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Team Comtress 2 Update - August 6, 2025
Changes
- Made projectile spawns much smoother and less delayed on the client
- Any projectile that only affects enemies will now always pass through teammates (ex. rockets, grenades, Dragon’s Fury fireball, Huntsman arrow, Sandman ball, Cleaver)
- Even though teammates blocking projectiles after 0.25 seconds is intended to prevent spam through chokes, it is a confusing and random-feeling mechanic due to a variety of factors including networking and player movement.
- Fixed ground landing code not considering resultant velocity after collision with a slope (aka slope bug)
- Fixed the charge sound for the Stickybomb Launcher not stopping if the player dies while charging
- Disabled holidays and birthday beachball in competitive games, so that this doesn’t happen
- Added
cl_crosshair_gap ConVar to customize gap on crosshair
- Changed client net settings:
- Made interp settings more intuitive / understandable. Clients can now set number of buffered snapshots as
cl_interp_ratio.
- Increased max interp ratio to 3 (from 2, base game defaults to 5, so this is still a reduction in max interp)
cl_predict can no longer be turned off. cl_predictweapons and cl_lagcompensation still work
- Fixed being able to change restricted ConVars only allowed while spectating or disconnected
- Fixed various exploits for cheating clients
Fixes
- Fixed enabling fixed spread on Demoman projectiles causing change in distance/arc. Now, projectiles have spin at a fixed value which will obtain an average arc.
- This introduces some variance due to the physics simulation, but it is otherwise needed to maintain consistency for projectiles.
- Fixed servers not having packet drop protection