Team Fortress 2 Update Released
Author: erics,
published 1 year ago,
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
[list]
[*]Added main menu character for the Summer event
[*]Fixed pd_watergate capture zone not working properly
[*]Fixed geometry collision issue with the Wildflower Meadows Unusual effect
[*]Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
[*]Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
[*]Fixed the Strange Filter prefix for pd_selbyen
[*]Fixed broken materials for the second style of the Cranium Cover
[*]Updated koth_sharkbay[list]
[*]Fixed the flying boat
[*]Removed collision from seagulls
[*]Updated Map Stamp icons[/list]
[*]Updated koth_rotunda[list]
[*]Aligned various textures
[*]Improved clipping slightly
[*]Raised gate to flank route for ease of access
[*]Aligned some props[/list]
[*]Updated cp_hardwood_final[list]
[*]Fixed a crash affecting a small number of players
[*]Minor clipping adjustments throughout the map
[*]Minor lighting issues fixed throughout the map
[*]Adjusted areaportalwindow fade brush textures
[*]Adjusted collisions for some props[/list]
[*]Updated cp_steel[list]
[*]More blockbullet /clipbrush swaps where needed
[*]Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
[*]Fixed more small unnecessary prop collision/clip removals
[*]Fixed blatant texture misalignment
[*]Addressed perch spot outside Red spawn on wood beam
[*]Closed some accidental holes in geometry
[*]Additional fixes to a sticky/shooting exploit through and under Red's E platform area
[*]Increased pit damage to kill some certain class loadouts in a single trigger
[*]Moved Blu spawns forward a little to previous distance
[*]Extended projectile blocker brush along the top side of the Blu spawn building's roof
[*]Fixed Sniper sightline into Red's first spawn points from E[/list]
[*]Updated koth_rotunda[list]
[*]Aligned various textures and fixed cubemap issue
[*]Improved clipping
[*]Improved lighting and reduced visual noise on some textures
[*]Raised gate to flank route for ease of access
[*]Aligned some props
[*]Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
[*]Added missing collision to some props
[*]Sealed the map more[/list]
[*]Updated cp_sulfur[list]
[*]Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
[*]Fixed a case where Blu could contest their own win
[*]Fixed a case where you could build a teleporter under a platform and become trapped
[*]Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
[*]Altered Red spawn positons to spread them out when defending main point
[*]Lowered Red's initial time to defend slightly
[*]Convinced the boiling water to properly scald people that are submerged below the surface
[*]Gravity density in the potplants has been correctly calibrated
[*]Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
[*]B can no longer be capped from the outside of the building
[*]Area under Point A can no longer be accessed
[*]Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these[/list]
[*]Updated pd_selbyen[list]
[*]Fixed exploit that would let you build in spawn
[*]Seal will now select a random skin every time it teleports to the break room (3 possible skins)
[*]Adjusted oob seal animation timings
[*]Fixed seal swimming animation
[*]Added missing resupply cabinet on the Blu side
[*]Added some missing clipping that would let players build in undesirable places
[*]Fixed some floating windows
[*]Fixed some props clipping through stuff
[*]Fixed some displacements clipping through stuff
[*]Fixed some displacement seams
[*]Fixed some visible nodraws
[*]Fixed some z-fighting
[*]Various detailing additions[/list]
[*]Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish[list]
[*]TF_Bots now function in Versus Saxton Hale
[*]Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
[*]Fixed players dropping Player Destruction pickups
[*]Fixed Hale sometimes holding Necro Smasher or Sandvich
[*]Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
[*]By community request, added Pyro VSH lines, performed by James McGuinn
[*]Updated VSH voice lines for Spy
[*]"Behind you" and "Above you" now play exclusively for the player the line is addressed to
[*]Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
[*]Mad Milk recharge rate returned to stock value
[*]Demoman's Swords now deal less knockback than other melee weapons
[*]Demoman's Shields will now break when absorbing a Hale punch
[*]Fixed a bug relating to sending a class-restricted duel to Hale during Setup[/list]
[*]Updated vsh_skirmish (additional changes)[list]
[*]Fixed an exploit that allowed players to build out of bounds
[*]Added decals to ammo pack locations throughout the map[/list]
[*]Updated vsh_distillery (additional change)[list]
[*]Fixed crash when using mat_phong 0[/list]
[/list]