Jump to content
RenCorner Network

Team Fortress 2 : Valve Updates.


Recommended Posts

Posted

This section is going to show all the updates what valve has done to Team Fortress 2. Everything will be dated and logged too.

 

7th Feb 2014

 

Team Fortress 2 Update Released

Product Update - Valve

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:

 

Weapon Updates

 

The Shortstop

Reduced extra knockback penalty from 80% to 40%

The Short Circuit

Added Penalty - No longer gain metal from dispensers when active

The Cleaner's Carbine

Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds

Natascha

Added Positive Attribute +50% extra ammo

The Reserve Shooter

Increased clip size from 3 to 4

Time to mini-crit airborne targets changed from 3 to 5

The Beggar's Bazooka

Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active

The Quick Fix

Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen

Weapon Fixes

Fixed deflected projectiles not affecting Strange and Killstreak counts

Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed

Fixed the Spy's revolver using the incorrect reload sound

Fixed third-person Medi Gun beams appearing jittery

Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc.

Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character

 

Community Updates

 

Added the Strongbox Key to the Mann Co. Store

Added 43 community-contributed items to the Strongbox Crate

Added the Tumblr Vs Reddit Participation Medal

Mann vs. Machine

Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list:

The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads

Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent

Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill

Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed

Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have

Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended

Quickplay

Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times

Added "Show Servers" button to quickplay. This will run the normal quickplay search, but instead of joining the "best" server, it will present a list of about 20 servers and let you pick.

 

Other Changes

 

Improved loading of item information panels to prevent hitches when cycling through backpack pages

Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data.

Fixed Australium items not using the correct images in the Steam Community Market

Added missing payload audio for the Medic, Soldier, Demoman, and Spy

Added the server command "sv_setsteamaccount" for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future.

Added the game server's SteamID to the output of the status command

Fixed the Killstreak counts not being accurately portrayed in the scoreboard

Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop

Fixed a UV/skinning problem on the level 1 sentry

Fixed a problem where "activate virtual reality" doesn't work if you have 2 monitors + headset

Fixed a client crash caused by trying to load an invalid URL

Fixed achievements getting stuck in a completed state and not being awarded to the player

Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_delay

Fixed the "equipped" label being displayed on incorrect backpack panels when equipping items

Fixed the upper-left backpack panel always being highlighted when equipping items

Fixed player names being clipped by item images in the Freeze Cam and Inspect panels

Updated the equip_region for The Extra Layer

Updated the Blue team material for the Ambassador to be less red

Updated ctf_2fort

Fixed a rendering bug on a silo prop in the skybox area for the Blue base.

  • Like 1
Posted

Honestly,

 

They Nerfed the Short Circuit  :o

 

Gumby

Posted

12th Feb 2014.
 
Team Fortress 2 Update Released
TF2 Blog
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:
 
 
Fixed an infinite berCharge exploit related to loadout presets
Fixed a case where players that are the target of a vote kick would not be banned from the server
Fixed a Quickplay crash for Linux clients
Fixed Linux servers getting disconnected from Steam when multiple servers are run from the same IP
Fixed taunts not previewing in the character loadout screen after being equipped
Fixed the High-Five! taunt not hiding the Engineer's weapon
Fixed some missing knobs on the level 2 dispenser
Fixed being able to jarate invulnerable targets with the Sydney Sleeper
Lugermorph Killstreakifier can now be applied to all Lugermorph guns
Updated several cosmetic items that were missing an item_type description
Updated several cosmetic items to count as assisters in Pyrovision 
Updated the Medi-Mask to use equip_region beard instead of face
Quickplay: Added option to search for "nodmgspread" servers
Quickplay: Removed disabling of non-vanilla option radio buttons when official servers are selected

  • 2 weeks later...
Posted

20th Feb 2014.
 
2014Team Fortress 2 Update Released
 
TF2 Blog
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 new promo items
Fixed a client crash caused by trying to load an invalid URL
Fixed Medigun particle beams not always appearing while healing players in DirectX 8
Fixed a case where clients would hear/see crit effects when their attack was not a crit 
Fixed the Carbonado Botkiller Minigun using the incorrect material for the Minigun
Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect
Updated the Unarmed Combat to add the item_type description
Updated sv_pure so client will detect corrupt or modified VPK files
 
Use Steam to verify local cache to fix corrupt files
Use the custom folder to customize the game
 
Item server stability:
 
Improved performance when manipulating multiple items at the same time (claiming multiple item drops, etc.)
Improved performance fetching persona names for item descriptions (gifted by, etc.)
Improved performance generating Steam Community Market data for item tooltips

  • 2 weeks later...
Posted

6th March 2014>
 
TF2 Official Blog
 
TF2 BlogTeam Fortress 2 Update Released
 
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:
 
 
Fixed an infinite healing exploit related to loadout presets
Fixed a bug where Medics would be unable to deploy their berCharge
Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free
Fixed workshop contributors not being able to view all of their submitted items using the in-game menus
Fixed Strange versions of The Southern Hospitality not tracking sentry kills
Fixed The Fortified Compound not triggering the same taunts and voice lines as The Huntsman
Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps
Fixed Natascha using the wrong material for the viewmodel
Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin Targe, and The Splendid Screen
Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, The Lucky Shot, and The Soldier's Stash
Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use the same crosshair as The Huntsman
 
Updated cp_dustbowl
 
Fixed Red team's stage 1 spawn door pushing players in the air
Fixed collision on windows, props, and rooflines
Fixed floating props
Fixed players building inside the alternate exit from the Red spawn in stage 3
 
Updated cp_mountainlab
 
Fixed exploit on rafters near control point 2
 
Updated ctf_2fort
 
Fixed collision on train-wheels prop outside Blu base
Fixed clipping on window ledges
Fixed collision on pipes in flag rooms
Fixed texture alignment on world map textures
Fixed clipping issue in the middle where Blu could stand in the sky
 
Updated pl_goldrush
 
Added nobuild area under the train tracks to prevent teleport trap near Blu spawn in stage 1
 
Community request:
 
Added convar hud_combattext_batching_window to be used with hud_combattext_batching
 
maximum delay between damage events in order to batch numbers
min 0.1, max 2.0, default 0.2

  • 2 weeks later...
Posted

19th March 2014.
 
Team Fortress 2 Update Released
 
TF2 Blog
 
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 new promo items
 
Fixed a client crash caused by trying to load an invalid URL
Fixed Medigun particle beams not always appearing while healing players in DirectX 8
Fixed a case where clients would hear/see crit effects when their attack was not a crit 
Fixed the Carbonado Botkiller Minigun using the incorrect material for the Minigun
Fixed a Mann vs. Machine bug related to upgrades after a retry/reconnect
Updated the Unarmed Combat to add the item_type description
Updated sv_pure so client will detect corrupt or modified VPK files
 
Use Steam to verify local cache to fix corrupt files
Use the custom folder to customize the game
 
Item server stability:
 
Improved performance when manipulating multiple items at the same time (claiming multiple item drops, etc.)
Improved performance fetching persona names for item descriptions (gifted by, etc.)
Improved performance generating Steam Community Market data for item tooltips

  • 1 month later...
Posted

Sorry been busy and had stuff in real life to deal with.
 
Ok here are some updates:
 
2nd April 2014.
 
Team Fortress 2 Update Released
TF2 Blog
 
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:
 
 
Improved the Backpack UI
 
Added page buttons for all pages
Removed prev/next buttons
Updated the drag/drop behavior to interact with the page buttons
 
Strange quality items can now be placed on the Steam Community Market
Added a "Show Untradable Items" checkbox to the recipe UI.
Added the smoke effect to The Soldier's Stogie
Added the InfoShow 2014 community event medal
Added Crate #82 and Crate #83 to the drop list
Crate drop rates have been significantly lowered
Removed Crate #60, Crate #75, Crate #76 and Crate #77 from the drop list
 
Virtual Reality mode
 
The game will now start in VR mode if it is launched from Steam while Steam is running in VR mode
 
Updated the equip_region for the Humanitarian's Hachimaki, The Special Eyes, the Hero's Hachimaki, The Blazing Bull, Master's Yellow Belt, The Lucky Shot, and The Deadliest Duckling
Updated The Gunboats so they can be used in Medieval mode
Updated the Wrangler so Strange parts can be applied to it
 
Strange parts only increment if a Wrangler-controlled Sentry does the scoring
 
Updated Chemistry Sets
 
Started dropping Series 3 Chemistry Sets with an expiration date
Retroactively added Series tags to older Chemistry Sets
 
Fixed a client crash related to killstreak effects
Fixed seeing the incorrect cosmetic items on players when the server has been running for a long time
Fixed hats not dropping into the world when players are killed
Fixed the Jarate effect not being displayed on some cosmetic items
Fixed framerate affecting player turn rate while using the Demoman's shield charge
Fixed flashlight shadows projected on players for Linux and Mac clients
Fixed seeing the fire texture on Runner's Warm-Up and the Tiny Timber in DirectX 8
Fixed The Doe-Boy using incorrect team materials
Fixed some Strange parts not being counted properly when attached to wearable weapons like the Mantreads and Demoman's shields
Fixed Spies speaking their payload cart forward/backward response_rules lines while disguised
Fixed Mann vs. Machine Giant Heavies not playing the correct override sounds for their Miniguns
Fixed the Huntsman charge bar being misaligned

Posted

4th April 2014.
 
Team Fortress 2 Update Released
TF2 Blog
 
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:
 
 
Fixed a problem that was preventing clients from uploading items to the Steam Workshop

Posted

25th April 2014.
 
 
 
Team Fortress 2 Update Released
TF2 Blog
 
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:
 
 
Fixed an issue where plugin_load may load a non-binary file type
Fixed an issue where decompressed file sizes were not being checked by the engine
Fixed a client crash related to Unusual items and the character loadout screen
Fixed an item exploit where tools were being used for purposes other than the original intent
Fixed The Shortstop not using its crit sound when firing crits
Fixed the HUD achievement tracker not filtering map-specific achievements
Fixed an issue where character voice lines would be clipped
Fixed disguised Spies losing their disguised cosmetic items when they touch a supply closet
Fixed the HUD 3D Character equipping the wrong item when Spies change their disguised weapon
Fixed the Demoman's shield charge turn rate when using joystick input
 
Joystick input now matches keyboard/mouse input
 
Added new promo items
Added ETF2L 6v6 Season 17 and ETF2L Highlander Season 5 medals
Updated the localization files
Updated metal hats to sound like metal when they fall off players' heads
Updated the equip_regions for The Toss-Proof Towel, The Titanium Towel, The Tartan Shade, Marshall's Mutton Chops, Stockbroker's Scarf, The Carl, and The Polar Pullover
 
Updated cp_dustbowl
 
Fixed players standing in sky over the beginning of stage 1
Fixed collision on rocks in the front of stage 1 where stickybombs could be placed inside them
 
Updated cp_junction_final
 
Players are now prevented from building in spawn rooms
 
Updated ctf_2fort
 
Fixed players standing on conduits in flag rooms
Fixed players standing in sky over Red battlements
Fixed a missing face under the stairs in the Blu base ramp room that let players see enemies above
Fixed collision on props under stairs in Red's courtyard
 
Updated ctf_turbine
 
Fixed collision on spawn doors
Added prop to facilitate players jumping up to raised platform and fixed surrounding collision
Fixed collision under stairs in mid room
Fixed misc prop collision
Fixed collision on signs in mid room
Fixed the clipping in the rafters of flag rooms
Increased performance with addition of area portals
Added decals under ammo and health packs
Smoothed geometry in the vents
Added nobuild around spawn doors
Added light props over Red and Blu gate 1 doorways
 
Updated koth_lakeside_event
Updated koth_lakeside_final
 
Fixed bot navigation errors
Prevented players from building in spawn room doors
Fixed rock piles to mirror on Red and Blu sides
 
Updated pl_goldrush
 
Fixed players shooting projectiles through the window in the mining tower into Red's first spawn and Blu's second spawn
Fixed players standing in sky above Blu spawn in stage 3
Fixed player clipping exploit above the Blu exit in stage 3
 
Update 25th April 2014:
 

Team Fortress 2 Update Released
TF2 Blog
 
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:
 
 
Mann Up servers are now available in Australia

Posted

30th April 2014.
 
Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
TF2 Blog
 
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
 
 
Fixed an issue where compressed community maps would not be decompressed by clients if the file size was too large

  • 1 month later...
Posted

Sorry guys been busy and forgot to update this:
 
15th May 2014
 
Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
TF2 Blog
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
 
 
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 
Fixed the skybox on 3rd party maps when using certain sky materials
In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid
Allow about:blank in the MOTD
Marked mat_texture_list as a cheat to prevent client exploits
Removed the sv_voicecodec convar because it isn t necessary anymore and was being used as an exploit
Updated the con_logfile convar to checking for invalid filenames
Updated the network resource download path to check for invalid filenames
Updated the plugin_load command
 
Servers can only load plugins if they are not running a map
Clients can only load plugins if they are not connected to a server
 
 
 
Team Fortress 2
 
Fixed a bug that would cause the Sentry s health to look overhealed when it wasn t
Fixed an exploit with the Red-Tape Recorder and Sentry where the Sentry could build up a large amount of health
Fixed a bug where the Spy could not place a sapper without switching weapons first
Fixed the Engineer being able to purchase the Disposable Sentry Gun upgrade in Mann vs. Machine, build a disposable Sentry, and then refund the upgrade without the Sentry being destroyed
Improved client-side critical attack prediction for rapid-fire weapons (i.e. Flamethrower, Minigun)
Updated the equip_region for the Pyromancer's Mask
Fixed the equip_region for tournament medals conflicting with other items
Added the LBTF2 Season 9 tournament medals
Updated the localization files

Posted

19th May 2014.
 
Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
TF2 Blog
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
 
 
 
Fixed a case where some clients/servers would crash during map load

Posted

5th June 2014.
 
The Mann Co. Factory Floor
TF2 Blog
 
 
One of the things we've been up to lately is working on new weapons for an upcoming update. And when we iterate on new weapons internally, we tend to make a lot of them. It helps ensure that the weapons we finally ship are as fun and additive to the overall gameplay experience as possible.
 
 
But it also means we're usually left with a lot of bad weapons that, for one reason or another, are better left unshipped. So while we keep busy with the latest update, we thought you might get a kick out of some of our absolute worst weapon ideas from past ones.
 
 
The Big Bomb
 
 
Any time someone starts thinking of weapon alternatives for the Demoman, one of the first questions is usually "Instead of having a bunch of small sticky bombs, what if he got one big one?"
 
 
Unfortunately for everybody else, unilateral area denial usually isn't fun for anyone except the player doing the denial. While there are some weapons that make traversing an area more difficult, they're not so overpowered that they shut down entire areas while removing the ability to respond. Rather, they lead to alternative routes and tactics, giving players an opportunity to "counter" in a variety of creative ways (airblasts, sapping, ubers, etc.).
 
 
 
These opportunities simply weren't available with The Big Bomb. Because it was replacing the existing demo sticky launcher (an incredibly powerful weapon), the Big Bomb also had to be incredibly powerful. Making it powerful enough to deter a team from entering a room meant that either A) as a player you felt stymied with no options, waiting for it to detonate before resuming the fun part of the game; or B) you didn't notice and immediately got exploded. In playtests, neither of these choices wound up being fun for players on either team. This includes the Demoman, who was stuck with a low-skill-ceiling, fire-and-forget weapon that primarily added spam but not value.
 
 
Also worth noting: over countless playtests, not a single life was lost to the Big Bomb. The only thing worse than a weapon that everyone hates fighting against is a weapon that everyone hates fighting against that is also terrible at killing people.
 
 
The Facestab Knife
 


 
Sometimes we're pretty confident right off the bat that an idea is terrible. But if we can quickly make a testable version, sometimes we'll playtest it anyway just to make sure. Even a terrible weapon can turn into something interesting with a little iteration.
 
 
The Facestab Knife was not one of those. While brainstorming ideas for the Manno-Technology update, one of our resident Spy players asked the question "What if there was a knife that was almost useless from the back but could backstab from the front?" The video below provides the perfect answer to what would (and did) happen.
 
 
The Sucker
 
 
The Pyro's Sucker was intended to be the opposite of the airblast, moving enemies closer to the Pyro by applying a steady force over time rather than a one-shot blast. However, on top of the unenjoyable gameplay issues it caused, the Pyro's vacuum-inspired Sucker also had a host of technical issues.
 
 
One of the reasons why TF2 works and feels solid even on slower network connections is that every client is constantly predicting its own movement without having to talk to the server. Your player can move forward in real-time on your screen, responding to your input the same way the server eventually will.
 
 
The Sucker played hell with the prediction system. The constant force by the Sucker moving the victim around over several seconds was an impossible-to-predict situation, causing a lot of disorienting view stuttering for players who got hit with it. While an explosion or a standard airblast would cause prediction to be wrong for a single frame, the Sucker would cause prediction to be broken for a group of players for as long as the button was held down.
 
 
Even on fast networks, where prediction plays less of a role, the Sucker was lackluster. It gave the Pyro, a class that's deadly in close quarters, a tool to move anyone into range. We've found that TF2 works best when classes and players support each other, making up for weaknesses and combining into new strengths, rather than giving any one class more and more tools to solve all potential problems.
 
 
The B.A.S.E. Jumper
 
 
Mobility is really important in TF2, both during and between engagements. When we saw that community members Sexy Robot and Square had created an amazing Soldier parachute, we started thinking about the options it might open up for that class. Being airborne provides strategic position benefits, but at the cost of maneuverability. Increased movement options against Pyros and Demomen are balanced by increased exposure when fighting Heavies and Snipers.
 
 
In play testing the parachute, we all had a bunch of fun, and at the end of the day that's really what we're hoping for with all of our weapons.
 
Wait, this isn't a terrible idea at all. Okay, forget that last one.
Posted

11th June 2014.
 
Team Fortress 2 Update Released
Product Update - Valve
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:
 
Fixed item descriptions for Strange scores not appearing to update
Fixed a bug where damage dealt and healing done Strange scores would stop incrementing
Fixed an exploit where teleporters could build up a large amount of health
Fixed a bug where premium accounts would temporarily appear to revert to free status
Fixed deflected rocket explosion sounds playing repeatedly
Fixed deflected Black Box rockets not giving health to the Pyro
Fixed being able to apply the Strange Part: Buildings Destroyed tool to the Flying Guillotine
Fixed several cosmetic items not cloaking properly for the Spy
Added the AsiaFortress Cup Season 7 medals
Community Request: Added SetCustomUpgradesFile input to the gamerules entity to allow servers to specify a different upgrades file
Updated the localization files
Updated the Eureka Effect
Can now pickup buildings
Repair and upgrade rates have been decreased
Can teleport to your spawn room or your Teleporter Exit

Posted

12th June 2014.
 
 
Team Fortress 2 Update Released
Product Update - Valve
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:
 
Fixed a client crash caused by failing to properly parse the item schema
Fixed not being able to equip The Director's Vision taunt in the Action slot
Fixed not being able to taunt with the Spy's disguise kit
Fixed the Engineer's build menu staying open after changing class
Fixed being charged the incorrect amount of metal for a Dispenser when The Gunslinger is equipped
Updated the description of The High Five! Taunt to better describe the new toggle behavior
Updated the materials for The Eureka Effect HUD to support mat_picmip

Posted
 
TF2 Blog
 
Posted Image



Click here for Day Two of our lead-up to the Love & War Update, showcasing the new weapons we're shipping including the return of an old classic, the debut of some powerful newcomers, and the must-have accessory for the merc who has everything: boxing gloves made out of tumor-filled sentient bread.

 
SHARE: Posted Image  Posted Image  Posted Image  Posted Image
 
 
 
 
TF2 Blog
 
Posted Image



Our Day One lead-up to the Love & War Update unveils "Expiration Date", our longest short to date, clocking in at a relatively epic fifteen minutes. It also teases some all-new taunts that'll let you spread a little love around the battlefield, including conga dancing, square dancing, flipping, hand-based games of chance, and the ultimate expression of affection, administering traumatic brain injury directly to a teammate's skull. Click here to check it out!

Posted

19th June 2014.
 
Team Fortress 2 ‘Love and War’ day two brings new weapons and bread-themed attacks
 
 
This week s mysterious Team Fortress 2 Love & War campaign has so far spawned a fifteen minute movie and a handful of new emotes, but Valve has gone further today with the announcement of a huge drop of new weapons and items. Among the lucre is a new level 1 Scattergun called The Back Scatter, a level 1 Shield dubbed The Tide Turner and a new parachute called The B.A.S.E. Jumper which slows your descent when falling.
 
Most important though, is the arrival of a handful of new bread-themed buffs and attacks, obviously inspired by yesterday s hilarious and, let s face it, very moving Expiration Date short film. The only condition is that these are limited edition items: you ll need to craft the all important Bread Box before it expires on July 9.
 
Once you ve done this you can use the Bread Box to craft a host of advantages including The Self-Aware Beauty Mark which punishes coated enemies with mini-crits. The Snack Attack is a sapper, while The Bread Bite rewards the player with 30 per cent faster move speed when worn. Watch out though: you ll incur 25 per cent more damage. Finally, the Mutated Milk rewards 60 per cent of the damage done to an enemy covered with milk . Full details are listed on the Team Fortress 2 site.
 
Here are all the new, non-bread weapon and item details for your pleasure. There's a bunch of new achievements as well. We're expecting two more announcements this week so be sure to check back.
 
The Back Scatter (Level 1 Scattergun)
 
Minicrits targets when fired at their back and at close range
 
-34% clip size
 
No random critical hits
 
20% less accurate
 
The Tide Turner (Level 1 Shield)
 
25% fire damage resistance on wearer
 
25% explosive damage resistance on wearer
 
Full turning control while charging
 
Kills while charging refill 100% of your charge meter
 
The B.A.S.E. Jumper (Level 1 Parachute)
 
Press 'JUMP' key in the air to deploy.
 
Deployed Parachutes slow your descent.
 
The Classic (Level 1 Sniper Rifle)
 
Charge and fire shots independent of zoom
 
No headshots when not fully charged
 
-10% damage on body shot
 
The Air Strike (Level 1 Rocket Launcher)
 
Increased attack speed while blast jumping
 
Clip size increased on kill
 
-25% damage penalty
 
-25% clip size
 
-15% explosion radius

Posted

19th June 2014.
 
Team Fortress 2 Update Released
Product Update - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
 
 
Love & War Update
 
Added 5 new weapons, 15 new taunts, and 43 cosmetic items for the Love & War update
Partner Taunts can now be performed with the opposing team
Added a new Taunt Loadout with 8 slots so multiple taunts can be equipped at the same time
Taunts are no longer equipped in the Action Slot
Pressing the Taunt key in game now brings up the new Taunt Selection menu
Pressing the taunt key while the Taunt Selection menu is open performs a weapon taunt, or joins a partner taunt
Mann Co. Store
Added 15 new taunts and a taunt bundle
Added 5 new weapons and a weapon bundle
Added 44 new cosmetics and a cosmetic bundle
Added "Taunt" category into the store
Added Mann Co. Stockpile Crate Key
The "Hats" and "Misc" categories have been merged into "Cosmetics"
 
Items
 
Added the Mann Co. Stockpile Crate to the droplist
Each Mann Co. Stockpile Crate can be repeatedly shuffled to contain a set of 4 possible items
Added the Mann Co. Audition Reel. Contains taunts and a rare chance at an unusual taunt
Updated Mann Co. Crates to display which Unusual Series they can potentially output
Added Bread Box Special Crafting Recipe. This recipe will no longer be available after July 9th, 2014. Items from the Bread box have a chance to be strange.
Added crafting recipes for newly added weapons
Added Killstreak Kits to MvM for newly added weapons
Added OzFortress Season 11 tournament medals
Weapon changes and updates
With The Hitman's Heatmaker, pressing ‘reload’ now activates focus when it is full
The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
The Bushwacka can no longer randomly crit
All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
Updated Loch-n-Load reload animation
Sentry bullets are now affected by damage falloff outside of sentry scan range
Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's
 
Misc Changes
 
Updated the Halloween holiday to automatically be enabled when the server runs an _event map
Added a check to prevent achievement announcement spam
Converted several weapon models to use the c_models system
Updated the localization files
 
Bug Fixes
 
Fixed an exploit where charging Demoman could turn more than allowed
Fixed a bug where Halloween spellbooks were overriding PDAs and Disguise Kits
Fixed The Director's Vision taunt not playing both variations for the Pyro
Fixed the Pyro's spell audio not sounding like the rest of the Pyro's audio
Fixed a bug that would sometimes cause items to unequip themselves
Fixed a dedicated server crash related to using 'mp_forcecamera 0' with one player on the server
Fixed a regression with the trigger_gravity entity not correctly applying its settings
Fixed another exploit where Engineer buildings could build up a large amount of health
Fixed a server performance issue related to the item_teamflag entity
Fixed the itemtest command
Fixed cosmetics shared between multiple classes not rendering correctly
Updated the cosmetic item list to sort by name
 
Map Fixes
 
Updated cp_granary
Removed collision from lights and small props protruding from walls
Fixed collision on fences 
Fixed the tire props near Blu's forward spawn so players may no longer jump up to the spawn door platform
Fixed players shooting through gaps around forward spawn doors
Fixed door protruding through roof on Red's forward spawn
Fixed a collision bug that gave players access to the roof above Red's spawn door
Prevented players from building inside spawn room doors
Adjusted area portals to improve rendering and performance
Updated koth_harvest_final
Added metal panel prop to Blu building, which now mirrors the jump up on the Red side
Small performance increase through prop fade adjustments
Players can no longer build inside spawn doors
Updated pl_upward
Fixed physics debris triggering the payload cart’s finale explosion

Posted

20th June 2014.
 
Team Fortress 2 Update Released
TF2 Blog
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 a new startup music track from Expiration Date
Added a crafting recipe for The Back Scatter
Fixed a client crash caused by Strange Fists
Fixed players using the partner taunts to enter enemy spawn rooms
Fixed a regression with the Disco Beat Down unusual effect
Fixed The Classic automatically zooming in after going through a teleporter while charging
Updated The Tide Turner to also refill the charge meter from impact kills

Posted

21st June 2014.
 
Team Fortress 2 Update Released
TF2 Blog
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:
 
 
Fixed a client crash related to the B.A.S.E. Jumper
Updated the prioritization method used when choosing which partner taunt to join such that players under the crosshair will have the highest priority.
Fixed The Classic scope not being drawn correctly in DirectX 8
Fixed the Tide Turner and Chargin' Targe doing impact damage at any range
Fixed the Tide Turner refilling the Charge meter on any decapitation
Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine
Fixed Lugermorph animations

Posted

24th June 2014.
 
Team Fortress 2 Update Released
TF2 Blog
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:
 
 
Reverted the recent stickybomb damage ramp up change. We will continue to evaluate the use of stickybomb air detonations and potential changes to that mechanic.
Fixed being able to taunt with enemies between spawn room doors 
Fixed a problem with The Senguko Scorcher's materials
Updated the Towering Pillar of Summer Shades so they are marketable
Updated the attribute description for the Back Scatter to better explain what it does
Updated the localization files

Posted

27th June 2014.
 
Team Fortress 2 Update Released
TF2 Blog
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 a new startup music track from Expiration Date
Fixed a client crash related to the B.A.S.E. Jumper
Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets
Updated the B.A.S.E. Jumper backpack to use an open model when the parachute is deployed
Fixed a few crates not displaying which Unusual Series they can potentially output
Fixed a client crash caused by applying a tool to an empty backpack slot
Removed the shot effect for The Classic in DirectX 8
Updated the name of The Senguko Scorcher to be The Sengoku Scorcher
Updated the Summer Starter Kit and Summer Adventure Pack to be marketable
Updated the localization files

  • 2 weeks later...
Posted

10th July 2014.

 

 

Team Fortress 2 Update Released

Product Update - Valve
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:
 
Updated rd_asteroid
Fixed incorrect respawn times for Blu attackers
Fixed missing kill triggers in pits
Added blockers to starting gates to prevent engineers from building outside the base before the round starts
Added medium health kit near large ammo pack at the front doors of each base
Removed the ability to create buildings in the lasers
Removed chair prop from vent access room near vault
Updated pl_cactuscanyon
Prevented players from shooting over the fences by the mid building in stage 2
Prevented players from shooting between spawns in stage 2
Fixed a bug which prevented Blu team from winning upon a successful capture
Fixed players getting under the terrain near the first Blu Spawn in stage 1
Posted

11th July 2014.

 

Team Fortress 2 Update Released
TF2 Blog
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:
 
 
Updated rd_asteroid to fix another problem with respawn times for Blu attackers
  • 2 weeks later...
Posted

19th July 2014.

 

Team Fortress 2 Update Released
TF2 Blog
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:
 
 
Fixed a client crash related to particle effects 
Fixed the quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option
Fixed the Festive Sapper not having a skin for the Blu team 
Added a new startup music track from Expiration Date 
Added a Headset style for the Greased Lightning
Updated the Conga taunt to play sounds on the client instead of the server 
Updated several materials to fix issues caused by mat_picmip 
Updated the localization files 
 
Updated beta map pl_cactuscanyon
 
Redesign of the first half of stage 2. Blu team now pushes up the first hill 
Removed the death pit in the first barn building of stage 1
Ammo increased in stage 2
Fixed Red building in the spawn room of stage 2
 
Updated beta map rd_asteroid
 
Mode changes
 
Power Cores and Reactor Cores now add their point value to a team's score over time 
Reduced the rate at which points can be stolen from 15 per second to 10 per second 
Robots now heal 5 health per second to nearby friendly players 
The HUD has been reworked
 
Inverted the layout to better represent the layout of the level 
Added progress bars to represent each team's score 
Potential point gains from stolen reactor cores are now visually represented on the score progress bars 
Thief icon now moves across the score board relative to the thief's position in the level 
Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
 
Added new strings to the win panel that explain why the team won 
Replaced the current "points being stolen" sound with a new sound 
Added better collision hulls to robot models 
Reworked robot skins to reduce similarity to the Ubercharged skin 
Sentry guns no longer target Ubercharged robots
 
Map changes
 
Layout has been adjusted with the overall goal of improving visibility of teammates 
Removed spawn teleporter 
Reduced map size by removing the front lobby and cave sections 
Added terrain paths on the sides of the mid bridge 
Increased width of the mid bridge 
Removed doors that locked when A and B robots were active 
Robots have been rearranged:
 
A robots now roam the bridge above the water 
B robots now roam around the floor in front of the vault 
C robots now roam around the upper deck
 
Added more line of sight blockers to the water room to provide better cover during combat engagements 
Reduced travel time for the water flanking route under the interior bridge 
Added a drop down to enter the water room from the front door staging area 
Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck 
Increased width of vault corridors 
Reworked vent route that leads to the vault, no longer need to crouch jump on exit 
Moved left spawn exit forward to reduce effectiveness of spawn camping 
Added a resupply cabinet to the right side spawn exit 
Re-positioned health and ammo pickup locations 
Added ramp collision to stairs 
Changed setup time from 60 seconds to 40 seconds 
Changed power reactor max return time from 90 seconds to 60 seconds 
Fixed gap in the death pit that allowed players to survive

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...