8 days ago

December 11th, 2024 - Team Fortress 2 Updated - Happy Smissmas 2024!


(Readable Version - Copied from TeamFortress.com)

Team Fortress 2 Update Released

December 11, 2024 - TF2 Team

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:

Happy Smissmas 2024!

  • All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.

  • Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul

  • Added the Winter 2024 Cosmetic Case

    • Contains 23 new community-contributed items

    • The Festivizer can be found as a bonus drop when opening the case

  • Added 3 new community-contributed taunts to the Mann Co. Store

    • Taunt: Fore-Head Slice

    • Taunt: Peace!

    • Taunt: Curtain Call

  • Added 18 new community-created Unusual effects

    • 9 new effects for Unusual hats

    • 9 new effects for Unusual taunts

  • All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.

  • Mann Co. Store winter sale!

  • Smissmas runs through January 7th, 2025

General

  • Fixed a client crash when previewing imported items in the Workshop dialog

  • Fixed showing an error model when equipping the Scottish Resistance

  • Fixed The Executioner not hiding the Scout's dog tags

  • Updated the Mountebank's Masque to fix a problem with the materials

  • Updated/Added some tournament medals

  • Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock

    • General

      • Added the gamemode intro movie (made by Lacry, thanks)

      • Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper

      • Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)

      • Added Hale's kill icons

      • Visual improvements to Hale's Ability HUD (thanks Funicular)

      • Added a visual cue signaling an upcoming Saxton Punch!

      • Minor visual improvements to Saxton Hale and his particle effects

      • Fixed the boss bar sometimes starting invisible

      • Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings

      • Fixed a rare bug when Hale's Ability HUD textures become missing

    • Balance Changes - Saxton Hale

      • Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength

        • Weightdown ability is disabled during Jump Fatigue

      • Increased Hale's health by ~100HP per opponent

      • Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)

      • Hale's resistance to knockback reduced from 75% to 35%

      • Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)

    • Balance Changes - Mercenaries

      • Explosives and fire now deal 50% more damage against Hale

      • The 40% minigun damage penalty now applies to full crits only

      • Broken Demoman shields now retain the charge ability

      • Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)

      • Greatly decreased sticky trap damage reduction

      • Removed Scottish Resistance's 20% damage penalty

      • Baby Face's Blaster now loses 20% of its boost upon Wall Climbing

  • Updated vsh_tinyrock (additional changes)

    • Improved performance

    • Fixed odd clipping at one of the spawns

  • Updated vsh_distillery (additional changes)

    • Improved performance

  • Updated vsh_nucleus (additional changes)

    • Fixed setup time ending five seconds too early

    • Improved detailing in some areas

    • Improved clipping on staircases

    • Increased control point capture time to 15 seconds

    • Removed collision on some lights

    • Changed damage model and damage amount of the toxic waste pit and puddles

  • Updated vsh_skirmish (additional changes)

    • Fixed setup time ending five seconds too early

    • Fixed an issue where Engineers could build in the crocodile pit

    • Fixed not being able to wall climb certain trees in the main arena

    • Fixed some lighting issues on stalactites and other props

    • Parts of Hale's intro sequence no longer play while waiting for players

    • Improved optimization and detailing in some areas

    • Improved clipping on spiral stairs (Thanks Aar!)

    • Updated security system

  • Updated cp_brew

    • The shortcut from RED spawn to the "A" point now has a nobuild trigger

    • Added floor indicator for the health kit in the "A" point wooden shack

    • Adjusted "A" point wooden shack to allow more breathing room

    • Fixed getting stuck on the "A" gate's frame

    • Fixed teletrap near "A" point ditch route

    • Fixed being able to place buildings inside an out-of-bounds room outside "A" point

    • Fixed some stuck spots near "B" point

    • Fixed being able to shoot through a crack in the BLU forward spawn

    • Fixed floating props in the diner

    • Fixed one way door not forcing itself closed

    • Cleaned up some collisions and clipping across the map

    • Improved lighting on all of the archways

  • Updated koth_krampus

    • Fixed missing trees in skybox

    • Improved look of waterfall texture near full health-kit

    • Fixed minor visual errors

    • Minor NPC clipping changes

    • Fed krampus some oats

  • Updated pl_emerge

    • Switched on the cart light

    • Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn

    • Fixed some doors showing incorrect textures

    • Fixed the final capture point displaying an incorrect string

    • Fixed the map occasionally playing incorrect ambient sounds

    • Minor visual and performance tweaks

  • Updated cp_carrier

    • The Carrier now has full crits rather than mini-crits

    • The Carrier now uses the robot voice lines

    • Improved hearability of the Carrier's voice lines and footsteps

    • Fixed visual bugs with the boss bar

    • Fixed the Carrier sometimes becoming invisible while taunting

    • Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher

    • Fixed occasional phasing through the elevator platform at BLU spawn

    • Decreased size of the frog



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