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:
Summer 2024!
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Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
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Added the Summer 2024 Cosmetic Case
- Contains 23 new community-contributed items
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Added 4 new community-contributed taunts to the Mann Co. Store
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Taunt: Can It!
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Taunt: Cremator's Condolences
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Taunt: Straight Shooter Tutor
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Taunt: Unleashed Rage
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Added 38 new community-created Unusual effects
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18 new effects for Unusual hats
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20 new effects for Unusual taunts
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All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
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The Summer event runs through September 15th, 2024
General
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Security and stability improvements
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Fixed Workshop sv_cheats exploit
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Disallow aliasing any existing convars that are not movement commands
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Added language support for Spanish - Latin America
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Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
- Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
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Added missing 64-bit Steam binaries for the dedicated server
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Added missing 64-bit versions of HLMV and HLFaceposer
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Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
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Added missing menu_photos images for cp_powerhouse
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Added missing default string for Player Destruction mode
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Expanded VScript support
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Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
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Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
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BaseEntity: AcceptInput, IsAlive
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EconEntity: GetAttribute
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TFPlayer: GetCustomAttribute, StunPlayer
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TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
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Moved some of the Christmas maps to the normal rotation
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Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
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Moved koth_probed out of the Misc matchmaking category and into KOTH
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Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
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Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
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Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
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Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
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Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
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Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
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Fixed dropped weapons with custom decals not showing the correct decals
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Fixed some unusual effects using the wrong orientation for The Head Hedge
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Fixed Halloween transmutations being completed outside of the Halloween event
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Fixed incorrect BLU material for the CLTF2 bronze medal
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Fixed missing Spy audio when using the Taunt: Kazotsky Kick
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Fixed missing sound for the Taunt: The Skating Scorcher
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Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
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Fixed some clipping issues for the Mad Lad when using lod1 and lod2
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Fixed missing polygons for the Stunt Suit when using the Roadworker style
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Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
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Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
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Fixed console warning about unknown command 'eureka_teleport'
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Fixed Vaccinator heal sound continuing to play after Medic's death
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Fixed a problem with the Tiny Timber not displaying paint after being painted
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Updated zi_intro.webm media file
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Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
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Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
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Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
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Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
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Updated the material for The Law to fix an issue when the hat has been painted
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Updated the equip_region for the Cleaner's Cap
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Updated/Added some tournament medals
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Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
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Updated ctf_doublecross
- Fixed an incorrect team-colored material in the BLU base
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Updated cp_brew
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Fixed truck textures outside of BLU spawn
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Fixed a few bumps in the road
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Updated pd_selbyen
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Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
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Minor detailing changes
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Updated pl_hoodoo_final
- Added func_noclip to BLU spawn in the third stage
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Updated pl_corruption
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Fixed handrail collision near the last point
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Fixed lamp near BLU spawn
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Fixed missing string for last point
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Updated plr_hacksaw_event
- Fixed broken areaportals
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Updated pl_enclosure_final
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[Stage 1] - Moved A point within the gate building
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[Stage 1] - Added stairs for access to the balcony overlooking the final point area
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[Stage 1] - Added more cover along the initial aviary area
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[Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
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[Stage 1] - Tweaked the layout of the tunnel section
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[Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
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[Stage 1] - Reworked RED spawn so it now has two exit doors
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[Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
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[Stage 2] - Airboats and their dock are now accessible
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[Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
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[Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
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[Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
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[Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
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[Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
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[All Stages] - Allowed building inside initial BLU spawns
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[All Stages] - Visual improvements to a lot of places, a few new assets
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Updated pl_cashworks
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Area 1 / Loading Dock
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BLU Spawn 1:
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Solved several clipping issues at doors and stairs
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Mitigated line of sight into spawn room
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Added alternative exit from spawn room to the right
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RED Spawn 1:
- Reworked to have two exits
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Area Changes:
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Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
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Changed munition pack at building 01 to large
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Possible spots beneath bridge for teleporter-traps eliminated
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Shuffled some big rocks to block off Sniper lanes
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Cut center building Sniper lane, left alley visually blocked off from dock area
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Cut center building top Sniper lane, less easy to get a good view
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Changed out of bounds building left of BLU spawn, added spinning sawblade
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Opened up a third passage to allow for an additional flanking option for BLU and RED
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Area 2 / Serpentines
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RED Spawn 2:
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Reworked 2nd RED spawn entirely
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New spawn has two exits, locks and teleports after B is capped
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Area Changes:
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Balconies blocked off visually and physically
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Additional visual blocker at the top of the serpentines to allow for a more secure crossing
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Long tunnel leading through the RED building to a staircase at the foot of the hill
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Added deadly and moving sawblade for spicy danger, with sparks and fumes
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Closed off BLU balcony at the end of the hill
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Changed raised platform to be only accessible from RED side
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Reroutes:
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Deleted BLU gates at flanking route after B is capped
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Flanking route has an additional exit towards C, leading through BLU building
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BLU building interiors reworked and expanded
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Balcony-drop doesn't injure the player any more
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Area 3 / Construction Site
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BLU Spawn 2:
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New stairway leading to balcony
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Wider exit from big building after CP3 capture
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Area Changes:
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Widened area at the generators and on the 2nd level
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Changed the direction of the drop-in to C, leading into the hydroelectric building
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Widened exit from BLU spawn into Area 3
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Area 4 / Vault
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Area Changes:
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Added gates opening at the gatehouse after CP3 is captured
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Alternative passageway through gatehouse while gates are closed pre CP3
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Rebuild bridge to be convex, obscuring a long Sniper lane
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Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
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Global Changes
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Solved a ton of clipping
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Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
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Adjusted func_doors at spawn to span to every solid
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Changed clipping on cart, now jumpable
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Increased fog distance and lowered density
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Exchanged glass-textures from the green to the clear version
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Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces
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Changed files in this update