Team Fortress 2 Update Released
November 10, 2020
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:
Mannpower update
Dominant players are now marked for death only when carrying a powerup
Shield charge meter passive refill rate reduced. Reduction is greater when carrying a powerup
Items or actions that add to the shield charge meter now add less when carrying a powerup
Carried buildings now deploy faster than default, but not instant
Decapitating swords no longer get the base melee damage boost other melee weapons get in Mannpower
Strength powerup no longer multiplies critical damage
Medic
Powered up medics with unpowered up targets get a less reduced heal rate (50% -> 75% of default rate)
Reduced ubercharge gain on Ubersaw hit in Mannpower. 40% of regular rate if not powered up, 20% of regular rate if powered up
Mannpower update
Dominant players are now marked for death only when carrying a powerup
Shield charge meter passive refill rate reduced. Reduction is greater when carrying a powerup
Items or actions that add to the shield charge meter now add less when carrying a powerup
Carried buildings now deploy faster than default, but not instant
Decapitating swords no longer get the base melee damage boost other melee weapons get in Mannpower
Strength powerup no longer multiplies critical damage
Medic
Powered up medics with unpowered up targets get a less reduced heal rate (50% -> 75% of default rate)
Reduced ubercharge gain on Ubersaw hit in Mannpower. 40% of regular rate if not powered up, 20% of regular rate if powered up
Team Fortress 2 Update Released
November 05, 2020
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:
- Mannpower update
- Dominant players are now marked for death only when carrying a powerup
- Shield charge meter passive refill rate reduced. Reduction is greater when carrying a powerup
- Items or actions that add to the shield charge meter now add less when carrying a powerup
- Carried buildings now deploy faster than default, but not instant
- Decapitating swords no longer get the base melee damage boost other melee weapons get in Mannpower
- Strength powerup no longer multiplies critical damage
- Medic
- Powered up medics with unpowered up targets get a less reduced heal rate (50% -> 75% of default rate)
- Reduced ubercharge gain on Ubersaw hit in Mannpower. 40% of regular rate if not powered up, 20% of regular rate if powered up
- Powered up medics with unpowered up targets get a less reduced heal rate (50% -> 75% of default rate)
- Dominant players are now marked for death only when carrying a powerup
Team Fortress 2 Update Released
October 29, 2020
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 item schema with community fixes from Andrés S. (rabscootle)
- Updated/Added some tournament medals
- Updated the localization files
- Updated pl_bloodwater
- Fixed a Minify spell exploit at point A
- Removed the Horseless Headless Horsemann from the map
- Updated the underworld to give a rare spell when escaping
- Fixed a Minify spell exploit at point A
Team Fortress 2 Update Released
October 15, 2020
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 Jupiter Jetpack to not hide the Pyro grenades
- Updated The Great Deflate achievement to include the Balloonicorpse
- Updated pl_hasslecastle
- Fixed more out-of-bounds exploits
- Improved clipping
- General improvements
- Fixed more out-of-bounds exploits
- Updated koth_undergrove_event
- 3v3 participants will now be healed and extinguished upon entering a 3v3 portal, in addition to when the 3v3 begins and ends
- Reduced the delay after winning a 3v3 before players are teleported back to the overworld
- Fixed Wrap Assassin/Pomson 6000 projectiles not firing correctly in the indoor areas
- Polished clipping around the capture point
- Polished some textures on RED's side
- Fixed several console errors that appeared upon map load
- Minor lighting fixes
- 3v3 participants will now be healed and extinguished upon entering a 3v3 portal, in addition to when the 3v3 begins and ends
Team Fortress 2 Update Released
October 09, 2020
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 koth_viaduct_event
- Fixed Engineers building teleporters in the spawn rooms
- Updated pl_precipice_event_final
- Fixed missing models
- Updated pl_bloodwater
- Removed an unintended clip brush passing through a BLU spawn wall
- Added occluders
- Removed an unintended clip brush passing through a BLU spawn wall
- Updated pl_hasslecastle
- Fixed BLU players spawning in the wrong spawn room
- Fixed Engineers building teleporters the first BLU spawn room
- General improvements
- Fixed BLU players spawning in the wrong spawn room
- Updated pl_rumble_event
- Fixed Merasmus uttering round start voice lines randomly during mid round
- Fixed some misaligned textures
- Fixed a tree from hovering in underworld
- Fixed few models fading too late or too soon
- Fixed clock sometimes triggering underworld entrances during bumper kart race
- Fixed Merasmus from spawning if the race was already over
- Fixed push trigger in underworld being too low
- Improved clipping around the map
- Fixed Merasmus uttering round start voice lines randomly during mid round
Team Fortress 2 Update Released
October 08, 2020
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 players not being able to rocket jump or stickybomb jump during a truce
- Fixed missing War Paint icons in the Steam Community Market
- Updated the Impish Ears to add a missing style
- Updated the equip_region for the Gourd Grin
- Updated The Ghoul Box to fix an issue with the materials
- Updated pl_hasslecastle
- Added occluders to improve optimization
- Added a spell book near the first RED spawn and the first BLU spawn
- Brightened up some areas
- Fixed some texture misalignments
- Reduced the saturation of purple spell book patches
- Changed the ending when BLU wins
- Fixed the arrow signs not changing near the first RED spawn
- Fixed an out-of-bounds exploit near the first point
- Fixed an out-of-bounds exploit in the second BLU spawn
- Fixed an out-of-bounds exploit near the cliff at the second-to-last point
- Changed the doors in the second BLU and the first RED spawn rooms to standard ones
- Fixed a displacement error near the entrance to the last point
- Moved the resupply cabinet from the second BLU spawn out of the wall
- Updated the "Kill with a pumpkin bomb" bonus objective to be "Win a round"
- Fixed some texture errors
- Brightened up the map
- General improvements
- Added occluders to improve optimization
- Updated pl_precipice_event_final
- Lowered amount of entities on the map to prevent crashing
- Adjusted some misaligned textures around the map
- Simplified some detail for better performance
- Combined some models for better performance
- Removed some clutter to improve readability and fluid movement
- Fixed some lighting bugs around the map
- Added a one way door to left flank on last CP for Blu
- Removed build limitations on both Shack (CP1) and the isolated balcony (final CP)
- Adjusted health kits in last to be less favorable to defense
- Lowered amount of entities on the map to prevent crashing
- Updated koth_megalo
- Fixed players building teleporters in RED spawn
- Updated pl_bloodwater
- Fixed exploit using the Minify spell at point A
- Fixed being able to build as an Engineer in lava pits
- Bosses no longer get stuck in lava pits
- Reduced the chance of the Horseless Headless Horsemann and Monoculus spawning
- Updated all railings to not collide with projectiles and bullets
- Removed normal-sized skeleton spawn locations
- Fixed exploit using the Minify spell at point A
Team Fortress 2 Update Released
October 03, 2020
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 Handsome Devil to fix an issue with the model
Team Fortress 2 Update Released
October 03, 2020
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 timing of the Static Shock and Veno Shock unusual effects
- Updated the Seared Sorcerer to add a missing style
- Updated the Eye-See-You to add a missing style
- Updated the Handsome Devil to fix an issue with the materials
- Updated/Added some tournament medals
- Updated the localization files
- Updated koth_megalo
- Fixed minor out of bounds teleporter exploit
- Added pumpkin bombs
- Fixed minor out of bounds teleporter exploit
- Updated pl_bloodwater
- Fixed misaligned textures
- Sealed displacement hole to the skybox near BLU spawn
- Brightened up point A
- Brightened up ambient lighting
- Fixed pumpkin bombs not spawning at point C and D
- Brightened up lighting behind point B
- Fixed misaligned textures
Scream Fortress XII has arrived!
October 02, 2020
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Complete a new round of Merasmissions! Play four new community created Halloween maps along with your favorites! Check out the new community cosmetic items and Unusual effects!
Team Fortress 2 Update Released
October 01, 2020
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 XII has arrived!
Scream Fortress XII has arrived!
- Featuring 4 new community maps: Megalo, Bloodwater, Hassle Castle, and Moldergrove
- Added the Wicked Windfall Case
- Contains 22 new community-created cosmetic items that make up the Wicked Windfall Collection
- Has a chance to give one of 6 new community-created Halloween-restricted items as a bonus item
- Has a chance to give a taunt Unusualifier as a bonus item
- Contains 22 new community-created cosmetic items that make up the Wicked Windfall Collection
- Added 19 new community-created Unusual effects
- 8 new effects for Unusual hats
- 11 new effects for Unusual taunts
- 8 new effects for Unusual hats
- Added the Scream Fortress XII War Paint Case
- Contains 15 new community-created War Paints that make-up the Scream Fortress XII War Paint Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Contains 15 new community-created War Paints that make-up the Scream Fortress XII War Paint Collection
- 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
- Grants access to Merasmissions and Halloween item transmutations
- 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 Wicked Windfall Case or Scream Fortress XII War Paint 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 2020 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 Casual
- Scream Fortress XII runs through November 7th, 2020
- Added support for Steam Text Filtering for persona names and chat. This is enabled by default.
- You can update your settings in the Adv. Options dialog
- You can also update your settings by opting into the Steam Lab
- You can update your settings in the Adv. Options dialog
- Updated The Cuban Bristle Crisis to add the smoke effect
- Updated/Added some tournament medals
- Updated the localization files
- Map Changes
- ctf_hellfire and ctf_gorge
- Flag return time increased from 15 to 30 seconds
- ctf_thundermountain
- Flag return time increased from 15 to 30 seconds
- Removed a fence top ledge that snipers could exploit
- Flag return time increased from 15 to 30 seconds
- ctf_hellfire and ctf_gorge
- Gameplay Changes
- Flag carrier grapple movement speed reduced
- Scout with no powerup or with Agility powerup – reduced to 0.8x regular grapple movement speed (down from regular grapple movement speed in previous version)
- Scout with any other powerup - 0.65x normal grapple movement speed (no change from previous version)
- Any other class without a powerup or with Agility powerup - reduced to 0.65x normal grapple movement speed (down from 0.8x in previous version)
- Any other class with a powerup - reduced to 0.5x normal grapple movement speed (down from 0.65x in previous version)
- Scout with no powerup or with Agility powerup – reduced to 0.8x regular grapple movement speed (down from regular grapple movement speed in previous version)
- Critical hit damage rules changed
- Weapons that score critical hit boosts on airborne targets will no longer do so in Mannpower since being airborne is a far more important and commonly utilized movement style than in the base game
- Melee weapons that score mini-crit damage no longer have their base Mannpower 1.3x damage boost
- Weapons that score critical hit boosts on airborne targets will no longer do so in Mannpower since being airborne is a far more important and commonly utilized movement style than in the base game
- Medic
- Free ride removed. Previously when healing a target, you’d be pulled along with them when they moved by grappling hook.
- Reduced heal rate and ubercharge build rate when carrying a powerup or healing someone with a powerup
- Medics carrying Haste or Agility are exempt from medic powerup checks
- If medic has no powerup and target has no powerup – regular heal and uber build rate
- If only one of the medic and the target has a powerup - half heal and uber build rate
- If both medic and target have powerups - quarter heal and uber build rate
- Medics carrying Haste or Agility are exempt from medic powerup checks
- Removed overheal from targets carrying powerups
- Free ride removed. Previously when healing a target, you’d be pulled along with them when they moved by grappling hook.
- Heavy
- Removed the jump up boost when grappling. You can still jump to disconnect the hook, but the Heavy no longer gets the height boost when doing so.
- Soldier
- Battalion’s Backup rage build rate reduced by 2.5x to counter the additional benefits of an extra 20hp and critical hit immunity when compared to the Buff Banner
- Engineer
- Carried buildings will now deploy instantly
- Scout
- Removed falling damage
- Spy
- Backstabs disallowed if you’re connected to an enemy by the grappling hook. This applies if you’re hooked into someone or if they’re hooked into you.
- Knife deploy time is no longer instant when switching between weapons, even when carrying Agility
- Conniver’s Kunai no longer considers the victim’s powerup boosted health when taking damage dealt as health
- Backstabs disallowed if you’re connected to an enemy by the grappling hook. This applies if you’re hooked into someone or if they’re hooked into you.
- Haste buffs
- Reload speed increased from 2x normal to 4x normal
- Pyro flare gun re-fire rate increased from 2x normal to 5x normal
- Reload speed increased from 2x normal to 4x normal
- Vampire changes
- Fixed a bug where the Vampire carrier wouldn’t receive health from damage dealt by an explosion that also caused self-damage
- Increased blast weapon clip size 1.5x
- Fixed a bug where the Vampire carrier wouldn’t receive health from damage dealt by an explosion that also caused self-damage
- Resistance changes
- Vampire no longer gets a 25% boost to their health received on melee attacks against a player carrying resistance
- Fixed bug where grapple would auto disconnect after a couple of seconds if the hook embedded in geometry behind clip volumes
- Flag carrier grapple movement speed reduced
- Game Balance Changes
- When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
- If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
- Marked for Death
- Powerup modifications
- Reflect – maximum health reduced 400 to 320. Reflect damage reduced from 80% to 50%
- Vampire – damage resistance removed. No blast weapon clip size increase
- Strength – game multiplier reduced from 2x to 1.4x
- Regeneration – health regenerates at 70% of the regular rate
- Haste – weapon firing rate increase reduced from 2x to 1.5x.Weapon reload speed increase reduced from 4x to 2x
- Knockout – melee damage increase reduced from 1.9x to 1.4x
- King – max health increase reduced from 100 to 20
- Plague – damage resistance to infected players reduced from 50% to 20%
- Precision
- Sniper rifle - Scope speed increase reduced from 2x from 1.5x. Shot charge speed increase reduced from 3x to 2x. Damage bonus reduced from 2x to1.5x
- Blast weapons - Regular blast radius falloff. No clip size increase
- Sniper rifle - Scope speed increase reduced from 2x from 1.5x. Shot charge speed increase reduced from 3x to 2x. Damage bonus reduced from 2x to1.5x
- Resistance – damage resistance reduced from 50% to 35%
- Reflect – maximum health reduced 400 to 320. Reflect damage reduced from 80% to 50%
- Server variables associated with this feature:
- tf_powerup_mode_dominant_multiplier – the multiple over the server median that a player’s kill count needs to be in order to be determined dominant
- tf_powerup_mode_killcount_timer_length – the time interval to wait between tests for dominant players
- tf_powerup_mode_dominant_multiplier – the multiple over the server median that a player’s kill count needs to be in order to be determined dominant
- Marked for Death
- When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance