3.0.0: Difference between revisions

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Steam release patch notes created
 
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|date = January 30, 2026
|date = January 30, 2026
|major = yes
|major = yes
|update = [[Steam Release]]
|update = Steam release
|blogpost = [https://tf2classified.com/steampowered Steampowered] page
|blogpost = [https://tf2classified.com/steampowered Steampowered] page
|archives =  
|archives =  
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}}
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== Video ==
<youtube>k1yZr442ALU</youtube>
== Changes ==
== Changes ==
=== General Changes ===
=== General Changes ===
* Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)
* Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)
=== Map Changes ===
=== Map Changes ===
* Added [[vip_avanti]]
* Added [[Avanti|vip_avanti]]
* Added [[4plr_sisyphus]]
* Added [[Sisyphus|4plr_sisyphus]]
* Added [[vipr_chopper]]
* Added [[Chopper|vipr_chopper]]
* Added a "4" prefix to all Four-Team map names
* Added a "4" prefix to all Four-Team map names
** For example, "arena_flask" is now "4arena_flask"
** For example, "arena_flask" is now "4arena_flask"
* Updated [[4arena_flask]]
* Updated [[Flask|4arena_flask]]
** Refreshed artpass
** Refreshed artpass
** Overhauled soundscapes
** Overhauled soundscapes
* Updated [[4koth_frigid]]
* Updated [[Frigid|4koth_frigid]]
** Raised cap timer to 2:30, from 2:00
** Raised cap timer to 2:30, from 2:00
** Refreshed artpass
** Refreshed artpass

Latest revision as of 13:33, 30 March 2026

List of patches 2.2.3 3.0.0 3.0.1

3.0.0 was a major update for Team Fortress 2 Classic, also known as the Steam release. It was released on January 30, 2026. The patch notes were initially released on the Steampowered page. It featured some map changes, weapon changes, general changes, and bug fixes. It also featured the addition of 3 new maps.

Video

Changes

General Changes

  • Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)

Map Changes

Weapon Changes

  • Updated the Nail Gun:
    • Removed -25% spread bonus
    • Removed damage penalty against buildings
  • Updated the Brick:
    • The "Brick" achievement has a newrequirement(sic)
      • No, we will not tell you what it is
  • Updated the RPG:
    • New model
    • Now has unique explosion sounds
  • Updated the Admiralty Anchor:
    • Downside now requires a minimum height check when blast jumping
    • Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)
  • Updated the Flame Thrower:
    • Airblast hitbox is now a sphere
    • Single puffs of flame can hit an enemy multiple times
  • Updated the Twin Barrel:
    • Decreased reserve ammo from 12 to 8
    • Updated reload sounds
  • Updated the Harvester:
    • Crits no longer have extra range
  • Updated the Cyclops:
    • Reduced combo explosion radius to 131 (from 192)
    • Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines
    • Successfully performing a combo now plays a unique audio cue
    • Updated explosion sounds
  • Updated the Mine Layer:
    • Mines no longer stick to walls
    • Increased Mine size by 25%
    • Mine detection radius and detonation timer increased
    • Demomen can no longer see their mines through walls
    • Increased max mines and ammo capacity to 4 (from 3)
    • Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.
  • Updated the Anti-Aircraft Cannon:
    • Now uses player hitboxes instead of player hulls
  • Updated the Chekhov's Punch:
    • No longer loses crits on missed melee swings
  • Updated the Coilgun:
    • Removed secondary fire, primary fire now charges when held
    • New firing and charging animations
    • Charged shots now have a unique sound
  • Updated the Rejuvenator:
    • Base heal on hit reduced to 30 (from 40)
    • Increased residual heals to 10 hp/s (from 4 hp/s)
    • Residual heals now only apply on direct hits
    • Residual heals are now affected by the same modifiers as the Medi Gun
    • Removed several hidden stats that affected heal rate
    • Reworked sounds
  • Updated the Huntsman:
    • Reworked hit detection
      • Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot
      • This hit detection uses a new projectile: tf2c_projectile_arrow
      • Updated the drawing animation to sync with the charge meter
  • Updated the Hunting Revolver:
    • Increased movement speed while scoped to 160 (from 120)
  • Updated the SMG:
    • Removed the hidden "no damage falloff" stat
  • Updated the Tranquilizer Gun:
    • Damage reduction debuff has been replaced with a slower firerate debuff
    • Tranquilizer darts now stick to players
  • Updated Nail projectiles (Nail Gun and Syringe Gun):
    • Nails now calculate spread more accurately

Gameplay Changes

  • Updated the Spy:
    • Spy can now fake reload at any time by pressing the Reload key
      • Added animations for fake reloading on the Revolver
    • Disguising as a Medic now defaults to you holding the Medi Gun
  • Reenabled random melee crits in VIP and VIPR
  • Added a new VIP lives system, used on vip_trainyard
  • Added a new damage feedback system, which plays different sounds based on the type of damage you deal or receive
    • This can be customized and modded, entirely separately from hitsounds
  • Reworked Chickens to be NPCs
  • Health kits dropped by players in Arena no longer expire
  • Whittled list of achievements down to 30, with more on the way

UI Changes

  • Completely redesigned the main menu, server browser, options panel, and achievements panel, stats panel
  • Verified servers can now use type_customrules and type_customweapons to display tags in the server browser
  • Added a search bar to the options menu
  • Added new keybinds
  • Added a suite of new default sprays to choose from
  • Redesigned the loading screen
  • Redesigned the scoreboard
  • Redesigned many HUD elements to improve readability, prevent overlap, and add some novelty
  • Target ID now shows weapons and ammo for Medics and Spies
  • Fixed filters not working in the chat menu
  • Redesigned medals
  • Switched crosshairs, kill icons, and other misc icons to use SVGs, increasing their fidelity
  • Added new icons for any weapons with a meter
  • Tweaked the colors of pop-up text to be more subtle
  • Players can now create Steam Networking servers from the create server dialog
  • Added new weapon selection sounds in the loadout
  • Simplified many weapons stat pages
  • Weapon bucket icons are now on by default in the ammo counter
  • Medic ammo counters now sit on top of the ubercharge meter
  • VIP now uses the VIPR HUD where possible
  • Overhauled class portraits

Visuals

  • Improved textures and models on all classes
  • Faces have updated wrinkle maps to make them more expressive
  • Added new neck stump models for decapitated players
  • Revamped player gibs
  • Updated the achievement icon color palette to match TF2C's palette and to appear distinct from Live's
  • All impact effects now use particles
  • Many new surface properties were added, with their own footsteps and impacts
  • "r_radiosity" is set to 2 by default, for nicer indirect lighting on players and other dynamic models
  • Burning death animations are now disabled by default

Particles

  • Reworked explosion particles to reduce visual noise and support several different radiuses
  • Added an addon system for explosions in item schemas, allowing for extra effects to be added (e.g. shrapnel) without creating many new systems
  • Reworked flamethrower particles to reduce visual noise
  • Model muzzle flashes will now apply to sentries

Mapping Changes

  • Maps are no longer limited to 2 or 4 teams, and can use any combination of the existing teams
  • Added the ability to add or remove teams in the middle of a match
  • Soundscapes now have all of their improvements from newer Source games, such as the "radius", "origin", and "fadetime" keyvalues, multiple instances of the same looping sound in a single soundscape, and debugging spew being moved to the "soundscape_message" command.
  • All entities can be selectively lag compensated using a new keyvalue
  • Removed model entries from lights.rad, our compiler should now always force texture shadows for models unless you use the -radtextureshadows parameter

Custom Weapon Changes

  • Custom item schemas now need to go into /scripts/items, instead of the maps folder
  • Custom weapons now have access to the Live TF2 item schema's attributes
  • "addcond" attributes can now directly use condition names instead of ID numbers (recommended, in case IDs ever shift)
  • mod_burstfire is now one attribute with 2 arguments: the burst size, and fire delay
  • Refactored the default item schema
    • Removed many unused parameters
    • Removed prefabs that were unused or were not for shared weapons (e.g. Shotgun)

Inherited From Live TF2

  • Added Offline Practice mode
    • Inherited from Live TF2, this mode includes support for many of our exclusive gamemodes and maps
  • Servers may now choose to run MvM, Mannpower, PASS Time, Robot Destruction, Player Destruction, VScript gamemodes (e.g. VSH), and the whole suite of wackier custom maps
    • These modes and maps are currently provided as-is, and do not yet have proper support; expect bugs, crashes, and incompatibilities
  • Removed the dominance mechanic from Mannpower
  • All Live assets are now mounted

Misc

  • Updated medals
    • Medals list now pulls from an online API
  • Updated localization files
  • Exposed the "sv_soundemitter_flush", "sv_findsoundname", and "sv_soundemitter_filecheck" console commands