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	<title>ETF2L &#8211; Latest activity in &#8220;New update&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-5183/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by Memento Mori</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88226</link>
    	    <description><![CDATA[Yeah, immediately I think the revolver is even more superiorerer than the ambassador with this buff. Obviously I haven't tested though.]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 12:07:47 +0200</pubDate>
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    	<item>
    	    <title>Reply by Ka0s</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88224</link>
    	    <description><![CDATA[how about testing the spy's old revolver?]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 11:54:44 +0200</pubDate>
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    	<item>
    	    <title>Reply by ShitFly</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88222</link>
    	    <description><![CDATA[Good update, going to test the splash and shotgun changes rightaway :p]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 11:42:14 +0200</pubDate>
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    	<item>
    	    <title>Reply by Hiper</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88212</link>
    	    <description><![CDATA[<blockquote>
Team Fortress 2

Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:

The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)

The first bullet of a non-spread weapon if it's been &#62;1.25 seconds since firing


Fixes rockets &#38; grenades doing no splash damage when fired point blank into enemies

</blockquote>
So the Grenade thing was a bug :/.I really thought that the "scout to the face" strategy was over.

The bullet spread change seems a decent one,but it is mostly another buff for scouts.]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 09:52:53 +0200</pubDate>
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    	<item>
    	    <title>Reply by GMF-Bun</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88159</link>
    	    <description><![CDATA[Scouts n' shotgun solis (lame) buffed even more. Clap clap. :DD
Seriously though, this is nice. gj]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 01:30:26 +0200</pubDate>
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    	<item>
    	    <title>Reply by Arnold</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88155</link>
    	    <description><![CDATA[very good little update tbh]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 01:26:46 +0200</pubDate>
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    	<item>
    	    <title>Reply by RaCio</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88154</link>
    	    <description><![CDATA[<blockquote>
Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:

The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)

The first bullet of a non-spread weapon if it's been &#62;1.25 seconds since firing
</blockquote>k
So this basically means one pellet of the shotguns will always be accurate and the first shot of the pistols and smg.]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 01:23:44 +0200</pubDate>
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    	<item>
    	    <title>Reply by zeKe</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88146</link>
    	    <description><![CDATA[self-dmg is the same]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 00:51:54 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Jowy</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88141</link>
    	    <description><![CDATA[Soldier self-damage buff, zomg.]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 00:42:33 +0200</pubDate>
    	</item>
    	<item>
    	    <title>Created by kolox</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-5183/page-1/?recent=88226#post=88138</link>
    	    <description><![CDATA[[-]August 21, 2009 - Team Fortress 2/Day of Defeat: Source Update released

Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Orange Box Engine


Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system

Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server

Fixed a server crash caused by spoofing a client disconnect message

Fixed a server crash caused by sending malformed reliable subchannel data

Fixed a server crash related to unbounded settings on some convars


Team Fortress 2

Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:

The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)

The first bullet of a non-spread weapon if it's been &#62;1.25 seconds since firing

Added a "Disable HTML MOTDs" option to the multiplayer-&#62;advanced dialog

Added "motdfile_text" convar to servers, which allows them to specify a text file thatâ€™s shown instead of the HTML MOTD to clients who've turned on this option

Fixed radius damage not tracing out of enemies when the explosion occurs within them

Fixes rockets &#38; grenades doing no splash damage when fired point blank into enemies

Added missing snowpuff particles for DX8 players (honest)

Restored LOD for the Demoman player model

Fixed being able to alt-fire with the fists while stunned as a Heavy

Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round

Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count

Fixed sv_pure not reloading the map's custom particle file

Custom particle effects contained within maps must now be placed in the particles directory

Fixed another case where items weren't being validated properly in class loadout slots


Community requests

Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode

Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture

Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities

Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color

Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin



mostly rubbish, except the bullet patterns thing :x]]></description>
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    	    <pubDate>Sat, 22 Aug 2009 00:38:09 +0200</pubDate>
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