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The Switch 2 had its grand unveiling today, revealing its features, the initial batch of games, pricing, and a release date. As the dust begins to settle, what do you think of this first big showing for the upcoming console?
How do you feel about the hardware specs and pricing? Do games like Mario Kart World and Donkey Kong Bonanza have you hyped? How about those GameCube games finally appearing on Nintendo Switch Online? And let’s not forget the glut of third-party titles making the jump to Switch 2. Needless to say, Nintendo gave us a lot to digest.
So now it’s your turn to sound off: what’s your reaction to all of the Switch 2 announcements? Let us know in the comments.
From the moment Nintendo announced it was going to make a follow-up to the Switch consoles, speculation about what its name could be had been rampant. One of the most common expectations for what we now know as the Switch 2 was that it would be called the Super Switch, following the naming structure established with the update from the Nintendo Entertainment System to the Super Nintendo Entertainment System.
In a long interview on Nintendo’s website with producer, entertainment planning and development department Kouichi Kawamoto, senior director entertainment planning and development department Takuhiro Dohta, and general manager technology development division Tetsuya Sasaki, Kawamoto explained the naming decision.
“There were a lot of ideas for the name, and we really struggled to find the right one,” Kawamoto says in the interview. “We even considered ideas like ‘Super Nintendo Switch.’ However, Super NES, which came out after the NES, couldn’t play NES games. Since Switch 2 can play Switch games, it didn't feel right to use the same naming convention as Super NES. Switch 2 is a new system with improved performance, but we'd like players who get their hands on it not to focus on the specs, but rather to think of it as the latest system developed by Nintendo.”
You can read the full discussion that dives deep into all things Switch 2 right here.
Alongside all the Switch 2 announcements today – and there were and continue to be a lot – Nintendo also snuck in an announcement for a collection of new The Legend of Zelda: Tears of the Kingdom amiibo. Characters Yunobo, Tulin, Riju, and Sidon from the game are all getting Amiibos on June 5.
amiibo figures of Tulin, Yunobo, Riju and Sidon from The Legend of #Zelda: #TearsOfTheKingdom are releasing on June 5! Each one can unlock a fabric for Link’s paraglider, as well as weapons and materials for your adventure. pic.twitter.com/fG9dBiQftP
— Nintendo of America (@NintendoAmerica) April 2, 2025Nintendo also promised but has not yet shown, a Mineru's Construct Amiibo for the future. Presumably, the Mineru's Construct Amiibo will be a little like Breath of the Wild’s Guardian Amiibo, which was oversized and a little different.
Though it didn’t overtly say as much, Nintendo has confirmed that Switch 2 will be Amiibo compatible. Street Fighter 6 is getting a Switch 2 release and with it will also come alongside a collection of Amiibo and Amiibo cards.





The long-anticipated Nintendo Switch 2 Direct aired today, and it was jam-packed with announcements, including hardware specs, new Mario Kart, Kirby, and Donkey Kong games, and a long list of third-party titles coming to the console. The one thing it didn't detail, however, is the pre-order process, which is a little convoluted.

Pre-orders at participating retailers will go live next Wednesday, April 9. At the time of publishing, retailers have yet to prepare their individual pre-order pages (though Best Buy has a link to sign up for updates), but they will likely be updated within the next few days. That said, based on how recent console launches have gone, it will likely be a fairly frantic process with scalpers attempting to buy up stock to resell at a higher price. Once we learn specific launch times, you'll want to be right on the webpage the moment it goes live to maximize your chances.
To avoid that scramble, you can try to grab your console directly from Nintendo, but there's more to that process than meets the eye. If you head to Nintendo's website, you'll be able to sign up to indicate interest in purchasing a system once they're available. To be clear, this is not a pre-order, but a sign-up list to indicate who might want to pre-order, so there's no payment information required. You will, however, need an active Nintendo account – more on that below. Once you sign in, you can choose between a base system for $449.99 USD or a bundle including a digital version of Mario Kart World for $499.99 USD.

The timeline here is different, however. Invitations from Nintendo won't arrive until a month or so after, on Thursday, May 8. They'll also come in waves, with additional invites sent out to eligible accounts until the store is open to the general public. Invitations will also only go to account holders that meet the following "priority criteria":
The account must be the one that purchased a Nintendo Switch Online Membership. That Online Membership must have been active for a minimum of 12 months. You must have opted to share gameplay data and played at least 50 hours of games.If your account fits all three of those criteria, you'll be able to order a console to be shipped to your address – no Nintendo Store pickups are allowed. The link will be active for 72 hours, so it will be less intense than the mad dash on other sites. It also specifies that launch day delivery is not guaranteed and that purchases will be limited to one system per account, though you can also buy accessories for the system.
For more Switch 2, check out the reveal of Kirby Air Riders, read about the console's hardware specs and new GameChat feature, and see which Switch 1 games are getting enhanced editions on the new platform.
Nintendo rolled out the red carpet for the Switch 2 in a big way this morning. A dedicated Nintendo Direct showed off the console’s features and release date, and then Nintendo shared the console’s price in a press release. We also learned of a number of new Switch 2-exclusive titles, a bevy of third-party software, and even enhanced upgrades for Switch 1 games.
If you missed the event live, we’ve gathered up each announcement, divided them into categories, for a quick and dirty recap of what’s likely to be Nintendo's biggest event of the year.
Hardware News
Nintendo answered the most burning questions for Switch 2: when does it release, and how much does it cost? It also revealed a separate bundle that includes the new Mario Kart. | Read More
Switch 2 Features and Hardware Details RevealedFrom 120 FPS gameplay to HDR, here are all the hardware bells and whistles the Switch 2 has to offer. | Read More
Switch 2 Pre-order DetailsWe’ve outlined the steps you need to take to reserve your Switch 2 in advance | Read More
Nintendo Reveals C-Button Functionality in the Form of GameChatThe Switch 2 has native voice chat and a separate camera peripheral. | Read More
New First-Party Game Reveals
The ninth entry and the first open-world Mario Kart arrives on Switch 2 for launch day. | Read More
Donkey Kong Bananza Is Coming This JulyThe next mainline Donkey Kong platfomer is on the way. As opposed to Donkey Kong Country, Bonanza is a 3D platformer more akin to Donkey Kong 64. | Read More
Kirby Air Riders Revives The GameCube Favorite RacerA sequel to 2003’s Kirby Air Ride is flying to Switch 2 with Kirby/Super Smash Bros. creator Masahiro Sakurai in the director’s chair | Read More
Hyrule Warriors: Age of Imprisonment AnnouncedThe next Zelda Musou game is another prequel within the Tears of the Kingdom universe, and may potentially only star Zelda. | Read More
Drag x Drive is a Mouse-Controlled Competitive Basketball GameAs wheelchair-bound players, two teams of three compete in motion-controlled basketball bouts. | Read More
Third-Party Game Announcements
The next big From Software game is a multiplayer title coming only to Switch 2 next year. | Read More
Every Third-Party Game UpdateA round-up within a round-up, you say? That shows just how much news came out of this thing. There were so many third-party software updates that we gathered them neatly into this own list, which includes a release window for Hollow Knight: Silksong and Switch 2 ports of Elden Ring, Hades II, Cyberpunk 2077, and many more. | Read More
Other Switch 2 Updates
Arguably the most requested Nintendo console library will finally become available on Nintendo Switch Online, and the first line-up of games were revealed. | Read More
Several Switch 1 Games Are Getting Enhanced Switch 2 EditionsFrom Metroid Prime 4 to Breath of the Wild, some of the biggest Switch 1 games either already released or on the horizon will have improved versions on Switch 2. | Read More
Game Sharing Between Switch 2 and Switch 1 Owners DetailedA new social feature allows owners of both Switch generations to share a single game between them. | Read More
New Tears of the Kingdom Amiibos Are On The WayNintendo has unveiled a fresh batch of Zelda Amiibos arriving alongside the Switch 2 on launch day. | Read More
Announced during today’s Nintendo Switch 2 Direct, GameShare is a new social feature coming to select titles when the highly anticipated game console releases on June 5, 2025. The tool allows the game’s owner to temporarily share the title with up to three other systems simultaneously to enjoy select multiplayer experiences. First-generation Switch games are available to share between Nintendo Switch 2, Switch, and Switch Lite consoles. However, titles exclusive to the new handheld are unavailable to share with previous generations.
Nintendo confirmed the following games support GameShare during the presentation:
Captain Toad Treasure Tracker
Super Mario 3D World + Bowser’s Fury
Club House Games: 51 Worldwide Classics
Super Mario Odyssey
Big Brain Academy: Brain vs. Brain
“Between Nintendo Switch 2 systems, GameShare can also be used along with GameChat for online play, so that players can chat with others while all of them play the same game,” an official press release states.
The new GameChat feature allows players to voice and video call together (with the upcoming Nintendo Switch 2 Camera) and is free to use with any Switch 2 console through March 2026. A Switch Online membership is required to use the feature after its free period expires.
Notably, GameShare is an entirely separate feature from the recently announced Virtual Game Card system, which allows users to lend and borrow virtual game copies between friends or members of the same Switch Online Family.
While Mario Kart World is headlining the Switch 2 launch lineup, there are plenty of third-party games coming to the platform as well. Whether it's an upcoming game, a remaster of an older one, or a recent release making the jump to the Nintendo console, here's every third-party game featured in the Nintendo Switch 2 reveal Direct.
Launch games



For more Switch 2, check out the reveal of Kirby Air Riders, read about the console's hardware specs and new GameChat fetaure, and see which Switch 1 games are getting enhanced editions on the new platform.
In 2014, Nintendo partnered with Koei Tecmo for Hyrule Warriors, a Dynasty Warriors-inspired musou game in the Zelda franchise. Following the release of Breath of the Wild, Nintendo partnered with Koei Tecmo again for Hyrule Warriors: Age of Calamity, another Zelda musou game that took place before the events of Breath of the Wild, but was, disappointingly, not really canon.
Today, Nintendo announced another prequel musou Zelda game with Hyrule Warriors: Age Of Imprisonment. To detail exactly when the game takes place in relation to Tears of the Kingdom would be a spoiler, but know that it will theoretically cover a gigantic war that takes place in Hyrule and may potentially not feature Link. I would welcome that, but I have low confidence that Link won’t appear in the game.
The trailer for the game follows Zelda and we see her alongside characters from Tears of the Kingdom engaging in combat against moblin hordes and familiar bosses.
Hyrule Warriors: Age Of Imprisonment is coming to Nintendo Switch 2 this winter.



Drag x Drive is a new 3v3 competitive basketball game designed to take full advantage of the Switch 2’s mouse-like capabilities.
As wheelchair-bound basketball players, movement involves dragging the Joy-Cons simultaneously to push yourself forward, simulating the movement of pushing a wheelchair. Flicking the controller performs shots, and players can even roll up skateboard-style half-pipes to perform fancy trick dunks. The game’s challenge comes in intuitively using both Joy-Cons at the same time to steer the characters and take it to the hoop.
Check out the trailer below.
Drag x Drive is coming to Switch 2 this summer.
The creators of Elden Ring have revealed its next title, The Duskbloods. The upcoming multiplayer game will be exclusive to Switch 2.
The reveal trailer follows From Software’s standard of using out-of-context clips, showcasing various characters such as a swordswoman wielding a ringblade and a rocket-powered flying robot. Scenes of a gothic castle complex and cathedral interiors create an oppressive atmosphere, and things take a turn for the bonkers with clips of a guy biting someone’s neck and draining them of a dark substance. A character is also seen transforming into a T-Rex-like monster. From Software describes The Duskbloods as a PvPvE experience, meaning players will face off against other human-controlled characters in addition to in-game enemies.
What does it all mean? The vague narration stating that “the moontears will flow for one and one alone” doesn’t illuminate much. However, a developer diary with game director Hidetaka Miyazaki will air on April 4 and should, hopefully, explain more. But until then, color us fascinated given From Software’s stellar track record.
The Duskbloods is coming to Switch 2 in 2026.
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 files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
Foundation is Now Available on Steam and is 25% off!*Foundation is a grid-less, laidback medi city-building game with a focus on organic development, monument construction and resource management.*Offer ends February 7 at 10AM Pacific Time
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
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