Dye Giveaway Contest, Thanks Cam!
Everyone give it up for Camanca for running the dye giveaway contests all last night and keeping us all entertained!
THOUGHTBLUDGEON GUILD
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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 the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
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 Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
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 Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
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 No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
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:Happy Smissmas 2024!All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and MaulAdded the Winter 2024 Cosmetic CaseContains 23 new community-contributed itemsThe Festivizer can be found as a bonus drop when opening the caseAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: Fore-Head SliceTaunt: Peace!Taunt: Curtain CallAdded 18 new community-created Unusual effects9 new effects for Unusual hats9 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.Mann Co. Store winter sale!Smissmas runs through January 7th, 2025GeneralFixed a client crash when previewing imported items in the Workshop dialogFixed showing an error model when equipping the Scottish ResistanceFixed The Executioner not hiding the Scout's dog tagsUpdated the Mountebank's Masque to fix a problem with the materialsUpdated/Added some tournament medalsUpdated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockGeneralAdded the gamemode intro movie (made by Lacry, thanks)Improved the delivery of VSH-related voice lines for Soldier, Engineer and SniperUpdated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)Added Hale's kill iconsVisual improvements to Hale's Ability HUD (thanks Funicular)Added a visual cue signaling an upcoming Saxton Punch!Minor visual improvements to Saxton Hale and his particle effectsFixed the boss bar sometimes starting invisibleFixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settingsFixed a rare bug when Hale's Ability HUD textures become missingBalance Changes - Saxton HaleAdded Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strengthWeightdown ability is disabled during Jump FatigueIncreased Hale's health by ~100HP per opponentAdjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)Hale's resistance to knockback reduced from 75% to 35%Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)Balance Changes - MercenariesExplosives and fire now deal 50% more damage against HaleThe 40% minigun damage penalty now applies to full crits onlyBroken Demoman shields now retain the charge abilityDemoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)Greatly decreased sticky trap damage reductionRemoved Scottish Resistance's 20% damage penaltyBaby Face's Blaster now loses 20% of its boost upon Wall ClimbingUpdated vsh_tinyrock (additional changes)Improved performanceFixed odd clipping at one of the spawnsUpdated vsh_distillery (additional changes)Improved performanceUpdated vsh_nucleus (additional changes)Fixed setup time ending five seconds too earlyImproved detailing in some areasImproved clipping on staircasesIncreased control point capture time to 15 secondsRemoved collision on some lightsChanged damage model and damage amount of the toxic waste pit and puddlesUpdated vsh_skirmish (additional changes)Fixed setup time ending five seconds too earlyFixed an issue where Engineers could build in the crocodile pitFixed not being able to wall climb certain trees in the main arenaFixed some lighting issues on stalactites and other propsParts of Hale's intro sequence no longer play while waiting for playersImproved optimization and detailing in some areasImproved clipping on spiral stairs (Thanks Aar!)Updated security systemUpdated cp_brewThe shortcut from RED spawn to the "A" point now has a nobuild trigger Added floor indicator for the health kit in the "A" point wooden shackAdjusted "A" point wooden shack to allow more breathing roomFixed getting stuck on the "A" gate's frameFixed teletrap near "A" point ditch routeFixed being able to place buildings inside an out-of-bounds room outside "A" pointFixed some stuck spots near "B" pointFixed being able to shoot through a crack in the BLU forward spawnFixed floating props in the dinerFixed one way door not forcing itself closedCleaned up some collisions and clipping across the mapImproved lighting on all of the archwaysUpdated koth_krampusFixed missing trees in skyboxImproved look of waterfall texture near full health-kitFixed minor visual errorsMinor NPC clipping changesFed krampus some oatsUpdated pl_emergeSwitched on the cart lightFixed RED players being able to sit on the edge of an exit of BLU's starting spawnFixed some doors showing incorrect texturesFixed the final capture point displaying an incorrect stringFixed the map occasionally playing incorrect ambient soundsMinor visual and performance tweaksUpdated cp_carrierThe Carrier now has full crits rather than mini-critsThe Carrier now uses the robot voice linesImproved hearability of the Carrier's voice lines and footstepsFixed visual bugs with the boss barFixed the Carrier sometimes becoming invisible while tauntingFixed animation glitches when a Demoman Carrier holds a Stickybomb LauncherFixed occasional phasing through the elevator platform at BLU spawnDecreased size of the frog
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:Improved matchmaking performanceImproved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.Improved matchmaker decision making for cross-region partiesAdded error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishingFixed the matchmaking settings dialog frequently failing to display any datacentersFixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to SteamUpdated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regionsUpdated cp_gravelpit_snowyFixed a script issueImproved performanceImproved clipping
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 the Guano and Batbelt cosmetic items hiding the Scout's dog tagsFixed The Beacon from Beyond incorrectly hiding a bunch of bodygroupsFixed the Quoth cosmetic item hiding the Scout's headphonesFixed some broken materials for some props_farm gib modelsAdding "Hat" style for the Fuel InjectorUpdated the Clue Hairdo to fix broken smoke effectUpdated koth_synthetic_eventEdited nav mesh to minimize the Toastmaster running diving into the grinder/death pitUpdated pd_farmageddonRevoked scarecrow gym membership which lowered their health from 500 to 350Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed an exploit allowing some players to respawn as a human or play as a human on the Zombie 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:Reverted BLU Scout pants fix because it conflicts with too many existing cosmeticsUpdated the Fleet Commander again to fix import problems from the previous updateUpdated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the playerUpdated cp_freaky_fairFixed issues related to the gamemode logicReapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or notImplemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across roundsImplemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgradesReverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applyingImplemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlapFixed sniper and demo shields not having their upgrades clearedFixed canteens not having their values cleared when refunding whilst not equippedIncreased the height of the skyboxIncreased last point capture time from 6s to 7sChanged some clipping to stop giants from building on roofsSmoothed out a divot (Thanks Midnite!)Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneralRe-encoded all Zombie Infection sound effects as .WAVThis fixes issues with sound effects not playing correctly and spewing errors in the consoleBug fixesFixed a bug that caused Sniper's Spit Pool to deal much more damage than intendedFixed a bug that caused team names to not display correctly when playing on mp_tournament modeFixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP GrenadeZombie ChangesSniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zonesZombie Heavy is no longer immune to Critical HitsZombie Heavy's max health raised to 525 (from 450)Zombie Pyro's max health raised to 250 (from 175)Zombie Pyro now drops a medium health kit on deathSurvivor ChangesCrossbow weapons no longer have a flat damage multiplier against ZombiesThe B.A.S.E Jumper can no longer be deployed if you are one of the last three survivorsJumper Weapons can no longer store reserve ammunitionUpdated zi_murky (additional changes)Added more respawn room triggers around the new spawn zones
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 list of authors for arena_lumberyard_eventFixed the Crook Combatant hiding the Scout's dog tagsFixed some sound script entries not playing because they were looking for .wav instead of .mp3Fixed BLU Scout using the incorrect team color pantsFixed some props_farm models using an incorrect surfaceprop settingUpdated the large version of the backpack image for The Fast Learner to be consistent with the small versionUpdated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settingsUpdated a couple of the community console images to fix missing nomip/nolod settingsUpdated Freaky Fair's expert contract to be "Win a round on Freaky Fair"Updated the Fleet Commander and Delldozer to fix import problems from the previous updateUpdated arena_lumberyard_eventFixed mini-crits being removed from the last player standing if they used the Crit-a-ColaAdded missing navigation meshFixed areaportal windows in spawn fading in too earlyFixed cases where players would get stuck on the setup doorsAdjusted prop fadesUpdated cp_darkmarshLowered spell spawn timer (from 180 seconds to 120 seconds)Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked upAdded several more pumpkin bomb spawn pointsFixed portcullis doors turning pitch black when openingLowered RED respawn wave time for the last point (from 10 to 8)Updated tow_dynamiteFixed an ammo pick-up differ on BLU sideAdded a missing wagon wheel on BLU sideAdded Tug of War objective stringsMade the jump pad's deathpits deeperA new critter has arrivedUpdated pd_circusFixed spell books being prompted despite none spawning in the mapReduced points per player from 6 to 5Reduced distracting lighting and details around the inaccessible areas of the circusFixed being able to place teleporters too close to spawn doorsFixed erroneous collisionsFixed small displacements cutting through wallsFixed some gaps in geometry
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 issue with Blazehattan contractsFixed an issue with Outburst contractsFixed an invalid Soul Gargoyle location on Mann ManorFixed players not being able to select a class and spawn after watching an intro videoRecompiled props_farm\box_cluster03.mdl to fix a problem with the materialUpdated the Dusk Duster to adjust the rigging a bit to reduce distortionUpdated the Triboniophorus GentlemannusFixed clipping Updated texture to fix mipmappingAdded jiggleboneAdded attachment for genteel smoke effectUpdated the Clue Hairdo to fix a rim mask problem with the 'Case Open' styleUpdated the Fleet CommanderFixed white seams when moving camera away from characterImproved position of Style Selection camera by deleting unused bonesUpdated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered stylesUpdated The Witch Doctor to fix a problem with the diffuse textures and normal mapsUpdated Taunt: Commending Clap to fix some issues with sounds and timingUpdated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsReduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 secondsAdjusted Zombie Pyro's death explosion to briefly ignite players hit by the blastFixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!)Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to HeavyUpdated zi_blazehattan (additional changes)Fixed top roof having no collisions, causing players to 'sink in'Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easierRemoved some redundant clip brushesChanged the round timer from 6 minutes to 3 minutes 30 secondsFixed missing textures behind the windows of the warehouse buildingFixed rendering issue in the A Gate zombie spawn (Thanks Midnite!)Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!)Fixed floodlight stuck spot near B Gate (Thanks Midnite!)Fixed troll teleporter spots (Thanks Midnite!)Fixed telephone pole collision (Thanks Midnite!)Added no-build triggers on top of barrel clusters at the top of the containers for consistencyAdded barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombiesVarious small changesUpdated tow_dynamiteDoubled the chances of a Jump Spell dropFixed the main gates killing players when touched on the sideFixed the main gates killing you prematurely before they are fully closedFixed HUD textures going missing on occasion (Thanks Aar)Fixed the rooftop fire being too strongFixed multiple locations that allowed players to build out of boundsFixed an overly aggressive propfade in front of spawnFixed edge bugs on multiple roofs that allowed players to remain aliveUpdated vsh_outburstImproved performanceFixed menu imagesFixed a minor visual issueFixed being able to stick to the invisible wallsUpdated koth_sawmill_eventReduced the amount of skeletons that spawnAdded a new pathway to the secret underworld exitRedid some detailing near Reds baseImproved lighting near some shacks near midFixed clipping for a shackReworked where Soul Gargoyles spawn, now favoring Mid more oftenMade some new greener water for Mids lumber placeNew spectator camsUpdated cp_freaky_fairFixed issues related to the gamemode logicFixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to themFixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade triggerFixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refundedFixed character upgrades being occasionally set to incorrect quantitiesChanged uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effectsFixed players being able to put a class into a massive debtSeveral minor fixesMerasmus is very talkative, so we asked him to talk a bit differentlyMerasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup timeMerasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different nowMerasmus now has more things to sayMerasmus will now announce overtime, stalemate and last control point being captured instead of the AdministratorMade changes to the upgradesGhost Potion: ghost spooking radius reduced from 512 hu to 384 huGhost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf)Sentry Firing Speed: removed redundant 3rd levelDisposable sentry: Maximum amount reduced from 4 to 3Crit boost on kill: Now disabledShield Recharge Rate bonus: Maximum level reduced from 4 to 2Shield Recharge Rate bonus: Price increased from $150 to $250Rocket Specialist: Price increased from $300 to $450Rocket Specialist: Maximum level reduced from 4 to 3Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf)Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf)Thermal Thruster impact stun: Price increased from $600 to $750Explosive Headshot: Price increased from $350 to $450Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25%Mark For Death: Price reduced from $500 to $300Fixed several roof spots players were able to stand on (Thanks Midnite!)Fixed several teleporter stuck spots (Thanks Midnite!)Fixed floating pumpkins and planks (Thanks Midnite!)Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!)Removed some visible dev textures (Thanks Midnite!)Removed stool from the arcade that was blocking the path previouslyFixed being able to deal splash damage through metal gratesClipped the attic in respawn room to prevent players from getting and building thereClipped several beams in the lobby roomFixed missing wooden board near Red respawn room doorMoved Merry-Go-Round sound source closer to make it louderBrightened several dark spotsClosed the tree gap