Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,146
703
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:
  • Fixed some props flickering when shot
  • Fixed a listen server crash when setting mp_tournament 1 on the command line
  • Fixed clipped Preset button in the Quickswitch panel
  • Fixed some .mp3 sound script entries that were missed in the previous update
  • Fixed self-made taunts not displaying the community-sparkle particle effect
  • Fixed a Taunt Workshop bug related to looping animations
  • Fixed item levels not displaying during trading sessions
  • Added UGC Highlander Season 13, Highlander Season 14, 6v6 Season 15, 6v6 Season 16, 4v4 Season 2, and 4v4 Season 3 medals
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Mannpower update
    • Added powerup icons to the HUD deathnotice reports
    • Fixed Thunder Mountain not showing up in the Quickplay dialog's list of maps
    • Fixed the intel getting into a bad state and becoming unreachable under the ground at the cap point
    • Medics now move slower than their heal target while their heal target is using the grapple
    • Removed random weapon damage spread
    • Removed crit immunity from the Resistance powerup
    • Removed random melee critical hits
    • Increased all melee damage by 30%
    • Knockout powerup
      • Removed melee damage critical hits
      • Added double melee damage multiplier
      • A Half-Zatoichi kill now refills to base health only, not buffed health
    • Updated ctf_thundermountain
      • Fixed being able to get to rocks in the death cliff intel areas
      • Fixed being able to escape the playable part of the map
      • Fixed being able to get on top of the center tower roof
    • Updated ctf_foundry
      • - Added nobuild brushes to the tops of the inside white tankers

Source: TF2.com
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Now if only they removed random crits/damage spread altogether and stopped wasting dev time on Mannpower, that'd be great.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I'm all for getting rid of damage spread.

Random crits are fine though, if I'm being honest.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Now if only they removed random crits/damage spread altogether and stopped wasting dev time on Mannpower, that'd be great.

Mannpower is the only mode that matters, though.
 
Dec 28, 2014
330
307
It's so strange that they are making changes to Mannpower mode that seem to be aimed at the competitive scene with things like no damage spread and no random crits when the mode will never be played seriously by competitive players.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
This update kind of crashed my TF2 - I can't boot up the game now properly; I start the game, logo's pass, I get to the 'Loading...' screen with the typical TF2 backdrop but my game gets stuck there. I'll try verifying now, see if it'll help. - scrap that - validating fixed it: I missed one single file.

OT: I'm kind of sick of Valve updating Mannpower mode. I don't find it fun at all and I wish we'd just get some more 'official' maps. Perhaps the best maps from here, that'd be great.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Mannpower, like MvM, feels like it's the product of some people at Valve wanting to actually make a new, original game but being told "No, making new games is too risky; stick to working on the game that has all the hats people waste their money on" and having to shoehorn their ideas into TF2 instead.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Mannpower, like MvM, feels like it's the product of some people at Valve wanting to actually make a new, original game but being told "No, making new games is too risky; stick to working on the game that has all the hats people waste their money on" and having to shoehorn their ideas into TF2 instead.

MvM integrated much better into TF2 imo. It was the perfect base to start from.

Mannpower is just bizarre and embarrassing.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
MvM integrated much better into TF2 imo. It was the perfect base to start from.

Mannpower is just bizarre and embarrassing.

I agree, MvM works because it actually has a place in the TF2 universe - it happened because of Gray Mann. Similarly, the Halloween gimmicks made sense because of Merasmus. Mannpower, on the other hand, is just some awkward ctf variant with unexplained powerups and a grappling hook mechanic that feels forced. It doesn't fit the style of the game at all.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I agree, MvM works because it actually has a place in the TF2 universe - it happened because of Gray Mann. Similarly, the Halloween gimmicks made sense because of Merasmus. Mannpower, on the other hand, is just some awkward ctf variant with unexplained powerups and a grappling hook mechanic that feels forced. It doesn't fit the style of the game at all.
No, I don't mean story-wise, I mean the fact that you've got a game that's class-based AND has changeable loadouts AND now there's a mode where you can buy stat upgrades over time. It just feels like they're piling the mechanics from multiple games on top of each other for no reason, when the whole concept behind TF2 was to strip it down to its bare essentials.