News: Left 4 Dead 2 and the Left 4 Dead 2 SDK Update Released
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Left 4 Dead 2 and the Left 4 Dead 2 SDK Update Released


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Old February 5th, 2010, 09:11 PM   #1
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RSS Left 4 Dead 2 and the Left 4 Dead 2 SDK Update Released

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 serverVAC 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 areasMall: 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/textureAdded missing patio_chair model/texture


February 5th, 2010 09:00 PM

Read the full article at Steampowered.com
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Old February 6th, 2010, 05:07 PM   #2
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Heh, the halving of melee weapon damage against the tank should be a nasty surprise for some players...
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Old February 6th, 2010, 05:57 PM   #3
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good reduced melle damage vs tank shud mean less tank death as a result of cricket bats on vs
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Old February 7th, 2010, 02:45 AM   #4
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I feel kinda sorry for all those players who find out the hard way about the melee weapon damage....hehe...just a little bit sorry.

I ask you this right now... DO I LOOK LIKE ONE OF THEM!?!?!
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Old February 7th, 2010, 08:37 AM   #5
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Halving it seems a bit harsh. Doing 7% damage would have been more reasonable, if you ask me. Still does a decent amount of damage, but makes players think twice.
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Old February 7th, 2010, 11:46 AM   #6
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Tho melee killing the tank, although it was cool, did kinda defeat the point of the tank. may have said this before but, the tank hits YOU around, not vice versa. i still think tho that perhaps bladed weapons shud still do more to a tank than blunt weapons,m as at least killing him with a sword made more sense than a frying pan, and was quite cool
EDIT: also bladed weapons rn't found everywhere, so not many survivors wud have them if any at all

Last edited by honourshield; February 7th, 2010 at 11:53 AM..
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Old February 7th, 2010, 11:48 PM   #7
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Yeeees! It's about time they decrease the damage of melee weapons against the tank. I thought it was a bit ridiculous to begin with.
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Old February 8th, 2010, 10:49 AM   #8
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Thumbs up

It was kinda cool beating a TANK with a frying pan at first. But the bladed weapons should do more damage than the blunt objects.....Just Sayng
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