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:
[b]Scream Fortress XVII has arrived![/b]
- Featuring 5 new community maps: Cowerhouse, Dusker, Afterlife, Devilcross, and Marshlands
- Added the Spectral Stash Case[list]
- Contains 23 new community-created cosmetic items that make up the Spectral Stash Collection
- Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
- Has a chance to give a taunt Unusualifier as a bonus item
- Taunt: Heartbreaker
- Taunt: Healthcare Hog
- Taunt: Ring King
- 7 new effects for Unusual hats
- 8 new effects for Unusual taunts
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected
- Added (VSH) and (ZI) extensions to the community game mode map names to help identify them
- Fixed self-illum settings for capture point materials (community fix from Horiuchi)
- Fixed The Weather Master not cloaking properly
- Fixed an issue with props and team colors when taunting with the Mutated Milk
- Updated several strings with consistency fixes
- Updated the ConTracker to allow community map contracts to be completed in any order
- Updated the Dusk Duster to add "No Bullets" styles and fix an issue with missing triangles under the right lapel
- Updated the Fully Charged and Overcharged Unusual effects to improve performance
- Updated Randolph the Blood-Nosed Caribou to fix missing self-illum setting for the BLU team
- Updated pl_camber[list]
- Fixed forward spawn again
- Adjusted prop placement around the C checkpoint
- Clipping fixes and adjustments
- Visual fixes and adjustments
- Updated steam whistle sounds
- Reduced ambient_generic across the map to avoid problems with sounds not playing
- Adjusted RED side wooden signs on the lower flank to match BLU side
- Adjusted spawn points to point at the main door
- Removed trimp spot on the crane platform
- Moved healthpack on the crane platform forward so players don't need to make an U turn to reach the control point
- Added jump pad on the crane platform to allow less mobile classes to get back to the control point if they get stuck there
- Added critical hit particles to the "evil deer" when it kills players
- Added collision to some pipes near the control point platform so players can stand on them
- Adjusted nav mesh to accommodate the new changes (thanks again Katsu)
