Team Fortress 2 Classified · public · first seen
An update to Team Fortress 2 Classified has been released. The update will be applied automatically when you restart Team Fortress 2 Classified. The major changes include:
Added 4 Steam achievement sets for each of our four achievement categories
Added French and Traditional Chinese closed captions
The automatic "Battle Cry" voice command at the start of each round will now be only played once Setup Time ends
Implemented a speculative fix for the invisible player bug
Updated the Mine Layer's loading screen tip to reflect its reworked behavior
Added a ranged Steam Game Recording event for deploying ÜberCharge
Fixed an issue where the Über Generator gibs could cause trains to get stuck (#1140)
Fixed modified video options never getting loaded after a game restart on Linux
Fixed ConVars marked as not be able to be changed while connected to a server be able to bypass this restriction by setting them via the Options menu (#900)
Fixed ConVars marked as not be able to be changed while connected to a server be able to bypass this restriction when on GRN or YLW (#900 (comment))
Fixed the bot_changeteams ConCommand not working with GRN and YLW teams (#1289)
Fixed opening the loadout via keybind not working on pre-Halloween configs
Fixed the Randomizer loadout hint failing to lookup the keybind for opening the loadout on post-Halloween configs
Fixed grappling hook cables appearing invisible (#943)
The "An Experienced World Traveler" achievement now syncs its per-map progress to Steam
Fixed the "Skyfall" achievement appearing in the wrong category in the Achievements menu
Fixed "Down with the Ship" achievement not counting when finished off (#704)
Fixed "1, 1, 1, Uhh..." being earnable by being the most recent damager of the taunt killer (#757)
Updated the "Disarmament" achievement's description to match Mines' new trigger mechanism
Fixed a crash in achievement manager
We have additional balance changes for other weapons in the works, but would like to take a bit of extra time to do them right. Look out for them in an upcoming patch (very) soon!
Updated the Admiralty Anchor:
The earthquake now deals knockback relative to its center position
Updated the Harvester:
Fixed some bugs with how the sweep was calculated which caused the traces to converge to a single point when looking strongly up or down
Extended charged attack range by 20%
Updated the Mine Layer:
Mines detonated by Cyclops grenades no longer have increased damage and explosion radius
Mine lasers now move smoothly while in motion
Mines no longer roll randomly when airblasted
Mines now trigger on non-NextBot NPCs (i.e. chickens)
Updated the Anti-Aircraft Cannon:
Projectiles now deal knockback relative to the position of its explosion for indirect hits (#1256)
Fixed not being able to rev up while stunned (e.g. scared by a ghost)
Updated the Rejuvenator:
Decreased clip size to 8 (from 10)
Updated the Hunting Revolver:
Reverted falloff distance to 2x (from 1.75x)
Updated vip_avanti:
Fixed team goal strings not being localized
Added an additional setup gate
Adjusted the height of a doorway near the setup gates
Reworked shortcut room logic between Red's final spawn and C:
The shortcut room no longer closes to Blue Team after B is captured, and now becomes gameplay space
Red's spawn exit into the shortcut room still closes shortly after B is captured
Engineer buildings inside the shortcut room are no longer destroyed when Red's spawn exit closes
Adjusted cover on the bridge at final
Adjusted health and ammo placement around Final
Adjusted detailing around A, B, and Final
Lighting and texture tweaks and fixes
Updated vipr_drizzle and vipr_drizzle_event:
Added navigation mesh improvements (Community contribution by Katsu)
Stickybombs and Pipebombs inside of a friendly respawn room will now be fizzled when the respawn room changes it's team
During the Waiting for Players period, players can now spawn in and roam around in Arena
Holiday taunts no longer take priority over kill taunts
Sniper Rifle dots will now glow brighter depending on charge level for other players
Sniper Rifle scope charge will now show for spectators (#684)
Spies will now fade their invisibility upon death instead of instantly uncloaking
Spy will now consistently undisguise regardless of what weapon is used when attacking
Sappers attached to destroyed buildings no longer play their explosion sound
A game instructor message now appears on-screen when the Horseless Headless Horseman dies
The last players who dealt damage to the Horseless Headless Horseman are no longer printed in chat when the Horseless Headless Horseman dies
Using the "ÜberCharge Status" voice command while your ÜberCharge is deployed will now use a unique voice line
Fixed the Tranquilized condition not muffling audio
Fixed players being able to fizzle Mines while dead (#1288)
Fixed a case where Mines would not be visible through some walls (#1249)
Fixed an exploit related to Sniper Rifle lasers
Fixed Dynamite Pack bomblets inheriting attributes from other weapons
Fixed an issue where Rejuvenator projectiles would not properly interact with fooling Spy disguises, previously always treating them as enemies and never colliding
Fixed the Rejuvenator being able to build ÜberCharge while it's active (#1261)
Fixed the Admiralty Anchor's sinking effect still applying to players who respawn while holding the anchor out (#1245)
Added player model shadows in the Class Select menu
Added missing meter HUD files for the Pomson 6000, MvM's Sapper, and MvM's Medi Gun shield (#715)
Death cam player ID panels now use a black background for Halloween bosses (previously blue)
Fixed the Air Strike, Baby Face's Blaster, and Vita-Saw's meters loading the wrong HUD files (#726)
Fixed the ÜberCharge meter's flashing animation getting stuck after respawning (#1265)
Fixed stale avatars being used for target IDs when streamer mode is enabled
Fixed target ID displaying players that are Steam friends in streamer mode with tf_hud_target_id_show_avatars 2
Fixed death cam avatars not being shown when dying to players after dying to a Halloween boss
Added attribute never_override_taunt for weapons to never override the taunt with holiday ones
Added attribute mod_generator_radius for changing the size of the Rejuvenator's Übercharge bubble
Removed weapon_exclusive_to_holiday attribute
Use the holiday_restriction key for schema entries instead
Fixed an issue where add_civ_boost_to_self would always use add_civ_boost_override's values
Added void CTFPlayer::AddCustomAttributeString( string strAttributeName, string strValue, float flDuration )
Updated the signature of the CScriptConvarAccessor::GetClientConvarValue script function to match live Team Fortress 2 (#1280)
Fixed a crash when passing in a null entity handle to CBaseCombatCharacter::EntInViewCone and CBaseCombatCharacter::EntInAimCone script functions (#1260)
Fixed being unable to call tostring() on entity instances unlike live Team Fortress 2 (#1269)
Fixed the return value of the UniqueString script function being formatted as %08X_%s instead of _%x%llx_%s unlike live Team Fortress 2 (#1268)
Fixed being unable to stop a context think by passing in a null think function string to AddThinkToEnt script function (#1267)
Fixed weakrefs pointing to garbage data (#694)
Fixed calling the CNetPropManager::SetPropString script function on net props that aren't pooled strings storing garbage data (#485)
Fixed Vector::Scale script function failing on success
Fixed damage type DMG_REMOVENORAGDOLL not being functional
Fixed damage_blocked events from Übercharge applying double support points for disguised enemy Spies
Fixed incorrect drag values on Medi Gun and Kritzkrieg beam effects, making them look thinner than intended
Fixed some taunt kills' blood particles appearing around the attacker rather than the victim (#1286)
Added signs\\4team\\sign027
Removed the following material parameters from all materials:
yellow (Unused; previously used for Jarate)
commweapon & tempvar (Unused; for boosting phong on Community quality weapons)
sheenpassenabled & co. (Unused; for Killstreak sheens)
360 conditionals (Unused; tests against consoles)
DX90 conditionals (Unused; our minimum DirectX level is 95)
SRGB conditionals (SRGB has been standard for years)
Fixed egypt\\egypt_blend_wavy_sand_to_gold001.vmt and nature\\blendgroundtoconcrete003.vmt incorrect surface props
These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3545061 | 5486736032985679817 | 9199529757017552532 |
| 3545062 | 5846319222870468877 | 2523686402003034306 |
| 3545063 | 3581137584492841618 | 1373267054680785090 |