On-screen messages are now colour-coded for better visibility
Green messages for us taking/capping their flag/ball
Yellow messages for any flag/ball being dropped or returned
Red messages for enemy taking your flag/ball or capping.
Can now display more than 1 on-screen message
Number of messages shown on the screen at a time controlled by cvar hud_messages
Added deathnotice icons
Unique per-level-SG icons
Unique per-level-SG det icons
Unique per-level burn icons
Backstab icon
New IC icon to match the model
Ammo type shown next to the weapon icon in the bottom right
New objective icon glyphs
New flag carried icons
Added border to all buildable icons
When you get an increase of health/armor, it is shown on the HUD
Level specific SG icons on the engi's hud
Added a hit indicator in the form of a customizable crosshair that shows up after you do damage
Changed cl_teamcolouredhud foreground color to default rather than teamcoloured (can see health/armor icons now)
hud_speedometer can now be colorized using hud_speedometer_color (0 for non-colored, 1 for abrupt color changes, 2 for smooth color changes)
Added dropshadow to location text
You now get a status icon when you're locked-onto by an SG
New, better CTF flaginfo:
Now shows the name of who has your flag
Now counts down time until flag returns
Now shows location of dropped flags
Flaginfo status icons fixed (sometimes they were displaying the wrong icon)
Status of grellow pipes, detpacks, and jump pads are shown on the HUD
Generic / Misc Stuff
Getting damaged slows you down if you're above runspeed
The slow is proportional to damage taken; if you take a little bit of damage you just get slowed a little bit. You can only be slowed to a minimum of your class' base runspeed.
Handheld concs don't push other players
You can now hold jump to bunnyhop rather than having to let go and press between each jump
You can disable this, and use the old method using cl_jumpqueue 1
sv_friction up from 4 to 5
Reduced flag bounding box (from basic box +24 to basic box +8)
Added logging for sentry and dispenser sabotaging
Nail speed reduced to 50% of old speed
Super shotgun reload speed raised, 0.6 -> 0.5 seconds to move into reload position, then 0.4 -> 0.35 seconds to reload each shell
Single shotgun reload speed raised, 0.4 -> 0.25 seconds to reload each shell.
Grenade throwspeed upped to 700 from 630
Server tickrate defaulted to 66 from 33
cl_cmdrate and cl_updaterate defaulted to 66 from 33
New announcer sounds
New jump sounds
Visuals
New flag textures with speed highlighting
All worldmodels/projectiles have a minimum light level
Brighter blue and grellow demoman pipe textures
Brighter nail texture
Variable size flames functionality. Burn level 1 is now smaller flames than 2 and 3
Bug Fixes
Jump pad build status icon is now a jump pad rather than a detpack
Spectator names now work correctly
Mapguide / Flythrough menu no longer appears whilst watching HLTV demos
"View Flythrough" button now views the flythrough rather than showing a menu
Fixed team coloured HUD turning white sometimes
Engineer displays the nail symbol when he picks up nails, rather than cells
Railgun now correctly displays nails as its ammo type
Calling for ammo (ammome) now works
Single shotgun reload end anim fixed
Fixed SG constant locking/delocking at certain odd angles
Fixed SG looking up when you're right below it
Fixed on-boot console errors:
Parent cvar in server.dll not allowed (conc_ragdoll_push)
Parent cvar in client.dll not allowed (ffdev_target_speed_min)
Parent cvar in server.dll not allowed (dump_deletes_flush)
Parent cvar in server.dll not allowed (ffdev_disableentitydecals)
sentrygun_upgraded log message was missing a space
Class-specific Changes
Medic:
Made dropped health packs heal by a maximum of 15 hp each
Pyro:
Flamethrower range reduced by 1/6th (384 back to 320)
Sniper:
Legshot duration reduced from 10s to 5s
HWGuy:
Mirv and mirvlet damage reduced to same as frags (180 to 145)
Demoman:
Yellow pipe radius reduced from 135 to 130
Added detpipes demoman command - can now bind keys to det pipes and do other things aswell / more scripting flexibility (rather than having to worry about +attack2 and -attack2)
Mirv and mirvlet damage reduced to same as frags (180 to 145)
Spy:
Gas grenades have been removed.
Added smartcloak spy command - will loud cloak if you're moving and silent cloak if you're not
Old cloak + silent cloak removed from the menu, replaced with a single smartcloak command. A quick right click now defaults to smartcloak.
cloak and silent cloak old commands are still available from the console / binds / scripts for those who want them.
HUD now shows what weapon you look like you're holding when disguised.
Sabotaged items no longer have strange behaviour before the sabotage is activated.
Quietly sabotaged SG no longer fires slightly inaccurately
Quietly sabotaged dispenser no longer reduces armor class of teammates that touch it
Quietly sabotaged dispenser no longer skips the "enemies are using your dispenser" message, and displays it as normal
Engineer's SG:
Lockon time decreased from 0.5s to 0.2s
Bullet pushforce doubled
Bullet damage increased by about 17%
Level 2 fire rate reduced by around 25%
Turn speed increased by about 5%
Stays aiming at where target was last seen for 1 second if a target was lost not killed
Angular acceleration capped (it now behaves like a real object with a mass)
Lowest pitch-down angle raised from -90 to -85 degrees
Idle scan range reduced from +-40 to +-30 degrees
Level 1 health increased by 10%
Engineer (other)
Dispensers now eat bags that touch them, with an appropriate sound ;)
Map changes
Napoli
New Invade/Defend map
Ksour
New Invade/Defend map
Genesis
New Attack/Defend the Zone map
Fusion
New Invade/Defend the Zone map
Bases
Major rebuild for gameplay, optimisation and visual improvements (loads of stuff!)
Defence classes spawn lift side, offence classes spawn other side
Bag resources redesigned (fr:30h/30a/130c/full-ammo/20s; rr-walkway/top-lift/lower:50h/50a/130c/full-ammo/1gren1/15s)
Dustbowl
Made all capture points into bucket caps
Changed CP3 start area to be more like TFC, added a bag near the gate
Opened the left-side room's window to be more SG-friendly
Added more countdown messages, etc
Lowered run speed of flag carrier
Flags moved to middle of routes out
Visual improvements and fixes
2Fort
Texturing fixes and tweaks
Engy spawns at top spiral respawn, other defence classes spawn at far respawn, offence classes and snipers still spawn randomly at both
All door triggers bigger so you can bhop through
Sides of hole dropdown extended to obscure view of flag room from in hole
Alarm bell added in basement that rings when someone comes via hole
Bag resources redesigned (respawns:full-h-a-c-ammo/2s/team-only; resup-grenpacks:2gren1/2gren2/15s/team-only; btm-lift/mid-sp:50h/50a/130c/full-ammo/20s/team-only; water-exit:50h/50a/80c/full-ammo/30s/any-team)
Schtop
Security timer reduced to 40 seconds from 60
Improved bag by security (130 cells up from 100, full ammo, and 10 seconds respawn time down from 30)
Engy spawns at security side respawn
Monkey
Visual improvements and fixes
Added ceiling to bottom of arch around back of flag room
SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")" replaced by "RandomFlagTouchSpeak( player )" to randomly play 1 of 4 flag touched announcer sounds
Fixed Lua support of all non-ff-specific entity inputs (things like func_breakable:onbreak() work now)