Team Fortress 2 Update Released

By Michelle-Louise Janion,
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:

Competitive Mode
  • Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
  • Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank
Added report player context menu on scoreboard
  • Requires mouse input mode on the scoreboard (see Adv. Options)
Other updates
  • Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
  • Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
  • Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
  • Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
  • Updated PASS Time view model positions to support using FOV 70
  • Updated the animations for the Sharp Dresser to fix a clipping problem
  • Updated the localization files
  • Updated cp_sunshine to fix some clipping issues
Updated cp_metalworks
  • Adjusted the height of the ceiling in the room behind the second control point
  • Added some slight visual detail to various concrete rooms throughout (team color stripe)
  • Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
  • Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
  • Adjusted height of 'tank' in L room behind 2nd control point
  • Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
  • Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
  • Clipped off some glass windows at 2nd
  • Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container
  • Added props to the clipping ramp around the final control point to indicate collision
  • Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)
Michelle-Louise Janion
Written by Michelle-Louise Janion
I tend to favour the puzzle, RPG, action-adventure and strategy genres. My particular favourites over the years have been Final Fantasy IX, Metal Gear Solid, Civilisation V and The Last of Us. I'm also a sucker for a series: Darksiders, Assassin's Creed, Tomb Raider etc.

I am a bit of a lone gamer as I tend to steer clear of PvP, and only play multiplayer with close friends.
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