Latest News

2.0.4 Patch Release

December 5, 2022 - sniffy194
Hi all,

As the next major update is still under heavy development, we've shipped an interim patch, 2.0.4, that contains some accumulated fixes for outstanding issues and exploits that are affecting 2.0.3, as well as a new map.

We have adopted a new updater for this release, based on our downloader. It should autodetect your game and handle the rest automatically. Read our wiki page for instructions: https://wiki.tf2classic.com/wiki/Updating

The major changes include:

Weapon Changes:​

  • Updated the Flamethrower:
    • The hitbox for Pyro's airblast is slightly shorter in its duration, and is now 4 ticks (from 6.6)
  • Updated Dispensers:
    • Dispensers now continue healing during upgrades
  • Updated Teleporters:
    • Teleporters now recharge instantly after being upgraded

Map Changes:​

  • Added ctf_pelican_peak:
    • Created by Chin, Phi, and Another Bad Pun
    • Traditional CTF map comparable to Landfall, with wide open playspaces, and an exposed flag that's easier to steal but harder to capture
  • Updated vip_mineside:
    • Changed setup time from 30 seconds to 60 seconds
    • Added new upper route for defenders (closes after setup time is over)
    • Fixed func_dustmotes inside forward BLU spawn
    • Changed pickup sizes in general
    • Added ammo pickup inside upper tunnel route
    • Animated barricade inside the mineside last cap area
    • Small optimization changes
  • Updated vip_harbor:
    • Changed setup time from 30 seconds to 60 seconds
    • Updated clipping
    • Blocked the window from last point upper area
    • Added pallet near the last RED spawn area, allowing players to get up easier from lower area
    • Increased brightness in dark areas
    • Increased additional time after capturing points
    • First point time increased to 3 minutes (from 2)
    • Second point time increased to 4 minutes (from 2)
    • Small optimization changes

Mapping Changes:​

  • Added trigger_catapult, which should fix many maps from live TF2 that add jump pads or other ways to quickly elevate players - thank you to the Momentum Mod team for their implementation of this!
  • For mapmakers, the SetRedPoints and SetBluePoints inputs on tf_logic_domination now behave properly
  • Maps with a large or detailed lightmap no longer sometimes crash the game with an "Engine Hunk Overflow" error
  • Fix a common crash in Halloween maps caused by not having enough spawn points for the requested entity amount in entity_spawn_manager
  • Victory reasons will no longer sporadically be missing

General Changes:​

  • Added crash reporting through Sentry. This is opt-in, and on launching the game for the first time, you will be asked for consent to enable automatic sending. Reports will be used to identify and fix common crashes. Details on collected info are included in a GDPR.txt file shipped with the game, or at https://tf2classic.com/privacy
  • TF2 Classic will now pop up a window if it crashes, informing you of the crash, instead of hard crashing to desktop
  • Added "tf2c_flush_sprays_on_dc" and "tf2c_flush_downloads_on_dc", new options for automatically clearing certain downloaded files when disconnecting from a server
  • Added "flush_dls", "flush_sprays", and "flush_map_overrides", new commands which can all manually delete various files you've downloaded from remote servers
  • Item schemas are now removed when disconnecting from a server, preventing servers from overriding your item list on other servers
  • object_deflected events are now properly sent
  • Burning death animations can now be toggled with tf2c_burning_deathanim
  • Grenades no longer sometimes bounce off of enemy buildings without exploding
  • Fix self-damage reduction not being applied on radius damage
  • Mines now beep for spectators
  • Scenes created by weapon firing are now cleaned up properly, making it harder to create too many edicts on a server through tap-firing
  • Ejected shells once again fade out
  • Sentry rocket projectile no longer blocks bullets
  • Properly fixed being able to place buildings through seams in maps
  • The Medigun no longer sometimes fails to activate its charge after your first spawn
  • Healing indicators will no longer appear over invisible enemy players
  • The mod_ammo_per_shot attribute now consumes the right amount of ammo on weapons without a clip
  • The headshot sound effect is no longer predicted by the client, avoiding the issue where you hear the sound but the headshot isn't registered by the server
  • Sniper dots now properly match where the client is looking, and update more quickly - thank you to Shounic for pointing this out in his video here
  • The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes
  • The VIP is no longer allowed to use the extendfreeze command
  • Hitsounds, killsounds, fast weapon switch, and combat text batching are now enabled by default for new installations
  • Changed the default voice codec to Steam voice, which should sound much better and hopefully resolve some voice-related Linux crashes
  • The "Random" team option now works on Four-Team maps
  • When a vote is started, the calling playerproperly is logged in the console
  • The option for toggling game audio while the window is in the background now works properly
  • Included debugging symbols with the Linux server binaries
  • Added "sv_tickbase_max_future_time" to prevent clients from tricking the server into thinking they are too far into the future - thank you to the No More Room in Hell team for their implementation, with extra help from Dysphie
  • Added "sv_quota_stringcmdspersecond" to limit the amount of string commands that clients are allowed to send to the server per second before getting kicked - this should fix so called "lagbots"
  • Fixed exploits involving roll in user commands - thank you to Pelipoika
  • Added "net_chan_proctime_limit_ms" to limit the amount of time, in milliseconds, that clients are allowed to make the server spend processing their packets before getting kicked - this should also fix so called "lagbots"
  • Updated miscellaneous network settings
  • Miscellaneous anticheat fixes and tweaks
  • Other various fixes for exploits and minor bugs
  • Updated the localization files
  • Added Polish translation by Teownik and Patrxgt
  • Added Hungarian translation by Maggots
  • Added Turkish translation by swfcapslock
That's all there is for now. See you in 2023!

"Happy Anniversary... to Us!" 2.0.3 Patch Release

July 4, 2021 - druidlyclean
Happy birthday, Team Fortress 2 Classic! We sure hope you weren't celebrating the anniversary of anything else today, because the official release of TF2 Classic, along with The Death & Taxes Update, dropped exactly one year ago! It's been a long year for all of us, and while we're still hard at work on future content, we appreciate that so many of you have stuck around since release, and that so many more have trickled in this past year.

As a show of appreciation, we've gone back on the only unpopular update we've ever released: changing the VIP variant of Badwater from night to day! That's right, Badwater is night time once again! Originally, we brought back daytime to address visibility issues; some parts of the map, especially outdoors and under cliffs and balconies, were too dark and muddy without a strong source of natural light, and players' team colors could get lost in the shadows. With help from Savva (one of our community contributors), we've lit Badwater up enough to make players stand out, without ruining what made it look special. Below are example comparisons of each version, in order of when they were changed.


We know this isn't much on its own, and we can tell you're eager for more content. With our next update, you'll be seeing some proper new weapons and overdue quality-of-life features. Here's an album of sly teaser pictures, as if to say, "We promise we're working on stuff, please don't leave!"



And don't worry, we're still working on maps. Do you love Four-Team, but find you've grown numb to Hydro and Flask? Then we've got bad news: between its freezing temperatures and its broken, mercenary-sized air duct system, this Antarctic map will probably leave you numb to the core!





Let's be clear, again, the only content being added with this anniversary update is night-time Badwater. Everything else shown today is just a little taste of our mod's future. Happy birthday!

As far as future gamemodes go, we're working on things internally, but we aren't ready to talk about any future plans yet. (This means don't ask the developers about it when you see them in-game!) First, we want have content that will last; we don't want to start working on new gamemodes until we know that we can dedicate ourselves to them long-term, and that the community can be left alone for a while with the content they've got. With that in mind, stay tuned.

Here's to many more years, and many more updates, for Team Fortress 2 Classic. Thanks for being a part of this, and we hope you continue to be a part of our community while we work on future updates!

2.0.2 Patch Release

May 21, 2021 - MaartenS11
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 Überspritze:
    • 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
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