PDA

View Full Version : Team Fortress 2 Update Released



siosios
10-19-2024, 06:12 AM
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




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




More... (https://store.steampowered.com/news/230932/)