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SteamRSS
10-13-2025, 11:02 PM
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 'No Bullets' style for the Commissar's Coat
Added missing string for Cowerhouse contracts
Updated/Added some tournament medals
Updated the Mad Drip to fix LOD problems with a couple of the styles
Updated the Candle Flame Unusual effect to fix a bug where flame's direction point wasn't placed correctly
Updated the Viscera Visor to fix missing flex animation for the surgical hood mesh
Updated Cigarillo Caballero to fix some clipping on the scarf when worn with the poncho
Updated the El Gigante's Gunbelt

Fixed some minor clipping,
Fixed a gap on the back with another bullet
Slightly scaled up belt buckle


Updated the Poncho del Pesado

Fixed "No Bullets" style not hiding the bullets
Fixed some minor clipping on both styles


Updated the Buzz Kill

Fixed hair normals and improved texturing
Updated backpack icon


Updated the Torn Terror and the Ripped Runts

Fixed AO problems and improved texture
Improved mesh to fix clipping


Updated arena_afterlife

Fixed additional issues causing rounds to last or restart indefinitely
Added two new Devil voicelines during preround
Prevented players from going above the clocktower in Hell
Fixed Devil voicelines overlapping each other
Fixed players being able to cancel taunts or levitate by attempting to change class mid-round
Fixed players being able to fall into the lava in Hell and survive
Rounds are now best-of-3 minirounds instead of best-of-5
Removed crumpkins


Updated cp_cowerhouse

Reworked the implementation of the BLU last control point gantry: ragdolls no longer fall through, Engineers' buildings can be placed as intended, and players can properly fall to their demise after the gantry has opened in the post-round finale
Prevented ragdolls from falling through the RED last control point pit
Moved the soul gargoyle spawn that used to be underwater to be above-water on the debris buildup at the MID control point
Shifted the boards on the upper waterfall-side RED barricade in MID to more closely match the height of its BLU counterpart
Applied minor performance-related optimiztions throughout the map, namely: combined some groups of prop_dynamics each into one prop_static, disabled bone followers on static robots (& gibs), combined several func_nobuilds, and converted a few prop_dynamics to prop_static
Adjusted a playerclip in the BLU spawn near the rear exit door
Adjusted the playerclip around the BLU battlement's painting depicting the RED village on fire to more effectively prevent players from getting caught on the edge along the wall
Mentioned in the changelog (because it wasn't being in nearly enough matches) that shooting each wood cow standin in the RED stable (near the MID control point) will result in them returning to haunt as ghost cows




More... (https://store.steampowered.com/news/254509/)