Updated the in-game chat font for better readability on high-resolution displays.
Settings Menu Update
Added keybindings menu to the modern Settings menu
Improved naming of a few keybinds for Team Fortress 2 and modern expectations. For example, “Duck” is now called “Duck / Crouch”.
Added category filtering and search to keybindings
Command associated with the bind is now shown for discovery and search purposes
Enhanced user flow for rebinding keys
Remove irrelevant / unused keybinding options
Added “Condensed View” to Graphics Quality menu. Now you can easily preview graphics settings changes while in-game through a minimal translucent menu.
Added crosshair preview. Supports previewing crosshair type, scale, color and gap
Added Outlines section in General to customize outlines settings
Added “custom wav” option in hitsounds/killsounds to reduce confusion
Added zoom sensitivity ratio to mouse settings
Finding settings through search now highlights and scrolls to the setting found for better navigation
Added descriptions/tooltips to all settings
Fixed a few settings bugs:
HTML MOTD setting removed as it is no longer available
Fixed Remember Previous Weapon between lives not working
Fixed maximum value on Medic Auto caller option being too high
Fixed unknown settings values being blank
Fixed select options box not showing properly if it was at the bottom with no room
Fixed misalignment on checkbox settings
Added icons for the various sections
Added option to disable featured class, falling back to the classic class images
Added confirmation prompt when binding to a key that is already used by another action
Added voice receive volume to Communication > Voice instead of it just being in volume settings
Added option to enable chat notification sound
Labeled Beepo as default hitsound and killsound
New Communication Wheel
Added radial menu for voice menu (Z, X, C by default) as a beta quality feature
Can use number keys as before to select an option, or hold the button and drag the mouse to select an option
Can use tf_radial_voicemenu_concise 1 to split up the voice menu options into groups of 4 (rather than needing to reach all the way for 9)
The radial menu is fully customizable, allowing for various communication bubbles, message text templates and the classic voice commands.
Customization and additional options are not implemented at this time, and we are only using the classic voice commands
Radial menu options can be conditional, for example PASS Time specific options or Medic specific options
Casual Matchmaking Update
Reduced the match timer from 35 to 25 minutes
Fixed not being able to kick players on the MOTD screen with match assigned teams
Adjusted team shuffle algorithm:
Player score discrepancy will now adjust based on Team Series Score, in order to better detect situations where a team runs away with the lead in terms of game state/objectives
Bot difficulty will now adjust a skill curve to further compensate for team balance in situations where shuffling human players is not sufficient. This prioritizes making the losing team’s bots stronger, and then falls back to making the dominant team’s bots weaker.
Random crits now reset back to on after each match (as was done initially). This better ensures we don’t linger past user preferences when a new match starts.
Changed the number of bots that fill in for players for Casual play to 75% of a full lobby (a 9v9 for 24 player servers)
Fixed flag announcements playing during match summary (e.g., flag returned)
Fixed the team that won the series not being used for MVP at the end of a match
Fixed some MVP stats being set to 0 rather than the correct value
Fixed first player not spawning in the correct spawn in matchmaking games
Fixed players not being respawned when a new series falls back to waiting for players
Outlines Revamp
Reworked outline rendering to fix various issues and improve performance
Loosely based upon work from PazerOP (thank you!)
Fixed outlines disappearing when a player was ubered or had another forced material override
Fixed outline color not correctly inputting into HDR / tonemapping
Added support for outlines for only parts of an object visible, or only behind a surface
Changed the display rules of some outlines based upon this new system:
Spawn/spectator outlines no longer draw an outline when visible
Payload carts no longer draw an outline when visible
Dropped weapons now reliably draw only when visible
Flags no longer draw an outline when visible
Sticky Bombs (except for the Scottish Resistance) no longer draw an outline when visible
MvM Tanks no longer draw an outline when visible
MvM Money no longer draws an outline when visible
HDR / Bloom Update
Reworked how HDR lighting and colors are computed. Visibility should be improved, unnatural bright and dark spots eliminated, and colors should have improved range and contrast.
Reworked how bloom is computed. The fidelity and relevance of the bloom should be improved, and performance impact of bloom decreased.
Improved performance of post processing
Class Changes
Pyro
Flames now more accurately distinguish between dense clumps of fire and stray particles, scaling down by their heat over time as they become stale.
We weren’t entirely satisfied with the accuracy rework from our last update, though it was an improvement, it did not measure flame damage as accurately as possible and thus wasn’t as strict about keeping flames on a target as we had hoped. This new system should alleviate those concerns, rewarding aim while still keeping the identity of the Flame Thrower unique.
Updated the heat density/accuracy mechanic to take into consideration stale/lingering flames properly. Clusters of flames do different damage compared to smaller single flame puffs, according to the cumulative age/heat of the whole group rather than the newest flame, while still appropriately rewarding tracking even at long range.
Fixed flames colliding with enemies twice every tick
Fixed an exploit that allowed users to maintain full accuracy by puffing short bursts of the Flamethrower
Fixed alignment with tickrate that was causing inconsistent application of damage
Fixed some last few airblast reflection issues
Fixed reflected Dragon’s Fury projectiles not retaining their attributes for afterburn, etc.
Fixed reflecting the rocket jumper not retaining the special rocket trail
Fixed some reflected projectiles not retaining their custom color attributes
Fixed projectiles blocking line of sight checks
Most notably, this fixes issues where a projectile could block airblast reflects
Example 1: not being able to push a stack of Stickybombs with airblast
Example 2: not being able to deflect an enemy projectile due to a friendly Medic syringe in the way
Demoman
Reworked Demoknight turn control
Camera is now fully responsive to input, but horizontal turning is limited to a cone centered around the charge direction
Charge direction will now smoothly track your current viewing direction, according to turn rate
This fixes issues with frame rate dependence, some exploits, and other usability issues
The Tide Turner now has true full turn control
Added crosshair overlay to the Scottish Resistance with detonation ring to make targeting functionality more clear, and improved targeting
The Scottish Resistance detonation ring is designed to make trap detonation more consistent at all ranges
The Scottish Resistance now has an outer detonation ring to help with trimming off bombs from traps
Close distance bombs will no longer detonate if you are not in the air (to make the stickyjumping check less surprising)
Added a taunt-kill to the Ullapool Caber
Heavy
Reworked how max health modifications are calculated (e.g. Gloves of Running Urgently, Dalokohs Bar)
Reductions in max health preserve health percentage. For example, if you are at 50% health (150 HP / 300 max HP), reducing max health will retain the same health percentage of 50% (50 HP / 100 max HP). This also includes when max health is restored from a reduction (for example coming from 50 HP / 100 max HP back up to 150 HP / 300 max HP).
Increases in max health preserve flat health difference. For example, if you are at 299 HP / 300 HP, and a buff increases your max health to 350, your HP will be 349.
Updated the Dalokohs Bar / Fishcake:
Restored overhealing from before the October 23, 2017 exploit workaround
Now applies healing according to current max health + 50, rather than based upon a fixed max health value
Due to changes in max health modifications, overhealing will always reach max HP + 50 rather than max HP + 25 on the first use, which required a second use to gain the full effect
Engineer
Fixed various issues and bugs with The Wrangler
Fixed Wrangler laser showing when the Sentry could not fire, which sometimes caused a frozen in place/misplaced laser
Fixed Wrangler shield not applying consistently during construction/upgrading
Fixed being able to shoot rockets while a Level 3 Sentry is still upgrading
Fixed picking up buildings rather than shooting rockets while looking at a building when the Wrangler is out
Fixed Sentry Gun ammo resetting after respawning while carrying a Sentry
Fixed the Wrangler delaying a bullet or rocket shot until after an upgrade/construction, when the input is not held anymore
Fixed Sentry Gun ammo not refilling properly when close to full and shielded by the Wrangler
Fixed some inconsistencies between laser pointer and shield
Hauled buildings will no longer destruct when changing loadouts/respawning
Fixed Short Circuit secondary fire picking up buildings
Medic
Fixed Medic injured teammates display and MEDIC! bubbles not using disguise health for enemy Spies
Sniper
Mouse sensitivity is now 1:1 consistently upon zoom in
zoom_sensitivity_ratio 1 will correspond to true 1:1 mouse input, rather than being projected incorrectly. Also, this fix is superior to various community setting fixes which aim to provide a 1:1 mouse sensitivity at center, so please revert back to the default if this was your intention.
The old behavior can be used with zoom_sensitivity_scaling 0
Spy
Fixed various issues with backstab hit detection
Fixed an issue where facestab prevention was not working properly
Fixed an issue where over/under stabs were not working properly
Fixed an issue where lag compensation could fail at extremely close distances
General Changes
Switched to Team Comtress item servers, which improve loadout switch times by proxying the Valve SDK item servers. No more rate limiting by the base SDK!
Fixed mini-crit and crit effects not being applied properly in certain cases
Fixed weapons that reload their clip one by one getting their reload cancelled upon pressing right click
For example, reloads cancelling for the Stickybomb Launcher and Grenade Launcher when detonating Stickybombs
Damage now always rounds up, for both buildings and players. This ensures consistency, proper calculation of damage after resistances, and fixes some bugs with on-death effects.
Fixed buildings reporting 0 health when they were initializing construction
Fixed buildings under construction not receiving lethal damage if the damage was just enough to reduce their health to 0
Fixed BLU team being immune to Sentry Gun knockback on non-MvM maps with upgrades like Freaky Fair
Fixed Medic caller / auto-caller lingering or appearing in incorrect cases
Fixed being able to use respawn key bind (default F) during humiliation
Fixed an issue where game FPS would be reduced when exiting a server connection screen or closing a kick/disconnect message
Fixed a bug where in-game/menu FPS limits could be desynced from the main menu settings
Added tc2_intel.bat as a workaround for systems with Intel cards to launch without the launcher
Removed devonly from some Demoknight charge cvars, per request
Added multiplayer / dedicated server support to Training Mode
Added support for custom votes for community servers
Added datagram support for Remote Console (rcon)
Allows server owners to control and manage their server easily when hosted on Steam Networking
Updated the localization files
Fixed some projectiles not attributing their damage correctly
Fixed the Red Tape Recorder not attributing destruction of buildings after total deconstruction to the owner in some cases
HUD Changes
Made the crosshair gap 4 by default, to allow for crosshairs to display correctly by default
Changed chat font from SN Pro to Nunito for better character support
Updated colors for overheal bars on the team status HUD
Updated outlines health bar to show overheal
Restored the non-minmode status HUD to the match HUD
The round counter no longer displays if the goal is not round-based
HUD Fixes
Improved the performance and responsiveness of the new main menu UI, especially on 4K resolutions / HiDPI
Fixed an issue where the mouse would be misaligned on the new main menu UI
Fixed gap being players in the scoreboard list being too large, causing them not to fit as expected
Fixed various timers having a desynced clock with the time left timer
Fixed positioning issues with non match HUD minmode
Fixed the map time not displaying on maps without a round timer
Map timer on maps without a round timer will now disappear when the timer hits 0
Fixed match timer progressing during pre-match wait period (it would reset after the match started, but it was confusing to see this in the scoreboard)
Fixed some timers using 0x:xx format instead of x:xx
Fixed sizing/spacing issues on round indicators
Fixed clipped off backgrounds for player status HUD and ammo HUD when using min-mode
Fixed stat panel on freezecam not hiding during screenshot
Fixed votes having a slightly random duration (thanks horiuchii!)
Fixed kick target info on vote HUD panel not working properly (thanks horiuchii!)
Fixed user not being informed properly when Team Fortress 2 is not installed
Fixed pickup prompt showing on buildings when the Engineer could not pick up the building in some cases
Fixed killstreak banner not being positioned and sized correctly
Fixed killstreak banner missing icon
Fixed chat notification sound not playing when enabled (cl_hud_chat_notification 1)
Fixed chat not being visible during match doors display
Fixed player model clipping through match doors
Fixed series intermission causing various HUD elements to disappear if you were dead during the intermission
Fixed series intermission not displaying properly when the match timer reaches 0
Fixed series intermission breaking the spectator HUD for players on the spectator team
Fixed series intermission being extremely long if SourceTV was enabled
Fixed servers not on your game version showing in the new server browser
Visual/Audio Fixes
Fixed weapons being invisible on players that were spectating you
Fixed airblast effect infinitely repeating upon tapping inputs
Fixed B.A.S.E Jumper and Soldier Banners showing their deployed model in a random part of a map in some cases
Fixed ragdolls and cosmetic gibs originating from an incorrect location in some cases, like when the entity source was not visible to the client
Fixed bullet tracers originating from an incorrect location in some cases, like when the entity source was not visible to the client
Fixed an issue where the Demoman Shield viewmodel would not render correctly
Fixed cases of camera clipping into nearby surfaces, especially while teleporting
Fixed viewmodels not properly scaling their viewmodel FOV while zooming, causing flipping or other graphical glitches
Fixed an issue with some All Class items not being accessed properly
Fixed bullet tracers not alternating between barrels on Level 2 and 3 Sentry Guns (thanks ficool2!)
Fixed headshot effects showing on disguised enemy Spies
Fixed crits not being predicted correctly
Fixed Flame Thrower, Mini-Gun, Pistol and SMG fire sounds crackling in some cases
Bot Fixes
Added Blake Sextus as a bot name
Fixed bots dropping their items in some cases
Territorial Control 2.0 Fixes
Fixed node system not gating base points and territory properly
Networking Improvements
Fixed some subtick desync issues
Added subtick support for viewpunch
Fixed subtick prediction getting desynced after a prediction error
Fixed continuous fire not updating attack frame correctly
Added subtick to Scottish Resistance sticky bomb selection
Optimizations
Optimized the load of cosmetics, weapons and other items on players
Loosely based on changes from sigsegv and rafradek (thank you!)
Optimized how players are accessed and found in various systems
Loosely inspired by changes from sigsegv and rafradek (thank you!)
Limited another type of pain/hurt sound to play every 0.1 rather than spam the sound system too frequently
Optimized smoke stack effect on the server
Based on changes from sigsegv and rafradek (thank you!)
Reduced size of shader DLL
Other minor performance and stability improvements
Base Team Fortress 2 Update
6 New Community Maps
Dryfield
Camp Saxton
Shorelight
Redwood
Premuda
Mojave
Cosmetics, War Paints, & Taunts
Features a new set of community-created cosmetics, war paints, taunts, and unusual effects.
More info
For a full list of changes to the base game, visit the TF2 Update Post.