Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Fixed an issue with Blazehattan contracts

Fixed an issue with Outburst contracts

Fixed an invalid Soul Gargoyle location on Mann Manor

Fixed players not being able to select a class and spawn after watching an intro video

Recompiled props_farm\box_cluster03.mdl to fix a problem with the material

Updated the Dusk Duster to adjust the rigging a bit to reduce distortion

Updated the Triboniophorus Gentlemannus

Fixed clipping

Updated texture to fix mipmapping

Added jigglebone

Added attachment for genteel smoke effect

Updated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style

Updated the Fleet Commander

Fixed white seams when moving camera away from character

Improved position of Style Selection camera by deleting unused bones

Updated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles

Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps

Updated Taunt: Commending Clap to fix some issues with sounds and timing

Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods

Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds

Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast

Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)

Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!)

Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to Heavy

Updated zi_blazehattan (additional changes)

Fixed top roof having no collisions, causing players to 'sink in'

Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier

Removed some redundant clip brushes

Changed the round timer from 6 minutes to 3 minutes 30 seconds

Fixed missing textures behind the windows of the warehouse building

Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!)

Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!)

Fixed floodlight stuck spot near B Gate (Thanks Midnite!)

Fixed troll teleporter spots (Thanks Midnite!)

Fixed telephone pole collision (Thanks Midnite!)

Added no-build triggers on top of barrel clusters at the top of the containers for consistency

Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies

Various small changes

Updated tow_dynamite

Doubled the chances of a Jump Spell drop

Fixed the main gates killing players when touched on the side

Fixed the main gates killing you prematurely before they are fully closed

Fixed HUD textures going missing on occasion (Thanks Aar)

Fixed the rooftop fire being too strong

Fixed multiple locations that allowed players to build out of bounds

Fixed an overly aggressive propfade in front of spawn

Fixed edge bugs on multiple roofs that allowed players to remain alive

Updated vsh_outburst

Improved performance

Fixed menu images

Fixed a minor visual issue

Fixed being able to stick to the invisible walls

Updated koth_sawmill_event

Reduced the amount of skeletons that spawn

Added a new pathway to the secret underworld exit

Redid some detailing near Reds base

Improved lighting near some shacks near mid

Fixed clipping for a shack

Reworked where Soul Gargoyles spawn, now favoring Mid more often

Made some new greener water for Mids lumber place

New spectator cams

Updated cp_freaky_fair

Fixed issues related to the gamemode logic

Fixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them

Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger

Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded

Fixed character upgrades being occasionally set to incorrect quantities

Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects

Fixed players being able to put a class into a massive debt

Several minor fixes

Merasmus is very talkative, so we asked him to talk a bit differently

Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time

Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now

Merasmus now has more things to say

Merasmus will now announce overtime, stalemate and last control point being captured instead of the Administrator

Made changes to the upgrades

Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu

Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf)

Sentry Firing Speed: removed redundant 3rd level

Disposable sentry: Maximum amount reduced from 4 to 3

Crit boost on kill: Now disabled

Shield Recharge Rate bonus: Maximum level reduced from 4 to 2

Shield Recharge Rate bonus: Price increased from $150 to $250

Rocket Specialist: Price increased from $300 to $450

Rocket Specialist: Maximum level reduced from 4 to 3

Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf)

Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf)

Thermal Thruster impact stun: Price increased from $600 to $750

Explosive Headshot: Price increased from $350 to $450

Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25%

Mark For Death: Price reduced from $500 to $300

Fixed several roof spots players were able to stand on (Thanks Midnite!)

Fixed several teleporter stuck spots (Thanks Midnite!)

Fixed floating pumpkins and planks (Thanks Midnite!)

Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!)

Removed some visible dev textures (Thanks Midnite!)

Removed stool from the arcade that was blocking the path previously

Fixed being able to deal splash damage through metal grates

Clipped the attic in respawn room to prevent players from getting and building there

Clipped several beams in the lobby room

Fixed missing wooden board near Red respawn room door

Moved Merry-Go-Round sound source closer to make it louder

Brightened several dark spots

Closed the tree gap

https://store.steampowered.com/news/230932/

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