TF2 Updates thread
78 replies · 19 participants · 🔒 Locked by AncientEagleHelm on Mar 25, 2014
Apr 29, 2010, 02:18 PM#1
Starting with todays update, I guess. Sticky pls!
The new Crit-a-Cola has the effects: While under the effects, damage done and damage taken will be mini-crits.
Video of it in action:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
New content:
- Added new community map cp_freight.
- Added missing physics models for several items.
- Added jiggle bones to the Sam & Max items, and The Buff Banner.
- Added Crit-a-Cola.
Dedicated Server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart
- Fixed a case where servers could have "ghost" players consuming player slots
Engine
Marked the "snd_show" convar as a cheat
Gameplay Changes
Pyro changes
Flamethrower direct damage reduced 20%.
Burn duration reduced (10 -> 6 seconds).
Airblast re-fire delay reduced by 25%.
Airblast ammo usage reduced by 20%.
All reflected rockets/grenades/arrows now mini-crit.
Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
Heavy changes
Minigun spin-up/down time reduced by 25%
Minigun firing movement speed increased to just under half-normal (from 80 to 110).
Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
Bonk! changes
Post-use movement penalty removed.
Now has a re-use cooldown time, like The Sandman.
The Chargin' Target changes
Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
Capped the turn rate from +left and +right while charging.
The Huntsman changes
Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
Bow can now be lowered without losing the lit arrow.
Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
Backpack changes
Moved Crafting button out to the root class/backpack selection panel.
Dragging and dropping items in your backpack now makes appropriate sounds.
Bot changes
Bots don't retreat to gather health as readily if they are in combat.
Bots no longer retreat when moving to block a point capture.
Bots should now equip an appropriate combat weapon and fight while moving to collect health.
Bots who are roaming the map and hunting now chase down their victims, following them around corners.
Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
Added a few more bot names from community suggestions.
Fixed a behavior loop with Engineer metal gathering.
The Sandman change
Added a slight speed reduction to stunned players.
Community requests
Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
log_verbose_enable default: 0
log_verbose_interval default: 3 secs
"Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don’t have a selectable secondary weapon (like The Razorback).
Bug Fixes
Fixed an case where The Gunboats didn’t apply their damage reduction properly.
The amount count in the HUD now flashes red when you’re low on ammo.
Extinguishing a burning teammate now earns a full bonus point (was half a point).
Fixed a permanent overheal exploit involving dispensers.
Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
Fixed a client crash that could result from players with arrows embedded in them.
Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
Added missing map prefixes to server browser game types.
Killing yourself with your own sentry no longer increments the sentry's kill counter.
Fixed dropped hats sometimes having the wrong team color.
Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
Fixed Spies disguised as Medics hearing the autocaller sound.
The new Crit-a-Cola has the effects: While under the effects, damage done and damage taken will be mini-crits.
Video of it in action:
Page 4
Dec 11, 2010, 08:48 PM#61
Undocumented changes:
http://wiki.teamfortress.com/wiki/Decem ... 2010_Patch
http://wiki.teamfortress.com/wiki/Decem ... 2010_Patch
Dec 11, 2010, 10:56 PM#62
Festive Winter Crate:
http://wiki.teamfortress.com/wiki/Festive_Winter_Crate
http://wiki.teamfortress.com/wiki/Festive_Winter_Crate
Dec 18, 2010, 02:10 AM#63
TF2 got an update 15 minutes ago:
and looks like it broke metamod & sourcemod
Engine changes (TF2/CS/DOD):
- Improved sv_pure:
- Materials / Models / Sounds / Animations are more comprehensively protected.
- Switched from CRC to MD5 hashes for stronger per-file validation.
- Fixed some issues between custom files and server whitelists over level changes.
- Added HL2:MP to the list of dedicated server games when starting a server via the Tools tab in the Library
Team Fortress 2
- Added Medieval Mode, a game mode where players are restricted to using olde weapons.
- 'Your Eternal Reward' changes:
- Spies can now change their disguise weapon via 'lastdiguise' while using 'Your Eternal Reward'
- Already-disguised 'Your Eternal Reward' Spies are no longer forced to switch to displaying the melee weapon when they make a kill
- Spies no longer play speech lines when making a kill with 'Your Eternal Reward'
- Sentries no longer track 'Your Eternal Reward' Spies after they backstab someone
- 'Natascha' changes:
- Spin-up time increased.
- Slowdown-on-hit effect is reduced over distance.
- Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The Expert's Ordnance' item sets.
- Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy Cane', and 'The Jag'.
- Added 20 new hats.
- Added a prototype item testing map, and associated functionality, for contributors to test their work. Further details in an upcoming blog post.
- Spies can now see TargetID's of players and objects regardless of their own disguise status.
- Fixed some speech lines continuing after the speaker changes class
- The Spy 'Sap Auteur' achievement now increments in cases where the Spy was the assister in the building destruction.
- Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit.
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
- Throwing the Jarate or Milk now returns you to your previous weapon, instead of your Primary.
- Added leaderboard to track duel wins.
- Added ability for players to donate money directly to the creators of their favorite community maps.
- Increased backpack size by 100 slots.
and looks like it broke metamod & sourcemod

Dec 18, 2010, 03:49 AM#64
Feb 15, 2011, 03:07 AM#65
Required updates for Team Fortress 2 are now available. The specific changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Updated the version check when connecting to a server to indicated whether the server's version of the game is older or newer than the client's version when they're different.
Team Fortress 2
- Made Bill's Hat always tradable.
- Fixed a client crash caused by malformed custom client spray.
- Added a Red team skin to the Fists of Steel.
- Fixed melee attacks not destroying remote detonation pipes.
- Added the Rimmed Raincatcher to the list of Unusual hats.
- Fixed the Stickybomb Launcher viewmodel sleeves using the wrong team colors for team Blue.
- Fixed players getting set bonuses applied on tournament servers when the server is restricting the player's weapons using the item_whitelist.
- Updated CP_Thundermountain
- Updated the final stage to have the train begin receding after 15 seconds.
- Reduced the cart speed on the final two ramps in the final stage to 1/2 normal speed.
Mar 1, 2011, 12:33 AM#66
A required update for Team Fortress 2 is now available. The specific changes include:
Team Fortress 2
- Added the Hero's Hachimaki for pre-ordering Homefront.

Mar 1, 2011, 01:21 AM#67
A required update for Team Fortress 2 is now available. The specific changes include:
Team Fortress 2
- Added the Hero's Hachimaki for pre-ordering Homefront.
old, see RIFT
Mar 22, 2011, 12:04 AM#68
A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include:
Team Fortress 2
- Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet.
- Updated the Blighted Beak with creator submitted fixes.
- Fixed a clipping problem.
- Made it paintable.
- Updated the Hero's Hachimaki to be tradeable.
Apr 15, 2011, 02:14 AM#69
New update and it's a big one!
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. Please run hldsupdatetool to receive the updates. The specific changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a packet injection exploit in the client/server streams
- Fixed UDP logging exploit
- Added a new server convar "sv_logsecret" which emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value pre-pended
Team Fortress 2
- Added new map Koth_Badlands
- Updated CP_Well
- Spawn room by second cap for each time is now a one-way door
- Updated Training
- Added 3 new training courses for the Demoman, Engineer, and Spy
- Added the Ready for Duty achievement for completing all of the training courses
- Added a new system to associate dedicated servers with Steam accounts
- Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"
- Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg
- Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account
- Added a new system for coaching players
- Added a new vote system
- Server convars to control the vote system
- sv_allow_votes : Allow voting?
- sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.
- sv_vote_allow_specators : Allow spectators to vote?
- sv_vote_issue_changelevel_allowed : Allow votes to change levels?
- sv_vote_issue_kick_allowed : Allow votes to kick players from the server?
- sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?
- sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?
- sv_vote_issue_restart_game_allowed : Allow votes to restart the game?
- sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?
- sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?
- sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)
- Added dynamic model loading to improve performance
- Combat Text changes
- Added a new convar "hud_combattext_healing" to display the amount of healing done per second
- Added bonus points to the items displayed using Combat Text
- Starting position of values is now affected by range to target, making it easier to see numbers when next to targets
- Updated voice to use the Steam voice codec to improve quality
- Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.
- Fixed not being able to see the correct colors for painted hats when running with DX8
- Fixed not being able to see the | character in custom names and descriptions
- Fixed a couple cases where custom sprays would not import correctly
- Duel changes
- The duel dialog has been extended to include class-specific duels in addition to the default duels
- Duel badges now only show the number of wins a player has
- Added Payload maps to Offline Practice
- Fixed taunt kills made with a Katana not counting towards honorbound kills
- Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance
- Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out
- Improved the Medic overheal effect so it's more noticeable
- Fixed func_build entities to respect the team value and prevent the associated team from building in the area
- Items changes:
- Added new "Sort by Rarity" option for sorting backpack items
- Improved the backpack sorting algorithms
- Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
- Added paint preview to the preview section when shopping for hats
- Updated the Googly Gazer to be paintable
- Added new paint styles to the Pyromancer's Mask
- Items in the action slot won't be swapped until returning to a supply cabinet
- Replaced the no-crit attribute with -25% damage on the following:
- The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)
- The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor
- Vitasaw
- Added the ability to see enemy health
- Dalokohs Bar
- Removed item cool down meter and ammo count when using the Dalokohs Bar
- Fists of Steel
- Increase deploy times 20%
- Ranged damage reduced 40% (down from 60%)
- Loch-n-Load
- Damage increased by 10%
- Equalizer
- Tuned high-end damage range so it's no longer possible to one-shot certain classes
- Suppress the medic call effect while active
- Battalion's Backup
- Reduced rage generation rate by 50%
- Concheror
- Damage-to-health conversion increased to 35% (from 20%)
- Mad Milk
- Heal 60% of damage done (down from 75%)
- Sun-on-a-Stick
- Base damage lowered slightly but guarantees crits against burning players instead of mini-crits
- Fan O' War
- Marking someone for death now lasts 15 seconds (from 10 seconds)
- Flaregun
- Flares always crit burning targets, regardless of range
- Backburner
- Removed the restriction on airblast
- Ammo cost increased 150% (4 blasts at full ammo)
- Damage bonus reduced to 10% (from 15%)
- Sydney Sleeper:
- Charge rate increased 25%
- Bot changes:
- Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
- TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
- Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
- Improved TFBot reactions to cloaked and/or disguised enemy Spies
- Improved Demoman bot behaviors for planting sticky bomb traps
- Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
- Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range
- TFBots will no longer hide from sapped or carried sentryguns
- Engineer bots are better at moving their sentry gun nest as the scenario changes
- Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
- Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
- Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
- Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns
- TFBots will no longer try to use a teleporter entrance they can't actually reach
- Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon
Read more about the update here: http://www.teamfortress.com/hatless
Jason
Apr 17, 2011, 02:09 PM#70
Last patch was... piece of crap.
If some of You started getting dc and crashes on server join... that is fault of it.
If some of You started getting dc and crashes on server join... that is fault of it.
Apr 19, 2011, 10:07 AM#71
Team Fortress 2 Update Released
It's freakin huge ¬¬
Edit: imb4LifeTimeBLOOD ^^
Fixed a server crash that could occur if TFBots were used across map changes
Fixed a client crash caused by weapons with attached models
Fixed a material system crash
Fixed a client crash with dynamic model loading
Fixed a few backpack images not drawing correctly
Fixed listen servers sometimes not authenticating with Steam (not being able to use Offline Practice)
Fixed the "itemtest" command
Fixed players not being able to access their backpack loadout
Updated the localization files
It's freakin huge ¬¬
Edit: imb4LifeTimeBLOOD ^^
Apr 20, 2011, 04:35 PM#72
So... Have we got any plans to get the server full and running again? Since Aprilon is always empty I play on the NO HEROES server. I see LOTS of players who used to play on Aprilon. But! this server is also kinda crappy... It crashes a lot, like a few times a day... Also it lags pretty much... I think if the Aprilon server has the quality it once had, the server will be used again when players decide to come to Aprilon again.
(Though I'm not sure if the Aprilon server is like it was, like: no lag, no crashes etc. Since this was the reason a lot of players couldnt be arsed anymore to join.)
(Though I'm not sure if the Aprilon server is like it was, like: no lag, no crashes etc. Since this was the reason a lot of players couldnt be arsed anymore to join.)
Apr 20, 2011, 07:49 PM#73
"]So... Have we got any plans to get the server full and running again? Since Aprilon is always empty I play on the NO HEROES server. I see LOTS of players who used to play on Aprilon. But! this server is also kinda crappy... It crashes a lot, like a few times a day... Also it lags pretty much... I think if the Aprilon server has the quality it once had, the server will be used again when players decide to come to Aprilon again.
(Though I'm not sure if the Aprilon server is like it was, like: no lag, no crashes etc. Since this was the reason a lot of players couldnt be arsed anymore to join.)
Yeah, I too am in favor of this. I was eager to play on the server until I saw it was down.
(Though I'm not sure if the Aprilon server is like it was, like: no lag, no crashes etc. Since this was the reason a lot of players couldnt be arsed anymore to join.)
Yeah, I too am in favor of this. I was eager to play on the server until I saw it was down.

May 6, 2011, 03:53 AM#74
Wat?
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an OpenGL crash for Mac players
- Fixed several crashes related to Alt-Tab in fullscreen mode on Windows
- Fixed client crash caused by invalid mesh
- Updated shared interfaces to support the new Replay feature in TF2
Counter-Strike: Source
- Updated the localization files
Team Fortress 2
- Added the Replay feature: http://www.teamfortress.com/replayupdate
- Known issue with blurry Mac replay rendering will be fixed in the next update
- Launched the First Annual Saxxy Awards: http://www.teamfortress.com/saxxyawards
- Added 8 new Replay achievements
- Added 10 new hats
- Added The Director's Vision, an item that provides you with a new taunt
- Fixed a problem with certain equippable items rendering incorrectly on the loadout screen
- Fixed a problem causing the Mann Co. store previews to render incorrectly
- Crafted items will now remember/display who crafted them
- Added a reward for the early crafters of new items
- Added a new style to the Aperture Labs Hard Hat
- Added a new style to the Blighted Beak
- Fixed bugs with the refurbish items interface so that some properties will no longer be un-removable under certain circumstances
- Fixed the briefcase not being drawn on players when it's being carried in CTF maps
- Fixed the Gloves of Running Urgently not using the correct skin in the character loadout screen
- Fixed the Kritzkrieg not drawing the correct model in the character loadout screen
- Fixed the Horseless Headless Horsemann displaying the burning material in DirectX8
- Fixed the Aperture Labs Hard Hat displaying the burning material in DirectX8
- Fixed removing the burning/jarated conditions on players who are being critboosted by a Medic using the Kritzkrieg
- Added Mad Milk to the conditions that are cleared when players are made invulnerable by a Medic with an ÜberCharge
- For web developers: added tool and capability information to the IEconItems_440/GetSchema Web API
http://www.teamfortress.com/replayupdate
May 6, 2011, 09:11 AM#75
Added 10 new hats?
How many freaking hats will this game get?
How many freaking hats will this game get?
May 7, 2011, 11:17 AM#76
Added 10 new hats?
How many freaking hats will this game get?
As many as people will buy.. .___.
May 7, 2011, 11:25 AM#77
According to the wiki (which seems is not up to date atm): There are currently a total of 135 pieces of headgear, including 20 Miscellaneous items and the 12 promotional hats. 51 of the hats and 4 of the misc items can have a "vintage" status. 65 of the hats are paintable 22 different colors through the use of paint cans.
So, 145 ? :s
So, 145 ? :s
Jul 26, 2011, 11:56 PM#78
Required updates for Team Fortress 2 are now available. The specific changes include:
- Corrected the damage ramp for the Cow Mangler 5000 and the Soda Popper
- Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps
- Fixed a bug that would cause team-painted wearable gibs to show an incorrect color
- Fix memory leak when updating the item schema
- Fix an occasional crash on game exit
- Replay updates
- Client
- Added basic/rough render queue for internal use to increase replay output for relaunch trailer
- Block files are now deleted on replay reconstruction (i.e. viewing), to conserve disk space
- Unneeded block files are now cleaned up automatically on startup
- Server
- Fixed fileserver cleanup
- Any time replay_fileserver_offload_hostname is modified, the corresponding IP is resolved and cached, if possible. This fixes a crash, as well as failed publishing due to "unresolved hostname" errors.
- Added a fileserver IP lookup test to replay publish test
- Setting replay_enable to 0 now halts recording and does cleanup automatically, the way replay_stoprecord does. This fixes a crash that would occur when replay_enable was set to 0 and a changelevel was executed.
- Replay temp directories automatically cleared on startup on both client and server
- Memory management improvements
- Added ConVar demo_fov_override, which overrides the FOV during demo playback if the value is non-zero