SteamRSS
07-08-2016, 12:57 AM
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 modes
Additional information available on the website (http://www.teamfortress.com/meetyourmatch/)
Casual mode replaces Quickplay
Added the Heavy vs. Pyro war
Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/war.php )
3 new community maps
Sunshine
Metalworks
Swiftwater
Added 3 new community taunts
The Balloonibouncer (Pyro only)
Disco Fever (Spy only)
The Fubar Fanfare (Soldier only)
Added 1 new official taunt
The Carlton (Scout only)
Added the Perfect Stranger crate
General
Reworked the main menu
All 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 feature
Added 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 update
No longer in Beta!
New Items Available
An Early Participation Pin will be awarded to everyone who played PASS Time during beta
Two new achievements with item rewards
Tune Merasmus's Multi-Dimensional Television
Jackpot!
Map Changes
All 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 Changes
Changed the score limit from 3 to 5
Tweaked various JACK throwing parameters
Pack Running
The 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 Power
Passing 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 Changes
New view model animations
The HUD provides more information about goal type and status
Player pips for Spies will reflect cloak and disguise status
Misc Details
Added 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 reports
Fixed 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 zombiesImproved 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/collectionAdjusted some weapon prices for consistency
Maps
cp_granary
Added new ammo pack locations in final and yard areas
Clips and blockbullets added to stairs
cp_badlands
Final cap point capture time increased to 2 seconds (from 1 second)
Clips and blockbullets added to stairs
cp_foundry
Reduced ammo kit in final cap entry room (attackers' side) to medium
Slightly reduced attacking team's spawn time when working on final
pl_upward
Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3
pl_thundermountain
Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1
Mannpower
All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar
Game Balance
Scout
Crit-A-Cola
Added Marked-for-Death debuff for 2 seconds after the buff effect expires
The Soda Popper
Added "On hit: build Hype"
Removed "build hype by running around"
Shortstop
Added an Alt-fire attack -- reach out and shove someone!
Removed +healing bonus
Reduced pushback vuln to +20% (from +40%)
Sun on a stick
Take 25% less damage from fire while deployed
Soldier
The Righteous Bison
Fixed 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 average
Point-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 Action
Reduced duration of speed bonus on teammates to 2 seconds (from 3)
The Rocket Jumper
Updated model/materials and sound
Sniper
Cozy Camper
Now requires a full charge to gain flinch resistance
The Sydney Sleeper
When fully charged, or when making a headshot, now applies Jarate in a radius
Scoped shots now extinguish teammates
The Cleaner's Carbine
Removed hidden +10% damage taken multiplier while under the effects
Heavy
Natascha and Brass Beast
20% damage resistance now only applies when spun up and below 50% max health
Huo-Long Heater
Added -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 Sandvich
Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%
Spy
Base
Max speed increased to 320 (from 300)
Enforcer
Attacks pierce resist and absorb effects from all sources
Pyro
All Flamethrowers
Added: 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 Manmelter
Removed (hidden) 20% fire rate penalty
Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix
Quick Fix
ÜberCharge rate reduced to +15% (from +25%)
Overdose
Increased movement speed bonus to +20% (from +10%)
Increased damage penalty to -15% (from -10%)
Dropped Mediguns
Stored ÜberCharge begins to decay over time after coming to rest
Demoman
Base
All boots now require a shield to activate any move speed bonus listed on the item
The Iron Bomber
Decreased the fuse time to 1.4 seconds (from 2.0)
The Quickiebomb Launcher
Increased 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 Jumper
Updated model/materials and sound
Engineer
Base
Level 1 teleporters now cost 50 metal (previously 125)
Widowmaker
Damage increased +10% when attacking the same target as your sentry
Eureka Effect
Reduced "50% less metal from Dispensers and Pickups" to 20%
Added "Teleporters cost 50% less metal"
The Short Circuit
Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
The Pomson
Fixed 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
More... (http://store.steampowered.com/news/22759/)
The Meet Your Match Update has arrived!
Added Casual and Competitive Matchmaking modes
Additional information available on the website (http://www.teamfortress.com/meetyourmatch/)
Casual mode replaces Quickplay
Added the Heavy vs. Pyro war
Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/war.php )
3 new community maps
Sunshine
Metalworks
Swiftwater
Added 3 new community taunts
The Balloonibouncer (Pyro only)
Disco Fever (Spy only)
The Fubar Fanfare (Soldier only)
Added 1 new official taunt
The Carlton (Scout only)
Added the Perfect Stranger crate
General
Reworked the main menu
All 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 feature
Added 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 update
No longer in Beta!
New Items Available
An Early Participation Pin will be awarded to everyone who played PASS Time during beta
Two new achievements with item rewards
Tune Merasmus's Multi-Dimensional Television
Jackpot!
Map Changes
All 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 Changes
Changed the score limit from 3 to 5
Tweaked various JACK throwing parameters
Pack Running
The 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 Power
Passing 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 Changes
New view model animations
The HUD provides more information about goal type and status
Player pips for Spies will reflect cloak and disguise status
Misc Details
Added 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 reports
Fixed 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 zombiesImproved 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/collectionAdjusted some weapon prices for consistency
Maps
cp_granary
Added new ammo pack locations in final and yard areas
Clips and blockbullets added to stairs
cp_badlands
Final cap point capture time increased to 2 seconds (from 1 second)
Clips and blockbullets added to stairs
cp_foundry
Reduced ammo kit in final cap entry room (attackers' side) to medium
Slightly reduced attacking team's spawn time when working on final
pl_upward
Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3
pl_thundermountain
Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1
Mannpower
All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar
Game Balance
Scout
Crit-A-Cola
Added Marked-for-Death debuff for 2 seconds after the buff effect expires
The Soda Popper
Added "On hit: build Hype"
Removed "build hype by running around"
Shortstop
Added an Alt-fire attack -- reach out and shove someone!
Removed +healing bonus
Reduced pushback vuln to +20% (from +40%)
Sun on a stick
Take 25% less damage from fire while deployed
Soldier
The Righteous Bison
Fixed 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 average
Point-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 Action
Reduced duration of speed bonus on teammates to 2 seconds (from 3)
The Rocket Jumper
Updated model/materials and sound
Sniper
Cozy Camper
Now requires a full charge to gain flinch resistance
The Sydney Sleeper
When fully charged, or when making a headshot, now applies Jarate in a radius
Scoped shots now extinguish teammates
The Cleaner's Carbine
Removed hidden +10% damage taken multiplier while under the effects
Heavy
Natascha and Brass Beast
20% damage resistance now only applies when spun up and below 50% max health
Huo-Long Heater
Added -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 Sandvich
Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%
Spy
Base
Max speed increased to 320 (from 300)
Enforcer
Attacks pierce resist and absorb effects from all sources
Pyro
All Flamethrowers
Added: 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 Manmelter
Removed (hidden) 20% fire rate penalty
Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix
Quick Fix
ÜberCharge rate reduced to +15% (from +25%)
Overdose
Increased movement speed bonus to +20% (from +10%)
Increased damage penalty to -15% (from -10%)
Dropped Mediguns
Stored ÜberCharge begins to decay over time after coming to rest
Demoman
Base
All boots now require a shield to activate any move speed bonus listed on the item
The Iron Bomber
Decreased the fuse time to 1.4 seconds (from 2.0)
The Quickiebomb Launcher
Increased 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 Jumper
Updated model/materials and sound
Engineer
Base
Level 1 teleporters now cost 50 metal (previously 125)
Widowmaker
Damage increased +10% when attacking the same target as your sentry
Eureka Effect
Reduced "50% less metal from Dispensers and Pickups" to 20%
Added "Teleporters cost 50% less metal"
The Short Circuit
Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
The Pomson
Fixed 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
More... (http://store.steampowered.com/news/22759/)