RIP Cactus Canyon Stage 2 – TF2 update September 10th
So, we have a new Team Fortress 2 update. Looks like a long list, mostly bug fixes. What are the changes then? Read on.
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 taunts to the items that can be uploaded to the Steam Workshop
- Added new “Taunt” and “Halloween” tags to the Steam Workshop
- Previous entries marked with the “Halloween 2013” tag will automatically be updated to use the new tag in the coming days
- Added tournament medals for the ETF2L and RETF2 EE22
- Client/server performance improvements
- Improved client memory usage by updating weapon models to only be loaded on demand
- Improved edict usage on servers to help eliminate “out of edicts” errors during round restarts
- Fixed a server crash caused by using the “map” command in the console while the server is running
- Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients
- Re-enabled HTML MOTD support for Mac OS X and Linux clients
- Extended the server’s “status” command to display edict usage and player/bot counts
- status output also includes basic class stats…not fully implemented yet
- Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure
- Fixed an exploit that involved players killing teammates via telefrag by switching to Spectator
- Fixed bad LODs for The Angel of Death coat for the Medic
- Fixed push triggers applying push values twice when lag compensation is being done
- Fixed a Hammer crash related to changing entity types for an existing entity
- Fixed Strange flamethrowers not getting kill credit for deflected projectiles
- Fixed mini-crit and taunt-invite icons being orphaned in the world
- Fixed the Festive Force-a-Nature using the wrong taunt animation
- Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard
- Fixed Mann vs. Machine bots floating in the air when they die from an explosion
- Fixed the Pyro’s clap sounds clipping the voice lines during the Party Trick taunt
- Fixed the Short Circuit creating its firing effects when being deployed
- Fixed Mini-Sentry collision hull and hitbox being scaled smaller than they should be
- The Frying Pan can now accept Kills While Explosive Jumping strange parts
- Updated the equip_region for the Mining Light and Lord Cockswain’s Novelty Mutton Chops and Pipe
- Updated the materials for the Apparition’s Aspect and made it paintable
- Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween
- Updated the localization files
- Updated pl_cactuscanyon
- Completed permanent removal of previous stage 2 from the map
- Removed the rollback hill in stage 2, and adjusted neighboring u-turn
- Adjusted the right-hand spawn exit for Blu in stage 2
- Reworked Sniper window above underpass in stage 2
- Adjusted spawn times in stage 2
- Added flatcars to the train in stage 2
- Blu side path from cart spawn to underpass is now a drop-down in stage 2
- Widened a doorway along the cart-path in stage 2
- Updated rd_asteroid
- Removed spawn advantage for attackers that die in the enemy base
- Moved health and ammo above the front door stairs further into the base
- Increased bot count. Summed total health and points in each section remains the same.
- Power core pickups now give health and ammo to the collector
- Removed small health kit above cave exit
- Added medium ammo kit in the caves near the medium health kit
Alright, first off, rest in peace, Stage 2 of Cactus Canyon. They removed it completely, when it seemed (to SPUF at least) to be a good, fairly balanced area. Cactus Canyon is now just a 2 stage map and Stage 3 is now Stage 2. We’ll miss you, old Stage 2. Asteroid has also had some changes, a lot of them seem like the ones that were added last time then removed again. Not sure whether more bots is a good thing or a bad thing yet though.
Anyway, it looks like mostly bug fixes. One of the more notable ones is the fix to the Apparition’s Aspect. I have a feeling they finally added the changes that have been sitting in the workshop since like forever. It’s also paintable, so we’ll be seeing more Pyros with bright ping and green heads. At least they’ll be translucent rather in your face… I hope. Other cosmetics include the change from hat to misc for the Mining Light and the Novelty Mutton Chops and Pipe, which will now probably double in price in their unusual forms. Here’s hoping that the Sniper’s Yellow Belt and the Otolaryngologist’s Mirror get the same treatment.
The rest of the changes are mostly small bug fixes, fixing weird sounds and textures, although the bug in which you could call an Eternaween vote without actually owning one has also been fixed. That was quite a cool bug, to be honest.
There’s one little change which caught my attention. Weapons now update on demand, which is listed as a client memory performance boost. I don’t know how much this will affect performance, and I wonder if it will be used later on with hats?
On top of all this, non-Engineers can rejoice for a change. Pyros can now rank up their strange flamethrowers by reflecting stuff and the Short Circuit had a strange cosmetic bug fixed. But more importantly, the Mini-Sentry’s hitbox has been made taller. This means it’s easier to hit. It’s a nerf. It’s a nerf! Will you calm down for a bit now please?