Honey, wake up! The latest TF2 changelog is in! This time, the patch notes include fixes for the Arena Lumberyard Event, as well as fixes for the Darkmarsh, Dynamite, and Circus maps.
There’s also space for the usual fixes and tweaks. It’s not the biggest and most exciting Team Fortress 2 update ever, but there’s enough here to dig your teeth into.
Before we move onto that though, make sure to check out the upcoming Fall Highlander Cup. Just when you thought the esports season was over…
Arena Lumberyard Event Fixes
Okay, we know it’s actually called arena_lumberyard_event but that doesn’t look as good. So just cool your jets, okay?
Now that we’ve got that out of the way, let’s take a look at the fixes and changes.
- Mini-crits will no longer be removed if the last player standing uses Crit-a-Cola
- The navigation mesh has returned
- Areaportal windows will no longer spawn too early
- You shouldn’t get stuck on the setup doors anymore
- The prop fades have been adjusted
- Including a missing list of authors
TOW Dynamite Tweaks
It’s mostly fixes for this map, though there is space for a new critter to arrive. We also see objective strings for Tug of War and a deeper deathpit.
- The ammo pick-up differ on BLU side is fixed
- The missing wagon wheel now appears on BLU side
- Objective strings for Tug of War
- The deathpits for the jump pad are deeper
- There’s a new critter
CP Darkmarsh Updates
These updates are mostly tweaks to spells and pumpkin bombs, though there’s space for some tweaks too.
This is a good one to play around Halloween.
- The spell spawn timer is now 120 seconds, down from 180
- Spells outside of respawn rooms now disappear after 30 seconds
- There are more pumpkin bomb spawn points
- The portcullis doors won’t turn black anymore
- The RED respawn wave time has reduced from 10 to 8
PD Circus Adjustments
Just a few fixes and tweaks for PD Circus. Nothing too exciting.
- Spell books won’t prompt despite not spawning in the map
- Points per player reduced from 6 to 5
- Lighting and details around inaccessible areas are reduced
- You can’t place teleporters too close to spawn doors
- Erroneous collusions, small displacements cutting through walls, and gaps in geometry fixed
Miscellaneous
And now, it’s time to round up the miscellaneous fixes, tweaks, and updates.
- The Crook Combatant will no longer hide the Scout’s dog tags
- Sound script entries will now always play
- BLU Scout now uses the correct colour plants
- Props Farm models should now use the correct surfaceprop setting
- The Fast Learner backpack should now be the same as the small version
- The Hound’s Hood and the Thrilling Tracksuit no longer use unused settings
- Community console images should now have nomip/nolod settings
- Freaky Fair’s expert contract is now “Win a round on Freaky Fair”
- Fleet Commander and Delldozer import issues are resolved
You can read the full Team Fortress 2 patch notes on the official site.