10.07.2013 |
Selbi
Great and Powerful
Beiträge: 424
Registriert seit: 23. Mär 2013
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RE: Team Fortress 2
IT'S HAPPENING
Erste Analysen der Server item_schema.txt zeigen an, dass es unter anderem auch 9 neue Kisten geben wird.
Ich war noch nie so gespannt wegen einem Update!
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11.07.2013 |
Geckaster
Ponyville Pony
Beiträge: 211
Registriert seit: 07. Nov 2012
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RE: Team Fortress 2
So, Wall of Text-Zeit.
EDIT: Formatierung hat leider ein bisschen gelitten dank handy copy-paste.
General:
- Added over 60 Gold Star community-submitted Workshop items - Summer Claim Checks can now be redeemed for Summer Coolers - Summer Cooler Keys are now available in the Mann Co. Store - Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
- Reduced intensity of Bleed and Jarate screen effects under DX8 - Added text search functionality to the backpack and the store - Added tf_hud_show_servertimelimit to display the server's per-map time limit on the in-game HUD - In MvM, if all team members unready, the pre-round countdown will stop - In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve - Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect - Double-clicking a crate will now take you to the appropriate key in the store - By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection. - Unusuals and Stranges no longer stack in loadout equip pages - Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies - Fixed a bug that would cause the popular items page in the store to not always update correctly - Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits - Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck - Fixed a bug where crouch animations would not properly play while in humiliation state - Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge - Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community - Fixed level 3 dispensers missing geometry - Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs - Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players - Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones - Fixed characters in the loadout page sometimes appearing as if they were cloaked - Weapon attributes will now show in the same order in-game and in Steam Community - Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
Maps:
- Added cp_standin and cp_process - Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
- cp_badlands - Fixed jumps being ruined by small rock ledge near spiral - Fixed prop collisions - Fixed clip smoothing - cp_dustbowl - Fixed players building in Blu's first spawn - Fixed players shooting through rocks in stage 2 - Fixed collision in tunnels in stage 2 - Fixed textures not displaying properly in Pyrovision - Fixed lighting on cliff faces - Fixed skybox error in stage 3. - Fixed players getting killed through the ceiling under stage 2 cap 1 - Adjusted ceiling height in stage 3 tunnel for better clearance - Cleaned up prop collision - cp_egypt - Fixed clip brush exploits - Players can no longer build on top of arches and high ledges - cp_gorge - Players can no longer build in Blu's first spawn room - Changed scale of water texture - cp_granary - Fixed improper orientation on arrow signs - Fixed players getting above red forward spawn - Fixed players building on cargo containers inside spawn room - Fixed holes in skybox geometry - Removed collision from hanging lamp over Red spawn - Removed collision from security cameras above Red and Blue spawns - Mirrored fence alcove from Blu final cap arena to Red side - Balanced collision of rocks in final capture arenas - Re-ordered spawns in the first spawn room to be consistent between Red and Blu - cp_gravelpit - Clipped roof of building over cap A - Removed helthpack under terrain - Added decals under health kits and ammo packs - cp_gullywash - Fixed players getting out of the map near the middle capture point - Fixed collision exploits near middle capture point - cp_mountainlab - Fixed collision issues on the ladders and hill that lead to the first point - Fixed static prop lighting - cp_steel - Fixed players blocking Blu's spawn exit door leading to capture point B - Fixed collision on ledge near capture point B - Players can no longer build inside Red spawn room. - Blu spawn point over grate removed.
- ctf_2fort - Fixed building inside of spawn doors - Fixed clipping exploits on battlements - Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser - Cleaned up prop collision - Smoothed clipping on wagon wheel and other props - ctf_well - Fixed players jumping out of the map
- koth_king - Health and ammo packs now match on Red and Blu sides of the map - Players can no longer build in spawn doors - koth_lakeside - Fixed rockets passing through terrain near the capture point - koth_viaduct - Players can no longer build in spawn room rafters
- mvm_bigrock - Fixed players building on rock in cave section
- pl_badwater - Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls - Fixed player clip smoothing - Fixed fence collisions - Fixed floating rocks in skybox - Fixed lighting on props - Fixed lighting on canyon vista - Handrails no longer collide with bullets and projectiles - Performance increase through poly reduction, model collision reduction and model fade distances - Players can no longer build inside Blu spawn room - Players can no longer be trapped with teleporters under the sign by the first capture point - Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured - Players will now be crushed by closing doors upon the capture of point 2 - pl_barnblitz - Fixed building in the skybox above Red's final spawn - Teleporters will no longer self destruct when used on the battlements near Blu's first spawn - pl_frontier - Fixed spawn doors not working properly after second capture. - Players can no longer build inside kill volumes - Players can no longer build inside of Blu's second spawn room - Red players can now enter the Blu team spawn upon round win - pl_goldrush - Fixed collision on props and clip exploits - Fixed buildings being prohibited from construction in the garage near the end of stage 3 - Players can no longer block the cart through the wall in stage - Players can no longer build in spawn exits - Players can no longer build on the shack roof near the end of stage 3 - Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap - Players can no longer build on the perch in stage 1 - Handrails no longer collide with bullets and projectiles - pl_thundermountain - Fixed gate visible through ceiling in stage 3 - Fixed clipping in stage 3 Blu spawn - Prevented players from building in the cliffside kill zone in stage 1 - pl_upward - Fixed exploit where Blu team could be trapped in their final spawn room - Fixed gap in collision which allowed Blu players to be shot in their first spawn - Fixed fade distances on props in Blu spawn - Fixed players building under catwalk on the ledge of the final pit - Fixed clip brush exploits - Players can no longer be trapped by teleporting under stairs near final capture point - Players can no longer build inside of Red's final spawn room - Players can no longer build inside of spawn room doors - Players can no longer be trapped inside of the capture point sign - Prevented Blu team from entering final spawn room while it is neutral - Smoothed clipping collision - Collision performance increases - Handrails no longer collide with bullets and projectiles - Replaced floor texture in Red team final spawn room
- plr_hightower - Fixed clip brush exploit above building on cliff edge - plr_nightfall - Fixed players jumping outside of the map - Reduced prop collision - plr_pipeline - Fixed invisible faces - Handrails no longer collide with bullets and projectiles
- tc_hydro - Fixed clip brush exploit where players could get out of world - Fixed players getting on top of monument.
Items:
- The Chieftain's Challenge, Lord ♥♥♥♥♥wain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted - "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI - Cursed Soul items (Halloween zombie skins) are now renameable - Strange Bacon Grease can now be gift-wrapped - Added LODs to the Airborne Armaments set items - Fixed Bison/Pomson projectiles getting stuck on doors - Fixed Baseballs and Jars sometimes going through thin geometry
- Crit-A-Cola - Removed: Damage taken mini-crits - Added: Damage taken increased 25% - Shortstop - Added 20% bonus healing while deployed - Added 80% vulnerability increase to all push forces while deployed - Winger - Added +25% Jump Height bonus when active - The Special Delivery (set) - Removed: +25 max health on wearer - Added: Leave a calling card on your victims
- Battalion's Backup - Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active) - Rage is now generated from damage dealt instead of damage received - Black Box - Rocket explosions now use correct sound - Begger's Bazooka - Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling) - Misfired Rockets now remove one loaded rocket from the clip - Concheror - Rage is now generated only from damage dealt - Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect - Cow Mangler 5000 - Reduced clip size (from 5 to 4) - Removed -10% damage attribute - Removed 5% slower reload attribute - Added missing "sets players on fire" description text - New particles and sound - Escape Plan - Players receive the Marked-For-Death effect after deploying, and for a short period after holstering. - Liberty Launcher: - Removed: 25% reduced clip size penalty - Added: 25% reduced damage penalty - Original - Rocket explosions now use correct sound - The Tank Buster (set) - Removed: +20% Sentry damage resistance on wearer - Added: Leave a calling card on your victims
- Phlogistinator - Fixed "Mmmph" progress resetting after touching a resupply cabinet - Powerjack - Added: 15% increase move speed while deployed - Added: 20% damage vulnerability to all sources - The Gas Jockey's Gear (set) - Removed: +10% faster move speed on wearer - Removed: +10% bullet damage vulnerability on wearer - Added: Leave a calling card on your victims.
- Chargin' Targe - Added: Afterburn immunity - Loose Cannon - Range no longer affects direct cannonball impact damage - Reduced charge time to 1 second - Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects - Double-Donk damage now mini-crits - The Expert's Ordnance (set) - Removed: +10% fire damage resistance on wearer
- Buffalo Steak Sandwich - Removed: Damage taken mini-crits - Added: Damage taken increased 25% - Dalokoh's Bar - Increased amount of health restored per-bite from 15 to 25
- Gunslinger - Fixed a bug that caused mini-sentries to heal while being constructed - Rescue Ranger - Minor increase in damage per bolt - Increased building healing from 50 to 75 per bolt - Short Circuit - Ammo cost reduced when an attack destroys a projectile. - Wrangler: - Slightly reduced accuracy of manually-controlled sentry at long range - Protective shield now fades 1 second after the owning Engineer dies
- Crusaders Crossbow - Changed arrow projectile to a large syringe - Added new trail effects - Smoothed out reload animation (DPS unchanged) - Fixed being able to heal players that are using items that block healing - Quick-Fix - Added 50% Overheal - Über now affects the medic when there's no heal target - Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix's Über - Vaccinator - Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
- Bazaar Bargain - Fixed the starting charge rate being -40% instead of -20% - Capped the max charge rate to 200% - Cozy Camper - Removed movement penalty. - Added: Damage taken increased by 20% - Darwin's Danger shield - Added: Bullet damage taken reduced by 15% - Added: Explosive damage taken increased by 20% - The Croc-o-Style Kit (set) - Removed headshot immunity - Added: Leave a calling card on your victims
- Dead Ringer - When under the effect of Feign Death, damage taken decreases the duration of the effect - L'Etranger - Added: 40% increased cloak duration - Spy-cicle - Fixed a bug that would cause the charge meter to not reset when the spy was killed - The Saharan Spy (set) - Removed: Reduced decloak sound volume - Removed: 0.5 sec longer cloak blink time - Added custom particle effects when taunting
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11.07.2013 |
Marduk
Blank Flank
Beiträge: 8
Registriert seit: 26. Mai 2013
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RE: Team Fortress 2
(09.07.2013)Frostfell schrieb: Hoffe auf Fixes für Vaccinator und Quickfix, pleeaaaasssseeee!
So viele änderungen, für Frostfell die erfreuliche Nachricht hervorgeholt
Quick-Fix:
- Added 50% Overheal
- Über now affects the medic when there's no heal target
- Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix’s Über
Vaccinator:
-Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
gj Valve wurde auch mal Zeit mit den Verbesserungen
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11.07.2013 |
Simmi
Changeling
Beiträge: 872
Registriert seit: 22. Feb 2013
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RE: Team Fortress 2
Hmm... n paar nette sachen sind da schon dabei, auch wenns etwas seltsam ist, so viele veränderungen...
Aber über eins bin ich sehr froh:
Gunslinger
Fixed a bug that caused mini-sentries to heal while being constructed
Yay, endlich
Nur ne frage, was ist mit dem "leave a calling card" gemeint das jetzt bei den meisten sets dabei ist?
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11.07.2013 |
Marduk
Blank Flank
Beiträge: 8
Registriert seit: 26. Mai 2013
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RE: Team Fortress 2
(11.07.2013)Simmi schrieb: Nur ne frage, was ist mit dem "leave a calling card" gemeint das jetzt bei den meisten sets dabei ist?
Ich werde die Set´s mal testen und die Bilder veröffentlichen, dauert noch ein bissen. Ein danke an meinen Kollegen der mir die 4 Set Hüte ausgeliehen hat.
Edit: http://steamcommunity.com/id/76561197972...;view=grid
Hatte alles außer das Scout Set zum testen, auf der Vorderseite des Grabsteins oder "calling card" steht unten immer der name des Set´s dabei.
(Dieser Beitrag wurde zuletzt bearbeitet: 11.07.2013 von Marduk.)
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11.07.2013 |
Dai Senpai
Nurse Pony
Beiträge: 3.622
Registriert seit: 09. Mär 2012
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RE: Team Fortress 2
Jawoll! Endlich ist es soweit. Nun kann ich meinen Job noch besser ausüben. Der Quickfix Patch war so nötig. "Nurse Redhearts First Aid" wird nun noch öfters zum Einsatz kommen als gewöhnlich. Prepare your Anus for maximum heal!
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11.07.2013 |
Thunder Bullet
Great and Powerful
Beiträge: 414
Registriert seit: 23. Sep 2012
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RE: Team Fortress 2
Liberty Launcher
Removed: 25% reduced clip size penalty
Added: 25% reduced damage penalty
Neeeeeein
Aber der rest des Updates ist fett! Nur 800mb find ich etwas schade.
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11.07.2013 |
Ijon
Wonderbolt
Beiträge: 1.063
Registriert seit: 04. Jul 2012
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RE: Team Fortress 2
(11.07.2013)Thunder Bullet schrieb: Liberty Launcher
Removed: 25% reduced clip size penalty
Added: 25% reduced damage penalty
Finde ich richtig.
Vorher gab es kaum Unterschied zum Direct Hit. Jetzt muss man sich schon entscheiden worauf man Wert legt. Damage oder AoE.
Die meisten Änderungen betreffen mich eher passiv, da ich meistens Stockwaffen benutze. Dennoch freut es mich, dass ihr alle gefallen an den Waffenupdates gefunden habt
Nur die Sache mit dem Dead Ringer macht mich ein wenig unsicher.
Ich frage mich, ob jetzt zukünftig die ganzen Spys mit dem Cloak and Dagger in Ecken stehen und warten.
Aber ich denke doch, dass es eine faire Entscheidung war, den ein wenig zu nerfen.
Verwundert tut mich dennoch, dass der Soda Popper unberührt geblieben ist (falls ich ihn nicht übersehen habe).
Ich werd mir auf jedenfall nochmal zu Hause die Update News in Ruhe durchlesen. Hab dazu gestern Keine Zeit gefunden.
Kurz noch zu den Items:
Ich mag diese zusammengeschmissenen Community Items nicht. Ich hätte lieber ein Themed-Update gehabt, obwohl die Kosmetik Items dieses mal natürlich nur zweitrangig sind.
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11.07.2013 |
Hari龜
Tortoise
Beiträge: 2.588
Registriert seit: 25. Sep 2011
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RE: Team Fortress 2
Die Sets worden zu Dekograbsteine.
Was habt ihr getan.
Kein Tankwartpyro mehr und auf die Bewegungsgeschwindigkeit beim Hamma kann ich verzichten.
Ich hätte gewünscht das die Sets wie beim Pyroset mit Malusen zum ausgleichen eingebracht werden.
Ich hab das Gefühl Le Entrang oder wie der Revolver heißt, wird einen Aufschwung erleben. Verlängerte Clockzeit klingt gut.
Dann noch die Scout Pistol für mehr Sprunghöhe und der Projektilsapper für Engie bekommt bei zerstören von Projektilen verringerte Einsatzkosten.
Sonst seh ich nichts besonderes für mich.
══ 3DS-Freundescode: 4639 - 8947 - 9834 ══
══ Signatur by cute-anonyme/Aschestern ══ Avatar by Megueggu ══
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11.07.2013 |
PiPieCupcakeHunter
Great and Powerful
Beiträge: 390
Registriert seit: 06. Aug 2012
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RE: Team Fortress 2
Schlecht sind sie nicht die neuen Items aber ich hätte lieber was nützliches wie neu Waffen wann werden die denn kommn hab mom genug von neuen Misc da gibts etz schon zu viel.
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11.07.2013 |
Earl of Cockwood
Changeling
Beiträge: 957
Registriert seit: 07. Mai 2012
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RE: Team Fortress 2
Ich finde den Whiskey Bib und das Skateboard richtig gut. und den Poncho für den Pyro.
Der Cow Mangler, Blackbox und Original haben glaube ich auch neue Töne.
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11.07.2013 |
Ring Rang Brother
Wonderbolt
Beiträge: 1.378
Registriert seit: 10. Jun 2012
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RE: Team Fortress 2
ich hab grad stars neues vid zum patch gelesen aber richtig viel weiß ich immer noch nich aber das mein liebster quickfix genervt wurde find ich gut und der winger ist nun auch etwas nützlicher mann springt höher ^^
Signatur made by Appled4sh
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11.07.2013 |
Selbi
Great and Powerful
Beiträge: 424
Registriert seit: 23. Mär 2013
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RE: Team Fortress 2
Was mich stört ist, dass dieses Update anscheinend kein "Major Update" war, trotz seiner Größe. Keine schöne Seite, kein Wiki Eintrag, nichts. Nur ein riesiger Changelog. Naja, egal.
Aber was mich doch schon sehr nervt: Sie haben den Soda Popper und den Bushwacka nicht einmal angerührt, die Ärsche! Aber man kann wohl nicht alles haben.
Wenn ihr mir kurz helfen könntet: Ich finde einige von den neuen Items wirklich schön, aber bin immer noch unschlüssig, ob das Gesamtprodukt zusammen mit meinen anderen Items stimmt. Kurz das Item Schema modifiziert, aber immer noch keine Antworten. Was sagt ihr - yey oder ney?
Sniper Gedöns:
Mexikanischer Pyro bla:
Soldier mit Adler:
Soldier mit so 'ner Dinges Jacke:
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11.07.2013 |
Ring Rang Brother
Wonderbolt
Beiträge: 1.378
Registriert seit: 10. Jun 2012
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RE: Team Fortress 2
wieso ist das eine verflucht das andere klassisch sind doch erst erschienen
Signatur made by Appled4sh
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11.07.2013 |
Geckaster
Ponyville Pony
Beiträge: 211
Registriert seit: 07. Nov 2012
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RE: Team Fortress 2
@Ring Rang: Er hat doch gesagt, dass er das Item Schema bearbeitet hat.
Hab mal eine Kiste aufgemacht in der Hoffnung auf einen El Muchacho (wird super zu meinem Guadalajara und Pyrotechnics Tote passen), hab dieses Chamäleon gefunden. Abgesehen davon, dass ich nicht verstehe, warum man sowas für eine andere Klasse als den Spy machen würde, sieht es eigentlich doch ziemlich cool aus. Jetzt müsste man nur noch vernünftig snipen können...
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11.07.2013 |
Earl of Cockwood
Changeling
Beiträge: 957
Registriert seit: 07. Mai 2012
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RE: Team Fortress 2
Eine Kiste hab ich auch aufgemacht und hab nen After Dark bekommen. Sieht eigentlich ziemlich gut aus und ich behalte den auch.
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