siosios
10-27-2024, 09:54 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:
Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
Updated the Fleet Commander again to fix import problems from the previous update
Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
Updated cp_freaky_fair
Fixed issues related to the gamemode logic
Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
Fixed sniper and demo shields not having their upgrades cleared
Fixed canteens not having their values cleared when refunding whilst not equipped
Increased the height of the skybox
Increased last point capture time from 6s to 7s
Changed some clipping to stop giants from building on roofs
Smoothed out a divot (Thanks Midnite!)
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
General
Re-encoded all Zombie Infection sound effects as .WAV
This fixes issues with sound effects not playing correctly and spewing errors in the console
Bug fixes
Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
Zombie Changes
Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
Zombie Heavy is no longer immune to Critical Hits
Zombie Heavy's max health raised to 525 (from 450)
Zombie Pyro's max health raised to 250 (from 175)
Zombie Pyro now drops a medium health kit on death
Survivor Changes
Crossbow weapons no longer have a flat damage multiplier against Zombies
The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
Jumper Weapons can no longer store reserve ammunition
Updated zi_murky (additional changes)
Added more respawn room triggers around the new spawn zones
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:
Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
Updated the Fleet Commander again to fix import problems from the previous update
Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
Updated cp_freaky_fair
Fixed issues related to the gamemode logic
Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
Fixed sniper and demo shields not having their upgrades cleared
Fixed canteens not having their values cleared when refunding whilst not equipped
Increased the height of the skybox
Increased last point capture time from 6s to 7s
Changed some clipping to stop giants from building on roofs
Smoothed out a divot (Thanks Midnite!)
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
General
Re-encoded all Zombie Infection sound effects as .WAV
This fixes issues with sound effects not playing correctly and spewing errors in the console
Bug fixes
Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
Zombie Changes
Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
Zombie Heavy is no longer immune to Critical Hits
Zombie Heavy's max health raised to 525 (from 450)
Zombie Pyro's max health raised to 250 (from 175)
Zombie Pyro now drops a medium health kit on death
Survivor Changes
Crossbow weapons no longer have a flat damage multiplier against Zombies
The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
Jumper Weapons can no longer store reserve ammunition
Updated zi_murky (additional changes)
Added more respawn room triggers around the new spawn zones
More... (https://store.steampowered.com/news/231671/)
Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
Updated the Fleet Commander again to fix import problems from the previous update
Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
Updated cp_freaky_fair
Fixed issues related to the gamemode logic
Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
Fixed sniper and demo shields not having their upgrades cleared
Fixed canteens not having their values cleared when refunding whilst not equipped
Increased the height of the skybox
Increased last point capture time from 6s to 7s
Changed some clipping to stop giants from building on roofs
Smoothed out a divot (Thanks Midnite!)
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
General
Re-encoded all Zombie Infection sound effects as .WAV
This fixes issues with sound effects not playing correctly and spewing errors in the console
Bug fixes
Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
Zombie Changes
Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
Zombie Heavy is no longer immune to Critical Hits
Zombie Heavy's max health raised to 525 (from 450)
Zombie Pyro's max health raised to 250 (from 175)
Zombie Pyro now drops a medium health kit on death
Survivor Changes
Crossbow weapons no longer have a flat damage multiplier against Zombies
The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
Jumper Weapons can no longer store reserve ammunition
Updated zi_murky (additional changes)
Added more respawn room triggers around the new spawn zones
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:
Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
Updated the Fleet Commander again to fix import problems from the previous update
Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
Updated cp_freaky_fair
Fixed issues related to the gamemode logic
Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
Fixed sniper and demo shields not having their upgrades cleared
Fixed canteens not having their values cleared when refunding whilst not equipped
Increased the height of the skybox
Increased last point capture time from 6s to 7s
Changed some clipping to stop giants from building on roofs
Smoothed out a divot (Thanks Midnite!)
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
General
Re-encoded all Zombie Infection sound effects as .WAV
This fixes issues with sound effects not playing correctly and spewing errors in the console
Bug fixes
Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
Zombie Changes
Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
Zombie Heavy is no longer immune to Critical Hits
Zombie Heavy's max health raised to 525 (from 450)
Zombie Pyro's max health raised to 250 (from 175)
Zombie Pyro now drops a medium health kit on death
Survivor Changes
Crossbow weapons no longer have a flat damage multiplier against Zombies
The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
Jumper Weapons can no longer store reserve ammunition
Updated zi_murky (additional changes)
Added more respawn room triggers around the new spawn zones
More... (https://store.steampowered.com/news/231671/)