Nous voici le [u]7/01/2010[/u], et Valve nous honorent d'une [u]première grosse Mis à Jour[/u], qui énerve déjà les partisans des Spy et des Scout, à savoir les éternels [i]Nerfé[/i] !

Donc au menu du Jour, une grande partie sur les [u]Bots[/u] dans les maps Koth et les [u]Requêtes de la Communauté[/u] ! Notamment, la déjà très controversé, option [b]"Fait un son lorsqu'on touche un ennemi[/b]" ....
Et puis quelque fixe pour les Succès et enfin ceux du Soldier qui buggaient trop!
Des fixes et les [u]équilibrages du scout et du spy[/u], qui attendaient plutôt un nerf du Direct Hit et de l'Equalizer !
[align=center][b]Tout ça, c'est dans la suite...[/b][/align]
[u][b]Navigateur de Serveur:[/b][/u]
[list]
[li]Ajout d'une blacklist des serveurs, facilement partageable avec une fonction pour sauvegarder et importer la liste dans un fichier ![/li]
[/list]
[u][b]Equilibrage:[/b][/u]
[list]
[b]Scout[/b]
[li]Réduction de la pénalité de vie sur le Scout avec la Sandman[/li]
[li]Modification de l'effet d'étourdissement, qui inflige plus que des dégâts de prés et influe selon l'angle de tire[/li]
[b]Spy[/b]
[li]La Dead Ringer, fait moins de bruit mais se décharge jusqu'à 40% de la barre lorsque le spy se dé-cloak très vite ![/li]
[li]Has a 35% cap on the amount of cloak it can gain from an ammo pack (??)[/li]
[/list]
[u][b]Changes / Fixes :[/b][/u]
[list]
[li]Amélioration de la stabilité avec les Processeurs AMD[/li]
[li]Amélioration de la stabilité avec les Serveurs et les Items[/li]
[li]Fixe d'un crash rare survenant à cause des dispensers[/li]
[li]Added min/max values to viewmodel_fov convar to match the settings in the slider (??)[/li]
[li]Reduced the number of moons in ctf_doublecross, sadly (??)[/li]
[li]La lecture d'un playback ignore désormais la commande "sv_pure".[/li]
[li]Fixe d'un crash survenant à cause de la commande "sv_pure" et le WireFrame dx6, combiné ensemble![/li]
[li]Les joueurs ne peuvent plus tirer en étant étourdit.[/li]
[li]Fixe d'un bug ne réduisant pas la vitesse lorsqu'un joueur était étourdit[/li]
[li]La bar de Rage du Soldier ne revient pas à zéro lorsqu'on revient à l'armoire du spawn[/li]
[li][/li]
[/list]
[u][b]Fixe des Succés :[/b][/u]
[list]
[li]Fixe de "Second Eye" (Demoman)[/li]
[li]Fixe de "Play Doctor" (Medic)[/li]
[li]Changement des requis pour "Medals of Honor" (Soldier)[/li]
[li]Changement de la description de "Blind Fire" (Demoman)[/li]
[li]Fixe des succès nécessitant l'Equalizer (enfinnnnn!!!)[/li]
[/list]
[b][u]Requête de la Communauté :[/u][/b]
* Added "skip_next_map" server ConCommand to skip the next map in the map cycle
* Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
* Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
* Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
Changes to the TF Bots
* In KOTH mode, Bots are now
o More likely to roam around and hunt enemies if there is lots of time left
o Become more likely to push for the point as time runs down, or their teammates start to capture it
* Medic bots now
o Opportunistically "overheal" nearby friends when they can
o Prioritize healing of injured nearby friends more
o Don't focus on Heavies quite so exclusively
o Don't spam their Medigun continuously at round start
o Won't choose cover far below their heal target so much (koth_nucleus)
o Fight back with their syringe-gun appropriately
* Various improvements to combat behaviors
* General bot improvements
o They no longer stand still on the point when capturing or defending it
o They choose more varied routes now
o They choose better defensive spots around captured points
o They fall back to another weapon when they entirely run out of ammo
o They adjust their FOV when using zoomed in sniper scope
o They treat in-range Sentries as the most dangerous threat
o They fire their weapons is more realistic bursts
o Engineers use their shotgun properly
* Added a "virtual mousepad" concept to rework how bots track enemy players
o They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
o After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
o Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
o Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
* Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
* Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
* Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
* Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
* Added more bot names as suggested by the TF community