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]
[*]Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
[*]Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
[*]Updated the Celestial Summit Unusual effect to reduce the particle count
[*]Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
[*]Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
[*]Updated the Carry-Van[list]
[*]Fixed the rigging on the straps to avoid clipping when running
[*]Fixed misplaced ambient occlusion on the material
[*]Fixed rim mask being black in places it wasn't supposed to
[*]Fixed a hole in-between the window and top of the van
[*]Fixed LODs to represent above changes[/list]
[*]Updated the Dead Man's Party Unusual taunt effect[list]
[*]Added fades to hand sprites
[*]Improved effect composition on fast-moving taunts
[*]Fixed some particle sorting issues[/list]
[*]Updated cp_lavapit_final[list]
[*]Fixed a skybox exploit in the underworld[/list]
[*]Updated pl_spineyard[list]
[*]Fixed an exploit that allowed players to get outside of the map
[*]Fixed missing cubemaps[/list]
[*]Updated pl_corruption[list]
[*]Replaced some of the materials and models
[*]Adjusted collisions near some wooden beams by point A
[*]Adjusted prop fades
[*]Fixed some minor texture issues
[*]Fixed teleport trigger in one of the spawn rooms being too late to activate
[*]Minor adjustments to improve your sanity[/list]
[*]Updated cp_degrootkeep_rats[list]
[*]Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
[*]Fixed a hidden perch in the balcony overlooking C[/list]
[*]Updated arena_perks[list]
[*]Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
[*]Fixed missing barricades in the voting area
[*]Fixed certain items having missing textures on the map
[*]Removed crumpkins (with help from LizardOfOz)
[*]Fixed stalemates causing extra rounds where no perks would appear
[*]Added a new HUD, with an alive player counter[/list]
[*]Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium[list]
[*]If a game is in progress and there are no players on BLU team or RED team the game will now end
[*]Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
[*]Fixed a bug that caused Zombies to not see combat text correctly
[*]Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
[*]Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
[*]Fixed an issue with missing particle effects for Medic's Heal ability
[*]Adjusted the number of Zombies selected at round start for low player counts
[*]Corrected unintended changes in the last update[list]
[*]Changed the damage dealt by Zombie Soldier's Stomp[list]
[*]In the previous update, Soldier would instantly kill his stomp target. This was not intended.
[*]The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.[/list]
[*]Changed the Sentry Gun to deal 40% damage to Zombies[list]
[*]In the previous update, this was 35%. This was not intended.[/list]
[*]Added a sound effect to Pyro's explosion of flames on death
[*]Removed some debug print statements[/list]
[*]Reworked Demoman's Blast Charge to fix several exploits and bugs[list]
[*]These changes should also make Blast Charge more reliable and less frustrating to use[/list]
[*]Blast Charge is now triggered based on the player's velocity[list]
[*]When player's speed drops below a threshold while charging, they explode
[*]Additionally, anything that would usually interrupt a shield charge will now trigger the explosion[/list]
[*]Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
[*]Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
[*]Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
[*]Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
[*]Fixed many bugs that caused Blast Charge to fail to detonate
[*]Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie[/list]
[*]Updated zi_atoll (additional changes)[list]
[*]Fixed the missing texture on the turbine building's roof
[*]Added areaportals and occluders in and around buildings
[*]Added extra nodraw brushes under the level and buildings to improve vis calculations
[*]Added prop fades on bushes and rocks
[*]Adjusted push triggers on trees
[*]Minor clipping adjustments
[*]Changed func_brush on roofs to func_movelinear so that corpses don't fall through
[*]Added soul gargoyle spawns
[*]Added a santa hat that spawns on the anchor when smissmas holiday is enabled
[*]Fixed cubemap reflection issues
[*]Fixed the seam between the 3D skybox and the playable level
[*]Aar fed the spinning cat[/list]
[*]Updated zi_devastation_final1 (additional changes)[list]
[*]Replaced sewer exit to the 2nd floor with a ladder
[*]Changed sewer exits to no longer require crouching/prop jumps
[*]Fixed missing respawn trigger in the sewers
[*]Adjusted spawn positions of Zombies and Survivors
[*]Fire now ignites players
[*]Adjusted lighting in sewers to be slightly brighter
[*]Reduced round timer to 3 minutes
[*]Lit up 2nd floor car corner[/list]
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