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| Hobo Joe |
| Rank 5 |
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| 419 Posts |
| registered: 29.11.2009 |
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Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Gameplay
Now ghost PZ's can never be staggered
Enabled PZ bots
PZ bots use their more aggressive survival mode behavior in versus and scavenge
Enabled finale manual spawn by default
Fixed human PZ players not getting counted when they were dead, allowing extra PZ bots to spawn
Reduced effectiveness of melee weapons against the Tank ( 5% of max health, from 10% )
Fixed a case where a player who dies, then is rescued from a rescue closet, and then is revived from a ledge hang receives the secondary weapon that he lost when he was initially killed
Improved SurvivorBot AI in cases where the bots refused to shoot through their teammates and became non-responsive
Fixed issue with witch sometimes taking on uncommon common properties
Fix for cheaters quitting before the vote to kick them would succeed and avoiding ban on server
VAC banned users can now play L4D2 single-player, commentary mode and credits
Map Fixes
Dark Carnival Fair Ground: added env_player_blocker to keep special infected from getting stuck
Dark Carnival Fair Ground: added navigation area that was missing
Dark Carnival Fair Ground: Disconnected drops that were blocked by the top of a fence
Swamp Fever Plank Country: Deleted 2 nav areas that connected between tree trunks you can't pass through
Swamp Fever Shanty Town: Redrew ladder thinner so special infected could climb up to the roof
The Parish Waterfront: Fixed various navigation areas
Mall: Tuned spawning for difficulty
SDK Content
Added missing nature/blend tooltextures added
Added missing cs models/textures
Added missing acunit01 model/texture
Added missing ammo_can_02 model/texture
Added missing patio_chair model/texture
A lot is still unfixed but this is a step in the right direction.
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| Giga |
| Rank 4 |
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| 194 Posts |
| registered: 07.01.2010 |
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Some nice fixes.
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| Rank 6 |
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| 634 Posts |
| registered: 31.12.1969 |
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Agree, alot of decent stuff.
still no spec bug D: apparently patio chairs are more important
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| v |
| Rank 6 |
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| 1722 Posts |
| registered: 02.12.2009 |
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Hobo Joe wrote:
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Gameplay
Now ghost PZ's can never be staggered
Enabled PZ bots
PZ bots use their more aggressive survival mode behavior in versus and scavenge
Enabled finale manual spawn by default
Fixed human PZ players not getting counted when they were dead, allowing extra PZ bots to spawn
Reduced effectiveness of melee weapons against the Tank ( 5% of max health, from 10% )
Fixed a case where a player who dies, then is rescued from a rescue closet, and then is revived from a ledge hang receives the secondary weapon that he lost when he was initially killed
Improved SurvivorBot AI in cases where the bots refused to shoot through their teammates and became non-responsive
Fixed issue with witch sometimes taking on uncommon common properties
Fix for cheaters quitting before the vote to kick them would succeed and avoiding ban on server
VAC banned users can now play L4D2 single-player, commentary mode and credits
Map Fixes
Dark Carnival Fair Ground: added env_player_blocker to keep special infected from getting stuck
Dark Carnival Fair Ground: added navigation area that was missing
Dark Carnival Fair Ground: Disconnected drops that were blocked by the top of a fence
Swamp Fever Plank Country: Deleted 2 nav areas that connected between tree trunks you can't pass through
Swamp Fever Shanty Town: Redrew ladder thinner so special infected could climb up to the roof
The Parish Waterfront: Fixed various navigation areas
Mall: Tuned spawning for difficulty
SDK Content
Added missing nature/blend tooltextures added
Added missing cs models/textures
Added missing acunit01 model/texture
Added missing ammo_can_02 model/texture
Added missing patio_chair model/texture
A lot is still unfixed but this is a step in the right direction.
wait, are you being serious?
No more auto spawns NOW?
no more raping tanks in 2 seconds with melee weapons NOW?
Biggest impacts on L4Dnao in order:
Gameover, ForySe7en, KiLLaToY, Capslock, , Xinthai, Rephlex, Carter, Geometric. |
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Hobo Joe wrote:
VAC banned users can now play L4D2 single-player, commentary mode and credits
thank god they fixed that... a lot of banned users were PISSED they couldn't get to the credits.
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That Nigga On A Boat wrote:
[quote=Hobo Joe]
VAC banned users can now play L4D2 single-player, commentary mode and credits
thank god they fixed that... a lot of banned users were PISSED they couldn't get to the credits.
True that, all i kept hearing about is how pissed the hackers were about not being able to see the credits
-Fix spec glitch plox

http://steamcommunity.com/id/tranixbowflex
http://www.youtube.com/user/BRBBOWFLEXINL4D |
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| Gameover |
| Rank 5 |
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| 268 Posts |
| registered: 04.12.2009 |
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best update yet.
Account has been Locked by an Administrator, please e-mail us for further information. |
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| Hobo Joe |
| Rank 5 |
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| 419 Posts |
| registered: 29.11.2009 |
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They tripled the spawn radius during finale's so the removal of autospawn didn't really fix anything at all. Can't spawn on the roof on HR, can't spawn in the rooms next to them on SF, etc. gg Valve at making a bad problem just as bad by 'fixing' it.
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| song |
| Rank 4 |
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| 172 Posts |
| registered: 11.12.2009 |
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atleas they fixed the melee weapons on tank
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| Projekt |
| Rank 4 |
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| 197 Posts |
| registered: 12.01.2010 |
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i'm waiting for an update to fix Projekt's retarded survivor/infected AI. Power Overwhelming would also be a nice addition. Oh wait, survivors already have that
"Those giraffes you sold me, they wont mate. They just walk around, eating, and not mating. You sold me... queer giraffes. I want my money back."
http://steamcommunity.com/id/projek7 |
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| KiLLaToY |
| Administrator |
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| 917 Posts |
| registered: 03.12.2009 |
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Projekt wrote:
i'm waiting for an update to fix Projekt's retarded survivor/infected AI. Power Overwhelming would also be a nice addition. Oh wait, survivors already have that
That's only if they are all rocking uber shotties, in which case has been fixed because of the new mods.
www.youtube.com/killatoy |
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| Mark |
| Rank 3 |
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| 117 Posts |
| registered: 10.12.2009 |
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My god, the SI bots spawn fucking OFTEN. I'm seeing 2 or 3 smokers and a boomer before I can respawn ONCE. It's almost like Survival mode without the tanks.
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Mark wrote:
My god, the SI bots spawn fucking OFTEN. I'm seeing 2 or 3 smokers and a boomer before I can respawn ONCE. It's almost like Survival mode without the tanks.
exactly! And uh, idk if this is part of the update but one time, my infected team had TWO HUNTERS! not bots but two human-player hunters. The first thing that popped in my mind was like uh snap, maybe we can QUAD again!!!
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| Blade. |
| Rank 6 |
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| 635 Posts |
| registered: 25.11.2009 |
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Hobo Joe wrote:
They tripled the spawn radius during finale's so the removal of autospawn didn't really fix anything at all. Can't spawn on the roof on HR, can't spawn in the rooms next to them on SF, etc. gg Valve at making a bad problem just as bad by 'fixing' it.
Still better then auto-spawns.
Patchouli Knowledge: I AM THE BEST PLAYER EVER
Patchouli Knowledge: SUCK MY DICK
Patchouli Knowledge: ROLL BY IN MY SOURCE CODE RIM HYDRAULIC CAR
Patchouli Knowledge: WITH ALL DA LADIES |
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| B. |
| Rank 1 |
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| 24 Posts |
| registered: 16.01.2010 |
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Bastard Blade wrote:
[quote=Hobo Joe]They tripled the spawn radius during finale's so the removal of autospawn didn't really fix anything at all. Can't spawn on the roof on HR, can't spawn in the rooms next to them on SF, etc. gg Valve at making a bad problem just as bad by 'fixing' it.
Still better then auto-spawns.
-_-
more shit to remove for confogl
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| Ruggles |
| Rank 1 |
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| 6 Posts |
| registered: 08.12.2009 |
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Last night my team got a quad setup: two hunters, a jockey, and a charger. We would have got the quad cap if our fourth wasn't new to the game.
And I thought we were just on a weird server.
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| j^y |
| Rank 6 |
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| 834 Posts |
| registered: 21.11.2009 |
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at least we can remember the 5 or so days between this patch and when alienware removed auto spawns... Fun times...
Support Community 4 Fame: Bringing Competitive L4D to casual and new players: com4f.tk |
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Grandma Stuff 'Ems wrote:
exactly! And uh, idk if this is part of the update but one time, my infected team had TWO HUNTERS! not bots but two human-player hunters. The first thing that popped in my mind was like uh snap, maybe we can QUAD again!!!
I had a 4 hunter set-up yesterday in L4D2.
The other team had raged out and it was during a re-ready so we figured it was some random glitch.
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lol didn't I play you yesterday on Team Vs? I'm never ringing for a team again. I only knew one person on that team and they didn't even know how to play competitively and then they RAGE after the second map, WHEN steam was down for a couple hours. I was like "GG cya" -_-
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Oh yeah. Heh.
We wanted you guys to stick around because Steam was already down.
Yeah, it was pretty ugly.
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| mason |
| Rank 4 |
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| 167 Posts |
| registered: 29.11.2009 |
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Hobo Joe wrote:
They tripled the spawn radius during finale's so the removal of autospawn didn't really fix anything at all. Can't spawn on the roof on HR, can't spawn in the rooms next to them on SF, etc. gg Valve at making a bad problem just as bad by 'fixing' it.
This shit is fucking terrible, good luck getting a boom off when you still have to spawn on the fucking other side of the map.
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| ProdigySim |
| Rank 5 |
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| 315 Posts |
| registered: 06.02.2010 |
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On the triple radius spawns on finales: It has always been this way.
The AI Director had a set of spawn locations it will try to use for the autospawns on finale. It used both survivor sight and the triple spawn radius to determine whether they were viable.
I'll agree, this still cripples spawns (Dark Carnival finale is just about as bad), but it's not like this is "worse" than before. It's a step in the right direction.
You could never get spawned within the triple radius of survivors before. Now at least you can choose where you spawn outside that.
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| mason |
| Rank 4 |
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| 167 Posts |
| registered: 29.11.2009 |
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ProdigySim wrote:
On the triple radius spawns on finales: It has always been this way.
The AI Director had a set of spawn locations it will try to use for the autospawns on finale. It used both survivor sight and the triple spawn radius to determine whether they were viable.
I'll agree, this still cripples spawns (Dark Carnival finale is just about as bad), but it's not like this is "worse" than before. It's a step in the right direction.
You could never get spawned within the triple radius of survivors before. Now at least you can choose where you spawn outside that.
no, when cfgl and cevo had ghost spawns before this update you could definately spawn closer than you can now.
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Mason is right.
Confogl and CEVO had ghost spawns at normal spawn range.
So yeah, if you play vanilla, it's less shitty. But now (If I'm correct) Confogl and CEVO have the triple radius, and it's back to being shitty.
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