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Latest News

2.0.1 Patch Release

August 14, 2020 - druidlyclean
Tags:
patch
The 2.0.1 Patch for Team Fortress 2 Classic has been released. The major changes include:

Weapon Changes:​

  • Updated the Nailgun:
    • Damage rampup increased to 175% (from 150%) to match Scattergun (Max damage now 20 up from 17)
    • Increased fire rate to 0.1s (from 0.115s)
    • Clip size & max ammo reduced by 20%
  • Updated the Flamethrower:
    • Made flames and airblast register more reliably
  • Updated the Dynamite Pack:
    • Recharge time slowed to 10s (from 7s)
    • Decreased throw charging time to 2s (from 4s)
    • Airblast, bullets, and melees push the main Dynamite Pack slightly further
    • Airblasting Dynamite Bomblets now extinguishes their fuse
  • Updated the Mine Layer:
    • Mines of losing team no longer detonate
  • Updated the Coilgun:
    • Fixed the Coilgun's alt-fire preventing reloading when empty
  • Updated the Hunting Revolver:
    • Fire rate slowed to 0.75s (from 0.6s)
  • Updated the Tranquilizer Gun:
    • Effect duration is now affected by distance falloff
    • Effect reworked: Colorblinds victim, and slows their movements by 33% for up to 5s
    • Slowing affects: Move speed, reload speed, weapon switch speed, melee attack speed, and Minigun spin-up and spin-down speed
    • No longer affects mouse sensitivity
  • Updated the Umbrella:
    • Plays a sound when alt-fire is unsuccessful
  • Updated Teleporters:
    • Are now 50 metal by default, and can be reverted back to 125 with tf2c_building_gun_mettle 0
  • Updated nail/syringe projectiles:
    • Are now consistent with the server's projectile position

Map Changes:​

  • Updated vip_badwater:
    • Time has passed within Badwater, and it is now brighter outside
  • Updated vip_harbor:
    • Fixed a bug where RED's respawn time was shorter than BLU's respawn time, after capturing B
    • Updated the respawn time after B's capture to be 10 seconds for RED, and 2 seconds for BLU
    • Changed some models
  • Updated vip_mineside:
    • Added a new second route to the escape zone
    • Made some areas brighter
    • Added a small ammo kit to upper balcony at mid
    • Added more cover for upper balcony at mid
    • Adjusted respawn time for RED to be longer when escape gates are open
    • Other various changes
  • Updated vip_trainyard:
    • Updated the respawn time to be 2 seconds for BLU
    • Shortened the round timer to 4 minutes and 30 seconds (from 6 minutes)
    • Changed some models

General Changes:​

  • Enabled vote kicking by default
  • Enabled vote kicking players in spectator
  • Enabled rate-limiting on ClientCommand 'voicemenu' (voice command spam has been limited to 0.3s, minimum)
  • Allowed custom items_game.txts to now allow PDA items in Medieval Mode
  • Fixed voice chat being quiet (if you've changed voice_scale, revert it back to 1)
  • Fixed an oversight that allowed achievements to be earned in Randomizer
  • Fixed a crash related to Arena queue
  • Fixed a crash related to disguising
  • Fixed a crash related to winning in Payload
  • Fixed a Linux crash related to CTF
  • Fixed broken sounds on Linux builds
  • Fixed the GRN flamethrower particles
  • Fixed being able to push stickybombs only once
  • Fixed the 'Bounced Betty' achievement being unachievable
  • Fixed loading item schemas packed inside maps
  • Adjusted Demoman bots to use stickies more often
  • Adjusted Heavy bots to not eat Sandviches while ubered
  • Adjusted Sniper bots to fix a case of picking bad spots
  • Adjusted Civilian Bots to stay behind the frontline, and retreat to spawn if no cover is found
  • Adjusted Randomized loadouts from being preserved on intentional deaths
  • Increased the building placement trace, to prevent some out-of-bounds exploits
  • Updated players to say "Thanks" when extinguished from afterburn
  • Updated dropped ammo (i.e. dropped weapons) to glow
  • Updated map icons for simplified server browser
  • Updated the changelevel vote issue to respect the map cycle
  • Updated the options menu to lower sensitivity as much as legacy options can
  • Updated the list of medal recipients
  • Updated the voting icons
  • Updated navigation files for Mineside and Badwater
  • Updated the localization files

Death & Taxes: Day 4

July 4, 2020 - druidlyclean
Tags:
announcement
patch
taxes_d4.jpg

It's finally here! The moment you've all been dying for... or, will die for...

The release of Team Fortress 2 Classic, and the brand new update to ship with it, The Death & Taxes Update! It's finally here, and NOW we can let you use all those shiny new weapons and kill each other on all the brand new maps introduced in this update, all the maps returning from the past, as well as a handful from live TF2!

But don't forget to read the last page, as we've packed so much into day four that we can't explain it all in this blog post alone! There's even a few more weapons in there, ported from live TF2—just in case your baby hands need something familiar to grasp onto while other players are busy ripping you to bits!

Now when you're done reading, download the damn game! What are you waiting for!? It's out! Quit sitting on your hands, drag that cursor of yours, and install the freakin' mod!

Click here to read Day 4!

tf2c_faq.png

Q. Where can I download TF2 Classic?
A. You can find the download link on our website, at https://tf2classic.com/download. Previous version downloads of Team Fortress 2 Classic have been removed, as the project has shifted direction. Those versions no longer reflect the goals of the project.

Q. What is TF2 Classic now?
A. Team Fortress 2 Classic is a free mod that re-imagines the 2008/2009 era of the original Team Fortress 2, which we consider to be the "classic era". It contains features ranging from old scrapped mechanics to entirely new content, such as new weapons and gamemodes like VIP, Domination, and Four-Team.

Q. Why has the update taken so long?
A. Deathmatch was a huge undertaking, and needed a lot of work that couldn't have been done within the years we were developing it.

Q. Where is Deathmatch?
A. Deathmatch has been split off from Team Fortress 2 Classic, and is now being developed as standalone game titled Team Deathmatch Classic by Compucolor Pictures.

Q. Why was Deathmatch split from TF2 Classic?
A. Deathmatch was split from Team Fortress 2 Classic for a few reasons:

- It was too large, and felt like its own separate game. Any gamemode that disables classes/weapons to function goes against some of the core principals of Team Fortress 2.

- The code between the two entities was getting to the point where if we did one thing in X, it'd screw something up in Y.

- The games can now be developed simultaneously (no more long waits).


Q. When was Deathmatch split?
A. Early 2018.

Q. Are there new weapons in this update?
A. Yes, both re-imaginings of beta weapons and entirely new creations.

Q. Does the mod still have Four-Team?
A.Yes! We currently have two official Four-Team maps, and nearly all gamemodes have Four-Team for the community to use.

Q. Will Espionage be made for TF2 Classic?
A. No, but the concepted characters may be eventually released. As for why it won't be developed: like with Deathmatch, any gamemode that disables classes/weapons to function goes against some of the core principals of Team Fortress 2. Every gamemode we are currently working on involves all 9 classes without any restrictions.

Q. Will there be cosmetics or anything of the sort in TF2 Classic's future?
A. No.

Q. Is there lore in TF2 Classic?
A. We consider the original lore of Team Fortress 2 from before 2009 to be the primary basis of our lore. Beyond that, the only other lore we carry over from live TF2 is from lore the class bios from the official TF2 website and most Meet the Team shorts. Pyroland is retconned and does not exist within Team Fortress 2 Classic. As for our own lore, any official canon would be given out through any maps, voicelines, shorts, update pages, and our own blog posts.

Q. Will there be a competitive side to TF2 Classic?
A. Not officially. We see Team Fortress 2 Classic as a purely casual mod. We do however have support for Highlander.

Q. Are there TFBots in TF2 Classic?
A.Yes, we have TFBots which are completely reverse-engineered. They are vastly improved upon to allow for better gameplay, and are currently able to play on 75% of our maps and gamemodes.

Q. Is there Linux and Mac support?
A. Currently, only Windows and Linux are supported for TF2 Classic. Mac is not officially supported, due to 32-bit applications becoming obsolete in recent years.

Q. Will there be more updates after this one?
A. Yes. They won't take as long.

Q. Will there be more gamemodes after this update?
A. Yes, we have more gamemodes planned for the future.

Q. Will there be public betas in the future?
A. It's possible, but no promises.

Death & Taxes: Day 3

July 3, 2020 - druidlyclean
Tags:
announcement
taxes_d3.jpg

Another brand new gamemode just made its way into this update, like an outlaw ready to stir up trouble in an old-time saloon.

Luckily for you, this gamemode doesn't involve saloons or outlaws—it's Domination! A new mode, where the score is your primary objective, and you'll need to hold down as many Control Points as you can if you want to try to win against the other team(s)!

Yes, you read that right, TEAM(S)! Previously introduced in 1.9, Four-Team is back, and it's quadruple the action, quadruple the carnage, and quadruple the... you get the point.

Now stop looking at us, and go look at Day 3 of our update page! We're almost there folks, just one more day!

Click here to read Day 3!
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