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Posts Tagged ‘End of the Line’

TF2 Smissmas 2014 Update

Posted on: December 22nd, 2014 by Obey

Merry Smissmass! Team Fortress 2 is on a roll with new content! This update is HUGE in terms of affecting your gameplay. Demoman’s grenade launchers, stickybomb launchers, and charging-attack items have all been reworked/tweaked, stemming from last summer’s temporary changes. As usual, the summary is above, and the full patch notes are below.

TF2 Newbs ICYMI’s (In Case You Missed It news items):

  1. TF2 Newbs’ Server Rules have been modified/clarified in regards to dodging autobalance on December 15th.
  2. The “End of the Line” related duck drops and duck-related statistics will continue until January 5, 2015.
  3. If you haven’t read them lately, here are some links you’ll want to bookmark:
  4. Server Keys Contest
  5. Steam Holiday Sale–vote on Flash Sales and earn Holiday Cards!

Smissmas 2014 Update Summary:

  1. Just log in to TF2 and get a Stuffed Stocking. Identical to last year’s Gift-Stuffed Stocking, you can Use it to get items:
    • A Giftapult
    • A Backpack Expander
    • A Name Tag
    • A Description Tag
    • A Tour of Duty Ticket
    • Two or three random drops (weapon or rarely a cosmetic).
    • You can’t market or trade these Stockings.
  2. If you’re Premium, you also get one Secret Saxton. You can Use it to give one random person on your current server a single random item drop.
  3. Demoman got 3 new weapons, and many existing Demoman weapons were modified.  See below at 1. for more info.
  4. Nice 2014 Crate Keys and Naughty 2014 Crate Keys have been added.
    • Just like previous years, Nice Crates have 29 new, Limited community-designed cosmetics, and Naughty Crates have new, Limited Festive and Festive Strange weapons.
    • See below at 2. for more info.
    • Longer expiration window: They can be opened until February 16, 2015 (or just after Valentine’s Day).
  5. A new game mode and mode-variant maps: Mannpower!
    • This is a variant capture-the-flag game with specific changes (no random crits, instant respawn with 6-second invulnerability) and new Mannpower-specific powerups. See 3. below for specifics.
    • Employs a new default, stock Action Slot item: the Grappling Hook.  Only used on Mannpower-enabled servers.
    • Currently supports ctf_gorge and ctf_foundry.
  6. Now all Advanced and Expert MvM Tours of Duty have a (~2%) chance to drop an existing Australium weapon.
    • Previously, only the “Two Cities” Advanced Tour granted Australium weapons.
    • Now, the following Tours also grant a chance at an Aussie:
      • “Operation Steel Trap”: Advanced — two Decoy missions, two Coal Town missions, two Mannworks missions
      • “Operation Mecha Engine”: Advanced — one Decoy mission, two Big Rock missions
      • “Operation Gear Grinder”: Expert — one Decoy mission, one Coal Town mission, one Mannworks mission
    • No new Australium weapons are available.  The same pool of ten items are currently possible; there are now four different Tours that can be undertaken to try to earn them.
    • Killstreak Kits and Fabricators of the three new weapons are available to drop after completing a Two Cities Tour.
  7. Bugfix: Crafting while consuming an item that is “temporarily untradable” will yield a “temporarily untradable” output, instead of a permanently Not Tradable output.

 

1. Major Demoman Changes

If you can recall the Love and War patch (and subsequent repatch), Demoman changes have been in the works for some time.  Welp, here they come!  A few seemingly minor nerfs will affect the one-eyed wonder’s ability to do quite as much damage, despite the apparent buffs given to his many weapons. Lemme explain….

First, the changes to the existing Demoman items:

Charging and Movement

  • Bootlegger, Ali Baba’s Wee Booties, and Claidheamh Mor now grant +25% Charge meter on a charging kill. (The Claidheamh Mor stacks with either of the boots, refilling half of your Charge meter.) These items lengthen your current Charge, not reducing the delay of your next Charge!
  • Scotsman’s Skullcutter now only reduces your movement speed when the weapon is active, instead of constantly when equipped.
  • The Tide Turner has two tweaks:
    • Charging kills now give only 75% of your Charge meter, instead of 100%, forcing you to pause briefly between charges.
    • Taking damage during your Charge reduces your remaining Charge meter, relative to the damage dealt.

So Tide Turner Demoknights will have shorter charges than before, even when they are successful at going from kill to kill. Damaging them between Charges should not prevent them from Charging again very soon, but now they won’t be one continual blur as frequently.

However, the two boots items and the *Claymore can lengthen the current charge, so that Splendid Shield/Chargin’ Targe Demoknights can replicate some of the Tide Turner’s cleaving-from-kill-to-kill fun.  But use the Claidheamh Mor with the Tide Turner, and your current Charge can really stretch long, helping you reach your next victim before the Charge ends.

Projectile Damage

  • ALL grenades and stickybombs now have their damage variance reduced to +/- 2% base damage, from +/- 10% damage.

If anything, the damage dealt by both projectiles have become more reliable on a direct hit, not less. Grenade base damage went from 100 (variance 90-110) on a direct hit to 100 (variance 98-102). Stickybomb base damage on a direct hit or close-range blast went from 120 (variance 103-138) to 120 (variance 118-122). Enemies with about 110 health, such as barely wounded Spies/Snipers/Engies/Scouts and most Soldier loadouts struck by your first direct projectile, will survive less often. But that’s not all of the changes….

  • Direct-hit grenades (not stickies) now deal full damage to the target regardless of where it struck the enemy.  Previously, full damage would only occur when exploded closest to the target’s feet or legs.

So you no longer have to play like a Soldier and “aim for the feet” or guesstimate where a jumper will land; direct hits should be easier to land, eh? But wait, there’s more:

  • ALL grenades and stickybombs now have their blast radius reduced by about 10% (from 159 Hammer Units to 146 HU), which is identical to rockets’ blast radius.

Demomen are now a bit more reliant on using direct hits to inflict full damage.  A ten-percent reduction sounds small, but in live play, that will relegate many more hits as partial bursts. Your sticky placement and detting will need to be more exact, and a stray grenade is less likely to deal a chance direct hit.

All stickybombs have further changes:

  • Stickybombs now have a more visible trail when traveling through the air.
  • Armed stickybomb particles are easier to see.
  • Stickybombs detonated midair now have a blast radius rampup, starting from 85% base radius at the moment they arm (0.8 sec after firing), increasing to 100% base radius after 1.2 seconds in midair (2 sec after firing). Stickybombs that touch the world instantly revert to full blast radius.

Valve has been trying to nerf an arguably-OP stickybomb launcher that can be used both as a zone-denial, reactionary defense weapon (hence the Demoman’s assignment as a Defense unit), as well as a reliable offensive weapon. With greater blast radius and damage than a Soldier, higher damage-per-second than a medium-range Heavy, and less reliance on actually hitting the target with the projectile directly to deal full damage, some (including myself) felt that there was little reason for a Demoman to forgo the stickybomb launcher in favor of… well, just about anything else. Grenades and stickies also do not suffer from damage falloff due to range, unlike a Soldier’s rockets. A skilled sticky-wielding Demoman has been absolutely essential in competitive play, MvM Tour, and pubs with Engineers that place sentries guarding 90-degree angle chokepoints.

Previously, Valve tried to apply a damage rampup during the Love and War Update, and Demoman mains’ opinions were largely negative. Valve decided to revert those changes and continue testing. That rampup seriously nerfed the damage of a sticky, doing something like 35% of its base damage the moment it was armed, making midair detonation largely unaffective, and granting enemies too much opportunity to remove or evade them before they could become lethal.  It was too severe of a change.

TF2_Demoman_by_JayAxer

Valve seems to have settled on not nerfing the base damage it deals, but rather making it harder to land a direct hit, by slightly reducing its blast radius. Fewer direct hits may lead to many more partial hits, nerfing the Demoman’s damage less substantially than before. This simply increases the skill required to play an effective Demoman, without substantially reducing the effectiveness of detting defensive sticky traps. In the same manner, it is possible to play an aggressive, offensive Sniper–you just have to be a crack shot with your primary to do so.

Launching a single sticky and detting it is still effective, and its direct damage output has less variance than before; you just have to detonate them closer to your target’s body. Note that stickybombs still only have a rocket-sized full blast radius, so midair stickybombs have up to 15% small radius than that (125 HU upon arming in midair, from previous 159). That’s a significantly smaller blast radius to aim and det a midair explosive. You may find yourself waiting to det the projectile the instant it touches the world, effectively increasing its blast radius a bit by the delay.

  • Loose Cannon: A successful double donk now automatically deals full blast radius damage to the target with the secondary explosion. Previously the damage was reduced by radius distance from the explosion.
  • Removed a hidden penalty where cannonballs that touched the world received a 50% damage penalty before applying regular grenade damage reduction.

The Loose Cannon will no longer be penalized if you double donk a target away from the center/legs of the hitbox; simply timing the projectile to achieve a partial blast will deal full explosion damage.

  • Loch-n-Load:
    • Old damage output: base 120 (direct hit variance 103-147)
    • New damage output: base 120 (direct hit variance 116-124)
    • Clip size increased to 3 (from 2).
    • Removed the +25% self-damage penalty. Added a -25% blast radius penalty.

The Loch-n-Load is now less effective on tightly clustered enemies. It still fires +25% faster projectiles, and still deals +20% more damage. And now it gets a third grenade per clip (which is a little silly on a double-barrel)! However, it can’t do more than 124 damage on a non-critical hit, so the 125 health squishies (stock Scout, Spy, Engineer and Sniper) cannot die in a single hit if they have full health. That makes it very difficult to kill more than one enemy unit before reloading, despite having a third grenade per clip. Loch-n-Load is now more effective at taking out a single target with repeated direct hits before reloading.

  • Scottish Resistance: Increased range check for stickybomb jumping (146 HU, previously 100 HU).

 

Weren’t there new weapons? Here they are:

smissmasguns2

The Iron Bomber is for Demomen who want their grenades to land hard and not roll and bounce around before exploding. It launches a sphere-like grenade that barely moves when it touches the world. Projectiles do not stick; they just seem heavy and drop and stop quickly. They deal slightly less damage (direct hit variance 89-111) if they explode 2.3 seconds after fire. They also have a -20% explosion radius, slightly larger than the Loch-n-Load’s new radius adjustment, so the Iron Bomber is also intended for single-target killing.

Why have a grenade launcher that can’t execute angular bounces, but doesn’t defuse its grenades when coming in contact with the world?  Players who keep having their grenades bounce back at them or rolling where they don’t want them now have a third choice. This launcher drops the grenade at its impact point with little risk of it bouncing or rolling away from its intended impact spot. The radius is smaller and the damage is marginally less, but can be used for a few seconds of zone control. Also, demoman trying to pepper an area (such as a sentry) can keep their projectiles close when they land near their target even if they don’t hit directly, and can continually have pills detonating in an area without fear of them bouncing away and without having to switch to a stickybomb launcher for tight zone control. Players who hate the way grenades take silly bounces may learn to love this weapon.

Crafting: Iron Bomber = two recalimed metal + Air Strike

 

The Quickiebomb Launcher is for the Demoman that wants to use stickybombs chiefly for midair or short-duration detonations, much like a grenade launcher. They still don’t explode on a direct hit like a grenade, but you can detonate them in midair like normal stickies. They arm 0.2 seconds sooner (at 0.5 seconds after launch), so they’re more effective for medium-range combat. They deal -15% less damage: base 102 damage (variance 100-104). The Quickie stickies do not suffer the blast radius rampup penalty!  Players wanting to avoid this penalty can switch to the Quickiebomb Launcher and still enjoy most of the original AoE radius (Quickie stickies still have a rocket-sized blast radius).

These stickiebombs can also remove enemy stickies on detonation, rather than merely knocking them around. They are faster to charge for long-range shots, but they fizzle without detonating only 2 seconds after launch if you haven’t detonated them yet. So you give up the ability to leave stickies in defensive locations in order to keep the offensive properties of the original weapon. And you gain the ability to have useless stickies fizzle so they don’t harm you, and the ability to defuse enemy stickies.  They have slightly less blast range and slightly less damage than the original weapon, and have a clip of 6 instead of the original 8, but you’ll be able to det stickies at 0.5 seconds unlike before.  It’s hard to say if the weapon is weaker or stronger than before, for pure offensive might.

Crafting: Quickiebomb Launcher = two reclaimed metal + Tide Turner

 

The Panic Attack is a shotgun (primary: Engineer; secondary: Soldier, Heavy, Pyro) that behaves in combat like the Beggar’s Bazooka: the player holds down the primary fire button to load up to 4 shells (34% faster than stock Shotgun; 0.66 sec for first shell and .33 sec for each additional shell, 2 seconds for a full clip). Release the primary fire to shoot each shell in turn automatically. As your health decreases, the Panic Attack fires faster but fires a more erratic bullet spread.

If you overload the Panic Attack, it will not harm you like the Beggar’s; it will simply fire off its four shells. The stock shotgun is deceptively powerful at close range, so this weapon could deal some incredible burst damage if you can ensure the bullets will hit; if you can sneak up on an opponent while loading, you should be able to kill them quickly, like a Scout’s scattergun.

Crafting: Panic Attack =  two reclaimed metal + Back Scatter

 

2. Nice and Naughty 2014 Crates

Nice 2014 Crates drop list

These cosmetic items will drop in Limited quality, with the usual 1% chance of getting an Unusual accessory instead (probably from this item list and with unknown effects). These crates can’t be opened after Feb 16, 2015.

 

Naughty 2014 Crates drop list

Items have a roughly 50% chance of being Strange Festive, and 50% chance of being Festive. All of these are limited, as the crate can’t be opened after Feb 16, 2015.

 

3. Mannpower CTF Mode

You know what? I’m tired… I will add this in later.

UNDER CONSTRUCTION

 

Full Patch Notes — 12/22/14

  • 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 16, 2015.
  • Added Naughty and Nice winter keys to the Mann Co. Store.
  • Naughty and Nice winter crates cannot be opened after February 16, 2015.
  • Premium Players will receive a Secret Saxton to give to another player.
  • Item 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 to 146 from 159.

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 targets 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 penalty 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

  • Added +25% Demo Charge meter on charge kill

Added new game mode Mannpower to the TF2 Beta

Mannpower Mode

  • To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then choose Mannpower Mode.
  • The Following is a list of features in the initial launch of Mannpower and is subject to changes in future updates. Feedback is highly encouraged
  • Contains 8 permanent power ups players can find in the map.
  • Players can only hold 1 permanent power up at a time.
  • Killing a player with a permanent power up forces the power up to drop.
  • Contains 1 temporary power that can be found in the map.
  • Use the ‘dropitem’ command to drop the currently held permanent power up
  • 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 a modified ctf_gorge.
  • Instant respawns enabled
  • Random critical attacks disabled
  • Players spawn with 6 seconds of invulnerability

General

  • MvM : Added chance to find Australiaum Weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on 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

[N] Obey

Auctions and TF2 Patches: 12/14/14

Posted on: December 14th, 2014 by Obey

Been up all night getting duckies? Catch up with the Newbs News below!  As usual, the summary is at the top, and the full patch notes are at the bottom.

  1. You can turn unwanted items in your Steam inventory into Gems, a currency used to bid for new games during Steam Auction periods.
    • You can recycle items into Gems. Gems are marketable in stacks of 1,000.
    • You can buy booster cardpacks with Gems.
    • You can bid for Steam games with Gems.
  2. Server provider Packhead is no longer streaming 24/7 Christmas music through 12/25.
  3. Participate in the monthly Server #15 Stats Contest and win keys!
  4. Wanna sign up for some TF2 Newbs Secret Santa give-and-take?
  5. Post-EotL TF2 Patches
    • Redesigned the Backpack Panel: Click on an item for a drop-down menu of actions to choose from.
    • Added the Cold Snap Coat to the EotL Community Crate #87.
    • Fixed Halloween footsteps being displayed for disguised Spies… heheheh.
    • Check the previous blogpost for info on the “End of the Line” Update!
  6. [Added 12/15/14] TF2 Newbs’ Server Rules have been modified/clarified in regards to dodging autobalance.
    • TL;DR: Don’t dodge autobalance, as you can be banned for it, especially if your behavior causes the server to empty. Please refer to the specific text in the link above.

 

1. Steam Auctions: Turn Unwanted Items into New Games

Steam Holiday Auction

Splash page here, scroll down for rules. Comic here.

This promotion focuses on three new features offered by Steam:

  1. You can now “recycle” or turn unwanted Steam inventory items into Gems, a permanent Steam currency
  2. The ability to purchase Steam card packs with Gems
  3. The ability to bid for new Steam games with Gems on a rotation Auction schedule

“Recycle” Your Unwanted Steam Items

Auction1

 

Here’s the deal: Most of us Steam gamers have inventories of items that we will never use: backgrounds, emoticons, cards,  etc.  Steam now lets you turn those into Gems, a currency that you use to spend on packs of cards of a Steam game of your choice, or to place bids in the Holiday Auction.  Simply click on an item, and scroll down to see how much the item is worth in Gems (just above the Steam Market’s lowest going-for price). With one click, you can turn it into Gems!

 

gems

Gems exist in your Steam inventory as an item. Gems are tradable, but not marketable as-is. A “Sack of Gems”, in increments of 1,000, can be marketed! As of this post, they are selling for about US$0.66 to US$0.72 in Steam Wallet Funds.

Gift copies of games, in-game items, and coupons are not recyclable for gems. Cards are worth very few Gems (usually less than 30). The popularity of the game and/or the lowest Market Price of the item affects how many Gems the item returns when recycled, so rarer items are worth more Gems. For example, one medikit emoticon from TF2 recycles into 100 Gems.

If you intend to participate in a Steam Auction, you will want to have Gems in the tens of thousands. (If you are NOT going to participate in the Steam Auction, and want some more Steam Wallet Funds, I suggest that you sell all of the items you wish and quicksell the Gems while the demand is high.)  Gems are a permanent currency and will remain after the Holiday Auction promotion.

Buy Steam Card Booster Packs with Gems

Auction2

Click on your Gems, or this link, to find the button to the screen where you buy Booster Packs. A Booster Pack has three random cards of the game’s set, and collecting them will increase your level badge for the game (which earns you more Steam Items which you may keep, recycle, or Market), as well as earn you EXP towards leveling up your Steam Profile. NOTE: You can only purchase one Booster Pack with Gems per game, per day.

Each Steam game that features Steam Trading Cards will now show its price, in Gems, to buy a Booster Pack. For example, the screenshot above shows TF2 Booster Packs can be bought for 667 Gems each.

This feature will remain permanent, even after the Steam Holiday Auction ends. Perhaps you can buy more things with Gems at a later date?

 

Bid on Steam Games in the Auction

First, go to the Auction and place a “maximum bid” of Gems on a game of your choice, which may or may not be higher than the current Highest Bid. Bids that you place remove that many Gems from your inventory. Then you wait.

The first copy of the game will sell to the Highest Bidder on December 15th at 7:45 AM PST. After that, one more copy of the game will sell to the newest Highest Bidder every 45 minutes, 24 hours a day, until 100 games are sold and the Auction ends on Thursday, December 18th at 10:00 AM PST. After that, all the remaining bids will be deleted and your Gems returned to your inventory.

Don’t forget that a Sack of 1,000 Gems market for roughly US$0.70 (as of this post), so I doubt that you would want to bid more than $20 worth of Gems (28,600 ish) for a $20 game.  It’s not a fundraising event, but you might score a new game that hopefully someone hasn’t bought you for Christmas already!

 

2. Packhead Still Christmasing It Up In Here

While you consider that unusual conjugation of the word “Christmas”, you can listen to over 300 modern and classic Christmas songs thanks to Packhead, who provides some of our servers.  Just click on the M3U button to choose a program to stream through your internet connection.

 

3. December Stats Content for Server #15!

tf2war1

Hey, there’s still plenty of December left to muscle in and take a title! The following five contests are taking place on this 24/7 Hightower server!

connect s15.tf2newbs.com
  • Most Points (the player points earned as displayed in your HUD)
  • Most Backstabs
  • Time Played (because idling also helps keep servers full)
  • Most Airblasts
  • Most Kill Assists as a Medic

Click here to pull up a list of Server #15 stats, then choose the stat to pull up the list of who is winning.  The top performer of each stat will win a prize (limit one contest win per month).

 

4. Secret Santa Stuff

If you would like to participate in Secret Santa, click here to sign up!

 

5. Post-EotL TF2 Patches

New Cosmetic: the Cold Snap Coat

Cold_Snap_CoatThe Cold Snap Coat is a tradable, giftable, paintable, and craftable Soldier cosmetic that was added to the EotL Crate #87 on December 12th. Like all items from that crate, there is a chance of it having the Strange quality when uncrated. It is not yet available for purchase. Paint affects the brown jacket collar around the Soldier’s neck only.

Full Patch Notes: 12/12/14

Full Patch Notes: 12/10/14

Undocumented Changes

 

Full Patch Notes: 12/9/14

  • Fixed a client crash related to the material system
  • Fixed the Restore command not working properly in the backpack panel’s context menu
  • Fixed a crash in the item import tool
  • Fixed updating Duck Journal stats from ducks created on servers using sv_cheats
  • Fixed the Taunt: Pool Party item to fix a problem with the pool not scaling smoothly
  • Updated the materials for the Hunter Heavy and the North Polar Fleece

Notes missed from the previous update:

  • End of the Line Key, Duck Journal, and Duck Token sales support the End of the Line team
  • Redesigned the backpack panel
    • Clicking on an item creates a context menu that lists the valid actions for that item
    • The context menu replaces the buttons that were used for interacting with items

 

[N] Obey

End of the Line TF2 Patch — 12/9/14

Posted on: December 9th, 2014 by Obey

Between a major Monday night TF2 update, and some minor updates I haven’t covered from the last few weeks, we have a lot to cover!  As usual, the summary is on top, and the full patch notes are at the end of the post.

  1. Packhead is no longer hosting a 24/7 Christmas music stream here, thru December 25th.  Thanks Pack!
    • Clink on the M3U button at the top-right to begin streaming.  (Works with iTunes too!)
  2. (12/9/14) The “End of the Line” Community Update is now live (see below)! Read its splash page and watch the 13-minute animated short movie.
    • Added EotL Crate Keys, Piles of EotL Keys, and Random EotL Keys. They do not expire.
    • See below for the list of 21 community cosmetics found in the End of the Line crate.
    • One weapon reskin: the melee Crossing Guard, a railroad crossbuck complete with lights.
      • Equippable by all classes except Engineer and Spy, and deals stock melee damage.
    • Added a Pyro taunt: Pool Party.
    • Added Duck Journal and Duck Tokens for the End of the Line event (see below).
      • You must purchase a Duck Journal from the Mann Co. Store if you wish to participate in tracking duckies collected.
      • Collect Duck Tokens, and add them to the Duck Journal to level it up.  Duck Tokens are also giftable and can be bought in the Mann Co. Store.
    • Four new Unusual Effects have been added. Any Unusuals unboxed from EotL crates receive one of these four Effects only.  These Unusual Effects can only be obtained on Unusuals found in EotL crates.
    • NOTE: The entire update–the movie, the cosmetics, the duckies–are community-designed!
  3. (12/3/14) Added the TF Tomb Contest 2014 winning cosmetic items: Jungle Booty, Crown of the Old Kingdom, and Tomb Readers
  4. (11/13/14) Added End of the Line Crates.
    • EotL Crates do not expire. Items uncrated before January 5, 2015 will receive an “early supporter” tag on the item.
    • RoboCrate and associated items have been renamed Robo Community Crates, etc.
    • The Alien: Isolation promo items can now be bought in the Mann Co. Store.

     

1. The “End of the Line” Update

EotL Community Crates

EotL Keys (and Random EotL Keys) are US$2.49 in the Mann Co. Store. EotL Piles of Keys are US$57.27.

EotL KeyEotL Pile

 

Opening an EotL crate drops one of 21 possible cosmetics, a new Pyro taunt, the Crossing Guard melee reskin, or the roughly 1% chance of an Unusual item with one of four EotL-specific Unusual Effects! A specific item has a roughly 4.3% chance of dropping. Some of the items uncrated will be Strange quality.

Leaderboard class scout.png
Scout
Brooklyn Booties Brooklyn Booties
Thermal Tracker Thermal Tracker
Leaderboard class soldier.png
Soldier
Coldfront Curbstompers Coldfront Curbstompers
Condor Cap Condor Cap
Mistaken Movember Mistaken Movember
Screamin' Eagle Screamin’ Eagle
Leaderboard class pyro.png
Pyro
North Polar Fleece North Polar Fleece
Wartime Warmth Wartime Warmth
Leaderboard class demoman.png
Demoman
Bomber's Bucket Hat Bomber’s Bucket Hat
Double Dog Dare Demo Pants Double Dog Dare Demo Pants
Double Dynamite Double Dynamite
Leaderboard class heavy.png
Heavy
Fur-lined Fighter Fur-lined Fighter
Hunter Heavy Hunter Heavy
Sleeveless in Siberia Sleeveless in Siberia
Leaderboard class engineer.png
Engineer
Insulated Inventor Insulated Inventor
Snow Stompers Snow Stompers
Leaderboard class demoman.png
Demoman
Leaderboard class heavy.png
Heavy
Leaderboard class sniper.png
Sniper
Snow Sleeves Snow Sleeves
TF2 crosshair orange.png
All Classes
Boxcar Bomber Boxcar Bomber
Coldsnap Cap Coldsnap Cap
Flashdance Footies Flashdance Footies
Winter Woodsman Winter Woodsman

Taunts

Leaderboard class pyro.png
Pyro
Pool Party Pool Party

 

Oh Look–Another Melee Reskin!

Crossing_Guard

Yep, it’s the Crossing Guard, a stock-reskin melee weapon equippable by all classes except Engineer and Spy. It is not currently craftable; the only way to obtain it at this time is to uncrate it from an EotL crate. But craft numbers have been enabled, so perhaps they will be craftable in the future.

 

Get Duckies

Carry your very own Duck Journal on your chest while you fight, and earn Duckstreaks that function as if you had a Killstreaker weapon equipped! Killing enemies also causes ducks to drop, which quack when picked up and are added to a Duck XP Level.

 

Duck_Journal

You must purchase a Duck Journal from the Mann Co. Store (US$4.99) to participate in this month-long, duck-collecting event. Basically, you collect ducks by killing enemies, and have a specialized Duckstreaker announcement in the killfeed.

Purchase Duck Tokens (US$1.99 from the Mann Co. Store) to level-up your Duck Journal up to a maximum of Level Five. Higher levels causes more ducks to drop from killed enemies. Piles of Duck Tokens are US$45.77, and function like the Piles of Keys tools (gives away one token to up to 23 random players on your current server). So do Random Duck Tokens Gifts (US$1.99). Duck Journals and Tokens are giftable after several days.

Statistics from duck collecting are being kept via leaderboards (much like the Dueling Game “Season”). Ducks will cease dropping on January 5th, 2015.  Is this just a shameless money grab? Who knows–but are those duck eyes hypnotizing?! If you are enjoying the new content, spring for a Duck Journal and Tokens so the creators of the content can get paid.

 

Snowplow…?

An attack/defend map, cp_snowplow, was intended for release with this update, reenacting the events of the EotL movie in the identical location.  Apparently it has not been included in the update.  Stay tuned.

 

 

Full Patch Notes: Patch 1–12/9/14

Undocumented Changes

Full Patch Notes: Patch 2–12/9/14

  • Fixed a client crash related to the main menu
  • Fixed a server crash related to ducks being created when players are killed
  • Updated the equip_region setting for some of the new cosmetic items[2]

Undocumented Changes

 

Patch Notes: 12/3/14

 

Patch Notes: 12/1/14

  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents

 

Patch Notes: 11/26/14

Undocumented Changes

  • Fixed the Necro Smasher not glowing when crit boosted

 

Patch Notes: 11/20/14

  • Additional improvements for client stability
  • Added a check to prevent building in trigger_hurt areas
  • Fixed seeing bumper cart icons for deaths while in hell on maps other than doomsday_event
  • Fixed not hearing localized audio while connected to a server using sv_pure
  • Updated pl_upward
    • Added stairs to forward Blue spawn underground
    • Updated the trigger hurt in the outer cliff area to cover the bottom of the map

Undocumented Changes

Updated model for the Buff Banner.

 

Patch Notes: 11/13/14

Note missed from the previous update:

  • Fixed a rendering problem for Linux clients using AMD drivers

Undocumented Changes

 

[N] Obey