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Meet Your Match Update Notes

A Delicious Cashew

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The Meet Your Match Update has arrived!

Added the Heavy vs. Pyro war

3 new community maps

  • Sunshine



Added 3 new community taunts

  • The Balloonibouncer (Pyro only)

Disco Fever (Spy only)

The Fubar Fanfare (Soldier only)

Added 1 new official taunt

  • The Carlton (Scout only)

Added the Perfect Stranger crate


  • Reworked the main menu

    • All play-related buttons are now accessible by clicking the "Find a game" button

  • Moved the Workshop and Replay buttons down the bottom group of mini-buttons

Enemies killed by energy weapons now play a special sound as their body dissolves

Improved stopwatch UI to help better communicate game state

Added new sound vo files for Competitive Mode

Added sounds to all attacks where the target player resisted a part of the damage

Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete

Added AsiaFortress Cup Mercenaries Cup Season 7 medals

Added TF2Maps 72hr TF2Jam Summer Participant medal

Added Random Acts of TF2 medals

Added check to prevent players with P-REC loaded from participating in matchmaking

  • Prevents P-REC crashing which results in players receiving abandon penalties

Updated the Demo Support feature

  • Added an option to only record matches that are played using Tournament mode (mp_tournament)

Added an option to auto-delete matches that don't have any events recorded

Fixed a bug where tickcount values were being noted incorrectly

Options can be set using the Adv. Options menu

Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm

Updated the localization files

PASS Time update

  • No longer in Beta!

New Items Available

  • An Early Participation Pin will be awarded to everyone who played PASS Time during beta

Two new achievements with item rewards

  • Tune Merasmus's Multi-Dimensional Television


Map Changes

All maps are tweaked, polished, and out of beta

Renamed pass_pinewood to pass_timberlodge

Renamed pass_warehouse to pass_brickyard

Added a new city-themed map, pass_district

An updated pass_template for level designers will be released on http://www.escalation.com/news

Game Mode Changes

Changed the score limit from 3 to 5

Tweaked various JACK throwing parameters

Pack Running

  • The JACK no longer heals the player carrying it

A player carrying the JACK with no nearby teammates is marked for death

Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate

JACK Power

  • Passing the JACK increases a power meter

The power meter will decay over time

Filling the power meter unlocks a special goal worth extra points

Art Changes

New view model animations

The HUD provides more information about goal type and status

Player pips for Spies will reflect cloak and disguise status

Misc Details

Added cvar tf_passtime_scores_per_round

Added tf_glow entity that can be used to enable the glow effect on any entity

Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily

Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

Bug fixes

  • Fixed being able to repeatedly activate taunts before the current one had ended while underwater

Fixed disguising with the Conniver's Kunai while spotted by a Sentry causing the Sentry to ignore the Spy

Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode

Fixed a case where players would sometimes see other players carrying the wrong weapon(s)

Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building (not active)

Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.

Updated several hats to fix the Sniper not removing them while taunting

Fixed hiding the Pyro's head when using the second style of the Fear Monger

Fixed using the wrong ozfortress medals for divisions other than Premier

Fixed a few UGC tournament medals using the wrong names

Fixed the Engineer's missing pelvis hitbox

Thanks to Justin G., aka sigsegv, for these reports

  • Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields

Fixed demo record/read stringtables not writing/reading past 512kb

Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)

Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died

Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn't be

Fixed Medics sometimes instantly reviving players in Mann vs. Machine


  • Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS

Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%

VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.

Improved rendering performance of zombies

Improved VGUI font performance

Custom HUD Versioning

  • In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible

Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded

Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible

The current TF UI version is 1

Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files

Mann Co. Store

  • Added the Competitive Matchmaking Pass

Added new class starter packs

Added new key-less cosmetic crates

Revamped main store pages

Added a spotlight item

Added ability to mouse over and preview items in a bundle/crate/collection

Adjusted some weapon prices for consistency




  • Added new ammo pack locations in final and yard areas

Clips and blockbullets added to stairs


  • Final cap point capture time increased to 2 seconds (from 1 second)

Clips and blockbullets added to stairs


  • Reduced ammo kit in final cap entry room (attackers' side) to medium

Slightly reduced attacking team's spawn time when working on final


  • Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3


  • Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1


  • All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

Game Balance



  • Crit-A-Cola

    • Added Marked-for-Death debuff for 2 seconds after the buff effect expires

The Soda Popper

  • Added "On hit: build Hype"

Removed "build hype by running around"


  • Added an Alt-fire attack -- reach out and shove someone!

Removed +healing bonus

Reduced pushback vuln to +20% (from +40%)

Sun on a stick

Take 25% less damage from fire while deployed


  • The Righteous Bison

    • Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly

Per-shot damage has been increased to compensate, resulting in slightly more damage on average

  • Point-blank deals 54 damage (previously 20-80)

Maximum range deals 24 damage (previously 14-56)

Slowed projectile by 30%

Projectile damage reduced by 25% for each enemy penetrated

Updated projectile impact sound

The Disciplinary Action

  • Reduced duration of speed bonus on teammates to 2 seconds (from 3)

The Rocket Jumper

  • Updated model/materials and sound


  • Cozy Camper

    • Now requires a full charge to gain flinch resistance

The Sydney Sleeper

  • When fully charged, or when making a headshot, now applies Jarate in a radius

Scoped shots now extinguish teammates

The Cleaner's Carbine

  • Removed hidden +10% damage taken multiplier while under the effects


  • Natascha and Brass Beast

    • 20% damage resistance now only applies when spun up and below 50% max health

Huo-Long Heater

  • Added -10% damage

Added +25% increased damage vs. burning players

Reduced ammo drain to -4/sec (from -6)

Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning

Buffalo Steak Sandvich

  • Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%


  • Base

    • Max speed increased to 320 (from 300)


  • Attacks pierce resist and absorb effects from all sources


  • All Flamethrowers

    • Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%

  • Medics hear a "healing interrupted" sound when this is happening to their heal target

The Manmelter

  • Removed (hidden) 20% fire rate penalty


  • Base

    • All Mediguns allow the Medic to match the speed of their heal target

  • Previously only available on The Quick Fix

Quick Fix

  • ÃœberCharge rate reduced to +15% (from +25%)


  • Increased movement speed bonus to +20% (from +10%)

Increased damage penalty to -15% (from -10%)

Dropped Mediguns

  • Stored ÃœberCharge begins to decay over time after coming to rest


  • Base

    • All boots now require a shield to activate any move speed bonus listed on the item

The Iron Bomber

  • Decreased the fuse time to 1.4 seconds (from 2.0)

The Quickiebomb Launcher

  • Increased charge time reduction to -70% (from -50%)

Increased damage bonus for (max) charged shots to +35% (from +25%)

Increased clip size penalty to -50% (from -25%)

Removed "Stickybombs fizzle 4 seconds after landing"

The Sticky Jumper

  • Updated model/materials and sound


  • Base

    • Level 1 teleporters now cost 50 metal (previously 125)


  • Damage increased +10% when attacking the same target as your sentry

Eureka Effect

  • Reduced "50% less metal from Dispensers and Pickups" to 20%

Added "Teleporters cost 50% less metal"

The Short Circuit

  • Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)

The Pomson

  • Fixed an exploit with shooting through your own buildings

Increased close-range damage to 72 (from 62)

Reduced long-range damage to 32 (from 42)

Updated projectile impact sound

Rumor has it:

  • Size is close to 800 MB - data capped users should be on alert



Credit to Reddit


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  • Base
    • All Mediguns allow the Medic to match the speed of their heal target
    • Previously only available on The Quick Fix



what's the point of the quick fix now?

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what's the point of the quick fix now?


Still has quicker healing and is still the only one that you can rocket jump with your healing partner

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  • Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm



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  • Damage increased +10% when attacking the same target as your sentry


As if its not scummy enough for the widow gunslingers, lets add another 10% damage when your sentry attacks peeps.


Love it, i'l try it first thing i do when i play.

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