Team Fortress 2 Patched, Spy Side-stabs Return
by Nick Breckon, Mar 05, 2009 4:22pm PSTValve today released a decent-sized patch to Team Fortress 2, making a few tweaks and changes to the game's classes and systems.
Gameplay alterations include adding a duck timer, re-enabling spy side-stabs, and a primary weapon default for disguises. Other various bug fixes round out the list.
Take a gander at the full patch notes below:
Gameplay changes
- Added a duck timer that prevents duck spamming while running around on-ground
- In-air, players are only allowed to duck once before they touch ground again
- Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
- Increased backstab check so that Spies can side-stab again
- When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key
TF2 Fixes
- Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
- Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher
- Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
- Restored sawmill_logs.mdl file, fixing some user maps that used it
- Fixed some localization issues with Scout achievement strings
- Removed the "Final" phrasing in the map loading screen
Engine fixes
- Fixed a server crash on startup under Linux
- Fixed a buffer overflow issue related to network string tables
- Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes
CP_Junction
- Fixed an exploit where engineers could build a teleporter exit in an invalid area
- Fixed a few bad overlay assignments and other minor issues
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Comments
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The game went totally downhill with the big Pyro update and now this...
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Holy crap I didn't quite understand this one since I thought it was called the stickybomb launcher. There's no more holding onto charged shots now by holding down the right mouse button D:
How is that a "fixed exploit"? It's been around since the beginning and this game has been around for a year and half now lol.
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My only other comment is that I was excited to see the Scout beefed up a bit. It did need a little something to make it more appealing and balanced. However, I think this update went too far. Every server is full of scouts running around. With unlocked weapons, they truly do feel unbalanced and overpowering. I am a bit disappointed and I welcomed an improved scout. This was just TOO much.
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Wow finally :) This has been around for ages.
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