A new update for Team Fortress 2 has been released, bringing a series of fixes and improvements to the game. Players will receive this update automatically upon restarting Team Fortress 2. The key changes are detailed below.
General Updates and Cosmetic Fixes
- A ‘No Bullets’ style for the Commissar’s Coat has been added.
- A missing string for Cowerhouse contracts is now included.
- Several tournament medals have been updated or added.
- The Mad Drip cosmetic received an update to resolve LOD issues affecting some styles.
- The Candle Flame Unusual effect was updated to correct a bug where the flame’s direction point was incorrectly placed.
- The Viscera Visor now has its missing flex animation for the surgical hood mesh fixed.
- Cigarillo Caballero was updated to fix clipping issues on the scarf when worn with the poncho.
- The El Gigante’s Gunbelt received several adjustments:
- Minor clipping issues were resolved.
- A gap on the back with another bullet was fixed.
- The belt buckle was slightly scaled up.
- The Poncho del Pesado was updated:
- The “No Bullets” style now correctly hides the bullets.
- Minor clipping on both styles has been fixed.
- The Buzz Kill cosmetic was improved:
- Hair normals have been fixed, and texturing is enhanced.
- Its backpack icon has been updated.
- The Torn Terror and the Ripped Runts cosmetics were updated:
- AO problems have been fixed, and textures are improved.
- The mesh was improved to resolve clipping issues.
Map Updates
arena_afterlife
- Additional issues causing rounds to last or restart indefinitely have been fixed.
- Two new Devil voicelines have been added for the preround phase.
- Players are now prevented from going above the clocktower in Hell.
- Devil voicelines no longer overlap each other.
- Players can no longer cancel taunts or levitate by attempting to change class mid-round.
- Players are no longer able to fall into the lava in Hell and survive.
- Rounds are now structured as best-of-3 minirounds instead of best-of-5.
- Crumpkins have been removed from the map.
cp_cowerhouse
- The BLU last control point gantry’s implementation has been reworked, ensuring ragdolls do not fall through, Engineers can place buildings as intended, and players properly fall after the gantry opens in the post-round finale.
- Ragdolls are now prevented from falling through the RED last control point pit.
- The soul gargoyle spawn, previously underwater, has been moved above water on the debris buildup at the MID control point.
- Boards on the upper waterfall-side RED barricade in MID have been shifted to better match the height of its BLU counterpart.
- Minor performance optimizations have been applied throughout the map, including combining prop_dynamics into prop_static, disabling bone followers on static robots, combining func_nobuilds, and converting some prop_dynamics to prop_static.
- A playerclip in the BLU spawn near the rear exit door has been adjusted.
- The playerclip around the BLU battlement’s painting depicting the RED village on fire has been adjusted to more effectively prevent players from getting caught on the edge along the wall.
- It is noted that shooting each wood cow stand-in in the RED stable (near the MID control point) will cause them to return as ghost cows.
