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  3. Team Fortress 2 Update Released

Team Fortress 2 Update Released

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:<br/> <ul> <li>Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn <li>Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended) <li>Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another <li>Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH <li>Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH <li>Fixed a crash that can occur when changing from VSH to another map <li>Fixed a crash that can occur related to MP3s on VSH maps <li>Fixed a crash that can occur when using changing model detail setting or using r_flushlod <li>Fixed a crash when going between two sv_pure servers with maps packing custom content <li>Fixed changing model detail setting or using r_flushlod not always taking effect <li>Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe <li>Fixed custom particle overrides not being reloaded on servers without sv_pure <li>Fixed game mode descriptions for some of the summer map stamps <li>Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2)) <li>Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2)) <li>Fixed teleporter particle effects (community fix from 'Jakub' (ficool2)) <li>Updated/Added some tournament medals <li>Updated cp_altitude<ul> <li>Increased size of C capture area <li>Reduced initial round timer from 6 to 5 minutes <li>Increased max round timer length from 6 to 8 minutes <li>Increased Blu respawn wave time on A from 3 to 4 <li>Increased Red respawn wave time on C from 8 to 9 <li>Reduced Blu respawn wave time on C from 3 to 2 <li>Various visual fixes and adjustments</ul> <li>Updated koth_cascade<ul> <li>Various player and projectile collision fixes <li>Various visual fixes and adjustments <li>Adjusted resupply locker positions</ul> <li>Updated cp_steel<ul> <li>Fixed missing glass from bullet blocked windows <li>Removed some more ceiling light collisions <li>Improved clipping around B -> C building <li>Small safety improvement to Blu flank balcony to B <li>Some extra block bullets around B floor</ul> <li>Updated pl_phoenix<ul> <li>Increased Red respawn wave time on D from 8 to 9 <li>Fixed projectile collision bug around the payload elevator track <li>Fixed a case where the payload cart could get stuck at the base of the elevator <li>Various clipping fixes <li>Various visual fixes</ul> <li>Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish<ul> <li>The script no longer forces mp_winlimit and mp_maxrounds to 0 <li>Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut <li>Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions <li>The Diamondback now gains 2 guaranteed crits upon backstab <li>Hale's attacks now pierce through damage absorption of the Wrangler shield <li>Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round <li>Fixed bugs related to Your Eternal Reward's on-backstab disguise <li>Fixed Festive Eyelander not gaining heads on-hit <li>(Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich <li>(Hopefully) Fixed some players being unable to punch as Hale ("A-posing") <li>Fixed Hale disappearing when the game tries (and fails) to gib him <li>Both sides dying simultaneously now counts as Stalemate</ul> <li>Updated vsh_skirmish (additional changes)<ul> <li>Added a live feed to the office <li>Improved clipping in multiple areas</ul> </ul>