Via the Steam store:
ValveScream Fortress XII has arrived!
* Featuring 4 new community maps: Megalo, Bloodwater, Hassle Castle, and Moldergrove
* Added the Wicked Windfall Case
* Contains 22 new community-created cosmetic items that make up the Wicked Windfall Collection
* Has a chance to give one of 6 new community-created Halloween-restricted items as a bonus item
* Has a chance to give a taunt Unusualifier as a bonus item
* Added 19 new community-created Unusual effects
* 8 new effects for Unusual hats
* 11 new effects for Unusual taunts
* Added the Scream Fortress XII War Paint Case
* Contains 15 new community-created War Paints that make-up the Scream Fortress XII War Paint Collection
* Has a chance to give a taunt Unusualifier as a bonus item
* All players who launch the game will receive a Soul Gargoyle if they don't already have one
* Grants access to Merasmissions and Halloween item transmutations
* Tracks Merasmissions completed and souls collected
* All Halloween Contracts have been reset, allowing them to be completed again
* Added new Contracts for this year's featured community maps
* Completing a Halloween Contract will give players a classic Halloween item and the chance for a Wicked Windfall Case or Scream Fortress XII War Paint Case
* Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
* All cosmetic and taunt Cases will grant Halloween 2020 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
* Join Halloween matches by using the Special Events category in Casual
* Scream Fortress XII runs through November 7th, 2020
General
* Added support for Steam Text Filtering for persona names and chat. This is enabled by default.
* You can update your settings in the Adv. Options dialog
* You can also update your settings by opting into the Steam Lab at https://store.steampowered.com/account/preferences#CommunityContentPreferences
* Updated The Cuban Bristle Crisis to add the smoke effect
* Updated/Added some tournament medals
* Updated the localization files
Mannpower Update
Map Changes
* ctf_hellfire and ctf_gorge
* Flag return time increased from 15 to 30 seconds
* ctf_thundermountain
* Flag return time increased from 15 to 30 seconds
* Removed a fence top ledge that snipers could exploit
Gameplay Changes
* Flag carrier grapple movement speed reduced
* Scout with no powerup or with Agility powerup – reduced to 0.8x regular grapple movement speed (down from regular grapple movement speed in previous version)
* Scout with any other powerup - 0.65x normal grapple movement speed (no change from previous version)
* Any other class without a powerup or with Agility powerup - reduced to 0.65x normal grapple movement speed (down from 0.8x in previous version)
* Any other class with a powerup - reduced to 0.5x normal grapple movement speed (down from 0.65x in previous version)
* Critical hit damage rules changed
* Weapons that score critical hit boosts on airborne targets will no longer do so in Mannpower since being airborne is a far more important and commonly utilized movement style than in the base game
* Melee weapons that score mini-crit damage no longer have their base Mannpower 1.3x damage boost
* Medic
* Free ride removed. Previously when healing a target, you’d be pulled along with them when they moved by grappling hook.
* Reduced heal rate and ubercharge build rate when carrying a powerup or healing someone with a powerup
* Medics carrying Haste or Agility are exempt from medic powerup checks
* If medic has no powerup and target has no powerup – regular heal and uber build rate
* If only one of the medic and the target has a powerup - half heal and uber build rate
* If both medic and target have powerups - quarter heal and uber build rate
* Removed overheal from targets carrying powerups
* Heavy
* Removed the jump up boost when grappling. You can still jump to disconnect the hook, but the Heavy no longer gets the height boost when doing so.
* Soldier
* Battalion’s Backup rage build rate reduced by 2.5x to counter the additional benefits of an extra 20hp and critical hit immunity when compared to the Buff Banner
* Engineer
* Carried buildings will now deploy instantly
* Scout
* Removed falling damage
* Spy
* Backstabs disallowed if you’re connected to an enemy by the grappling hook. This applies if you’re hooked into someone or if they’re hooked into you.
* Knife deploy time is no longer instant when switching between weapons, even when carrying Agility
* Conniver’s Kunai no longer considers the victim’s powerup boosted health when taking damage dealt as health
* Haste buffs
* Reload speed increased from 2x normal to 4x normal
* Pyro flare gun re-fire rate increased from 2x normal to 5x normal
* Vampire changes
* Fixed a bug where the Vampire carrier wouldn’t receive health from damage dealt by an explosion that also caused self-damage
* Increased blast weapon clip size 1.5x
* Resistance changes
* Vampire no longer gets a 25% boost to their health received on melee attacks against a player carrying resistance
* Fixed bug where grapple would auto disconnect after a couple of seconds if the hook embedded in geometry behind clip volumes
Game Balance Changes
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
* Marked for Death
* Powerup modifications
* Reflect – maximum health reduced 400 to 320. Reflect damage reduced from 80% to 50%
* Vampire – damage resistance removed. No blast weapon clip size increase
* Strength – game multiplier reduced from 2x to 1.4x
* Regeneration – health regenerates at 70% of the regular rate
* Haste – weapon firing rate increase reduced from 2x to 1.5x.Weapon reload speed increase reduced from 4x to 2x
* Knockout – melee damage increase reduced from 1.9x to 1.4x
* King – max health increase reduced from 100 to 20
* Plague – damage resistance to infected players reduced from 50% to 20%
* Precision
* Sniper rifle - Scope speed increase reduced from 2x from 1.5x. Shot charge speed increase reduced from 3x to 2x. Damage bonus reduced from 2x to1.5x
* Blast weapons - Regular blast radius falloff. No clip size increase
* Resistance – damage resistance reduced from 50% to 35%
* Server variables associated with this feature:
* tf_powerup_mode_dominant_multiplier – the multiple over the server median that a player’s kill count needs to be in order to be determined dominant
* tf_powerup_mode_killcount_timer_length – the time interval to wait between tests for dominant players
Via [url=https://store.steampowered.com/news/76112/]the Steam store[/url]:
[quote=Valve][b][u]Scream Fortress XII has arrived![/u][/b]
* Featuring 4 new community maps: Megalo, Bloodwater, Hassle Castle, and Moldergrove
* Added the Wicked Windfall Case
* Contains 22 new community-created cosmetic items that make up the Wicked Windfall Collection
* Has a chance to give one of 6 new community-created Halloween-restricted items as a bonus item
* Has a chance to give a taunt Unusualifier as a bonus item
* Added 19 new community-created Unusual effects
* 8 new effects for Unusual hats
* 11 new effects for Unusual taunts
* Added the Scream Fortress XII War Paint Case
* Contains 15 new community-created War Paints that make-up the Scream Fortress XII War Paint Collection
* Has a chance to give a taunt Unusualifier as a bonus item
* All players who launch the game will receive a Soul Gargoyle if they don't already have one
* Grants access to Merasmissions and Halloween item transmutations
* Tracks Merasmissions completed and souls collected
* All Halloween Contracts have been reset, allowing them to be completed again
* Added new Contracts for this year's featured community maps
* Completing a Halloween Contract will give players a classic Halloween item and the chance for a Wicked Windfall Case or Scream Fortress XII War Paint Case
* Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
* All cosmetic and taunt Cases will grant Halloween 2020 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
* Join Halloween matches by using the Special Events category in Casual
* Scream Fortress XII runs through November 7th, 2020
[b][u]General[/u][/b]
* Added support for Steam Text Filtering for persona names and chat. This is enabled by default.
* You can update your settings in the Adv. Options dialog
* You can also update your settings by opting into the Steam Lab at https://store.steampowered.com/account/preferences#CommunityContentPreferences
* Updated The Cuban Bristle Crisis to add the smoke effect
* Updated/Added some tournament medals
* Updated the localization files
[b][u]Mannpower Update[/u][/b]
[b]Map Changes[/b]
* ctf_hellfire and ctf_gorge
* Flag return time increased from 15 to 30 seconds
* ctf_thundermountain
* Flag return time increased from 15 to 30 seconds
* Removed a fence top ledge that snipers could exploit
[b]Gameplay Changes[/b]
* Flag carrier grapple movement speed reduced
* Scout with no powerup or with Agility powerup – reduced to 0.8x regular grapple movement speed (down from regular grapple movement speed in previous version)
* Scout with any other powerup - 0.65x normal grapple movement speed (no change from previous version)
* Any other class without a powerup or with Agility powerup - reduced to 0.65x normal grapple movement speed (down from 0.8x in previous version)
* Any other class with a powerup - reduced to 0.5x normal grapple movement speed (down from 0.65x in previous version)
* Critical hit damage rules changed
* Weapons that score critical hit boosts on airborne targets will no longer do so in Mannpower since being airborne is a far more important and commonly utilized movement style than in the base game
* Melee weapons that score mini-crit damage no longer have their base Mannpower 1.3x damage boost
* Medic
* Free ride removed. Previously when healing a target, you’d be pulled along with them when they moved by grappling hook.
* Reduced heal rate and ubercharge build rate when carrying a powerup or healing someone with a powerup
* Medics carrying Haste or Agility are exempt from medic powerup checks
* If medic has no powerup and target has no powerup – regular heal and uber build rate
* If only one of the medic and the target has a powerup - half heal and uber build rate
* If both medic and target have powerups - quarter heal and uber build rate
* Removed overheal from targets carrying powerups
* Heavy
* Removed the jump up boost when grappling. You can still jump to disconnect the hook, but the Heavy no longer gets the height boost when doing so.
* Soldier
* Battalion’s Backup rage build rate reduced by 2.5x to counter the additional benefits of an extra 20hp and critical hit immunity when compared to the Buff Banner
* Engineer
* Carried buildings will now deploy instantly
* Scout
* Removed falling damage
* Spy
* Backstabs disallowed if you’re connected to an enemy by the grappling hook. This applies if you’re hooked into someone or if they’re hooked into you.
* Knife deploy time is no longer instant when switching between weapons, even when carrying Agility
* Conniver’s Kunai no longer considers the victim’s powerup boosted health when taking damage dealt as health
* Haste buffs
* Reload speed increased from 2x normal to 4x normal
* Pyro flare gun re-fire rate increased from 2x normal to 5x normal
* Vampire changes
* Fixed a bug where the Vampire carrier wouldn’t receive health from damage dealt by an explosion that also caused self-damage
* Increased blast weapon clip size 1.5x
* Resistance changes
* Vampire no longer gets a 25% boost to their health received on melee attacks against a player carrying resistance
* Fixed bug where grapple would auto disconnect after a couple of seconds if the hook embedded in geometry behind clip volumes
[b]Game Balance Changes[/b]
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
* Marked for Death
* Powerup modifications
* Reflect – maximum health reduced 400 to 320. Reflect damage reduced from 80% to 50%
* Vampire – damage resistance removed. No blast weapon clip size increase
* Strength – game multiplier reduced from 2x to 1.4x
* Regeneration – health regenerates at 70% of the regular rate
* Haste – weapon firing rate increase reduced from 2x to 1.5x.Weapon reload speed increase reduced from 4x to 2x
* Knockout – melee damage increase reduced from 1.9x to 1.4x
* King – max health increase reduced from 100 to 20
* Plague – damage resistance to infected players reduced from 50% to 20%
* Precision
* Sniper rifle - Scope speed increase reduced from 2x from 1.5x. Shot charge speed increase reduced from 3x to 2x. Damage bonus reduced from 2x to1.5x
* Blast weapons - Regular blast radius falloff. No clip size increase
* Resistance – damage resistance reduced from 50% to 35%
* Server variables associated with this feature:
* tf_powerup_mode_dominant_multiplier – the multiple over the server median that a player’s kill count needs to be in order to be determined dominant
* tf_powerup_mode_killcount_timer_length – the time interval to wait between tests for dominant players[/quote]
i hate that new cosmetics, a few map reskins and mannpower updates is enough to constitute a major update but at least they didnt touch something that actually matters
i hate that new cosmetics, a few map reskins and mannpower updates is enough to constitute a major update but at least they didnt touch something that actually matters
https://steamcommunity.com/sharedfiles/filedetails/?id=1831844229&searchtext=
best hat ever made, change my mind.
finally, the mannpower update
finally, the mannpower update
congrats to the 12 people who still play mannpower
congrats to the 12 people who still play mannpower
Thank god they updated mann power i was beginning to forget what that gamemode is
Thank god they updated mann power i was beginning to forget what that gamemode is
https://i.imgur.com/DT2XWt8.png
They finally listened to us. This is the scout nerf we needed...
[img]https://i.imgur.com/DT2XWt8.png[/img]
They finally listened to us. This is the scout nerf we needed...
honestly this shit is somehow worse than not getting an update at all tbh
honestly this shit is somehow worse than not getting an update at all tbh
I was getting really confused by these notes until I realized it was literally all for mannpower. HuuuuuuuUuuUUUUUUUUHHHHHHWHY
I was getting really confused by these notes until I realized it was literally all for mannpower. HuuuuuuuUuuUUUUUUUUHHHHHHWHY
some of the skins added are actually really cool looking
some of the skins added are actually really cool looking
[img]https://puu.sh/GyupO/19c9aecb90.png[/img]
if you divide the amount of work devs have put into mannpower by the amount of work they put into everything else post jungle inferno you get a very very large number.
if you divide the amount of work devs have put into mannpower by the amount of work they put into everything else post jungle inferno you get a very very large number.
I hope the Team Fortress 2 competitive community takes the hint and starts shifting over to Mannpower leagues. It's the only way we will get a Valve Major.
I hope the Team Fortress 2 competitive community takes the hint and starts shifting over to Mannpower leagues. It's the only way we will get a Valve Major.
http://puu.sh/Gyx1Z/7e7b3a2f5a.png
Tbh i wanna unbox like 50 of these crates the new effects kinda look cool
Tbh i wanna unbox like 50 of these crates the new effects kinda look cool
https://i.imgur.com/fXy095A.png
broke highest player count with this update
heavy update in 2025
[img]https://i.imgur.com/fXy095A.png[/img]
broke highest player count with this update
heavy update in 2025
StaticVoidhttps://i.imgur.com/fXy095A.png
broke highest player count with this update
heavy update in 2025
new cases to afk farm
[quote=StaticVoid][img]https://i.imgur.com/fXy095A.png[/img]
broke highest player count with this update
heavy update in 2025[/quote]
new cases to afk farm
they finally removed "nigger" from tf2 [*]
they finally removed "nigger" from tf2 [*]
toads_tfthey finally removed "nigger" from tf2 [*]
NOOOO I CANT BE RACIST NOOOOOOO!
[quote=toads_tf]they finally removed "nigger" from tf2 [*][/quote]
NOOOO I CANT BE RACIST NOOOOOOO!
why mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower
why mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower
plunkwhy mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower
because the devs are the literal only people that play it. there was that vid like a year ago with one of them being toxic or something in a mannpower server
[quote=plunk]why mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower[/quote]
because the devs are the literal only people that play it. there was that vid like a year ago with one of them being toxic or something in a mannpower server
funhaver1998plunkwhy mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower
because the devs are the literal only people that play it. there was that vid like a year ago with one of them being toxic or something in a mannpower server
link pls that's epic
[quote=funhaver1998][quote=plunk]why mannpower? literally what. devs have all the telemetry in the world and still choose to update mannpower[/quote]
because the devs are the literal only people that play it. there was that vid like a year ago with one of them being toxic or something in a mannpower server[/quote]
link pls that's epic
Don't consider this an indication that anything will happen to the rest of TF2, I guarantee this shit is only in because mannpower is the only part of the game anyone at valve actually plays or cares about.
I can't be the only person who remembers this guy kicking furries from his mannpower pub for "team stacking" after removing the ability to choose a team from the game.
https://steamcommunity.com/profiles/76561197964279229
https://www.teamfortress.tv/44530/valve-staff-abusing-powers
https://i.imgur.com/AfmtORq.png
ValveGame Balance Changes
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
Someone tell me this is not just the same autist trying to make his own games more fun for him personally. Valve has an oversight problem.
Don't consider this an indication that anything will happen to the rest of TF2, I guarantee this shit is only in because mannpower is the only part of the game anyone at valve actually plays or cares about.
I can't be the only person who remembers this guy kicking furries from his mannpower pub for "team stacking" after removing the ability to choose a team from the game.
https://steamcommunity.com/profiles/76561197964279229
https://www.teamfortress.tv/44530/valve-staff-abusing-powers
[img]https://i.imgur.com/AfmtORq.png[/img]
[quote=Valve]Game Balance Changes
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:[/quote]
Someone tell me this is not just the same autist trying to make his own games more fun for him personally. Valve has an oversight problem.
well yeah they are just adding shit for themselves. coding that bumper cars thing and all the other silly little shit they make surely is more complicated than the pyro update that took like a whole year and even then they lost tbe absolute plot and did some other shit.
when they are talking about ‘pubbers’ they really mean themselves and their own opinions and put their resources there, not the grander community
well yeah they are just adding shit for themselves. coding that bumper cars thing and all the other silly little shit they make surely is more complicated than the pyro update that took like a whole year and even then they lost tbe absolute plot and did some other shit.
when they are talking about ‘pubbers’ they really mean themselves and their own opinions and put their resources there, not the grander community
AdnurakDon't consider this an indication that anything will happen to the rest of TF2, I guarantee this shit is only in because mannpower is the only part of the game anyone at valve actually plays or cares about.
I can't be the only person who remembers this guy kicking furries from his mannpower pub for "team stacking" after removing the ability to choose a team from the game.
https://steamcommunity.com/profiles/76561197964279229
https://www.teamfortress.tv/44530/valve-staff-abusing-powers
https://i.imgur.com/AfmtORq.pngValveGame Balance Changes
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:
Someone tell me this is not just the same autist trying to make his own games more fun for him personally. Valve has an oversight problem.
they guy who made plutonia for doom and half life is upset that he cant pwn noobs in a light-hearted gamemode
[quote=Adnurak]Don't consider this an indication that anything will happen to the rest of TF2, I guarantee this shit is only in because mannpower is the only part of the game anyone at valve actually plays or cares about.
I can't be the only person who remembers this guy kicking furries from his mannpower pub for "team stacking" after removing the ability to choose a team from the game.
https://steamcommunity.com/profiles/76561197964279229
https://www.teamfortress.tv/44530/valve-staff-abusing-powers
[img]https://i.imgur.com/AfmtORq.png[/img]
[quote=Valve]Game Balance Changes
* When the game detects a skill imbalance between teams, select players will be moved between teams to address the imbalance
* If a player is dominating the game for long enough (kills count is very high relative to the rest of the players in the game), they’ll enter a dominant state for a period of time. This state has these effects:[/quote]
Someone tell me this is not just the same autist trying to make his own games more fun for him personally. Valve has an oversight problem.[/quote]
they guy who made plutonia for doom and half life is upset that he cant pwn noobs in a light-hearted gamemode