Nuova patch (13 agosto)

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Lysor_o.O
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Nuova patch (13 agosto)

Post by Lysor_o.O » 14/08/2009 02:03

Stavolta ci sono davvero tanti bug fix e tante modifiche al gioco. Metto il log completo, ne evidenzio alcune che ritengo tra le più interessanti:
New Content

Added King Of The Hill game mode
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
Added lots of new hats (io non ne ho ancora trovato mezzo... -.- )


Additions / Changes

Added "Auto Reload" option to the multiplayer advanced options
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button (Fanculo, ecco perché mi sembrava che gli altri sparassero molto più velocemente!!! Non me ne ero mai accorto! :menato: )
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
Significantly reduced the amount of network traffic being sent (...Ping migliore?)
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

(Questo mi sembra una cagata, vuol dire che la spia che si infiltra fino al respawn nemico e sappa l'entrata di fatto non potrà più farlo...)
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
Added an "Inspect" key that allows you to look at items being carried by your team mates
Backpack improvements:
Added drag & drop to move items around. Item positions are maintained on the backend
Added multi-select, allowing you to delete multiple items at once
Added a new key to the key binding page that opens your inventory directly to your backpack
Fixed mouseover panel being incorrectly position when the backpack first appears
Cloaked Spies standing in valid backstab positions no longer raise their knife
Added current map name and gametype to the bottom right of scoreboard ALLELUJA!!!! Ci sono arrivati! :ele:
Added class icons to tips on the loadout and loading screens
Improved visuals around flags when they're being carried by a player
Improved critboosted visuals, making it much clearer when an enemy has critboost
Updated the loading panel to show the game type under the map name during level transition Idem con patate...
In-game chat dialog now supports full Unicode characters
Added BLU main menu background
Added response caching for some server queries to help reduce the CPU load from DOS attacks
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

Map Changes

Update PLR_Pipeline
Increased the starting advantage in the third round if a team has won the first two rounds
Fixed carts not continuing to the second round if they're capped at the same time in the first round
Fixed being able to shoot pipebombs over the starting gates in the first round
Pensavo fosse una cosa voluta, come in Well...
Fixed being able to open the doors in the first round before the setup time was finished
Fixed players getting stuck in some doors Non so quante volte mi sono incastrato nelle grate, quelle che si aprono solo arrivando da un lato...
Fixed players being able to get onto rooftops and out of the map boundaries
Fixed other minor bugs and exploits

Added community map Arena_Offblast
Added community map Cp_Yukon
Update Arena_Sawmill
Fixed DirectX8 bug where some models would not be visible
Fixed exploit with building teleporters outside of the map

Updated CP_Granary
Made a few changes to improve balance based on competitive community feedback

Item Reworks

The Force of Nature

The enemy knockback now only works in close range and behaves more like the Pyro's air blast
Enemies cannot be juggled by the FaN's effect (cosa vuol dire?)
The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
Knockback is now scaled by damage done

The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
Stunned players now take 75% of all incoming damage instead of 50%
Ubercharged players can no longer be stunned
Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
The minimum distance to stun a target has been reduced
The negative attribute has changed from "no double jump" to "-25 max health"


Fixes

Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
Fixed an exploit that allowed players to work around sv_pure
Particle files are now protected by sv_pure
Fixed critboost effect getting stuck on when you die while critboosted
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
Fixed an exploit where you could reload The Huntsman faster than intended
Fixed Heavy "civilian" exploit
Fixed a set of exploits using the DXSupport config files
Fixed r_screenfademinsize and r_screenfademaxsize exploits
Fixed sentries firing at a fully cloaked Spy if they're still the closest target

Community requests

Added a HUD element for hybrid CTF & CP maps
Supports 1 or 2 flags, and any number of CPs
Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
healing is the amount the Medic healed in that life
ubercharge (1/0) is whether they died with a full charge Questo è carino!
Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
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Tu vedi delle cose e chiedi: perché? Ma io sogno di cose che non ci sono mai state, e che forse non ci saranno mai, e dico: perché no?
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Post by Lysor_o.O » 14/08/2009 02:06

Direi che la modifica più grossa è quella che riguarda la Sandman: non ferma più le Uber (come era logico che fosse, va beh, ci hanno messo solo 5 mesi ad accorgersene...). In compenso, la perdita di 25 hp mi sembra trascurabile (tanto si muore lo stesso con uno sputo e un'alitata), ma c'è ancora il double jump. E i nemici stunnati prendono un sacco di botte (75% anziché 50%). Non l'ho ancora provata (ho finito di scaricare la patch 30 secondi fa), ma l'impressione è che sia molto forte, forse anche troppo - nonostante la questione delle uber sia stata risolta.

Boh, vedremo...
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Tu vedi delle cose e chiedi: perché? Ma io sogno di cose che non ci sono mai state, e che forse non ci saranno mai, e dico: perché no?
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Post by -NaNo- » 14/08/2009 17:26

Quella del sap sul teleport è una nerfata colossale!!! Anche se forse, per un engy, continuare a vedere sapper che compaiono sull'uscita del teleport potrebbe essere abbastanza frustrante... XD
Voto 10 al double jump con la sandman!!!!
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Post by PrinceFM » 16/08/2009 21:21

Lysor_o.O wrote: Enemies cannot be juggled by the FaN's effect (cosa vuol dire?)
to juggle è l'atto di tenere un nemico in condizione di non far niente tenendolo in aria.. in genere è fatto o con il compressore, tenendolo in aria finche si vuole, o con il minigun, ma deve saltarti addosso ed è abbastanza molto dura, o vi sarà successo saltando addosso una sentry lvl 2 ^^ con la fan con il primo colpo gli alzavi, con il secondo li buttavi in altissimo dove non potevano fare altro che essere un bersaglio vivente.. ^^ :teach:

cmq bell'upgrade, tra qualche giorno lo proverò ^^
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