In about two and a half hours from the moment of posting this we’re going to livestream a demonstration game featuring freeze tag and some other new things.
An interesting FT bug has popped up post-release where one team can randomly win or lose although not all (or any) players are frozen. If you get a demo of it or have something to say about it, post on the GitHub (or if you don’t have or don’t want to make an account, PM me and I’ll copy your comment over).
4.2.020 was released yesterday, slightly before midnight (or possibly today after midnight, damned timezones). Notably, FT behaves more like the 4.1 server mod (frozen players can be booted and shot to keep them from thawing).
The QVM injection exploit is now kinda fixed, but it can cause some issues on its own if you happen to have some of those malicious maps lying around (never mind, I misread something on the QA IRC channel).
I just now noticed something game-changing and in my opinion a grave mistake.
The FRZN status in bomb mode gives away vital information to the opposing team. If used correctly a devastating advantage. (Devastating meaning totally messes up the balance. Of course every team has its time when defusing/planting. Making it 'fair' in terms of gameplay, but not as bomb was intended in my opinion. Or did I miss some thing and am I the stupid one here and similar information was there before?)