Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. Game servers do not need to apply the update. The major changes include:
  • Fixed an infinite healing exploit related to loadout presets
  • Fixed a bug where Medics would be unable to deploy their ÜberCharge
  • Fixed an exploit in Mann vs. Machine mode related to purchasing upgrades for free
  • Fixed workshop contributors not being able to view all of their submitted items using the in-game menus
  • Fixed Strange versions of The Southern Hospitality not tracking sentry kills
  • Fixed The Fortified Compound not triggering the same taunts and voice lines as The Huntsman
  • Fixed not hearing the taunt sounds for The Boston Boom-Bringer and The Infernal Orchestrina on Mann vs. Machine maps
  • Fixed Natascha using the wrong material for the viewmodel
  • Fixed Killstreak sheen effects for the Flying Guillotine (style), The Bat Outta Hell (style), The Unarmed Combat, The Wrap Assassin, The Chargin’ Targe, and The Splendid Screen
  • Updated the equip_regions for The Sangu Sleeves, The Huntsman's Essentials, The Lucky Shot, and The Soldier's Stash
  • Updated The Crusader's Crossbow and The Festive Crusader's Crossbow to use the same crosshair as The Huntsman
  • Updated cp_dustbowl
    • Fixed Red team's stage 1 spawn door pushing players in the air
    • Fixed collision on windows, props, and rooflines
    • Fixed floating props
    • Fixed players building inside the alternate exit from the Red spawn in stage 3
  • Updated cp_mountainlab
    • Fixed exploit on rafters near control point 2
  • Updated ctf_2fort
    • Fixed collision on train-wheels prop outside Blu base
    • Fixed clipping on window ledges
    • Fixed collision on pipes in flag rooms
    • Fixed texture alignment on world map textures
    • Fixed clipping issue in the middle where Blu could stand in the sky
  • Updated pl_goldrush
    • Added nobuild area under the train tracks to prevent teleport trap near Blu spawn in stage 1
  • Community request:
    • Added convar hud_combattext_batching_window to be used with hud_combattext_batching
      • maximum delay between damage events in order to batch numbers
      • min 0.1, max 2.0, default 0.2

Source: TF2.com
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Updated cp_dustbowl
  • Fixed players building inside the alternate exit from the Red spawn in stage 3

This was a bug?
 

Toomai

L3: Member
Apr 14, 2011
129
144
This was a bug?
Valve has an incredibly weird opinion of what's a bug apparently.

That Dustbowl exit as a ninja teleporter spot was a serious meta boon. The risk is low to leave an exit in there, but without the correct skill, timing, and team co-operation, the reward isn't even that great. But if BLU doesn't check for whatever reason, and you can distract them at 3B for long enough to build up inside and move the sentries outside, the effort and patience get rewarded with re-establishing a strong chokepoint.

It's not like the Egypt or Gorge moonbases where only an explosive jumper could get up there; on Dustbowl you can send them plus Scouts to conk the teleporter as soon as the chokepoint is broken, and the cramped space means it's not easy to hold once BLU is in. You can even dispenser jump to get the rest of the BLU team in there if it's really a problem.
 

Toomai

L3: Member
Apr 14, 2011
129
144
It's like mini-sentries gaining health during construction. It wasn't a bug, but they called it a bug as if there'd be less irritation over changing it.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
They didn't stop you from building in that corridor, nor from establishing that popular sentry spot. The only change was to stop you from putting a teleporter (or any building) right at the spawn door that you could still use while inside spawn.