TF2 Major Update 7/7

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The Meet Your Match Update has arrived!

– Added Casual and Competitive Matchmaking modes
    – Additional information available on the website ( )
    – Casual mode replaces Quickplay
– Added the Heavy vs. Pyro war
    – Additional information available on the website ( )
– 3 new community maps
    – Sunshine
    – Metalworks
    – Swiftwater
– Added 3 new community taunts
    – The Balloonibouncer (Pyro only)
    – Disco Fever (Spy only)
    – The Fubar Fanfare (Soldier only)
– Added 1 new official taunt
    – The Carlton (Scout only)
– Added the Perfect Stranger crate

– Reworked the main menu
    – All play-related buttons are now accessible by clicking the “Find a game” button
    – Moved the Workshop and Replay buttons down the bottom group of mini-buttons
– Enemies killed by energy weapons now play a special sound as their body dissolves
– Improved stopwatch UI to help better communicate game state
– Added new sound vo files for Competitive Mode
– Added sounds to all attacks where the target player resisted a part of the damage
– Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete
– Added AsiaFortress Cup Mercenaries Cup Season 7 medals
– Added TF2Maps 72hr TF2Jam Summer Participant medal
– Added Random Acts of TF2 medals
– Added check to prevent players with P-REC loaded from participating in matchmaking
    – Prevents P-REC crashing which results in players receiving abandon penalties
– Updated the Demo Support feature
    – Added an option to only record matches that are played using Tournament mode (mp_tournament)
    – Added an option to auto-delete matches that don’t have any events recorded
    – Fixed a bug where tickcount values were being noted incorrectly
    – Options can be set using the Adv. Options menu
– Updated model/materials for the Bonk Boy, Dr’s Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm
– Updated the localization files
– PASS Time update
    – No longer in Beta!
    – New Items Available
        – An Early Participation Pin will be awarded to everyone who played PASS Time during beta
        – Two new achievements with item rewards
            – Tune Merasmus’s Multi-Dimensional Television
            – Jackpot!
    – Map Changes
        – All maps are tweaked, polished, and out of beta
        – Renamed pass_pinewood to pass_timberlodge
        – Renamed pass_warehouse to pass_brickyard
        – Added a new city-themed map, pass_district
        – An updated pass_template for level designers will be released on
    – Game Mode Changes
        – Changed the score limit from 3 to 5
        – Tweaked various JACK throwing parameters
        – Pack Running
            – The JACK no longer heals the player carrying it
            – A player carrying the JACK with no nearby teammates is marked for death
            – Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
        – JACK Power
            – Passing the JACK increases a power meter
            – The power meter will decay over time
            – Filling the power meter unlocks a special goal worth extra points
    – Art Changes
        – New view model animations
        – The HUD provides more information about goal type and status
        – Player pips for Spies will reflect cloak and disguise status
    – Misc Details
        – Added cvar tf_passtime_scores_per_round
        – Added tf_glow entity that can be used to enable the glow effect on any entity
        – Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
        – Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

Bug fixes
– Fixed being able to repeatedly activate taunts before the current one had ended while underwater
– Fixed disguising with the Conniver’s Kunai while spotted by a Sentry causing the Sentry to ignore the Spy
– Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode
– Fixed a case where players would sometimes see other players carrying the wrong weapon(s)
– Fixed a bug where the Engineer couldn’t remove the Sapper from a linked teleporter if was building (not active)
– Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.
– Updated several hats to fix the Sniper not removing them while taunting
– Fixed hiding the Pyro’s head when using the second style of the Fear Monger
– Fixed using the wrong ozfortress medals for divisions other than Premier
– Fixed a few UGC tournament medals using the wrong names
– Fixed the Engineer’s missing pelvis hitbox
– Thanks to Justin G., aka sigsegv, for these reports
    – Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
    – Fixed demo record/read stringtables not writing/reading past 512kb
    – Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)
    – Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died
    – Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn’t be
    – Fixed Medics sometimes instantly reviving players in Mann vs. Machine

– Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
– Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
– VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
– Improved rendering performance of zombies
– Improved VGUI font performance

Custom HUD Versioning
– In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible
– Custom HUD files must now be installed as add-ons under the tf/custom/ folder.  Loose .res files extracted to the game directory will not be loaded
– Custom HUDs must now contain a file named “info.vdf” in their root folder, with the key “ui_version” set to the TF UI version with which they are compatible
– The current TF UI version is 1
– Non-HUD add-ons under tf/custom/ will continue to work without an “info.vdf” file, but may not load .res files

Mann Co. Store
– Added the Competitive Matchmaking Pass
– Added new class starter packs
– Added new key-less cosmetic crates
– Revamped main store pages
– Added a spotlight item
– Added ability to mouse over and preview items in a bundle/crate/collection
– Adjusted some weapon prices for consistency

– cp_granary
    – Added new ammo pack locations in final and yard areas
    – Clips and blockbullets added to stairs
– cp_badlands
    – Final cap point capture time increased to 2 seconds (from 1 second)
    – Clips and blockbullets added to stairs
– cp_foundry
    – Reduced ammo kit in final cap entry room (attackers’ side) to medium
    – Slightly reduced attacking team’s spawn time when working on final
– pl_upward
    – Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3
– pl_thundermountain
    – Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1
– Mannpower
    – All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

Game Balance
– Scout
    – Crit-A-Cola
        – Added Marked-for-Death debuff for 2 seconds after the buff effect expires
    – The Soda Popper
        – Added “On hit: build Hype”
        – Removed “build hype by running around”
    – Shortstop
        – Added an Alt-fire attack — reach out and shove someone!
        – Removed +healing bonus
        – Reduced pushback vuln to +20% (from +40%)
    – Sun on a stick
        – Take 25% less damage from fire while deployed

– Soldier
    – The Righteous Bison
        – Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
        – Per-shot damage has been increased to compensate, resulting in slightly more damage on average
            – Point-blank deals 54 damage (previously 20-80)
            – Maximum range deals 24 damage (previously 14-56)
        – Slowed projectile by 30%
        – Projectile damage reduced by 25% for each enemy penetrated
        – Updated projectile impact sound
    – The Disciplinary Action
        – Reduced duration of speed bonus on teammates to 2 seconds (from 3)
    – The Rocket Jumper
        – Updated model/materials and sound

– Sniper
    – Cozy Camper
        – Now requires a full charge to gain flinch resistance
    – The Sydney Sleeper
        – When fully charged, or when making a headshot, now applies Jarate in a radius
        – Scoped shots now extinguish teammates
    – The Cleaner’s Carbine
        – Removed hidden +10% damage taken multiplier while under the effects

– Heavy
    – Natascha and Brass Beast
        – 20% damage resistance now only applies when spun up and below 50% max health
    – Huo-Long Heater
        – Added -10% damage
        – Added +25% increased damage vs. burning players
        – Reduced ammo drain to -4/sec (from -6)
        – Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning
    – Buffalo Steak Sandvich
        – Fixed “damage taken” multiplier accidentally being +10%, instead of the listed +25%
– Spy
    – Base
        –  Max speed increased to 320 (from 300)
    – Enforcer
        – Attacks pierce resist and absorb effects from all sources

– Pyro
    – All Flamethrowers
        – Added:  Direct damage reduces Medi Gun healing and resist shield effects by 25%
            – Medics hear a “healing interrupted” sound when this is happening to their heal target
    – The Manmelter
         – Removed (hidden) 20% fire rate penalty

– Medic
    – Base
        – All Mediguns allow the Medic to match the speed of their heal target
            – Previously only available on The Quick Fix
    – Quick Fix
        – ÜberCharge rate reduced to +15% (from +25%)
    – Overdose
        – Increased movement speed bonus to +20% (from +10%)
        – Increased damage penalty to -15% (from -10%)
    – Dropped Mediguns
        – Stored ÜberCharge begins to decay over time after coming to rest

– Demoman
    – Base
        – All boots now require a shield to activate any move speed bonus listed on the item
    – The Iron Bomber
        – Decreased the fuse time to 1.4 seconds (from 2.0)
    – The Quickiebomb Launcher
        – Increased charge time reduction to -70% (from -50%)
        – Increased damage bonus for (max) charged shots to +35% (from +25%)
        – Increased clip size penalty to -50% (from -25%)
        – Removed “Stickybombs fizzle 4 seconds after landing”
    – The Sticky Jumper
        – Updated model/materials and sound

– Engineer
    – Base
        – Level 1 teleporters now cost 50 metal (previously 125)
    – Widowmaker
        – Damage increased +10% when attacking the same target as your sentry
    – Eureka Effect
        – Reduced “50% less metal from Dispensers and Pickups” to 20%
        – Added “Teleporters cost 50% less metal”
    – The Short Circuit
        – Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
    – The Pomson
        – Fixed an exploit with shooting through your own buildings
        – Increased close-range damage to 72 (from 62)
        – Reduced long-range damage to 32 (from 42)
        – Updated projectile impact sound

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