2.2.0
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List of patches | ← 2.1.5 | 2.2.0 | N/A |
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2.2.0 was a major update for Team Fortress 2 Classic, also known as the Double Down Update, released on January 24th, 2025. It also featured some weapon rebalances, general gameplay changes, map updates, and bug fixes. The patch notes were released on the page.
It is the most recent update to the game.
Changes
Weapon Changes
- Added the Derby Cane
- Added the Rejuvenator
- Added the Cyclops
- Added the Admiralty Anchor
- Updated the Nailgun:
- Reduced building damage to 10 (from 12)
- Updated the Brick:
- Now deals Mini-Crits to enemies after 0.6 seconds of being airborne
- Updated the Flame Thrower (NitoTheFunky):
- Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing
- Flames at close range now have a gradual damage ramp-up to be in line with other weapons
- Fixed an issue where flames were occasionally invisible
- Updated the Twin Barrel:
- Reduced max damage output to 105 (from 120)
- Overhauled weapon model (Pyrew, Everik, SamDum)
- Updated reload and deploy sounds (Raptor Dan)
- Updated the Harvester:
- Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)
- Updated the Dynamite Pack:
- Added kill icon for direct impact kills
- Reworked the Mine Layer:
- Increased max mines to 6 (from 4)
- Reduced clip size to 3 (from 4)
- Increased fire rate by 33%
- Removed ability to charge mines
- Updated the Bottle:
- Added Alcoholism (NitoTheFunky)
- Updated the Sandvich:
- Updated wearable texture (PuppyCannon)
- Updated Jump Pads:
- Increased build cost to 100 metal (from 70)
- Increased build time to 8 seconds (from 5)
- Players using Jump Pad are now properly marked as airborne
- Updated the Shock Therapy:
- Added new wearable
- Added a unique sound that plays when fully charged
- Updated the Hunting Revolver:
- Secondary fire delay is now separated from primary fire
- Removed holster delay after firing while zoomed
- Fixed a bug that caused uninterruptable reloads when using Hold to Zoom
- Fixed a bug that allowed aborting reloads while jumping
- Updated the Sniper Rifle:
- Fixed a bug which caused an extended re-zoom delay after jumping while zoomed
- Updated the Sapper & Toolbox:
- Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)
- Updated Tranquilizer Gun:
- Added kill icon for deflected darts
Gameplay Changes
- Updated the Spy:
- Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients
- Pressing reload while disguised will now perform a fake reload visible to other players
- Ragdolls now keep any conditionally visible wearables based on the last weapon active before death
- Added Chickens
Map Changes
- Added
vipr_2bridge
(abp, 14bit, Waugh101) - Added
vipr_drizzle
(14bit) - Added
dom_railway
(ultr4nima, 14bit) - Added
dom_sawtooth
(Suo, Waugh101, Mazern, abp, 14bit) - Added
td_sunnyside
(fizzyphysics, Waugh101, erk, Suo, abp, 14bit) - Updated
ctf_penguin_peak
:- Added new map thumbnail
- Updated
cp_gullywash
:- Clipping adjustments
- Restored missing detailing from Live
- Updated
pl_jinn
:- Adjusted lighting on BLU Team's first spawn room
- Made a detail pass on RED Team's final spawn room
- Fixed several invalid spawnpoints
- Fixed ocean water always forcing full reflections, regardless of graphics settings
- Fixed soundscapes not working for most of the map
- Fixed some lighting bugs
- Updated
vip_badwater
:- Fixed missing and incorrect cubemaps
- Updated
cp_dustbowl
:- In-house edit replaced with Korkade's overhaul
- Updated
pl_goldrush
:- In-house edit replaced with Korkade's overhaul
- Updated
cp_yukon
:- Fixed out-of-bounds exploit
- Updated
tc_hydro
:- Lighting fixes
- Fixed several stuck spots
- Updated
dom_hydro
:- Updated logic to Domination 2.0 (see Mapping Changes)
- Lighting improvements
- Adjusted fog on point D (The Dam)
- Updated
dom_oilcanyon
:- Updated logic to Domination 2.0 (see Mapping Changes)
- Updated
td_caper
:- Updated logic to use Vscript TD implementation
- Teams now instantly respawn after losing a control point
- Fixed several spawn points on B not working for BLU team
- Made water fancier
- Updated textures and overlays
- Updated logic to use Vscript TD implementation
- Updated navigation meshes for the following maps:
cp_dustbowl
cp_amaranth
vip_badwater
vip_harbor
vip_trainyard
- Updated mission briefing photos for the following maps:
arena_floodgate
ctf_penguin_peak
ctf_pelican_peak
dom_hydro
dom_oilcanyon
koth_frigid
- {{code|td_caper
Mapping Changes
- Added VIP Race as an Official Gamemode
- Added the VIP Race HUD! Fully customizable via new keyvalues in
tf_logic_vip
- Added the VIP Race HUD! Fully customizable via new keyvalues in
- Updated Domination Gamemode (Domination 2.0):
- Spawn times now dynamically adjust for teams that are behind
- New Total Domination mechanic
- If a non-leading team captures all control points at once, they will be awarded bonus points
- Bonus points will take the team to 98% of the leading team's current score
- May be toggled and customized via KeyValues on the
tf_logic_domination entity
, or withtf2c_domination_comeback 1
- Updated VIP Gamemode:
- VIPs now get switched out for another teammate instead of being kicked when idle
- VIP idle check logic now uses regular player kicking behavior if the VIP is the only person in the team
- Restructured FGDs, you only need to specify tf2c.fgd in your Hammer configuration
- Added
restrict_classes
keyvalue toinfo_player_teamspawn
to limit spawn points to specific classes - Fixed
func_tracktrain
facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar) - Fixed
func_tracktrain
getting stuck when traveling from a high speed to a low speed path node (Ben Lubar) - Moved
sound/ambient/ambience/rainscapes
(accidentally shipped in a previous release) tosound/scapes/rainscapes
to match the format of other imported soundscapes.- This will break existing custom soundscapes using these files until you rename them!
- Added
trigger_catapult
to the FGD, this should be used instead offunc_jumppad
which is now considered to be deprecated and will be reworked in a future release.
Mapbase
TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what's changed is too big to summarize, and we encourage exploring what's now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions.
Some highlights include:
- VScript! It currently lacks many TF2-specific features, which will be added incrementally. Not all functions behave the same as TF2 either, porting for all but the simplest scripts is expected. Please use script_help in-game for comprehensive documentation, and see the list of Mapbase script functions)
- Compared to TF2, VScript can load custom fonts packed into maps, create custom VGUI panels, and control the visibility of HUD elements
- Major overhaul of our FGDs with many additions, fixes, clarifications, etc. (including pending work by vizzys)
- Clientside ragdolls will show new decals when hit or shot, and decals from "killing blow" shots will also appear
- All filters have new I/O/KV, with a number of new filters being added, see here
- I/O supports wildcards in any position, one-character ? wildcards, and regular expressions
point_camera
andfunc_reflective_glass
can use different render targets, allowing multiple cameras and mirrors to be active at the same timesky_camera
has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and more- Various console messages have unique colors, adjustable via convars or the mapbase_con_groups.txt file
- New commentary nodes are available for greater flexibility in creating developer commentaries, and they can now be placed in Hammer directly without using the commentary editor
- Custom videos and text can be shown in a map with
vgui_movie_display
andvgui_text_display
func_fake_worldportal
can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through- Fish are now controllable
- The
$treesway
parameter now works properly on materials fog_volume
is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects.trigger_tonemap
is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.info_particle_system_coordinate
has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usage- When opening chat, your mouse cursor is now positioned properly over the chat window instead of being placed above it so it's invisible until you move it down
- Text selection in the chat and some other RichText fields now works properly, and lets you select text segments rather than whole lines at once (SanyaSho)
General Changes
- Added 31 new achievements
- Added 28 new Civilian voice lines
- Implemented facial expressions and lipsync information to all Civilian voice lines and animations
- Updated the Civilian model
- Dropped Mediguns no longer have a hose attached
- Added fish.mdl for use with func_fish_pool (model by SamDum)
- Fixed mismatched resolution settings on first boot (Nooodles)
- Fixed Intel GPUs being limited to Shader Model 2.0 (Nooodles)
- Added smooth scrolling to various menu panels (Nooodles)
- Reworked main menu server list (Nooodles, Azzy):
- Implemented filters for region, official and vanilla servers
- Now displays any verified server on https://tf2classic.org/serverlist/ by default
- Fixed Main Menu not showing when friends are playing TF2 Classic
- Fixed Main Menu background videos for ultrawide resolutions (Nooodles)
- Fixed Loadout menu opening on its own when reloading the item schema or loading into a map (Nooodles)
- Adjusted Sentry error report consent popup to appear sooner in the boot process
- Removed the Blog panel, replaced by a link that opens the TF2 Classic website
- Removed External IP prompt in Create Server dialog
- Updated loadout team color buttons (Boba)
- Updated main menu glyphs (Boba)
- Updated Domination HUD to support minmode (SolarLight)
- Updated list of bot names
- Enabled
sv_alltalk
andtf_spectalk
by default - Added "Custom Weapons Enabled" text to the loadout menu when using a custom item schema (Azzy)
- Added
mp_roundtimer_pause
- Added
bot_becomevip
- Added
mp_forcestalemate
- Added
mp_setuptime_cancel
- Added
tf_listrounds
andtf_playround
- Added
tf2c_minigun_rampup
- Added
tf2c_minigun_airborne_spread
- Removed
tf2c_vip_persist
, replaced withtf2c_vip_autoassign
andtf2c_vip_switchteams
- Renamed
mp_roundtimer_pause
tomp_pausetimer
- Updated
tf2c_allow_special_classes
:3
: Enabled + Enabled in VIP mode4
: Enabled + Allow Spy disguising as Civilian + Enabled in VIP mode
- Added basic Class Wars implementation (Technochips)
- Enabled with
tf2c_classwars
- Enabled with
- Added
viewmodel_offset_pitch
,viewmodel_offset_yaw
andviewmodel_offset_roll
- Added Thexa4's PBR shader with later changes from WhiteRedDragons, see here. This shader is likely temporary, do not rely on it
- Fixed issues with flickering water and discolored eyes by replacing instances of the EyeRefract shader with the older Eyes shader (Thespikedballofdoom)
- Fixed a number of memory leaks
- Addressed several crashes
- Improved general game performance
- Updated localization files
- Updated medals