<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Team Fortress 2 Update&nbsp;Released]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>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:</p>
<p><b>Matchmaking Changes</b></p>
<ul>
<li>Competitive Revamp
<ul>
<li>The matchmaking system used for Competitive Mode has been overhauled. Players will now be ranked using a model based on the Glicko rating system used in CS:GO.
<li>The old 18 Competitive ranks have been consolidated into 13 new ranks. You can view the new ranks on the updated Competitive FAQ page (<a href="https://ift.tt/29inlu9" rel="nofollow">https://ift.tt/29inlu9</a>)
<li>Competitive ranks have been reset and players must win 10 matches to earn a new Competitive rank
<ul>
<li>Note: The previous system started everyone at Rank 1, and required &#8211; in most cases &#8211; considerable time for players to reach a rank that properly reflected their performance. The new system &#8211; by way of placement matches &#8211; considerably shortens the time required to reach an appropriate rank</ul>
<li>The requirements to access Competitive Mode have changed: If you do not own a Competitive Matchmaking Pass, you must now be at least Casual level 3 in addition to being a Premium user and having a valid phone number associated with your account.</ul>
<li>Casual Improvements
<ul>
<li>Casual Mode now uses the Glicko skill rating system behind the scenes to better create balanced matches and group players by skill level
<li>The maps listed in the Casual matchmaking screen are now sorted alphabetically
<li>Added ctf_sawmill, ctf_well, cp_5gorge, ctf_2fort_invasion, and ctf_foundry to Casual Mode
<li>Updated the match-end map voting to only vote on maps for the current game mode (if you are playing Payload, you will only vote on Payload maps)</ul>
<li>Queue While Playing
<ul>
<li>You can now queue for a match while already in a Casual or Boot Camp match
<li>While queued and in-game, queue status will be shown in the top right</ul>
<li>Multi-Queue
<ul>
<li>You can now queue for multiple match types at the same time
<li>Players can queue for all match types in parallel, but accepting a Competitive or Mann Up match will remove the player from other queues
<li>Players who are in a party and not the party leader are now able to freely browse any of the matchmaking menus</ul>
</ul>
<p><b>Gameplay Changes</b></p>
<ul>
<li>Flamethrowers
<ul>
<li>Flamethrowers were able to do full damage regardless of the spread of their flames, rewarding maximizing flame spread over focusing on a target. We&#8217;ve made changes geared toward preserving the current damage range of flamethrowers, but requiring better aim to do so.
<ul>
<li>Flame damage per second now ramps up based on density of flame encountered, up to 200%
<li>Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged</ul>
</ul>
<li>The Dragon&#8217;s Fury
<ul>
<li>We are happy with the design of this weapon, and the playstyle it brings, but it should require tighter hit tolerances in order to reach the higher-end of the damage range
<li>The size/radius of the fireball has been reduced by 25%
<li>Bonus damage against a burning target now requires the fireball&#8217;s center to make contact with the target&#8217;s hitbox</ul>
<li>The Gas Passer
<ul>
<li>We found a couple of issues with the Mann vs. Machine upgrade &quot;Explode on Ignite&quot; that resulted in it doing far more damage than intended. We&#8217;ve increased base damage to help offset some of the reduction in output these fixes bring about.
<li>Changes to the &quot;Explode On Ignite&quot; upgrade in Mann vs. Machine
<ul>
<li>Damage from the upgrade no longer counts toward the refilling the item&#8217;s charge meter
<li>Fixed an issue where explosive damage could be reapplied for each target in the gas cloud
<li>Fixed the triggering bot not taking explosion damage
<li>Increased explosion damage to 350 (from 250)</ul>
</ul>
<li>The Axtinguisher
<ul>
<li>The slow deploy time &#8212; which is there to help &quot;pay&quot; for the burst-damage this weapon is capable of &#8212; hasn&#8217;t been very well received, and we agree that it feels awkward. The design goal of this pass is to embrace the concept of a finishing-move weapon &#8212; which requires planning, timing, and introduces opportunity for &quot;combo&quot; gameplay.
<li>New design:
<ul>
<li>Attacks mini-crit and then extinguish burning targets
<ul>
<li>Receives a damage bonus based on the remaining duration of after-burn</ul>
<li>Added: &quot;Sketchek&#8217;s Bequest: Killing blows on burning players grant a speed boost&quot;
<li>Base damage reduced by 33%
<li>Holster speed 35% slower
<li>No random critical hits</ul>
</ul>
<li>The Thermal Thruster
<ul>
<li>We erred on the side of conservative with the initial design &#8212; as this item introduces a lot of mobility to a class that&#8217;s typically lacked it &#8212; but having watched players for a while, we think it is safe to make it easier for Pyros to switch back to their weapon
<ul>
<li>Holster time reduced to 0.8 seconds (from 1.1)</ul>
</ul>
<li>The Sydney Sleeper
<ul>
<li>Jarate is a powerful effect, and this weapon makes it too easy for one Sniper to substantially increase the damage potential of their team. And, unlike the Jarate jar, the infinite-range of the rifle means the Sniper can be far away from danger. These changes are designed to preserve the &quot;Jarate Rifle&quot; identity, but tone it down, add more reward for the Sniper&#8217;s skill by allowing higher first-shot damage output, and offer a way for players who want to focus on providing area-of-effect Jarate to recharge their Jarate jar more quickly.
<ul>
<li>Fully-charged body shots and headshots no longer splash Jarate on players around the target
<li>Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)
<li>Added: &quot;Nature&#8217;s Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second&quot;</ul>
</ul>
<li>The Short Circuit
<ul>
<li>The current design of zapping projectiles is interesting, but we&#8217;re not happy with how much it can be done. While it would be easy to simply increase the metal cost (which we&#8217;ve done before), it would quickly push this weapon into the rarely, if ever, used category. Instead, we&#8217;ve changed the fundamental behavior of the weapon, such that it requires a bit more anticipation and positioning from the Engineer, has more skill depth, and increases the team support potential of this weapon.
<ul>
<li>Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.</ul>
</ul>
<li>Pretty Boy&#8217;s Pocket Pistol
<ul>
<li>We underestimated how much health high-skill players would be able to recover during combat.
<ul>
<li>Reduced maximum (close-range) per-hit heal amount to 3 (from 7)</ul>
</ul>
<li>The Panic Attack
<ul>
<li>The recent redesign left this weapon feeling a little weak close-in, so we&#8217;ve increased the damage potential at point-blank and close range.
<ul>
<li>Reduced worst-case shot pattern spread by 40%
<li>Reduced damage penalty to -20% (from -30%)</ul>
</ul>
<li>The Atomizer
<ul>
<li>This is basically a bug fix. Players could perform a double-jump and then quickly switch to this item and eek out a third jump. The goal of the previous change was to require players to commit to this item in order to gain the extra jump.
<ul>
<li>The weapon must now be fully deployed before a triple jump can be performed</ul>
</ul>
</ul>
<p><b>Gameplay Fixes</b></p>
<ul>
<li>Fixed the &quot;-40% health from healers&quot; penalty on The Fists of Steel (it wasn&#8217;t active)
<li>Fixed an issue with The Gloves of Running Urgently and Eviction Notice where players that were missing health would not be properly restored when touching a resupply cabinet
<li>Fixed the Cow Mangler 5000&#8217;s charged shot so that afterburn lasts 6 seconds (instead of 10)
<li>Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. &quot;teleporter trap&quot;)
<li>Fixed Flamethrower particles sometimes failing to draw on the client
<li>Fixed Flamethrower flames not colliding with tf_generic_bomb entities
<li>Fixed being able to fire flames and then quickly switch teams to attack teammates
<li>Fixed The Loose Cannon continuing to play the priming sound if the weapon is holstered while priming
<li>Fixed projectiles from The Pomson 6000 and The Righteous Bison pushing players around
<li>Fixed the Razorback shields not being preserved across round restarts
<li>Fixed the Dragon&#8217;s Fury not giving health when attacking an enemy under the effects of Mad Milk
<li>Fixed being able to load the Beggar&#8217;s Bazooka with rockets and then spam the inspect key to hold the loaded rockets until ready to fire them
<li>Fixed the Heavy being able to attack with secondary and melee weapons while stunned
<li>Fixed being able to collect organs with the Vita-Saw during a truce
<li>Fixed not being Marked-for-Death when doing a melee attack while under the effects of Crit-A-Cola
<li>Lag compensation system will now reliably restore pose parameters responsible for animation layering
<ul>
<li>This makes server-side hitboxes for lag compensated players better match client-side rendered models</ul>
<li>Fixed stickybombs sometimes blocking explosive damage from other stickybombs
<li>Fixed The Back Scatter not mini-crit&#8217;ing when the Scout was in the air and behind their target
<li>Fixed the resistance-piercing property on The Enforcer not working against some items or effects (Wrangler shields, Battalion&#8217;s BackUp, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha)
<li>Fixed The Sandman and The Wrap Assassin projectiles colliding with invisible objects in team spawn rooms
<li>Fixed player movement speed sometimes being faster than intended while under the effect of a movement stun (i.e. Natascha, The Sandman&#8217;s ranged attack, Bonk! Atomic Punch)</ul>
<p><b>General</b></p>
<ul>
<li>Added the Blue Moon Cosmetic Case and Blue Moon Cosmetic Key
<ul>
<li>New community cosmetics case with 19 items</ul>
<li>Reduced the base price of the Competitive Mode Pass from $19.99 USD to $9.99 USD and left it on sale for 50% off the new base price
<li>Added The Dragon&#8217;s Fury and The Hot Hand to the list of weapons used when generating Killstreak Kits in Mann vs. Machine
<li>The type of badge shown on the main menu can now be changed by clicking the gear button near the badge
<li>The in-game action buttons (Call a vote, Request a coach, etc.) have been moved to the bottom center of the main menu
<li>Sped up the main menu screen transitions. Controlled via the ConVar tf_dashboard_slide_time.
<li>Party members will now have a status indicator on their Steam avatar when they are offline
<li>Improved Steam rich presence integration based on the player&#8217;s current status
<li>Improved UI when certain match types, such as Mann vs. Machine, are unavailable for maintenance
<li>Fixed Squad Surplus Vouchers only being usable by the party leader in Mann vs. Machine
<li>Fixed the console, server browser and options menus sometimes going behind the main menu and becoming unclickable
<li>Fixed a client crash related to the cycling ads in the main menu
<li>Fixed a bug related to the ConTracker not displaying the correct number of earned contract points
<li>Fixed not being able to move if you opened the ConTracker menu while dead and closed it after you respawned
<li>Fixed Sniper ragdolls not displaying the correct state for the Razorback when the Sniper is killed (drawing when it should be hidden and vice-versa)
<li>Fixed the match-end map vote menu drawing if you disconnect from a server during a vote and then connect to a new server
<li>Fixed not using the initial observer point when first connecting to a Casual or Competitive server
<li>Fixed not being able to spectate observer points or your own buildings in Casual Mode
<li>Fixed not being able to inspect the Pain Train in-game
<li>Fixed a visual artifact when inspecting the Panic Attack
<li>Fixed The Thermal Thruster launch effects only being visible to the wearer
<li>Fixed the Heavy fists not showing the Killstreak sheen
<li>Fixed the Yeti Smash taunt not removing the Yeti prop if the taunt is ended before the animation is complete
<li>Fixed Mann vs. Machine robots sometimes using human voices instead of their robot voices
<li>Fixed Festivized items ignoring any other quality for their name (i.e. &quot;Collector&#8217;s&quot;)
<li>Fixed Festivized Australium weapons not using the correct skins for players on the BLU team
<li>Fixed Festivized Holy Mackerels, Soda Poppers, and Wingers not drawing the festive lights for the BLU team
<li>Fixed the Steam Community Market icons for several Festivized weapons
<li>Fixed training bots suiciding in the respawn room
<li>Fixed the Prinny Hat and Prinny Pouch not displaying their painted areas when painted
<li>Fixed The Hot Hand being hidden when the Pyro taunts
<li>Fixed the Deflect Projectiles strange part not counting deflections
<li>Fixed the Engineer&#8217;s PDA not always honoring the &quot;Use minimized viewmodels&quot; option
<li>Fixed missing display attribute for the Rescue Ranger (client display issue only)
<li>Fixed seeing &quot;Red Rock Roscoe War Paint&quot; as a valid tool for all items in the context menu
<li>Fixed the Community Sparkle particle effect not drawing on the viewmodel for players with Community and Self-Made weapons
<li>Fixed the Wrangler&#8217;s death notice icon being clipped
<li>Fixed the Overtime label not being centered under the team status HUD
<li>Fixed the Sap Auteur achievement not working with all types of sappers
<li>Fixed the Krazy Ivan achievement not requiring the victim to be underwater
<li>Added RGB sliders for Combat Text in the Advanced Options screen
<li>Added a unique particle effect whenever a player performs a &quot;Stomp&quot; attack on another player with the Mantreads or The Thermal Thruster
<li>Added the BLU skin to the Neo Tokyo War Paint
<li>Added the ozfortress Season 21 tournament medals
<li>Added the National Heavy Boxing League tournament medals
<li>Added ETF2L Highlander Season 14 and 6v6 Season 29 tournament medals
<li>Added the Ultimate Ultiduo tournament medals
<li>Added RGL.gg Pick Ban Prolander Participant Season 2 tournament medal
<li>Added the RGL.gg One Day Prolander Cup tournament medals
<li>Added the Palaise tournament medals
<li>Added the Newbie Prolander Cup tournament medals
<li>Added the ESA Rewind II tournament medals
<li>Added the Florida LAN 2018 community medals
<li>Added the Journey to the East community medals
<li>Added the Canteen Crasher community medals
<li>Updated the Harvest Moon, Dead Presidents, and Circling Peace Sign unusual effects to fix display problems
<li>Updated the autobalance feature to more quickly respond to team imbalances
<ul>
<li>Will select the best candidates to balance the teams then ask the candidates for volunteers
<li>If no volunteers are found, candidates will be switched when they die
<li>If no candidates die within a reasonable period of time, candidates will be forcibly switched to the other team</ul>
<li>Updated past Saxxy and Memory Maker items to be Strange
<li>Updated the Huntsman contract to give 5 points instead of 4 on the Expert objective to fix not being able to fully complete the contract
<li>Updated The Jag to fix a problem with the Isotope unusual effect
<li>Updated the team status HUD to be enabled by default when playing on Community servers (for game modes other than Mann vs. Machine)
<ul>
<li>Can be toggled via the Adv. Options menu</ul>
<li>Updated the Thermal Thruster status icon in the HUD to match the actual model
<li>Updated Titanium Tank Participant Medal 2017 so it can be used with name/description tags
<li>Updated the description for the Skullpluggery achievement to clarify what needs to be done
<li>Updated the equip_region for the Wally Pocket
<li>Updated models/materials for The Patriot Peak, The Crit Cloak, and Special Snowflake 2016
<li>Updated the localization files
<li>Added a bot navigation file for ctf_turbine
<li>Updated pl_badwater
<ul>
<li>Fixed a few cases where Pyros could shoot through spawn doors</ul>
<li>Updated cp_dustbowl
<ul>
<li>Fixed Pyros shooting through the stage 3 doors
<li>Updated some entities that were disabled but shouldn&#8217;t have been (func_nobuilds, soundscapes, powerlines in the 3dskybox)</ul>
<li>Updated ctf_foundry
<ul>
<li>Added func_noclip instances to the base areas for both BLU and RED to prevent nasty sentry locations</ul>
<li>Updated cp_mercenarypark
<ul>
<li>Fixed RED being able to shoot through the roof of BLU&#8217;s starting spawn
<li>Changes to control point C
<ul>
<li>BLU&#8217;s spawn time has been slightly lowered
<li>The upper-mid route window now has a small opening for attackers to use
<li>Players can no longer build on the very top of the crate stack overlooking the control point
<li>Increased cover next to the control point
<li>Increased the size of the metal supply next to the cover stack
<li>Added a vent route that exits behind the new cover
<li>Bullets no longer go through the chain fence wall at the ramp connecting lower and upper</ul>
</ul>
<li>Community requests
<ul>
<li>Fixed the Start Disabled logic in the func_nobuild entity
<li>Added OnEat, OnEatRed, and OnEatBlue outputs and filter support in the func_croc entity
<li>Added ConVar mp_tournament_prevent_team_switch_on_readyup (default 1) to prevent team switching on ready-up when using tournament mode</ul>
</ul>
<p><b>Missed note from a previous update:</b></p>
<ul>
<li>Fixed security issue reported by &#8216;Kristian N. (!AvastAntiPony 9445)&#8217;</ul>
<p><em>Source: <a style="text-decoration:none;" href="http://store.steampowered.com/news/38643/">Steam RSS News Feed</a></em></p>
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