Via the Steam Community:
Valve- Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
- Updated the Fleet Commander again to fix import problems from the previous update
- Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
- Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
- Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
- Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
- Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
- Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
- Fixed sniper and demo shields not having their upgrades cleared
- Fixed canteens not having their values cleared when refunding whilst not equipped
- Increased the height of the skybox
- Increased last point capture time from 6s to 7s
- Changed some clipping to stop giants from building on roofs
- Smoothed out a divot (Thanks Midnite!)
- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- General
- Re-encoded all Zombie Infection sound effects as .WAV
- This fixes issues with sound effects not playing correctly and spewing errors in the console
- Bug fixes
- Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
- Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
- Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
- Zombie Changes
- Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
- Zombie Heavy is no longer immune to Critical Hits
- Zombie Heavy's max health raised to 525 (from 450)
- Zombie Pyro's max health raised to 250 (from 175)
- Zombie Pyro now drops a medium health kit on death
- Survivor Changes
- Crossbow weapons no longer have a flat damage multiplier against Zombies
- The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
- Jumper Weapons can no longer store reserve ammunition
- Updated zi_murky (additional changes)
- Added more respawn room triggers around the new spawn zones
Rumor has it:
- Size is ~80 MB
Via [url=https://steamcommunity.com/games/TF2/announcements/detail/4520017657931497817]the Steam Community[/url]:
[quote=Valve]- Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
- Updated the Fleet Commander again to fix import problems from the previous update
- Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
- Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
- Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
- Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
- Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
- Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
- Fixed sniper and demo shields not having their upgrades cleared
- Fixed canteens not having their values cleared when refunding whilst not equipped
- Increased the height of the skybox
- Increased last point capture time from 6s to 7s
- Changed some clipping to stop giants from building on roofs
- Smoothed out a divot (Thanks Midnite!)
- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- General
- Re-encoded all Zombie Infection sound effects as .WAV
- This fixes issues with sound effects not playing correctly and spewing errors in the console
- Bug fixes
- Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
- Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
- Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
- Zombie Changes
- Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
- Zombie Heavy is no longer immune to Critical Hits
- Zombie Heavy's max health raised to 525 (from 450)
- Zombie Pyro's max health raised to 250 (from 175)
- Zombie Pyro now drops a medium health kit on death
- Survivor Changes
- Crossbow weapons no longer have a flat damage multiplier against Zombies
- The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
- Jumper Weapons can no longer store reserve ammunition
- Updated zi_murky (additional changes)
- Added more respawn room triggers around the new spawn zones[/quote]
Rumor has it:
- Size is ~80 MB
scout's pants returned to tradition...
scout's pants returned to tradition...
they freakin took his pants away
they freakin took his pants away
intern getting beat over the head rn
intern getting beat over the head rn
thank fuck it looked so bad
thank fuck it looked so bad
crying rn this is so fucked up
crying rn this is so fucked up