New BETA Photo Gallery Images
Just added over 100 new BETA images to the BETA Photo Gallery from GeeViouS. Join the Forum discussion on this post
THOUGHTBLUDGEON GUILD
Just added over 100 new BETA images to the BETA Photo Gallery from GeeViouS. Join the Forum discussion on this post
Enjoy some of the epic music from Gamescom this year. Join the Forum discussion on this post
Stress Test! August 15 from 12 Noon Pacific Time to 4PM Pacific Time! Stress Test tomorrow! August 15 from 12 Noon Pacific Time to 4PM Pacific Time! http://t.co/MrU9tg7d ~RB2 #GW2 — Guild Wars 2...
Welcome to the Thought Bludgeon Guild. Please register, visit the forums, and say hello. We are rebuilding the entire website, our old forums are still up and running for the time being, as we’ve...
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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: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
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 broken path for community_maps_5 in the ConTrackerRenamed Team Blackout war paint to BlackoutFixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effectsUpdated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic'Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODsUpdated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' styleUpdated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environmentsUpdated cp_darkmarsh to reduce fog intensityUpdated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed missing overlay material for Sniper's Spit abilityFixed missing particle effects for Pyro's Dragon's Breath abilityFixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progress
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 vsh_outburst to fix a problem with sounds not playing correctlyAdded missing strings for the new Strange Filters
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:Scream Fortress XVI has arrived!Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan Added the Terrifying Trove CaseContains 21 new community-created cosmetic items that make up the Terrifying Trove CollectionHas a chance to give a taunt Unusualifier as a bonus itemAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Crushing DefeatTaunt: Peace OutTaunt: Commending ClapTaunt: The PunchlineAdded 22 new community-created Unusual effects12 new effects for Unusual hats10 new effects for Unusual tauntsAdded the Scream Fortress XVI War Paint CaseContains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint CollectionHas a chance to give a taunt Unusualifier as a bonus itemAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutationsTracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed againAdded new Contracts for this year's featured community mapsCompleting a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove CaseContinue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the mapsAll cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.Join Halloween matches by using the Special Events category in CasualScream Fortress XVI runs through November 7th, 2024GeneralAdded UI scaling based on resolution for better HiDPI supportFixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)Fixed not being able to pickup currency in MvM if it's on a teleporterFixed Keyless Winter 2016 Case not playing the special winter case soundRecompiled some skybox models to fix UV issuesUpdated the Scariest Mask EVER to fix some issues with clippingUpdated Sapped Unusual effect to fix the animation playing at the wrong speedAdded check to prevent copying a disguise target's action slot item when disguised as themExposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript usersUpdated/Added some tournament medalsUpdated Sapped Unusual effect to fix the animation playing at the wrong speedUpdated several maps to fix localization issuesUpdated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitariumGeneral ChangesZombies no longer spawn instantly- their respawn timer is now dependant on the mapChanged team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")Note: this change is only visible in casual mode or servers with mp_tournament set to 1Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” abilityThe Pomson 6000 now puts Zombie abilities on cooldown on hitSurvivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the HomewreckerWalking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damageStanding in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlayAdded new kill icons for every zombie attackZombie ChangesRemoved the out-of-combat speed buff from all ZombiesZombie PyroZombie Pyro has a new ability - "Dragon's Breath"Fires a Dragon's Fury fireballThe initial cast of the fireball can reflect projectiles and airblast enemiesZombie Pyro now deals mini-crits to burning players on melee hitZombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radiusZombie Pyro no longer emits a Gas Passer cloud on deathZombie DemomanAdded new sound effects to telegraph Zombie Demoman's Blast Charge abilityZombie HeavyZombie Heavy's health reduced to 450 (from 600)Zombie Heavy now drops a Medium Health Kit on deathZombie SniperZombie Sniper's Spit damage vs buildables is now reduced by halfZombie Sniper's Spit now applies a screen overlay to players standing in the poolZombie MedicZombie Medic now emits health like a dispenser to nearby ZombiesZombie Medic can no longer attack while using HealAdded a new sound effect for Zombie Medic's Heal abilityZombie SpyZombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!Zombie ScoutWith other zombies getting slower, Zombie Scout's speed stands out more than ever beforeBug FixesFixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast ChargeFixed a bug that caused Zombies to not gib correctlyFixed a bug that caused Zombie cosmetics to persist on RED players after the round restartsFixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstancesFixed a bug that caused players to have the incorrect player skin when respawning at round startFixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progressFixed an issue with "game_text" entities not being correctly cleared after round resetUpdated zi_murky (additional changes)Survivors now spawn across the map in multiple small groups instead of all at the sewage plantAdded a life preserver shop to connect to the lonely shack in the southern end of the mapAdded a new dock network with a series of platforms leading to the roof of the central boathouseAdded a small ramp to the left-most sewer pipesRemoved some awkward ladder-ramps and replaced them with proper docksDe-cluttered the roofs across the mapRemoved the floating large medkitRemoved expensive reflections from the waterReduced color correction intensityClipping improvementsUpdated zi_atoll (additional changes)Set a culling distance to most propsAdded occluders on the lighthouse to improve performance Updated zi_woods (additional changes)Fixed the announcer not being silenced when time is addedUpdated zi_sanitarium (additional changes)The roof is now accessibleAdded several routes to the roofSlightly reduced the intensity of the fogAdded more pumpkin bombsRaised the skybox heightUpdated cp_gravelpit_snowyImproved performance by combining propsImproved clippingIncreased volume of laser gun finaleMiscellaneous improvementsUpdated koth_sawmill_eventFixed an overlayUpdated koth_undergrove_eventFixed several out-of-bounds exploits in the Underworld (thanks MN!)Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6Fixed an incorrect texture on RED's sideUpdated koth_synthetic_eventMoved spells away from midDetail adjustmentsClipping fixesVery minor lighting changesUpdated pd_mannsylvaniaAdded even more Bats!Added more spawnpoints for pumpkin-bombsAdded new nag voiceline for if Dracula does not receive any blood donations Removed setup time, replaced it with a normal countdown insteadIncreased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 secondsDecrease dropped blood bag timer from 15 -> 10 secondsDecreased respawn wave times for the losing team from 4 -> 2 secondsDecreased respawn wave times during a neutral gamestate from 4 -> 2 secondsChanged the main spawn doors to have windowsRemoved Rare Spell spawn by the graveyard area, replaced with Common SpellHealth and ammo pickup adjustmentsClipped stairs by the Castle's exit portalMinor visual updatesUpdated ctf_applejackFixed the projectile weapons from not working inside the buildingsRemoved bullet collision from the intelligence room handrailsRemoved the prop jump up to the sniper balcony, to help snipers feel more comfortable thereRemoved the vents with missing textures Fixed the bug with being able to get stuck in the blue shedFixed a stuck spot in mid shed (ty Midnite!)Fixed a texture being weird in the intel roomsFixed a black displacement in the red intel yardRemoved the collision from the food in the red spawn tableUpdated cp_ambush_eventFixed exploit where players were able to build into RED 1st base (Thanks MN!)Improved lighting at RED base in stage3Fixed lantern being clipped into cliff wall in cavern at stage1Fixed odd shadows cast by some propsFixed coffin from being non-solid in stage2Fixed spawncamping spot in stage2 at RED indoor exitFixed few hovering lamp propsFixed some prop fading too soonFixed rare issue where players fell of directly to lava on underworld teleportationClipped few crates to make it easier to jump on themUpdated arena_lumberyard_eventRecreated the game mode in VScriptSignificantly increased server performanceInstead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSHUpdated the healing ghost appearance for RED teamText pop-ups are now drawn in chat instead of in the middle of your screenReduced volume of the incoming spellRemoved the random Skeleton King and the Horseless Headless HorsemanRemoved the rare spell given to the last player standingConverted some medium health kits into small health kitsRemoved small health kits from the second story of both churchesFixed a pumpkin bomb that was stuck in the terrainUpdated pl_embargoFixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)Fixed the lack of countdown at the end of the round
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 regression with some .mp3 files not playingUpdated description for the Backpack ExpanderUpdated some tournament medalsUpdated the Desk Engineer cosmetic itemFixed clipping with the GunslingerFixed clipping with Engineer's buckleFixed rotation in the paint previewFixed skin parts being tinted green from texture compressionUpdated the Daring Dell cosmetic itemFixed rotation in the paint previewFixed shading artifacts on the helmetUpdated The Big Star cosmetic itemFixed rotation in the paint previewFixed various instances of clipping with the player modelUpdated mismatched backpack iconFixed parts of the texturesUpdated koth_cachoeiraPlayers can no longer shoot through the metal fence
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:Increased the maximum number of backpack slots to 4000 (from 3000)Fixed record/stop .dem file exploit that was used to reveal cloaked SpiesFixed Robot Destruction death notice events not properly highlighting when the local player kills a robotFixed regressed self-illum setting for the EarbudsFixed hearing the deflection sound when deflecting arrows that are already stuck in something (community fix from Marxvee)Fixed a problem with .mp3 sounds not playing if they were very shortFixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in Mann vs. Machine (community fix from Marxvee)Updated tf_zombie_spawner entity to support setting team numbers for the zombies (defaults to the original behavior if no team is set)Updated Taunt: Unleashed Rage to fix incorrect outro timingUpdated Taunt: Can It! to fix MvM boneUpdated koth_sawmill_eventRemoved stray spellUpdated koth_megatonFixed rockets being able to quite literally crash the beach party (Thanks again, ficool2!)Updated pl_cashworksUpdated menu photo to match map changesRemoved strange texture glitch at RED spawn 1Added shutter for drop exit at RED spawn 1RED spawn 2 big door can't be stickied anymoreRemoved collision on some lampsAdded minor visual changes in BLU spawn and final cap side routeFixed minor clipping issuesUpdated koth_cachoeiraThe sightline from the helicopter has been blocked offFixed missing door texture (Thanks Hoppkins!)Various miscellaneous fixes (Thanks Midnite!)
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 Taunt: Can It! to fix missing flies particle effectUpdated the backpack image for the Impact ImpalerUpdated Violent Viridian Unusual effect to fix a visual bugUpdated/Added some tournament medalsUpdated cp_hadalFixed control point capture messagesFixed door locking in RED spawn after C captureRemoved unintended buildable areasIncreased capture time on final pointImproved directions around the mapUpdated pl_embargoReduced respawn time on Last for RED from 34 to 22 secondsAsked Botlers to speak and explode more quietlyMinor visual fixesUpdated koth_megatonImproved performance by up to 20%, with more significant improvements possible depending on system specs (Thanks ficool2!)Fixed the grates around the capture zone allowing blast damage to pass throughFixed a few cases of alpha painted displacement seamsImproved lighting on several models, especially on the rocks throughout the mapFixed surfaceprop on BLU's metal platesFixed several pixelwalks along thatch roofing and exteriors of the team buildingsImproved clipping throughoutFixed a support beam intersecting with spawn doorsFixed a few instances of visible displacement holes in the perimeter dropoffAdded a unique kill icon for the end of the roundFixed floating spawndoor motorsPlus... all you need for a beach party!Updated pd_atom_smashFixed the Casual Administrator overriding the ScientistFixed some floating lightsUpdated koth_sawmill_eventRemoved the spells in the underworld since players could spawn camp with them too easilyIncreased the time players get crits and health from the underworld after leavingAdded some additional effects to the secret exit from the underworld
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 pl_embargo to fix visual glitches