Team Fortress 2 - 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 the Clown's Cover-Up always showing the Red team skin
  • Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence
  • Fixed the Grounded style of the Power Spike using an incorrect LOD model
  • Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players
  • Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon
  • Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon
  • Updated The Masked Fiend to fix a problem with the materials
  • Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs
  • Updated the Sapped Unusual effect to fix visibility issues in bright environments
  • Updated Blastphomet cosmetic to fix some a problem with the materials and some minor clipping
  • Updated the Taunt: Borrowed Bones to add missing sounds
  • Updated Taunt: Neck Snap animations to fix the MVM canteen flipping while taunting
  • Updated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotation
  • Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickering
  • Updated pd_farmageddon
    • Updated .res file to work with custom huds (Thanks Aar)
  • Updated cp_lavapit_final
    • Updated the Underworld
    • Spells now spawn one per point, in a random location
    • Removed some exploits
  • Updated pl_spineyard
    • Replaced some of the materials and models
    • Fixed a missing material
    • Significantly improved skeleton navigation
    • Reduced the health of skeletons to 130 HP
    • Increased the weapon spread of skeletons to reduce their long range damage
    • Increased the number of pumpkin bomb spawns
    • Improved sound effects
    • Various detail fixes
    • Fixed being able to build in the first Blue spawn
  • Updated pd_mannsylvania
    • Added new custom voice lines of Merasmus Gargoyle Notifications
    • Better player clip and fixed players stuck in some areas
    • Placed more bat's models on entire map and randomised their animations
    • Improved 3d skybox
    • Disabled trigger_hurt in ending sequence after 15 second when game ends
    • Minor cosmetic fixes
  • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
    • These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
      • Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
        • This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholds
      • Zombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)
        • These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fire
      • Zombie Sniper's "Spit" ability now damages buildables
      • Zombie Sniper now drops a puddle of spit on death
        • Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
      • Zombie Pyro no longer drops small health kits
      • Zombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloud
        • These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
      • Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
      • Zombie Heavy deals 20% increased melee damage
        • Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
      • Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
        • This change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildings
      • Zombie Scout's "Speed Demon" passive now comes and additional 25% jump height boost
        • Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
      • 1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
        • It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.
      • Sentry Guns deal 40% damage to zombies (from 60%)
        • Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
      • Demoman shield items no longer halve the damage taken by zombies
        • He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
      • Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
      • All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)
    • Fixed a bug where Zombie Demo could detonate himself before the charge had started
    • Fixed a bug where Bonk! Atomic Punch could persist through Zombie conversion
    • Fixed various issues caused by Zombie Demo surviving his own charge
    • Fixed issues with the Zombie HUD not correctly displaying certain strings
    • Fixed exploit related to adding additional time
    • Added additional HIDEHUD bits to remove irrelevant HUD elements when playing Zombie
    • Added an instructional video (Thanks Funicular!)
  • Updated zi_murky (additional changes)
    • All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
    • Added more trees for cover
    • Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
    • Added a ramp leading to the yellow shack's roof
    • Added occluders to central shack
    • Improved fog
    • Improved skybox
    • Improved readability of chicken wire fences, and added more around the docks
    • Adjusted prop fades
    • Tweaked detailing
    • Fixed erroneous clip brushes
    • Fixed several stuck spots
    • Fixed missing television model
  • Updated zi_atoll (additional changes)
    • Added an extension to the roof of the turbine building
    • Added nobuild entities to debris that could potentially hide sneaky sentries
    • Added a broken window on the turbine building
    • Clipped the spiral stairs behind the lighthouse (thanks Aar!)
    • Reduced performance impact of water
    • Increased size of trigger_push entities on the tree tops
    • Improved collision on the displacement on the beach near the fishing house
    • The spinning cat has been fed
  • Updated zi_devastation_final1 (additional changes)
    • Added new route from second level zombie spawn to the top floor
    • Adjusted some zombie spawns
    • Made some zombie spawn exits easier to leave
    • Clipped off bottom floor stairs
    • Increased Round Timer to 3 minutes and 30 Seconds
    • Increased Reports of Gators
  • Updated zi_sanitarium (additional changes)
    • Replaced some of the materials and models
    • Fixed a missing material on a prop
    • Fixed a pixel walk in the skybox
Team Fortress 2 - 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 zi_woods to add missing content
Team Fortress 2 - 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 the Constructor's Cover to fix an issue with the materials
  • Updated zi_woods to fix missing Zombie Infection assets
  • Updated cp_degrootkeep_rats to fix an issue with the xylophone triggers
Team Fortress 2 - 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:



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
Team Fortress 2 - 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 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
Team Fortress 2 - 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 VSH Casual servers using "mp_winlimit 2" instead of "mp_maxrounds 25"
  • Updated pd_selbyen
    • Added 0.05 second delay to pd_logic_player_destruction "finale length"
    • Added lights in some areas to prevent dark spots
    • Remade dock side stair geometry to make it cleaner and steeper
    • Extended/added some walls to block sightlines at mid
    • Fixed seal floating too high above the ground in certain spots
    • Slowed down seal swimming animation
    • Clipping improvements
    • Optimization improvements
    • Various detailing additions and improvements
Team Fortress 2 - 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:

  • Add ConVars to control Mann vs. Machine team limits on community servers
    • tf_mvm_defenders_team_size
    • tf_mvm_max_connected_players
  • Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
  • Fixed names/descriptions for the most recent HugsTF medals
  • Updated pl_venice
    • Gameplay
      • Relocated first Blu spawn (now split into two individual spawns at random)
      • Moved 1st Red spawn further away into a new room
      • Added new upper entrance into building next to Point A (thanks Delila)
      • Added new exit from 2nd Red spawn room
      • Moved a building entrance near Point A to a new walkway area above
      • Removed upper entrance and Point C routes in building next to Point B
      • Added new raised position at the main open inside area between Points C and D
      • Added new route near Point D
      • Added new cubby spot at Point D
      • Removed part of the balcony at the final Point
      • Widened door between 2nd Blu spawn and Point B
      • Removed a door to upper room near first Blu spawn & connected the balconies
      • Opened section of the building next to Point C for faffing and uber charging
      • Altered the underneath of the balcony at the building next to Point C
      • Tweaked roof area near Point B to make it easier to counter
      • Tweaked walkway between Points A and B
      • Added some minor cover near Point A
      • Lowered railing at above position near Point C for Turrets
      • Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
      • Removed engineer building & added smoother clipping on the raised bridge
      • Added/removed/moved some health & ammo
    • Art
      • Improved lightmap scale across the map to produce nicer shadows
      • Increased saturation and slightly adjusted style of some materials
      • Expanded the 3d skybox and made it viewable from more locations across the map
      • Fixed flag models
      • Made certain areas feel less like empty spaces
    • Misc
      • Fixed strange missing texture error in middle connector
      • Fixed error in soundscapes
      • Added more direction signs across the map
      • Fixed misaligned payload particles
      • Boat near first Blu spawn has drifted off into the distance
      • Other minor changes
Team Fortress 2 - 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:

  • 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
Team Fortress 2 - 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:

  • Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 - 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:

  • 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
    • Fixed some floating windows
    • Fixed some props clipping through stuff
    • Fixed some displacements clipping through stuff
    • Fixed some displacement seams
    • Fixed some visible nodraws
    • Fixed some z-fighting
    • Various detailing additions
  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • TF_Bots now function in Versus Saxton Hale
    • Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
    • Fixed players dropping Player Destruction pickups
    • Fixed Hale sometimes holding Necro Smasher or Sandvich
    • Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
    • By community request, added Pyro VSH lines, performed by James McGuinn
    • Updated VSH voice lines for Spy
    • "Behind you" and "Above you" now play exclusively for the player the line is addressed to
    • Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
    • Mad Milk recharge rate returned to stock value
    • Demoman's Swords now deal less knockback than other melee weapons
    • Demoman's Shields will now break when absorbing a Hale punch
    • Fixed a bug relating to sending a class-restricted duel to Hale during Setup
  • Updated vsh_skirmish (additional changes)
    • Fixed an exploit that allowed players to build out of bounds
    • Added decals to ammo pack locations throughout the map
  • Updated vsh_distillery (additional change)
    • Fixed crash when using mat_phong 0
...