Team Fortress 2 Update Released
Aside from adding KotH and hats, there's a lot of other changes. What jumps out at me:
* 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
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
* 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
* 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
* Various UI improvements to the backpack (see link for details)
* Cloaked Spies standing in valid backstab positions no longer raise their knife
* Added current map name and gametype to the bottom right of scoreboard
* Updated the loading panel to show the game type under the map name during level transition
* Improved critboosted visuals, making it much clearer when an enemy has critboost
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail
* Various fixes and tweaks to PLR_Pipeline, CP_Granary, Arena_Sawmill
WEAPON CHANGES:
# 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
* 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"
* Various fixes to bugs and exploits
* Added various request from the community for map/server functionality
-- Thu Aug 13, 2009 6:05 pm --
Also,
Day Three is up
CTF_Sawmill
"Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink!"
CP_Yukon
"Tunnels, Trouble and a Log
"This abandoned mountaintop coalmine was repurposed by shadowy operatives into a top secret surveillance outpost—one which also, so nobody gets wise, insidiously continues to mine coal. There is also a log hanging in the center of the map—possibly as an example to other logs. Logs that said too much.
"Five control points promise a lot of momentum swings in this compact outdoor map, with plenty of tunnels and rocky outcroppings. Plenty of alternate routes ensure that if you can’t get past a well-placed engineer through one tunnel, you might be able to sneak up behind them through another.
"CP_Yukon is a community map from the brilliant dual-powered brain trust of Patrick “MangyCarface” Mulholland and Joachim “Acegikmo” Holmér."