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Valve Wins Back The Hearts Of Team Fortress 2 Players With Massive Summer 2024 Update

Valve has launched a brand-new replace for Staff Fortress 2 this week, that includes a plethora of bug fixes, 10 new group maps, new taunts, new results, and extra.

Over the previous couple of months, Valve has come below hearth from the Staff Fortress 2 group for its dealing with of the sport’s cheaters state of affairs. The free-to-play shooter was being referred to as unplayable by the sport’s group and even sparked a petition referred to as “SaveTF2.” After receiving over 300,000 signatures, Valve quietly started addressing the issue however nonetheless refused to launch an announcement on the matter.

Issues have been solely made worse when Valve opted to collaborate with the upcoming Funko Pop recreation, Funko Fusion. Followers stated the collaboration was “deeply insulting,” whereas some even speculated that Valve solely began to ban cheaters in order that it may collaborate with Funko Fusion and obtain much less backlash.

However issues appear to have taken a extra optimistic flip this week as followers are praising the huge new Summer season replace for Staff Fortress 2. Regardless of being 17 years previous, Valve has deployed dozens of latest bug fixes, added a brand-new Summer season occasion, and included loads of new community-made content material for gamers to take a look at.

Over on Reddit, followers have been praising a number of facets of the replace. “New medieval mode map we’re so again,” one person stated. Whereas one other person could not fairly imagine what number of bug fixes have been included within the replace: “wtf actually like 2 pages of bug fixes,” the person stated. And the love for the replace does not simply high there, one other person stated: “Holy fuck, this replace really has a variety of stuff I’ve wished for some time.”

Nevertheless, there have been nonetheless loads of customers reminding the group that it’s nonetheless boycotting the sport. “Remember concerning the boycott, don’t purchase something. If Valve can solely hear wallets, be sure they get the message,” a group member acknowledged. Others merely stated to “hold protesting,” and “Keep in mind, do not buy ANYTHING.”

In the event you do need to take a look at Staff Fortress 2’s newest replace, it is stay proper now on Steam, with the complete patch notes down beneath.

Staff Fortress 2 Patch Notes For Summer season 2024 Replace


Team Fortress 2 Battle

Summer season 2024!

  • That includes 10 new group maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
  • Added the Summer season 2024 Beauty Case

    • Comprises 23 new community-contributed gadgets
  • Added 4 new community-contributed taunts to the Mann Co. Retailer

    • Taunt: Can It!
    • Taunt: Cremator’s Condolences
    • Taunt: Straight Shooter Tutor
    • Taunt: Unleashed Rage
  • Added 38 new community-created Uncommon results

    • 18 new results for Uncommon hats
    • 20 new results for Uncommon taunts
  • All beauty and taunt circumstances will grant Summer season 2024 Uncommon results as an alternative of their regular Uncommon results throughout the Summer season occasion. This doesn’t embody crates.
  • The Summer season occasion runs via September fifteenth, 2024

Basic

  • Safety and stability enhancements
  • Fastened Workshop sv_cheats exploit
  • Disallow aliasing any present convars that aren’t motion instructions
  • Added language assist for Spanish – Latin America
  • Added ConVar “tf_hide_custom_decals” to permit shoppers to disable viewing customized decals on gadgets

    • Added “Cover Customized Decals” checkbox to the Superior Choices dialog within the Miscellaneous Choices class
  • Added lacking 64-bit Steam binaries for the devoted server
  • Added lacking 64-bit variations of HLMV and HLFaceposer
  • Added a test to forestall the “autoteam” shopper command for customized recreation modes like VSH after the participant has already joined a crew
  • Added lacking menu_photos pictures for cp_powerhouse
  • Added lacking default string for Participant Destruction mode
  • Expanded VScript assist

    • Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the checklist of whitelisted ConVars
    • Fastened vscript_convar_allowlist.cfg being overriden by being packed right into a map
    • BaseEntity: AcceptInput, IsAlive
    • EconEntity: GetAttribute
    • TFPlayer: GetCustomAttribute, StunPlayer
    • TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
  • Moved among the Christmas maps to the traditional rotation
  • Moved ctf_2fort_invasion out of the Misc matchmaking class and into CTF
  • Moved koth_probed out of the Misc matchmaking class and into KOTH
  • Fastened Incinerator killstreak impact not scaling correctly when considered from a distance (group repair from SirDapper and CheesyPuff)
  • Fastened Gunslinger punch combo not being lag compensated (group repair from Marxvee)
  • Fastened third-person reload animation speeds not matching first-person speeds when utilizing customized attributes (group repair from Marxvee)
  • Fastened CTF HUD being seen when no flags are current (Neighborhood repair from fellen)
  • Fastened damaged LOD1 mannequin for The B.A.S.E. Jumper backpack whereas deployed (group repair from Piogre)
  • Fastened beauty gadgets that use per-class bodygroups not utilizing the proper bodygroup within the Loadout panel
  • Fastened dropped weapons with customized decals not displaying the proper decals
  • Fastened some uncommon results utilizing the incorrect orientation for The Head Hedge
  • Fastened Halloween transmutations being accomplished outdoors of the Halloween occasion
  • Fastened incorrect BLU materials for the CLTF2 bronze medal
  • Fastened lacking Spy audio when utilizing the Taunt: Kazotsky Kick
  • Fastened lacking sound for the Taunt: The Skating Scorcher
  • Fastened the Neon Annihilator not getting crit-attacks when hitting gamers coated with gasoline
  • Fastened some clipping points for the Mad Lad when utilizing lod1 and lod2
  • Fastened lacking polygons for the Stunt Swimsuit when utilizing the Roadworker model
  • Fastened seeing the incorrect picture within the Steam stock for the Operation Firmware Frenzy Star of the Firm 2023 medal
  • Fastened not having the ability to equip the Grasp’s Yellow Belt and the Hillbilly Velocity Bump on the similar time
  • Fastened console warning about unknown command ‘eureka_teleport’
  • Fastened Vaccinator heal sound persevering with to play after Medic’s dying
  • Fastened an issue with the Tiny Timber not displaying paint after being painted
  • Up to date zi_intro.webm media file
  • Up to date the outline of the Buffalo Steak Sandvich to show the elevated harm vulnerability whereas lively
  • Up to date the Eldritch Horror and Deep-sea Devourer Uncommon taunt results to repair incorrect spawn places
  • Up to date the supplies for Your Everlasting Reward to repair incorrect lighting below sure situations (group repair from Lindon)
  • Up to date the fabric for The Buff Banner so as to add phong masks and lacking materials parameters (group repair from Lindon)
  • Up to date the fabric for The Legislation to repair a problem when the hat has been painted
  • Up to date the equip_region for the Cleaner’s Cap
  • Up to date/Added some match medals
  • Up to date ctf_turbine_winter, plr_hacksaw, and pl_phoenix to repair localization points
  • Up to date ctf_doublecross

    • Fastened an incorrect team-colored materials within the BLU base
  • Up to date cp_brew

    • Fastened truck textures outdoors of BLU spawn
    • Fastened a number of bumps within the street
  • Up to date pd_selbyen

    • Fastened an exploit that may enable Engineer to lure gamers utilizing a teleporter behind a door
    • Minor detailing modifications
  • Up to date pl_hoodoo_final

    • Added func_noclip to BLU spawn within the third stage
  • Up to date pl_corruption

    • Fastened handrail collision close to the final level
    • Fastened lamp close to BLU spawn
    • Fastened lacking string for final level
  • Up to date plr_hacksaw_event

  • Up to date pl_enclosure_final

    • [Stage 1] – Moved A degree inside the gate constructing
    • [Stage 1] – Added stairs for entry to the balcony overlooking the ultimate level space
    • [Stage 1] – Added extra cowl alongside the preliminary aviary space
    • [Stage 1] – Eliminated the catwalk connecting the picket tower with the oneway door and the balcony space
    • [Stage 1] – Tweaked the format of the tunnel part
    • [Stage 1] – Picket tower is now linked to a brand new catwalk inside the gate constructing
    • [Stage 1] – Reworked RED spawn so it now has two exit doorways
    • [Stage 2] – RED now has a 2nd spawn exit main outdoors alongside the water to the place the airboats are parked
    • [Stage 2] – Airboats and their dock are actually accessible
    • [Stage 2] – Eliminated the elevated platform RED had inside the constructing, changed with a tall piece of canopy as an alternative
    • [Stage 3] – Added a wall and further stairs on the correct aspect main as much as the catwalk across the raptor pit
    • [Stage 3] – Added a big cliff narrowing the entire space on the left aspect of the raptor pit
    • [Stage 3] – Added an additional entryway on the left aspect of the ultimate level constructing and a dropdown to flooring stage inside
    • [Stage 3] – Added a leaping class vent from subsequent to B level space into the upstairs space of the ultimate level constructing
    • [All Stages] – Allowed constructing inside preliminary BLU spawns
    • [All Stages] – Visible enhancements to a variety of locations, a number of new belongings
  • Up to date pl_cashworks

    • Space 1 / Loading Dock

      • BLU Spawn 1:

        • Solved a number of clipping points at doorways and stairs
        • Mitigated line of sight into spawn room
        • Added different exit from spawn room to the correct
      • RED Spawn 1:

        • Reworked to have two exits
      • Space Adjustments:

        • Modified terrain round bridge to be simpler to maneuver and to forestall getting caught
        • Modified munition pack at constructing 01 to giant
        • Potential spots beneath bridge for teleporter-traps eradicated
        • Shuffled some huge rocks to dam off Sniper lanes
        • Minimize middle constructing Sniper lane, left alley visually blocked off from dock space
        • Minimize middle constructing high Sniper lane, much less simple to get an excellent view
        • Modified out of bounds constructing left of BLU spawn, added spinning sawblade
        • Opened up a 3rd passage to permit for an extra flanking possibility for BLU and RED
    • Space 2 / Serpentines

      • RED Spawn 2:

        • Reworked 2nd RED spawn completely
        • New spawn has two exits, locks and teleports after B is capped
      • Space Adjustments:

        • Balconies blocked off visually and bodily
        • Further visible blocker on the high of the serpentines to permit for a safer crossing
        • Lengthy tunnel main via the RED constructing to a staircase on the foot of the hill
        • Added lethal and transferring sawblade for spicy hazard, with sparks and fumes
        • Closed off BLU balcony on the finish of the hill
        • Modified raised platform to be solely accessible from RED aspect
      • Reroutes:

        • Deleted BLU gates at flanking route after B is capped
        • Flanking route has an extra exit in the direction of C, main via BLU constructing
        • BLU constructing interiors reworked and expanded
        • Balcony-drop does not injure the participant any extra
    • Space 3 / Building Web site

      • BLU Spawn 2:

        • New stairway resulting in balcony
        • Wider exit from huge constructing after CP3 seize
      • Space Adjustments:

        • Widened space on the mills and on the 2nd stage
        • Modified the route of the drop-in to C, main into the hydroelectric constructing
        • Widened exit from BLU spawn into Space 3
    • Space 4 / Vault

      • Space Adjustments:

        • Added gates opening on the gatehouse after CP3 is captured
        • Various passageway via gatehouse whereas gates are closed pre CP3
        • Rebuild bridge to be convex, obscuring a protracted Sniper lane
        • Wonky bridge rewards with a branching entry subsequent to the vault constructing, permitting for BLU flanks
    • International Adjustments

      • Solved a ton of clipping
      • Rebuilt and edited navmesh, with outlined sentry and Sniper positions and ranging gameplay
      • Adjusted func_doors at spawn to span to each strong
      • Modified clipping on cart, now jumpable
      • Elevated fog distance and lowered density
      • Exchanged glass-textures from the inexperienced to the clear model
      • Stairs and hanging bridge are actually bullet-blocked for extra predictable projectile bounces
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