Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,186
712
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Happy Smissmas 2014!
  • All Players who play TF2 during the event will receive a Gift: a Stuffed Stocking! Stockings contain goodies for good little Mercenaries.
  • Added 29 Limited community-contributed winter items to the Nice crate
  • Added new Limited Festive weapons to the Naughty crate
  • Limited time items can only be found during a limited window of time. The Naughty and Nice crate items will no longer be available after February 16th, 2015
  • Added Naughty and Nice winter keys to the Mann Co. Store.
  • Naughty and Nice winter crates cannot be opened after February 16th, 2015.
  • Premium Players will receive a Secret Saxton to give to another playerItem grants from previous events (including the Spirit of Giving and the Winter Holiday noise maker) have been re-enabled for all players, including those who deleted their earlier grants
Weapons
  • Added The Iron Bomber
    • Demoman Grenade Launcher
    • Grenades do not bounce or roll
    • Damage radius reduced by 20%
    • Grenades that self-detonate deal 10% less damage
    • Added The Iron Bomber to the Mann Co. Store, craft list, and item drop list
  • Added The Quickiebomb Launcher
    • Demoman Stickybomb Launcher
    • Stickybomb arm time reduced by 0.2 seconds
    • Stickybombs can destroy enemy stickybombs
    • Charge time decreased by 50%
    • Stickybombs fizzle after 2 seconds
    • -15% damage penalty
    • -25% clip size
    • Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and item drop list
  • Added The Panic Attack
    • Multiclass Shotgun
    • 34% Faster reload time
    • Hold fire to load up to 4 shells
    • Fire rate increases as health decreases
    • Weapon spread increases as health decreases
    • Added The Panic Attack to the Mann Co. Store, craft list, and item drop list
  • Demoman Changes
    • Damage variance on grenades and stickybombs reduced from +/-10% damage to +/-2%.
    • Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
  • Grenade Launcher
    • Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the target's feet.
  • Stickybomb Launcher
    • Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius.
    • Stickybombs now have a more visible trail while traveling through the air
    • Stickybombs arm particle is slightly more visible
  • Loose Cannon
    • Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
    • Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.
  • Loch-n-Load
    • Changes to base grenade damage variance now ensure the Loch-n-Load does not exceed 124 damage on a single hit
    • Removed +25% self-damage penalty
    • Added -25% radius penalty
    • Changed clipsize penality to -25% (3 grenades per clip) from -50% (2 grenades per clip)
    • Loch-n-load grenades no longer visually tumble when fired
  • Bootlegger / Ali Baba's Wee Booties
    • Added +25% Demo Charge meter on charge kill
  • Tide Turner
    • Added Penalty: Taking damage while shield charging reduces remaining charging time
    • Kills while charging now only add 75% meter on charge kills instead of 100%
  • Scottish Resistance
    • It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100.
  • Scotsman's Skullcutter
    • Movement speed penalty now only applies when weapon is active
  • Claidheamh Mor</b>
    • Added +25% Demo Charge meter on charge kill
Added new game mode 'Mannpower' to the TF2 Beta
  • To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then choose Mannpower Mode.
  • Contains 8 permanent powerups players can find in the map
  • Players can only hold 1 permanent powerup at a time
  • Killing a player with a permanent powerup forces the powerup to drop
  • Contains 1 temporary powerup that can be found in the map
  • use the 'dropitem' command to drop the currently held permanent powerup
  • Added new Default Stock Action Item Grappling Hook. Grappling hooks are usable in Mannpower mode and servers that enable it. Once equipped, press and hold the action key to use it. Use to move the player toward the hooked object.
  • Mannpower Beta plays a modified version of Capture the Flag that requires your team's flag to be at base in order to capture the enemy flag
  • Touching your flag will instantly return it to base
  • Currently supported on maps ctf_foundry and ctf_gorge
  • Instant respawns enabled
  • Random critical attacks disabled
    Players spawn with 6 seconds of invulnerability
General
  • MvM : Added chance to find Australium weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on the Two Cities tour.
  • MvM : Added Killstreak kits for Quickiebomb Launcher, Iron Bomber and Panic Attack in to Two Cities MannUp loot tables
  • Crafting items that are marked as temporarily untradable will now yield temporarily untradable items instead of permanent
  • Fixed a client crash related to the material system
  • Removed the Giftapult from the store and added a crafting recipe for it
  • Updated the equip_region for The Beastly Bonnet
  • Updated the localization files
    Removed the map restriction on players in karts respawning ghost teammates when they touch them

Source: TF2.com
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
So, hang on, do these new CTF maps only work in the new game mode? Because that's kind of lame if so.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
yeah, they appear so.

For some reason I can't get my grappling hook to work at all. I follow the instructions and others are slinging about the map, but I am at a loss.
 

henke37

aa
Sep 23, 2011
2,075
515
So, any idea on how to deal with the grapplinghook from a mapping perspective? In portal there was special materials and entities to control portalability.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
There's console commands to enable on any map on any server.
Well OK but I mean were they even designed to be playable in vanilla, or would it be like trying to play Degroot Keep with medieval forcibly disabled or something, where it's abundantly clear that you're doing it wrong? To put it another way, is it likely that when the beta is over, these will be available in vanilla CTF on the official servers?
 

Toomai

L3: Member
Apr 14, 2011
129
144
The fact that the two maps used so far (Foundry and 5Gorge) are naturally 5-CP maps, as opposed to nautally CTF maps, tells me that Valve doesn't expect the mode to be balanced for existing CTF maps. I mean, the grappling hooks by themselves let everyone move around much faster, requiring maps to be larger from intel-to-intel.

In fact, I strongly suspect that this mode would have its own maps, and they only converted some 5-CP maps for now because they wanted to get the idea out there before wasting time on new maps for it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I hope this doesn't mean that Valve has written off stock CTF as a lost cause like they did with Gravel Pit style maps. And that they have the good sense to give the actual maps they end up using for this mode their own prefix.
 

wareya

L420: High Member
Jun 17, 2012
493
191
The maps are actually just regular CTF maps when the mode isn't enabled, so...
 
Apr 14, 2013
662
344
Not exactly standard ctf maps, no. They are way bigger and much more linear.
Grapple ctf:
<spawn> <flag> <connectors> <courtyard> <connectors> <mid> <connectors> <courtyard> <connectors> <flag> <spawn>
Standard ctf:
<spawn> <connectors>
<connectors> <spawn>​
<mid>​
<flag> <connectors> <courtyard>
<courtyard> <connectors> <flag>​