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Team Comtress 2 Update - March 10, 2026
General
- Fixed outdated servers showing up on Quickplay
- HTML MOTDs are now always restricted, rather than just for quickplay and matchmaking joins
- Fixed The Classic not working with the Hold to Zoom setting
- Enabled trade request pop-ups in Casual games, disabled trade requests in all competitive games, rather than the prior behavior of blocking trade requests in matchmaking games
- Fixed a case of FPS being restricted to 30 when in game
- Possibly fixed another case of game crash upon launch through the launcher on Windows
- Reduced the frequency of dropped packets during large teamfights
- Brought in the latest TF2 changes
- Fixed large edict spikes during round restart in some cases
- Fixed flames lingering after round restart
- Minor stability and performance improvements
Main Menu / HUD
- Added Main menu FPS limit to settings, 120 by default
- Fixed objective status sometimes disappearing upon settings change
- Added close button to modals on the main menu
- Added hover styling to the settings menu
- Fixed a case of the main menu not initializing properly on load
- Fixed a case of the main menu not appearing while in game
- Fixed transitions lingering when escaping from the main menu
- Made main menu more responsive to in-game state changes
Bots
- Fine-tuned Pyro projectile reflect behavior to be based upon reaction time rather than random chance
- Fixed some issues with how bots searched for health packs
- Fixed issues with how bots selected classes in large teams
- Fixed an issue where bots would not spawn when certain class limits were active
- Optimized performance issues with bots, especially in high player count scenarios
Visual
- Enhanced blood FX to be more reactive to damage
- Added ability to disable fading props entirely for high quality graphics
Competitive
- Adjusted the pre-match warmup death cam to be less disorienting and not cancel too early
- Added label for pre-round phases (Strategy Phase & Roll-Out Phase) during the 10 second countdown in competitive matches, to be more clear
- Fixed projectiles being deleted during end of roll-out phase, which messed up some Stickybomb jumps
- Fixed pre-match warmup health on kill overhealing above max overheal
- Fixed competitive games not properly ending/restarting at match end
- Fixed a case where players could get stuck in respawn during pre-match warmup
- Fixed various cases of team-based tournament mode not being handled properly in competitive systems, causing pre-match and round running states to not be handled correctly, for example, for Administrator voice lines, Demo Support, chat notifications, and more
- Fixed being able to cancel a ready game by disconnecting
- Fixed player-based ready up not finalizing correctly in community competitive
- Added win conditions display to competitive matches
- Fixed ready up, stopwatch and win conditions intersecting with the match HUD
- Fixed match HUD not fully updating when toggled
- Fixed item whitelist not loading automatically when set
- Fixed desync when enabling mp_tournament and mp_tournament_readymode after loading a map
- Fixed mp_tournament_restart not fully restarting the map
- mp_tournament_stop_and_refresh is available for the legacy behavior
- Fixed ready up not working properly in self-hosted listen servers
- Fixed competitive ready up voice lines not playing in community competitive
- Fixed 6s voice lines not playing for community 6s tournaments
- Fixed a few more cases of rendering glitching out after leaving the match summary stage prematurely
- Fixed pre-round push from damage being enabled in asymmetric games
- Added an cfg/emptymapcycle.txt to assist server owners that do not wish to switch maps automatically
- Fixed mp_tournament_readymode_min considering people in spectator
- Reverted post-match time change for Competitive mode (back to 90 seconds)
- Fixed glitches with timer and countdown displays
- Fixed issues with Demo Support logic during game start and end
- Added mp_timelimit_added_winlimit and mp_roundtime_override to support community competitive rulesets