PDA

View Full Version : Team Fortress 2 Update Released



siosios
10-12-2024, 05:02 PM
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:



Scream Fortress XVI has arrived!


Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
Added the Terrifying Trove Case

Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
Has a chance to give a taunt Unusualifier as a bonus item


Added 4 new community-contributed taunts to the Mann Co. Store

Taunt: Crushing Defeat
Taunt: Peace Out
Taunt: Commending Clap
Taunt: The Punchline


Added 22 new community-created Unusual effects

12 new effects for Unusual hats
10 new effects for Unusual taunts


Added the Scream Fortress XVI War Paint Case

Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
Has a chance to give a taunt Unusualifier as a bonus item


All players who launch the game will receive a Soul Gargoyle if they don't already have one

Grants access to Merasmissions and Halloween item transmutations
Tracks Merasmissions completed and souls collected


All Halloween Contracts have been reset, allowing them to be completed again
Added new Contracts for this year's featured community maps
Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case
Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
Join Halloween matches by using the Special Events category in CasualScream Fortress XVI runs through November 7th, 2024

General


Added UI scaling based on resolution for better HiDPI support
Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
Fixed not being able to pickup currency in MvM if it's on a teleporter
Fixed Keyless Winter 2016 Case not playing the special winter case sound
Recompiled some skybox models to fix UV issues
Updated the Scariest Mask EVER to fix some issues with clipping
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Added check to prevent copying a disguise target's action slot item when disguised as them
Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
Updated/Added some tournament medals
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Updated several maps to fix localization issues
Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium

General Changes

Zombies no longer spawn instantly- their respawn timer is now dependant on the map
Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")

Note: this change is only visible in casual mode or servers with mp_tournament set to 1


Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)

Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability


The Pomson 6000 now puts Zombie abilities on cooldown on hit
Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
Added new kill icons for every zombie attack


Zombie Changes

Removed the out-of-combat speed buff from all Zombies
Zombie Pyro

Zombie Pyro has a new ability - "Dragon's Breath"

Fires a Dragon's Fury fireball
The initial cast of the fireball can reflect projectiles and airblast enemies


Zombie Pyro now deals mini-crits to burning players on melee hit
Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
Zombie Pyro no longer emits a Gas Passer cloud on death


Zombie Demoman

Added new sound effects to telegraph Zombie Demoman's Blast Charge ability


Zombie Heavy

Zombie Heavy's health reduced to 450 (from 600)
Zombie Heavy now drops a Medium Health Kit on death


Zombie Sniper

Zombie Sniper's Spit damage vs buildables is now reduced by half
Zombie Sniper's Spit now applies a screen overlay to players standing in the pool


Zombie Medic

Zombie Medic now emits health like a dispenser to nearby Zombies
Zombie Medic can no longer attack while using Heal
Added a new sound effect for Zombie Medic's Heal ability


Zombie Spy

Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!


Zombie Scout

With other zombies getting slower, Zombie Scout's speed stands out more than ever before



Bug Fixes

Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
Fixed a bug that caused Zombies to not gib correctly
Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
Fixed a bug that caused players to have the incorrect player skin when respawning at round start
Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
Fixed an issue with "game_text" entities not being correctly cleared after round reset



Updated zi_murky (additional changes)

Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
Added a life preserver shop to connect to the lonely shack in the southern end of the map
Added a new dock network with a series of platforms leading to the roof of the central boathouse
Added a small ramp to the left-most sewer pipes
Removed some awkward ladder-ramps and replaced them with proper docks
De-cluttered the roofs across the map
Removed the floating large medkit
Removed expensive reflections from the water
Reduced color correction intensity
Clipping improvements


Updated zi_atoll (additional changes)

Set a culling distance to most props
Added occluders on the lighthouse to improve performance



Updated zi_woods (additional changes)

Fixed the announcer not being silenced when time is added


Updated zi_sanitarium (additional changes)

The roof is now accessible
Added several routes to the roof
Slightly reduced the intensity of the fog
Added more pumpkin bombs
Raised the skybox height


Updated cp_gravelpit_snowy

Improved performance by combining props
Improved clipping
Increased volume of laser gun finale
Miscellaneous improvements


Updated koth_sawmill_event

Fixed an overlay


Updated koth_undergrove_event

Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
Fixed an incorrect texture on RED's side


Updated koth_synthetic_event

Moved spells away from mid
Detail adjustments
Clipping fixes
Very minor lighting changes


Updated pd_mannsylvania

Added even more Bats!
Added more spawnpoints for pumpkin-bombs
Added new nag voiceline for if Dracula does not receive any blood donations
Removed setup time, replaced it with a normal countdown instead
Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
Decrease dropped blood bag timer from 15 -> 10 seconds
Decreased respawn wave times for the losing team from 4 -> 2 seconds
Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
Changed the main spawn doors to have windows
Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
Health and ammo pickup adjustments
Clipped stairs by the Castle's exit portal
Minor visual updates


Updated ctf_applejack

Fixed the projectile weapons from not working inside the buildings
Removed bullet collision from the intelligence room handrails
Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
Removed the vents with missing textures
Fixed the bug with being able to get stuck in the blue shed
Fixed a stuck spot in mid shed (ty Midnite!)
Fixed a texture being weird in the intel rooms
Fixed a black displacement in the red intel yard
Removed the collision from the food in the red spawn table


Updated cp_ambush_event

Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
Improved lighting at RED base in stage3
Fixed lantern being clipped into cliff wall in cavern at stage1
Fixed odd shadows cast by some props
Fixed coffin from being non-solid in stage2
Fixed spawncamping spot in stage2 at RED indoor exit
Fixed few hovering lamp props
Fixed some prop fading too soon
Fixed rare issue where players fell of directly to lava on underworld teleportation
Clipped few crates to make it easier to jump on them


Updated arena_lumberyard_event

Recreated the game mode in VScript
Significantly increased server performance
Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
Updated the healing ghost appearance for RED team
Text pop-ups are now drawn in chat instead of in the middle of your screen
Reduced volume of the incoming spell
Removed the random Skeleton King and the Horseless Headless Horseman
Removed the rare spell given to the last player standing
Converted some medium health kits into small health kits
Removed small health kits from the second story of both churches
Fixed a pumpkin bomb that was stuck in the terrain


Updated pl_embargo

Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
Fixed the lack of countdown at the end of the round




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:



Scream Fortress XVI has arrived!


Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
Added the Terrifying Trove Case

Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
Has a chance to give a taunt Unusualifier as a bonus item


Added 4 new community-contributed taunts to the Mann Co. Store

Taunt: Crushing Defeat
Taunt: Peace Out
Taunt: Commending Clap
Taunt: The Punchline


Added 22 new community-created Unusual effects

12 new effects for Unusual hats
10 new effects for Unusual taunts


Added the Scream Fortress XVI War Paint Case

Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
Has a chance to give a taunt Unusualifier as a bonus item


All players who launch the game will receive a Soul Gargoyle if they don't already have one

Grants access to Merasmissions and Halloween item transmutations
Tracks Merasmissions completed and souls collected


All Halloween Contracts have been reset, allowing them to be completed again
Added new Contracts for this year's featured community maps
Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case
Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
Join Halloween matches by using the Special Events category in CasualScream Fortress XVI runs through November 7th, 2024

General


Added UI scaling based on resolution for better HiDPI support
Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
Fixed not being able to pickup currency in MvM if it's on a teleporter
Fixed Keyless Winter 2016 Case not playing the special winter case sound
Recompiled some skybox models to fix UV issues
Updated the Scariest Mask EVER to fix some issues with clipping
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Added check to prevent copying a disguise target's action slot item when disguised as them
Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
Updated/Added some tournament medals
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Updated several maps to fix localization issues
Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium

General Changes

Zombies no longer spawn instantly- their respawn timer is now dependant on the map
Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")

Note: this change is only visible in casual mode or servers with mp_tournament set to 1


Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)

Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability


The Pomson 6000 now puts Zombie abilities on cooldown on hit
Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
Added new kill icons for every zombie attack


Zombie Changes

Removed the out-of-combat speed buff from all Zombies
Zombie Pyro

Zombie Pyro has a new ability - "Dragon's Breath"

Fires a Dragon's Fury fireball
The initial cast of the fireball can reflect projectiles and airblast enemies


Zombie Pyro now deals mini-crits to burning players on melee hit
Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
Zombie Pyro no longer emits a Gas Passer cloud on death


Zombie Demoman

Added new sound effects to telegraph Zombie Demoman's Blast Charge ability


Zombie Heavy

Zombie Heavy's health reduced to 450 (from 600)
Zombie Heavy now drops a Medium Health Kit on death


Zombie Sniper

Zombie Sniper's Spit damage vs buildables is now reduced by half
Zombie Sniper's Spit now applies a screen overlay to players standing in the pool


Zombie Medic

Zombie Medic now emits health like a dispenser to nearby Zombies
Zombie Medic can no longer attack while using Heal
Added a new sound effect for Zombie Medic's Heal ability


Zombie Spy

Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!


Zombie Scout

With other zombies getting slower, Zombie Scout's speed stands out more than ever before



Bug Fixes

Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
Fixed a bug that caused Zombies to not gib correctly
Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
Fixed a bug that caused players to have the incorrect player skin when respawning at round start
Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
Fixed an issue with "game_text" entities not being correctly cleared after round reset



Updated zi_murky (additional changes)

Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
Added a life preserver shop to connect to the lonely shack in the southern end of the map
Added a new dock network with a series of platforms leading to the roof of the central boathouse
Added a small ramp to the left-most sewer pipes
Removed some awkward ladder-ramps and replaced them with proper docks
De-cluttered the roofs across the map
Removed the floating large medkit
Removed expensive reflections from the water
Reduced color correction intensity
Clipping improvements


Updated zi_atoll (additional changes)

Set a culling distance to most props
Added occluders on the lighthouse to improve performance



Updated zi_woods (additional changes)

Fixed the announcer not being silenced when time is added


Updated zi_sanitarium (additional changes)

The roof is now accessible
Added several routes to the roof
Slightly reduced the intensity of the fog
Added more pumpkin bombs
Raised the skybox height


Updated cp_gravelpit_snowy

Improved performance by combining props
Improved clipping
Increased volume of laser gun finale
Miscellaneous improvements


Updated koth_sawmill_event

Fixed an overlay


Updated koth_undergrove_event

Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
Fixed an incorrect texture on RED's side


Updated koth_synthetic_event

Moved spells away from mid
Detail adjustments
Clipping fixes
Very minor lighting changes


Updated pd_mannsylvania

Added even more Bats!
Added more spawnpoints for pumpkin-bombs
Added new nag voiceline for if Dracula does not receive any blood donations
Removed setup time, replaced it with a normal countdown instead
Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
Decrease dropped blood bag timer from 15 -> 10 seconds
Decreased respawn wave times for the losing team from 4 -> 2 seconds
Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
Changed the main spawn doors to have windows
Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
Health and ammo pickup adjustments
Clipped stairs by the Castle's exit portal
Minor visual updates


Updated ctf_applejack

Fixed the projectile weapons from not working inside the buildings
Removed bullet collision from the intelligence room handrails
Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
Removed the vents with missing textures
Fixed the bug with being able to get stuck in the blue shed
Fixed a stuck spot in mid shed (ty Midnite!)
Fixed a texture being weird in the intel rooms
Fixed a black displacement in the red intel yard
Removed the collision from the food in the red spawn table


Updated cp_ambush_event

Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
Improved lighting at RED base in stage3
Fixed lantern being clipped into cliff wall in cavern at stage1
Fixed odd shadows cast by some props
Fixed coffin from being non-solid in stage2
Fixed spawncamping spot in stage2 at RED indoor exit
Fixed few hovering lamp props
Fixed some prop fading too soon
Fixed rare issue where players fell of directly to lava on underworld teleportation
Clipped few crates to make it easier to jump on them


Updated arena_lumberyard_event

Recreated the game mode in VScript
Significantly increased server performance
Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
Updated the healing ghost appearance for RED team
Text pop-ups are now drawn in chat instead of in the middle of your screen
Reduced volume of the incoming spell
Removed the random Skeleton King and the Horseless Headless Horseman
Removed the rare spell given to the last player standing
Converted some medium health kits into small health kits
Removed small health kits from the second story of both churches
Fixed a pumpkin bomb that was stuck in the terrain


Updated pl_embargo

Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
Fixed the lack of countdown at the end of the round




More... (https://store.steampowered.com/news/230553/)