Brick Tamland Posted October 13, 2023 Share Posted October 13, 2023 An 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 Clown's Cover-Up always showing the Red team skinFixed hiding the Pyro's head when using the Friendly style for the Fiercesome FluorescenceFixed the Grounded style of the Power Spike using an incorrect LOD modelFixed Celestial Summit and Stellar Ascent Unusual effects not following moving playersFixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weaponFixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weaponUpdated The Masked Fiend to fix a problem with the materialsUpdated the Dell Dynamic to fix issues with the materials, rigging, and LODsUpdated the Sapped Unusual effect to fix visibility issues in bright environmentsUpdated Blastphomet cosmetic to fix some a problem with the materials and some minor clippingUpdated the Taunt: Borrowed Bones to add missing soundsUpdated Taunt: Neck Snap animations to fix the MVM canteen flipping while tauntingUpdated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotationUpdated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickeringUpdated pd_farmageddonUpdated .res file to work with custom huds (Thanks Aar)Updated cp_lavapit_finalUpdated the UnderworldSpells now spawn one per point, in a random locationRemoved some exploitsUpdated pl_spineyardReplaced some of the materials and modelsFixed a missing materialSignificantly improved skeleton navigationReduced the health of skeletons to 130 HPIncreased the weapon spread of skeletons to reduce their long range damageIncreased the number of pumpkin bomb spawnsImproved sound effectsVarious detail fixesFixed being able to build in the first Blue spawnUpdated pd_mannsylvaniaAdded new custom voice lines of Merasmus Gargoyle NotificationsBetter player clip and fixed players stuck in some areasPlaced more bat's models on entire map and randomised their animationsImproved 3d skyboxDisabled trigger_hurt in ending sequence after 15 second when game endsMinor cosmetic fixesUpdated zi_murky, zi_atoll, zi_devastation_final1, and zi_sanitariumThese changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fightZombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" abilityThis change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholdsZombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fireZombie Sniper's "Spit" ability now damages buildablesZombie Sniper now drops a puddle of spit on deathBoth of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denialZombie Pyro no longer drops small health kitsZombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloudThese changes should strengthen their afterburn capability, and make them a scarier threat if you let them too closeZombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)Zombie Heavy deals 20% increased melee damageSentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damageThis change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildingsZombie Scout's "Speed Demon" passive now comes and additional 25% jump height boostZombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round upIt's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.Sentry Guns deal 40% damage to zombies (from 60%)Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.Demoman shield items no longer halve the damage taken by zombiesHe was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)Fixed a bug where Zombie Demo could detonate himself before the charge had startedFixed a bug where Bonk! Atomic Punch could persist through Zombie conversionFixed various issues caused by Zombie Demo surviving his own chargeFixed issues with the Zombie HUD not correctly displaying certain stringsFixed exploit related to adding additional timeAdded additional HIDEHUD bits to remove irrelevant HUD elements when playing ZombieAdded an instructional video (Thanks Funicular!)Updated zi_murky (additional changes)All of the roofs have been covered in clutter such as vines and tires, and are no longer buildableAdded more trees for coverAdded small fence to RED spawn to make it easier for zombies to approach up the wooden stairsAdded a ramp leading to the yellow shack's roofAdded occluders to central shackImproved fogImproved skyboxImproved readability of chicken wire fences, and added more around the docksAdjusted prop fadesTweaked detailingFixed erroneous clip brushesFixed several stuck spotsFixed missing television modelUpdated zi_atoll (additional changes)Added an extension to the roof of the turbine buildingAdded nobuild entities to debris that could potentially hide sneaky sentriesAdded a broken window on the turbine buildingClipped the spiral stairs behind the lighthouse (thanks Aar!)Reduced performance impact of waterIncreased size of trigger_push entities on the tree topsImproved collision on the displacement on the beach near the fishing houseThe spinning cat has been fedUpdated zi_devastation_final1 (additional changes)Added new route from second level zombie spawn to the top floorAdjusted some zombie spawnsMade some zombie spawn exits easier to leaveClipped off bottom floor stairsIncreased Round Timer to 3 minutes and 30 SecondsIncreased Reports of GatorsUpdated zi_sanitarium (additional changes)Replaced some of the materials and modelsFixed a missing material on a propFixed a pixel walk in the skyboxView the full article Quote Link to comment Share on other sites More sharing options...
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