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 No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 11, 2024 10:06 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:
Happy Smissmas 2024!
- All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
- Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
- Added the Winter 2024 Cosmetic Case
- Contains 23 new community-contributed items
- The Festivizer can be found as a bonus drop when opening the case
- Added 3 new community-contributed taunts to the Mann Co. Store
- Taunt: Fore-Head Slice
- Taunt: Peace!
- Taunt: Curtain Call
- Added 18 new community-created Unusual effects
- 9 new effects for Unusual hats
- 9 new effects for Unusual taunts
- All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
- Mann Co. Store winter sale!
- Smissmas runs through January 7th, 2025
General
- Fixed a client crash when previewing imported items in the Workshop dialog
- Fixed showing an error model when equipping the Scottish Resistance
- Fixed The Executioner not hiding the Scout’s dog tags
- Updated the Mountebank’s Masque to fix a problem with the materials
- Updated/Added some tournament medals
- Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- General
- Added the gamemode intro movie (made by Lacry, thanks)
- Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
- Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
- Added Hale’s kill icons
- Visual improvements to Hale’s Ability HUD (thanks Funicular)
- Added a visual cue signaling an upcoming Saxton Punch!
- Minor visual improvements to Saxton Hale and his particle effects
- Fixed the boss bar sometimes starting invisible
- Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
- Fixed a rare bug when Hale’s Ability HUD textures become missing
- Balance Changes – Saxton Hale
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Weightdown ability is disabled during Jump Fatigue
- Increased Hale’s health by ~100HP per opponent
- Adjusted Hale’s health formula against 24+ opponents – Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
- Hale’s resistance to knockback reduced from 75% to 35%
- Head Stomp damage now scales with Hale’s downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
- Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
- Balance Changes – Mercenaries
- Explosives and fire now deal 50% more damage against Hale
- The 40% minigun damage penalty now applies to full crits only
- Broken Demoman shields now retain the charge ability
- Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
- Greatly decreased sticky trap damage reduction
- Removed Scottish Resistance’s 20% damage penalty
- Baby Face’s Blaster now loses 20% of its boost upon Wall Climbing
- General
- Updated vsh_tinyrock (additional changes)
- Improved performance
- Fixed odd clipping at one of the spawns
- Updated vsh_distillery (additional changes)
- Improved performance
- Updated vsh_nucleus (additional changes)
- Fixed setup time ending five seconds too early
- Improved detailing in some areas
- Improved clipping on staircases
- Increased control point capture time to 15 seconds
- Removed collision on some lights
- Changed damage model and damage amount of the toxic waste pit and puddles
- Updated vsh_skirmish (additional changes)
- Fixed setup time ending five seconds too early
- Fixed an issue where Engineers could build in the crocodile pit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed some lighting issues on stalactites and other props
- Parts of Hale’s intro sequence no longer play while waiting for players
- Improved optimization and detailing in some areas
- Improved clipping on spiral stairs (Thanks Aar!)
- Updated security system
- Updated cp_brew
- The shortcut from RED spawn to the “A” point now has a nobuild trigger
- Added floor indicator for the health kit in the “A” point wooden shack
- Adjusted “A” point wooden shack to allow more breathing room
- Fixed getting stuck on the “A” gate’s frame
- Fixed teletrap near “A” point ditch route
- Fixed being able to place buildings inside an out-of-bounds room outside “A” point
- Fixed some stuck spots near “B” point
- Fixed being able to shoot through a crack in the BLU forward spawn
- Fixed floating props in the diner
- Fixed one way door not forcing itself closed
- Cleaned up some collisions and clipping across the map
- Improved lighting on all of the archways
- Updated koth_krampus
- Fixed missing trees in skybox
- Improved look of waterfall texture near full health-kit
- Fixed minor visual errors
- Minor NPC clipping changes
- Fed krampus some oats
- Updated pl_emerge
- Switched on the cart light
- Fixed RED players being able to sit on the edge of an exit of BLU’s starting spawn
- Fixed some doors showing incorrect textures
- Fixed the final capture point displaying an incorrect string
- Fixed the map occasionally playing incorrect ambient sounds
- Minor visual and performance tweaks
- Updated cp_carrier
- The Carrier now has full crits rather than mini-crits
- The Carrier now uses the robot voice lines
- Improved hearability of the Carrier’s voice lines and footsteps
- Fixed visual bugs with the boss bar
- Fixed the Carrier sometimes becoming invisible while taunting
- Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
- Fixed occasional phasing through the elevator platform at BLU spawn
- Decreased size of the frog
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 12:47 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:
- Added missing No Gloves style for the Consigliere’s Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials
- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer’s beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper’s hat to be compatible with his melee taunt
- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon
- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed ‘Hotel’ sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them
- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update
- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton’s Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)
Content merged from December 17, 2024 9:44 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:
- Updated the Dapper Noel to fix an issue with the mesh
- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack
Content merged from December 20, 2024 12:16 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:
- Updated the Brain Cane to fix problems with the texture and phong value
- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change
- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots
- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale’s resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale’s normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient’s wall climbing (thanks Bradasparky)
- Fixed Hale’s faulty ground detection (thanks Bradasparky)
- Fixed Baby Face’s Blaster’s loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes
- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria
- Stage 1
Content merged from December 24, 2024 7:23 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:
- Fixed the Battle Balaclava’s “No Gloves” style hiding the Heavy’s hands
- Fixed broken materials for The Westcoat’s “Ugly” style
- Added smoke effect to The Checkered Past
- Update the Buck’s Brim’s “Bad” style
- Fixed broken materials
- Added smoke effect
- Updated cp_fortezza
- Detail improvements
- Improved clipping
- Updated koth_cachoeira
- Fixed players being able to get stuck in certain displacements
- Various clipping improvements throughout the map
- Various miscellaneous fixes (Thanks Midnite!)
- Improved bot navigation (Thanks Katsu!)