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:
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Updated the Brain Cane to fix problems with the texture and phong value
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Updated The Battle Music
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Added missing Hat style
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Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
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Improved and strengthen the Noise Cancellation
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Updated the materials to fix it not being shiny
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Updated the backpack icon to reflect the materials change
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Updated cp_gravelpit_snowy
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Fixed potential incompatibility with external VScript files (thanks Le Codex!)
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Re-implemented cubemap reflections in ice cave
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Fixed perch spots
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Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
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Restored Hale's resistance to knockback back to 75%
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Reduced bonus flame damage against Hale from 50% to 25%
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Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
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Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
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Removed area-of-effect of Hale's normal punches (thanks Wendy)
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Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
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Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
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Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
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Fixed Hale being able to stomp while underwater (thanks Bradasparky)
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Fixed Sweeping Charge not working against underwater opponents
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Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
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Fixed Hale's faulty ground detection (thanks Bradasparky)
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Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
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Fixed the voice lines refusing to play sometimes
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Updated pl_patagonia
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Stage 1
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Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
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Fixed sometimes hearing outside soundscapes inside blue spawn
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Fixed being able to build in a very high rooftop after point A
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Fixed being able to build in blue spawn
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Cart elevator is no longer the glitchiest thing in the universe
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Fixed cart not rolling back after completing the elevator descent sequence
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Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
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Stage 2
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Removed rollback from the train container ramp in last point (Thanks b4nny)
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Gave blue more high ground for last point
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Added an additional dropdown for blue for last point
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Fixed being able to be teleported into red spawn as blue after capping point A
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Removed long hill rollback before point C
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Fixed bots getting stuck on the closed train doors after cap B
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Fixed being able to leave stickies inside blue last spawn
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Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
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Fixed a pop-in issue relating to areaportals below point B
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Fixed being able to enter the last blue spawn as red
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Birdie (Thanks Explocivo808)
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Stage 3
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Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
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Mirrored the window sniper spot in last point choke
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Fixed being able to build behind a displacement rock wall in last point
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Removed troll teleport spot in last point ending ramp
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All Stages
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Slightly lowered sun brightness and slightly raised skylight brightness
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Improved skybox transitions
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The cart no longer tries to defy the law of physics
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Ninjaneers have more freedom to be ninjas
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The bots have learned how to play the map
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Gave the cart another coronación de gloria
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