Brick Tamland Posted October 11 Share Posted October 11 An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Scream Fortress XVI has arrived!Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan Added the Terrifying Trove CaseContains 21 new community-created cosmetic items that make up the Terrifying Trove CollectionHas a chance to give a taunt Unusualifier as a bonus itemAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Crushing DefeatTaunt: Peace OutTaunt: Commending ClapTaunt: The PunchlineAdded 22 new community-created Unusual effects12 new effects for Unusual hats10 new effects for Unusual tauntsAdded the Scream Fortress XVI War Paint CaseContains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint CollectionHas a chance to give a taunt Unusualifier as a bonus itemAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutationsTracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed againAdded new Contracts for this year's featured community mapsCompleting a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove CaseContinue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the mapsAll cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.Join Halloween matches by using the Special Events category in CasualScream Fortress XVI runs through November 7th, 2024GeneralAdded UI scaling based on resolution for better HiDPI supportFixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)Fixed not being able to pickup currency in MvM if it's on a teleporterFixed Keyless Winter 2016 Case not playing the special winter case soundRecompiled some skybox models to fix UV issuesUpdated the Scariest Mask EVER to fix some issues with clippingUpdated Sapped Unusual effect to fix the animation playing at the wrong speedAdded check to prevent copying a disguise target's action slot item when disguised as themExposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript usersUpdated/Added some tournament medalsUpdated Sapped Unusual effect to fix the animation playing at the wrong speedUpdated several maps to fix localization issuesUpdated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitariumGeneral ChangesZombies no longer spawn instantly- their respawn timer is now dependant on the mapChanged team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")Note: this change is only visible in casual mode or servers with mp_tournament set to 1Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” abilityThe Pomson 6000 now puts Zombie abilities on cooldown on hitSurvivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the HomewreckerWalking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damageStanding in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlayAdded new kill icons for every zombie attackZombie ChangesRemoved the out-of-combat speed buff from all ZombiesZombie PyroZombie Pyro has a new ability - "Dragon's Breath"Fires a Dragon's Fury fireballThe initial cast of the fireball can reflect projectiles and airblast enemiesZombie Pyro now deals mini-crits to burning players on melee hitZombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radiusZombie Pyro no longer emits a Gas Passer cloud on deathZombie DemomanAdded new sound effects to telegraph Zombie Demoman's Blast Charge abilityZombie HeavyZombie Heavy's health reduced to 450 (from 600)Zombie Heavy now drops a Medium Health Kit on deathZombie SniperZombie Sniper's Spit damage vs buildables is now reduced by halfZombie Sniper's Spit now applies a screen overlay to players standing in the poolZombie MedicZombie Medic now emits health like a dispenser to nearby ZombiesZombie Medic can no longer attack while using HealAdded a new sound effect for Zombie Medic's Heal abilityZombie SpyZombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!Zombie ScoutWith other zombies getting slower, Zombie Scout's speed stands out more than ever beforeBug FixesFixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast ChargeFixed a bug that caused Zombies to not gib correctlyFixed a bug that caused Zombie cosmetics to persist on RED players after the round restartsFixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstancesFixed a bug that caused players to have the incorrect player skin when respawning at round startFixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progressFixed an issue with "game_text" entities not being correctly cleared after round resetUpdated zi_murky (additional changes)Survivors now spawn across the map in multiple small groups instead of all at the sewage plantAdded a life preserver shop to connect to the lonely shack in the southern end of the mapAdded a new dock network with a series of platforms leading to the roof of the central boathouseAdded a small ramp to the left-most sewer pipesRemoved some awkward ladder-ramps and replaced them with proper docksDe-cluttered the roofs across the mapRemoved the floating large medkitRemoved expensive reflections from the waterReduced color correction intensityClipping improvementsUpdated zi_atoll (additional changes)Set a culling distance to most propsAdded occluders on the lighthouse to improve performance Updated zi_woods (additional changes)Fixed the announcer not being silenced when time is addedUpdated zi_sanitarium (additional changes)The roof is now accessibleAdded several routes to the roofSlightly reduced the intensity of the fogAdded more pumpkin bombsRaised the skybox heightUpdated cp_gravelpit_snowyImproved performance by combining propsImproved clippingIncreased volume of laser gun finaleMiscellaneous improvementsUpdated koth_sawmill_eventFixed an overlayUpdated koth_undergrove_eventFixed several out-of-bounds exploits in the Underworld (thanks MN!)Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6Fixed an incorrect texture on RED's sideUpdated koth_synthetic_eventMoved spells away from midDetail adjustmentsClipping fixesVery minor lighting changesUpdated pd_mannsylvaniaAdded even more Bats!Added more spawnpoints for pumpkin-bombsAdded new nag voiceline for if Dracula does not receive any blood donations Removed setup time, replaced it with a normal countdown insteadIncreased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 secondsDecrease dropped blood bag timer from 15 -> 10 secondsDecreased respawn wave times for the losing team from 4 -> 2 secondsDecreased respawn wave times during a neutral gamestate from 4 -> 2 secondsChanged the main spawn doors to have windowsRemoved Rare Spell spawn by the graveyard area, replaced with Common SpellHealth and ammo pickup adjustmentsClipped stairs by the Castle's exit portalMinor visual updatesUpdated ctf_applejackFixed the projectile weapons from not working inside the buildingsRemoved bullet collision from the intelligence room handrailsRemoved the prop jump up to the sniper balcony, to help snipers feel more comfortable thereRemoved the vents with missing textures Fixed the bug with being able to get stuck in the blue shedFixed a stuck spot in mid shed (ty Midnite!)Fixed a texture being weird in the intel roomsFixed a black displacement in the red intel yardRemoved the collision from the food in the red spawn tableUpdated cp_ambush_eventFixed exploit where players were able to build into RED 1st base (Thanks MN!)Improved lighting at RED base in stage3Fixed lantern being clipped into cliff wall in cavern at stage1Fixed odd shadows cast by some propsFixed coffin from being non-solid in stage2Fixed spawncamping spot in stage2 at RED indoor exitFixed few hovering lamp propsFixed some prop fading too soonFixed rare issue where players fell of directly to lava on underworld teleportationClipped few crates to make it easier to jump on themUpdated arena_lumberyard_eventRecreated the game mode in VScriptSignificantly increased server performanceInstead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSHUpdated the healing ghost appearance for RED teamText pop-ups are now drawn in chat instead of in the middle of your screenReduced volume of the incoming spellRemoved the random Skeleton King and the Horseless Headless HorsemanRemoved the rare spell given to the last player standingConverted some medium health kits into small health kitsRemoved small health kits from the second story of both churchesFixed a pumpkin bomb that was stuck in the terrainUpdated pl_embargoFixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)Fixed the lack of countdown at the end of the roundView the full article Quote Link to comment Share on other sites More sharing options...
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