Brick Tamland Posted 3 hours ago Share Posted 3 hours 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:Scream Fortress XVIII has arrived!Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-CatAdded the Haunted Hoard CaseContains 23 new community-created cosmetic items that make up the Haunted Hoard CollectionHas a chance to give a taunt Unusualifier as a bonus itemAdded 5 new community-contributed taunts to the Mann Co. StoreTaunt: Hippocratic HypocriteTaunt: Showrunner's SpiritTaunt: Barrel RollTaunt: One-Eyed Punt!Taunt: Sear You LaterAdded 21 new community-created Unusual effects11 new effects for Unusual hats10 new effects for Unusual tauntsAll 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 Haunted Hoard 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 2026 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 XVIII runs through November 7th, 2026GeneralFixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)Fixed client crash related to missing HUDAutoAim element (community fix from flower)Fixed TFBot crash related to moving control points (community fix from BetaM)Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)Fixed Spy disguising as a player without primary weapon (community fix from leemustache)Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)Fixed bad computer_wall02b material (community fix from DiskIntegrity)Added convars to control ready countdown (community fix from nemmy)Fixed a bug where HUD item meters weren't always being cleared/loaded properlyFixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal RewardFixed crit boost material effect not working on several weaponsAdded OnDropTeam1 and OnDropTeam2 outputs for item_teamflagFixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack imagesUpdated style strings for the Chief Executor, Vested Investor's Vest, and Standing OfferUpdated The Hundekopf to fix a problem with the paint maskUpdated the Chief ExecutorAdded style names Fixed style preview window orientation Added missing hat bodygroup to the third style Added style names for the Standing Offer and Vested Investors VestUpdated the Handsome RangerUpdated UVs to prevent mipmapping with the paint regionIncreased the size of the cigarette in the "Off Duty" styleUpdated the Long ShotUpdated the textures to reduce the strength of the normal map & ambient occlusionUpdated the backpack icon to reflect these changeUpdated the Night RidersUpdated the textures to reduce the strength of the normal map & ambient occlusionUpdated the backpack icon to reflect these changeUpdated The Lo-Fi Longwave logo to add a second style with the updated logoUpdated/Added some tournament medalsUpdated the Standing OfferFixed clipping issuesFixed a wrongly assigned UVFixed paint texture issuesUpdated the Vested Investor's Vest to fix some clippling issuesUpdated Le Morne Uniforme to fix some LOD issuesUpdated backpack images for Le Sapeur and Le Morne UniformeUpdated Beaten and BruisedOptimized model exports, reducing file sizeFixed location and rotation of the Style and Paint previewImproved head bandage geometryReduced clipping with other cosmeticsReduced normal map compression artifacts on Pyro and Engineer's cracked lensesUpdated textures, improving blue team texture variationFixed Nightmare style selfillum not displaying as intendedUpdated backpack imageUpdated Hard HearingOptimized model exports, reducing file sizeFixed location and rotation of the Style and Paint previewReduced clipping with other cosmeticsFixed a gap above the brim on some classesUpdated textures to better match class colorsAdjusted phong values slightlySniper now takes off his hat when melee taunting on the "Hearing Issue" styleUpdated koth_sawmill_event to fix missing materials in the underworldUpdated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)Updated pl_redwoodFixed visual stuttering on players using a ziplineFixed bug that would break client collision with certain entities Fixed zipline sounds being interrupted when the user fires their weaponFixed some cases where ziplines would not take players in the desired directionFixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a ziplineDismounting a zipline while wielding The Winger now boosts jump height by 25%Reduced speed gained from dismounting a zipline shortly after shield chargingAdjusted zipline dismount input to help prevent accidental early dismountsUpdated pd_mannsylvaniaReduced duration of the Vampire Buff from 20 > 15 secondsAdded a 5 second speed boost for players exiting Dracula's CastleAdded additional player voice lines that can play upon exiting Dracula's CastleRemoved some particle effects from the capture zone in Dracula's Castle for visual clarityMap now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)Fixed players not being forced into melee in the ending sequenceFixed some issues with sound scripts calling sounds that don't existUpdated the texture on the resupply cabinets to help them stand out from the environment moreReduced the amount of edicts taken up by converting some dynamic objects into static onesIncreased number of active pumpkin bombs on the mapLighting adjustmentsMinor visual tweaksOptimizationsUpdated koth_demolitionReplaced the health and ammo pack platforms with new ones made by GoobertUpdated the control point to have a neutral version matching RED and BLU (thanks Goobert)Replaced the textures under the water to save file sizeReplaced the team logos and oil rig overlays with new onesExtended the space between the playable area and the invisible wall on the seaRemoved a bit of brushwork on the crane to avoid players bonking against it when using the jump padMoved the jump pad back a bit and gave it more strengthRemoved the last bits of func_nobuild on the crane platformAdded two broken catwalks on the side of the crane platformAdded a new broken catwalk behind both spawns alongside cover and a trimp spotAdded a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion) Added a small health pack in the furnace rooms of each teamAdded decorative lights under the pointUpgraded the health pack on the furnace room from medium to fullUpgraded the health pack on the office building from small to mediumRemoved some ropes under the pointFixed some pipes fading too soonFixed some weird collision near the spawns that messed with blast jumpsAdministrator now reacts when a player dies to the Evil Deer. Try at your own risk.Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneral ChangesPlayers can no longer be selected as a starting Zombie two rounds in a rowDying during setup now respawns you instantlyPlayers who are dead or spectating when the round begins now considered infectedThe B.A.S.E Jumper can now be deployed at any point in the roundJumper weapons no longer have decreased max ammoZombie ChangesNew Feature: Zombie Spawn PickerOn respawn, Zombies will be able to manually choose which spawn point to spawn atPressing your left and right mouse inputs will cycle through all spawn pointsPressing your jump input will spawn you at your current spawn pointIf no inputs are pressed, you will automatically respawn after a short timeZombies are no longer ÜberCharged when respawningZombies can change class while picking a spawn pointZombies now drop a small ammo packZombies now receive Mini-Crits when the Zombie team is below the starting infection quotaUpdated Zombie viewmodel animations and removed view punch when attackingUpdated Zombie playermodels and third person animations (thanks Coolchao Zhao!)Updated Zombie ability icons with polished art (thanks TheLazerSofa!)Respawning Zombies no longer play lightning visuals and thunder soundsZombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdollUpdated Zombie EngineerZombie Engineer has a new "Beacon" abilityThrow a toolbox to erect a beacon that Zombies can respawn atBeacons are the default spawn point for Zombies in the new Spawn Picker featureBeacons can be destroyed by SurvivorsEach Zombie Engineer can only have one beacon active at a timeUpdated Zombie SpyZombie Spy has been given Zombie Engineer's old "EMP Grenade"Like before, the EMP grenade will temporarily disable buildings around it after detonationEMP Grenade blast highlights Survivors and buildings like the previous "Reveal" abilityNo longer instantly detonates when directly hitting a buildingNow takes half as long to detonateReveal and EMP duration changed from 6.5s to 5.5sReveal range changed from 1000HU to 900HUEMP range changed from 500HU to 450HUMax Health lowered to 125Melee damage changed from 100% to 69%Updated Zombie PyroZombie Pyro has a new "Sticky Spew" abilitySpew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weaponsNo longer drops a medium health kit on deathFire resistance changed from 100% to 70%No longer ignites players on hit or deals bonus damage to burning SurvivorsUpdated Zombie HeavyZombie Heavy has a new "Rock Hurl" abilityGrab a chunk of concrete from the ground, lift it, and heave it at SurvivorsSurvivors in the radius of the concrete get knocked back and take damageSurvivors directly hit by the concrete get stunned and take additional damageBuildings hit by concrete are temporarily disabledAdded loud footstepsKnockback resistance changed from 100% to 85%Damage vs buildings changed from 120 to 90No longer drops a medium health kit on deathUpdated Zombie SniperSpit can now settle on slopes, staircases, and rooftopsUpdated Zombie DemomanExplosive Charge's channel period has full aim controlUpdated Zombie SoldierPouncing Zombie Soldiers now play a whistling falling soundBug FixesFixed Zombies sometimes being immune to headshotsFixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a buildingFixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberChargeFixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnectingFixed Survivors sometimes starting with no ammo or metalFixed "game_text" entities leaking when a player disconnects or changes class mid-respawnFixed the starting Zombie quota being able to select a spectator or a dead survivorUpdated zi_atoll (additional changes)Removed a zombie spawn beneath the cliff shackReturned full ammo pack in the turbine roomRemoved Uber effect from spawning zombiesUpdated zi_blazehattan (additional changes)Reworked lighting and updated the visuals across the mapReworked zombie spawns to create safer zones for SurvivorsReworked the grinder building and the evacuation centerRemoved fence in cargo crate pile to allow for more rotationsAdded more pickups across the mapCleaned up collisionsFixed Survivor respawn wave time being too longReduced round timer from 210s to 180sRemoved little nobuild zones from on top of various crates and barrelsOptimization passUpdated zi_devastation_final1 (additional changes)Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floorsSimplified and clarified Zombie spawnsAdded Survivor access to third floor vents corridorRemoved nobuild triggers from third floor carsBrightened dark cornersLowered the water in the parking lot bottom floorUpdated zi_murky (additional changes)The previously condemned Mudpuppy clearance tunnels are now openedMudpuppy spawn points have been removed and moved to the docksReduced some pickup spawnsDecreased fog and lightened ambient lighting for improved visibilityLowered volume of soundscape effectsCleaned, fixed, added, and decluttered collisions around the mapMerged props to improve performanceUpdated water visuals and removed expensive reflection effectsAdjusted pumpkin bomb spawnsUpdated zi_sanitarium (additional changes)Removed outside ladder access to the roof. You'll have to take the stairs.Removed Uber effect from spawning zombiesRemoved access to sloped roof adjacent to the sanitarium rooftopRemoved a wooden barrier near the upstairs bathroomRemoved some wooden plank walkways connecting several balconiesFixed being able to attack through window framesFixed bad clipping and stuck spots around wooden scaffoldingShortened Far Z clip plane for optimizationAdded "Ding" noise when the elevator arrives at its locationUpdated zi_woods (additional changes)Updated Zombie spawn zonesReworked the boathouse roofTerraformed cliffs around the lakeAdded access to raised terrain platformsAdded health and ammo platform in the wooded pathway to the docksAdded clipping to tall rock spiresBrightened some dark spots of the forestMade the airboat easier to jump over and intoIncreased round timer from 120s to 160sOptimization passView the full article Quote Link to comment Share on other sites More sharing options...
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