Halloween item. A bonus item will be given for every 10th transmute.
  • Mann Co Supply Crates will have a chance for a classic Halloween Unusual effect

General

  • Added inspect animations for the Batsaber and the Giger Counter
  • Fixed an idle animation bug for the Wrangler
  • Lowered the speed penalty for getting stunned by a ghost from 50% to 25%
  • Lowered damage of the “bats” spell from 60 to 40
  • HHH’s axe has dulled a bit and no longer guarantees death, but is still very lethal
  • Fixed an exploit related to picking up The Widowmaker
  • Fixed the Batsaber not showing the Killstreak sheen
  • Fixed a scoreboard stat reset bug in Mann vs. Machine
  • Optimized texture memory usage
  • Fix some cases of random hitching experienced by some players
  • Fixed overhead icons stacking on top of each other and now appear side-by-side
  • Added “Sort by Date” to the backpack. Newest acquired or altered items are sorted to the front.
  • Cosmetics that have Rarity and are part of a collection no longer show a cosmetic item level
  • Fixed the buildcubemaps command failing to update cubemaps for maps that already have cubemaps
  • Fixed a case where running the game with -buildcubemaps would generate all black cubemaps
  • Updated cp_powerhouse to fix a couple places where players could stand on top of doorways
  • Updated The Infernal Impaler, L’homme Burglerre, The Spooky Shoes, The Spooky Sleeves, Cuban Bristle Crisis, The Grimm Hatt, Medi-Mask, The Bearded Bombardier, The Colonel’s Coat, The Killer’s Kit, The Vascular Vestment, The Physician’s Protector, The Cold Killer, The Courtier’s Collar, The Physician’s Procedure Mask, The War Pig, Respectless Robo-Glove, Insulated Inventor, The Dry Gulch Gulp and The Minsk Beef with the latest changes from the authors
  • Updated koth_probed
    • Improved optimization of map (especially on mid)
    • Fixed clipping issues (thanks Muselk!)
    • Fixed Engineer imbalance on mid (thanks Uncle Dane!)
    • Added in missing explosion sound effect on aliens
    • Fixed a few prop/ material issues
    • Reduced prop usage

PASS Time update

  • Fixed viewmodel/worldmodel when tf_passtime_ball_model is set
  • Added convar: tf_passtime_ball_sphere_collision
  • Added entity: tf_logic_on_holiday

Mannpower update

  • No longer in Beta
  • Added new map: Hellfire
  • Three new powerups: King, Plague, Supernova
  • Grappling hook changes
    • Reduced max rope distance
    • Reduced grapple dismount jump height
    • 30% hook movement speed penalty for Heavyweapons
  • Flag rule changes
    • Flags can no longer be returned by touching them
    • When dropped, flags return after a timeout. This timeout does NOT reset if the flag is picked up again before it returns or is captured
    • 25% hook movement speed penalty for powered up flag carriers (with the exception of Agility)
    • Small health regeneration for non-powered up flag carriers
    • Flags and capture zones are disabled for 30 seconds after a capture
  • Powerup rule changes
    • When killed, your powerup will drop as the enemy team color. Deliberately dropped powerups are neutral colored
    • You cannot pick up enemy colored powerups
    • Team colored powerups will attempt to respawn in that team’s base if not picked up in time
  • Other changes
    • Overhead powerup icons are now team colored
    • Warlock powerup renamed to Reflect
    • Reduced Knockout max health bonus for demos carrying swords and shields
    • Haste now increases huntsman firing speed
  • Bug fixes
    • Reflect damage no longer occurs after death (Pyro afterburn)

[N] Obey

TF2 Major Update: “The Gun Mettle Update”!!

Posted on: July 1st, 2015 by Obey

Subsequent patch notes at bottom of post; latest patch July 6th.

Gun Mettle

Here we go! A MAJOR TF2 UPDATE lands Friday, July 2nd! As always, here is the short version:

  1. Here is the original TF2 blogpost announcing the update.
  2. Here is the TF2 comic that will attempt to explain the background story up until now.
  3. Here is the Page One splash page: The Gun Mettle Update!
  4. Here is the Page Two splash page: Describing the 3 new maps and the extensive weapon changes.
    • You will want to scroll down to the heading “Gameplay Changes”; TF2 gameplay has been changed considerably!
    • Some spies can gain a speed boost (on trigger with Dead Ringer; on kill with Big Earner).
    • Spies take 20% less damage when cloaked.
    • Sentries take more damage when sapped than before.
    • Most Engineers build faster and move buildings faster.
    • Repairing a wrangled sentry is less effective than before.
    • Mini-sentries can be repaired, but don’t drop metal when destroyed.
    • Soldiers deploying Equalizer/Escape Plan can be healed by a medic, but at 10% normal heal rate.
    • Soldier’s Liberty Launcher is now a five-clip!
    • Ullapool Caber does less damage than before.
    • Charging Demomen now gain charge gauge on melee kills, not charging kills.
    • Scorch Shot deals more damage, more knockback, and has larger area-of-effect.
    • Vaccinator Ubers now always use just one ubercharge bar.
    • Sydney Sleeper now applies Jarate with non-fully charged shots, but with a duration from 2 to 8 seconds.
    • Bazaar Bargain charges much slower, but a missed shot doesn’t lose counted heads.
    • Heavy miniguns are more effective at damaging sentries.
    • Natasha and Brass Beast grant 20% damage resistance while spun-up or firing.
    • Tomislav now spins up faster, fires 20% smaller bullet spread.
    • Eviction Notice grants Heavy a 3-second speed boost on hit.
    • Dalokohs Bar now overheals to 400 hp (previously 350), cooldown reduced to 10 seconds, can be thrown like a sandvich.
    • Panic Attack shotgun now weapons switches faster, fires and reloads even faster than before.
  5. And here is a FAQ about some of the changes.

 

The “Gun Mettle” Update

The first splash page says that you can buy-in to a special three-month event (lasting until approximately October 1, 2015) for US$5.99. This will earn you a badge-like Campaign Coin that levels up as you complete contracts.

Contracts are achievement-like “skill-based challenges” that you attempt to complete in a week’s time, such as tanking a lot of damage as a heavy or backstabbing five players of a specific class. Each player is assigned two different contracts to attempt completion each week (assuming that each week begins on Thursday at midnight GMT, like the item drop system).

Completing a contract will earn you Contract Points (CP). Collecting CP levels up your coin (to bronze, silver, and gold) and lets you purchase your choice of either a random “Contract-exclusive weapon” OR an unlockable Weapons Case (that requires a key that you have to buy in the Mann Co. Store, I assume). Weapons Cases also drop a single, random “Contract-exclusive weapon” but with potentially rarer qualities.

Update

Contract Weapons

Weapons are randomly generated with the following:

  • Its weapon type, such as Shotgun. (Unknown if only stock weapons, or all available weapon types, can be Contract Weapons.)
  • A unique “paint job” that is centered differently on each weapon, so no two are exactly alike
    • Teufort and Craftsmann paint jobs come from completing Contracts only.
    • Concealed Killer (generally camoflage-themed) and Powerhouse (neon/electric-themed) paint jobs come from Weapons Cases only.
    • It is not known if any paint jobs are more/less rare than the others, but it can be assumed that Teufort/Craftsmann paints will eventually become more common than the other two.
  • One of five levels of “wear”. Unknown if any level of wear is more/less rare than the others.
    • Factory New
    • Minimal Wear
    • Field-Tested
    • Well-Worn
    • Battle Scarred
    • Note: Weapons DO NOT wear when used. They are a given level of wear when dropped, and do not change later.
  • One of six “grades” of rarity. Civilian is most common; Elite is most rare.
    1. Civilian–contracts only
    2. Freelance–contracts only
    3. Mercenary–contracts or weapons cases
    4. Commando–contracts or weapons cases
    5. Assassin–weapons cases only
    6. Elite–weapons cases only
    7. NOTE: The rarity grade should not change appearance whatsoever.
  • A weapon’s paint job, wear, and grade is entirely cosmetic and does not change its gameplay whatsoever.
  • That’s not all. The weapon will be marked as Limited, and will have a chance of being Strange, Unusual, or even both Strange and Unusual!
    • Will the Unusuals have unusual effects? Ummm…. maybe? These are the first weapons able to have the Unusual quality.
  • These weapons will be tradable and marketable. If you wish to trade or sell a weapon, look up its worth on the Market or another site like backpack.tf first, so you don’t get scammed.

For example, a possible outcome for a single contract would be a Strange Freelance Shotgun for the Heavy with a Craftsmann yellow-and-blue paint job and a Minimal Wear grade. You can earn potentially two weapons per week, or perhaps two dozen weapons in all over the three-month event window.

 

 

 

Four New Maps

NOTE: These are all Valve-Official; none of them are Beta maps. See the second splash page for pictures.

Powerhouse (I’m guessing cp_powerhouse) is a smaller, three-point control point map, where you have to cap all three points (yours, the central neutral cap, and theirs) to win a round. This looks like it was created by Valve, not the community.

Borneo (I’m guessing pl_borneo) is an “Alpine-themed, single-stage Payload map” Community map.

Suijin (I’m guessing koth_suijin) is a King of the Hill Community map with Oriental buildings and pink-white cherry blossom trees. Sun Tzu would approve.

Snowplow (cp_snowplow_rc3) is a two-stage attack-defense Control Points map. First stage strewn with wooden buildings, second stage is very snowy, with a cart path throughout (but no payload to push). Yes, this is the Community map from the End of the Line Update that wasn’t approved the first time around.

 

Gameplay Changes

 
The following are permanent changes to how TF2 is played. Read carefully, and adjust your future play to these new mechanics.

Weapons Now Drop on Death

Previously: A killed character would drop a weapon gib, which can be touched by your character as a medium ammo pickup (and 100 Engineer metal).

Now: A killed character drops a medium ammo box (identical to the medium ammo powerups on a map) and their weapon. If the weapon is normally equippable by that character (such as a Shotgun dropped by an Engineer and picked up by a Heavy), and you pick up the dropped weapon by pressing the (default) F key, you temporarily drop your normal weapon in that slot and equip that weapon until you die.

It will temporarily replace your usual item in its loadout slot until you die (i.e. a Shotgun would replace a Heavy’s Sandvich). It will have the same looks and effects as the weapon had from the person you just looted (i.e. picking up an Australium Sniper Rifle and carrying it around with its cosmetic features). When you die, the weapon goes away, and you drop one of your weapons (essentially a lookalike copy of a weapon in your current loadout). Weapons that have charge meters, such as the various Medic uberguns, provide the amount of charge they had when dropped; a Medic can pick up a Kritzkrieg to find it fully charged!

Worry not about losing a prized possession; your loadout items are retained in your inventory as usual. Someone may get to kill you and take your purple rocket launcher, then go around shooting people with a purple rocket launcher until they die. And you can kill them, take their weapons, and go do the same. No actual items are lost; however, you can drop a weapon that isn’t working and grab a class-allowed weapon in the heat of battle, CS:GO style.

 

Weapon Updates and Tweaks

 
A LOT of weapons have been tweaked! Prepare to be surprised at just how much the game has changed by this one update, as Valve has stated that they want underused, unpopular weapons to once again find a role within the game. Here is a summary of the changes:
 

Global Changes

  • Weapons and ammo boxes now drop on death. See heading just before this one.
  • Inspect Target now inspects your own deployed weapon when you aren’t targeting anything. Necessary for Contract work, and to stare at your own fancy weapon.
  • Random Damage Spread now DEFAULTS OFF on Valve servers.
    • This means weapons will consistently deal the same damage with each hit.
    • Previously, weapon damage would vary plus-minus 10% of its base damage. Now, each hit deals identical damage.
  • Auto Reload now DEFAULTS ON.
    • This affects new players only, so that they will auto-reload as soon as they stop firing, if able.
    • All existing players have their usual setting, and will have to go into their Options menu and toggle this on/off.

 

Class and Weapon Changes (from the second splash page’s patch notes)

SPY

  • Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
  • Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
  • In the disguise menu, pressing ‘reload’ will also toggle the disguise team.
  • While invisible, Spy receives 20% less damage from all damage sources
  • While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
  • Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)

Spy-cicle

  • Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity
    • Erroneously said 7 seconds afterburn immunity on launch
  • Removed silent killer attribute
  • Spy-cicle recharge timer can now be reduced by picking up ammo boxes

Enforcer

  • Changed +20% damage bonus while undisguised to +20% damage bonus while disguised

Big Earner

  • Added 3 second speed gain on kill

Conniver’s Kunai

  • Health penalty reduced from -65 to -55 (70 Health total)
  • Minimum Health gain of 75 on kill
  • Maximum overheal from Kunai increased from 195 to 210

Cloak and Dagger

  • Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up

Dead Ringer

  • Triggering Feign Death instantly removes 50% cloak meter
  • Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
  • Decreased cloak regen rate from +80% to +50%
  • When Feign Death is triggered, the Spy receives a 3 second speed boost
  • Initial attack that triggers feign death has its damage reduced by 50%
  • Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
  • Feign Death stealth has no bump shimmer for 3 seconds
  • 3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
  • Can no longer pick up ammo for cloak meter while cloaked

ENGINEER

  • Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
  • Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
  • Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
  • Building pick up speed penalty reduced from 25% to 10%
  • On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
  • Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
  • Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%

Gunslinger / Minisentry

  • Mini Sentries can now be repaired
  • Mini Sentries can now be wrench construction boosted
  • Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
  • Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
  • Metal gibs from destroyed Mini Sentries no longer grant any metal

Pomson 6000

  • Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu

Wrangler

  • Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
  • Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second

Jag

  • With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
  • Added +15% swing speed.
  • Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.

The Short Circuit

  • Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
  • Cannot pick up buildings when the Short Circuit is deployed

Eureka Effect

  • Previous penalties have been removed and replaced with the following
  • Construction hit speed boost decreased by 50%
  • 50% less metal from pickups and dispensers

Rescue Ranger

  • Decreased cost of long range building pick up from 130 metal to 100 metal

SCOUT

Baby Face’s Blaster

  • Added Boost reduction on taking damage.
  • Increased amount of Boost lost on air jump

Short Stop

  • No longer uses secondary ammo and now uses primary ammo instead
  • Healing and knockback passives are only active when weapon is deployed

Pretty Boy’s Pocket Pistol

  • Passive effects on the Pretty Boy’s Pocket Pistol are only in effect when the weapon is deployed
  • Removed +15 max health passive
  • Added up to +3 health per hit
  • Changed damage vulnerability from +50% fire to +20% all sources while active

Fan O’ War

  • Now crits whenever it would normally mini-crit
  • Reduced damage penalty from -90% to -75%

SOLDIER

Airstrike

  • Removed clipsize penalty
  • Reduced radius penalty from -15% to -10%
  • Reduced damage penalty from -25% to -15%
  • Rocket jump blast damage reduction reduced from -25% to -15%

Equalizer and Escape Plan

  • Changed no healing penalty to 90% less healing from Medics while active

Blackbox

  • Changed +15 health on hit to +20 health on hit per attack
  • Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
  • i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.

Liberty Launcher

  • Now has +25% clip size

Battalions Backup

  • Fixed an issue that caused rocket jumps to be decreased when it was active.

DEMOMAN

Tide Turner

  • Self damage will no longer decrease charge when charging
  • Fall damage will no longer decrease charge when charging
  • Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage

Bootlegger / Ali Baba’s Wee Booties

  • Added +10% movement speed bonus
  • Changed 25 charge on charge kill to 25 charge on melee kill

The Claidheamh Mòr

  • Changed 25 charge on charge kill to 25 charge on melee kill

Loch-n-Load

  • Changed +20% damage bonus to +20% damage against buildings

Iron Bomber

  • Removed damage penalty on self-detonate
  • Reduced radius penalty from -20% to -15%

Quickiebomb Launcher

  • Damage is now increased based on charge amount when the bomb is fired

Ullapool Caber

  • Reduced explosion base damage from 100 to 75
  • Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.

PYRO

Flaregun

  • Added text to describe 100% critical hits on burning targets

Scorch Shot

  • Reduced damage penalty from -50% to -35%
  • Now has increased knock back on burning targets
  • Increased the blast radius from flares from 92Hu to 110Hu
  • Hits and explosions always minicrit burning targets
  • (July 6th patch) Added a -35% self damage force penalty (Reduced blast jumping)

Detonator

  • Added text to describe 100% minicrits on burning targets
  • Slightly increased blast jump height when doing a Detonator jump
  • Increased blast radius from 92Hu to 110Hu
  • Detonated explosions now also minicrit burning targets
  • Increased damage penalty to -25%
  • Increased self-damage penalty from +25% to +50%

Power Jack

  • Reduced health gained on kill from +75hp to +25hp

MEDIC

Vaccinator

  • Fixed a bug that gave Vaccinator patients full crit immunity.
  • Vaccinator base resist does not grant any crit resistance.
  • Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
  • Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
  • Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
  • Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
  • Added Penalty of 66% decreased uber build rate while healing a overhealed patient
  • (July 6th patch) Übercharge penalty no longer applies during setup time

Solemn Vow

  • Added 10% attack speed penalty

SNIPER

Sydney Sleeper

  • Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)

Bazaar Bargain

  • No longer lose heads on miss
  • Collecting a head requires a headshot kill and not just a headshot
  • Each head boosts charge rate by 25% up to 200%
  • Charge rate penalty changed from -20% to -50%.
  • Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate

Bushwacka

  • Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active

Cozy Camper

  • Removed increased damage taken penalty

HEAVY

  • All minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.

Natascha

  • Added 20% damage resistance while spun up
  • Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu

Brass Beast

  • Added 20% damage resistance while spun up

Tomislav

  • Now 20% more accurate (less spread)
  • Increased spin up bonus from 10% to 20%

Family Business

  • Now has +15% increased attack speed

Warrior’s Spirit

  • Now has +10 health on hit

Eviction Notice

  • Now has 3 second speed boost on hit

Dalokoh’s Bar

  • Now has 10 second cool down on use
  • Can now overheal up to 400hp
  • Can be thrown (alt-fire) as a small medkit for other players to use

Lunchbox items

  • Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.

MULTI-CLASS

Panic Attack

  • Base Fire rate increased (from 15% to 30%)
  • Base reload speed increased (from 33% to 50%)
  • Added increased switch to speed by +50%

Patch 2: 7/2/15

  • Fixed a bug that prevented some clients from updating their contract progress
  • Fixed a bug where The Family Business was firing slower than it was supposed to

Notes missed from the previous update:

  • Power Jack
    • Reduced health gained on kill from +75hp to +25hp
  • Cozy Camper
    • Removed increased damage taken penalty
  • Rescue Ranger
    • Decreased cost of long range building pick up from 130 metal to 100 metal
  • Spy-cicle (previous note was incorrect)
    • Changed fire immunity for 3 seconds to fire immunity for 1 second and 10 seconds of afterburn immunity

Full Patch Notes: 7/3/14

  • Temporarily limited OS X clients to medium texture quality to resolve random crashes while work is done on a permanent fix
  • Fixed a random crash that affected OSX only
  • Updated the collision geometry for the turbines in Powerhouse
  • Dropped weapons now retain their ammo and ÜberCharge levels unless the player commits suicide
  • Valve official quickplay and matchmaking servers are no longer listed in the server browser
  • Players no longer drop their weapons in MvM
  • Pressing the action key will now try to pick up a dropped weapon before trying to use an item in the action slot
  • Spies can no longer pick up weapons when disguised or cloaked
  • Using the mouse to select enemy players on the scoreboard no longer improperly reveals their class
  • Fixed players dropping multiple instances of the same weapon at once
  • Fixed unintended changes to rocket and other explosive jumping behavior
  • Fixed dropped weapons occasionally using an incorrect skin
  • Fixed an issue that was causing the particle effects on Unusual hats to sometimes draw in first-person for the owner, or not draw at all to others
  • Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer buildings
  • Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg, and Botkillers) not rendering their attachments
  • Fixed spies that have picked up a dropped Your Eternal Reward or Wanga Prick being able to manually disguise
  • Fixed Spy sometimes not being able to use the Disguise Kit after picking up a new Knife
  • Fixed newly created items not becoming Strange quality, despite receiving the ability to track kills. Existing items in this state will not be retroactively fixed.
  • Fixed skinned weapons appearing differently after being traded or listed on the Steam Community Market. Affected items have been reverted to their original (permanent) appearance.
  • Fixed being able to craft some previously un-craftable items
  • Fixed a client crash related to Killstreak Fabricators and Chemistry Kits
  • Fixed a client crash related to particles
  • Fixed the Vitasaw no longer giving its ÜberCharge bonus after death
  • Fixed issues related to picking up dropped weapons while zoomed in with a Sniper Rifle
  • Fixed a bug that caused the Shortstop to reload faster than normal
  • Fixed dropped energy weapons not being able to fire after being picked up
  • Fixed some weapons not displaying their charge meters after being picked up
  • Fixed the box used in the Box Trot taunt sometimes being the wrong color
  • Steam Community Market
    • Fixed skinned items appearing as “Decorated Item”
    • Items that are temporarily un-tradable can now properly be listed on the market

Undocumented changes

  • Reverted Item level changes
  • Reverted the ability to giftwrap stock weapons.

Full Patch Notes: 7/4/15

  • Fixed a client crash related to campaign contracts
  • Fixed an exploit related to taunting and then dying on the final control point of payload maps
  • Fixed a bug that was creating Specialized Killstreak Kits that could be applied to any item
  • Fixed items that are removed from the Steam Community Market having the trade restriction removed
  • Temporarily reverted Valve official quickplay and matchmaking servers not being listed in the server browser while we look into this further

Full Patch Notes: 7/6/15

[N] Obey

P.S. Oh, by the way, there are also three new taunts. See splash page two. At the moment, they are only available by buying them from the Mann Co. Store.

Love and War Update: Day 1

Posted on: June 17th, 2014 by Obey

For the first day, there is only a fifteen-minute short movie–basically a cartoon episode–where bread attacks, Scout needs a date, and Spy is well, himself.  Enjoy the show–and we’ll see you here on Day Two!

This is the YouTube page for the video; it may default to HD settings, so turn them back to “240p” or so by clicking the gear if you have problems playing the video.

And here is the Day One splash page.

Until tomorrow~!!

[N] Obey

Team Fortress 2 – Now no longer just a cutting edge hat simulator

Posted on: January 24th, 2011 by octo dhd

http://wiki.teamfortress.com/wiki/The_Essential_Accessories

Yup, we got socks and matching sweatbands.  If I didn’t love my octopus treasure hat so damn much, I’d complain and say that TF2 is now a full fledged FPS Doll & Accessory simulator.   But, I guess the old tall GI Joes had different clothes which increased their killing ability, so..  Yay for new items!