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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 XVIII has arrived!
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Scream Fortress XVIII has arrived!
- Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat
- Added the Haunted Hoard Case
- Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Added 5 new community-contributed taunts to the Mann Co. Store
- Taunt: Hippocratic Hypocrite
- Taunt: Showrunner's Spirit
- Taunt: Barrel Roll
- Taunt: One-Eyed Punt!
- Taunt: Sear You Later
- Added 21 new community-created Unusual effects
- 11 new effects for Unusual hats
- 10 new effects for Unusual taunts
- All players who launch the game will receive a Soul Gargoyle if they don't already have one
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected
- All Halloween Contracts have been reset, allowing them to be completed again
- Added new Contracts for this year's featured community maps
- Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case
- Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
- All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
- Join Halloween matches by using the Special Events category in Casual
- Scream Fortress XVIII runs through November 7th, 2026
- General
- Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)
- Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)
- Fixed client crash related to missing HUDAutoAim element (community fix from flower)
- Fixed TFBot crash related to moving control points (community fix from BetaM)
- Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)
- Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)
- Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)
- Fixed Spy disguising as a player without primary weapon (community fix from leemustache)
- Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)
- Fixed bad computer_wall02b material (community fix from DiskIntegrity)
- Added convars to control ready countdown (community fix from nemmy)
- Fixed a bug where HUD item meters weren't always being cleared/loaded properly
- Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward
- Fixed crit boost material effect not working on several weapons
- Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag
- Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images
- Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer
- Updated The Hundekopf to fix a problem with the paint mask
- Updated the Chief Executor
- Added style names
- Fixed style preview window orientation
- Added missing hat bodygroup to the third style
- Added style names for the Standing Offer and Vested Investors Vest
- Updated the Handsome Ranger
- Updated UVs to prevent mipmapping with the paint region
- Increased the size of the cigarette in the "Off Duty" style
- Updated the Long Shot
- Updated the textures to reduce the strength of the normal map & ambient occlusion
- Updated the backpack icon to reflect these change
- Updated the Night Riders
- Updated the textures to reduce the strength of the normal map & ambient occlusion
- Updated the backpack icon to reflect these change
- Updated The Lo-Fi Longwave logo to add a second style with the updated logo
- Updated/Added some tournament medals
- Updated the Standing Offer
- Fixed clipping issues
- Fixed a wrongly assigned UV
- Fixed paint texture issues
- Updated the Vested Investor's Vest to fix some clippling issues
- Updated Le Morne Uniforme to fix some LOD issues
- Updated backpack images for Le Sapeur and Le Morne Uniforme
- Updated Beaten and Bruised
- Optimized model exports, reducing file size
- Fixed location and rotation of the Style and Paint preview
- Improved head bandage geometry
- Reduced clipping with other cosmetics
- Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses
- Updated textures, improving blue team texture variation
- Fixed Nightmare style selfillum not displaying as intended
- Updated backpack image
- Updated Hard Hearing
- Optimized model exports, reducing file size
- Fixed location and rotation of the Style and Paint preview
- Reduced clipping with other cosmetics
- Fixed a gap above the brim on some classes
- Updated textures to better match class colors
- Adjusted phong values slightly
- Sniper now takes off his hat when melee taunting on the "Hearing Issue" style
- Updated koth_sawmill_event to fix missing materials in the underworld
- Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)
- Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)
- Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)
- Updated pl_redwood
- Fixed visual stuttering on players using a zipline
- Fixed bug that would break client collision with certain entities
- Fixed zipline sounds being interrupted when the user fires their weapon
- Fixed some cases where ziplines would not take players in the desired direction
- Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline
- Dismounting a zipline while wielding The Winger now boosts jump height by 25%
- Reduced speed gained from dismounting a zipline shortly after shield charging
- Adjusted zipline dismount input to help prevent accidental early dismounts
- Updated pd_mannsylvania
- Reduced duration of the Vampire Buff from 20 > 15 seconds
- Added a 5 second speed boost for players exiting Dracula's Castle
- Added additional player voice lines that can play upon exiting Dracula's Castle
- Removed some particle effects from the capture zone in Dracula's Castle for visual clarity
- Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)
- Fixed players not being forced into melee in the ending sequence
- Fixed some issues with sound scripts calling sounds that don't exist
- Updated the texture on the resupply cabinets to help them stand out from the environment more
- Reduced the amount of edicts taken up by converting some dynamic objects into static ones
- Increased number of active pumpkin bombs on the map
- Lighting adjustments
- Minor visual tweaks
- Optimizations
- Updated koth_demolition
- Replaced the health and ammo pack platforms with new ones made by Goobert
- Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)
- Replaced the textures under the water to save file size
- Replaced the team logos and oil rig overlays with new ones
- Extended the space between the playable area and the invisible wall on the sea
- Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad
- Moved the jump pad back a bit and gave it more strength
- Removed the last bits of func_nobuild on the crane platform
- Added two broken catwalks on the side of the crane platform
- Added a new broken catwalk behind both spawns alongside cover and a trimp spot
- Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)
- Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)
- Added a small health pack in the furnace rooms of each team
- Added decorative lights under the point
- Upgraded the health pack on the furnace room from medium to full
- Upgraded the health pack on the office building from small to medium
- Removed some ropes under the point
- Fixed some pipes fading too soon
- Fixed some weird collision near the spawns that messed with blast jumps
- Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.
- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- General Changes
- Players can no longer be selected as a starting Zombie two rounds in a row
- Dying during setup now respawns you instantly
- Players who are dead or spectating when the round begins now considered infected
- The B.A.S.E Jumper can now be deployed at any point in the round
- Jumper weapons no longer have decreased max ammo
- Zombie Changes
- New Feature: Zombie Spawn Picker
- On respawn, Zombies will be able to manually choose which spawn point to spawn at
- Pressing your left and right mouse inputs will cycle through all spawn points
- Pressing your jump input will spawn you at your current spawn point
- If no inputs are pressed, you will automatically respawn after a short time
- On respawn, Zombies will be able to manually choose which spawn point to spawn at
- Zombies are no longer ÜberCharged when respawning
- Zombies can change class while picking a spawn point
- New Feature: Zombie Spawn Picker
- Zombies now drop a small ammo pack
- Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota
- Updated Zombie viewmodel animations and removed view punch when attacking
- Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)
- Updated Zombie ability icons with polished art (thanks TheLazerSofa!)
- Respawning Zombies no longer play lightning visuals and thunder sounds
- Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll
- Updated Zombie Engineer
- Zombie Engineer has a new "Beacon" ability
- Throw a toolbox to erect a beacon that Zombies can respawn at
- Beacons are the default spawn point for Zombies in the new Spawn Picker feature
- Beacons can be destroyed by Survivors
- Each Zombie Engineer can only have one beacon active at a time
- Zombie Engineer has a new "Beacon" ability
- Updated Zombie Spy
- Zombie Spy has been given Zombie Engineer's old "EMP Grenade"
- Like before, the EMP grenade will temporarily disable buildings around it after detonation
- EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability
- No longer instantly detonates when directly hitting a building
- Now takes half as long to detonate
- Reveal and EMP duration changed from 6.5s to 5.5s
- Reveal range changed from 1000HU to 900HU
- EMP range changed from 500HU to 450HU
- Max Health lowered to 125
- Melee damage changed from 100% to 69%
- Zombie Spy has been given Zombie Engineer's old "EMP Grenade"
- Updated Zombie Pyro
- Zombie Pyro has a new "Sticky Spew" ability
- Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons
- No longer drops a medium health kit on death
- Fire resistance changed from 100% to 70%
- No longer ignites players on hit or deals bonus damage to burning Survivors
- Zombie Pyro has a new "Sticky Spew" ability
- Updated Zombie Heavy
- Zombie Heavy has a new "Rock Hurl" ability
- Grab a chunk of concrete from the ground, lift it, and heave it at Survivors
- Survivors in the radius of the concrete get knocked back and take damage
- Survivors directly hit by the concrete get stunned and take additional damage
- Buildings hit by concrete are temporarily disabled
- Added loud footsteps
- Knockback resistance changed from 100% to 85%
- Damage vs buildings changed from 120 to 90
- No longer drops a medium health kit on death
- Zombie Heavy has a new "Rock Hurl" ability
- Updated Zombie Sniper
- Spit can now settle on slopes, staircases, and rooftops
- Updated Zombie Demoman
- Explosive Charge's channel period has full aim control
- Updated Zombie Soldier
- Pouncing Zombie Soldiers now play a whistling falling sound
- Bug Fixes
- Fixed Zombies sometimes being immune to headshots
- Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building
- Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge
- Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting
- Fixed Survivors sometimes starting with no ammo or metal
- Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn
- Fixed the starting Zombie quota being able to select a spectator or a dead survivor
- General Changes
- Updated zi_atoll (additional changes)
- Removed a zombie spawn beneath the cliff shack
- Returned full ammo pack in the turbine room
- Removed Uber effect from spawning zombies
- Updated zi_blazehattan (additional changes)
- Reworked lighting and updated the visuals across the map
- Reworked zombie spawns to create safer zones for Survivors
- Reworked the grinder building and the evacuation center
- Removed fence in cargo crate pile to allow for more rotations
- Added more pickups across the map
- Cleaned up collisions
- Fixed Survivor respawn wave time being too long
- Reduced round timer from 210s to 180s
- Removed little nobuild zones from on top of various crates and barrels
- Optimization pass
- Updated zi_devastation_final1 (additional changes)
- Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors
- Simplified and clarified Zombie spawns
- Added Survivor access to third floor vents corridor
- Removed nobuild triggers from third floor cars
- Brightened dark corners
- Lowered the water in the parking lot bottom floor
- Updated zi_murky (additional changes)
- The previously condemned Mudpuppy clearance tunnels are now opened
- Mudpuppy spawn points have been removed and moved to the docks
- Reduced some pickup spawns
- Decreased fog and lightened ambient lighting for improved visibility
- Lowered volume of soundscape effects
- Cleaned, fixed, added, and decluttered collisions around the map
- Merged props to improve performance
- Updated water visuals and removed expensive reflection effects
- Adjusted pumpkin bomb spawns
- Updated zi_sanitarium (additional changes)
- Removed outside ladder access to the roof. You'll have to take the stairs.
- Removed Uber effect from spawning zombies
- Removed access to sloped roof adjacent to the sanitarium rooftop
- Removed a wooden barrier near the upstairs bathroom
- Removed some wooden plank walkways connecting several balconies
- Fixed being able to attack through window frames
- Fixed bad clipping and stuck spots around wooden scaffolding
- Shortened Far Z clip plane for optimization
- Added "Ding" noise when the elevator arrives at its location
- Updated zi_woods (additional changes)
- Updated Zombie spawn zones
- Reworked the boathouse roof
- Terraformed cliffs around the lake
- Added access to raised terrain platforms
- Added health and ammo platform in the wooded pathway to the docks
- Added clipping to tall rock spires
- Brightened some dark spots of the forest
- Made the airboat easier to jump over and into
- Increased round timer from 120s to 160s
- Optimization pass
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