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:
The Tough Break Update has arrived!
Additional information available on the website (http://www.teamfortress.com/toughbreak)
4 new community maps: Snowycoast, Vanguard, Highpass, and Landfall
26 new contracts, including contracts which issue loaner weapons
4 new weapon collections
2 new community taunts: Badpipes and The Bucking Bronco
1 new official taunt: Mannrobics
New community cosmetics case with 15 items
Significant weapon and class balance improvements (see section below for full details)
Smissmas 2015 has begun! Launch Team Fortress 2 to receive your Spirit of Giving badge, Gift-Stuffed Stocking, and Winter Holiday noise maker
Added Smissmas 2015 Mystery Gift. Can be found by opening a Tough Break Weapons Case. Have you been Naughty or Nice?
Added Strange Count Transfer Tool
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
Updated Case opening item drop algorithm. Going forward players are now less likely to get duplicate items from the same rarity tier on repeated Case openings.
Updated several weapons sounds with consistency fixes from community member Mateusz Grzesik
Updated the scoreboard
Re-ordered some of the columns
Added an image to represent player ping values instead of the actual ping values. Added an option in Adv. Options to use the actual ping values.
Updated several weapon descriptions to better detail their functionality
'Gifted by' Tag can now be removed from items via 'Restore?' Context action from the Backpack view
Fixed a bug in Mann vs. Machine where Medic bots with unusually long uber effects could have the effect time-out prematurely
Fixed a bug where Unusual Slider was not properly saving
All Strange parts can now be applied to Strange cosmetics items
Strange parts added to the Backpack Context Menu for Strange items
Paints now display both Market and Mann Co. Store prices in the Backpack Context Menu on paintable items
Added case and crate opening animation in Backpack view
Fixed seeing the fire texture on the Captain Space Mann, A Head Full of Hot Air, and The Tomb Readers in DirectX 8
Updated the models/materials for Der Wintermantel and made it paintable
Updated the Caped Crusader to include a team-colored style for the cape
Players can no longer use blast damage to move during the pre-round freeze period
Added server convar tf_preround_push_from_damage_enable for servers to utilize the old behavior
Fixed the Spy-cicle not melting properly if the Spy is burned while stunned
Added an option in Adv. Options to batch overhead combat text
Mac and Linux improvements (Windows Direct3D 9 players have these already)
Texture streaming now enabled
Reduced memory consumption by ~500 megs
Faster map loads!
Players on Mac can now select 'High' texture settings
Eliminated many cases of hitching when using painted weapons
Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)
Massively reduced memory consumption when using painted weapons
Improved particle system performance, boosting overall framerate, especially in particle-heavy situations.
Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
Added -default launch option to help players triage performance / stability problems.
When run with -default, the game will ignore most convar settings and run purely with default options
Upon exit, -default runs do not overwrite the player's config.cfg file. If a player wants to save the settings of a default run, they should execute host_writeconfig in the console.
Fixed 5 second stall when opening options menu
VR players: You must now pass -vr to launch options to play TF using VR
Fixed multiple cases of FPS stutter related to the sound system
Flags will become poisonous (mark the carrier for death) 90 seconds after having been stolen
If both team flags are stolen and poisonous, they will return when next dropped
Fixed players being able to grapple during the pre-round freeze period
Reduced the number of flag captures required to win from 10 to 7 on official servers
Health regeneration amount changes - Scout, Sniper and Spy increased, Engineer decreased
Added pushback force to players who damage the powerup carrier (except for flame damage)
Added overheal effect to players whose max health is increased by a powerup
Base weapon switch speed changed from 0.67 seconds to 0.5 seconds
Upon spawning, friendly players will show an outline for 10 seconds
Updated various weapon descriptions to better detail their functionality
No longer auto-fires when fully loaded. Shots can be held and released at will.
No longer boosts all-around switch speed, instead boosts switch-to speed by 20% and switch-from speed by 15%
No longer mini-crits any airborne target (i.e. jumping). Target must be forced in to the air via blastjump, knockback, airblast, or grapple.
Now considered a sword (increased holster and deploy time and increased range)
Honorbound changed. Deals 50 self-damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
100% life restore on kill changed to 50% health gain on kill that can result in overheal
No random crits
Pretty Boy's Pocket Pistol
Increased health recovered on hit from +3 to +5
Extinguishing an ally will now reduce the cool down by 20%
Now 42% more festive! Ornament shatters on all impacts, dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.
Ball recharge rate increased by 25%
Damage penalty reduced from -70% to -65%
Decreased blast radius by 20%
Doubled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
Removed hidden property of up draft when on fire
Added 20% Attack Speed penalty
Reduced blast radius by 20% when rocket jumping (28% reduction when compared to stock)
The Cleaner's Carbine
Reduced firing rate penalty from 35% to 20%
Added 'CRIKEY' meter which is filled by dealing damage
Mini-crits are no longer activated by kill, but can instead be activated by alt-fire when the 'CRIKEY' meter is filled
Quadrupled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.
Extinguishing an ally now reduces the cooldown by 20%
Pyros like to collect rainbows! Extinguishing a teammate will now return 20 health to the Pyro.
Consecutive Airblasts will no longer prevent enemies from air-strafing until they touch the ground
The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range
No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.
Removed damage penalty
Increased Airblast cost by 25%
Increased afterburn penalty to from 25% to 66%
Removed 10% damage penalty.
When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects
100% Chance to crit against burning targets
33% Damage penalty
20% Slower attack speed
75% Slower switch-to speed
Medics now have slightly higher health regeneration when healing a hurt patient
During setup time, ÜberCharge build rate is now increased by 3x
Taunt can now be activated by alt-fire
Healing done with the taunt now grants small amounts of ÜberCharge
Removed 10% health regeneration on proper resist
Increased ÜberCharge rate from +50% to +67%
Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.
Healing a player with an arrow now grants a small amount of ÜberCharge
Fixed cases where Quick-Fix ÜberCharged players could still be affected by certain knock-back effects
Players can no longer capture objectives while under the effects of Quick-Fix ÜberCharge
The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively
Initial damage reduction when feigning death increased to 75% from 50%
Fixed a bug where ammo packs from dead players were not filling the Spy-cicle meter
Fire immunity shield no longer appears when fire immunity is triggered
Fists of Steel
Removed deploy time penalty
Added penalty of increased holster time by 100%
Gloves of Running Urgently
Increased holster time penalty
Now heals 50 health on kill
Damage received and dealt increased by 30%
Removed health penalty
Now provides 15% move speed bonus
Now increases damage taken by 20%
Demoman / Demoknight
Shield bash now deals damage at all ranges, scaled by distance
Melee damage boost after shield bash is based on amount of charge consumed. Now provides mini-crit at 25% depleted, and full crit at 60% depleted.
Charging now removes debuffs from the Demoknight (Bleed, Fire, Mad Milk, Jarate)
All Swords now have a slower deploy and holster speed compared to base weapons in addition to their increased melee range
Removed the ability to deal charge impact damage at any range (now native to all shields)
Now increases recharge rate by 50%
Increased blast resistance from 15% to 20%
Now grants mini-crit instead of full-crit on charge bash
Reduced resistances to 15%
Reduced blast resistance from 40% to 30%
Removed fire immunity
Removed charge duration bonus
Now restores 25 health on kill
Removed health penalty
Now increases damage taken while active by 15%
Removed ammo pickups granting health instead of ammo
Added penalties of reduced primary and secondary ammo
Ammo pickups now replenish charge
Now gains charge meter on hit
Fizzle time increased from 2 seconds to 4 seconds
Base melee damage increased from 35 to 55
Added 20% fire rate penalty
Added 100% switch-to time penalty
Reduced projectile speed (now a visible attribute)
Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
Reduced knockback from cannon hit. Knockback strength is now similar to airblast.
After removing a Sapper from a sentry, there is now a 0.5s delay before the sentry is active again
Sentries brought into a respawn room no longer detonate outside of Mann vs. Machine
Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.