Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Added Crate #90 and Crate #91 to the drop list
- Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from the drop list
- Added convar sv_rcon_whitelist_address. Rcon clients failing to auth from the specified IP address will never get banned.
- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Added "redirect" client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.
- Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
- Fixed missing Killstreak sheen effects for the Iron Bomber
- Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to The Classic
- Fixed the Panic Attack not using the correct sound for crits
- Fixed The Peacenik's Ponytail not using the correct team skins
- Fixed not being able to switch away from the Minigun while spinning down
- Fixed not being able to deliver wrapped Giftapult packages
- Fixed The Classic zooming-in when the Sniper teleports while charging a shot
- Fixed The Bootenkhamuns not hiding the correct bodygroup when equipped
- Fixed the Diamondback accumulating crits for backstabbing invlun players
- Fixed players not receiving timed drops when running the game in Ukrainian
- Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound effects
- Updated the equip_region for the Brimstone
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Updated the localization files
- Mannpower mode changes:
- Fixed bug that sometimes caused two intel briefcases to spawn
- Reduced capture trigger size to match capture area on CTF_Gorge
- Powerup changes:
- Haste: Doubles the Medigun's uber charge build up speed
- Vampire: Reduced health leeched when using the Flamethrower and Minigun[/quote]
Rumor has it:
- waterandroid of reddit [url=http://www.reddit.com/r/tf2/comments/2vlhfk/tf2_update_for_21115_21215_utc/coipqfh]has a list of the stuff that can be found in crates #90 and #91[/url]
- Raw schema: [url]https://github.com/SteamDatabase/SteamTracking/commit/24d5dfde8070c5dc266d832f9231ec42798d7e28[/url]
- Strings: [url]https://github.com/SteamDatabase/GameTracking/commit/25b4ff0dd66a734e34994810dd24c0ed3b879cbe[/url]
- Size is ~85 MB
[QUOTE=Valve]
- [B]Fixed[/B] not being able to switch away from the Minigun while spinning down
[/QUOTE]
Phew.
[QUOTE] "supply_crate_loot_list_90_weapons_rare_strange"
+ {
+ "The AWPer Hand" "1"
+ "The Ullapool Caber" [/QUOTE]
AW SHIT SON
Strange cow mangler! Finally!
[QUOTE=Fapplejack;47122743]AW SHIT SON[/QUOTE]
Lets not forget the Cow Mangler and Third Degree strangifier, the Strange Winger, and what seems to be a potentially strange Texas Ten Gallon and Frenchman's Beret (if I got the item right).
[QUOTE=Fapplejack;47122743]AW SHIT SON[/QUOTE]
IS THAT ANOTHER STRANGE CABER AND A STRANGE AWP?
DAAAAYYYUUUUM
[QUOTE]- Fixed not being able to switch away from the Minigun while spinning down[/QUOTE]
it only took them 2 months.
[QUOTE=Metaru;47122754]it only took them 2 months.[/QUOTE]
Better late than never. The same goes for the Strangifier- AWPER HAND STRANGIFIER, HMPH
[QUOTE=Erfly;47122748]Strange cow mangler! Finally![/QUOTE]
Is it in a salvaged/salvaged-equivalent crate?
[QUOTE=Mr. Jelly;47122759]Is it in a salvaged/salvaged-equivalent crate?[/QUOTE]
Nope, instead it seems to imply that there are rare loots in series 90 crates. So now the crates have 3 tiers of rarity: common, rare, and exceedingly-rare (ie unusual).
[QUOTE=Killbane;47122784]There seems to be a new way of getting rare crates
This shows that you get "rations" and craft (?) them into crate #90
Thoughts?[/QUOTE]
No, that's just what Valve call the Munitions crates.
I'd love updates like this every two-three weeks. As of now it's sort of an "eh at least they're still here"
[QUOTE=Omolong;47122788]No, that's just what Valve call the Munitions crates.[/QUOTE]
Okay fair enough, ill snip that.
[quote]- Updated the equip_region for the Brimstone[/quote]
YES
[IMG]http://puu.sh/fNwF5/be51300a80.jpg[/IMG]
still no fixing fall damage and braindead scouts draining your charge from miles away with the only good demoknight shield. And they add a caber strangifier to rub salt in the wound. Fuck you valve
Melee impact sounds are now bloodier sounding.
[QUOTE=poptart TF2;47122895]Wah, I'm salty as fuck that valve nerfed my overpowered shield and refuses to revert it back, because it is the best shield even though it actually isn't because it has shit resistances. Fuck you valve[/QUOTE]
Did they fix the fact you can see all weapons active at once in shadows and sometimes on the actual player model? Doesn't happen that often in PVP but in MVM its everywhere.
Along with the magically disappearing and reappearing weapon models.
[QUOTE=poptart TF2;47122895]still no fixing fall damage and braindead scouts draining your charge from miles away with the only good demoknight shield. And they add a caber strangifier to rub salt in the wound. Fuck you valve[/QUOTE]
Oh no, more people can now enjoy strange Ullapool Cabers.
[QUOTE=kibbleknight;47122932][/QUOTE]
Sniper rifles overpowered to people who never used the A and D keys, sticky bomb launchers overpowered to players who only play dustbowl and gold rush. I wonder why you think tide turners overpowered? I Just said the current nerf is incredibly dumb and poorly thought out. Also some people like playing actual demoknight, not spam tank demo.
[QUOTE=Karmal Khan;47122923]Melee impact sounds are now bloodier sounding.[/QUOTE]
I'm not liking it.
-snip, answered-
[QUOTE=poptart TF2;47123020]Wah, I'm trying to defend the fact that tide turner wasn't over powered. Despite the fact it was so over powered there was literally no reason to ever use another shield before they nerfed it, because no matter what amount of strafing or dodging a player could do, the demo-knight could literally turn on a dime and hit them anyways.[/QUOTE]
Cry some more.
[QUOTE=kibbleknight;47123067]Cry some more.[/QUOTE]
For a second I thought this place wasnt 4chan.
[QUOTE=poptart TF2;47123020]Sniper rifles overpowered to people who never used the A and D keys, sticky bomb launchers overpowered to players who only play dustbowl and gold rush. I wonder why you think tide turners overpowered? I Just said the current nerf is incredibly dumb and poorly thought out. Also some people like playing actual demoknight, not spam tank demo.[/QUOTE]
is this real life?
Strange Caber? What the fuck, I have that thing.
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