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Patch notes · published by the developer

TF2 Classified 3.2.5 Update Released

On Steam

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:

General Changes


  • 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

Weapon Changes


  • 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)

Map Changes


  • 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)

Gameplay Changes


  • 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)

UI Changes


  • 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

Custom Weapons


  • 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

Scripting Changes


  • 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

Particle Changes


  • 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)

Material Changes


  • 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:

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TF2 Classified 3.2.5 Update Released · Team Fortress 2 Classified build 26628793 · SteamPeaks