[TF2C] TF2 Classified 3.0.11 Update Released

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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


  • 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:

      1. In your Steam Library, right click on Team Fortress 2 Classified and go to Manage -> Browse local files


      2. Go to the [c]tf2classified[/c] directory


      3. If a [c]custom[/c] folder doesn't exist, create it, then drag the downloaded VPK file inside it

    • Hosting on a Dedicated Server:

      1. Setup a FastDL server


      2. Unpack the VPK file's contents inside it, excluding the [c]scripts/vscripts[/c] directory


      3. 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

Map Changes


  • 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
Custom Weapons


  • 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

Material Changes


  • 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...
 
Another nerf to the dynamite pack, because it was obviously overpowered. Now you don't even have to wait for it to blow up once before being able to disable it, that's great and I'm sure it's a great incentive for Demoman players everywhere to start using it instead of mindlessly sticky spamming which is what most people have been doing so far.

The dynamite pack was already fine, it didn't do enough damage to break most buildings or kill most classes yet did some serious damage and the bomblets could be airblasted by a Pyro or destroyed by a Demo with the Cyclops upon first detonation, even then, if you were using it to destroy buildings, the engineer could just hit it with the wrench and it'd be disabled, and even if you still managed to slip the engineer and hit a combo on a lvl 3 sentry, it still wouldn't be enough to destroy it most of the time. You'd think, after all that, if you managed to hit both detonations, you would've deserved it, right?. No, fuck you🖕. Now you don't even get to use your dynamite pack at all! Awesome!
 
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The change to the harvester seems to kinda fundamentally both misunderstand the weapon concept and the weapons game balance issue.

The harvester in concept is supposed to allow the pyro to flank more aggressively because he isn't as tied to his medic/dispenser and therefore team for healing. lowering the slow self heal aspect just makes the desired aspect of the weapon less appealing and therefore undercuts it's original purpose.

It's design problem lied with the fact that it was always an upgrade from stock from the pyro's point of view. Making it heal less doesn't change the fact that it still heals me, while fire axe does nothing. At no given point of gameplay am I in an advantage because I'm using the fire axe over the harvester, the advantage expressly only appears when I am not engaging in gameplay.

This is in generall understanding of balance is bad because it means people are not incentivized to engage with different tools.

If you had to nerf the harvester then nerf its base damage to like 45 pr hit. That way it's actually a worse fighting option when you don't have a harvester crit. This also prevents higher health classes from being guaranteed one tapped which is kinda bullshit while still allowing you to one tap lightclasses (IE: enemies you at that range, could effectively instant kill with flamethrower anyway)
 
if i got paid a dollar for every time eminoma gutted a weapon post-steam so it's obsolete to its stock counterpart, i'd have $2
I also don't think the health bonus was the problem most people had with the hunting revolver. was it weird that it had it considering how people decided to use it? sure, but that really was not the main issue.
 
At no given point of gameplay am I in an advantage because I'm using the fire axe over the harvester, the advantage expressly only appears when I am not engaging in gameplay.
I will note, as a conscious Fire Axe main, that there is definitely an effect to having afterburn that I miss out on with the Harvester. As much as it's an easy condition to get rid of, given it does -60 in TF2C it's probably a priority for most to get rid of the effect. This would require retreating to a medic/dispenser/healthpack, or having your pyro teammate around and able to sacrifice 20 ammo for the extinguish. Or tank it (enduring the aim flinch if you're a sniper). It creates downtime within the enemy's frontlines even after you sacrifice by overextending, which seems to be a decent tradeoff. You don't really need to think about retreating and healing and whatnot, bombing correctly will still allow your teammates to follow up and take space.

Though I will agree that having great gamesense regarding Harvester usage does more impact by staying alive longer, not that I have frequent enough cases where I needed to retreat after pushing enemies to justify using it, lol.

I also don't think the health bonus was the problem most people had with the hunting revolver.
Yep, the +25 mostly saved the Sniper from chip damage. You could still win countersnipes by being overhealed. Or lose them if the enemy sniper's charged. And none of that stops the good HR player from still being able to grind classes out with rapid headshots. Just ask Icarus.
One problem that still persists is that, unlike stock, the HR can instantly quickscope headshots after pressing M2, without waiting for the 0.3s (or whatever it is on stock) delay. That one's a bug and also requires a high skill ceiling to pull off, and the significantly harder movement tracking due to the walkspeed buff is the main problem for me.
 
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Also someone tell the devs that this doesn't work, please.
1782430676498.png
The health kits part specifically, at least with the small ones.
 
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