Pretty cool update . Dead Ringer tweaking, hit indicator sound, and a huge huge improvement to the bots makes me .
Here's the changelog.
Here's the changelog.
Server Browser (for TF2 and DoD:S)
* Added a client-side server blacklist
o Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
o Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
Balance changes
* Reduced the health penalty on The Sandman
* The Force-A-Nature knockback on target now
o Only applies to hits that deal more than 30 damage and are in close range
o Factors in the firer's angle of attack when determining the knockback direction
o Has less of an effect on grounded targets
* The Dead Ringer now
o Reduces cloak to 40% when uncloaking early
o Has a 35% cap on the amount of cloak it can gain from an ammo pack
o Has a quieter de-cloak sound
Changes / Fixes
* Fixed a performance & stability issue with AMD processors
* Improved the stability of the game server -> item backend connection
* Fixed a rare server crash related to dispensers
* Added min/max values to viewmodel_fov convar to match the settings in the slider
* Reduced the number of moons in ctf_doublecross, sadly
* Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
* Fixed a crash related to sv_pure and the wireframe_dx6 shader
* Players can no longer shoot while stunned
* Fixed a bug that caused movement speed reductions to not work on stunned players
* Soldier Rage bar no longer resets when touching a resupply cabinet
Achievement fixes
* Fixed the "Second Eye" Demoman achievement
* Fixed a bug in the "Play Doctor" Medic achievement
* Changed the requirements for the "Medals of Honor" Soldier achievement
* Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
* Fixed an issue that affected several achievements requiring the use of the Equalizer
Community requests
* Added "skip_next_map" server ConCommand to skip the next map in the map cycle
* Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
* Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
* Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
Changes to the TF Bots
* In KOTH mode, Bots are now
o More likely to roam around and hunt enemies if there is lots of time left
o Become more likely to push for the point as time runs down, or their teammates start to capture it
* Medic bots now
o Opportunistically "overheal" nearby friends when they can
o Prioritize healing of injured nearby friends more
o Don't focus on Heavies quite so exclusively
o Don't spam their Medigun continuously at round start
o Won't choose cover far below their heal target so much (koth_nucleus)
o Fight back with their syringe-gun appropriately
* Various improvements to combat behaviors
* General bot improvements
o They no longer stand still on the point when capturing or defending it
o They choose more varied routes now
o They choose better defensive spots around captured points
o They fall back to another weapon when they entirely run out of ammo
o They adjust their FOV when using zoomed in sniper scope
o They treat in-range Sentries as the most dangerous threat
o They fire their weapons is more realistic bursts
o Engineers use their shotgun properly
* Added a "virtual mousepad" concept to rework how bots track enemy players
o They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
o After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
o Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
o Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
* Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
* Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
* Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
* Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
* Added more bot names as suggested by the TF community