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Team Fortress 2 Gets a new Update on December 19

Angel Kicevski by Angel Kicevski
December 19, 2024
in News
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Team Fortress 2

If you thought your time in Team Fortress 2 couldn’t get more chaotic or entertaining, think again. The latest update is here, and it’s packed with a slew of changes that might just get you back into the game faster than you can say “Critical hit!” So, grab your favorite class and buckle up as we dive into what’s new.

This update is like a friend suddenly organizing their chaotic room. Sure, it might not fix everything, but hey, at least it’s better than before! Major highlights include some snazzy updates to the Brain Cane (because who doesn’t love a shiny weapon?), improvements on various maps that were about as stable as a one-legged Heavy trying to dance, and tweaks to Hale’s abilities in multiple game modes. Let’s break it down!

Patch Notes

  • Updated the Brain Cane to fix problems with the texture and phong value
  • Updated The Battle Music
    • Added missing Hat style
    • Fixed the models due to clipping on Heavy’s ears and misalignment on Engineer
    • Improved and strengthen the Noise Cancellation
    • Updated the materials to fix it not being shiny
    • Updated the backpack icon to reflect the materials change
  • Updated cp_gravelpit_snowy
    • Fixed potential incompatibility with external VScript files (thanks Le Codex!)
    • Re-implemented cubemap reflections in ice cave
    • Fixed perch spots
  • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
    • Restored Hale’s resistance to knockback back to 75%
    • Reduced bonus flame damage against Hale from 50% to 25%
    • Brought back an extra Brave Jump for Hale before Jump Fatigue kicks in (thanks Wendy)
    • No longer blocked by Jump Fatigue: Weighdown (thanks Wendy)
    • Took away area-of-effect of Hale’s normal punches (thanks Wendy)
    • Dropped Demoman shields’ absorption of Saxton Punch! damage from normal 50% up to an impressive 70%
    • Patching things up: Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
    • Tweaked airborne mini-crits of Direct Hit and Reserve Shooter applying against their wielder (thanks Bradasparky)
    • No more stomping while underwater for Hale (thanks Bradasparky)
    • Sweeping Charge now works against underwater opponents
    • Patched Quick-Fix mirroring issues for wall climbing patients (thanks Bradasparky)
    • Solved Hale’s faulty ground detection problem (thanks Bradasparky)
    • Cured Baby Face’s Blaster loss of boost not applying correctly (thank you Whurr and MilkMaster72)
    • Tamed those voice lines refusing to play sometimes

  • Updated pl_patagonia
      • Stage 1:
        • Solved cart going under elevator in rare situations (Thanks Shocked)
        • No more outside soundscapes sneaking into blue spawn
        • No building on high rooftops after point A anymore
        • Kissed goodbye glitchy cart elevator sequences
        • If the cart rolls into elevator during overtime? Timer set at five seconds left—fair play restored! Thanks I. C. Wiener.

      • Stage 2:
        • Banned rollback from train container ramp at last point (Thank b4nny)
        • Eased blues’ plight by giving them more high ground for last point
        • Dropped another dropdown for blue at last point
        • No teleporting into red spawn post-capping point A anymore
        • Kicked long hill rollback before point C out of here
        • No bots stuck on closed train doors after cap B anymore
        • You can no longer leave stickies inside blue last spawn
        • A little door death wish: getting stuck in shortcut door leads straight to doom.

    Status Quo Restored:

    Every stage got its fair share of love:
    – Slightly lowered sun brightness; let’s keep our squinting eyes intact.
    – Improved skybox transitions because why not?
    – Cart now behaves like it’s part of reality
    – Ninjaneers get their ninja vibes back
    – Bots have learned how notbe clueless players
    – Gave the cart another coronación de gloria.

If you’re itching for details beyond this summary, and let’s be honest, who wouldn’t be, you can check out all these juicy notes directly at Team Fortress.

This patch certainly aims to polish some rough edges while keeping gameplay fresh. Whether diving headfirst into frantic matches or simply lounging around waiting for friends online, these adjustments could make a difference. What do you think about these changes? Excited? Frustrated? Let me know how you’ll adapt your strategies!

Tags: Team Fortress 2Valve
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Angel Kicevski

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era. Now I am happily married to Margarita Kicevski, and have two beautiful children. My goal is to deliver fresh news and updates, but most of the time I want to work on guides. Since I have rebooted this website, I am planning on making it huge. Just you wait!

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