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December 26 - 2015

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- tp_station: additional route to first control point added, several changes added to decrease line of sight/sniping at different areas. Desperados get teleported instead respawn after control point is captured- updated translations: Russian (bugme), Swedish (Woozie) and Spanish (guess who)- attempted to fix disappearing viewmodels- run to walk transition wait time decreased (0.3 secs to 0.1secs)- [Elimination] team scramble less likely to happen- attempted to fix serious issue related to 1st person weapons disappearing- tp_station: teams get more cash at start, after zone capture and respawns. Fixed inverted cart issue. Added portable whiskey jug in vigilantes initial spawn zone.- attempted to fix disappearing weapon 1st person, mostly on Teamplay maps- weapon holstering while attempting to reload a weapon during its firing sequence- tp_station by Resi: an asymmetric push the cart map for Teamplay mode featuring new gameplay elements- improved kill notices in console- tp_coastal: left far side disabled for better map balance (first stage will be easier for vigilantes and second slightly harder)- [Elimination] -1 normal dynamite stick granted to players to decrease spam- primary weapon not deployed after weapon selection when left handed is active- loadout editor do not save correctly some loadouts if scroll was used- [Elimination] players may move while weapon selection stage- wrong death cause displayed in kill notices when player receives damage by colliding with other player kicked by an enemy- canceled punches get resumed when fists are drawn- option in Multiplayer/Advanced to disable kill cam when available.- [Elimination] round duration can be set freely (fof_sv_elm_roundtime), round time indicator added- [Elimination] team with most survivors win if round time ends- [Elimination] glitch when computing round end conditions- [Elimination] players joining after round start count as not killed- [Elimination] weapon menu do not open automatically for disarmed players- renewed Elimination game mode: 2 teams version, each team must kill every enemy at least once to win the round. Enemy targets can be identified by a $ symbol near their feet. Players can see whose of their teammates remain not killed to protect them. Enemy targets are also visible through walls for a brief moment from time to time.- [Break Bad] portable whiskey jug can be picked up at whiskey zones (similar to loot/disarm/buy zones). It's meant to heal nearby teammates, it takes some time to recharge as displayed in its ammo indicator- fof_robertlee_12, similar to older robertlee except no docks and some improvements from newer version have been incorporated (ladders, models, etc). Surroundings have been converted to 3dskybox- [Break Bad] freeze kill camera showing killer plus additional info as name and weapon used.- run-walk transition is quicker for lighter handguns. Total weight is accounted when dual wield is used- fof_sweetwater_12: prevented camping spot in front of train engine, small tweaks and fixes- cannot walk while fanning revolvers or aiming rifle/bow- local game creation menu: 'from script' bot skill is selected automatically when a bot script is set- walk + jump breaks accuracy for some seconds, other actions may also cause this issue- player not respawning near a spawn point sometimes- crouch speed may remain active after respawn- can't kick again after interrupting a melee weapon throw- walk/run transition is slightly faster, crosshair decreases proportionally along the transition rather at the end of it- each shot adds some inaccuracy while walking, crosshair recovers after a while- weapon switch after drop if player already selected a new weapon- picked up weapons auto-reloading if they were reloading when dropped- [Break Bad] jail penalty while attacking with brass knuckles and enemy player drops its weapon- walk/run transition goes smoothly now, accuracy do not change until full walk speed has been reached. Transition takes more time- accuracy while walking is same as stand still for handguns but walk speed is 18% slower and recoil is 30% higher- [Break Bad] loot delivery is easier at map start and becomes harder over successive deliveries- hit animation played incorrectly when hat gets knocked off- weapon throw not responding when weapon isn't ready to shoot- bots not facing near enemies sometimes- normal dynamite drops automatically if player tries to holster it when fuse has burnt past 4 seconds- Schofield gets +1 notoriety per kill- handguns don't get autoswitched after being picked up (as it was before)- left reload animation while dual wielding not showing in third person- rare issue when dropping weapons- "Quick mode" to loadout buy menu: meant to purchase weapons and perks one by one, doesn't close after purchase, can be accessed by slot selection keys (1-9)- [Break Bad] weapon crate model for buy zone replaced by gun cabinet model to avoid confusion with regular weapon crates- whiskey post-process effect toned down- fof_robertlee: misc fixes and tweaks, further optimization, fixed breakable railings not working properly. Added standoff area for Elimination mode- purchased left handed revolver seen at same time than regular two handed weapons- dark border to crosshairs- fof_robertlee: performance optimizations (many brush based objects converted to models, higher detail), gameplay improvements (some of the outer railings now are breakable, a few ladders converted to ramps), layout changes (proper engine room added, new connection to bar from boat's back)- Swedish translation by Woozie- bots jump less- [Teamplay] standard rotation doesn't include single respawn based maps as forest, assault and loothill- [Teamplay] only round winner taken in consideration when checking fof_sv_winlimit- fof_robertlee: whiskey jugs do not respawn, crash in Windows systems when explosive barrel touches water, bots do not navigate certain areas properly, visible seam in water- a key for minimal HUD mode can be set in Options/Keyboard- fof_robertlee: bar and docks areas completely renewed. Better optimization. Weapon crates relocated, additional red and blue crate added. New 3dskybox separated from main map, improved performance. Supports 32-slot Break Bad- fof_desperados: added mini-bridge (as seen in Halloween's version), golden crate moved to tower's top. Improved detail/decoration, small fixes- Mare's Leg: player walks 20% faster while using secondary fire mode- normal dynamite price on tp_eliminator increased, black dynamite unavailable- notoriety given for a "kick-fall" kill was 27 instead 15 as displayed (it was supposed to be 15)- a client crash caused by mute panel- MOTD big mode enabled when 'customsvr' key values is used- Halloween mode retired, servers removed from highlighted server list- picked up dynamite stick may disappear sometimes- assert pop-up that may show up in Windows dedicated servers- infinite recursion bug in fof_cripplecreek / gt_creepycreek- rifle ironsights do not work sometimes after weapon drop- certain issues related to weapon throw- renewed version of fof_cripplecreek by RedYager. Higher quality textures and models, new lighting, easier navigation, more routes.- STV autodirector uses 1st person camera more- server performance issues related to Halloween ghost bots- infinite loop (server unresponsive) linked to ghost bots- weapon throw: throwing secondary gun turns invisible primary- gt_creepycreek: broken potion item at church- new content to be used in Halloween update- weapon throw not responding properly to throw key while charging- player silhouette in health indicator not scaling properly with resolution- SDK update: 1 year of base engine fixes and upgrades! Includes fixes for security related issues.- player stats (notoriety, frags, deaths and accuracy) dumped to console when map ends- [Elimination] cvars to tweak weapon crate regeneration time (in seconds): fof_sv_elm_regentime_t1, fof_sv_elm_regentime_t2 and fof_sv_elm_regentime_t3- fof_sweetwater: more detail added, some windows now are breakable, train can be accessed without jumping from its right side ladders, exploit fixed, minor tweaks- fof_tramonto_12: hole added to ceiling in small room with golden crate, a few tweaks- check added to prevent a listen game server is created with higher than supported player slots for a given map/mode- check added to prevent boots/brass knuckles are bought twice- mp_readyrestart also works along Elimination mode- client downloads are enabled again by default, however the filter is set to maps only- dynamite related duplication exploit- servers displaying wrong game mode in default server browser- fof_revenge: slightly different layout, unprotected respawn fixed, minor tweaks and fixes- sv_allowupload set to 0 by default (recommended for security reasons)- only 1 black dynamite from red chest- view issues when duck-jumping through windows- no hat drop notoriety bonus for projectile weapons- [Teamplay] objective icons fade away when they are close to screen center- minimal HUD mode now uses 'L' key by default- exploit to duplicate dynamite (thanks to LORDDEREX)- left fanning 3rd person animation not playing- crouch related exploit (thanks to Goldeneye89)- respawn issue eliminator with player collisions enabled (not sure though)- [Teamplay] capture zones are slightly smaller and the circle fits the trigger area better- fof_sweetwater: misc tweaks and fixes- fof_sawmill_12: fixed some railings using incorrect model, minor tweaks- loadout selector can be used while player is dead for loadout customization- dynamite may drop from player despite having no remaining dynamite sticks- func_buyzone and func_dynamite_remover can be enabled/disabled- tp_yosemite: trigger_hurt incorrectly placed- incorrect collision model for Peacemaker (gets into the ground partially when dropped)- handguns of same kind assigned to same hand incorrectly- fof_fistful: new playable roof on green building, new building connection at center area. Secret whiskey inside bank now isn't secret at all- tp_coastal: additional cover added, exploits fixed, thanks to Yasa Yasa and Elise- tp_yosemite: exploits fixed, new window added- tp_forest, tp_snowy, tp_loothill, tp_eliminator: exploits fixed, thanks to Yasa Yasa- [Shootout] dynamite doesn't drop as part of the player inventory when killed- ironsight FOV stays when weapon is removed and player stays alive (hurting unarmed)- [Break Bad] easy weapon passing to unarmed team mates (weapon begging). Unarmed players (not jailed) display the weapon beg icon over their heads, so a weapon can be passed directly to them just by dropping a loaded weapon near enough. The gifter gets a notoriety reward proportional to weapon's value. Note that direct weapon passing only works along weapon beggars- fof_sweetwater: additional detail/cover, minor fixes- tp_forest: exploit fixed- dynamite triggered by shot gets 7 notoriety points per kill instead 12- coachgun balance: slightly quicker reload- henry balance: 15% less damage drop over distance- Updated Swedish translation by Woozie- exploit that allowed unauthorized code execution on client machines- voice chat status to scoreboard, a more visible indication about how to turn it on/off- rare server crash (requires at least 1 human playing and the other slots filled by bots and Source TV, then a second human tries to join)- [Teamplay] respawn issue when same team collisions are on- lock indicator over weapon chest not showing properly sometimes- pump shotgun running out of ammo- dynamite buzz keeps playing after some throws- color visualizer to crosshair color selector- bow cost increased +$5 Break Bad, added price multiplier for Teamplay maps (cost varies depending the map)- voice chat is disabled by default client side. To re-enable it open mute menu in-game (H key) and press "enable voice global"- fof_sweetwater: a few small fixes and tweaks- lit dynamite sound not playing for holder sometimes- minimal HUD mode: press G key (by default) to toggle on/off all regular HUD elements but crosshair. Any different key can be set by writing in console "bindtoggle NEW_KEY fof_hud_draw"- normal dynamite won't drop as lit dynamite in Shootout game modes. Double notoriety penalty when dying from self dynamite explosion on any game mode. Lit dynamite buzz is audible while player holds it- dual sawed off shotgun reload glitch- bots do not select any weapon at respawn- func_respawnvisualizer not working when team collisions are on- broken functionality in team menu (team panels should show if team is full or not)- tp_assault: bad respawns when team collisions are on- handgun throw: less time required to reach max throw force- fof_sweetwater: area around the tower partially redone, red crate repositioned- fof_desperados: visual glitches fixed, a few unfair respawn points improved- tp_eliminator: some cover added to tower's exit- [Break Bad] Loot delivery zones get the color from the carrier's team. Disarm zone spawns closer from player- bot melee combat improvements- updated Russian translation by bugme- a glitch that allowed certain respawn points to be camped (thanks to Gromekk and Animal Mother for digging into it)- a respawn issue in tp_eliminator with team collisions activated (thanks to Elise)- ghost axe showing after an axe throw- a glitch that allowed some props to respawn on players- player respawn issues- revolvers can't be reloaded under some circumstances (thanks to Yasa Yasa)- fof_sweetwater: new passage added, performance optimizations, improved navigation and lighting, small fixes and tweaks- minimum respawn distance from dying place increased- [Break Bad] loot delivery reworked: a different delivery zone will be chosen each time player picks loot, making it less repetitive- [Teamplay] team scramble tweaked to be less sensitive when team scores are close- certain map soundscapes reworked, wind guts more subtle, less reverberation- Teamplay's intro panel: team scoring explained better- Swedish translation updated by Woozie- certain player/weapon related sounds not playing properly or getting cut sometimes- tp_assault: bots in desperados team not moving from spawn area- [Break Bad] top tier weapons can be purchased at 150% the price (instead default 200%) in mid tier buy zones- bow cannot be purchased for the price indicated in buy menu- wrong message in end map panel when two teams draw at first spot- [Break Bad] Only 1 player can use a buy zone at a time- fof_sweetwater: several small visual glitches fixed, clipping brush issue fixed, improved navigation, 3d skybox reworked- [Break Bad] mid/top tier weapon prices displayed in buy menu don't match final price- new map fof_sweetwater (12 and 32 slots versions) by R_Yell. Supports Shootout, Break Bad and Elimination game modes.- [Teamplay] players receive cash during warm-up- [Break Bad] bonuses for weapon price reworked: all weapons but tier 0/1 cost double by default (spawn buy). Players must use the red and gold chest buy zones to purchase tier 2 and tier 3 weapons at their normal prices. Spawn cash reward increased +$5- end map awards: if two players match their score for same award, the player without awards in other categories gets preference- updated Swedish translation by Woozie and Brazilian-Portuguese by Wild Bill Hiccup- Player speed capped when dropping a weapon in toggle fanning mode- fof_winterlong: small tweaks, navigation improvements and some cover added- vote-kick votes get saved when a player leaves the server- updated French translation by UnderPL- respawnable props created on players sometimes (previous fix only worked marginally)- end map stats showing weird results sometimes- new end map scores & stats screen- machete price +$15- updated Russian translation by loKkdoKk and bugme- revolver fanning for alt toggle mode- bot related server crash- best accuracy to map's end stat highlights- burning sounds from explosive debris not stopping- machete/axe getting through ground when falling at certain angles- thrown axe -30% damage, -2 notoriety reward- player respawn system for Shootout/Break Bad now tries to respawn players farther from enemies and from previous death place- "can't create bot" issue for dedicated servers in Teamplay mode- no combat stats logged for thrown machete, also wrong notoriety reward was assigned for such attack- mp_readyrestart not working properly in dedicated servers- rare bug that made a player respawn at same place they got killed previously- no weapon pickup sound plays for axe/machete- new melee based weapon: machete (model by tigg). Similar to axe, it deals +50% damage and +10% hit range. Can be obtained from gold chests or purchased for $70 in Break Bad/Teamplay- fof_winterlong: exploit fixed, small navigation improvements, new ceiling section added to saloon's storage area- fof_desperados: new route to the top of building with bell added, ladder removed- translations: french (UnderPL), portuguese-brazilian (Wild Bill Hiccup)- [Bread Bad] attack on unarmed penalty applied several times when attacker uses a shotgun- certain props do not respawn again when they get destroyed by a trigger_hurt entity- player spawns not working properly in tp_riobravo when same team collisions are enabled- [Teamplay] mp_readyrestart cvar is functional now, set it to 1 to keep warm-up going until all players write 'ready' in chat- coachgun alt fire (iron sights) causes slightly more damage- revolver fanning: stronger recoil added- a few view drift related glitches when drinking whiskey- coachgun based headshot causing incorrect hat-drop notoriety- bot navigation glitch when using melee- [Elimination] no standoff spot is granted if player gets enough notoriety to claim a spot during extra time- accuracy stats for fire weapons (look into main menu's top bar / combat stats)- updated Portuguese-Brazilian translation by Wild Bill Hiccup- footsteps played several times instead once- error in loadout purchase panel that would prevent users to see any loadout under very specific condition- automatic weapon lowering while running not working in Linux/OSX- personal combat stats logged: up to 28 different categories (one per attack type) for damage inflicted and frags caused by such attack. Note that stats do not save in local games or dedicated server games when human player count is less than 6- lit dynamite in 3rd person player's hand shows a particle effect- visible brass knuckles in 3rd person player model- death by brass knuckles punch separate from normal punch (logged as 'fists_brass')- Portuguese-Brazilian translation by Wild Bill Hiccup- coachgun +1 notoriety per kill, slightly better over long range- fists + brass knuckles -1 notoriety- sawed off shotgun +$3 cost- updated French translation by UnderPL- certain deaths not accounted properly (death notice/notoriety reward): death by fall when kicked by other player (logged as 'kick-fall') and death by little flame from dynamite explosion (logged as 'flame')- fanning not usable after dropping a gun in dual wield mode- flying guns get attached to bots some times- Mare's Leg 3rd person fire animation matches 1st person one (only single handed version for the moment)- bot script to play in a humans vs bots scheme- revolver fanning: new spread pattern, shots won't be fired towards the inner area of the firing cone. A completely random "cone fire" (circular gaussian spread) means that a shooter has some chances to hit the crosshair center, no matter how big is cone of fire. So this change completely negates such possibility, making fanning a worse option at medium range while leaving it relatively the same at close.- hats deflecting arrows and shotgun pellets when shooting from above- bots do not auto-equip weapon when using settings from a bot script- dropped weapons do not get outlined if too far away (optimization). Use fof_outline_dist cvar to set distance- coachgun balance: +8% damage when using secondary attack, slightly faster reload, crosshair speed a bit quicker- [Teamplay] player spawn glitch- several team color related UI issues- a certain client crash when using taunts- Bandidos team specific voice taunts- Revolver fanning: accuracy doesn't degrade while player moves- Coachgun balanced: double fire mode removed, now secondary attack button works in similar way than rifle's iron sights, giving player same accuracy than stand still position while moving (slower)- [Break Bad] self-disarmed players can switch to fistfight mode at any time (also they'll get brass knuckles)- voice commands/taunts aren't tied to specific keys anymore but whatever keys are set for 0-9 weapon slots- [Teamplay] issue where players wouldn't respawn at all in some maps, sometimes- third person reload animations playing after a weapon was dropped- top player stats are visible in console when map ends (best notoriety per minute, best killstreak and best drunkard)- kick is exactly like it was before recent changes (player body is 'tied' to view while kicking)- a server crash happening on push the cart maps- a server crash happening on fof_winterlong- players stuck due respawnable props respawning on them (seemed not fully fixed in previous update)- bots not completing their objectives when no enemies are alive in Teamplay mode- some bot navigation issues in tp_coastal- Asia-Pacific highlighted server category (new servers in Singapore and Tokyo thanks to Insydon .net)- 1 extra slot is supported in 12 slot limited server when Source TV is active- kick is slightly more accurate- displayed ammo for single shot weapons as Smith carbine and Sharps rifle- bots: improved awareness towards near enemies, smoothed 1st person view- hat preventing bow headshot when attacking from above- players stuck due respawnable props respawning on them- physic objects can't be hit sometimes after getting dropped by players in a certain way- crouch height lowered a bit to fit new player crouch pose- spawn protection calculates walk distance from spawning player to near enemies slightly different, to prevent possible disadvantages- a auto team scrambling issue calculating incorrectly team overall effectiveness- [Elimination] a player classified for standoff without default weapon selected may get disqualified when standoff begins- tp_loothill: daylight illumination, breakable window frames added, quicker saloon doors- decreased player body trailing view while kicking (resulting in more accurate kicks as before)- decreased notoriety gained with fists + brass knuckles (-1)- 3rd person animations for players revamped into a 9-way animation system. In short: walk cycles take into account player speed so steps are shorter if speed is slower. There may be additional side effects as more accurate hitboxes in edge cases. More info here - [Teamplay] improved score display when using fof_sv_winlimit cvar. Team score shows current points and max points needed to win. If fof_sv_tp_switchsides is used, when playing second half teams see as starting score this formula: 'points to win - score the other team did at this side - 1'. This means teams win the match when they surpass the score previous team did the first half, basically.- tp_coastal: a few additions/fixes to initial vigilantes spawn, new row boat prop by leon ladisic- player self body rotation now has a delay regarding view. This also means that you may be kicking into a direction different than your view is aiming to. It's much more expensive for the engine and net traffic to calculate player world rotation in the other way, it also may carry certain glitches as Source engine games usually don't do this. This change is experimental and could be reconsidered though.- Elimination mode: added 25 seconds extra time after all objective crates have been captured- [Teamplay] players getting negative cash reward when their total notoriety for a round was negative- tp_coastal: vigilantes first spawn area is better protected from spawn camping, fixed scoring issue and some minor glitches- auto-balance considers certain players more skilled than they are, resulting in non optimal team scrambling- certain textures seen blurred on low texture quality settings- crosshair not functioning properly in spectator mode- weapon view model not animated properly in spectator mode (transition from accurate to inaccurate pose)- cvar fof_sv_cart_highlight to control cart's outline effect in push maps- tp_coastal: moved 2nd vigilantes spawn to store building, added bridge, misc tweaks, some more whiskey for vigilantes- tp_abandoned: some areas that weren't accessible to enemies now are, less sniping- improved idle player manager (now detects spectators)- [Teamplay] +$15 base dynamite cost, map price multipliers have changed as well to fight dynamite spam- [Break Bad] cash reward for kills reworked, now the system measures kills per minute instead total kills so rewards are more accurate. It also takes into account player experience (how many games have been played).- crash issue related to bots- "tp_coastal" by Resi, a new push the cart map using asymmetrical layout for first time. Vigilantes must take the cart to the mine's end while desperados must prevent it.- push the cart game mode improvements across all maps: cart is highlighted through walls, players pushing the cart get rewarded with extra notoriety, bots know how to push the cart, better spawn protection- higher quality muzzle flashes- tp_eliminator and tp_snowy get all new push the cart improvements. Cash rewards have been tweaked: less initial cash when round starts, slightly more gained over each new respawn- higher quality, more customizable gun smoke. While the global gun smoke slider works the same, now you can tweak several properties using these cvars:(how many puffs a weapon emits),(initial transparency),(minimum transparency, the lower the worse performance may be),(how big get the puffs) and(how long it lasts)- individual weapons now set its own level of gun smoke- servers can force gun smoke settings on clients by using these cvars:and- weapon view model for revolvers points downwards while running/jumping- fof_cripplecreek: new breakable models added- "hat shooter" achievement and related notoriety bonus not working- [Teamplay] team balancing quite broken sometimes- updated Czech translation by ANDR3W- [Teamplay] improved auto team scrambling.- nicer water in tp_yosemite/tp_riobravo- bots spawn first time when fof_sv_forcespect is active- tp_snowy: final explosion (hopefully, this time)- [Shootout/Break Bad] Chickens of mass destruction: step 1. find them, step 2. kick-throw them into another player for unexpected effects (only today, April 1!)- floating axe model tied to players- possible issue with raft in tp_snowy- splash effect when player walks over water at foot level- tp_yosemite: improved lighting indoors, more cover added to primary route out of spawn, secondary route from spawn made shorter, a few small tweaks/fixes- tp_snowy: additional cover added, improved navigation around the river area (no need to jump over certain rock models), explosion killing near players at round end fixed- loadout selection: filters now will show a loadout if at least one of their items pass the filter (only first item was tested before)- Henry rifle: headshot only inflicts >100 damage over very close range- props catching fire but taking no damage- auto-team selection preference for vigilantes team- knife falling through ground in some maps- tp_yosemite: tweaked for better balance in long/mid/close fights. Several bugs fixed.- kill feed highlighter made more visible- accuracy stats under crosshair for rifles- personal kills highlighted in kill feed- cvar fof_sv_team_collisions to enable collisions against teammates (only will work in 12 or less slot servers)- tp_yosemite: remade into a symmetric map in a similar vein than tp_abandoned- crosshair accuracy stats show slightly lower values due a different conversion mechanism. Internal weapon accuracy is still the same though. Now the percentage should reflect internal accuracy a bit better.- certain cvars not meant to be modified by players while being alive, allowing some major advantage if exploited- [Teamplay/Elimination] HUD indicator that shows notoriety acquired during a single round.- [Teamplay] Team cash based rewards displayed at the end of the round for 1 life maps.- new level props: tent and clothes line by Red Yager- tp_forest: tent + fireplace props added, removed one of the shacks- [Teamplay/Break Bad] New prices: Peacemaker -$5, Sawed-Off Shotgun -$3, Mare's Leg -$3, Schofield -$2- Balanced: Henry rifle and pump shotgun slightly less accurate while moving- [Elimination] Team mates around the player who opens a red/gold weapon crate gets to select a tier 1 weapon instead- [Teamplay] Initial cash for 1 life maps is 30, default reward is a tad higher but special reward for accomplished objectives/kills favors high scorers now.- tp_assault: better cover at bridge overpass, desperados spawn placed slightly backwards, capture time decreased 25%- updated French translation by UnderPL-[Elimination] unarmed player gets penalty notoriety when killed-[Elimination] highlighted weapon crates not visible out of player PVS- [Teamplay/Break Bad] loadout editor to freely manage, create or modify existing loadouts- [Teamplay/Break Bad] Loadout selection panel shows more loadouts at same time (12 > 20), +2 items per loadout (up to 6)- tp_assault: additional cover at capture point. Building removed at vigilantes spawn. Some visibility tweaks and extra polish.- [Shootout/Break Bad] weapons drop with less frequency from dead players if those get a low rank. Game uses an internal rank system that takes into account how many games player has finished and their kills per minute for a given game. This change is intended as some sort of meta-reward system where killing more experienced players results in better chances to get their guns. This change doesn't affect red/gold crate weapons.- STV being listed in votekick section- [Break Bad] Bots attack self disarmed players- [Elimination] standoff spot not being assigned when 2 or more players have same notoriety- Resources button in main menu's top bar- tp_assault: smaller (whole map scaled down 25%), new bridge, new underground access to warehouse. Old bridge removed.- updated Swedish translation by Woozie- [Break Bad] a case where player would not receive a purchased weapon- [Elimination] possible issue where a player with enough notoriety doesn't classify for standoff- cash meter not showing right cash in spectator mode- map tp_assault by R_Yell. Desperados defend a barn full of whiskey from vigilantes. Gameplay is similar to tp_forest, just defending team already spawns near capture zone- player movement: much higher deceleration rate, slightly lower acceleration rate- fof_cripplecreek: many more breakable railings, fixed navigation mesh errors- tp_abandoned: extra cover at center, left exit from spawn cannot be sniped from the opposite side- [Teamplay/Break Bad] right and left-handed perks cost no money- [Teamplay/Break Bad] Pump Shotgun costs +$10, Walker +35$, Sharps +$15- dynamite: more burning debris- player cash can be seen in scoreboard for all players in STV broadcast- assist notice shows but not notoriety is awarded (notice shouldn't show because player did not enough damage, that's the bug)- a wrong second viewmodel can be seen in STV sometimes- bots couldn't find enemies when the only human in game is dead- [Elimination] Standoff spots not being assigned correctly- [Break Bad] Weapon purchase during grace time after spawn not working correctly when enemies are near- Weapon crate indicators not being rendered correctly in a room with a mirror- fof_revenge: new access to golden crate, improved indoor lighting, clip brushes added to stairs, improved standoff area- updated Spanish translation- some issues with introduction to game mode slide panel- tv_delaymapchange not functional- [Elimination] wrong players chosen for standoff sometimes- top bar in main menu- weapon crates: purple texture seen while opening- push the cart maps: cart cannot be pushed during warm-up- [Elimination] standoff do not trigger no matter what- players joining mid-game can't see highlighted objectivesLinux binaries weren't included in yesterday's update due mistake.- fof_depot: added breakable railings, fixed some doors opening to the opposite side- Elimination: alive dynamite sticks get removed when standoff begins- fof_tramonto_12 by R_Yell, which means it only will load on servers supporting 12 or less slots. A normal sized version will be released in a further update.- [Teamplay] cvar fof_sv_tp_switchsides: teams are switched mid game when one of the sides reaches the score set by fof_sv_winlimit (mp_timelimit must be 0). Cash is reset and a second half is played. Game finishes when a team scores double of fof_sv_winlimit or first team outscoring the opposite team's first half score.- updated Swedish translation by Woozie- Pump Shotgun: -9% damage- [Teamplay] score and round time panel not showing on STV demos/broadcast- [Elimination] certain standoff related issues- Player outlines while spectating a game in Source TV (Teamplay/Elimination)- Health meter can be seen while spectating players in first person- Friend games tab in custom server browser- tp_abandoned: new scoring system (a team protecting their home cap zone successfully gets +3 points, attacking team keeps their points at round end). Added new door that should ease attack on enemy cap zone. Less sniper spots at spawn area.- Colt Navy: less damage drop over range (around +25%), costs +$5- Wrong ammo displayed while spectating someone- A crash related issue in Elimination mode- spectator menu showing automatically on STV demos