Matchmaking
Players can now form rematches at the end of a Casual match
At the end of a Casual match, players will have 30 seconds to opt-in to a rematch
If at least 6 players from BLU and 6 players from RED have chosen to rematch, then a rematch will begin
A rematch will use the same teams, map and server
Players can now re-queue into Casual Matchmaking during the end of a match
Players who decline a rematch or simply don't vote in the rematch voting period will automatically be re-queued
Updated the way XP is earned in Casual matches
Players will now be awarded more XP based on their team's performance at the end of a match
XP is no longer lost for leaving a Casual match early
A breakdown of XP sources is now shown when your XP bar fills up
Casual matches now more strongly prefer to distribute players to teams based on experience, in order to better avoid creating one-sided matches
Casual matches are now more likely to start with fewer than 24 players in lower population game-modes or regions, wherein the wait time for a full match would become excessive
The current minimum allowable match size in such situations is twelve players
The matchmaker will still attempt to place late-joiners into these matches as they become available
Competitive matches no longer terminate when any player abandons the match
Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively
Competitive matches that lose more than one player per team will keep the current behavior of ending the match
Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place
Greatly improved the reliability of client ping estimates when placing users into matchmaking servers
The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
The scoreboard now shows the connection status for missing and connecting players
General
Added tournament medals for ozfortress Season 16 and Season 17
Fixed an exploit related to the Eureka Effect and carrying buildings
Fixed Live Streams menu not displaying the list of streams
Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame effect during Halloween and Full Moon events
Updated the localization files