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:
Scream Fortress XV has arrived!
Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
Added the Bone-Chilling Bonanza Case
Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
Has a chance to give a taunt Unusualifier as a bonus item
Added 4 new community-contributed taunts to the Mann Co. Store
Taunt: The Crypt Creeper
Taunt: Roar O'War
Taunt: Neck Snap
Taunt: Borrowed Bones
Added 20 new community-created Unusual effects
13 new effects for Unusual hats
7 new effects for Unusual taunts
All players who launch the game will receive a Soul Gargoyle if they don't already have one
Grants access to Merasmissions and Halloween item transmutations
Tracks Merasmissions completed and souls collected
All Halloween Contracts have been reset, allowing them to be completed again
Added new Contracts for this year's featured community maps
Completing a Halloween Contract will give players a classic Halloween item and the chance for a Bone-Chilling Bonanza Case
Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
All cosmetic and taunt Cases will grant Halloween 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
Join Halloween matches by using the Special Events category in Casual
Scream Fortress XV runs through November 7th, 2023
General
Changes to help improve load times
Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
Updated the Horror Shawl's second style to fix a problem with the materials
Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
Updated pd_farmageddon to fix blood particles for the scarecrows
Updated vsh_distillery and koth_cascade with localization fixes
Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials
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 dispenser and the recent addition of -unrestricted_maxplayers
Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
Updated the Beaten and Bruised cosmetic item
Fixed a floating triangle when equipping the Ultra Violence style on Sniper
Reduced the clipping for Soldier and Sniper
Updated Clubsy The Seal to be an assister in Pyrovision
Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
Updated/Added some tournament medals
Updated Taunt: The Head Doctor
Fixed skinning on lower LODs
Fixed team coloring for both teams
Adjusted animation to reduce prop clipping
Updated Taunt: The Road Rager
Fixed skinning on lower LODs
Adjusted animation on wheels to better match character movement
Updated pd_selbyen
Fixed door stuck exploit
Major optimization improvements (thanks yrrzy!)
Added/moved some func_occluders
Hinting adjustments
Added skyboxes and func_areaportals to separate areas better
Added func_areaportalwindows to unload spawn building interiors
Turned some small brushes into func_details
Adjusted some prop fades
Fixed slight misalignment of the yellow center buildings roof structure
Better lighting under the docks
Minor detailing changes
Updated cp_steel
Added additional clipping where needed
Fixed some windows clip and trip spots
Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
Updated map menu images to the present day (1970)
Reduced one-way door speed to stop ejecting players into orbit
Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
Fixing some props that fade too early
Moved medium healthpack to the side between D->E to avoid accidental pickups
Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
Updated koth_synthetic_event
Brightened and evened out lighting in play space
Fixed missing soundscape
Fixed missing detail sprites
Minor detail changes
Updated pl_venice
Added new exit for initial Blu spawn
Added new balcony outside Attic room above Point B
Added new balcony inside near Point D
Moved door on balcony near Point A (Thanks Billo)
Bridges now have solid side walls
Raised bridge is now less steep
Small building next to raised bridge is now taller
Added cover at Point C
Slightly adjusted balcony above Point D
Fixed being able to place turrets above Point D
Initial Blu spawn doors now close
Replaced fences at Blu spawn with buoys
Removed some interior props near Point D
The payload now sinks
Moved some health and ammo around
Updated navmesh
Lots of minor bug fixes
Lots of minor other changes
Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
Failing to capture the point in 3 minutes after it opens results in Stalemate
Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
Hale's abilities now get affected by Vaccinator resistances
Fixed Ubercharge rate bonus applying only with the Ubersaw
Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
Fixed Natasha and Huo-Long Heater having incorrect damage penalty
Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
Updated vsh_skirmish (additional changes)
Fixed an out of bounds exploit
Fixed not being able to wall climb certain trees in the main arena
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 main menu character for the Summer event
Fixed pd_watergate capture zone not working properly
Fixed geometry collision issue with the Wildflower Meadows Unusual effect
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
Fixed the Strange Filter prefix for pd_selbyen
Fixed broken materials for the second style of the Cranium Cover
Updated koth_sharkbay
Fixed the flying boat
Removed collision from seagulls
Updated Map Stamp icons
Updated cp_hardwood_final
Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props
Updated cp_steel
More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda
Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more
Updated cp_sulfur
Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen
Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places