Team Fortress 2 Update Released

      Team Fortress 2 Update Released

      on >teamfortress.com< was published:

      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 the Brain Cane to fix problems with the texture and phong value
      • Updated The Battle Music
        • Added missing Hat style
        • Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
        • Improved and strengthen the Noise Cancellation
        • Updated the materials to fix it not being shiny
        • Updated the backpack icon to reflect the materials change
      • Updated cp_gravelpit_snowy
        • Fixed potential incompatibility with external VScript files (thanks Le Codex!)
        • Re-implemented cubemap reflections in ice cave
        • Fixed perch spots
      • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
        • Restored Hale's resistance to knockback back to 75%
        • Reduced bonus flame damage against Hale from 50% to 25%
        • Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
        • Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
        • Removed area-of-effect of Hale's normal punches (thanks Wendy)
        • Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
        • Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
        • Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
        • Fixed Hale being able to stomp while underwater (thanks Bradasparky)
        • Fixed Sweeping Charge not working against underwater opponents
        • Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
        • Fixed Hale's faulty ground detection (thanks Bradasparky)
        • Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
        • Fixed the voice lines refusing to play sometimes
      • Updated pl_patagonia
        • Stage 1
          • Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
          • Fixed sometimes hearing outside soundscapes inside blue spawn
          • Fixed being able to build in a very high rooftop after point A
          • Fixed being able to build in blue spawn
          • Cart elevator is no longer the glitchiest thing in the universe
          • Fixed cart not rolling back after completing the elevator descent sequence
          • Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
        • Stage 2
          • Removed rollback from the train container ramp in last point (Thanks b4nny)
          • Gave blue more high ground for last point
          • Added an additional dropdown for blue for last point
          • Fixed being able to be teleported into red spawn as blue after capping point A
          • Removed long hill rollback before point C
          • Fixed bots getting stuck on the closed train doors after cap B
          • Fixed being able to leave stickies inside blue last spawn
          • Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
          • Fixed a pop-in issue relating to areaportals below point B
          • Fixed being able to enter the last blue spawn as red
          • Birdie (Thanks Explocivo808)
        • Stage 3
          • Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
          • Mirrored the window sniper spot in last point choke
          • Fixed being able to build behind a displacement rock wall in last point
          • Removed troll teleport spot in last point ending ramp
        • All Stages
          • Slightly lowered sun brightness and slightly raised skylight brightness
          • Improved skybox transitions
          • The cart no longer tries to defy the law of physics
          • Ninjaneers have more freedom to be ninjas
          • The bots have learned how to play the map
          • Gave the cart another coronación de gloria
      Source: https://www.teamfortress.com/post.php?id=235674