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Home»Game News»Team Fortress 2 July 25 Update Patch Notes

Team Fortress 2 July 25 Update Patch Notes

The July 25 update has arrived for Team Fortress 2, and here are the bug fixes and changes that came with this patch. Even though the…

Emre OzdoganBy Emre OzdoganJuly 26, 20234 Mins Read
Team Fortress 2
Image Source: Valve
This article is over 1 years old and may contain outdated information.

The July 25 update has arrived for Team Fortress 2, and here are the bug fixes and changes that came with this patch. Even though the previous update was released a few months ago, there’s still active support for the game. The game doesn’t get new features or content updates lately. However, bug-fixing updates are still arriving to optimize the game experience. And they should; there’s still a player count that can’t be ignored, and as they discover new problems, the developers have to fix them. The team doesn’t skip updates even though they’re focused on Valve’s brand-new game CS2 lately. Here are the patch notes for the July 25 update of Team Fortress 2.

Team Fortress 2 July 25 Update Patch Notes Including Bug Fixes

Team Fortress 2 July 25 Update Patch Notes
Image Source: Valve
  • Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
  • Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
  • Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
  • Fixed Saxton Hale’s weapons showing up as being carried by an incorrect/invalid player in VSH
  • Fixed Saxton Hale’s weapons sometimes showing up as invalid in VSH
  • Fixed a crash that can occur when changing from VSH to another map
  • Fixed a crash that can occur related to MP3s on VSH maps
  • Fixed a crash that can occur when using changing model detail setting or using r_flushlod
  • Fixed a crash when going between two sv_pure servers with maps packing custom content
  • Fixed changing model detail setting or using r_flushlod not always taking effect
  • Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
  • Fixed custom particle overrides not being reloaded on servers without sv_pure
  • Fixed game mode descriptions for some of the summer map stamps
  • Fixed embedded workshop map soundscripts not being loaded on clients (community fix from ‘Jakub’ (ficool2))
  • Fixed a crash when using the game_ui entity and players discconnecting (community fix from ‘Jakub’ (ficool2))
  • Fixed teleporter particle effects (community fix from ‘Jakub’ (ficool2))
  • Updated/Added some tournament medals
  • Updated cp_altitude
    • Increased size of C capture area
    • Reduced initial round timer from 6 to 5 minutes
    • Increased max round timer length from 6 to 8 minutes
    • Increased Blu respawn wave time on A from 3 to 4
    • Increased Red respawn wave time on C from 8 to 9
    • Reduced Blu respawn wave time on C from 3 to 2
    • Various visual fixes and adjustments
  • Updated koth_cascade
    • Various player and projectile collision fixes
    • Various visual fixes and adjustments
    • Adjusted resupply locker positions
  • Updated cp_steel
    • Fixed missing glass from bullet blocked windows
    • Removed some more ceiling light collisions
    • Improved clipping around B -> C building
    • Small safety improvement to Blu flank balcony to B
    • Some extra block bullets around B floor
  • Updated pl_phoenix
    • Increased Red respawn wave time on D from 8 to 9
    • Fixed projectile collision bug around the payload elevator track
    • Fixed a case where the payload cart could get stuck at the base of the elevator
    • Various clipping fixes
    • Various visual fixes
  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • The script no longer forces mp_winlimit and mp_maxrounds to 0
    • Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
    • Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
    • The Diamondback now gains 2 guaranteed crits upon backstab
    • Hale’s attacks now pierce through damage absorption of the Wrangler shield
    • Hale will now receive an instructional notification if they haven’t performed a Brave Jump during the first 30 seconds of a round
    • Fixed bugs related to Your Eternal Reward’s on-backstab disguise
    • Fixed Festive Eyelander not gaining heads on-hit
    • (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
    • (Hopefully) Fixed some players being unable to punch as Hale (“A-posing”)
    • Fixed Hale disappearing when the game tries (and fails) to gib him
    • Both sides dying simultaneously now counts as Stalemate
  • Updated vsh_skirmish (additional changes)
    • Added a live feed to the office
    • Improved clipping in multiple areas

As you see above, there are a lot of improvements, and they’re all bug fixes. Significant content updates for this 2007 game come few and far between, so it’s worth mentioning that the update details are satisfying. Alongside the technical fixes, the small map changes could also improve the game experience.

Team Fortress 2 is available on PC. For more information regarding this patch, please visit the official Team Fortress 2 site.

Related Topics
Patch Notes Team Fortress 2
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Emre Ozdogan
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Emre is a young journalist interested in technology and video games. He started gaming on his sister's laptop and continues on PlayStation these days.

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