Harvest Moon Update
Welcome to August, everyone! It’s the first Anniversary of Taste of Vanilla, so we’ll be having a larger patch than normal, in the flavor of Valve’s own Blue Moon, with more balance changes, maps, and bug fixes!
BUG FIXES
> Fixed community maps not being in our rotation
> Fixed the Lancer not passively reloading
> The Interfector still suffers from this problem, and will hopefully be fixed by next patch
> Fixed the Phlogistinator regenerating health when dealing afterburn damage during Mmmph
> Fixed the Shotgun Bride dealing more damage than intended
> Removed an inaccessible Craft Co. weapon that was not intended to be on the server
General
> Added pl_cashworks, cp_hardwood_final, ctf_pelican_peak, pl_phoenix, cp_reckoner, koth_rotunda, pd_selbyen, and pl_venice from the Official Summer 2023 Update
> Added updated version of cp_sulfur from the Official Summer 2023 Update
> Added pl_extinction_rc2 to the map rotation
> Welcome to the dig site, Mercenaries! Drop your pickaxes and shovels (Actually, don’t, we just shipped some improvements to them!) because on Extinction, Eli Boone has contracted RED to defend his land from BLU, who are interested in using a payload to trigger an eruption in the center of the facility! Take a jump on the steaming geysers, avoid the lava pits, and ogle ancient dinosaur bones!
> Added koth_slaughter_rc1 to the map rotation
> Then, head on over to Slaughter, originally owned by the defunct Sinclair Estate, now bought by our rivals, Mann Co! Bring a jacket and fight for the central point by bombing in with the overhanging conveyor belts, but avoid the meat grinders. You would not believe what they are processing there!
> Removed cp_dustbowl from the map rotation
> Re-added the Bio Breaker
> Re-enabled team switching for all players
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Bleed
- Removed “Health packs no longer remove the bleed effect.”
> While this change has certainly proven annoying to many players, it has rarely seen a difference in gameplay outcome, and isn’t worth keeping around.
> Winger
+ Added “+25% deploy and holster speed”
+ Increased clipsize from -60% to -50%
- Removed “Wearer never takes falling damage while active”
- Reverted jump height bonus to vanilla (From +30% to +25%)
> Userate of the Winger did not seem to increase despite the considerable buffs it had received to its jumping utility. Instead, we’re scaling back, and making its utility and damage more accessible instead of just stronger.
> Air Strike
+ Added “+15% reload speed”
- Removed “+33% faster reload time while explosive jumping”
> The reload speed bonus only activating while airborne was incongruent with the Air Strike’s most common playstyle: Jump and Dump (all of your rockets), then land and reload. Making it work at all times, but less efficiently, will fit the weapon more, and also allow the weapon to be more viable in areas where rocket jumping is not favorable.
> Cow Mangler
+ Removed “-67% movespeed while Charging”
> We would like to experiment with the Cow Mangler’s charged shot, and try to get a feel for where it should go. For the time being, we are going to see what happens when Soldier is not slowed by charging it!
> Buff Banner
+ Added “+50% incoming health from packs”
- Removed “On wearer: +15% faster firing speed for all weapons”
> We found the firerate bonus of the Buff Banner to compound too effectively with its minicrit bonus, and ultimately out of line with other Banner’s passive effects. As an experiment, we’re adding a massive healing boon from healthpacks.
> Shovel
+ Added “While active: Incoming/outgoing healing increases as health decreases, up to +100%”
- Removed “Weapon knockback increases as the user becomes injured”
> Equalizer
+ Added “+50% damage”
+ Removed "On wearer: -20% base healing given and/or gained from every healing source or weapon effect"
- Removed “When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +150%)"
- Added “While active: -50% incoming healing”
> We have been struggling to find a role for the Shovel, and in the process, realized the Equalizer would be better off moving back to its original role, while moving the healing stat over to the Shovel. Additionally, the Equalizer is now the only Soldier melee that helps build uber.
> Disciplinary Action
+ Increased speed boost duration on self from 2s to 4s
- Removed “On kill with any weapon: +2 stacks. Assist-kills grant +1 stack”
- Removed “Alt-fire: Consume 1 stack (up to 8) to gain a 3 second speed boost”
> Stacks on the Whip tended to go unused, making them feel vestigial. As a result, we’ll be cutting them out, and simply increase the user speed boost duration to match that of their boosted teammate.
> Pyro
+ Added “-80% blast resistance to airblasted projectiles”
> We’re happy to reintroduce this stat after having to previously remove it due to a bug. Hopefully, with the way we have implemented it this time, the issue will not crop back up.
> Dragon’s Fury
= Reverted all stats to vanilla
> Our current changes to the Dragon’s Fury had little notable impact on gameplay, and will resultingly be reverted. We hope to make new changes in the future.
> Flare Guns
- Removed “+10% faster firing speed”
> The Flare Guns already typically pull ahead in userate over shotguns, and this buff has never been very notable to begin with. Better to be rid of it.
> Thermal Thruster
+ Re-added “Push enemies back when you land (force and radius based on velocity)”
+ Re-added “Deal 3x falling damage to anyone you land on”
+ Decreased locked holster duration from 0.75s to 0.35s
+ Re-added “User takes 75% less falling damage after using a charge”
- Added “+40% knockback taken”
- Added “+20% pushforce taken”
- Increased recharge time from 10s to 12s
- Reverted launching delay to vanilla (from 0.5s to 0.65s)
- Reverted re-launching delay to vanilla (from 1s to 1.2s)
- Removed “Wearer never takes falling damage”
> While this is a lot of changes, its mostly geared towards moving the Thermal Thruster closer back to vanilla, as its current state is very overtuned in almost all areas. Instead, we’ll focus on improving the one stat that will impact it the most: switch speed.
> Chargin’ Targe
+ Increased explosive resistance from +30% to +40%
+ Added “+40% knockback/pushforce resistance”
- Decreased fire resistance from +50% to +40%
> The Chargin’ Targe tends to lag behind in value provided over the other two vanilla shields, as a consequence of having the most limited recharge and turn speed of the 3. To help it lean into being the tankiest shield, it will also receive a considerable resistance to both damage knockback and airblast pushforce, making Targe demoknights an unrelenting force.
> Splendid Screen
+ Increased explosive resistance from +15% to +20%
+ Re-added “+70% increase in charge impact damage”
- Decreased fire resistance from +25% to +20%
> The Splendid Screen will go back to being the “assault” shield as in vanilla, as we shuffle around and tidy up the roles each shield currently has.
> Tide Turner
+ Added “+20% explosive resistance”
+ Added “+20% fire resistance”
+ Added “+10% bullet resistance”
+ Re-added “Melee kills refill 75% of your charge meter”
- Removed “Gain a 1 second speed boost (with no cooldown) anytime you take damage”
> The speed boost on damage taken stat has been a terror in the right hands and will once again be replaced with charge on kill. It also will be receiving identical resistances as the Splendid Screen, both being at half that of the Chargin’ Targe.
> Fists of Steel
+ Reverted melee vulnerability while active to vanilla (From +130% to +100%)
+ Increased incoming healing from -50% to -40%
+ Increased non-melee damage resistance from 33% to 40%
- Re-added “+100% holster time”
> The Fists of Steel have long languished at an impaired effectiveness as a result of originally being nerfed in compensation for a short period long past when Heavy’s maxhealth was increased. When this change was reverted, the Fists of Steel were not accordingly buffed back up, as they should have been, and now finally will be.
> Syringe Gun
+ Increased Über gained on hit from 1% to 2%
> Upon our original hesitant addition of Über gain on hit, we were worried 1% would be a lot. After over a year of play, it’s clearly been almost too little!
> Crusader’s Crossbow
+ Removed “Decreased point blank heal shot from 75 to 25 health”
> Crossbows
+ Added “Projectile penetrates all players”
+ Increased reload speed from 1.6s to 1.2s
+ Removed “Increased Primary reserve ammo penalty from -75% to -80%”
- Added “-20% healing and damage from this weapon”
> Crossbows will be less effective in burst, and more focused on consistent output. This simultaneously increases the time to kill at long range and reduces the effectiveness of switching between Crusader’s and your medigun constantly but allows Medics more leniency for missing.
> Sniper Rifles
+ Removed “-30% base damage”
- Added “-20% damage vs. players”
- Reverted max charge damage multiplier from 400% to 300%
> We would like to simplify our changes to Snipers, and reduce the severity of them, especially against buildings, as Sniper has never been a significant enough hazard against them to warrant it.
> Bows
+ Removed “-20% damage”
- Added “-20% damage vs players”
> We found no need for the Huntsman to deal less damage to buildings than vanilla.
> Cleaner’s Carbine
+ Removed “25% slower firing speed”
- Added “-40% clipsize”
> Hopefully, bottomless clip will be a more valuable ability to use now.
> Darwin’s Danger Shield
+ Added “+25 maxhealth”
- Added “+25% critical vulnerability”
- Reduced fire resistance from +50% to +30%
- Removed “+30% explosive resistance on wearer”
- Removed “+50% reduction in push force taken from damage and airblasts”
> We are going to move the Darwin’s Danger Shield into less of a “counter one class specifically” item, and make it focus more on general survivability. In the future, we intend to make further changes to how it interacts with debuffs.
> Cozy Camper
+ Re-added “+1-4 health regenerated on wearer”
+ Reduced headshots required to regenerate 1 primary ammo from 3 to 1
- Removed “15% of any Primary damage done is returned as health”
> We would like to both move the Cozy camper closer back to vanilla, but still distinguish it from the Darwin’s more. In doing so, it will be focused more on sustaining yourself long term, while the Darwin’s focuses on surviving burst attacks.
> Enforcer
= Changed Stealth Shot gains from +2 on sap or backstab to +1 on kill, double on backstab
+ Re-added “+20% damage while disguised”
> We find that mechanics which rely on another class existing are questionably balanced, and instead will shift the Enforcer to simply gain stealth shots on any kill, but more on backstabs. Additionally, its damage bonus while disguised is returning.
> Ambassador
= Reverted all stats to vanilla
> The Ambassador has enjoyed unnecessarily high damage output per shot, often allowing Spies to ambush or snipe players too often and too effectively, where the threshold often instantly killed players who would otherwise have gotten a chance to fight back if it didn’t do so much.
> B.A.S.E. Jumper
+ Added “+10% movespeed”
+ Added “+20% blast jump resistance”
- Removed “Gain a 2 second speed boost after taking fall damage”
- Removed “(Demoman only) +20% faster reload time for your Secondary while deployed”
> The previous bonus of gaining a speed boost for taking fall damage was counterintuitive to the parachute’s design, encouraging you not to use it, while providing no benefit for deploying it. With these experimental changes, the B.A.S.E. Jumper will hopefully be more viable to equip and deploy.
> Craft Co. (Custom Changes)
> Solid Slugger
+ Added “On kill with any weapon, reload all weapons”
+ Increased rechargeable recharge rates on wearer from -20% to +10%
- Decreased clipsize from +33% to -34%
> While this weapon has been viable, it tended to not interest players. As a small rework, we are flipping it from having a plentiful amount of ammo, and easily loading more for not using it, to having a small amount of ammo and loading it for winning fights, allowing scout to engage in conflicts against more than one player more comfortably.
> Follower
+ Increased travel-falloff minimum damage from -38% to -25%
+ Increased distance to reach minimum travel-falloff damage from 1200Hu to 1600Hu
> The Follower has had subpar damage as a result of how its falloff scales and will now be more threatening to enemies outside of close range, as it should be.
> Crocketeer’s Cloak
+ Increased Earthquake blast radius from 219Hu to 292Hu
+ Increased knockback dealt by +90%
+ Increased blast resistance from +10% to +20%
> Although we already improved the radius last patch, we found it to still be underwhelmingly small, and are increasing both it and its knockback dealt to match the Glasgow Greaves.
> Baleful Beacon
+ Added “+25% deploy speed”
> While this weapon is actually rather effective, the setup was clunky and often got pyros killed before they could pull it off. With a faster deploy speed, they will be more in control of building their Soul meter.
> Glasgow Greaves
+ Increased fall resistance from +75% to +80%
+ Increased Earthquake damage from 1x fall damage to 5x
+ Removed damage falloff from the Earthquake
+ Removed maximum 100 damage cap from the Earthquake
- Removed “Explosive jumping doubles the possible damage”
- Reduced pushforce resistance from -75% to -50%
> Outside of pure Demoknight, the Glasgow Greaves has had no impact on gameplay, and we would like to improve the Earthquake and standardize it to work equivalently to how the Crocketeer’s Cloak’s does. With the addition of the Chargin’ Targe’s knockback resistance buff, we would like to scale back the resistance on the Glasgow Greaves to keep the overall resistance approximately equal when paired together.
> Scottish Wargear
+ Increased impact damage from -60% to -50%
+ Increased recharge rate from -75% to -20%
- Removed “Ammo boxes collected also refills your charge meter”
> Our previous changes to the Scottish Wargear have succeeded in moving it in a direction we like, and we want to continue pushing it that way. We’ve come to the conclusion that refilling charge from ammo boxes is too similar to charge on kill, and already exists through the Persian Persuader. As compensation, charge damage and recharge are being improved.
> Vanguard
+ Increased global damage from -25% to -20%
+ Increased healing granted to teammates on death per stack from 5% to 10%
> While not terrible, the Vanguard’s current position is weak, so it’s damage penalty will be scaled back, and the sacrifice mechanic will be buffed considerably. In the meantime, while we hope to work on a more extensive rework, die with glory for your team.
> Assault and Battering Ram
+ Decreased charge threshold to stun and knockback victims from 60% to 33%
+ Added “+20% explosive resistance”
+ Added “+20% fire resistance”
+ Added “+10% bullet resistance”
- Decreased maximum stun duration from 1.25s to 1s
- Removed “+33% charge impact damage”
> With the Splendid Screen reclaiming its damage stat, it will be removed from the Battering Ram, and it will instead focus on disorientation through stuns and knockback, but not to be so disabling that enemies are helpless against a full-length charge.
> Jaws of Steel
+ Removed “While not ‘wet’: Lose -25% move speed”
+ Reduced firerate penalty while dry from -25% to -20%
+ Reduced damage to charge from 280 to 260
> This weapon has been performing well when in its element, but that element is too situational, so being out of element will be less punishing.
> Swifty Swiper
+ Increased attraction range from 900Hu to 3000Hu
+ Added “+10% metal from all sources on wearer”
> The Attraction mechanic’s range was nerfed severely back when it was a radius around the Engineer that went through walls. Since it’s become directional, its range will be brought up drastically, allowing users to rapidly grab packs from almost anywhere on the map they can see. Additionally, using the Swifty Swiper will now passively improve your metal economy.
> Signal Booster
+ Reduced metal cost to activate from 150 to 100
+ Increased Dispenser range and healing while activated from +50% to +100%
+ Increase Sentry range and damage while activated from +25% to +50%
+ Increased Teleporter recharge rate while activated from +50% to +100%
+ Removed “-100% metal from all sources while active”
- Reduced duration from 10 seconds to 5s
> While powerful, the Signal Booster has still been underperforming and niche in application. Reducing the duration, but making it cheaper and more powerful will hopefully allow Engineers to be more confident in using it.
> Gamma Gazer
+ Increased deploy speed from +25% to +50%
+ Increased reload speed from +25% to +50%
> We have future plans for this weapon to give it a better role, but in the meantime will simply further buff its stats.
> Jupiter
+ Increased damage from -25% to +25%
- Added “-50% clipsize”
> The Jupiter is starting to move into the right position, but still lacks firepower. Hopefully, inverting the damage penalty to a buff will rectify this.
> Welder’s Gun
- Removed
> There are too many secondaries, especially pistols, competing for viability in Engineer’s secondary slot. We found it best to simply let go of the least used one, as it had no consistently valuable purpose.
> Maniac’s Maschinenpistole
+ Increased Über gained on hit from 3% to 5%
> We intend to make more comprehensive changes to the Maniac’s Maschinenpistole in a later patch, but for now, will increase the chargerate as a stopgap solution to its low value.
> Interfector
= Clarified “This Crossbow does not have inverted falloff”
> Lancer
= Clarified “This Crossbow does not have inverted falloff”
+ Added “Minicrits on headshot”
- Removed “On hit: Increases Secondary healing rate by +20% (Up to +60%)
> The Lancer was never going to compete with both the Crusader’s Crossbow and Diagnostikiller in its previous role, so we saw fit to move it back to its previous combat-focused playstyle.
> Astral Assassin
+ Added “Shots penetrate all enemies”
- Reduced maximum number of bounces from 10 to 3
> Any bounce past the third tended to feel completely random and unpredictable to both the user and victims hits, reducing it and allowing it to penetrate targets helps focus the Astral Assassin into a crowd controlling role, relative to the Huntsman.
Taste Of Vanilla Update
CTF2W Update Changelog
Greetings and good day, ruffians of ill-repute! It is with great pride that I,
Bilious Hale, sole proprietor of Craft Co., have learned of this illustrious "internet" that my layabout son has been using to communicate with you on his "bee log," whatever that may be. Regardless, I have noticed Saxton's recent content in sitting on his laurels, and I know what you want.
Your armaments are faulty and outdated, not performing at a high enough standard. That is to say, any. So I come with an offer to you, valued and crazed gunmen: I will fix them.
Fight with Craft Co. brand improvements to your arsenal to rend your adversaries (each other, over and over again, for no apparent reason) in all new sorts
of gruesome ways, and finally stop asking yourself: "Why am I even using this gun/wrapping paper/firehose full of healing plasma? It blew up in my face again!*"
But don't just take my (incredibly effective and trustworthy) salesman's word for it, observe the changes in action today, as follows:
Bug Fixes
> Engineer’s are no longer able to swing twice without a firing delay in certain instances
> Loch-n-Load reload animation is no longer broken
> Fixed unintentional interaction between the "Amputator" and "Kritzkrieg"
> Le Fantome now correctly drains cloak faster while inside an enemy
General
> Added koth_sharkbay to the map rotation
> Shark Bay, created by Billos, Zeus, and KrazyZark, is a King of the Hill map set on a port filled with, what would you know, sharks! Fight with your team in order to capture the point and take over the ship in the center of the map!
> pl_oasis Created by UEAKCrash and Freyja, is a sandy payload map with interesting conflict areas, vertical gameplay, and beautiful scenery! Either keep your hold over or push the cart into the ancient tomb!
> Removed ctf_turbine, ctf_sawmill, cp_junction_final, and pd_watergate
> These maps were often causing the server to lose players and stagnate when picked, so we're removing them from the rotation for now
= All CTF2W official servers now use consistent fall damage
= Allowed minimal viewmodels and warpaints to correctly work with official weapons
> Custom weapons still don’t support minimal viewmodels
> If you find a weapon that doesn’t work with minimal viewmodels, please report it within the discord #bug-reporting channel!
> Melee Weapons
- Removed “On Melee Kill: Gain 10% of base health”
> Lifesteal Effects
- Reverted percentage back to vanilla (from 33% to 35%)
> Remade and improved the chat tags system to be more easily editable and streamlined
> Added a custom-made menu system for the server that includes options for accessing the custom weapons menu, view changes menu, and many other buttons for different commonly used server features
> You can access this menu by typing !menu or !m. Report any issues you may find with the menu in our discord!
> Fixed and improved the donator menu on the server
> You can access the donator menu either from the main menu or by typing !donate. Alternatively if you are already a donator you can type /vip to instantly access the benefits
> Added a plugin to handle autobalance and autoscrambles
> We’ve been having issues with team stacking and stomping scenarios that lead to players leaving, so this new plugin will handle scrambles and balance more aggressively than TF2’s own system
SCOUT
> Mann Co. (Vanilla Changes)
> Class Changes
- Removed “(Ability) Fast Hands”
> The Force-a-Nature
= Reverted all stats to vanilla
> The Shortstop
= Reverted all stats to vanilla
+ Added “When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect”
> The previous version of this official stat didn't fully work with all healing sources, but now it does and even more!
> The Soda Popper
+ Removed “Hidden ‘4% slower reload time“ that was added to match the Shortstop’s base reload time
- Removed “When Hype is used: User gains full air strafe control”
> Baby Face’s Blaster
+ Removed “Boost is disabled (but not lost) while doing the objective (including decay effect)”
+ Reverted movespeed penalty back to vanilla (from -12.5% to -10%)
- Added “Wearer cannot carry the intelligence briefcase”
- Increased Boost’s drain rate from 2% to 3.33%
> Bonk! Atomic Punch
= Decreased slower weapon deploy time from 300% to 100%
+ Removed "While under the effects, all damage absorbed will slow you when the effect ends for 5 seconds (Scales from 25% at low damage to 50% at 200+ damage)"
- Added "While under the effects, all damage absorbed will self Mark-for-Death the user when the effect ends" (Scales up to 8 seconds at 250+ damage absorbed)"
> Crit-a-Cola
- Increased Mark-for-Death duration from 2 seconds to 3s
- Removed “+10% faster drinking speed”
> Mad Milk
- Reverted splash radius from 219Hu to 200Hu
- Removed “Coated enemies move 20% slower”
- Removed “While doing the objective: +33% faster recharge rate”
> The Winger
+ Removed “-50% max secondary ammo on wearer”
+ Added back “+15% damage bonus”
- Reverted clip size back to vanilla (from -50% to -60%)
> Pretty Boy’s Pocket Pistol
+ Increased life-steal from 33% to 35%
> Flying Guillotine
- Decreased health threshold to trigger the Mini-Crit damage from 50% to 33%
> The Sandman
= Slow effect is now always -30% instead of scaling inversely with distance
+ Decreased max health penalty from -15 to -10
+ Increased slow duration from 1-7 seconds to 2-8s
- The ball no longer deals damage
> The Boston Basher
- Reverted bleed duration back to vanilla (from 6 seconds to 5s)
> The Wrap Assassin
+ Increased maximum bleeding duration from 10 seconds to 12s
+ Added back “+25% increase in recharge rate”
- Reverted damage penalty back to vanilla (from -50% to -60%)
- Decreased minimum bleeding duration from 1 seconds to 0.1s
- Increased bleed duration penalty on splash damage from -25% to -66%
- Removed “+100% max misc ammo on wearer”
- Removed "On hit bleeding player with Melee: Causes an explosion to make nearby enemies bleed”
> Craft Co. (Custom Weapons)
> The Short-Term Solution
> Changed model and name to “Big Shot”
+ Removed “-15% damage penalty”
- Decreased the shield resistance from 25% to 20%
- Added “-20% slower firing speed”
- Added “10% slower reload time”
> Conventional
- Increased threshold for "+100% damage vs players" from 90% to 95%
- Increased slower firing speed from 100% to 125%
- Increased clip size penalty from -50% to -58.33%
> The Tiki Tonic
- Removed “While tiny: +30% healing from all sources on wearer”
> The Lead Pipe
+ Decreased time needed to get a stack from 10 seconds to 5s
SOLDIER
> Mann Co. (Vanilla Changes)
> Class Changes
- Removed “(Ability) Shock & Awe” and moved to a new custom secondary wearable
> Banners
+ Decreased damage required to fill Rage from 650 to 600
> This is a reversion for the Battalion’s Backup and Buff Banner, but still higher than Concheror’s vanilla value
> The Direct Hit
- Reverted explosion radius back to vanilla (from -66% to -70%)
> The Black Box
= No longer has different stats when a banner is equipped
- Decreased health recovered on direct hit from 50 to 25
> The Rocket Jumper
+ Reverted bonus primary ammo back to vanilla (from +100% to +200%)
- Removed “+50% clip size”
> The Liberty Launcher
= Reverted all stats to vanilla
+ Decreased damage penalty from -25% to -20%
+ Added “Increased pushforce against enemy players and the user”
> The Air Strike
+ Reverted firing speed bonus back to vanilla (from +60% to +65%)
+ Reverted damage penalty back to vanilla (from -20% to -15%)
- Decreased self-blast damage from -20% to -15%
> The Buff Banner
= Replaced “+10% faster firing speed and 5% faster reload time for your primary” with “+15% faster firing speed on wearer”
- Removed “Grants player and nearby teammates 10s of the Precision powerup while under the effects” as part of the Banner effect
> This hasn't been working correctly on the servers
+ Added “Grants player and nearby teammates 10s of full knockback resistance while under the effects” as part of the Banner effect
> The Gunboats
= Reverted all stats to vanilla
> The Mantreads
+ Added “+20% increased rocket jump height on wearer”
- Decreased stomp damage multiplier from x4 to x3.5
- Removed “Immunity from movement-impairing effects on wearer”
- Technically removed "Disables the SHOCK & AWE Class Ability"
> The Equalizer
+ Added back “Damage increases as the user becomes injured”
> The Disciplinary Action
+ Removed “-20 max health on wearer”
- Added back “-25% damage penalty”
- Decreased max number of stacks from 35 to 4
- Decreased ALT-FIRE speed boost duration from 4 seconds to 3s
> The Market Gardener
= Reverted all stats to vanilla
> The Escape Plan
- Removed “Deploy speed and holster speed increases as the user becomes injured”
> Craft Co. (Custom Weapons)
> The Armored Core
- Removed “+33% faster movespeed on wearer”
> The Battering Cannon
- Removed "The Battering Cannon"
> The Follower
+ Increased homing marker radius from 300Hu to 350Hu
+ Removed the 15 second timer when placing a new homing marker
+ Removed “Projectile speed decreases the longer the projectile travels”
- Removed “Explosion radius increases the longer the projectile travels”
- Added “-50% clip size”
- Added “-20% explosion radius”
> The Dragon Hunter
+ Removed “-20% explosion radius if rockets are manually detonated”
+ Removed “-10% damage penalty”
+ Added “On self-damage: Instantly reload one shot”
- Added “-25% explosion radius”
> The Trench Buster
- Removed “The Trench Buster”
> [NEW!] The Crocketeer's Cloak
+ Wearer performs an earthquake after landing an explosive jump
> Has a 146Hu radius and deals 3x the wearer’s taken fall damage with no falloff
+ -75% fall damage taken on wearer
+ -10% blast damage to self on wearer
> Chains of Command
- Removed "The Chains of Command"
PYRO
> Mann Co. (Vanilla Changes)
> The Backburner
+ Removed “From the front: -20% direct & -75% afterburn damage penalty”
- Added “+100% airblast cost”
> The Degreaser
- Reverted afterburn damage penalty back to vanilla (from -75% to -66%)
> The Detonator
+ Removed “-25% max secondary ammo on wearer”
- Reverted explosion radius back to vanilla (from 146Hu to 100Hu)
- Added “+25% damage to self”
> The Scorch Shot
+ Decreased projectile speed penalty from -45% to -25%
> The Thermal Thruster
+ Increased radius to ignite enemies from 146Hu to 219Hu
> The Gas Passer
+ Added back 10 seconds of afterburn when the target is damaged
+ Afterburn deals 4% of the target's maximum health per tick
- Removed “While doing the objective: +100% bonus recharge from damage dealt”
- Removed “Gasoline now causes an explosion when the target is damaged”
- Removed “Gas-covered enemies cannot switch weapons by any means”
> The Homewrecker
+ Changed “While active: Immune to Sentry knockback” to “While active: Immunity to push force taken from damage”
+ Removed “+33% damage taken from all sources, except for Sentry rocket damage”
- Removed “+50% Sentry bullet damage vulnerability”
- Added back “-25% damage vs players”
> The Powerjack
+ Removed “-10% slower movespeed on wearer”
- Reverted the movespeed bonus back to vanilla (from +30% to +15%)
- Added “-20% ammo from pickups, Dispensers, and/or Payload carts on wearer”
> The Back Scratcher
= Removed “This weapon has bonus melee range, but slower holster and deploy time”
> Craft Co. (Custom Weapons)
> Calefactor
+ Added “+30% damage bonus vs burning players”
- Removed “100% mini-crits vs burning players”
> The Sharp Shooter (Secondary and Melee Variants)
- Decreased switch speed bonus from +50% to +20%
> The Ice Breaker
= Adjusted the “Freeze” status effect
+ Increased secondary firing speed penalty from -15% to -20%
- Decreased melee firing speed penalty from -25% to -20%
> The Battering Bronco
+ Increased range bonus from +33% to +50%
+ Added “+25% melee bounds”
> While melee range will increase how far forwards a melee attack extends, melee bounds extends in ALL directions from the origin point of the melee attack.
- Removed ‘This weapon deploys 50% faster”
- Removed “Attacks launch targets downwards”
- Increased damage penalty from -20% to -32.31%
DEMOMAN
> Mann Co. (Vanilla Changes)
> Class Changes
- Increased fuse time for Dynamite Pack from 1.5 seconds to 2s
> Grenade Launchers
+ Reverted roller damage back to vanilla
- Reverted clip size back to vanilla (from 6 to 4)
> Stickybomb Launchers
= Removed “Detonates stickybombs near the crosshair or while the user is within a radius”
+ Reverted arm time back to vanilla (from 1 seconds to 0.7s)
- Reverted maximum charging time back to vanilla (from 3 seconds to 4s)
- Reverted reserve ammo back to vanilla (from 32 to 24)
- Decreased maximum damage from 125 to 120
> Shields
- Reverted charge speed back to vanilla (from 825Hu/s to 750Hu/s)
- Reverted charge recharge time back to vanilla (from 10 seconds to 12s)
- Removed “While charging: Grants full reduction in push force taken from damage, but +25% increase in push force taken from airblasts”
> The Loch-n-Load
+ Reverted explosion radius penalty back to vanilla (from -50% to -25%)
+ Decreased self-damage force penalty from -100% to -50%
- Reverted projectile speed bonus back to vanilla (from +150% to +25%)
- Removed “Mini-crits targets launched airborne by explosions, grapple hooks, or rocket packs”
> The Ali Baba’s Wee Booties / The Bootlegger
+ Reverted movespeed bonus back to vanilla (from +7% to +10%)
+ Removed “When a shield is equipped" requirement for all stats
- Removed “When a shield is not equipped: +50 max health on wearer”
> The Iron Bomber
+ Removed “-66% explosion radius on direct hits”
- Added back “-15% explosion radius”
> The Scottish Resistance
= Added back “Detonates stickybombs near the crosshair and directly under your feet”
+ Decreased stickybomb damage ramp up time from 100% to 50%
+ Added “+15% faster firing speed”
- Increased initial damage penalty from -50% to -66%
> The Quickiebomb Launcher
= Removed “Detonates all stickybombs at once and aren't based on crosshair/area”
> The Sticky Jumper
+ Reverted bonus secondary ammo back to vanilla (from +100% to +200%)
- Removed “+50% clip size bonus”
> Tide Turner
- Removed “+7% movespeed bonus on wearer (boots required)”
> The Bottle (and all-class melee weapons)
- Decreased blast jump resistance while active from -66% to -40%
> The Eyelander
+ Reverted max number of heads back to vanilla (from 3 to 4)
- Reverted max health increase per head back to vanilla (from +20 to +15)
- Decreased movespeed increase per head from +8% to +5%
- Increased head requirement to trigger “Gain a 4s speed boost on kill” from 4 to 5
> The Ullapool Caber
+ Decreased recharge time from 100 seconds to 30s
- Decreased melee damage from 35 to 30
- Decreased explosion damage from 95 to 90
- No longer can recharge from packs dropped by killed players
> The Persian Persuader
+ Decreased firing speed penalty from 25% to 15%
> Craft Co. (Custom Weapons)
> Hand-Held Howitzer
- Removed "The Hand-Held Howitzer"
> Iron Boarder
> Re-added to the servers
= Changed the health recovery for "When a shield is not equipped" from "1 HP per 5.0 damage dealt" to "1 HP per 4.5 damage dealt"
> Due to adding the damage penalty, the healing amount is unchanged
+ Increased shield recharge on hit from 20% to 25%
+ Removed “When a shield is not equipped, -15% slower reload speed”
- Removed “While your shield is recharging, this weapon deals +25% damage vs players”
- Added “-10% damage penalty” for both modes
> The Groundbreaker
+ Increased the bonus damage based on charge from +20% to +50%
+ Added back “While a stickybomb is armed, it will spawn 1 low damaging grenade every 3s”
+ Increased clip size from -83% to -50%
- Damage bonus based on charge no longer applies to the stickybomb itself
- Decreased number of grenades spawned from 4 to 3
- Decreased grenade damage from 25 to 20
- Removed “If the user is killed by an enemy, any placed stickybomb will auto-explode”
- Added “Stickybombs fizzle after 30s”
> This will trigger the 3 grenades
> The Vanguard
+ Increased life-steal from 33% to 35%
- Increased “damage dealt on wearer” penalty from -20% to -25%
> The Assault and Battering Ram
- Slightly decreased the amount of stun and knockback
- Increased the requirement to trigger the stun and knockback from 50% to 60%
> The Dullahan
+ Decreased damage taken per stack from +6.66% to +5%
+ Increased maximum stacks from 6 to 8
- Decreased firing speed bonus per stack from +8.33% to +5%
- Decreased damage bonus per stack from +3.33% to +1.875%
- Removed “On kill/assist-Kill (after the 6th stack) will scare enemies near the victim’s death location for 2s, including yourself for 1.5s”
HEAVY
> Mann Co. (Vanilla Changes)
> Class Changes
= Reverted all stats to vanilla
+ Increased base movespeed from 230Hu to 240Hu
+ Added “(Ability) Heavyweight”
> Increases melee damage from 65 to 70 for all weapons
> Increases melee range by 50% & melee bounds by +25% for all weapons
> Miniguns
= Reverted all stats to vanilla
+ Decreased movement speed penalty while spun-up from -53% to -50%
> Lunch Box Items
= Technically removed "All lunch box items now count as a medium health packs once thrown", but instead will be noted for each separate lunch box items
+ Reverted taunt duration and self-heal rate back to vanilla
- Removed “Extinguishing teammates (or disguised enemy Spies) restores 64 health to the Heavy”
- Removed “While eating: +25% bonus healing given and/or gained from all sources”
> Heavy’s Shotguns
= Reverted all stats to vanilla
> The Natascha
+ Increased damage from -25% to +45%
+ Added “When fully spun-up: The user (10%) and nearby teammates (35%) gain damage resistance”
+ Added “+50% more accurate”
- Added “-75% bullets per shot”
- Removed “When fully spun-up: Slow down enemies around you”
> The Brass Beast
= Reverted all stats to vanilla
+ Decreased spin-up time penalty from -50% to -25%
+ Decreased movespeed penalty while deployed from -60% to -33%
+ Added “Bullets penetrate all enemies, but each bullet loses 20% damage with each enemy penetrated”
- Removed “20% damage resistance when below 50% health and spun up”
> Tomislav
= Reverted all stats to vanilla
- Increased firing speed penalty from -20% to -25%
> The Huo-Long Heater
= Reworked HEAT cooldown: For every second spent during HEAT, requires 2 seconds to cooldown
- Afterburn duration from HEAT reduced from 1 second per 7 damage dealt to 1 second per 13.5 damage
- Increased HEAT % required to increase afterburn damage by 1 from 20% to 25%
> Sandvich
- Reverted health restored upon consumption back to vanilla (from 320 to 300)
> The Dalokohs Bar
+ Increased health regeneration upon consumption from 16/s to 20/s
- Decreased life-steal upon consumption from 66% to 10%
> The Family Business
= Reverted all stats to vanilla
+ Added “20% more accurate”
- Removed “+15% faster firing speed”
> The Second Banana
> New Stats:
= Alt-Fire: Share with a friend (Small health pack), 10 second recharge
+ User can walk around while eating, 3 second cooldown once finished
+ Consumption loops indefinitely and can be cancelled at will
- -75% consumption healing effect
> The Gloves of Running Urgently
= Reworked and reduced particle spawn rate
+ Increased minimum health from 1 to 25
+ Removed “accelerated drain when switching back and forth between weapons”
> The Killing Gloves of Boxing
+ Decreased self Mark-for-Death duration from 3 seconds to 2.5s
+ Reverted firing speed back to vanilla (from -25% to -20%)
- Decreased 100% mini-crit chance on assist-kill from 6 seconds to 5s
- Reverted 100% critical chance duration back to vanilla (from 6 seconds to 5s)
> The Warrior’s Spirit
+ Decreased “On Miss” health lost from 50 to 30
+ Added "35% of damage done is returned as health"
- Removed “On kill: +60 health restored. Assist-kills grant +30 health”
> The Fists of Steel
+ Decreased melee vulnerability from +150% to +130%
+ Removed “50% slower weapon switch on wearer”
- Added “-50% healing gained from all sources while active”
> The Eviction Notice
+ Removed “25% slower firing speed”
- Decreased speed boost duration on hit back to vanilla (from 4 seconds to 3s)
- Removed “On teammate hit: Boosts user’s speed for 2 seconds”
- Added back “-60% damage penalty”
> Craft Co. (Custom Weapons)
> Ququmannz’s Wrath
+ Removed “20% damage vulnerability while active”
+ Technically removed "When fully spun up: No self damage resistance nor damage resistance for nearby teammates"
- Added “-25% bullets per shot
> Cosmic Cuisine
+ Added "This weapon deploys 30% faster and holsters 15% faster"
+ Increased duration towards enemies from 3 seconds to 5s
- Removed bleed and afterburn when picked up by enemies
> Full Throttle
- Decreased maximum movespeed bonus from +33% to +25%
> Sub-Sandvich
+ Increased healing dealt to teammates from 33% to 50% on assist-kill
- Decreased healing dealt to teammates from 66% to 50% on kill
- Decreased life-steal with this weapon from 66% to 35%
- Decreased duration of healing for teammates on assist-kill from 4 seconds to 2s
> Terminal Killocity
- Increased special jump health cost from 80 HP to 100 HP
- Increased delay between jumps from 0.5 seconds to 2s
> Jaws of Steel
- Increased melee damage required to fill meter from 225 to 280
> Hydraulic Hammers
+ Added “This weapon deploys 30% faster and holsters 15% faster”
- Decreased damage dealt based on enemy’s max health from 75% to 50%
ENGINEER
> Mann Co. (Vanilla Changes)
> Sentry Gun and Mini-Sentry DPS
= Instead of decreasing damage to offset “increasing how often these building check/attack enemy players”, we will instead offset firing speed to try to get as close as possible to vanilla Sentry Gun and Mini-Sentry DPS.
> Sentry Rockets
+ Decreased metal refill cost multiplier back to vanilla
- Removed “On Direct Hit: Increases explosion radius by 60%”
- Removed “On Direct Hit: Briefly cancels the target’s momentum”
> The Frontier Justice
= Reverted all stats to vanilla
> The Widowmaker
- Reverted metal cost per shot back to vanilla (from -25 to -30)
> The Pomson 6000
+ Increased projectile speed from 1200Hu to 1600Hu
- Added back “-80% damage vs buildings”
> The Rescue Ranger
= Reverted all stats to vanilla
> The Wrangler
- Reverted the firing rate bonus towards Mini-Sentries back to vanilla
> Previously, the bonus was being applied all the time, instead of just while being wrangled. We do plan to fix this, plus decrease the bonus from x3 to X2.5.
> The Short Circuit
- Added “-100% metal from all sources while active”
> The Gunslinger
+ Added back “Third successful punch in a row always crits”
+ Increased the punch combo timer from 0.8 seconds to 1.5s
> The Jag
+ Removed “-50% damage penalty vs Sappers”
> Craft Co. (Custom Weapons)
> Signal Booster
= Increased boost duration from 5 seconds to 10s
+ Decreased metal cost from 200 to 150
- Increased cooldown from 20 seconds to 30s
> The Welder’s Gun
+ Decreased firing speed penalty from 200% to 100%
> The Masterkey
> New Stats:
= Applies glue to a Mini-Sentry
+ Guaranteed 1 health regenerated per second on wearer
+ +10% metal from all ammo sources on wearer
> Sticky Mini-Sentry Stats
+ Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls
+ +1 extra active Sentry
+ Instant turning speed
+ Silent Killer: Produces no idle beeping sounds
- Cannot be repaired, resupplied, Wrangled, wrench boosted or manually destroyed
- Self-destructs when ammo is depleted
- -50% damage penalty
- -50% ammo supply
- -50% building health
= "Sticky Mini-Sentries" have a 2 second delay before throwing another
MEDIC
> Mann Co. (Vanilla Changes)
> Class Changes
- Removed “Able to see enemy health (and enemy UberCharge percentage)”
> The Blutsauger
+ Added “On hit: Gain +2 health that can overheal”
- Removed “On hit: Apply Mad Milk for 4 seconds. Additionally, grants Ubercharge based on health given to teammates and the user”
> The Overdose
+ Added “+10% movespeed while active”
- Removed “When weapon is active: Movespeed increases based on UberCharge percentage to a maximum of +25%”
- Added back “-15% damage penalty”
> Crusader’s Crossbow
- Reverted projectile speed back to vanilla (from 3000Hu/s to 2400Hu/s)
- Reverted maximum healing back to vanilla (from 175 to 150)
> The Kritzkrieg
= Changed UberCharge back to “Crits and Mini-Crits” instead of “Strength powerup and Mini-Crits”
+ Increased healing during the taunt from 11 HP to 30 HP
- Removed “On taunt: Recover 15 health at the start of the taunt”
> The Quick-Fix
+ Removed “66% faster overheal decay”
+ Removed “Normal heal rate while healing overhealed Patients”
- Reverted UberCharge rate bonus from +25% to +10%
- Added back “50% max overheal”
- Added “-40% UberCharge rate on Overhealed patients”
> The Vaccinator
- Decreased UberCharge bubble resistance of the selected type from 75% to 50%
- Decreased UberCharge bubble resistance from all other sources from 25% to 15%
- Decreased while healing resistance of the selected type from 20% to 15%
> The Bonesaw (and all-class melee weapons)
+ Added “On hit: Gain a 3 second Speed Boost”
> Due to an unforeseen bug, this stat will currently only work on the Bonesaw and Festive Bonesaw, but not all-class reskins such as the Frying Pan.
+ Increased global switch speed bonus from 20% to 33%
- Removed “On hit: Bleed for 4 seconds”
> The Ubersaw
= Reverted all stats to vanilla
- Decreased UberCharge gained on hit from 25% to 20%
- Added “-20% UberCharge rate for secondary”
> The Amputator
- Removed “Taunt is loopable and can be canceled at any time by moving”
> There was an exploitable bug with this stat that we cannot fix at this time.
> The Solemn Vow
+ Removed “An enemy can see your UberCharge percentage if they look directly at you within the next 2 seconds after you take any damage”
+ Removed “-40% damage penalty”
+ Added back “Allows you to see enemy health”
- Added “20% slower firing speed”
> Craft Co. (Custom Weapons)
> Geneva Protokill
+ Added “25% faster reload time“
- No longer can overheal players
> Lancer
= Fixed projectiles not having proper damage falloff
> Interfector
= Fixed projectiles not having proper damage falloff
= Changed the scaling of the knockback and will scale more gradually
- 0% - Greatly decreased
- 25% - Slightly decreased
= 50% - Basically unchanged
+ 75% - Very slightly increased
+ 100% - Slightly increased
> Booster Shot
> Re-added to the servers
+ Increased health restored during UberCharge for the user from 125% to 150%
+ Decreased UberCharge cooldown from 8 seconds to 5s
- Increased max overheal penalty from -50% to -66%
- Decreased health restored during UberCharge for your Patient from 200% to 150%
- Increased UberCharge chunk required from 40% to 50%
> Hydro Pump
> Finally noted as “temporarily removed”. We do plan to add this back, but there are some bugs/exploits that need to be fixed.
SNIPER
> Mann Co. (Vanilla Changes)
> SMG’s
- Decreased accuracy from +66% to +40%
> Sniper Rifles
+ Increased uncharged bodyshot damage from 30 to 35
+ Reverted fully charged bodyshot damage back to vanilla (from 120 to 150)
- Decreased uncharged headshot damage from 120 to 105
- Reverted fully charged headshot damage back to vanilla (from 480 to 450)
- Reverted ammo count back to vanilla (from 32 to 25)
- Removed “5% faster base reload time”
> The Huntsman
- Reverted ammo count back to vanilla (from 16 to 13)
- Decreased minimum projectile speed from 2000Hu/s to 1500Hu/s
- Headshots are now affected by damage falloff
> The Sydney Sleeper
- Reverted charge rate back to vanilla (from +33% to +25%)
- Decreased slow effect from 20% to 10%
> The Machina
- Decreased overkill damage from 25% to 20%
> The Hitman’s Heatmaker
+ Reverted bodyshot penalty back to vanilla (from -33% to -20%)
- Removed “25% faster reload time while in Focus”
> The Classic
+ Decreased damage penalty from -25% to -20%
> The Jarate
- Reverted splash radius back to vanilla (from 219Hu to 200Hu)
- Removed “While doing the objective: +50% faster recharge rate”
> The Cozy Camper
+ Increased life-steal from 10% to 15%
+ Decreased headshots required to restore 1 ammo from 4 to 3
> The Cleaner’s Carbine
+ Removed “-20% clip size”
- Reverted firing speed penalty back to vanilla (from 15% to 25%)
> The Tribalman’s Shiv
= Reverted all stats to vanilla
+ Added “On hit: Gain a 1 second speed boost”
> Bleed damage can trigger this
> The Bushwacka
> New Stats:
+ Gain 1 critical hit (up to 3) for this weapon for every headshot hit with your Primary weapon
- This weapon deploys 75% slower
- -25% damage penalty
> The Shahanshah
> New Stats:
+ +50% melee range and +25% melee bounds
+ +20% firing speed when health <50% of max
- -20% firing speed when health >50% of max
> Craft Co. (Custom Weapons)
> Didgeridoom
+ Increased bleed duration from 4-12 seconds to 5-15s
> Melf’s Magic Potion
+ Added “+33% recharge rate”
> This stat was already on the weapon, but not previously noted.
- Removed “While doing the objective: +50% faster recharge rate”
- Decreased impact damage from 25% of maximum health to 15%
- Decreased total damage over time from 25% of maximum health to 15%
SPY
> Mann Co. (Vanilla Changes)
> Throwable Sapper
- Decreased active time from 60 seconds to 30s
> Disguise Kit
- Removed “Gain 20% damage resistance against the class type you are currently disguised as”
> The L’Etranger
+ Reverted damage penalty back to vanilla (from -25% to -20%)
> The Diamondback
+ Removed “-25% damage penalty while disguised”
+ Removed “20% slower firing speed”
- Added “-10% damage vs players”
> The Conniver's Kunai
+ Added “+10% additional cloak damage resistance on wearer“
- Removed “While cloaked: Any overheal on wearer doesn't decay”
> The Big Earner
+ Increased speed boost on kill from 2 seconds to 4s
+ Increased speed boost on assist-kill from 1 seconds to 2s
- Removed “On kill (Any weapon): +25% cloak. Assist-kills grant +12.5% cloak”
> The Cloak and Dagger
= Reverted all stats to vanilla
> The Dead Ringer
+ Removed “No health from health packs when invisible and for 5 seconds after decloaking”
- Removed “While cloaked: User gains 6 health/s passive healing”
> Craft Co. (Custom Weapons)
> French Resolution
> Temporarily removed "The French Resolution" due to the stat “On hit: Mark 1 target to reduce incoming damage from them by 20%“ stopped working at some point.
> Victor-Ion
= Changed the attack from "small energy beams" to "Fires tracers rounds"
> The Inside Jab
+ Increased maximum bomb damage from 100% of the target's health at the time of implant to 110%
> The Timely Demise
+ Decreased Sapper placement cooldown from 5 seconds to 2s
> Le Fantome
+ Decreased health drain while inside an enemy player or building when out of cloak from -15 per second to -10
> The Subjugated Saboteur
= Increased Sapper damage penalty from -20% to -30%
- Decreased time for reprogrammed buildings to self-destruct from 14 seconds to 12s
- Increased reprogramming time required from 6s to 8s
MULTi-CLASS
> Mann Co. (Vanilla Changes)
> Pistol
= Reverted all stats to vanilla
> The Half-Zatoichi
- Added “15% slower firing speed”
> The Panic Attack
- Decreased deploy speed bonus from +50% to +33%
> Craft Co. (Custom Weapons)
> The Raiding Aid
> Now only accessible to Soldier and Pyro
+ Decreased passive reload time from 3 seconds to 2.5s
+ Damage required from other weapons to automatically reload a shot decreased from 150 to 120 for Pyro
> The Pump Shot
> Now only accessible to Engineer and Heavy
> The Crate Smasher
> Now only accessible to Heavy
- Decreased life-steal from 100% to 70%
- Decreased “Damage equals to target’s current health” from 50% to 40%
- Decreased max damage for “damage equals to target’s current health” from 100 to 90
> Merasmus’ Staff
> Now only accessible to Demoman
> Jackal Beating Stick
> Now only accessible to Medic
+ Added "+50% melee bounds"
Weapons and content shown is available within the official CTF2W server properties only.
Owner – Crafting • Staff Lead – Sophie • Moderation Team - Xray, RailRunner, Loreknight, Hostile Badger, MEDIC! • Creative Team – Porygon, Zethax, Krysys
*Weapons made of literal garbage are still liable to explode in your face
Something Delicious is Coming…
“Reports of the Badlands experiencing record high temperatures have been spreading around…”
Owner – Crafting • Staff Lead – Sophie • Moderation Team - Xray, RailRunner, Loreknight, Hostile Badger, MEDIC! • Creative Team – Porygon, Zethax, Krysys