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	<id>https://wiki.tf2classified.com/w/index.php?action=history&amp;feed=atom&amp;title=3.1.0</id>
	<title>3.1.0 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/index.php?action=history&amp;feed=atom&amp;title=3.1.0"/>
	<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.1.0&amp;action=history"/>
	<updated>2026-10-24T05:38:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.1.0&amp;diff=11700&amp;oldid=prev</id>
		<title>KingoftheFishies at 23:59, 23 October 2026</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.1.0&amp;diff=11700&amp;oldid=prev"/>
		<updated>2026-10-23T23:59:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:59, 23 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Patch&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Patch&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|prev = 3.0.12&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|prev = 3.0.12&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|date = August 14, 2026&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|date = August 14, 2026&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.1.0&amp;diff=11699&amp;oldid=prev</id>
		<title>KingoftheFishies: Made the page, could use some links but I&#039;m just working to get us up to date on the patch notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.1.0&amp;diff=11699&amp;oldid=prev"/>
		<updated>2026-10-23T23:58:47Z</updated>

		<summary type="html">&lt;p&gt;Made the page, could use some links but I&amp;#039;m just working to get us up to date on the patch notes&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.12&lt;br /&gt;
|next = &lt;br /&gt;
|date = August 14, 2026&lt;br /&gt;
|major = yes&lt;br /&gt;
|update = Team Fortress 30th Anniversary&lt;br /&gt;
|blogpost = [https://store.steampowered.com/news/app/3545060/view/695395921862591369 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = 4 temporary&lt;br /&gt;
|mapfix = yes&lt;br /&gt;
|wepfix = yes&lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tf2c30thann.png|500px|right]]&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
===General Changes===&lt;br /&gt;
* Added Classic-Vision:&lt;br /&gt;
** Replaces class models with QuakeWorld Team Fortress versions&lt;br /&gt;
** Replaces Sentry model with QuakeWorld Team Fortress version&lt;br /&gt;
** The Announcer is replaced with Team Fortress Classic&amp;#039;s VOX announcer&lt;br /&gt;
** Gib kills use a classic sound&lt;br /&gt;
** Chat notifications use a classic sound&lt;br /&gt;
** Can be toggled off in the Options menu; on by default&lt;br /&gt;
* Added a holiday for QuakeWorld Team Fortress&amp;#039; anniversary, active from August 23 to August 25:&lt;br /&gt;
**Enables QWTF-inspired Main Menu logo, background video, soundscape&lt;br /&gt;
** Enables a Quake/Half-Life inspired main menu music track&lt;br /&gt;
** Enables Quake-inspired chicken variants&lt;br /&gt;
** Enables a Quake-themed beach ball&lt;br /&gt;
* Updated various holiday modes:&lt;br /&gt;
** The TF Birthday holiday now celebrates Team Fortress 2&amp;#039;s birthday, active from October 9th to October 11th&lt;br /&gt;
** The Halloween holiday is now active from October 15th to November 1st&lt;br /&gt;
** The Christmas holiday is now active from December 15th to January 1st&lt;br /&gt;
* Added armor, used by TF30 maps:&lt;br /&gt;
** Same as Half-Life&amp;#039;s armor system, 80% of damage is absorbed and reduced by 50%&lt;br /&gt;
* Added 13 returning achievements from Team Fortress 2 Classic&lt;br /&gt;
* Added 6 new sprays, inspired by QWTF and Quake&lt;br /&gt;
* Added VPlugins folder with two example scripts, controlled by cfg/vplugins.cfg; this is a way for servers to have scripts that run automatically on every map&lt;br /&gt;
* Added Randomizer mode from Team Fortress 2 Classic, rebuilt from the ground up:&lt;br /&gt;
** Instead of being controlled with just {{code|tf2c_randomizer}}, it has been replaced with three CVars: {{code|tf2c_randomizer_classes}}, {{code|tf2c_randomizer_items}} &amp;amp; {{code|tf2c_randomizer_attributes}}&lt;br /&gt;
*** {{code|tf2c_randomizer_items}} can be set to 1 to only randomize current class weapons or set to 2 to allow weapons from any class&lt;br /&gt;
** Opening your loadout will now show your currently randomized weapons &amp;amp; the randomized attributes on those weapons&lt;br /&gt;
** The randomizer config has been improved in several aspects:&lt;br /&gt;
*** Added a comment block at the top explaining functionality&lt;br /&gt;
*** Attributes are now defined by their attribute name instead of their numeric ID&lt;br /&gt;
*** Filters now actually function properly, as in classic they did not&lt;br /&gt;
*** Attributes can now filter by weapon slot&lt;br /&gt;
*** Values can now be defined to only have a single value&lt;br /&gt;
*** Attributes can be given {{code|is_integer}} to denote whether the random value should be an integer&lt;br /&gt;
*** Attributes can be given {{code|if_less_than}} / {{code|if_greater_than}} to replace the attribute name depending on the randomly chosen value&lt;br /&gt;
**** Example: {{code|fire rate bonus}} can become {{code|fire rate penalty}} if the random value it rolls is less than 1.0&lt;br /&gt;
** Added new CVars:&lt;br /&gt;
*** {{code|tf2c_randomizer_attributes_roll_count}} Default: 6 - How many attributes will attempt to apply per weapon&lt;br /&gt;
*** {{code|tf2c_randomizer_attributes_roll_fail_chance}} Default: 40 - Rolls a D20 to see what the percent chance we should skip attempting to apply an attribute this roll turn&lt;br /&gt;
*** {{code|tf2c_randomizer_attributes_roll_projectile_chance}} Default: 15 - Before applying any other random attributes, chance to apply a projectile override&lt;br /&gt;
*** {{code|tf2c_randomizer_chickendrops}} - Randomizes the pickups chickens lay&lt;br /&gt;
* Stickybomb Launchers no longer add non-Stickybomb projectiles to its Stickybomb array for detonating&lt;br /&gt;
* Syringes and Nail Gun projectiles no longer disappear client-side when colliding with teammates&lt;br /&gt;
* Fixed an issue where resupplying while healing somebody with a Medi Gun would result in a bugged viewmodel&lt;br /&gt;
* Added {{code|tf2c_sentrygun_oldtracer}} for servers to relay the old HL2 Sentry Gun tracer to clients, to help mitigate crashes&lt;br /&gt;
* Added ConVar {{code|mp_timelimit_minswitchtime}} which controls the min switch time feature, where if there&amp;#039;s less than 5 minutes left in the map timer before the next round, the map will switch.&lt;br /&gt;
* Updated {{code|mp_match_end_at_timelimit}} ConVar:&lt;br /&gt;
** Can now be set to -1 (Map Choice), 0 (Never), 1 (Always)&lt;br /&gt;
** Now defaults to -1&lt;br /&gt;
* Removed the value bounds on {{code|mp_bonusroundtime}}&lt;br /&gt;
* {{code|sayecho}} now prints out all its arguments verbatim like say does&lt;br /&gt;
* Unbanned {{code|EntityQuaility}} &amp;amp; {{code|AccountID}} netprops, they can now be set with VScript&lt;br /&gt;
* The Options menu can no longer set cheat or replicated CVars&lt;br /&gt;
* Removed {{code|FCVAR_DEVELOPMENTONLY}} CVar flag from {{code|tf_fastbuild}}, {{code|tf_cheapobjects}} &amp;amp; {{code|mp_waitingforplayers_time}}&lt;br /&gt;
* Made the {{code|Shake}} UserMessage unreliable, to prevent it stacking dozens of times in scenarios with poor connections causing an epileptic concern&lt;br /&gt;
* Removed {{code|Error reading weapon data file for: tf_weapon_grenade_mirv_demoman}} from occasionally spewing in console&lt;br /&gt;
* Removed many more weapon script related errors from the console&lt;br /&gt;
* Fixed an issue where Arena health kits dropped by players could trigger Mines and erroneously grant the Disarmament achievement&lt;br /&gt;
* Fixed disabled items in SourceMod menus not being colored properly (Community fix from Bradasparky)&lt;br /&gt;
* Fixed the Rejuvenator losing functionality if you were healing somebody who respawned themselves&lt;br /&gt;
* Fixed Civilian boosting not properly respecting {{code|tf2c_vip_abilities}}&lt;br /&gt;
* Fixed an issue where the Coilgun Projectile would never bounce on damageable world&lt;br /&gt;
* Fixed {{code|explosive bullets}} not working with weapons with no explosion radius&lt;br /&gt;
* Fixed {{code|tf2c_ctf_reset_decay_time}} not working as intended&lt;br /&gt;
* Fix reloading consuming ammo sometimes when touching a resupply cabinet (Upstream SDK2013 fix)&lt;br /&gt;
* Fixed nail and syringe projectiles getting stuck in friendly buildings&lt;br /&gt;
* Added KeyValues autocomplete for {{code|ent_create}}&lt;br /&gt;
* Fixed an issue where a Spy can discard his burning player particles by disguising&lt;br /&gt;
* Fixed Sentry Gun range bubble not having Yellow and Green skins ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/463 #463])&lt;br /&gt;
* Fixed the Shock Therapy&amp;#039;s wearable not being hidden while it&amp;#039;s deployed ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1052 #1052])&lt;br /&gt;
* Fixed an issue where {{code|mp_timelimit}} would never show up properly as a timer on the HUD&lt;br /&gt;
* Fixed a crash caused by rockets from destroyed Sentry Guns&lt;br /&gt;
===Gameplay Changes===&lt;br /&gt;
* Weapons now reload similarly to how they did in Team Fortress 2 Classic:&lt;br /&gt;
** Weapons now prefer to use their weapon script {{code|ReloadTime}} if it exists/is non-zero instead of the length of their reload animation minus 0.2s&lt;br /&gt;
** This means some weapons&amp;#039; reloads will count after they are 80% complete&lt;br /&gt;
** Unlike in Team Fortress 2 Classic, the coyote reload functionality is controllable with {{code|tf2c_coyote_reload}} which defaults at 0.20&lt;br /&gt;
* Fixed nail and syringe projectiles not destroying enemy Stickybombs&lt;br /&gt;
* Medics will now prefer to hold out their secondary slot weapon when spawning without a held weapon preference&lt;br /&gt;
* The Rejuvenator&amp;#039;s ÜberCharge will now only start draining when the Über Generator lands, as opposed to starting the drain as soon as it&amp;#039;s thrown out&lt;br /&gt;
** This matches the behavior from Team Fortress 2 Classic&lt;br /&gt;
* If the Rejuvenator Über Generator doesn&amp;#039;t land within 15 seconds, it will self destruct, allowing you to throw another one&lt;br /&gt;
* Rejuvenator projectile explosions are no longer blocked by friendly buildings&lt;br /&gt;
* Rejuvenator projectiles now use an alternative form of collision with players&lt;br /&gt;
** This should resolve issues relating to the projectile not colliding with players when it otherwise should&lt;br /&gt;
* The 6 seconds of default spawn camp protection now reduces its window to 1 second as soon as you leave the spawn room&lt;br /&gt;
* Players set to respawn with their VIP will now see the correct respawn time&lt;br /&gt;
* Fixed an issue where MvM Medic shields only blocked hitscan weapons and not projectiles&lt;br /&gt;
===Map Changes===&lt;br /&gt;
* Added 4 new temporary maps:&lt;br /&gt;
** {{code|dom_canalzon}} from QuakeWorld Team Fortress&lt;br /&gt;
** {{code|rctf_epicenter}} from Team Fortress Classic&lt;br /&gt;
** {{code|4tdm_gasworks}} from Team Fortress Classic&lt;br /&gt;
** {{code|ff_dustbowl}} from Fortress Forever&lt;br /&gt;
* Updated {{code|vip_avanti}}:&lt;br /&gt;
** Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
** Fixed a case where sometimes the one-way door in BLU&amp;#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing (#821)&lt;br /&gt;
** Removed full ammo pack on RED&amp;#039;s battlements at Final&lt;br /&gt;
* Updated {{code|cp_mountainlab}}:&lt;br /&gt;
** Fixed a visual issue with a {{code|func_areaportalwindow}} not being fully transparent between points A and B&lt;br /&gt;
** Removed an erroneous and inaccessible {{code|func_ladder}} embedded in the roof of BLU&amp;#039;s spawn&lt;br /&gt;
** Fixed the map setting itself to Stalemate when server time ran out, instead of playing out the round like every other Attack/Defend map&lt;br /&gt;
===UI Changes===&lt;br /&gt;
* Overhauled the Main Menu:&lt;br /&gt;
** Added a rotating challenge panel:&lt;br /&gt;
*** Rotates between displaying incomplete achievement progress and personal class statistics&lt;br /&gt;
*** When in-game, it will always show challenges relevant to your current class&lt;br /&gt;
*** Can be clicked to manually rotate&lt;br /&gt;
** Added an in-game friends list:&lt;br /&gt;
*** Displays the status of all of your online Steam friends&lt;br /&gt;
*** Friends currently in-game can be joined directly&lt;br /&gt;
** Adjusted position of the vote and mute buttons&lt;br /&gt;
** Updated the overall appearance&lt;br /&gt;
* Updated Engineer building status:&lt;br /&gt;
** Sentry UI now displays different icons for low ammo and low health&lt;br /&gt;
** The number of Teleports and Pad Jumps now only increase when giving out points, no longer counting ones performed by the Engineer&lt;br /&gt;
** Adjusted the placement of Teleports, Pad Jumps, and Teleporter charge status for better visual clarity&lt;br /&gt;
** Updated the overall appearance&lt;br /&gt;
* Added ultrawide support for team selection and class selection (Community contribution by dopadream)&lt;br /&gt;
* Adjusted chat HUD to know what channel you&amp;#039;re typing in&lt;br /&gt;
* Fixed the Random model in the class select screen not using its Yellow and Green team skins&lt;br /&gt;
* Fixed 3D player models not refreshing after loadout changes&lt;br /&gt;
* 3D player models will now switch weapons at nearly the same time you do&lt;br /&gt;
* Added SVGs for class icons (Community contribution by Squid Eevee)&lt;br /&gt;
* The main menu&amp;#039;s background and music can now be overridden for any holiday in custom HUDs&lt;br /&gt;
* Attempting to open the class menu as the VIP will now show a denial pop-up&lt;br /&gt;
* Moved all main menu animations out of code&lt;br /&gt;
* Fixed the main menu being visible while submenus are open&lt;br /&gt;
* Fixed achievements disappearing from the achievement menu when their progress changed&lt;br /&gt;
* Fixed a few visual issues on some achievement icons&lt;br /&gt;
* Optimized achievement icon SVGs&lt;br /&gt;
* Fixed RED and BLU CTF flag notifications having their colors swapped&lt;br /&gt;
* Fixed VGUI screen control panels on viewmodels being affected by playermodel scale&lt;br /&gt;
* Fixed timer visuals being desynced by 1 second&lt;br /&gt;
===Material Changes===&lt;br /&gt;
* Introduced {{code|Lerp}}, {{code|Print}}, &amp;amp; {{code|Select}} Material Proxies&lt;br /&gt;
* Recreated ÜberCharge cubemaps:&lt;br /&gt;
** Yellow ÜberCharge color has been altered to be warmer&lt;br /&gt;
** HDR ÜberCharge cubemaps should now display properly&lt;br /&gt;
* Removed erroneous bumpmapping on {{code|nature/blendgroundtogravel006}}&lt;br /&gt;
* Removed erroneous bumpmapping on {{code|nature/blendgroundtogravel007}}&lt;br /&gt;
* Fixed reversed surfaceprops on {{code|nature/blendgroundtogravel007}}&lt;br /&gt;
* Removed the following materials:&lt;br /&gt;
** {{code|effects/healtarget_ylw}}&lt;br /&gt;
** {{code|effects/healtarget_grn}}&lt;br /&gt;
===Model Changes===&lt;br /&gt;
* Soldiers and Engineers who die to headshots now have a 1/6 chance to play a special sound and have their helmets fly off&lt;br /&gt;
* Ejected shells now have shorter lifetimes for all rapid-fire weapons (previously only included the Minigun)&lt;br /&gt;
* Halved the lifetimes of ejected shells from non-rapid-fire weapons&lt;br /&gt;
* Fixed the Rejuvenator&amp;#039;s generator not being removed from the Medic&amp;#039;s backpack when deploying its ÜberCharge ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1033 #1033])&lt;br /&gt;
===Animation Changes===&lt;br /&gt;
* Added a unique class selection animation for the R.P.G.&lt;br /&gt;
* Added a unique taunt for the Brick&lt;br /&gt;
* Added support for playing raw VCD files on the class selection screen&lt;br /&gt;
* Fixed the Huntsman&amp;#039;s overcharge shaking animation not playing at the correct time ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/347 #347])&lt;br /&gt;
* Fixed the Minigun&amp;#039;s spin-up animation appearing glitched when using {{code|thirdperson}} ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/597 #597])&lt;br /&gt;
* Fixed the Anti-Aircraft Gun&amp;#039;s firing animation not lining up with its fired shots in third person ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1028 #1028])&lt;br /&gt;
===Sound Changes===&lt;br /&gt;
* Added unique draw sounds to the Brick&lt;br /&gt;
* Added unique reload sounds to the Coilgun&lt;br /&gt;
* Added new sounds for the Sniper Rifle and Hunting Revolver:&lt;br /&gt;
** Added sounds for zooming in and out&lt;br /&gt;
** Added sounds when shooting at full charge&lt;br /&gt;
** Added a near-miss sound&lt;br /&gt;
** Added sounds for distant firing, with variants for regular and fully-charge shots&lt;br /&gt;
* Snipers will now only whisper the &amp;quot;Incoming!&amp;quot; voice line when scoped-in&lt;br /&gt;
* Bullet tracers have been slightly internally overhauled and all now share the same 96 unit sound radius as the Minigun, controlled with {{code|tf2c_tracer_sound_dist}}&lt;br /&gt;
** Sniper Rifles&amp;#039; bullet tracers have a sound radius of 1.5x and will ignore the tracer sound cooldown of 0.1s&lt;br /&gt;
* Tracer sounds no longer play from tracers created by a teammate, controlled with {{code|tf2c_tracer_sound_teammates}}&lt;br /&gt;
* Fixed class selection screen sounds playing while outside of the menu ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/228 #228])&lt;br /&gt;
* Fixed selecting the Random class stopping class selection stinger sounds&lt;br /&gt;
* Setup music is now affected by the music volume slider ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1017 #1017])&lt;br /&gt;
* Fixed players not playing the soft landing sound when landing from a Jump Pad boost ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1031 #1031])&lt;br /&gt;
* Potentially fixed an issue that would cause payload cart pushing sounds to stack upon themselves&lt;br /&gt;
* Restored missing interior medieval soundscape assets&lt;br /&gt;
* Fixed Umbrella boost lines not playing&lt;br /&gt;
===Particle Changes===&lt;br /&gt;
* Overhauled Medi Gun &amp;amp; Kritzkrieg particles:&lt;br /&gt;
** Medi Gun beams now have a fuller shape and slightly more liquid-like appearance&lt;br /&gt;
** Tightened the curve of Medi Gun beams&lt;br /&gt;
*** Beams will now connect closer between the Medic and his patient when not looking directly at them&lt;br /&gt;
** Medi Gun beams now have wobble again&lt;br /&gt;
*** This was previously removed due to misalignment issues with weapon muzzles&lt;br /&gt;
*** The Kritzkrieg has less wobble than the Medi Gun&lt;br /&gt;
** Fixed Medi Gun beams becoming misaligned with weapon muzzles&lt;br /&gt;
** Fixed Kritzkrieg particles getting orphaned or reaching high distances when making large mouse movements&lt;br /&gt;
** Optimized various systems&lt;br /&gt;
* Overhauled Kritzkrieg taunt particles:&lt;br /&gt;
** Added additional mist to increase visibility&lt;br /&gt;
** Optimized various systems&lt;br /&gt;
* Overhauled ÜberCharge-related effects:&lt;br /&gt;
** ÜberCharge muzzle effect now respects the angle of the weapon it&amp;#039;s attached to&lt;br /&gt;
** Optimized various systems&lt;br /&gt;
* Split Medi Gun heal markers into their own individual systems&lt;br /&gt;
* Renamed the following particle systems:&lt;br /&gt;
** {{code|medicgun_beam_%s}} → {{code|SYS_medigun_%s}}&lt;br /&gt;
** {{code|medicgun_beam_%s_invun}} → {{code|SYS_medigun_uber_%s}}&lt;br /&gt;
** {{code|kritz_beam_%s}} → {{code|SYS_kritzkrieg_%s}}&lt;br /&gt;
** {{code|kritz_beam_%s_invun}} → {{code|SYS_kritzkrieg_uber_%s}}&lt;br /&gt;
** {{code|healhuff_%s}} → {{code|SYS_kritzkrieg_taunt_%s}}&lt;br /&gt;
** {{code|medicgun_invulnstatus_fullcharge_%s}} → {{code|SYS_uber_muzzle_%s}}&lt;br /&gt;
** {{code|electrocuted_%s}} → {{code|SYS_uber_death_%s}}&lt;br /&gt;
** {{code|electrocuted_gibbed_%s}} → {{code|SYS_uber_gib_%s}}&lt;br /&gt;
* Removed the following particle systems:&lt;br /&gt;
** {{code|medicgun_beam_%s_targeted}}&lt;br /&gt;
** {{code|kritz_beam_%s_targeted}}&lt;br /&gt;
* Removed the following PCFs:&lt;br /&gt;
** {{code|building_tranq}}&lt;br /&gt;
** {{code|entity_player_medic}}&lt;br /&gt;
* Fixed players not playing the soft landing effect when landing from a Jump Pad boost ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/1031 #1031])&lt;br /&gt;
* Spies using global disguises now show the correct color of effect when landing from a Jump Pad boost&lt;br /&gt;
===Bot Changes===&lt;br /&gt;
* Payload Race is now properly supported. Bots split into pushing and defending roles, switch to defense when their team falls behind, and roam for kills when their cart&amp;#039;s at max speed&lt;br /&gt;
* Multi-Team support is massively improved in all areas, and should work with far more gamemodes than before&lt;br /&gt;
* VIP is now accounted for in several bot behavior trees that were previously only scoped to Control Point maps&lt;br /&gt;
* Bots can now use flags as primary objectives when no others are available&lt;br /&gt;
* Bots now queue for teleporters properly, and re-evaluate if it&amp;#039;s faster to run to the exit than wait for it to recharge, or if it won&amp;#039;t bring them closer to their goal&lt;br /&gt;
* Bots understand the speed and gravity of far more projectile types (flares, nails, arrows, grenades, and more)&lt;br /&gt;
* Pyro reflects are now based on reaction time instead of random chance (thanks mastercoms!)&lt;br /&gt;
* Bots can aim slightly off-center on sentries to get better firing angles around cover&lt;br /&gt;
* Demoman won&amp;#039;t use the Mine Layer to trap sentries&lt;br /&gt;
* Bots actively try to avoid stickybomb traps and destroy them when they&amp;#039;re in a safe position&lt;br /&gt;
* Bots have a better grasp of when they should try to destroy a sentry vs. path around it, and are more likely to shoot it from outside of its range&lt;br /&gt;
* Bots remember sentries that injured or killed them and try to hunt them if they have a good weapon for it&lt;br /&gt;
* Heavy bots will fire their Minigun at any range if they&amp;#039;re already spun up, instead of switching to their shotgun&lt;br /&gt;
* Instead of switching based on enemy distance, Heavy uses his shotgun when he&amp;#039;s low on health and retreating, or if he&amp;#039;s suddenly ambushed point-blank while he isn&amp;#039;t spun up&lt;br /&gt;
* Demoman bots will no longer fizzle mines as soon as they&amp;#039;re placed, and try to not blow themselves up on their own stickies&lt;br /&gt;
* Medic can use the Shock Therapy and Kritzkrieg properly&lt;br /&gt;
* Bots use contextual voice commands sometimes&lt;br /&gt;
* Bots have smarter pathing to health and ammo, and check validity&lt;br /&gt;
* Kicked bots have a priority list to decide who gets kicked to minimize disruption&lt;br /&gt;
* Bots lead targets by a small amount, even with hitscan, to track a little more naturally&lt;br /&gt;
* Added {{code|tf_bot_quota_mode}} balance which only adds as many bots as is necessary to balance the teams&lt;br /&gt;
* Reduced the amount of spam in chat when bots join or leave&lt;br /&gt;
* Bots have rudimentary handling for Special Delivery and other moving platforms&lt;br /&gt;
* Bots can find their way back to the navigation mesh after being knocked off&lt;br /&gt;
* Many, many smaller fixes ported forward from TF2 Classic&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
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