Team Fortress 2 Update Released
August 31, 2023 - TF2 Team
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 a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
- Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
- Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
- Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
- Updated the Beaten and Bruised cosmetic item
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Reduced the clipping for Soldier and Sniper
- Updated Clubsy The Seal to be an assister in Pyrovision
- Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
- Updated/Added some tournament medals
- Updated Taunt: The Head Doctor
- Fixed skinning on lower LODs
- Fixed team coloring for both teams
- Adjusted animation to reduce prop clipping
- Updated Taunt: The Road Rager
- Fixed skinning on lower LODs
- Adjusted animation on wheels to better match character movement
- Updated pd_selbyen
- Fixed door stuck exploit
- Major optimization improvements (thanks yrrzy!)
- Added/moved some func_occluders
- Hinting adjustments
- Added skyboxes and func_areaportals to separate areas better
- Added func_areaportalwindows to unload spawn building interiors
- Turned some small brushes into func_details
- Adjusted some prop fades
- Fixed slight misalignment of the yellow center buildings roof structure
- Better lighting under the docks
- Minor detailing changes
- Updated cp_steel
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
- Updated koth_synthetic_event
- Brightened and evened out lighting in play space
- Fixed missing soundscape
- Fixed missing detail sprites
- Minor detail changes
- Updated pl_venice
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes
- Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
- Updated vsh_skirmish (additional changes)
- Fixed an out of bounds exploit
- Fixed not being able to wall climb certain trees in the main arena

Team Fortress 2 Update Released
July 28, 2023 - TF2 Team
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 VSH Casual servers using "mp_winlimit 2" instead of "mp_maxrounds 25"
- Updated pd_selbyen
- Added 0.05 second delay to pd_logic_player_destruction "finale length"
- Added lights in some areas to prevent dark spots
- Remade dock side stair geometry to make it cleaner and steeper
- Extended/added some walls to block sightlines at mid
- Fixed seal floating too high above the ground in certain spots
- Slowed down seal swimming animation
- Clipping improvements
- Optimization improvements
- Various detailing additions and improvements
Team Fortress 2 Update Released
July 27, 2023 - TF2 Team
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:
- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players
- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated pl_venice
- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo
- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces
- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes

Team Fortress 2 Update Released
July 25, 2023 - TF2 Team
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

Team Fortress 2 Update Released
July 20, 2023 - TF2 Team
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:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
July 20, 2023 - TF2 Team
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 main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover
- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons
- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props
- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E
- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more
- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup
- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0

Team Fortress 2 Update Released
July 13, 2023 - TF2 Team
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 a crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to other maps
- Fixed a bug where some particles were not the using correct particle types on clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
Team Fortress 2 Update Released
July 12, 2023 - TF2 Team
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 a client crash related to audio and the new taunts
- Fixed Red being able to enter the Blu spawn room on pl_cashworks
- Fixed a transparency issue with the Hard Carry Unusual effect
- Fixed missing contributor for vsh_distillery
- Fixed spelling for the Taunt: Teufort Tango
Team Fortress 2 Update Released
July 12, 2023 - TF2 Team
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:
Summer 2023!
- Featuring 14 new community maps: Sharkbay, Rotunda, Phoenix, Cashworks, Venice, Reckoner, Sulfur, Hardwood, Pelican Peak, Selbyen, VSH Tiny Rock, VSH Distillery, VSH Skirmish, and VSH Nucleus
- Added the Summer 2023 Cosmetic Case
- Contains 25 new community-contributed items
- Added 6 new community-contributed taunts to the Mann Co. Store
- Taunt: Killer Joke
- Taunt: Star-Spangled Strategy
- Taunt: The Head Doctor
- Taunt: Tuefort Tango
- Taunt: The Road Rager
- Taunt: The Killer Signature
- Added 20 new community-created Unusual effects
- 12 new effects for Unusual hats
- 8 new effects for Unusual taunts
- Added the Summer 2023 War Paint Case
- Contains 10 new community-created War Paints that make-up the Summer 2023 Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- All cosmetic and taunt cases will grant Summer 2023 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2023
General
- Security and stability improvements
- Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite
- Fixed an exploit related to the ConTracker and being able to move/shoot while it's deployed
- Fixed the Strange Count Transfer Tool not being able to transfer stats for Sandvich items
- Fixed the Engineer not being able to move for a short period of time after doing The High Five taunt
- Fixed missing No Headphones style for the Universal Translator
- Fixed Engineer teleporter audio that was referencing the dispenser by mistake in Spanish
- Fixed incorrect alpha channels for the Smissmas 2021/2022 Cosmetic Case models
- Fixed the Winter 2019 War Paint Case not being shown in the Mann Co. Store
- Updated/Added some tournament medals
- Updated pl_enclosure_final to fix localization issues
- Updated cp_gravelpit_snowy
- Boosted volume of snowman explosions
- Added occluders to C to improve performance
- Improved clipping
- Updated cp_steel
- Prop collision cleanup and improved player clipping
- Explosive splash bug collisions on stairs, props, etc., around the map
- Spawn point issues (collision, prop blocking, clipping, etc.)
- Fix Pyro door exploit on A
- Fix choke and spam issues into Blu & Red spawns
- Fix Pixel walk collision issues
- Fixing ceiling clipping and stuck spots including exploits
- Clean up geometry in spawns, the spawn locations and their exits
- Fix roof readability issues, with sticky and rocket jumping
- Fix rare double death bug when falling into pit
- Fix Cliff stuck spots and ledges in E pit
- Removed head glitch tele spawn on A-B connector
- Fix rare overtime cap bug
- Fix Red team getting stuck in spawn door to A
- Updated cp_mossrock
- Fixed numerous perch points
- Fixed players being able to get under Blu spawn
- Fixed a location where a teleporter could be build out of the map
- Fixed collision on rock near final point so it is more accurate to the visuals
- Fixed lots of small visual bugs
- Fixed some small exploits
- Improved optimisation

Team Fortress 2 Update Released
March 30, 2023 - TF2 Team
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 an exploit related to using The Snack Attack to block the movement of other entities
Team Fortress 2 Update Released
March 20, 2023 - TF2 Team
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:
- Security and stability improvements
- Added check to not set Marked-for-Death when mixing Mannpower and Player Destruction (community request)
- Added a check to prevent td_buyback audio spam after the round has started
- Fixed grapple movement slowing players when mixing Mannpower and Player Destruction. Only team leaders will receive a grapple movement penalty. (community request)
- Fixed missing localization string in the recipe for the Tide Turner
- Fixed self-illumination effect for the High Roller's Rocket Launcher and the High Roller's Medi Gun (community fix from makaroffilya)
- Updated the crocodile model to fix a twisted ankle
- Updated pl_enclosure_final to fix an exploit that allowed players to get out of bounds
Team Fortress 2 Update Released
March 1, 2023 - TF2 Team
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 missing Summer tag for Workshop maps
Team Fortress 2 Update Released
March 1, 2023 - TF2 Team
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 URLLabel to prevent invalid URLs
- Added new Workshop tags for Summer, Player Destruction, and Community Fix
- Added check to ensure bullet effects are not duplicated (community fix from mastercoms)
- Deleted some unused Steam API queries to improve client perf (community fix from mastercoms)
- Fixed exploit related to using the td_buyback command during Mann vs. Machine matches
- Fixed Stat Clock cancelling out ÜberCharge and self-illuminating materials on weapons using War Paints (community fix from makaroffilya)
- Fixed not seeing the correct inspect image for the Red Rock Roscoe after previewing another paintkit item
- Fixed missing/incorrect style strings for a few items
- Reverted the previous change to the equip_region for the Cranial Cowl
- Updated cp_gravelpit_snowy to adjust clipping throughout the map
Team Fortress 2 Update Released
January 5, 2023 - TF2 Team
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 a memory leak when firing syringes as Medic
- Fixed some instances of syringes being invisible around corners and in transitions between water and air (both directions)
- Fixed syringes triggering false hits on the client when minimal view models are enabled or a custom view model FOV is set
- Fixed The Original using the default reload sound instead of the intended sound
- Fixed entities being considered static props after long server times
- Fixed Mann vs. Machine bots failing to spawn
- Fixed rockets occasionally being solid
- Updated the equip_region settings for The Onimann and the Cranial Cowl
- Updated cp_frostwatch
- Fixed being able to stand in the cliff wall near control point 2 in stage 1
- Expanded VScript support
- Fixed .nut files being valid files for download/upload
- Fixed clients being able to run certain script_* debug commands on the server
- Added EmitSoundEx
- Fixed crashes related to null strings being passed to functions
- Exposed a MaxClients function to get the current value of maxplayers
- Fixed clearing script hooks on level transition

Team Fortress 2 Update Released
December 21, 2022 - TF2 Team
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:
- Updated the Taunt: The Boiling Point and Taunt: The Table Tantrum items to add missing voice lines when flipping the table
- Updated the Taunt: Roasty Toasty to add missing marshmallow ignite sound
- Updated pl_rumford_event
- Adjusted occluders
- Added some hints
- Reduced unneeded props
- Adjusted area portals
- Minor deforestation
- Updated cp_frostwatch
- Stage 2
- Added spawn camp prevention/covers (both A and B paths)
- Added another Snowmann
- Removed mine carts in A flank
- Reduced length of metal gate in the middle court
- Increased cap time from 16 to 20
- Stage 3
- Added spawn camp prevention/covers
- Added another Snowmann
- Enhanced the snow pile in the water trench
- Added another way to get out of the trench
- Increased Point 1 doorway length
- Removed a sightline with RED spawn