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 Case[list]
- Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Taunt: Crushing Defeat
- Taunt: Peace Out
- Taunt: Commending Clap
- Taunt: The Punchline
- 12 new effects for Unusual hats
- 10 new effects for Unusual taunts
- Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected
General
- Added UI scaling based on resolution for better HiDPI support
- Fixed 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 teleporter
- Fixed Keyless Winter 2016 Case not playing the special winter case sound
- Recompiled some skybox models to fix UV issues
- Updated the Scariest Mask EVER to fix some issues with clipping
- Updated Sapped Unusual effect to fix the animation playing at the wrong speed
- Added check to prevent copying a disguise target's action slot item when disguised as them
- Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
- Updated/Added some tournament medals
- Updated Sapped Unusual effect to fix the animation playing at the wrong speed
- Updated several maps to fix localization issues
- Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium[list]
- General Changes[list]
- Zombies no longer spawn instantly- their respawn timer is now dependant on the map
- Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")[list]
- Note: this change is only visible in casual mode or servers with mp_tournament set to 1
- Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability
- Removed the out-of-combat speed buff from all Zombies
- Zombie Pyro[list]
- Zombie Pyro has a new ability - "Dragon's Breath"[list]
- Fires a Dragon's Fury fireball
- The initial cast of the fireball can reflect projectiles and airblast enemies
- Added new sound effects to telegraph Zombie Demoman's Blast Charge ability
- Zombie Heavy's health reduced to 450 (from 600)
- Zombie Heavy now drops a Medium Health Kit on death
- Zombie Sniper's Spit damage vs buildables is now reduced by half
- Zombie Sniper's Spit now applies a screen overlay to players standing in the pool
- Zombie Medic now emits health like a dispenser to nearby Zombies
- Zombie Medic can no longer attack while using Heal
- Added a new sound effect for Zombie Medic's Heal ability
- Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!
- With other zombies getting slower, Zombie Scout's speed stands out more than ever before
- Fixed 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 Charge
- Fixed a bug that caused Zombies to not gib correctly
- Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
- Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
- Fixed a bug that caused players to have the incorrect player skin when respawning at round start
- Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
- Fixed an issue with "game_text" entities not being correctly cleared after round reset
- Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
- Added a life preserver shop to connect to the lonely shack in the southern end of the map
- Added a new dock network with a series of platforms leading to the roof of the central boathouse
- Added a small ramp to the left-most sewer pipes
- Removed some awkward ladder-ramps and replaced them with proper docks
- De-cluttered the roofs across the map
- Removed the floating large medkit
- Removed expensive reflections from the water
- Reduced color correction intensity
- Clipping improvements
- Set a culling distance to most props
- Added occluders on the lighthouse to improve performance
- Fixed the announcer not being silenced when time is added
- The roof is now accessible
- Added several routes to the roof
- Slightly reduced the intensity of the fog
- Added more pumpkin bombs
- Raised the skybox height
- Improved performance by combining props
- Improved clipping
- Increased volume of laser gun finale
- Miscellaneous improvements
- Fixed an overlay
- Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
- Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
- Fixed an incorrect texture on RED's side
- Moved spells away from mid
- Detail adjustments
- Clipping fixes
- Very minor lighting changes
- Added even more Bats!
- Added more spawnpoints for pumpkin-bombs
- Added new nag voiceline for if Dracula does not receive any blood donations
- Removed setup time, replaced it with a normal countdown instead
- Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
- Decrease dropped blood bag timer from 15 -> 10 seconds
- Decreased respawn wave times for the losing team from 4 -> 2 seconds
- Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
- Changed the main spawn doors to have windows
- Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
- Health and ammo pickup adjustments
- Clipped stairs by the Castle's exit portal
- Minor visual updates
- Fixed the projectile weapons from not working inside the buildings
- Removed bullet collision from the intelligence room handrails
- Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
- Removed the vents with missing textures
- Fixed the bug with being able to get stuck in the blue shed
- Fixed a stuck spot in mid shed (ty Midnite!)
- Fixed a texture being weird in the intel rooms
- Fixed a black displacement in the red intel yard
- Removed the collision from the food in the red spawn table
- Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
- Improved lighting at RED base in stage3
- Fixed lantern being clipped into cliff wall in cavern at stage1
- Fixed odd shadows cast by some props
- Fixed coffin from being non-solid in stage2
- Fixed spawncamping spot in stage2 at RED indoor exit
- Fixed few hovering lamp props
- Fixed some prop fading too soon
- Fixed rare issue where players fell of directly to lava on underworld teleportation
- Clipped few crates to make it easier to jump on them
- Recreated the game mode in VScript
- Significantly increased server performance
- Instead 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 VSH
- Updated the healing ghost appearance for RED team
- Text pop-ups are now drawn in chat instead of in the middle of your screen
- Reduced volume of the incoming spell
- Removed the random Skeleton King and the Horseless Headless Horseman
- Removed the rare spell given to the last player standing
- Converted some medium health kits into small health kits
- Removed small health kits from the second story of both churches
- Fixed a pumpkin bomb that was stuck in the terrain
- Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
- Fixed the lack of countdown at the end of the round