Mise à jour "Team Fortress 2"

avatar Titiboy

Rédigé par - le



Tant mieux pour les joueurs, bien entendu. Car, oui VALVe Software continue d'apporter des "améliorations" à leur FPS sur PC, avec cette fois encore une nouvelle mise à jour gratuite.

Comme le précise l'affiche de la news ci-dessous, il ne s'agit pas cette fois d'une update de classe, mais apportera apparemment des "chapeaux" sympathiques, le mode de jeu King of the Hill, ainsi que trois cartes de jeu (dont une inédite) consacré à ce mode justement.

D'autres détails viendront paisiblement nous abreuver dans les jours qui viennent, lorsque la date de disponibilité de la chose sera connue.

Personnellement, n'ayant jamais joué au jeu, je laisse donc à mon ami Chamallow pour plus de détail sur cette nouvelle dans les semaines à venir.

phylactère

Commentaires (3)

Chamallow a écrit un commentaire le

guillemets

Tada, des questions? J'apporte les réponses :p

Cette mise à jour est assez importante :
Comme l'a dit Titi, les chapeaux (deja existasnt et apportant des bonus) seront plus nombreux et plus faciles à trouver.
L'apparition des maps KOTH avec un seul point de capture central commun aux deux équipes. Il faut capturer le point et tenir 3 minutes (cumulées).
Des maps de la communauté sont passées en officielles.

Des ajustements d'armes, pour le scout principalement afin de rééquilibrer le jeu.
Des fix d'exploits et bien d'autre.

Une animation for sympathique à été ajoutée pour les équipes perdantes, qui s'enfuient sans armes en se courvrant la tete avec les mains (oh non j'ai peur)

On peut considerer la mise à jour comme majeure.

Je vous met ci dessous le changelog complet (en anglais)
[quote]Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

[b]New Content[/b]
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

[b]Additions / Changes[/b]
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
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
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
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
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
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


[b]Map Changes[/b]
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
Fixed being able to open the doors in the first round before the setup time was finished
Fixed players getting stuck in some doors
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

[b]Item Reworks[/b]
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"

[b]Fixes[/b]
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

[b]Community requests[/b]
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
Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
[/quote]

Titiboy a écrit un commentaire le

guillemets

et là, je dis merci chamallow ;)

Krowziss a écrit un commentaire le

guillemets

Je ne connais pas ce jeu, si j'y pense j'irais regarder sur internet

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