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:


  • Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
  • Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
  • Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
  • Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
  • Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
  • Fixed a crash that can occur when changing from VSH to another map
  • Fixed a crash that can occur related to MP3s on VSH maps
  • Fixed a crash that can occur when using changing model detail setting or using r_flushlod
  • Fixed a crash when going between two sv_pure servers with maps packing custom content
  • Fixed changing model detail setting or using r_flushlod not always taking effect
  • Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
  • Fixed custom particle overrides not being reloaded on servers without sv_pure
  • Fixed game mode descriptions for some of the summer map stamps
  • Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
  • Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
  • Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
  • Updated/Added some tournament medals
  • Updated cp_altitude
    • Increased size of C capture area
    • Reduced initial round timer from 6 to 5 minutes
    • Increased max round timer length from 6 to 8 minutes
    • Increased Blu respawn wave time on A from 3 to 4
    • Increased Red respawn wave time on C from 8 to 9
    • Reduced Blu respawn wave time on C from 3 to 2
    • Various visual fixes and adjustments

  • Updated koth_cascade
    • Various player and projectile collision fixes
    • Various visual fixes and adjustments
    • Adjusted resupply locker positions

  • Updated cp_steel
    • Fixed missing glass from bullet blocked windows
    • Removed some more ceiling light collisions
    • Improved clipping around B -> C building
    • Small safety improvement to Blu flank balcony to B
    • Some extra block bullets around B floor

  • Updated pl_phoenix
    • Increased Red respawn wave time on D from 8 to 9
    • Fixed projectile collision bug around the payload elevator track
    • Fixed a case where the payload cart could get stuck at the base of the elevator
    • Various clipping fixes
    • Various visual fixes

  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • The script no longer forces mp_winlimit and mp_maxrounds to 0
    • Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
    • Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
    • The Diamondback now gains 2 guaranteed crits upon backstab
    • Hale's attacks now pierce through damage absorption of the Wrangler shield
    • Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
    • Fixed bugs related to Your Eternal Reward's on-backstab disguise
    • Fixed Festive Eyelander not gaining heads on-hit
    • (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
    • (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
    • Fixed Hale disappearing when the game tries (and fails) to gib him
    • Both sides dying simultaneously now counts as Stalemate

  • Updated vsh_skirmish (additional changes)
    • Added a live feed to the office
    • Improved clipping in multiple areas



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:


  • Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
  • Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
  • Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
  • Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
  • Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
  • Fixed a crash that can occur when changing from VSH to another map
  • Fixed a crash that can occur related to MP3s on VSH maps
  • Fixed a crash that can occur when using changing model detail setting or using r_flushlod
  • Fixed a crash when going between two sv_pure servers with maps packing custom content
  • Fixed changing model detail setting or using r_flushlod not always taking effect
  • Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
  • Fixed custom particle overrides not being reloaded on servers without sv_pure
  • Fixed game mode descriptions for some of the summer map stamps
  • Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
  • Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
  • Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
  • Updated/Added some tournament medals
  • Updated cp_altitude
    • Increased size of C capture area
    • Reduced initial round timer from 6 to 5 minutes
    • Increased max round timer length from 6 to 8 minutes
    • Increased Blu respawn wave time on A from 3 to 4
    • Increased Red respawn wave time on C from 8 to 9
    • Reduced Blu respawn wave time on C from 3 to 2
    • Various visual fixes and adjustments

  • Updated koth_cascade
    • Various player and projectile collision fixes
    • Various visual fixes and adjustments
    • Adjusted resupply locker positions

  • Updated cp_steel
    • Fixed missing glass from bullet blocked windows
    • Removed some more ceiling light collisions
    • Improved clipping around B -> C building
    • Small safety improvement to Blu flank balcony to B
    • Some extra block bullets around B floor

  • Updated pl_phoenix
    • Increased Red respawn wave time on D from 8 to 9
    • Fixed projectile collision bug around the payload elevator track
    • Fixed a case where the payload cart could get stuck at the base of the elevator
    • Various clipping fixes
    • Various visual fixes

  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • The script no longer forces mp_winlimit and mp_maxrounds to 0
    • Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
    • Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
    • The Diamondback now gains 2 guaranteed crits upon backstab
    • Hale's attacks now pierce through damage absorption of the Wrangler shield
    • Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
    • Fixed bugs related to Your Eternal Reward's on-backstab disguise
    • Fixed Festive Eyelander not gaining heads on-hit
    • (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
    • (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
    • Fixed Hale disappearing when the game tries (and fails) to gib him
    • Both sides dying simultaneously now counts as Stalemate

  • Updated vsh_skirmish (additional changes)
    • Added a live feed to the office
    • Improved clipping in multiple areas



More...