Brick Tamland Posted July 8, 2016 Share Posted July 8, 2016 An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: The Meet Your Match Update has arrived! Added Casual and Competitive Matchmaking modesAdditional information available on the website (http://www.teamfortress.com/meetyourmatch/) Casual mode replaces Quickplay Added the Heavy vs. Pyro warAdditional information available on the website ( http://www.teamfortress.com/meetyourmatch/war.php ) 3 new community mapsSunshine Metalworks Swiftwater Added 3 new community tauntsThe Balloonibouncer (Pyro only) Disco Fever (Spy only) The Fubar Fanfare (Soldier only) Added 1 new official tauntThe Carlton (Scout only) Added the Perfect Stranger crate General Reworked the main menuAll play-related buttons are now accessible by clicking the "Find a game" button Moved the Workshop and Replay buttons down the bottom group of mini-buttons Enemies killed by energy weapons now play a special sound as their body dissolves Improved stopwatch UI to help better communicate game state Added new sound vo files for Competitive Mode Added sounds to all attacks where the target player resisted a part of the damage Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete Added AsiaFortress Cup Mercenaries Cup Season 7 medals Added TF2Maps 72hr TF2Jam Summer Participant medal Added Random Acts of TF2 medals Added check to prevent players with P-REC loaded from participating in matchmaking Prevents P-REC crashing which results in players receiving abandon penalties Updated the Demo Support featureAdded an option to only record matches that are played using Tournament mode (mp_tournament) Added an option to auto-delete matches that don't have any events recorded Fixed a bug where tickcount values were being noted incorrectly Options can be set using the Adv. Options menu Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm Updated the localization files PASS Time updateNo longer in Beta! New Items AvailableAn Early Participation Pin will be awarded to everyone who played PASS Time during beta Two new achievements with item rewardsTune Merasmus's Multi-Dimensional Television Jackpot! Map ChangesAll maps are tweaked, polished, and out of beta Renamed pass_pinewood to pass_timberlodge Renamed pass_warehouse to pass_brickyard Added a new city-themed map, pass_district An updated pass_template for level designers will be released on http://www.escalation.com/news Game Mode ChangesChanged the score limit from 3 to 5 Tweaked various JACK throwing parameters Pack RunningThe JACK no longer heals the player carrying it A player carrying the JACK with no nearby teammates is marked for death Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate JACK PowerPassing the JACK increases a power meter The power meter will decay over time Filling the power meter unlocks a special goal worth extra points Art ChangesNew view model animations The HUD provides more information about goal type and status Player pips for Spies will reflect cloak and disguise status Misc DetailsAdded cvar tf_passtime_scores_per_round Added tf_glow entity that can be used to enable the glow effect on any entity Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power Bug fixes Fixed being able to repeatedly activate taunts before the current one had ended while underwater Fixed disguising with the Conniver's Kunai while spotted by a Sentry causing the Sentry to ignore the Spy Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode Fixed a case where players would sometimes see other players carrying the wrong weapon(s) Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building (not active) Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings. Updated several hats to fix the Sniper not removing them while taunting Fixed hiding the Pyro's head when using the second style of the Fear Monger Fixed using the wrong ozfortress medals for divisions other than Premier Fixed a few UGC tournament medals using the wrong names Fixed the Engineer's missing pelvis hitbox Thanks to Justin G., aka sigsegv, for these reportsFixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields Fixed demo record/read stringtables not writing/reading past 512kb Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF) Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn't be Fixed Medics sometimes instantly reviving players in Mann vs. Machine Performance Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500% VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0. Improved rendering performance of zombies Improved VGUI font performance Custom HUD Versioning In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible. Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded. Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible. The current TF UI version is 1. Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files. Mann Co. Store Added the Competitive Matchmaking Pass Added new class starter packs Added new key-less cosmetic crates Revamped main store pages Added a spotlight item Added ability to mouse over and preview items in a bundle/crate/collection Adjusted some weapon prices for consistency Maps cp_granaryAdded new ammo pack locations in final and yard areas Clips and blockbullets added to stairs cp_badlandsFinal cap point capture time increased to 2 seconds (from 1 second) Clips and blockbullets added to stairs cp_foundryReduced ammo kit in final cap entry room (attackers' side) to medium Slightly reduced attacking team's spawn time when working on final pl_upwardFixed an exploit where players could sometimes build sentries in the cliffside by capture point 3 pl_thundermountainFixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1 MannpowerAll official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar Game Balance ScoutCrit-A-ColaAdded Marked-for-Death debuff for 2 seconds after the buff effect expires The Soda PopperAdded "On hit: build Hype" Removed "build hype by running around" ShortstopAdded an Alt-fire attack -- reach out and shove someone! Removed +healing bonus Reduced pushback vuln to +20% (from +40%) Sun on a stickTake 25% less damage from fire while deployed SoldierThe Righteous BisonFixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly Per-shot damage has been increased to compensate, resulting in slightly more damage on averagePoint-blank deals 54 damage (previously 20-80) Maximum range deals 24 damage (previously 14-56) Slowed projectile by 30% Projectile damage reduced by 25% for each enemy penetrated Updated projectile impact sound The Disciplinary ActionReduced duration of speed bonus on teammates to 2 seconds (from 3) The Rocket JumperUpdated model/materials and sound SniperCozy CamperNow requires a full charge to gain flinch resistance The Sydney SleeperWhen fully charged, or when making a headshot, now applies Jarate in a radius Scoped shots now extinguish teammates The Cleaner's CarbineRemoved hidden +10% damage taken multiplier while under the effects HeavyNatascha and Brass Beast20% damage resistance now only applies when spun up and below 50% max health Huo-Long HeaterAdded -10% damage Added +25% increased damage vs. burning players Reduced ammo drain to -4/sec (from -6) Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning Buffalo Steak SandvichFixed "damage taken" multiplier accidentally being +10%, instead of the listed +25% Spy BaseMax speed increased to 320 (from 300) EnforcerAttacks pierce resist and absorb effects from all sources PyroAll FlamethrowersAdded: Direct damage reduces Medi Gun healing and resist shield effects by 25%Medics hear a "healing interrupted" sound when this is happening to their heal target The ManmelterRemoved (hidden) 20% fire rate penalty MedicBaseAll Mediguns allow the Medic to match the speed of their heal targetPreviously only available on The Quick Fix Quick FixÃœberCharge rate reduced to +15% (from +25%) OverdoseIncreased movement speed bonus to +20% (from +10%) Increased damage penalty to -15% (from -10%) Dropped MedigunsStored ÃœberCharge begins to decay over time after coming to rest DemomanBaseAll boots now require a shield to activate any move speed bonus listed on the item The Iron BomberDecreased the fuse time to 1.4 seconds (from 2.0) The Quickiebomb LauncherIncreased charge time reduction to -70% (from -50%) Increased damage bonus for (max) charged shots to +35% (from +25%) Increased clip size penalty to -50% (from -25%) Removed "Stickybombs fizzle 4 seconds after landing" The Sticky JumperUpdated model/materials and sound EngineerBaseLevel 1 teleporters now cost 50 metal (previously 125) WidowmakerDamage increased +10% when attacking the same target as your sentry Eureka EffectReduced "50% less metal from Dispensers and Pickups" to 20% Added "Teleporters cost 50% less metal" The Short CircuitBase projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf) The PomsonFixed an exploit with shooting through your own buildings Increased close-range damage to 72 (from 62) Reduced long-range damage to 32 (from 42) Updated projectile impact sound View the full article Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.