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:

  • Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
  • Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
  • Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
  • Fixed Saxton Hale’s weapons showing up as being carried by an incorrect/invalid player in VSH
  • Fixed Saxton Hale’s weapons sometimes showing up as invalid in VSH
  • Fixed a crash that can occur when changing from VSH to another map
  • Fixed a crash that can occur related to MP3s on VSH maps
  • Fixed a crash that can occur when using changing model detail setting or using r_flushlod
  • Fixed a crash when going between two sv_pure servers with maps packing custom content
  • Fixed changing model detail setting or using r_flushlod not always taking effect
  • Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
  • Fixed custom particle overrides not being reloaded on servers without sv_pure
  • Fixed game mode descriptions for some of the summer map stamps
  • Fixed embedded workshop map soundscripts not being loaded on clients (community fix from ‘Jakub’ (ficool2))
  • Fixed a crash when using the game_ui entity and players discconnecting (community fix from ‘Jakub’ (ficool2))
  • Fixed teleporter particle effects (community fix from ‘Jakub’ (ficool2))
  • Updated/Added some tournament medals

Updated cp_altitude

  • Increased size of C capture area
  • Reduced initial round timer from 6 to 5 minutes
  • Increased max round timer length from 6 to 8 minutes
  • Increased Blu respawn wave time on A from 3 to 4
  • Increased Red respawn wave time on C from 8 to 9
  • Reduced Blu respawn wave time on C from 3 to 2
  • Various visual fixes and adjustments

Updated koth_cascade

  • Various player and projectile collision fixes
  • Various visual fixes and adjustments
  • Adjusted resupply locker positions

Updated cp_steel

  • Fixed missing glass from bullet blocked windows
  • Removed some more ceiling light collisions
  • Improved clipping around B -> C building
  • Small safety improvement to Blu flank balcony to B
  • Some extra block bullets around B floor

Updated pl_phoenix

  • Increased Red respawn wave time on D from 8 to 9
  • Fixed projectile collision bug around the payload elevator track
  • Fixed a case where the payload cart could get stuck at the base of the elevator
  • Various clipping fixes
  • Various visual fixes

Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

  • The script no longer forces mp_winlimit and mp_maxrounds to 0
  • Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
  • Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
  • The Diamondback now gains 2 guaranteed crits upon backstab
  • Hale’s attacks now pierce through damage absorption of the Wrangler shield
  • Hale will now receive an instructional notification if they haven’t performed a Brave Jump during the first 30 seconds of a round
  • Fixed bugs related to Your Eternal Reward’s on-backstab disguise
  • Fixed Festive Eyelander not gaining heads on-hit
  • (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
  • (Hopefully) Fixed some players being unable to punch as Hale (“A-posing”)
  • Fixed Hale disappearing when the game tries (and fails) to gib him
  • Both sides dying simultaneously now counts as Stalemate

Updated vsh_skirmish (additional changes)

  • Added a live feed to the office
  • Improved clipping in multiple areas
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8 points

This is such a huge boost to the games longevity! I can see some crazy game-modes coming out that include more than the standard 24/32 players.

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