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| Heavy update coming next Tuesday!!!! |
| Posted by I Like Turtles! on Tue Aug 12, 2008 9:11 pm |
Valve announced today that the "Heavy Update," which it describes as "the largest update to Team Fortress 2 since it was first released," will be rolling out via Steam next week, August 19. The Heavy-focused revision will bring with it new maps, new Achievements, new game modes and a special installment of the "Meet the Team" video series. That means the Heavy class will finally get his new weapon load out, as the Medic and Pyro have already done.
The developer is dolling out details on the Heavy Update throughout the week, with today's news drip focusing on a new officially released community map. Steel, a capture map, was created by Jamie "Fishbus" Manson. It will join a new map for the Payload game mode and five new maps for the unnamed new game mode.
Details on how the Heavy will be updated in TF2 haven't been revealed yet, but the goal, according to the game's official blog, was to "make the Heavy more viable when he has no Medic to pair with." Sounds, well, heavy.
ZOMG!
Links!
http://kotaku.com/5036169/team-fortress-2-heavy-update-hits-next-tuesday
UPDATE:
From http://www.teamfortress.com/
We've been a little quiet for the last week as we've put the finishing touches on the Heavy update. We thought the Pyro pack was the biggest we'd be doing for a while, due to the large changes to the Pyro, but the Heavy update has turned out to be even bigger. In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new arenas for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards.
So it's 5 new 'arenas' for the new gameplay type. Was hoping for some more attack-defend or more CP maps
'a new Payload map focusing on more open spaces than Goldrush' - should be interesting and hopefully better for Scouts.
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| TF2 Updated |
| Posted by Fean0r on Wed Jul 30, 2008 12:35 pm |
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- Fixed team switches on Attack/Defense maps spamming the console
- Fixed the Kritzkrieg not working on servers with crits turned off
- Fixed some clipped localized strings in various in-game dialogs
- Fixed several cases where files were synchronously loaded while the
game was running
- Fixed a shutdown crash in the material system
- Cached rendering of item model panels to improve performance, in
particular while weapon selection was visible
- Added a gear symbol behind the health bar for Engineer buildings, in
both target IDs and freeze panels
- Players killing themselves will now give a kill credit to the last
enemy who damaged them
- Fixed grenades, rockets, and flamethrower being able to fire through
grates at round starts
- Fixed players being killed and creating ragdolls during team switches
- Fixed various exploits and performance problems in CP_Badlands,
CP_Well, and CP_Fastlane
- Removed health bonus from the Backburner |
Some interesting changes especially with the medic weapon.
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| He's Arrived (at last!) |
| Posted by Mav on Fri Jul 18, 2008 1:42 pm |
Sham has finally had his little sky Blue supporter arrive.
Thomas arrived this morning weighing in at 7lb 12oz
Both Macca and Thomas doing fine.
Congratulations to all of you from everyone at fcuk.
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| New TF2 Update |
| Posted by Fean0r on Tue Jul 08, 2008 10:49 pm |
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Fixed rcon crash caused by too many incorrect password attempts
Fixed clients experiencing connection problems during round restarts
Fixed flares not always being removed on impact
Fixed 32 player servers not working correctly with SourceTV enabled
Fixed dropped flags sometimes falling through the world
Fixed number key menu input sending 2 key events
Fixed PING field being clipped in the scoreboard at 800x600 resolution
Fixed broken Medigun taunt
Changed mat_showmiplevels to only be allowed when cheats are on
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| TF2 Update |
| Posted by Fean0r on Wed Jul 02, 2008 8:56 am |
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- Fixed backburner's flame critical hits not being recalculated after
collision. This meant that it would check if the target was looking away
once and after that the flame could score a critical hit again even if
the orientation changed
- Added back some damage falloff to the Pyro's flamethrower. Not nearly
as extreme as it was before the Pyro class pack
- Fixed bug that caused Demomen to take a small amount of extra damage
from their own grenades and fly farther using them
- Fixed spy getting stuck in players after removing his disguise
- Fixed spy stabbing and being able to go invisible instantly
- Fixed spy disguised as enemy medic being able to spam voice commands
- Fixed buffed health not decaying properly after being healed by a
dispenser
- Selectable menus can now be operated with number keys even if they are
not bound to slot1, slot2, etc.
- Removed the remaining speed adjustments for carrying intelligence (a
couple of game modes still reduced your maxspeed)
- Fixed a buildable item placement bug where the object would not rotate
after the user tried to place in an invalid location |
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| Site Transfer Complete. |
| Posted by Fean0r on Tue Jun 24, 2008 7:33 am |
The domain name has moved across to the new set up.
If you do not have access to the clan area please contact Mav, Sham or Myself.
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| New FCUK Website |
| Posted by Fean0r on Sat Jun 14, 2008 2:10 pm |
We have moved across to this new site as it has 1 login and does not cost the clan money
Enjoy!
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