ÜBERFEST 2024
November 04, 2024
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(Image credit: 3DylanStar and axl)
In November, Europe’s greatest Team Fortress 2 competitive teams will be battling it out over 3 days, live from Germany at the appropriately titled: ÜBERFEST 2024!
The 6v6 tournament sees more than 100 players, spread across 18 teams, playing shoulder to shoulder at BaseStack, Dortmund. Each team vying to claim the lion’s share of the €2500 prize pool and to hoist aloft an impressively shiny trophy.
With seating for 150 in the main arena there’s plenty of room if you turn up in person. Or should you prefer to watch from home, coverage plays November 8th - 10th from 13:00 CET (7 am EST) till 21:00 CET (3 pm EST) each day. Follow the event by tuning into KritzKast for live coverage on Twitch.
For more updates find KritzKast everywhere or event organisers, Being Esports.
AsiaFortress Liquid.tf Fall 6s Finals
November 01, 2024
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AsiaFortress Liquid.tf is back with its Fall 6s finals!
After years of Xiao dominance, they are no more. For the first time in years, the throne is free and teams are hungry to claim the title in the most competitive season yet!
Catch the action, witness history, and tune in live starting November 2nd @ 9pm SGT / 2pm CET!
Important Links:
Sacred Scouts 6v6 Cup
October 26, 2024
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Sacred Scouts is back for its second season of 6v6 Scout-only chaos!
Sign-ups will open on October 31st and close on November 21st, and the cup will take place on November 23rd-24th. Season 2 will be open for NA and EU regions only, but other regions are also welcome to play!
You can sign up on the CLTF2 website or visit their Discord server for more information!
Team Fortress 2 Update Released
October 25, 2024
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:
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
- 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
Team Fortress 2 Update Released
October 25, 2024
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
- Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
- 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!)
- Fixed issues related to the gamemode logic
- 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
- Re-encoded all Zombie Infection sound effects as .WAV
- 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
- Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
- 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
- Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
- 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
- Crossbow weapons no longer have a flat damage multiplier against Zombies
- General
- Updated zi_murky (additional changes)
- Added more respawn room triggers around the new spawn zones
Team Fortress 2 Update Released
October 24, 2024
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:
Updated cp_darkmarsh Lowered spell spawn timer (from 180 seconds to 120 seconds)
Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
Added several more pumpkin bomb spawn points
Fixed portcullis doors turning pitch black when opening
Lowered RED respawn wave time for the last point (from 10 to 8)
Updated tow_dynamite Fixed an ammo pick-up differ on BLU side
Added a missing wagon wheel on BLU side
Added Tug of War objective strings
Made the jump pad's deathpits deeper
A new critter has arrived
Updated pd_circus Fixed spell books being prompted despite none spawning in the map
Reduced points per player from 6 to 5
Reduced distracting lighting and details around the inaccessible areas of the circus
Fixed being able to place teleporters too close to spawn doors
Fixed erroneous collisions
Fixed small displacements cutting through walls
Fixed some gaps in geometry
- Added missing list of authors for arena_lumberyard_event
- Fixed the Crook Combatant hiding the Scout's dog tags
- Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
- Fixed BLU Scout using the incorrect team color pants
- Fixed some props_farm models using an incorrect surfaceprop setting
- Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
- Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
- Updated a couple of the community console images to fix missing nomip/nolod settings
- Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
- Updated the Fleet Commander and Delldozer to fix import problems from the previous update
- Updated arena_lumberyard_event
- Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
- Added missing navigation mesh
- Fixed areaportal windows in spawn fading in too early
- Fixed cases where players would get stuck on the setup doors
- Adjusted prop fades
Team Fortress 2 Update Released
October 24, 2024
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:
- Added missing list of authors for arena_lumberyard_event
- Fixed the Crook Combatant hiding the Scout's dog tags
- Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
- Fixed BLU Scout using the incorrect team color pants
- Fixed some props_farm models using an incorrect surfaceprop setting
- Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
- Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
- Updated a couple of the community console images to fix missing nomip/nolod settings
- Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
- Updated the Fleet Commander and Delldozer to fix import problems from the previous update
- Updated arena_lumberyard_event
- Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
- Added missing navigation mesh
- Fixed areaportal windows in spawn fading in too early
- Fixed cases where players would get stuck on the setup doors
- Adjusted prop fades
- Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
- Updated cp_darkmarsh
- Lowered spell spawn timer (from 180 seconds to 120 seconds)
- Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
- Added several more pumpkin bomb spawn points
- Fixed portcullis doors turning pitch black when opening
- Lowered RED respawn wave time for the last point (from 10 to 8)
- Lowered spell spawn timer (from 180 seconds to 120 seconds)
- Updated tow_dynamite
- Fixed an ammo pick-up differ on BLU side
- Added a missing wagon wheel on BLU side
- Added Tug of War objective strings
- Made the jump pad's deathpits deeper
- A new critter has arrived
- Fixed an ammo pick-up differ on BLU side
- Updated pd_circus
- Fixed spell books being prompted despite none spawning in the map
- Reduced points per player from 6 to 5
- Reduced distracting lighting and details around the inaccessible areas of the circus
- Fixed being able to place teleporters too close to spawn doors
- Fixed erroneous collisions
- Fixed small displacements cutting through walls
- Fixed some gaps in geometry
- Fixed spell books being prompted despite none spawning in the map
propugs.com Fall Highlander Cup 2024
October 22, 2024
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(Image credit: gedu and fontar)
It's time to ping your TF2 buddies and scroll through your Steam friends to muster the best 9 gamers to compete in the propugs.com Fall Highlander Cup 2024! While other leagues clock off for the year, this new cup can satiate your TF2 cravings whether you are an established team or a fresh face hungry to get started in competitive TF2!
The top teams in European Highlander can battle it out for a 100+ key prizepool and other prizes! New players can also join the fun and be ensured of a healthy competition with a dedicated Newcomer Division. Not only can rookies make some new buddies and learn the ropes of 9v9 Highlander, but the legendary SDCK! Pyro, GardenFungus, has also provided a 45+ key prizepool specifically for the Newcomer Division!
Sign-ups will run until November 27th, with tournament matches being played between November 29th and December 19th. The most highly anticipated of these will be broadcast live on KritzKast. All players (even Medics!) can submit their best plays from the tournament, with a chance to make it into the official fragmovie!
In the meantime, players can sharpen their skills with pick-up games for 6v6 and Highlander. Join the propugs.com Discord to get involved and find all the information for the propugs.com Fall Highlander Cup 2024!
Team Fortress 2 Update Released
October 19, 2024
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:
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
- 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
Team Fortress 2 Update Released
October 19, 2024
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
- Fixed clipping
- 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
- Fixed white seams when moving camera away from character
- 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
- Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds
- 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
- Fixed top roof having no collisions, causing players to 'sink in'
- 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
- Doubled the chances of a Jump Spell drop
- Updated vsh_outburst
- Improved performance
- Fixed menu images
- Fixed a minor visual issue
- Fixed being able to stick to the invisible walls
- Improved performance
- 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
- Reduced the amount of skeletons that spawn
- 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
- 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
- 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
- Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time
- 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
- Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu
- 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
- Fixed issues related to the gamemode logic