Via the Steam Community:
ValveScream Fortress XVI has arrived!
- Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
- Added the Terrifying Trove Case
- Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: Crushing Defeat
- Taunt: Peace Out
- Taunt: Commending Clap
- Taunt: The Punchline
- Added 22 new community-created Unusual effects
- 12 new effects for Unusual hats
- 10 new effects for Unusual taunts
- Added the Scream Fortress XVI War Paint Case
- Contains 12 new community-created War Paints that make-up the Scream Fortress XVI 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 Terrifying Trove 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 2024 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 XVI runs through November 7th, 2024
General
- Added UI scaling based on resolution for better HiDPI support
- Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
- Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
- Fixed not being able to pickup currency in MvM if it's on a teleporter
- Fixed Keyless Winter 2016 Case not playing the special winter case sound
- Recompiled some skybox models to fix UV issues
- Updated the Scariest Mask EVER to fix some issues with clipping
- Updated Sapped Unusual effect to fix the animation playing at the wrong speed
- Added check to prevent copying a disguise target's action slot item when disguised as them
- Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
- Updated/Added some tournament medals
- Updated Sapped Unusual effect to fix the animation playing at the wrong speed
- Updated several maps to fix localization issues
- Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium
- General Changes
- Zombies no longer spawn instantly- their respawn timer is now dependant on the map
- Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")
- Note: this change is only visible in casual mode or servers with mp_tournament set to 1
- Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)
- Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability
- The Pomson 6000 now puts Zombie abilities on cooldown on hit
- Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
- Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
- Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
- Added new kill icons for every zombie attack
- Zombie Changes
- Removed the out-of-combat speed buff from all Zombies
- Zombie Pyro
- Zombie Pyro has a new ability - "Dragon's Breath"
- Fires a Dragon's Fury fireball
- The initial cast of the fireball can reflect projectiles and airblast enemies
- Zombie Pyro now deals mini-crits to burning players on melee hit
- Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
- Zombie Pyro no longer emits a Gas Passer cloud on death
- Zombie Demoman
- Added new sound effects to telegraph Zombie Demoman's Blast Charge ability
- Zombie Heavy
- Zombie Heavy's health reduced to 450 (from 600)
- Zombie Heavy now drops a Medium Health Kit on death
- Zombie Sniper
- Zombie Sniper's Spit damage vs buildables is now reduced by half
- Zombie Sniper's Spit now applies a screen overlay to players standing in the pool
- Zombie Medic
- Zombie Medic now emits health like a dispenser to nearby Zombies
- Zombie Medic can no longer attack while using Heal
- Added a new sound effect for Zombie Medic's Heal ability
- Zombie Spy
- Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!
- Zombie Scout
- With other zombies getting slower, Zombie Scout's speed stands out more than ever before
- Bug Fixes
- Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
- Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
- Fixed a bug that caused Zombies to not gib correctly
- Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
- Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
- Fixed a bug that caused players to have the incorrect player skin when respawning at round start
- Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
- Fixed an issue with "game_text" entities not being correctly cleared after round reset
- Updated zi_murky (additional changes)
- Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
- Added a life preserver shop to connect to the lonely shack in the southern end of the map
- Added a new dock network with a series of platforms leading to the roof of the central boathouse
- Added a small ramp to the left-most sewer pipes
- Removed some awkward ladder-ramps and replaced them with proper docks
- De-cluttered the roofs across the map
- Removed the floating large medkit
- Removed expensive reflections from the water
- Reduced color correction intensity
- Clipping improvements
- Updated zi_atoll (additional changes)
- Set a culling distance to most props
- Added occluders on the lighthouse to improve performance
- Updated zi_woods (additional changes)
- Fixed the announcer not being silenced when time is added
- Updated zi_sanitarium (additional changes)
- The roof is now accessible
- Added several routes to the roof
- Slightly reduced the intensity of the fog
- Added more pumpkin bombs
- Raised the skybox height
- Updated cp_gravelpit_snowy
- Improved performance by combining props
- Improved clipping
- Increased volume of laser gun finale
- Miscellaneous improvements
- Updated koth_sawmill_event
- Fixed an overlay
- Updated koth_undergrove_event
- Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
- Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
- Fixed an incorrect texture on RED's side