A new update for Team Fortress 2 has been released. It will be applied automatically upon restarting the game. The main updates are as follows:
- Resolved an issue with Blazehattan contracts
- Addressed a problem with Outburst contracts
- Corrected an invalid Soul Gargoyle location on Mann Manor
- Fixed an issue preventing players from selecting a class and spawning after an intro video
- Recompiled props_farm\box_cluster03.mdl to address a material issue
- Modified the Dusk Duster rigging to minimize distortion
- Updated the Triboniophorus Gentlemannus
- Resolved clipping issues
- Updated texture to correct mipmapping
- Added jigglebone feature
- Incorporated an attachment for the genteel smoke effect
- Updated the Clue Hairdo to correct a rim mask issue with the ‘Case Open’ style
- Improved the Fleet Commander
- Addressed white seams appearing when moving the camera away from character
- Enhanced the position of the Style Selection camera by removing unused bones
- Fixed a specular map issue in the Delldozer for the Re-Mastered and Re-Engineered styles
- Resolved diffuse textures and normal maps issue with The Witch Doctor
- Corrected sound and timing issues with Taunt: Commending Clap
- Updated maps zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Reduced Zombie Engineer’s EMP Grenade Cooldown from 10 to 9 seconds
- Adjusted Zombie Pyro’s death explosion to briefly ignite players hit by the blast
- Fixed a bug allowing Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)
- Resolved issue with Zombie Heavy’s ability displaying as an active instead of a passive on the HUD (Thanks NeoDement!)
- Fixed a bug causing Zombie Heavy’s knockback effect to trigger on afterburn damage when rapidly switching from Pyro to Heavy
- Additional updates for zi_blazehattan
- Fixed top roof collision issues, preventing players from ‘sinking in’
- Lowered the brick decoration near the wooden ramp to facilitate jumping to the top roof
- Removed redundant clip brushes
- Changed the round timer from 6 minutes to 3 minutes 30 seconds
- Fixed missing textures behind warehouse building windows
- Corrected rendering issue in the A Gate zombie spawn (Thanks Midnite!)
- Resolved 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!)
- Addressed troll teleporter spots (Thanks Midnite!)
- Fixed telephone pole collision issue (Thanks Midnite!)
- Added no-build triggers on top of barrel clusters at the top of the containers for consistency
- Introduced barrel clusters and wood debris on top of the red container with the floodlight to highlight areas where engineers can’t build and provide cover for zombies
- Made various minor updates
- Enhancements made to tow_dynamite
- Doubled the likelihood of a Jump Spell drop
- Fixed the main gates causing player deaths when touched on the side
- Resolved issue with main gates killing players prematurely before fully closing
- Fixed occasional HUD texture disappearance (Thanks Aar)
- Adjusted rooftop fire strength
- Corrected numerous locations permitting players to build out of bounds
- Fixed overly aggressive propfade in front of spawn
- Addressed edge bugs on multiple roofs allowing players to remain alive
- Updates applied to vsh_outburst
- Enhanced performance
- Corrected menu images
- Fixed a minor visual issue
- Addressed sticking to invisible walls
- Improvements to koth_sawmill_event
- Reduced spawning skeletons
- Introduced a new pathway to the secret underworld exit
- Redesigned some detailing near Reds base
- Enhanced lighting near certain shacks close to the middle
- Fixed clipping for a shack
- Revised Soul Gargoyle spawn locations to favor Mid more often
- Introduced new greener water for the Mid lumber area
- Added new spectator cams
- Updated cp_freaky_fair
- Resolved issues with gamemode logic
- Corrected players retaining weapon upgrades by placing them in their loadout before round changes and then switching back
- Fixed currency bugs related to players with pending but unaccepted upgrades leaving the upgrade trigger
- Addressed players retaining upgrades when switching classes inside the upgrade trigger after refunds
- Corrected character upgrades occasionally being set to incorrect values
- Changed uber and kritz potions to use equivalent lakeside conditions allowing Medics to switch weapons while maintaining their effects
- Prevented players from putting a class into massive debt
- Included several minor fixes
- Merasmus sound adjustments
- Merasmus will only sometimes speak after discussing financial problems during the setup’s initial seconds
- Revised long messages that Merasmus previously delivered before announcing new information, offering different dialogue
- Merasmus now has more dialogue options
- Merasmus to announce overtime, stalemate, and the last control point capture instead of the Administrator
- Adjustments to upgrades
- Ghost Potion: reduced ghost spooking radius from 512 hu to 384 hu
- Ghost Potion: increased ghost spooking frequency from 5 to 7 seconds (nerf)
- Sentry Firing Speed: redundant 3rd level removed
- Disposable Sentry: Maximum number reduced from 4 to 3
- Crit boost on kill: Now disabled
- Shield Recharge Rate bonus: Maximum level reduced from 4 to 2
- Price increased for Shield Recharge Rate bonus from $150 to $250
- Rocket Specialist: price increased from $300 to $450
- Rocket Specialist: Maximum level reduced from 4 to 3
- Crit damage resistance: reduced resistance from 30% to 25% per level (nerf)
- Overall Crit damage resistance reduced from 90% to 75% (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: reduced debuff from 35% to 25%
- Mark For Death: price reduced from $500 to $300
- Corrected roof spots allowing players to stand (Thanks Midnite!)
- Addressed teleporter stuck spots (Thanks Midnite!)
- Fixed floating pumpkins and planks (Thanks Midnite!)
- Resolved spawncamp abuse spots (Thanks Midnite!)
- Removed visible dev textures (Thanks Midnite!)
- Removed obstructive stool from the arcade path
- Prevented splash damage through metal grates
- Clipped respawn room attic to stop player access and constructions
- Clipped beams in the lobby room
- Fixed missing wooden board near Red respawn room door
- Moved Merry-Go-Round sound source for increased volume
- Brightened several dark spots
- Closed the gap in the tree
- Resolved issues with gamemode logic