Left 4 Dead 2 and the Left 4 Dead 2 SDK Update Released
February 5, 2010, 1:00 pm - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. XBOX 360 users will see these changes in an upcoming title update. 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
will see how it affects carni when we get there![]()
Probably won't have too much of an impact as it'll still be difficult to get to the survivors if they decide to camp in that open area though I believe Valve said they are going to fix that area in a forthcoming update.
are we that important to the activity of the community?
sod everyone else if any of us join your beloved team vs lobby we are told kindly to **** off, one of our bum chums is on the way.
I wouldn't blow your own trumpets that much, but it is a wee bit homosexual that your only play with the 4 of you now and its like sod everyone else if any of us join your beloved team vs lobby we are told kindly to **** off, one of our bum chums is on the way.
I miss our nightly games where we was guaranteed at least 2 full servers for everyone to get a friends game on one of links servers.
Its totally up to you guys though don't take offence as none is intended, you play what you want, when you want, with who you want.
90% of the time joining a lobby without an invite will have you asked to leave because someone else is on the way...
Very true, I can't say I agree with Spils at all. If someone has a team VS lobby up then it's usually because they already have a team to play with so you are effectively taking a spot.
Very true, I can't say I agree with Spils at all. If someone has a team VS lobby up then it's usually because they already have a team to play with so you are effectively taking a spot.
However, with that said, and echoing what I said earlier. It would be good if you guys took a bit of timeout occasionally so we can get some half decent games going as i'm tired of playing with people i've never heard of. Last Ocuk game we had going the other team actually ragequit, and I didn't know anyone on the other team at all!
Like I say its up to them, just making my point it is rude that they now think old friends they played with every night for 12 months are not worth there time any more.
Last Ocuk game we had going the other team actually ragequit, and I didn't know anyone on the other team at all!