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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:
April Fools 2026
General Changes
Weapon Changes
UI Changes
Scripting Changes
These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:
Continue reading...
April Fools 2026
April Fools 2026 content has been removed from the game, and is now available as a standalone download, powered by VScript
Installing locally for testing with bots:
In your Steam Library, right click on Team Fortress 2 Classified and go to Manage -> Browse local files
Go to the [c]tf2classified[/c] directory
If a [c]custom[/c] folder doesn't exist, create it, then drag the downloaded VPK file inside it
Hosting on a Dedicated Server:
Setup a FastDL server
Unpack the VPK file's contents inside it, excluding the [c]scripts/vscripts[/c] directory
Put the VPK inside the [c]custom[/c] directory of the Dedicated Server
Removed [c]rapture_effect_explain[/c]
Removed [c]mod_ignite_on_eat[/c]
Removed [c]mod_shoot_self[/c]
General Changes
Updated to the latest version of the TF2 SDK
Ported [c]func_restock[/c] entity from Team Fortress 2 Classic
Functionally similar to [c]func_regenerate[/c], but can be configured to exclusively heal, supply ammo, both, or do nothing
Unlike [c]func_regenerate[/c] it does not update the player's inventory
Ported multi-team CTF logic from Team Fortress 2 Classic
If all flags have been captured, the first flag captured will be re-enabled
Compass arrows and flag status icon are hidden if the player can't capture the flag
Neutral flags are not disabled on capture unless explicitly defined to do so
Ported HUD warning for when a team can't capture the intelligence
Flags can be configured to be disabled on capture
Flags appear translucent if they can't be picked up
Added [c]tf2c_resupply_cabinet_sounds[/c] ConVar
When enabled, dynamic resupply sounds will play based on what the player received from a resupply cabinet
Updated tranquilized condition:
Now scales more consistently across custom durations
Can now be cleansed using resupply cabinets and health kits
Slowness now ramps in and out based on duration
Fixed pressing ESC during loading a map not disconnecting from the server
Fixed a crash upon blocking a server on the server browser
Fixed a crash upon modifying tf2c_domination_override_pointlimit
Fixed a crash upon refunding MVM upgrade
Fixed a crash upon an entity firing the CancelPending input on itself
Fixed a crash with ConVarEx proxy
Fixed Scout.NegativeVocalization04 never playing
Fixed player disintegrating sound playing at world origin
Fixed the Shock Therapy's unique recharging sound not playing correctly
Fixed Domination countdown being off by one
Fixed tf2c_viewbob_rollangle and tf2c_viewbob_rollspeed being non-functional
Fixed cl_mute_all_comms 0 not doing anything
Fixed Skeletons self-destructing when assigned to Green or Yellow teams
Fixed the TD gamemode not being detected correctly
Fixed TC, SD, VIPR and TD maps with multi-team prefixes not having their gamemodes be detected correctly
This also fixes the map info menu for these gamemodes
Enabled ClientCommand and ServerCommand restrictions from live TF2
Security & stability improvements
Updated localization files
Weapon Changes
Updated the Flamethrower:
Since launch, we've received feedback that Pyro is able to shred targets faster than they can react. In development, we disabled the "heat" system that scales damage with accuracy, allowing Pyro to always deal full damage regardless of how well they track you. To address this while maintaining Pyro's maximum potential, without inheriting the numerous issues with the older implementation, we're now rebasing our Flamethrower on changes made in another mod, Team Comtress 2:
Re-enabled and overhauled the heat system. Damage now scales both by how consistently your flames are landing (accuracy) and a separate warmup ramp over continuous contact. Numerous bugs that caused flame damage to feel inconsistent or unreliable in Team Fortress 2 were fixed, and moment-to-moment changes in your accuracy affect your damage output much sooner.
Airblast targets who are at point-blank range and are roughly in front of the Pyro can now be reflected/pushed even if they fall outside of the airblast cone, helping address some edge-cases where an airblast would fail against super close targets.
Updated the Harvester:
Reduced self healing to 3 HP per tick (from 5 HP)
Updated the Cyclops:
Can now defuse enemy Dynamite Packs
Increased blast radius penalty to -20% (from -10%)
Increased EMP radius to 196 units (from ~131)
Updated the Dynamite Pack:
Increased primary ammo on wearer by 50%
Updated the Rejuvenator:
Added new sounds
Reimplemented missing unique healing grenade trails
Heal grenades will now pass through fully overhealed teammates
Updated the Shock Therapy:
Fixed healing a player not removing status effects
Updated the Hunting Revolver:
Removed +25 HP health bonus
Updated [c]4dom_krepost[/c]:
Fixed catapults not properly applying the Jump Pad condition
UI Changes
Updated the server browser:
Fixed duplicate players displaying in expanded server info
Fixed the search bar being misaligned
Fixed password dialog not working correctly
Updated the killfeed:
VIP kills now always get highlighted on the killfeed, regardless of team
Removed "\[VIP]" being appended to the VIP player's name in the killfeed
Implemented a unique kill icon for VIP kills
Fixed certain loadout screen elements drawing over weapon tooltips
Fixed microphone test not ending when exiting the options menu
Fixed Spywalk HUD visibility not updating properly when redisguising as the same team
Fixed player medals sometimes not appearing properly on the scoreboard
Fixed player medal tooltips not appearing on the scoreboard for multi-team gamemodes
Added [c]mult_cloak_meter_regen_rate[/c]
Added [c]disguise_on_hit[/c]
Added [c]tranq_recharge_time[/c]
Added [c]tranq_building_debuff[/c]
Added [c]deploy_with_empty_clip[/c]
Added [c]mod_rocket_gravity_upward_force[/c]
[c]mod_always_draw_tracer_effect[/c] can now specify the frequency of the tracer
[c]mod_rocket_gravity[/c] now works with more kinds of projectiles
Fixed [c]player_shoot[/c] game event not being fired
Fixed [c]mult_dmg[/c] not working properly for pipe grenades
Fixed [c]fuse_mult[/c] not working at all
Fixed a crash with [c]mod_set_banner_flag [/c]when using models that were not precached
Fixed [c]custom_projectile_model[/c] with nail projectiles not working in third-person
Fixed nail model and hitbox getting offset with [c]mod_rocket_gravity[/c]
Fixed negative values not working for [c]apply_self_knockback[/c]
Fixed [c]mod_set_player_scale[/c] family of attributes not respecting custom playermodel scale set by map logic or VScripts
Fixed [c]mod_set_player_scale[/c] family of attributes sometimes not setting playermodel scale upon spawning
Fixed playermodel scale unable to be set during certain periods, e.g. while player is equipping items
Scripting Changes
Client-side VScripts sourced from servers or maps will no longer be loaded by game clients
Client-side VScripts can now only set ConVars registered by scripts
Added [c]void CTFPlayer::IgnitePlayerEx( float flDuration )[/c] script function
Added [c]ETauntAttack CTFPlayer::GetTauntAttack( void )[/c] script function
Added [c]bool CTFLunchBox::ApplyBiteEffects( EHANDLE hPlayer )[/c] script hook, called when a player takes a bite at their weapon, return false to cancel any effects
Fixed exploits with filesystem scripting API
Fixed Soldier's head gib texture using Spy's $phongexponenttexture
These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:
Continue reading...

