2.0.2 Patch Release
May 21, 2021 - MaartenS11
Tags:
patch
The 2.0.2 Patch for Team Fortress 2 Classic has been released. The major changes include:
Weapon Changes:
- Updated the Nailgun:
- Reverted back to its 2.0.0 stats
- Updated the Flamethrower:
- Afterburn length is now 25% shorter, though total damage output is unchanged
- Updated the Stickybomb Launcher:
- Now consistent with live TF2's stickies
- Fixed stickies not suffering from damage falloff
- Damage rampup changed to 100% (from 70%)
- Explosion radius rampup to 100% (from 80%)
- Projectiles no longer bounce off friendly buildings
- Updated the Dynamite Pack:
- Added the ability to taunt kill your enemies while holding the weapon
- Updated the Mine Layer:
- Increased clip size & max stickies to 4 (from 3)
- Max charge time decreased by 50%
- Updated the Bottle:
- Added particles upon breaking the bottle
- Updated the Minigun:
- Reduced the bullet spread to 0.08 (from 0.1)
- Updated the Coilgun:
- Fully charged shots are now 100% accurate
- Updated the Syringe Gun:
- Lowered the reload time to 1.2s (from 1.5s) to match the reload animation
- Updated the Ãœberspritze:
- Health penalty has been lessened to -10 (from -25) health
- Updated the Shock Therapy:
- 15% slower heal rate on all Mediguns when equipped
- Decreased the amount of healing done on hit to 100% (from 150%) of a classes health
- Health is given to the target instantly
- No longer uses Knife impact sounds when hitting players
- Removed guaranteed crits against wet enemies
- Updated the Hunting Revolver:
- Removed the visual recoil
- Lowered the fire rate to 0.675s (from 0.75s)
- Updated the Fishwhacker:
- Removed -20% slower fire rate
- Replaced "Marked for Death while active" with "On Miss: Marked for Death for 3s"
- Updated the description and item type
- Added particles on impact to add to the new description
- Updated the Tranquilizer Gun:
- Tranquilized enemies now take full crits from Knives
Map Changes:
- Updated arena_flask:
- Updated a few displacements to prevent mobility classes from camping above the battleground
- Updated cp_amaranth:
- Added localization strings
- Time has shifted, and sunlight covers more of the map
- Updated the lighting in point A
- Adjusted the visual clarity of point A, so it's easier to locate
- Improved clipping around the map
- Updated the train bells to play a few seconds before the train actually arrives
- Allowed projectiles to pass through railings on the map
- Removed the train gate doors near the far exit of caves to B
- Removed the nobuild area on the traintracks at B
- Fixed a few minor visual issues
- Fixed a few soundscapes to work properly
- Updated dom_hydro:
- Added localization strings
- Added a small room to BLU side to give Engineers and Spies more utility
- Added a new route from the caves between RED and BLU to connect to YLW
- Combined the two caves between RED and YLW into one larger cave
- Updated ctf_casbah:
- Fog has settled into the seas, to match the world fog
- Improved visuals and details across the map
- Added an extra spawn door for each team's spawn
- Added detail doors to BLU's intel room entrances, to be consistent with RED base
- Added cover for BLU side's balcony route
- Added an extra resupply cabinet to each team's spawn
- Adjusted each spawn point to directly face the exit from spawn
- Adjusted the windows in front of RED's intel room to close off a window, while also adding a new route to RED intel
- Adjusted the windows leading into BLU side to be larger
- Adjusted clipping to prevent mobility classes from camping up above the battleground
- Adjusted the full ammo and small medkit at mid to be easier to see
- Adjusted pickups around RED and BLU side to be somewhat consistent
- Adjusted a few wooden planks to be easier to walk on
- Replaced a few models at Mid with crates
- Updated the stairs near BLU side of mid to be easier to move around
- Fixed a visual bug when falling beneath the water
- Fixed up the concrete doorways to prevent players from getting stuck when walking against them
- Removed the setup timer
- Removed a few pickups from each team's intel room
- Removed the fence in RED spawn to allow for better movement
- Removed a pipe near RED side's entrance, for the same reason
- Removed a pillar near RED spawn, for the same reason
- Removed a pillar in BLU spawn, for the same reason
- Updated vip_badwater:
- Removed capture point C, due to its redundancy in actual play
- Bumped the round timer's max limit from 6 minutes to 10 minutes, to compensate for point C's removal
- Updated the visual design of each point's platform
- Added a nobuild to stop Engineers from building out of bounds
- Updated vip_harbor:
- Shrunk RED's window on capture point C's building
- Removed some props to open up the play-space
- Adjusted the nobuild on the shed in front of First RED spawn to only be on the roof
- Adjusted some Item Pickups
- Added a small medkit near point C's upper flank route
- Improved the visuals of the maps lighting a bit
- Fixed the water cubemaps
General Changes:
- Jittering atop certain props has been fixed (primarily noticeable on capture points)
- Added the London asset pack - for more info, see https://london.tf2maps.net/
- Added "Voice Commands" to the Chat Filter
- Added tf2c_domination_uncap_factor, which makes control point progress recede faster in Domination
- Added burning and backstab animations for the Civilian
- Updated Domination's HUD to show which team is in the lead
- Updated damage rounding to match Live TF2 (I.E. Minigun minimum damage has been rounded from 4 to 5)
- Updated players who have just spawned to now receive the full heal-rate from Mediguns
- Updated explosions to pass through friendly Engineer buildings
- Updated highlighted dropped ammo to be a clientside option
- Updated the round timer to no longer clip through the Arena and Domination HUDs
- Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier
- Updated dropped Sandviches from dead Heavies to give points on pickup
- Updated tf_arena_override_team_size to 64, so players don't have to sit out
- Updated two team Arena to have before-round queues turned off, consistent with Four-Team
- Updated the description of tf_dingalingaling
- Updated gibs to be compatible with custom class textures
- Disabled random bullet spread by default
- Disabled Arena queue in two team, to be consistent with Four-Team
- Restored custom map description .txt files
- Fixed bullets from Sniper primaries not ignoring teammates
- Fixed the Edit Loadout button not working on the class select screen
- Fixed being able to freely respawn in Arena
- Fixed newly connected players not getting DOM scores until they update
- Fixed KOTH HUD not properly flashing when a team is highlighted
- Fixed Lunchbox items not named "The Sandvich" being inedible
- Fixed recent kill, killstreak, and achievement voicelines not playing when triggered
- Fixed Sappers being hard to place on top of buildings
- Fixed Spywalk not being applied clientside
- Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color
- Fixed the tranquilized debuff being near instantly removed by healing, now halves duration as intended
- Fixed death animations playing at the world origin
- Fixed flame impact sounds on friendly buildings
- Fixed a bug where flames would linger between round changes or restarts
- Fixed tranquilized particles from staying on the player after immediately switching weapons
- Fixed an exploit where Huntsman arrows could be used to give players large health pools
- Fixed not being able to pick up dropped flags in spawn rooms that allow them.
- Fixed HLTV/Replay players being able to join teams
- Fixed crash related to giving yourself an invalid attribute ID via give_econ
- TFBot: GRN/YLW spawn doors now properly block bots in 4team
- TFBot: Added basic support for GRN/YLW invasion areas
- TFBot: Lowered the amount of VIP escorting bots
- TFBot: Civilian and Scout bots will be less likely to destroy Sentries
- TFBot: Adjusted Demoman bots from preparing sticky traps if enemies are nearby
- TFBot: Adjusted Engineer bots to place Teleporter entrances more reliably
- TFBot: Snipers are able to find the opposing teams better in Four-Team
- TFBot: Improved Spy bots by retreating when revealed, no longer targeting Sentries from long distances, using the Revolver to finish low-health targets, and backstabbing enemies that come in range whom are not the initial target
- TFBot: Bots now spend less time retreating
- TFBot: Bots now spend less time holding the fire button