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  1. Last week
  2. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics Updated the Fleet Commander again to fix import problems from the previous update Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player Updated cp_freaky_fairFixed issues related to the gamemode logicReapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!) Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap Fixed sniper and demo shields not having their upgrades cleared Fixed canteens not having their values cleared when refunding whilst not equippedIncreased the height of the skybox Increased last point capture time from 6s to 7s Changed some clipping to stop giants from building on roofs Smoothed out a divot (Thanks Midnite!)Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneralRe-encoded all Zombie Infection sound effects as .WAVThis fixes issues with sound effects not playing correctly and spewing errors in the consoleBug fixesFixed a bug that caused Sniper's Spit Pool to deal much more damage than intended Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP GrenadeZombie ChangesSniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones Zombie Heavy is no longer immune to Critical Hits Zombie Heavy's max health raised to 525 (from 450) Zombie Pyro's max health raised to 250 (from 175) Zombie Pyro now drops a medium health kit on deathSurvivor ChangesCrossbow weapons no longer have a flat damage multiplier against Zombies The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors Jumper Weapons can no longer store reserve ammunitionUpdated zi_murky (additional changes)Added more respawn room triggers around the new spawn zonesView the full article
  3. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing list of authors for arena_lumberyard_event Fixed the Crook Combatant hiding the Scout's dog tags Fixed some sound script entries not playing because they were looking for .wav instead of .mp3 Fixed BLU Scout using the incorrect team color pants Fixed some props_farm models using an incorrect surfaceprop setting Updated the large version of the backpack image for The Fast Learner to be consistent with the small version Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings Updated a couple of the community console images to fix missing nomip/nolod settings Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair" Updated the Fleet Commander and Delldozer to fix import problems from the previous update Updated arena_lumberyard_eventFixed mini-crits being removed from the last player standing if they used the Crit-a-Cola Added missing navigation mesh Fixed areaportal windows in spawn fading in too early Fixed cases where players would get stuck on the setup doors Adjusted prop fadesUpdated cp_darkmarshLowered spell spawn timer (from 180 seconds to 120 seconds) Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up Added several more pumpkin bomb spawn points Fixed portcullis doors turning pitch black when opening Lowered RED respawn wave time for the last point (from 10 to 8)Updated tow_dynamiteFixed an ammo pick-up differ on BLU side Added a missing wagon wheel on BLU side Added Tug of War objective strings Made the jump pad's deathpits deeper A new critter has arrivedUpdated pd_circusFixed spell books being prompted despite none spawning in the map Reduced points per player from 6 to 5 Reduced distracting lighting and details around the inaccessible areas of the circus Fixed being able to place teleporters too close to spawn doors Fixed erroneous collisions Fixed small displacements cutting through walls Fixed some gaps in geometryView the full article
  4. HG was such a vibe ngl any csgo HG players that used to play jailbreak comment up i wanta see who still thinks about these days.

  5. Earlier
  6. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed an issue with Blazehattan contracts Fixed an issue with Outburst contracts Fixed an invalid Soul Gargoyle location on Mann Manor Fixed players not being able to select a class and spawn after watching an intro video Recompiled props_farm\box_cluster03.mdl to fix a problem with the material Updated the Dusk Duster to adjust the rigging a bit to reduce distortion Updated the Triboniophorus GentlemannusFixed clipping Updated texture to fix mipmapping Added jigglebone Added attachment for genteel smoke effectUpdated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style Updated the Fleet CommanderFixed white seams when moving camera away from character Improved position of Style Selection camera by deleting unused bonesUpdated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps Updated Taunt: Commending Clap to fix some issues with sounds and timing Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsReduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!) Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!) Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to HeavyUpdated zi_blazehattan (additional changes)Fixed top roof having no collisions, causing players to 'sink in' Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier Removed some redundant clip brushes Changed the round timer from 6 minutes to 3 minutes 30 seconds Fixed missing textures behind the windows of the warehouse building Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!) Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!) Fixed floodlight stuck spot near B Gate (Thanks Midnite!) Fixed troll teleporter spots (Thanks Midnite!) Fixed telephone pole collision (Thanks Midnite!) Added no-build triggers on top of barrel clusters at the top of the containers for consistency Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies Various small changesUpdated tow_dynamiteDoubled the chances of a Jump Spell drop Fixed the main gates killing players when touched on the side Fixed the main gates killing you prematurely before they are fully closed Fixed HUD textures going missing on occasion (Thanks Aar) Fixed the rooftop fire being too strong Fixed multiple locations that allowed players to build out of bounds Fixed an overly aggressive propfade in front of spawn Fixed edge bugs on multiple roofs that allowed players to remain aliveUpdated vsh_outburstImproved performance Fixed menu images Fixed a minor visual issue Fixed being able to stick to the invisible wallsUpdated koth_sawmill_eventReduced the amount of skeletons that spawn Added a new pathway to the secret underworld exit Redid some detailing near Reds base Improved lighting near some shacks near mid Fixed clipping for a shack Reworked where Soul Gargoyles spawn, now favoring Mid more often Made some new greener water for Mids lumber place New spectator camsUpdated cp_freaky_fairFixed issues related to the gamemode logicFixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded Fixed character upgrades being occasionally set to incorrect quantities Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects Fixed players being able to put a class into a massive debt Several minor fixesMerasmus is very talkative, so we asked him to talk a bit differentlyMerasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now Merasmus now has more things to say Merasmus will now announce overtime, stalemate and last control point being captured instead of the AdministratorMade changes to the upgradesGhost Potion: ghost spooking radius reduced from 512 hu to 384 hu Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf) Sentry Firing Speed: removed redundant 3rd level Disposable sentry: Maximum amount reduced from 4 to 3 Crit boost on kill: Now disabled Shield Recharge Rate bonus: Maximum level reduced from 4 to 2 Shield Recharge Rate bonus: Price increased from $150 to $250 Rocket Specialist: Price increased from $300 to $450 Rocket Specialist: Maximum level reduced from 4 to 3 Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf) Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf) Thermal Thruster impact stun: Price increased from $600 to $750 Explosive Headshot: Price increased from $350 to $450 Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25% Mark For Death: Price reduced from $500 to $300Fixed several roof spots players were able to stand on (Thanks Midnite!) Fixed several teleporter stuck spots (Thanks Midnite!) Fixed floating pumpkins and planks (Thanks Midnite!) Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!) Removed some visible dev textures (Thanks Midnite!) Removed stool from the arcade that was blocking the path previously Fixed being able to deal splash damage through metal grates Clipped the attic in respawn room to prevent players from getting and building there Clipped several beams in the lobby room Fixed missing wooden board near Red respawn room door Moved Merry-Go-Round sound source closer to make it louder Brightened several dark spots Closed the tree gapView the full article
  7. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed broken path for community_maps_5 in the ConTracker Renamed Team Blackout war paint to Blackout Fixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effects Updated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic' Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODs Updated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' style Updated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environments Updated cp_darkmarsh to reduce fog intensity Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed missing overlay material for Sniper's Spit ability Fixed missing particle effects for Pyro's Dragon's Breath ability Fixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progressView the full article
  8. no bitches

  9. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated vsh_outburst to fix a problem with sounds not playing correctly Added missing strings for the new Strange Filters View the full article
  10. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Scream Fortress XVI has arrived! Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan Added the Terrifying Trove CaseContains 21 new community-created cosmetic items that make up the Terrifying Trove Collection Has a chance to give a taunt Unusualifier as a bonus itemAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Crushing Defeat Taunt: Peace Out Taunt: Commending Clap Taunt: The PunchlineAdded 22 new community-created Unusual effects12 new effects for Unusual hats 10 new effects for Unusual tauntsAdded the Scream Fortress XVI War Paint CaseContains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection Has a chance to give a taunt Unusualifier as a bonus itemAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed again Added new Contracts for this year's featured community maps Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates. Join Halloween matches by using the Special Events category in Casual Scream Fortress XVI runs through November 7th, 2024 General Added UI scaling based on resolution for better HiDPI support Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee) Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee) Fixed not being able to pickup currency in MvM if it's on a teleporter Fixed Keyless Winter 2016 Case not playing the special winter case sound Recompiled some skybox models to fix UV issues Updated the Scariest Mask EVER to fix some issues with clipping Updated Sapped Unusual effect to fix the animation playing at the wrong speed Added check to prevent copying a disguise target's action slot item when disguised as them Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users Updated/Added some tournament medals Updated Sapped Unusual effect to fix the animation playing at the wrong speed Updated several maps to fix localization issues Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitariumGeneral ChangesZombies no longer spawn instantly- their respawn timer is now dependant on the map Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")Note: this change is only visible in casual mode or servers with mp_tournament set to 1Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” abilityThe Pomson 6000 now puts Zombie abilities on cooldown on hit Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay Added new kill icons for every zombie attackZombie ChangesRemoved the out-of-combat speed buff from all Zombies Zombie PyroZombie Pyro has a new ability - "Dragon's Breath"Fires a Dragon's Fury fireball The initial cast of the fireball can reflect projectiles and airblast enemiesZombie Pyro now deals mini-crits to burning players on melee hit Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius Zombie Pyro no longer emits a Gas Passer cloud on deathZombie DemomanAdded new sound effects to telegraph Zombie Demoman's Blast Charge abilityZombie HeavyZombie Heavy's health reduced to 450 (from 600) Zombie Heavy now drops a Medium Health Kit on deathZombie SniperZombie Sniper's Spit damage vs buildables is now reduced by half Zombie Sniper's Spit now applies a screen overlay to players standing in the poolZombie MedicZombie Medic now emits health like a dispenser to nearby Zombies Zombie Medic can no longer attack while using Heal Added a new sound effect for Zombie Medic's Heal abilityZombie SpyZombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!Zombie ScoutWith other zombies getting slower, Zombie Scout's speed stands out more than ever beforeBug FixesFixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!) Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge Fixed a bug that caused Zombies to not gib correctly Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances Fixed a bug that caused players to have the incorrect player skin when respawning at round start Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress Fixed an issue with "game_text" entities not being correctly cleared after round resetUpdated zi_murky (additional changes)Survivors now spawn across the map in multiple small groups instead of all at the sewage plant Added a life preserver shop to connect to the lonely shack in the southern end of the map Added a new dock network with a series of platforms leading to the roof of the central boathouse Added a small ramp to the left-most sewer pipes Removed some awkward ladder-ramps and replaced them with proper docks De-cluttered the roofs across the map Removed the floating large medkit Removed expensive reflections from the water Reduced color correction intensity Clipping improvementsUpdated zi_atoll (additional changes)Set a culling distance to most props Added occluders on the lighthouse to improve performance Updated zi_woods (additional changes)Fixed the announcer not being silenced when time is addedUpdated zi_sanitarium (additional changes)The roof is now accessible Added several routes to the roof Slightly reduced the intensity of the fog Added more pumpkin bombs Raised the skybox heightUpdated cp_gravelpit_snowyImproved performance by combining props Improved clipping Increased volume of laser gun finale Miscellaneous improvementsUpdated koth_sawmill_eventFixed an overlayUpdated koth_undergrove_eventFixed several out-of-bounds exploits in the Underworld (thanks MN!) Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6 Fixed an incorrect texture on RED's sideUpdated koth_synthetic_eventMoved spells away from mid Detail adjustments Clipping fixes Very minor lighting changesUpdated pd_mannsylvaniaAdded even more Bats! Added more spawnpoints for pumpkin-bombs Added new nag voiceline for if Dracula does not receive any blood donations Removed setup time, replaced it with a normal countdown instead Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds Decrease dropped blood bag timer from 15 -> 10 seconds Decreased respawn wave times for the losing team from 4 -> 2 seconds Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds Changed the main spawn doors to have windows Removed Rare Spell spawn by the graveyard area, replaced with Common Spell Health and ammo pickup adjustments Clipped stairs by the Castle's exit portal Minor visual updatesUpdated ctf_applejackFixed the projectile weapons from not working inside the buildings Removed bullet collision from the intelligence room handrails Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there Removed the vents with missing textures Fixed the bug with being able to get stuck in the blue shed Fixed a stuck spot in mid shed (ty Midnite!) Fixed a texture being weird in the intel rooms Fixed a black displacement in the red intel yard Removed the collision from the food in the red spawn tableUpdated cp_ambush_eventFixed exploit where players were able to build into RED 1st base (Thanks MN!) Improved lighting at RED base in stage3 Fixed lantern being clipped into cliff wall in cavern at stage1 Fixed odd shadows cast by some props Fixed coffin from being non-solid in stage2 Fixed spawncamping spot in stage2 at RED indoor exit Fixed few hovering lamp props Fixed some prop fading too soon Fixed rare issue where players fell of directly to lava on underworld teleportation Clipped few crates to make it easier to jump on themUpdated arena_lumberyard_eventRecreated the game mode in VScript Significantly increased server performance Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH Updated the healing ghost appearance for RED team Text pop-ups are now drawn in chat instead of in the middle of your screen Reduced volume of the incoming spell Removed the random Skeleton King and the Horseless Headless Horseman Removed the rare spell given to the last player standing Converted some medium health kits into small health kits Removed small health kits from the second story of both churches Fixed a pumpkin bomb that was stuck in the terrainUpdated pl_embargoFixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson) Fixed the lack of countdown at the end of the roundView the full article
  11. how is everyone? Been 3 years since i last logged on, just wanna see how everyone is
  12. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed regression with some .mp3 files not playing Updated description for the Backpack Expander Updated some tournament medals Updated the Desk Engineer cosmetic itemFixed clipping with the Gunslinger Fixed clipping with Engineer's buckle Fixed rotation in the paint preview Fixed skin parts being tinted green from texture compressionUpdated the Daring Dell cosmetic itemFixed rotation in the paint preview Fixed shading artifacts on the helmetUpdated The Big Star cosmetic itemFixed rotation in the paint preview Fixed various instances of clipping with the player model Updated mismatched backpack icon Fixed parts of the texturesUpdated koth_cachoeiraPlayers can no longer shoot through the metal fenceView the full article
  13. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Increased the maximum number of backpack slots to 4000 (from 3000) Fixed record/stop .dem file exploit that was used to reveal cloaked Spies Fixed Robot Destruction death notice events not properly highlighting when the local player kills a robot Fixed regressed self-illum setting for the Earbuds Fixed hearing the deflection sound when deflecting arrows that are already stuck in something (community fix from Marxvee) Fixed a problem with .mp3 sounds not playing if they were very short Fixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in Mann vs. Machine (community fix from Marxvee) Updated tf_zombie_spawner entity to support setting team numbers for the zombies (defaults to the original behavior if no team is set) Updated Taunt: Unleashed Rage to fix incorrect outro timing Updated Taunt: Can It! to fix MvM bone Updated koth_sawmill_eventRemoved stray spellUpdated koth_megatonFixed rockets being able to quite literally crash the beach party (Thanks again, ficool2!)Updated pl_cashworksUpdated menu photo to match map changes Removed strange texture glitch at RED spawn 1 Added shutter for drop exit at RED spawn 1 RED spawn 2 big door can't be stickied anymore Removed collision on some lamps Added minor visual changes in BLU spawn and final cap side route Fixed minor clipping issuesUpdated koth_cachoeiraThe sightline from the helicopter has been blocked off Fixed missing door texture (Thanks Hoppkins!) Various miscellaneous fixes (Thanks Midnite!)View the full article
  14. revive HG... revamp rules, start a squad server. get a community discord going, make it a hangout spot and let the casuals come.

    1. Benz

      Benz

      come aboard and make it happen

    2. excalibuR

      excalibuR

      i have no experience at all with any of it. whoever is still around in leadership and of course you would like to get in discord and think of a "new" HG i would for sure sit in on it and give input. we have the foundation and the name, times are changed with communities imo but i think its more than possible to have a gamer friendly discord/website where people come around and play games together. tarkov, league, etc... everything just needs to be appealing. i see games like squad, foxhole, and hell let loose be REALLY good with getting returning and a loyal crowd. 

  15. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated Taunt: Can It! to fix missing flies particle effect Updated the backpack image for the Impact Impaler Updated Violent Viridian Unusual effect to fix a visual bug Updated/Added some tournament medals Updated cp_hadalFixed control point capture messages Fixed door locking in RED spawn after C capture Removed unintended buildable areas Increased capture time on final point Improved directions around the mapUpdated pl_embargoReduced respawn time on Last for RED from 34 to 22 seconds Asked Botlers to speak and explode more quietly Minor visual fixesUpdated koth_megatonImproved performance by up to 20%, with more significant improvements possible depending on system specs (Thanks ficool2!) Fixed the grates around the capture zone allowing blast damage to pass through Fixed a few cases of alpha painted displacement seams Improved lighting on several models, especially on the rocks throughout the map Fixed surfaceprop on BLU's metal plates Fixed several pixelwalks along thatch roofing and exteriors of the team buildings Improved clipping throughout Fixed a support beam intersecting with spawn doors Fixed a few instances of visible displacement holes in the perimeter dropoff Added a unique kill icon for the end of the round Fixed floating spawndoor motors Plus... all you need for a beach party!Updated pd_atom_smashFixed the Casual Administrator overriding the Scientist Fixed some floating lightsUpdated koth_sawmill_eventRemoved the spells in the underworld since players could spawn camp with them too easily Increased the time players get crits and health from the underworld after leaving Added some additional effects to the secret exit from the underworldView the full article
  16. Nxsty

    yoo, how's it goin?

  17. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated pl_embargo to fix visual glitches View the full article
  18. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Loyalist's Coronet Unusual effect to fix team BLU particles in the team RED effect Updated the Rainbow Reverie, Warp Drive and Overdrive Unusual effects to work better with larger hats Updated the Rainbow Reverie Unusual effect to add a fade in when spawning and make the refract more noticeable Updated the Dragonflies' Embrace, Dragonflies' Nature, and Dragonflies' Lucent Unusual effects to fix trailing issues on the grass and ground particles Updated the Distress Signal and Carioca's Call Unusual effects to fix some issues with overlapping sprites Updated the Desert Wind and Monsoon Season Unusual effects Fixed the wind flickering on moving taunts Fixed the tumbleweed having incorrect physics Updated the wind and dust to trail slightly on moving tauntsUpdated the Control Patrol cosmetic itemReduced the size of the glasses Lowered the hat slightly on Soldier's head Fixed UV map issue with LODsUpdated the Justice Johns cosmetic itemSlimmed down the legs and raised socks cuffs to reduce overall thickness of the legs Fixed rigging issue with boot lacesUpdated the Pathfinder cosmetic itemSlimmed down the arms slightly Adjusted shoulder and armpit rigging to reduce stretching of the vest Adjusted mesh transition from forearms to hands Fixed some clipping issues around where the shirt collar meets the zipper Raised the zipper pull tab for better compatibility with other Soldier cosmeticsUpdated ctf_doublecrossFixed an incorrect team-colored material in the BLU base for real this timeUpdated pl_enclosure_finalFixed a clip wall blocking a dropdown in stage 3Updated pl_embargoMinor visual and clipping improvements Fixed the cart's missing outline Added an extra Botler to the playable space Fixed the paint splat overlay not applying to players within the explosion range The ambient music inside the casino now respects the music volume settings Improved player visibility against certain walls (Thanks Arthur) Added the kill icon to the helicopter blades Fixed an override of a TF2's base texture Fixed being able to block the cart shortly after point A (Thanks Aar) Fixed getting stuck in a door near C while it closes Fixed indoors fog sometimes getting applied outside (Thanks Phe) Increased respawn time for RED on the last point Fixed the client crash related to custom models Improved performance on the last pointUpdated koth_cachoeiraEngineers can no longer build inside the cliffs Fixed teleporter stuck spot under the control point Adjusted respawn waves Minor visual improvements Various clipping fixes Improved performanceUpdated ctf_applejackImproved clipping Brought some stairs Improved tree collision Added more chickens Improved detail Fixed Ol'Betsy (Thanks Aar!)View the full article
  19. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Moved 64-bit Steam binaries to the correct folder Updated the equip_region for the Free Mann's Fashion Updated the Distant Drift Unusual effect to fix a visibility issue Updated the Butterfly Season Unusual effect to fix problems with the scale and effect trails Updated the Fiesta Royale and Grand Jubilee Unusual taunt effects with performance improvements Updated the Botler 2000 to fix problems with its positioning Updated koth_megatonFixed the finale being cut off by a round ending too early Fixed players not being blown to smithereens during the finale Fixed players being able to get stuck in the edges of the thatch rooftops Improved optimization. Investigation into further improvements for lower-end and config users is ongoing.Updated cp_canaveral_5cpFixed an out-of-bounds exploit Fixed some stuck spots Fixed some hovering props Added some missing overlaysUpdated cp_overgrownFixed being able to build in RED spawn Adjusted clipping to fix a few perch points Removed extra shadow_control entity (Thanks Lacry!) Fixed a number of small visual and gameplay issues on the map (Thanks Midnite!)Updated pl_odysseyFixed an exploit that allowed BLU players to enter RED spawn Fixed lighting issues in BLU first spawnView the full article
  20. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed the Distress Signal and Carioca's Call Unusual effects sometimes causing the game to crash Moved ctf_haarp out of the CTF matchmaking category and into Attack/Defend Updated the Treasure Trove Unusual taunt effectRenamed to Bountiful Riches to fix a naming conflict Updated the materials to fix a problem with the coinsUpdated pd_atom_smashFixed missing UI elements for the capture zone Increased rarity of The Scientist's idle chatter between capture zone availabilityUpdated koth_megatonFixed a missing material on the sandbags Fixed clipping on an open crateView the full article
  21. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Summer 2024! Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen Added the Summer 2024 Cosmetic CaseContains 23 new community-contributed itemsAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Taunt: Can It! Taunt: Cremator's Condolences Taunt: Straight Shooter Tutor Taunt: Unleashed RageAdded 38 new community-created Unusual effects18 new effects for Unusual hats 20 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates. The Summer event runs through September 15th, 2024 General Security and stability improvements Fixed Workshop sv_cheats exploit Disallow aliasing any existing convars that are not movement commands Added language support for Spanish - Latin America Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on itemsAdded "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options categoryAdded missing 64-bit Steam binaries for the dedicated server Added missing 64-bit versions of HLMV and HLFaceposer Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team Added missing menu_photos images for cp_powerhouse Added missing default string for Player Destruction mode Expanded VScript supportAdded mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map BaseEntity: AcceptInput, IsAlive EconEntity: GetAttribute TFPlayer: GetCustomAttribute, StunPlayer TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint Moved some of the Christmas maps to the normal rotation Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF Moved koth_probed out of the Misc matchmaking category and into KOTH Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff) Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee) Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee) Fixed CTF HUD being visible when no flags are present (Community fix from fellen) Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre) Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel Fixed dropped weapons with custom decals not showing the correct decals Fixed some unusual effects using the wrong orientation for The Head Hedge Fixed Halloween transmutations being completed outside of the Halloween event Fixed incorrect BLU material for the CLTF2 bronze medal Fixed missing Spy audio when using the Taunt: Kazotsky Kick Fixed missing sound for the Taunt: The Skating Scorcher Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas Fixed some clipping issues for the Mad Lad when using lod1 and lod2 Fixed missing polygons for the Stunt Suit when using the Roadworker style Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time Fixed console warning about unknown command 'eureka_teleport' Fixed Vaccinator heal sound continuing to play after Medic's death Fixed a problem with the Tiny Timber not displaying paint after being painted Updated zi_intro.webm media file Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon) Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon) Updated the material for The Law to fix an issue when the hat has been painted Updated the equip_region for the Cleaner's Cap Updated/Added some tournament medals Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues Updated ctf_doublecrossFixed an incorrect team-colored material in the BLU baseUpdated cp_brewFixed truck textures outside of BLU spawn Fixed a few bumps in the roadUpdated pd_selbyenFixed an exploit that would allow Engineer to trap players using a teleporter behind a door Minor detailing changesUpdated pl_hoodoo_finalAdded func_noclip to BLU spawn in the third stageUpdated pl_corruptionFixed handrail collision near the last point Fixed lamp near BLU spawn Fixed missing string for last pointUpdated plr_hacksaw_eventFixed broken areaportalsUpdated pl_enclosure_final[Stage 1] - Moved A point within the gate building [Stage 1] - Added stairs for access to the balcony overlooking the final point area [Stage 1] - Added more cover along the initial aviary area [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area [Stage 1] - Tweaked the layout of the tunnel section [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building [Stage 1] - Reworked RED spawn so it now has two exit doors [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked [Stage 2] - Airboats and their dock are now accessible [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building [All Stages] - Allowed building inside initial BLU spawns [All Stages] - Visual improvements to a lot of places, a few new assetsUpdated pl_cashworksArea 1 / Loading DockBLU Spawn 1: Solved several clipping issues at doors and stairs Mitigated line of sight into spawn room Added alternative exit from spawn room to the rightRED Spawn 1: Reworked to have two exitsArea Changes: Changed terrain around bridge to be easier to maneuver and to prevent getting stuck Changed munition pack at building 01 to large Possible spots beneath bridge for teleporter-traps eliminated Shuffled some big rocks to block off Sniper lanes Cut center building Sniper lane, left alley visually blocked off from dock area Cut center building top Sniper lane, less easy to get a good view Changed out of bounds building left of BLU spawn, added spinning sawblade Opened up a third passage to allow for an additional flanking option for BLU and REDArea 2 / SerpentinesRED Spawn 2:Reworked 2nd RED spawn entirely New spawn has two exits, locks and teleports after B is cappedArea Changes:Balconies blocked off visually and physically Additional visual blocker at the top of the serpentines to allow for a more secure crossing Long tunnel leading through the RED building to a staircase at the foot of the hill Added deadly and moving sawblade for spicy danger, with sparks and fumes Closed off BLU balcony at the end of the hill Changed raised platform to be only accessible from RED sideReroutes:Deleted BLU gates at flanking route after B is capped Flanking route has an additional exit towards C, leading through BLU building BLU building interiors reworked and expanded Balcony-drop doesn't injure the player any moreArea 3 / Construction SiteBLU Spawn 2:New stairway leading to balcony Wider exit from big building after CP3 captureArea Changes:Widened area at the generators and on the 2nd level Changed the direction of the drop-in to C, leading into the hydroelectric building Widened exit from BLU spawn into Area 3Area 4 / VaultArea Changes:Added gates opening at the gatehouse after CP3 is captured Alternative passageway through gatehouse while gates are closed pre CP3 Rebuild bridge to be convex, obscuring a long Sniper lane Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanksGlobal ChangesSolved a ton of clipping Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay Adjusted func_doors at spawn to span to every solid Changed clipping on cart, now jumpable Increased fog distance and lowered density Exchanged glass-textures from the green to the clear version Stairs and hanging bridge are now bullet-blocked for more predictable projectile bouncesView the full article
  22. Can't ever forget about HG. Met some great people here.
  23. Ramblings with DoZY: My Music Journey

    Over the years, I've noticed my relationship with music changed a lot. I know that's like saying a square is your favorite type of box, but I want to give my take on my own perception of music and how it has changed me as a person.

    Understanding Music (from the perspective of a toddler)

    From birth (Yes, I am going that far back), I really just listened to what my parents liked to listen to at the time, as well as what was on the radio. I don't remember a lot of it because I didn't pay attention much to music at the time. All I do remember is mainly pop hits of the 2000s that would play in the background while my mind was elsewhere. Toddlers have their own ways of entertaining themselves, and music wasn't one of those ways for me. I mainly just made art and used my imagination to make infinite scenarios in my head that, to me, was so much more entertaining than listening to an MP3 of Linkin Park on my dad's desktop computer. To my understanding, music was just another medium, and was completely inferior to movies, TV shows, and my own imagination.

    Understanding Music (as a human with a developed frontal lobe)

    As I grew older and my synapses connected, I began to understand music more. I found out music was much more than background noise I would use so I wouldn't draw my art in pure silence. I began to grow a liking to listening to music as its own unique form of entertainment. Since I was still a kid, I didn't listen to music as a sophisticated art form. I listened to stuff that made me feel good. I listened to music like this for practically all of my elementary school years. My earliest memories of me genuinely enjoying music on its own was, ironically, Linkin Park. Specifically the (at the time) new album, One More Light. In retrospect, it's easily the worst Linkin Park album in my opinion, but I was still listening to music just for enjoyment. One More Light was in that lane of pop tunes that made me feel good on my way to school. During my drum lessons and my mom's music tastes, I would be introduced to bands like Weezer and Gorillaz, which introduced me to the concept of a band. Yes, really. I thought Linkin Park was one dude before I found out the idea that multiple people could play music, specifically rock, in a group. My dad once recalled me saying that Chester Bennington was the greatest artist ever. But as my days in elementary school ended, my entire perception of music changed.

    Listening to Music as an Art Form

    By the time I reached middle school, I became a music freak. I tried learning as much as I could about bands, and I collected music like the world was about to end and I needed a perfect soundtrack for it. I'm still not quite sure why, but my first guess would be on a few key groups that would turn me into a music loving geek. The first band I truly got into was Queen. I was introduced to them by my mom and her playing me Bohemian Rhapsody. I could not believe that music could even sound like that. I was so accustomed to modern music that my little mind melted when I first heard the three part epic (in a good way of course). From the panning at the beginning, to the admittedly goofy "Galileo" part, to the heavy and and bombastic ending climax, everything about it changed my view on what music could really be. I then was introduced to other Queen hits, like Another Bites the Dust (which I played in a music competition held by the place I took drumming lessons), We Are the Champions, Don't Stop Me Now which was my favorite Queen song until I listened to Good Old-Fashioned Lover Boy (and because of watching Shawn of the Dead, so now I can never listen to the song without thinking about hitting zombies with a pool cue), and Under Pressure which would introduce me to David Bowie, but I wouldn't really get to know him until much later. Queen is still a very special band to me, and without them my journey into becoming a professional music listener would've most likely started way later.

    Don't You Know That You're Toxic?

    During my obsession with finding music, I delved into more "quirky music". Music that made me feel like I'm superior to others since it wasn't the latest rappers. You can't spell crap without rap after all! Lemon Demon and meme music became my musical taste. While all the other kids were listening to mind numbing pop music, I was listening to sophisticated music like The Ultimate Showdown of Ultimate Destiny, a-ha (but only Take On Me), and Panic! At the Disco. One band I was a pretty big fan of was CAKE, who I was introduced to by, once again, my mother. I still listen to them from time to time since they are a very good band. Where Would I Be? is my favorite song from them. At this point, I became pretty toxic when it came to music. If I caught someone listening to a genre I thought was for low-IQ jackasses, I would give them a funny look and keep them on a mental register. Looking back, it's really embarrassing to see myself act like that. Especially since I listened to music that would be considered "mainstream", the same branding I used for music I didn't like. I acted like I was a professional music critic. Only knowing the best music that was reserved for intelligent ears only (while I also listened to a song about two trucks having sex). For most of middle school, I was like that. I listened to quirky music and I scorned anyone that didn't. I also got big into Vocaloid for a bit but I'm not getting into that.

    Tidbit: Queer Awakening

    Admittedly, it is a bit crazy to go from me being a pretentious dickhead to going straight to the beginning of my entire journey of my queer identity, but it does somewhat coincide with my music tastes. I'm not saying that music that I listened to made me like men (even if I do like the joke that it did). There's just specfic music that I discovered and listened to during this time of my life that remind me of those feelings that I had early on. Mr. Brightside by The Killers is a song that immediately springs into my head (as well as Somebody Told Me but not as much since I knew about the song before this). It's a song that I instantly relate with my feelings, mostly because of the lyrical content and the overall vibe of it. While I know the song's meaning doesn't relate to queerness, I do sometimes view it as such, mostly because of my attachment of it to this part of my life. The vibe of the song to me was filled with angst, and I was very angsty at the time. Combined with the lyrical interpretation, this song quickly became an anthem for me. A song that is more easy to understand is Good Old-Fashioned Lover Boy by Queen (they're back!). This is my favorite Queen song not just because of the sound of it, but because of my connection to it. It was basically a song of my fantasies that I was really confused about. Just being with a boy romantically. I used to imagine myself dancing to this song with an old crush I used to have that I kind of didn't realize was a crush until this period. Doing the tango described in the song. While this period didn't really affect my overall outlook on music, it still is deeply important to me for reasons other than music. It did give me my favorite Queen song though, so that might be the most important thing to come out of this.

    Overcoming Toxicity and Doing Deer Dances

    Time to move on from the tidbit that is longer than all of the actual sections before it. As I going into high school, my music tastes would quickly change. I stopped listening to my quirky tunes and started listening to some REAL and HEAVY music. From the beginning of 8th grade to the transition to freshman year of high school, I started getting really big into MCR and other acts of the same lot (this was during my gay angst phase). I had a darkness within me, and nobody understood me...Probably because nobody took me seriously. But this was indeed just a phase, as I soon found the perfect combo of the heaviness I was listening to and the quirkiness of my past music tastes. I became a HUGE System of a Down fan. It really did come full circle. I started off with Linkin Park and now I was at System. Weird how the world works, huh. I was aware of Chop Suey before I started raving over them, but it was hearing Violent Pornography that got my truly introduced to them (which would definitely not be my default song to show someone who wants to get into SOAD). I went on a spiral of listening to every single track made by the band, and soon I was blasting them daily. It was the first band I can remember that I truly was a super fan in. I would maybe count CAKE or Queen as being my first but I wasn't completely obsessed with them as I was with SOAD. They were the first band I really did a dive into their discography instead of just listening to the big hits. Unfortunately, I still was a bit smug during this era so I thought me liking metal now was a sign of superiority. "You like generic pop music? Well, I like real music that you probably don't even know about! It would probably hurt your ears because you're too used to soft baby 'music' made for people who can't handle heavy songs with thought put into them!" This is probably something I would've said. It is a bit of a stereotype for metalheads to be a bit pretentious about their favorite genre of metal, even to other metalheads. While I was once of those pretentious metalheads for a short while, something changed in me. I began to look at other musicians and their music, even rap and hip-hop artists which I had previously lambasted, and discovered something pretty obvious. While some of this music clearly isn't for me, they all have their own talents and skills that make them appealing to others. Maybe people want to listen to music like I did as a kid: just for pure enjoyment. Even though that sounds like a diss against them I would've seen it as that, I didn't anymore. I saw that some people flat out didn't want to listen to music because of its artistry and/or as an art form. They listened to music because it made them feel good. Sometimes I wished I could do that. Instead of my brain now being fine tuned to look at the artistry and emotion in a piece of music, I could just go back to listening to JAMS to JAM. It finally clicked. I still wouldn't listen to music like they did, but at the very least I could expand my horizons to the vast world of music. And so that's what I did.

    Tear Down the Wall

    While I still consider myself a metalhead, I'm no longer as crazed about it as I used to be. I'm definitely no longer a SOAD mega fan since I don't listen to them much anymore (I do still enjoy them from time to time). I moved on to other genres of metal. I got big into djent and progressive metal. Meshuggah, Gojira, Animals as Leaders, and Vildhjarta (THALL) are currently some of my favorite metal bands. I also dabbled in black metal. Gorgoroth is another favorite. Deafheaven has to be my current favorite metal band though. Though black metal purists will call it "not trve kvlt", I really don't give a shit. the combination of black metal and shoegaze is absolutely euphoric to me. Going back to the reason why I'm not longer as big as a metalhead as I used to be is because of my expansion of my musical horizons. The band I've been crazed about for an incredibly long time at this point would be Radiohead, the funny Creep band. While they aren't quite there, they are pretty damn close to capturing the same feeling I got when I first listened to Bohemian Rhapsody. They craft such gorgeous songs that I genuinely cannot describe or even begin to put into words. Kid A is, at least for right now, probably my favorite album of all time. It speaks so deeply to me. Another band I love is Pink Floyd. While that isn't a groundbreaking statement, you still cannot deny they are incredible. I mean, I named this section after them for Christ's sake. The Wall is another album that is up there in my top albums with other albums by Pink Floyd (One of them is about a moon or something. I don't know). And as I foreshadowed way back, I got into David Bowie as well. I also relapsed on my quirky music enjoyment. I got big into Will Wood (which was another big obsession of mine), and got back into Lemon Demon as of late. My greater research on different artists and bands also gave me a wider look on music. Finally, I can say that I caved in and started enjoying and listening to hip-hop. Younger me would murder me.

    Final Statements

    I'm not sure if there's any real takeaway from this hasty description of my history with music listening. This was really just an impulsive thing I did since I couldn't sleep. I guess if there is any takeaway from this, I would say that it is to enjoy music how you want to enjoy it. If you want to listen to music for deep insight on the human consciousness, do it. If you want to listen to music because it makes you feel good and you can party to it, do it. No one way of listening to music is the definitive or correct way. Also, don't impose your ideas of music onto others. Don't judge people for what they listen to or how they do it. People like what they like and that's final. Plain and simple. If you are so hellbent on getting people to stop listening to the music they like because it's "not real music" in your eyes, then you are going against the whole experience of music. Music is supposed to be enjoyable for everyone, no matter what it is. Let people enjoy things, asshole. That's really all. I hope you enjoyed this little story about this specific part of my life. I'll see next time, if there is a next time.

     

    P.S. Make sure to iron your clothes. I've seen way too many people with crinkly clothing and it makes me mad.

  24. Hey Gamers, Zekk Walker here, bringing you a bit of a quick overview of the recent system and champ changes. This patch seems to be a ton of balance trying to make up for unintended consequences from the item changes in the last few patches. Overall, In my opinion, Tanks and bruisers are super strong right now. Especially in ARAM or Arena. If you have two or more beefy champs building Health, Armor, and MR it really puts pressure on the enemy team that lacks them and it's hard for the ADC's and Casters to bust through all that strong frontline defense before the enemy dps takes them down. Also, If you have not played a custom ai game lately... the ai improvements are still a bit janky , but I think they are the start of something impressive. For Example, the team will leash for a ai controlled jungler now and will also stay in a pre assigned lane position during early lane phase instead of blindly reacting to where you are moving back and forth around the map. They will aslo set up and respond to specific game events like enmey and ally positions and even possibly, (but unconfirmed) jungle camp pings and under the right circumstances they will team up for dragons and other jungle objectives like baron. Sometimes even without your intervention! It's a bit wild when they are working properly and ai custom games feel more immersive, but they also sometimes get stuck on corners or waiting for you to come help on an objective they cant take alone, or stick around too long after a "gank". The AI has a way to go, but this improvement is a step in the right direction and makes custom ai games feel more dangerous. I hope you have fun in the rift! -Zekk- Rain Shepherd Milio and Rain Shepherd Fizz will be available June 26, 2024 at 19:00 UTC. RIOT SUMMER BREAK CHAMPIONS Brand Passive mana regeneration reduced. E damage decreased. Passive - Blaze Mana Restore: 30-50 (based on level) ⇒ 20-40 (based on level) E - Conflagration Magic Damage: 60/90/120/150/180 (+60% AP) ⇒ 60/85/110/135/160 (+60% AP) Gangplank E slow formula adjusted. E - Powder Keg Slow: 30/37.5/45/52.5/60% (+0%-25% based on critical strike chance) ⇒ 40/50/60/70/80% Gragas Passive heal reduced. Passive - Happy Hour Maximum Health Heal: 6.5% ⇒ 5.5% Graves E bonus armor increased. E - Quickdraw Bonus Armor Per Stack: 2/5/8/11/14 ⇒ 4/7/10/13/16 Kalista Base Attack Damage reduced. W minimum non-champ damage and non champ execute threshold removed. W non-champion damage cap reduced. R cooldown increased. Base Stats Attack Damage: 61 ⇒ 59 W - Sentinel [REMOVED] Minimum non champion damage: 75/100/125/150/175 [REMOVED] Non-Champion execute threshold: 125/150/175/200/250 Non-Champion Damage cap: 250/300/350/400/450 ⇒ 100/125/150/175/200 R - Fate's Call Cooldown: 150/120/90 ⇒ 160/140/120 Karthus Q Damage reduced. Q - Lay Waste Magic Damage: 43/62/81/100/119 (+35% AP) ⇒ 40/59/78/97/116 (+35% AP) Kennen Base health reduced. Base Stats Health: 611 ⇒ 580 Lee Sin Health Growth increased. W shield increased at lower ranks. Base Stats Health Growth: 105 ⇒ 108 W - Safeguard / Iron Will Shield: 50/100/150/200/250 (+80 AP) ⇒ 70/115/160/205/250 (+80% AP) Lissandra Q damage increased. W cooldown reduced at lower ranks. Q - Ice Shard Magic Damage: 80/110/140/170/200 (+80% AP) ⇒ 80/110/140/170/200 (+85% AP) W - Ring of Frost Cooldown: 12/11/10/9/8 ⇒ 10/9.5/9/8.5/8 Miss Fortune Base AD increased. W damage lock out, move speed delay decreased. W initial and max bonus move speed increased. Base Stats Base Attack Damage: 52 ⇒ 55 W - Strut Damage Lock-out: 5 seconds ⇒ 4 seconds Upgraded Move speed delay: 5 seconds ⇒ 3 seconds Max bonus move speed: 55/65/75/85/95 ⇒ 60/70/80/90/100 Initial Bonus move speed: 25 ⇒ 30/35/40/45/50 Orianna Base AD increased. Base Stats Attack Damage: 40 ⇒ 44 Pantheon W minion/monster damage increased. W - Shield Vault Minion/Monster Minimum Damage: 50 ⇒ 60 Skarner Q mana cost increased. Q max health damage reduced. Q - Shattered Earth / Upheaval Mana Cost: 30 ⇒ 50 Max Health Damage: 15% ⇒ 10% Taliyah Q bonus monster damage reduced. Q - Threaded Volley Bonus Monster Damage: 25 (+5% AP) ⇒ 10 Varus Base AD and AS growth decreased. Passive reworked. W damage and basic ability refund increased. W cast lockout on Q increased. Base Stats Attack Damage: 60 ⇒ 57 Attack Speed Growth: 4% ⇒ 3.5% Passive - Living Vengeance Minion kill: 10/15/20% (+20% Bonus AS) ⇒ 10% Attack Speed, (10% Attack Speed) AD, and (10% Attack Speed) AP Champion Takedown: 40% (+40% Bonus AS) ⇒ 40% Attack Speed, (15% Attack Speed) AD, and (15% Attack Speed) AP [NEW] Attack Speed scaling: Now includes attack speed from champion levels Attack Speed cap increased from 2.5 to 2.763 during champion takedown passive, meaning the passive itself can bypass the AS cap W - Blighted Quiver Damage: 7/13/19/25/31 ⇒ 7/14/21/28/35 Missing Health Damage: 6/8/10/12/14% at levels 1/4/7/10/13 ⇒ 6/8/10/12/14% based on rank Q cast lockout: .25 seconds ⇒ .85 seconds Basic Ability Cooldown Refund per blight pop: 12% ⇒ 13% Xayah E cooldown reduced. E damage increased. E - Bladecaller Cooldown: 13/12/11/10/9 ⇒ 12/11/10/9/8 Base Damage: 50/60/70/80/90 (+60% Bonus AD) ⇒ 55/65/75/85/95 (+60% Bonus AD) Zac Passive formula reworked to scale off level instead of R ranks. Passive - Cell Division Healing from blobs: 5/6/7/8% Max HP (based on R ranks) ⇒ 4-8% (based on level) ITEMS Opportunity Preparation Lethality: 5-10.5 (based on level) ⇒ 5-10.5 (based on level) (melee) / 3-6.3 (based on level) (ranged) Extraction bonus move speed decaying over 1.5s: 150 ⇒ 200 RUNES Dark Harvest Damage: 20-80 (+5 per Soul) ⇒ 20 (+9 per Soul) (bonus ratios unchanged) Cooldown: 45 ⇒ 40 Electrocute Damage: 30-220 ⇒ 50-190 (bonus ratios unchanged) Cooldown: 25-20 (based on level) ⇒ 20 RECOMMENDED RUNES Azir Replaced Coup de Grace with Cut Down Replaced Scorch with Gathering Storm Trundle Top Replaced Press the Attack + Inspiration with Grasp of the Undying + Sorcery Singed Replaced Fleet Footwork + Sorcery with Grasp of the Undying + Precision Replaced Legend: Haste with Legend: Alacrity On pages with Celerity, replaced Adaptive Force with Movement Speed RANKED PROMOTION LP UPDATE If the LP as a normal win will add up to a sum of 0 post promotion, 1 LP will be added, so in this specific scenario, players will still start with 1 LP. ARENA FREE CHAMPION ROTATION Ezreal Lucian Master Yi Naafiri Ekko Zed Annie Lux Brand Ahri Veigar Vi Warwick Sett Lee Sin Mordekaiser Volibear Darius Xin Zhao Nami Ivern Sona Yuumi Malphite Cho'Gath Alistar Dr. Mundo Leona BALANCE ADJUSTMENTS Augments Augment Buffs Back to Basics Ability Haste: 60 ⇒ 70 CHAMPIONS Champion Buffs Akali Q Magic Damage: 60/90/120/150/180 (+ 75% AD) (+ 70% AP) ⇒ 70/100/130/160/190 (+ 75% AD) (+ 75% AP) W Bonus Decaying Movement Speed: 30/35/40/45/50% ⇒ 40/45/50/55/60% E Cooldown: 16/14.5/13/11.5/10 ⇒ 13/12/11/10/9 seconds Blitzcrank Q Cooldown: 13/12/11/10/9 ⇒ 11/10.5/10/9.5/9 seconds W Bonus Attack Speed: 50/60/70/80/90% ⇒ 70/75/80/85/90% W Cooldown: 15 ⇒ 10 seconds W Self-Slow: 30% ⇒ 20% Yone Health Growth: 105 ⇒ 115 W Shield: 40-90 (based on level) (+ 65% bonus AD) ⇒ 40-90 (based on level) (+ 75% bonus AD) E Cooldown: 22/19/16/13/10 ⇒ 18/16/14/12/10 seconds R Cooldown: 120/90/60 ⇒ 70/60/50 seconds Azir W Magic Damage: 0-77 (based on level) (+ 55/72/89/106/123) (+ 55% AP) ⇒ 0-77 (based on level) (+ 55/72/89/106/123) (+ 60% AP) E Shield: 70/110/150/190/230 (+ 60% AP) ⇒ 70/110/150/190/230 (+ 75% AP) E Cooldown: 18/17/16/15/14 ⇒ 16/15/14/13/12 seconds R Cooldown: 120/105/90 ⇒ 80/60/40 seconds Corki W Cooldown: 20/18/16/14/12 ⇒ 16/15/14/13/12 seconds R Physical Damage: 100/200/300 (+ 70% bonus AD) ⇒ 100/200/300 (+ 80% bonus AD) Heimerdinger Health Growth: 86 ⇒ 101 W Initial Magic Damage: 40/65/90/115/140 (+ 55% AP) ⇒ 40/65/90/115/140 (+ 65% AP) W Cooldown: 11/10/9/8/7 ⇒ 10/9/8/7/6 seconds E Cooldown: 15 ⇒ 11 seconds Kai'Sa Health Growth: 95 ⇒ 102 Attack Damage Growth: 2.2 ⇒ 2.6 Q Physical Damage Per Missile: 40/55/70/85/100 (+ 40% bonus AD) (+ 15% AP) ⇒ 40/55/70/85/100 (+ 50% bonus AD) (+ 15% AP) Taliyah Q Magic Damage: 56/74.5/93/111.5/130 (+ 50% AP) ⇒ 60/78/96/114/132 (+ 55% AP) W Cooldown: 14/12.5/11/9.5/8 ⇒ 10/9.5/9/8.5/8 seconds R Cooldown: 180/150/120 ⇒ 50/40/30 seconds R Cast Lockout Time: 3 seconds upon taking champion damage ⇒ 1 second Kassadin Health Growth: 119 ⇒ 128 W Cooldown: 7 ⇒ 5 seconds E Magic Damage: 60/90/120/150/180 (+ 70% AP) ⇒ 60/90/120/150/180 (+ 80% AP) E Reduction Per Spell Cast: 0.75 seconds ⇒ 1.5 seconds Rek'Sai Q Unburrowed Bonus Attack Speed: 35% ⇒ 45% W Burrowed Damage: 30/55/80/105/130 (+ 80% AP) ⇒ 50/75/100/125/150 (+ 100% AP) W Burrowed Bonus Movement Speed: 5/10/15/20/25 ⇒ 15/20/25/30/35 seconds Neeko Neeko now starts each combat disguised as her teammate. Champion Adjustments Vi Q Minimum Physical Damage: 45/70/95/120/145 (+ 80% AD) ⇒ 45/70/95/120/145 (+ 70% AD) E Physical Damage: 0/15/30/45/60 (+ 100% AD) ⇒ 0/15/30/45/60 (+ 120% AD) R Physical Damage: 150/200/250 (+ 70% bonus AD) ⇒ 150/200/250 (+ 60% bonus AD) Champion Nerfs Kha'Zix Q Physical Damage: 80/105/130/155/180 (+ 130% bonus AD) ⇒ Q Physical Damage: 80/105/130/155/180 (+ 115% bonus AD) W Heal: 100/150/200/250/300 (+ 100% AP) ⇒ 70/110/150/190/230 Sylas W Minimum Heal: 20/40/60/80/100 (+ 35% AP) ⇒ W Minimum Heal: 20/40/60/80/100 (+ 30% AP) W Magic Damage: 65/100/135/170/205 (+ 80% AP) ⇒ 65/100/135/170/205 (+ 65% AP) Pyke Q Physical Damage: 140/210/280/350/420 (+ 80% bonus AD) ⇒ 120/175/230/285/340 (+ 75% bonus AD) Kayn Q Darkin Physical Damage Per Hit: 65% AD (+ 4% (+ 3% per 100 bonus AD) target maximum health ⇒ 65% AD (+ 3% (+ 2.5% per 100 bonus AD) target maximum health R Darkin Physical Damage: 7% (+ 7% per 100 bonus AD) target max health ⇒ 7% (+ 5% per 100 bonus AD) target max health Renata Glasc Passive Mark AP Ratio: 0.03% ⇒ 0.01% ITEMS Prismatic Item Buffs Demonic Embrace Ability Haste: 20 ⇒ 25 Decaying Movement Speed Duration: 2 ⇒ 3 seconds Overlord's Bloodmail Attack Damage: 45 ⇒ 55 Detonation Orb Damage Stored: 20% ⇒ 25% Prismatic Item Nerfs Hamstringer Attack Damage: 50 ⇒ 45 ARENA BUGFIXES & QoL CHANGES QoL Changes Dragonheart, Dematerialize, and Phenomenal Evil show their on-selection bonus if picked later. BUGFIXES Don't Chase is now offered to all champions instead of exclusively melee champions with AP and AD ratios. Akshan W now properly grants his ally 200 gold instead of 0. Fey Magic now works on Blitzcrank's R passive. Fixed a bug where letting Augments timeout meant your next Anvil of any kind did nothing. Sylas can no longer cast his R on Sett cameo and get a broken ultimate. Viego will not lose Spatula if he completes Urf's Champion while possessing. Attack Speed from Stat Anvils now contributes to Kai'Sa E evolution (already worked for Q/W). Phenomenal Evil correctly grants additional stacks when hitting multiple champions. Moonstone Renewer now has a per ID cooldown of 2 seconds (it was going crazy with heal-over-time effects like Milio W and Restless Restoration). Feel the Burn now actually applies Grievous Wounds. Fixed trackers on Terminus and Anathema's Chains. Fixed an issue with Center of the Universe range shrinking when revived. Neeko now starts the round transformed as her ally. Mirage Blade now works with Illaoi W. Fixed an issue with Prismatic Item Anvil selection not being displayed when purchased. Clones with size changing augments now longer display buff icons. Fixed a tooltip issue with Poppy (Q) ability. Fixed a tooltip issue with Ashe's Passive. Fixed an issue where Viego would not complete Urf's Champion if the 10th takedown happened while in a possessed state. Attack Speed from Stat Anvils count towards Kai'Sa's (E) evolution. Fixed an extended tooltip issue with Blade of the Ruined King. Fixed an extended tooltip issue with Winter's Approach. Fixed a tooltip issue with Vulnerability. Anathema's Chain tracker now correctly updates when taking damage from the assigned Nemesis. Fixed a tooltip issue with Terminus' Juxtaposition - Light. Gargoyle Stoneplate item no longer tracks shielded damage in its tooltip. ARAM New Reroll-to- Bench Cooldown: Previously, if players rerolled their champion, then their previous champion could be picked by their teammates immediately. Now, your rerolled champion will have a three second “bench cooldown” for your teammates, meaning they will be unable to pick said champion and you can get them back without any stress. Goodbye bench sniping minigame! This change won't impact any of the existing swap-with-bench behavior as it focuses on rerolling, meaning if you swap with a bench champion, your teammate will still be able to pick the champion you gave up immediately. Quick Purchase Panel Update: ARAM's boots and elixir sections will now be included in the quick purchase panel to align with the recent changes in the Summoner's Rift shop. Item: Hullbreaker has been added back to the Howling Abyss. BUGFIXES Fixed a visual issue where the outer turret HexGate would remain after the turret is destroyed. BUGFIXES & QOL CHANGES We're making some changes to the Mode Select Screen this patch to potentially accommodate more than 5 game modes. Fixed an issue that sometimes caused Karma's R cooldown to not lower when the RQ combo kills the target. Fixed an issue that caused the Renekton/Nasus Nemesis Quest to grant/trigger on any unit kill. Fixed an issue that caused the Renekton/Nasus Nemesis Quest to appear when they're both on the same team. Fixed an issue that caused jungle camps to sometimes not respawn. Fixed an issue that caused the Chemtech Drake to immediately chase the champion that started combat with it while flying up instead of finishing the flying up animation first. This behavior now matches the other drakes. Fixed an issue that caused Viego to obtain an Ornn Masterwork item if he possessed an Ornn while at level 14 or above and was equipped with the same item as Ornn. Fixed an issue that prevented Heartsteel from scaling properly with Ornn Masterwork items. Fixed an issue that caused Vlad's W heal to only calculate on the base damage of the ability and not its scaling. Fixed an issue that prevented Shyvana from applying the second stack of Press the Attack from her Q. Fixed an issue that allowed enemies to cast during Lulu's R knock up if it interrupted their dash. Fixed an issue where Lulu's R knock up could be reduced by Tenacity. Fixed an issue where Skarner's E couldn't be canceled by Sett's E. Fixed a display issue that caused Absorb Life's total healing to not display properly in the EoG screen. Fixed an issue where Lee Sin's Q did not reveal a small area around the target hit. Fixed an issue that allowed Bloodsong to be obtained with the upgrade UI if you already owned a spellblade item. Fixed an issue that allowed Shyvana to redirect Miss Fortune's R by hitting a spell shielded Miss Fortune with Shyvana's R. Fixed an issue that caused champion corpses to have collisions if they have a mechanic that activates after death (Sion, Karthus, Kog'Maw).
  25. man. Delink, Karma, Convic, Fawn, LSD, Persian, Sneak, StyleZ, Colonel Potter, Richard Simmons, Killer Sensation, NoLie, Define, SBPro, SPlink, NITE, Deathshot, weeman, and many many more.
  26. man oh man has HG changed, been awhile since I was last here or even on Steam. I went through my Steam friend list and everyone that had HG tags are all gone except one person: imason. 

    1. excalibuR

      excalibuR

      we wear the tags in our hearts.

    2. XxwonderbredxX
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