Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
New Content
* Added King Of The Hill game mode
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
* Added lots of new hats
Additions / Changes
* Added "Auto Reload" option to the multiplayer advanced options
o Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
* Significantly reduced the amount of network traffic being sent
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
o Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist
* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating
* Added an "Inspect" key that allows you to look at items being carried by your team mates
* Backpack improvements:
o Added drag & drop to move items around. Item positions are maintained on the backend
o Added multi-select, allowing you to delete multiple items at once
o Added a new key to the key binding page that opens your inventory directly to your backpack
o Fixed mouseover panel being incorrectly position when the backpack first appears
* Cloaked Spies standing in valid backstab positions no longer raise their knife
* Added current map name and gametype to the bottom right of scoreboard
* Added class icons to tips on the loadout and loading screens
* Improved visuals around flags when they're being carried by a player
* Improved critboosted visuals, making it much clearer when an enemy has critboost
* Updated the loading panel to show the game type under the map name during level transition
* In-game chat dialog now supports full Unicode characters
* Added BLU main menu background
* Added response caching for some server queries to help reduce the CPU load from DOS attacks
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail
Map Changes
* Update PLR_Pipeline
o Increased the starting advantage in the third round if a team has won the first two rounds
o Fixed carts not continuing to the second round if they're capped at the same time in the first round
o Fixed being able to shoot pipebombs over the starting gates in the first round
o Fixed being able to open the doors in the first round before the setup time was finished
o Fixed players getting stuck in some doors
o Fixed players being able to get onto rooftops and out of the map boundaries
o Fixed other minor bugs and exploits
* Added community map Arena_Offblast
* Added community map Cp_Yukon
* Update Arena_Sawmill
o Fixed DirectX8 bug where some models would not be visible
o Fixed exploit with building teleporters outside of the map
* Updated CP_Granary
o Made a few changes to improve balance based on competitive community feedback
Item Reworks
* The Force of Nature
o The enemy knockback now only works in close range and behaves more like the Pyro's air blast
o Enemies cannot be juggled by the FaN's effect
o The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
o Knockback is now scaled by damage done
* The Sandman
o A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
o Stunned players now take 75% of all incoming damage instead of 50%
o Ubercharged players can no longer be stunned
o Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
o The minimum distance to stun a target has been reduced
o The negative attribute has changed from "no double jump" to "-25 max health"
Fixes
* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
* Fixed an exploit that allowed players to work around sv_pure
* Particle files are now protected by sv_pure
* Fixed critboost effect getting stuck on when you die while critboosted
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife
* Fixed an exploit where you could reload The Huntsman faster than intended
* Fixed Heavy "civilian" exploit
* Fixed a set of exploits using the DXSupport config files
* Fixed r_screenfademinsize and r_screenfademaxsize exploits
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target
Community requests
* Added a HUD element for hybrid CTF & CP maps
o Supports 1 or 2 flags, and any number of CPs
o Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
o Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
o Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
+ healing is the amount the Medic healed in that life
+ ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
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