Oct 16, 2026
View on Steam↗Team Fortress 2 Update Released
2/5 Minor
Zombie Pyro and Sniper receive significant buffs in Zombie Infection, alongside a major mechanical overhaul for cp_holyhell and critical dx8 visual fixes.
Key Changes
- 1Zombie Pyro melee damage increased from 45 to 65 and added a 50-damage death explosion
- 2Zombie Sniper Spit cooldown reduced from 9s to 6s
- 3New stalemate mechanic for cp_holyhell featuring rapid rare spell spawns
- 4Fixed invisible player models for users running DirectX 8
- 5Zombie Engineer Beacons now intelligently relocate in tight spaces instead of breaking
- 6Sticky Spew now applies significant movement slows to human players
- 7Fixed Zombie Spy dealing unintended high damage
- 8Lowered round timers and respawn wave times on cp_holyhell
All Changes
🧟Zombie Infection(18)
- buffZombie Sniper: Zombie Sniper Spit cooldown reduced from 9 seconds to 6 seconds
- buffZombie Pyro: Zombie Pyro melee damage increased from 45 to 65
- buffZombie Pyro: Sticky Spew now applies a 20% movement slow
- buffZombie Pyro: Standing on puddles of sticky spew now applies an additional 20% movement slow
- buffZombie Pyro: Sticky spew puddles are now larger
- buffZombie Pyro: Spewed Demoman shield movement slow increased from -60% to -70%
- buffZombie Pyro: Zombie Pyro's death explosion now deals 50 damage, applies afterburn, and turns self/victims to ash
- changeZombie Pyro: Humans covered in sticky spew are now tinted purple instead of black
- changeZombie Engineer: Beacons in tight spaces now relocate to the closest valid location instead of breaking
- fixZombie Engineer: Fixed thrown toolboxes appearing off-center
- changeZombie Engineer: Thrown toolboxes now break upon touching clip brushes if no valid location is found
- fixZombie Spy: Fixed Zombie Spy dealing more damage than intended
- fixZombie Heavy: Fixed Zombie Heavy exploding into rock gibs when not holding a rock
- changeZombies: Changed Zombie melee impact sounds to use fist sounds instead of Unarmed Combat sounds
- fixZombies: Fixed Zombies sometimes moving slowly after casting an ability
- fixZombies: Fixed queue events with some zombie abilities
- changeZombie Demoman: Updated Zombie Demoman charge kill icon
- changeZombie Engineer: Updated Zombie Engineer's Beacon
🗺️Maps(9)
- changecp_holyhell: Spells now enable and respawn permanently for the team that loses the middle point
- changecp_holyhell: Round timer lowered to 5 minutes
- newcp_holyhell: New stalemate mechanic: After 5 minutes of capturing middle, all spells become rare variants and respawn extremely quickly until a point is captured
- buffcp_holyhell: Lowered respawn wave times
- changecp_holyhell: Gargoyles now only spawn near the middle point
- fixcp_holyhell: Fixed BLU side skybox not rendering for users with HDR enabled
- changecp_holyhell: Improved RED side and middle point art passes
- changeMaps: Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- fixMaps: Fixed some maps not tracking play time correctly
🎮Gameplay(1)
- fixHomewrecker: Fixed the Homewrecker not being able to destroy EMP grenades
🖥️UI/UX(3)
- fixCozy Camper: Fixed alpha channel for the updated Cozy Camper backpack image
- fixUI: Fixed tiling HUD icon for Heal ability
- fixUI: Fixed bad number display in the 'Auto-spawn' text in the spawn picker
⚙️Performance(2)
- fixPerformance: Fixed player models being invisible when using dx8
- fixcp_holyhell: Improved optimization for cp_holyhell
Summary
This update focuses heavily on the Zombie Infection game mode, providing substantial buffs to the Zombie Pyro's damage and crowd control capabilities, while reducing the cooldown on the Zombie Sniper's Spit. The map cp_holyhell has been reworked with new spell-based stalemate mechanics and art improvements. Additionally, several technical issues have been addressed, including a fix for invisible player models for users running DirectX 8.
