3.4.2.3 Scream Fortress Changelog
This Tuesday update has been applied to the US server. It includes a belated switch to the Scream Fortress rotation! The Scream Fortress rotation will last until November 20th!
General
> Added pd_circus, cp_darkmarsh, tow_dynamite, cp_freaky_fair, and koth_toxic from Scream Fortress 2024 to the Scream Fortress map rotation!
> Custom weapons should, for the most part, work as expected with the upgrades in Freaky Fair!
> As Circus uses portals to travel between spawn and the actual map space, bots will not know how to leave spawn on this map, even with a navigation mesh. Avoid the map at low playercounts.
> Added Zombie Infection (zi_blazehattan, zi_atoll, zi_devastation, zi_murky, zi_sanitarium, and zi_woods) to the Scream Fortress map rotation!
> The interactions between custom weapons and this mode are untested, but in the spirit of spooky fun, we’re going to try it out during Scream Fortress, anyway!
> Bots have no idea where to go without an objective or how to play as zombies, so try to avoid Zombie Infection at low playercounts.
3.4.2.2 Changelog
This Saturday update has been applied to the US server. It includes several bug fixes and the reintroduction of bot players to the server.
BUG FIXES
> Fixed the Quickfix’s Megaheal healrate being higher than intended
> Fixed the Righteous Bison’s tickrate being lower than expected, leading to lower DPS
> Marx (Melf’s Magic Poison skeleton) now falls apart when entering death pits
> Marx can no longer terrorize defending teams when created by the attackers during the setup phase
> Marx gets into too many shenanigans during setup, so he now takes a company-mandated break until the fighting actually starts.
General
> Added TFBots to the server
> TFBots will fill up to 9 player slots as soon as a player joins the game and leave whenever a new player joins to take one of their places so that players can still play with the weapons when there are few people online.
> TFBots are set to expert difficulty, have a much lower chance to taunt on kill, and play more like humans instead of blatantly aimbotting, medic pocketing, and overcrowding objectives. TFBots still only use stock weapons.
> Added ctf_applejack, pd_atom_smash, cp_burghausen, koth_cachoeira, cp_canaveral_5cp, pl_embargo, cp_hadel, koth_megaton, pl_odyssey, and cp_overgrown from the Official Summer 2024 Update!
3.4.2.1 Changelog
This Tuesday update has been applied to the US server. It includes several balance changes and fixes. Several of these changes had been rolled out over the past week in response to crashes and are being lumped into today’s patch notes for the sake of preservation.
BUG FIXES
> Added the missing stat “Inflicts no bleeding” to the Six-Point Shuriken’s description
> Removed erroneous description from the L’etranger; It has no changes
> Reduced instances where the Astral Assassin would bounce or break off ‘thin air’
> This problem still exists in certain situations, but we’re working on a more ‘complete’ solution.
> Updated multiple weapon descriptions to better reflect their current changes
> Minor filespace optimizations and typo fixes
> Removed a large amount of redundant or unnecessary files from the server download
> We have not yet adjusted the downloadable zip link on the website accordingly.
General
> Updated most Mann Co. Pyro melee descriptions to better advertise Flash-Fire’s existence
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Sun On A Stick
+ Added “While Active: up to +5 health regenerated per second”
- Added “Phoenix Stick: Lose 50 health when holstering without a kill”
- Removed Spontaneous Combustion and related mechanics
> Spontaneous Combustion made the Sun on a Stick a glorified self-contained Bushwacka and somewhat conflicted with the Boston Basher, so we’d rather give it the utility of coming back from the brink of death but requiring a reasonable time investment to gain more than you lose once it’s holstered.
> Buff Banner
- Removed immunity to knockback while effects are active
> This attribute was reutilizing the Quickfix’s immunity to knockback and pushforce, which had the unfortunate side effect of blocking players from capturing control points or payload carts.
> Thermal Thruster
+ Decreased ‘locked’ holster time from 0.5 seconds to 0.4 seconds
> This behavior is separate from the normal weapon switch time, which means it is added on top of the typical 0.5 second holster time. In vanilla, it is 0.8.
> Backscratcher
= Reverted all stats to vanilla
+ Affected by Flash-Fire (+10% movespeed while active)
- Added “-50% Übercharge rate for healers”
> Natascha
+ Increased damage from -50% to -33%
> Dalokohs Bar
= Reverted all stats to vanilla
> Sentries
- Reverted rocket projectile speed to vanilla
- Reverted rocket firerate while wrangled to vanilla
- Reverted bullet and ammo refill per wrench hit to vanilla
- Reverted Sentry thinking tickrate to vanilla
> The 64bit update really messed up anything touching sentries, which means we had to disable all of these to prevent Engineers from crashing the server.
> All Crossbows
- Removed projectile penetration
> This attribute makes crossbows suffer from the same issue as the Astral Assassin. So long as the issue persists, it’s better to disable the attribute.
> Machina
+ Added “+25% damage on full charge”
+ Added “On kill: victims turn to ash”
- Removed “Overkill” syystem
> Overkill poorly telegraphed itself to players, often leading to surprise instant kill bodyshots from damage that Sniper had stored long ago. Rather than put effort into adding visual effects to and otherwise rebalancing it, we’d rather opt for a less ‘overengineered’ approach to balancing Mann Co’s weapons for now on.
> Enforcer
+ Removed “-20% firerate”
+ Added “+20% deploy speed”
- Added “+100% spread angle”
- Removed “Stealth Shots”
> Stealth Shots are a fun mechanic, and we’d like to bring them back as a custom weapon in the future but, similarly to the Machina, we think the Enforcer could use a simpler approach.
> Craft Co. (Custom Changes)
> Iron Boarder (REWORK!)
+ On hit, gain a Speed Boost for 3 seconds
+ +25% reload speed
+ +35% resistance to blast damage with this weapon
+ +35% holster speed
- -75% clipsize
- -50% reserve ammo
> This new approach to the Iron Boarder is designed to enable hybrid gameplay, firing a shot to boost your speed in order to either get in close with your melee or escape while your charge is on cooldown! You might also use it with a stickybomb launcher in order to still use swords despite the lack of charge or use it in close range to blast jump off of enemies more safely than other launchers.
3.4.2.0B Changelog
This Sunday update has been applied to the US server. It includes a handful of bug fixes and one balance change.
BUG FIXES
> Fixed the Dragon Hunter’s description claiming the bind to detonate rockets is altfire, when it is actually special-fire
> Fixed the Pseudonailgun’s description still claiming it has “-40% reserve ammo”
> Correctly addressed the Melf’s Magic Poison error mentioned in the previous patch (I promise)
> Fixed the Backscatter still having “Silent kills from behind”
> Fixed the changes to the Victor-Ion from patch 3.4.1.1 not being present
> These changes would be reducing ammo from 12 to 6, increasing ammo regained on backstab from 2 to 6, increasing ammo regained on shots vs players from 1 to 2, and increasing ammo regained on succesful building destructions from 1 to 2.
> Craft Co. (Custom Changes)
> Victor-Ion
- Reduced ammo regained when shooting buildings from 2 to 1
> You will neither gain nor lose ammo on successful shots versus buildings.
3.4.2.0A Changelog
This Saturday update has been applied to the US server. It includes a handful of bug fixes and minor performance improvements.
BUG FIXES
> Fixed the Hypodermic Injector model and Übercharge rate being inherited from the Übersaw
> Fixed the Hypodermic Injector’s damage penalty and melee damage vulnerability not working
> Fixed the Conventional’s falloff and rampup not working as advertised
> Addressed an issue with the Melf’s Magic Poison that caused an error on map change
> Addressed an issue with the Thermal Thruster that was spamming error messages
> Fixed the Natascha’s description erroneously claiming its resistance below 50% health has been removed, and the duplicate line describing its altered spinup speed
> Reverted the Natascha’s slow to vanilla functionality
> This attribute actually has not been working for quite some time, but has been spamming error messages in our logs, adding to the server’s lag issues.
Flashfire Update
Hello and welcome, everyone, to Spring! Today we’re excited to bring you the FLASHFIRE update, complete with tons of attention for our resident skeleton, Marx, and our resident unknown, Pyro, along with two new maps and a handful of other touch-ups!
BUG FIXES
> Removed the text from the Sandvich’s description still erroneously stating that the recharge system has been changed
> Fixed the Pseudonailgun’s damage bonus not functioning
> Fixed the Atomizer removing Scout’s airjumps when equipped
> Fixed Marx (Melf’s Magic Poison) being teleported to the center of the map when spawned in a wall
> Instead, he will be awkwardly embedded into the wall. Look at what your reckless use of magic has done to him.
> Fixed Marx not returning to the Earth when switching classes, teams, or using the resupply locker
General
> Added koth_manners_avenue_b3 to the map rotation
> Welcome to downtown Mann Francisco, mercenaries! Care to watch a movie? Well, so would the other team! Fight for your spot in the (completely nonexistent) line to see the next (utterly bombing flop) flick! Ride local (stationary) urban transit! Observe the magnificence of the most well-made horse statue in America!
> Added cp_method_b4b to the map rotation
> Sometimes there’s a method to the madness. Not this time! Mann Co. has themselves a giant laser hidden in one of their data processing centers, and it’s up to you to blow it up before we figure out what they’re even using it for! This arena is just like Gravel Pit, just attack A, B or both points before moving onto C.
> Added navigation meshes to all official Valve maps
> Please let us know if we missed any map that still needs a nav mesh! You’ll be able to tell by Marx being completely unwilling to move or attack under any circumstance, he’s picky like that.
> Expanded the descriptions for class changes to properly describe what certain effects, such as Uncloak and Dagger, actually do.
> Expanded the Dead Ringer’s description to properly describe the changes made to it
> Previously, the description referred players to our wiki page due to character limits, but we found a way to make it fit without missing any details.
> Added a HUD element to the Melf’s Magic Poison to show Marx’s current effective health
> Altered the description for Melf’s Magic Poison to display Marx’s effective maximum health, 125
> Previously, the description stated that he had 60% damage resistance. While correct, most players could do nothing with this information, as they do not know the base health of a medium skeleton (50).
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Mad Milk
+ Increased lifesteal percentage from 33% to 35%
> The Mad Milk will now give the same amount of healing as the Concheror buff does.
> Fan O’War
+ Reverted damage from -94% to -75%
+ Re-added “Crits whenever it would normally mini-crit”
> These changes felt unnecessary and made little difference, and we’d like to reduce the amount of such changes present in our server.
> Direct Hit
+ Added “+15% damage vs buildings”
- Added “+15% damage to self”
> We’re allowing the Direct Hit to 1-shot mini buildings again, because it just felt wrong for it not to. While we think the damage bonus vs. players can be very unfun to play against in the right hands, lowering it would harm the weapon’s identity. Instead, we’ll lean into it by making it more costly to use for traversal or as a ‘melee’ weapon.
> Pyro
+ Added “Flash-Fire: While melee is active, gain +10% movespeed unless weapon description specifies otherwise”
> Most players agree that there is often very little reason to deploy your melee. Valve originally intended to make Pyro a flanking or ambush class, but never gave them the baseline tools required to do so, instead relying on adding new weapons like the nearly-always equipped Powerjack. We intend to approach both of these issues with this one simple change, and to give Pyro more options involving mobility and melees.
> Scorch Shot
+ Reverted self-damage force from -100% to -35%
- Re-added self-damage
> It no longer felt necessary to take away the Scorch Shot’s blast jumps, given the weapon is no longer overperforming nor picked very often.
> Manmelter
+ Re-added “+50% projectile speed”
- Removed “Reload or Special attack: Use stored shots to gain speed boosts”
> This ability felt out of step with the rest of the weapon’s design, and would likely fit a new weapon altogether better than being added to the Manmelter. In compensation, it once again has pew-pew laser speed, for all 0 players that had the muscle memory of using the vanilla Manmelter! You’re welcome!
> Gas Passer
+ Decreased charge time from 30 seconds to 20s
> Fire Axe
- Removed “+50% primary ammo”
> We would like to move somewhat closer to how Valve balanced stock weapons, in that they would only make changes that affected the entire slot (such as adding airblast to flamethrowers) rather than only changing the stock weapon itself.
> Other Pyro melees will be balanced such that the Fire Axe remains competitive for the melee slot as the most simple, reliable, and safe choice to use for the Flash-Fire bonus.
> Axtinguisher
- Re-added “-35% holster speed”
> Homewrecker
- Added “No Flash-Fire”
> We are currently working on a rework to this weapon, and hope to come to a good place with it soon.
> Backscratcher
+ Re-added “+25% damage”
> We have some more small buffs planned for this weapon, but it felt prudent to return its damage bonus, since it relies on last-hitting to get the most out of its healing.
> Powerjack
+ Increased movespeed bonus from +15% to +20%
+ Removed “20% damage vulnerability on wearer”
- Added “Marked for death while active, and for a short time after holstering”
> In tandem with increasing the active movespeed for most other Pyro melees, the Powerjack has been ‘extremified’ to be even faster, but more risky to use than they are.
> Sharpened Volcano Fragment
= Eternal Afterburn has been renamed to Hellfire
- Added “Flash-Fire movespeed bonus is halved”
> More changes to come soon.
> Neon Annihilator
+ Removed “-33% damage”
- Added “-25% damage vs players”
- Added “Flash-Fire movespeed bonus is halved”
> We felt this penalty was unnecessarily high, and did not need to apply to non-player enemies.
> Hot Hand
- Added “No Flash-Fire”
> Slap for speed, silly.
> Craft Co. (Custom Changes)
> Pseudonailgun
+ Removed “-40% reserve ammo”
> It didn’t feel right that the most difficult to aim primary for Scout was also the one with the relatively smallest ammo reserves.
> Endless Carnage
+ Removed “-25% movespeed while active”
+ Increased firerate from -25% to +60%
- Added “-70% damage”
- Added “No Flash-Fire”
> Swing your axe like a maniac!
> Sharp Shooter (Melee)
- Added “No Flash-Fire”
> More changes to come soon.
3.4.1.4 Changelog
This Friday update has been applied to the US server. A balance change has been made and the mapcycle reverted to normal.
BUG FIXES
> Removed duplicate Sharkbay from the map rotation
> Corrected a misspelling that prevented Selbyen from appearing in the map rotation
> Fixed Demoman’s dynamite dropped on death dealing 157% more damage than intended
> Fixed Dynamite fuse time being 50% longer than intended
> Fixed Dynamite blast radius being 32% smaller than intended
> The Dynamite has default values for these stats, and the values were inadvertently reset to these defaults in a previous update. This has now been rectified.
General
> Map rotation has returned to normal. Goodbye snowy maps!
> Most maps in the normal map rotation do not come with navmeshes, which means the Melf’s Magic Poison skeleton will not be able to path or attack in them until we generate and add a mesh for all of them. Bear with us as we work on that.
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Natascha
+ Removed “-25% bullets per shot”
3.4.1.3A Changelog
This Saturday update has been applied to the US server.
General
> The Pseudonailgun, French Resolution, and Hypodermic Injector are now available for all players to use!
BALANCE CHANGES
> Craft Co. (Custom Changes)
> Pseudonailgun
+ Added “+10% damage”
+ Removed “-10% movespeed”
+ Increased clipsize from -37.5% to -25%
- Reduced reserve ammo from -33% to -40%
> The Pseudonailgun’s reworked state needing far more power was not apparent during testing, as we did not take into account that most players are unfamiliar with leading syringes, and that the maximum dps will rarely be reached against mobile players.
3.4.1.3 Changelog
This Tuesday update has been applied to the US server. It includes two weapon reworks, one added weapon, and some bug fixes and balance changes.
BUG FIXES
> Fixed the Direct Hit dealing 25% more damage vs players than intended
> Fixed the Warrior’s Spirit dealing less self-damage than intended
> Fixed Marx generating mini skeletons when defeated by the Bio Breaker
> Fixed the Ullapool Caber always critting during any charge
> The Ullapool Caber’s vanilla bug preventing it from dealing minicrit damage is still present.
General
> Reworked two existing custom weapons, the Pseudonailgun and Hypodermic Injector. These weapons will be restricted to Donator-only for one week, similarly to the Melf’s Magic Poison was when we reworked it to spawn skeletons last update. Feel free to play with that while you wait, if you’re not a donator!
> Re-added and reworked a previously removed custom weapon, the French Resolution! This will also be donator-only for 1 week.
> Happy Smissmas! We’re going to be switching to a selection of mostly wintry and festive maps until January, including those Valve added this year, and some workshop maps of our own choosing!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Lunchbox Consumables
+ Removed “Reduced recharge gained from HP packs to match the % of health they restore (20% for Small, 50% for medium)”
> This change was initially made to control how Heavy could turn even small healthpacks into considerable health sources, but ultimately removed a dimension of thought from Heavy’s gameplay, made him burdensome on his team, and forced Heavies to stand around waiting for healthpacks to spawn; Something that Sandviches are supposed to prevent.
> Craft Co. (Custom Changes)
> Pseudonailgun (REWORK!)
= This weapon behaves like the Syringe Gun
+ Movement while active charges POWER, increasing firerate up to +50%. POWER decays 20% per second when not charging, and by 10% per shot
- -10% movespeed on user
- -37.5% clipsize
- -33% reserve ammo
> The Pseudonailgun has never felt like it lived up to its name or interested players, despite its power. This retooled version is less straight-up powerful but an effective harass tool that stores raw DPS in short lulls of combat to go in for kills.
> Landlubber’s Landmine
+ Increased charge recharged for every enemy hit by the explosion from 10% to 20%
+ Base explosion damage increased from 10 to 20
+ Reduced explosive damage to self from this weapon from 50% to 25%
> In close ranges, the Landmine was dealing inferior damage over normal shields, and the self-damage would prevent Demo from utilizing the recharge on hit, as he would often die before it fully recharged.
> Crate Smasher
+ Increased damage from 40% to 50%
+ Increased maximum damage cap from 90 to 100
+ Increased firerate from -25% to -15%
- Decreased lifesteal from 70% to 50%
> This weapon continues to struggle to find purpose. While we will likely rework it entirely later, its stats could use a bump in the meantime.
> Hypodermic Injector (REWORK!)
+ On hit, mark 1 target for death for 15 seconds
+ Minicrits convert into crits
- -20% damage
- -50% damage when user is below half health
- +50% melee damage vulnerability while active
> In its previous state, the Injector stored crits on medigun assists with little counterplay, making it very unpopular to fight against, as it often surprised and instantly killed combat classes looking for medic picks. While still filling a similar damage role, it is now more reliant on the medic’s positioning and planning than his pocket’s proficiency, allowing him to near-guarantee an enemy’s death when reaching them, but putting himself at extreme risk to do so.
> French Resolution (NEW!)
+ Shots pierce all players
+ On hit, mark 1 target for death for 15 seconds
+ On kill, drop a small health pack
- -83% clipsize
> Previously, this weapon was on the server and only regained health on hit but had a much slower reload. Now it’s an effective support tool for Spies who can’t confidently reach stabs but want to help in fights, or make use of lone, weak enemies to regain health.
> On a technical note, the Mark-For-Death marks each player hit in a piercing shot in sequence, but ultimately only marks the furthest player hit. Repeated piercing shots will resultingly be unable to minicrit off of the Mark.
3.4.1.2 Changelog
This thursday update has been applied to the US server. It includes a handful of balance changes and a major weapon rework!
BUG FIXES
> A variety of minor filesize optimizations, grammar improvements, and typo corrections
General
> This update includes a major rework to a long-standing weapon, Melf’s Magic Poison! To see its new functionality, head to the bottom of the update page! Do note that as of our new Patreon benefits, “major reworks” are treated the same as newly added weapons, in that they’re exclusive to donors and staff for the first week of release!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Bat
+ Firerate bonus now applies to the Frying Pan
> This exclusion has been reconsidered, and the final conclusion was: funi
> Sandman
+ Removed “The ball hit no longer does damage”
> Bottle
- Removed “-40% blast damage while active”
> We are making this change in preparation for something we’re working on right now…
> Brass Beast
- Increased spinup time from +25% to +30%
- Reverted spunup movespeed (from -33% to -60%)
> A common complaint recently has been the power of the Brass Beast. Its damage output and significantly improved mobility over vanilla made it hard to justify choosing other miniguns. This should reign in its power enough without rendering it too weak.
> Teleporters
+ Added “On teleporter use, players gain +35% damage resistance (50% vs Sentries) for 3/4.5/6 seconds, based on level”
- Removed “Decreased metal cost when constructing and/or upgrading Teleporters by 20%”
> Quite some time back, one of our staff members held a small public vote regarding Teleporter changes. Utilizing those results, we decided on these changes, and are excited to see how they play out.
> Classic
- Removed +100% movespeed bonus while charging unscoped
> The Classic is a very fun weapon right now, but we think it’s a little too good, so it will be losing its additional mobility over other rifles.
> Spy Camera
- Removed
> While we had a strong vision behind what we wanted to do with this mechanic in the future, realizing it will take far too long to justify its continued presence, as it isn’t used for its intended purpose, but rather to abuse bugs it had. While it may come back in the future in a more useful state, we make no promises.
> Craft Co. (Custom Changes)
> Splitfire
= Renamed to Spitfire
+ Increased projectile speed from -50% to -40%
+ Added “fire near walls to blast jump for -80% damage”
+ Increased flares per shot from 4 to 5
- Decreased damage from -16.67% to -26.67%
> The Spitfire’s “wallkicks” always existed but takes some time to get used to and was never explicitly mentioned. The goal of these changes is to make the weapon ultimately less inconvenient and clunky.
> Jackal Beating Stick
+ Removed “-25% firerate”
- Decreased damage from -20% to -40%
> Melf’s Magic Poison (REWORK!)
+ Added “Creates a friendly Skeleton on impact”
+ Added “Skeleton has +60% damage resistance” (Equaling 125 effective health!)
- Added “Skeleton does not split into mini-skeletons on death”
- Removed “Deals 15% of the victim's max health on impact, and an additional 15% of it as bleed over 5 seconds”
- Removed “+50% increase in recharge rate”
> His name is Marx. He is for fighting, scouting, or distracting, and has strong shoulders to climb on top of. In case you wanted to know about his social life, he’s in good with the Skeleton Mafia, but the Skeleton Wizard-King over at Hightower has it out for him, and he’s in trouble with the Toastmaster for impersonation.
3.4.1.1 Changelog
This Tuesday update has been applied to the US server. It includes many bug fixes, balance adjustments, and some server adjustments!
BUG FIXES
> Fixed healthpacks still not cleansing bleed
> Fixed the Black Box not healing on hit
> Fixed the Shovel’s healing passive applying to all Soldier melees
> Fixed the Dragon’s Fury having 16.66% more range than intended
> Fixed the Thermal Thruster’s launch time not being reverted to vanilla
> Fixed the Thermal Thruster’s relaunch time not being reverted to vanilla
> Fixed the Steadfast Blast explosions persisting through rounds and class changes
> Fixed the Tide Turner speed boost on damage taken still not being removed
> Fixed the Jaws of Steel movespeed penalty while dry still not being removed
> Fixed the Astral Assassin bounce limit change from last update not applying
> Fixed the Persian Persuader receiving -50% health from all sources while equipped
> Fixed the Jupiter’s clip being increased to 12 when resupplying from a Dispenser
> Fixed the Lancer having less reserve ammo than intended
> Fixed the Hypodermic Injector inheriting one of the Bonesaw’s changes
> Fixed the Half-Zatoichi healing 100% more than intended on kill
General
> Added arena_perks, cp_lava_pit, pd_mannsylvania, pl_spineyard, pl_corruption, and koth_slime from Scream Fortress XV to the map rotation
> Class Limits
> Scouts per team increased from 3 to 4
> Pyros per team increased from 3 to 4
> Demomen per team increased from 3 to 4
> Snipers per team increased from 2 to 3
> Spies per team increased from 2 to 3
> Class limits were originally introduced to solve balance problems typically caused by class stacking. While we’re still not confident in turning up the number of Engineers, Soldiers, Heavies, or Medics, we find that the other classes do not scale up too powerfully with numbers, and the restraints will be loosened.
> Autoscramble
> No longer displays messages in text chat
> Maximum number of players scrambled decreased from 50% to 40%
> Previously, Autoscramble would occasionally scramble so many players that the resulting teams were often almost identical to what they previously were, only switched sides. All this ended up doing was force players to roll on the same side twice in a row.
> AFK Manager
> No longer displays messages in text chat
> Number of players required for AFK Manager to activate increased from 1 to 6
> We would like to declutter the text chat messages sent by server plugins, and additionally find that managing AFK players is unnecessary whenever playercounts are low.
> Some Custom Menus now use new sound effects!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Backscatter
+ Removed “30% slower firing speed”
+ Removed “15% slower reload time”
- Re-added “-34% clipsize”
- Re-added “-20% accuracy”
- Removed “On kill: Decreased weapon attack noise”
- Removed “Shots penetrate all enemies”
> The design of our Backscatter was unnecessarily overcomplicated, and moving it back to vanilla, save for the improvement to the ‘backstab,’ should be enough to land its viability.
> Atomizer
= Reverted all stats to vanilla
+ Added “On hit, slam airborne enemies into the ground”
> The Atomizer often generated confusion and dissatisfaction with players, and is being reverted, aside from the amusing “slam” stat.
> Black Box
= Reverted all stats to vanilla
> Beggar’s Bazooka
= Reverted all stats to vanilla
> There are plans for future changes to this weapon, but for the time being it will stay as vanilla.
> Rocket Jumper
+ Added "Every 90 damage dealt with other weapons reloads 1 ammo for this weapon"
- Removed "On kill with any weapon: All equipped weapons automatically reload"
> The “On kill” stat was not functioning properly, and some of the team already felt that on-kill bonuses are not reliable, and that scaling off of damage output is more consistently valuable.
> Pyro
- Removed “Pyrotechnics: Debuffs wear off 50% faster”
> While beneficial to Pyro, this “passive ability” did little to service Pyro’s playstyle or provide any interesting changes to combat, making it feel ‘pointless’ and out of place despite its tangible value.
> Axtinguisher
+ Re-added “killing blows on burning players grants a speed boost”
> This attribute was originally moved to limit Pyro’s availability of movespeed boosts. We will be taking a different approach to this proliferation in the future.
> Thermal Thruster
+ Decreased locked holster time from 0.35s to 0.3s
> The faster deploy speed of the Degreaser was not fully accounted for at 0.35s.
> Loose Cannon
= Re-added random projectile spinning when fired
+ Re-added “+20% projectile speed”
> We are reverting this weapon back to vanilla, as we find the visual oddity of the bomb not spinning was not worthwhile the slightly lowered randomness of the weapon.
> Sticky Jumper
+ Added "Every 90 damage dealt with other weapons reloads 1 ammo for this weapon"
- Removed "On kill with any weapon: All equipped weapons automatically reload"
> Gloves of Running Urgently
+ Reverted the minimum maxhealth threshold to vanilla (from 25 to 100)
- Re-added “On deploy, instantly drain 20 maxhealth”
> We originally intended to make these changes 2 patches ago but ran into issues with correctly applying the changes.
> Killing Gloves of Boxing
+ Removed “On kill or assist-kill: User is self Marked-for-Death for 2.5 seconds"
- Removed “On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons"
> Now that Heavy’s passive melee power has been brought much closer back to vanilla, it makes most sense to remove the crippling vulnerability the KGB has. On the other hand, the assist system can be unreliable, and the power mini-crits have on Heavy’s ranged weapons cannot be so cheaply given.
> Widowmaker
- Reverted all stats to vanilla
> Bet nobody even remembers the single stat we had changed.
> Southern Hospitality
+ Increased Dispenser range from +150% to +200%
> When the Dispenser range bonus was initially added to the Southern Hospitality, there was concerns that it would be too much. These concerns seem unfounded given the low userate of this weapon, and so it will be increased further.
> Sydney Sleeper
+ Increased holster speed from +30% to +60%
+ Re-added “Nature’s Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.”
- Removed "On headshot: Double the Jarate duration"
- Removed "On scoped hit: slows targets by 10% with the duration based on charge and doubles the duration on headshot"
> The Sydney Sleeper has been both annoying to fight and weak to use. While we have a very ambitious idea of what we would like to do with this weapon in the future, for the meantime, it will move closer back to vanilla, but the implication of using your other weapons to capitalize on the Jarate effect will be further pronounced.
> Your Eternal Reward
= Reverted all stats to vanilla
+ Removed "Normal disguises require (and consume) a full cloak meter"
> This weapon has become overly complicated, and we find that it likely only needs a simple buff to be valuable. Additionally, it was compounding with certain other weapons in ways we did not anticipate.
> Reserve Shooter
+ Increased accuracy from +20% to +35%
- Reverted deploy speed to vanilla (from +30% to +20%)
- Removed “This weapon holsters 15% faster”
> The Reserve Shooter has considerable power, but it is unfocused. It will now be focused on mid-range and be more succesful at anti-air than it typically is in vanilla.
> Pain Train
= Removed “This weapon has bonus melee range, but deploys and holsters slower”
> Demoman is lacking in access to melee weapons which do not have slower switch speeds, and the switch speed of the Pain Train was generally inhibiting it from performing its intended purpose as a risky utility item.
> Craft Co. (Custom Changes)
> Solid Slugger
+ Added “Every 50 damage dealt with other weapons reloads 1 ammo for this weapon”
- Removed “On kill with any weapon, reload all weapons”
> After implementing the on-kill attribute, it was quickly evident that it no longer functioned correctly, and will be replaced with a similar mechanic.
> Lead Pipe
+ Increased the minimum maxhealth threshold from 25 to 100
- Added “On deploy, instantly drain 20 maxhealth”
> This is an unavoidable change for the time being, as the existing changes to the drain mechanic were global, not on a per-weapon basis.
> Follower
+ Removed “Damage decreases the longer each rocket travels, up to -25% at 1600Hu”
+ Increased Marker placement range from 1200Hu to 6000Hu
- Decreased projectile speed from -10% to -20%
- Increased cooldown for switching modes from 0.25s to 1s
> Upon witnessing the results of our previous buffs to the Follower, it became immediately apparent that the damage penalty compounds too much with the Follower’s existing falloff. Rather than try to remove falloff and rework the distance scale, the scale will simply be removed. As compensation, the projectile speed will be further lowered.
> Geneva Protokill
+ Added blast jumping
> The Geneva Protokill, while effective in its niche, is not very fun to use. Consider this an experiment.
> Victor-Ion
+ Increased ammo regained on hit from 1 to 2
+ Increased ammo regained on building destruction from 1 to 2
+ Increased ammo regained on backstab from 2 to 6
- Decreased maxammo from 12 to 6
> The Victor-Ion is simultaneously too forgiving and not forgiving enough for missing. It has many shots, but once they’re gone, they’re very hard to replenish. To kill both of these birds, the ammo will be halved, but successfully hitting shots will restore ammo, and backstabs will be a full refill.
> Intermission
+ Removed “-40% Sapper damage penalty”
- Added “-40% Sapper health”
> The Intermission’s design contradicts itself. It is only useful when destroying buildings, but does so much slower. Instead, it will now be destroyed in one hit, forcing Spies to fight the Engineer to protect their Sappers, and healing them back up if they succeed.
3.4.0.9 Changelog
This Thursday update has been applied to the US server. It includes a considerable amount of balance changes while we recover from some of the “broken” content and a new map.
BUG FIXES
> Properly applied the changes to the Scottish Wargear intended in 3.4.0.5
General
> Added ctf_converge_b3 to the map rotation.
> This Special Delivery-styled CTF map, made by Psy (Author of official maps plr_nightfall and koth_highpass!) has one neutral briefcase in the middle for both teams to fight over! Fight in this tug of war and push all the way to the enemy’s computer mainframe 3 times to shut their systems down and win!
> Removed ctf_2fort from the map rotation.
> This map was often leading to 30-minute friendly matches where over half the players had already left by the time the map ended by forcing a stalemate.
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Flying Guillotine
- Removed “100% minicrits vs players below 33% health”
> The Flying Guillotine is already a very effective weapon in vanilla and doesn’t require the buff it has had in the server for a long time now.
> Mantreads
- Reverted stomp damage multiplier to vanilla (from 3.5x to 3.0x)
- Removed “+20% rocket jump strength”
> The Mantreads is well known for being the most-used trolldier secondary, even in vanilla. While it’s not necessarily overperforming, we want to move closer to vanilla power, and see userates for it and other trolldier secondaries equalize.
> Gas Passer
+ Re-added “Gas meter builds with time”
+ Added “+100% recharge rate”
- Reverted damage to vanilla "(From 4% to 4)
> Currently, the Gas Passer is strong against certain classes while weaker against most others. This % damage ultimately isn’t working as we wanted, and we will instead focus on making the Gas Passer a more disposable tool like other throwables.
> Heavy
- Removed “Heavyweight: Melee weapons have +5 damage, +50% range, and +25% bounds”
> While this class ability has enabled powerful melee combat for Heavies, it’s a tactless approach, and we will shift to supporting his melee weapons individually, instead of blanketing generic changes on the slot as a whole.
> Gloves of Running Urgently
+ Reverted maxhealth drain while active to vanilla (From 20HP/s to 10HP/s)
+ Removed “Particle system shows how much maxhealth you are missing”
- Reverted movespeed bonus to vanilla (From +33% to +30%)
> Our changes to the GRU were originally made back when Heavy had more class changes than he currently does, and they no longer make enough of a positive impact on gameplay to be worth keeping around for players to have to memorize.
> Eviction Notice
= Reverted all stats to vanilla
+ Added “+1 capture rate while active”
+ Added “Third succesful punch in a row always crits”
+ Removed “maximum health is drained while active”
- Added “+25% damage vulnerability while active”
> The Eviction Notice has struggled to distinguish itself from the Gloves of Running Urgently. While we want to try to keep it in its role of movespeed, we need to find a way to do it differently. To this end, it will function like the old GRU, and also benefit point control.
> Short Circuit
= Reverted primary fire to vanilla
+ Added “+40% primary firerate”
+ Reduced primary fire metal cost from 5 to 2
> While giving the Short Circuit its old AoE secondary fire back in the form of the primary fire was interesting, players still ultimately rarely used it, and it had many visual bugs. Rather than work on such a drastic change further, it will be moved back to the pistol-like primary fire and buffed to be a more viable form of damage output.
> Gunslinger
+ Reverted build speed to vanilla (From +100% to +150%)
- Removed “+100% Mini-Dispenser range”
- Removed “Mini-Teleporter can be used in both directions”
> The server’s Mini buildings have been imbalanced for a long time now, being almost entirely superior to their level 1 counterparts, unlike Valve’s Mini-Sentry. On top of this, they haven’t felt like they build fast enough for how quickly they go down.
> Huntsman
= Reverted projectile speed to vanilla (from 1500-3000Hu/s to 1812-2600Hu/s)
+ Removed range falloff
- Added “-20% damage”
> The changing of the projectile speed originally served no specific gameplay purpose, and only lead to players having to retrain themselves on the aiming and dodging of the weapon. Range falloff ultimately didn’t solve very many of the weapon’s problems, so instead damage will be lower across the board. This will hopefully limit situations where people die almost instantaneously to Huntsman Snipers in split second encounters, and make it more in line with our rifle changes.
> Vaccinator
= Reverted all stats to vanilla
+ Increased overheal rate from -66% to -33%
+ Increased Übercharge duration from 2.5 seconds to 3s
+ Increased Übercharge rate on overhealed targets from -33% to -15%
- Removed “+67% Übercharge rate”
> The Vaccinator is a known and hated weapon for its versatility and the necessity of a higher skill floor to take one out than a regular medic. To make it more reasonable to fight against, especially in lower player counts, charges will be longer lasting, but weaker and slower to build.
> Craft Co. (Custom Changes)
> Follower
+ Removed “-20% explosion radius”
- Added “-10% projectile speed”
> This weapon has not been performing very strongly, and we are opting for a small improvement by making it easier to hit shots through both the explosion radius, and having more time to maneuver airborne rockets through a lower projectile speed.
> Crocketeer’s Cloak
+ Increased Earthquake radius from 146Hu to 219Hu
> Through both playtesting ourselves and feedback from players, it’s become obvious the Crocketeer’s Cloak is underperforming. Hopefully, making its primary function more effective at crowd damage will help it find its niche.
> Gamma Gazer
+ Added “+25% reload speed”
+ Added “+25% deploy speed”
+ Decreased damage penalty from 91.06% to 90%
- Decreased bullets per shot from 11 to 10
> This weapon has felt too unresponsive to be a secondary, and its investment deserves better damage output.
> Welder’s Gun
+ Added “Bullets penetrate all enemies”
+ Increased firerate from -100% to -20%
+ Increased accuracy from +40% to +60%
- Removed “On hit: Gain metal back based on damage by 50%”
> Under the shadow of the Widowmaker, the Welder’s Gun has no room as a metal-generating gun, and will be moved to a damage tool both for sniping enemies far from your sentry, and for deterring medic combos.
> Jupiter
+ Increased damage from -50% to -25%
- Added “While active: -100% metal from all sources”
> The Jupiter has been clearly underperforming, and has a confused design. To fix this, the damage will be improved, and committing to the high firerate of low metal counts will no longer conflict with the fact that you are required to stand next to a constant metal source in order to have this firerate.
> Astral Assassin
= Changed projectile speed from 1500-6000Hu/s to 1812-5200Hu/s
+ Removed range falloff
+ Reserve ammo increased from 12 to 25
- Added “-20% damage”
> Astral Assassin, being a bow, inherits the changes to the Huntsman. While the wiki was not reflecting this, the Astral Assassin’s projectile speed bonus compared to the Huntsman was up to +100% at maximum charge, which remains true. Additionally, it is a much more ammo-efficient weapon, to compensate for needing to use more shots to kill enemies than the Huntsman does.
> Lil’ Mate
- Decreased base accuracy from -40% to -100%
- Removed “+50% reserve ammo”
> When we last nerfed the Lil’ Mate, we thought -40% would be enough to give it a considerable spread. Unfortunately, the weapon continued to outperform the SMG at all ranges. This should be solved now.
> Subjugated Saboteur
- Reduced damage from -30% to -80%
- Removed “Reprogrammed sentries gain +10% firerate”
> This Sapper’s userate has gone down considerably, so it may seem weird that we’re “nerfing” it so hard, but reducing the damage has two benefits for the Spy. First, the building is more likely to survive the conversion process with enough health to be useful to him, and second, he can now convert Mini-Buildings, as they previously were destroyed before the conversion process finished.
3.4.0.8 Changelog
This update has been applied to the US server. It contains a handful of balance changes and temporarily disables several weapons and changes.
BUG FIXES
> The US server is now back up and playable again!
> We know this has taken longer than everyone expected or wanted, but we’re happy to finally be back online. Unfortunately, due to a shortage of funds and administrative manpower, we will be closing down the EU server for now. We are fully aware of how disappointing this will be for some of our playerbase, but we have little choice for the time being.
> In the meantime, please report any new bugs or issues you find in-game in our discord server!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Melee Weapons
- Removed "On Melee kill (Including Shields, excluding knives): A large ammo pack will drop instead of a medium pack"
> This change is being made in preparation for a more extensive look at the ammo economy in the future.
> Bonk! Atomic Punch
= Reverted all stats to vanilla
> This is temporary. In the future we are likely to replace the debuff Scout receives when Bonk ends.
> Wrap Assassin
= Reverted all stats to vanilla
> We will likely come back to this weapon in the future, but the current changes make little difference in its performance.
> Cow Mangler 5000
= Reverted all stats to vanilla
> The Black Hole is unfortunately causing errors, and we already had prior plans to remove it from the Cow Mangler. We look forward to finding a new way to incorporate the Black Hole back into the server, as we know it’s a beloved aspect of our gameplay.
> Third Degree
= Reverted all stats to vanilla
> Some of our changes for this weapon are currently broken, and the remaining are not living up to our expectations for the weapon. We will likely try another approach in the future.
> Natascha
- Removed "When fully spun up: The user and nearby teammates gain damage resistance”
> This change is currently not working and may be re-made later.
> Huo-Long Heater
= Reverted all stats to vanilla
> This is a very temporary measure, as the weapon’s changes are currently broken, though not all of us were happy with it as it was, and we may take a look at a new approach soon.
> Second Banana
= Reverted all stats to vanilla
> These changes are currently not working and may be re-made later.
> Pomson 6000
- Removed “On hit: Decreases healing given and/or gained from every healing source or weapon effect”
> This stat was not working correctly, even before our servers stopped working. We intend to improve this weapon down the line.
> Short Circuit
= Reverted all stats to vanilla
> Some of these changes have always been buggy, and are now causing errors. The Short Circuit is likely due for rebalancing later on.
> Wrangler
- Removed the fix for LV3 Sentry Rockets while controlling Sentry Guns”
> This change is currently not working and may be re-made later.
> Solemn Vow
- Removed "Allows your current attached Patient to see enemy health”
> This change is currently not working and may be re-made later.
> Knives
- Removed "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds"
> This change is currently not working and may be re-made later.
> Sappers
- Removed “On sap: Highlights the building for the user and teammates for the next 10 seconds”
> This change is currently not working and may be re-made later.
- Removed “Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls”
> This change is currently not working and may be re-made later.
> Craft Co. (Custom Changes)
> Firkin Flamer
- Removed
> This weapon’s primary feature (Oil Spill) is currently not working and may be re-made later.
> Sharp Shooter (Shotgun & Melee)
- Removed additional afterburn duration on hit
> These changes are currently not working and may be re-made later.
> Minelayer
- Removed
> This weapon’s projectiles are causing crashes and may be re-made later.
> Masterkey
- Removed
> This weapon’s primary feature (Throwing Micro-Sentries) is currently not working and may be re-made later.
> Inside Jab
- Removed
> This weapon’s primary feature (Bomb Planting) is currently not working and may be re-made later.
3.4.0.7 HORRIFYING Changelog
This SCARY Saturday update has been applied to both the US and EU servers. It includes NAIL-BITING changes!
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Righteous Bison
= Reverted projectile speed to vanilla (From 1600Hu/s to 1200Hu/s)
+ Re-added “Projectile can hit enemies multiple times”
- Reduced damage bonus vs players from +100% to +10%
- Reverted damage penalty vs buildings (from -66% to -80%)
> While powerful, the Bison felt like it was missing its identity, so we’re moving closer back to vanilla, and will see how it performs.
> Dragon’s Fury
- Reverted projectile range to vanilla (from 525Hu to 450Hu)
- Removed “+50% airblast pushforce”
> This weapon has been overperforming lately, and we feel it will be more in line with the power of other flamethrowers with these changes.
> Persian Persuader
= Reverted all stats to vanilla
+ Increased max primary ammo on wearer from -80% to -50%
+ Removed “-80% max secondary ammo on wearer”
- Added “-25% charge recharge rate”
> Largely going underutilized, the Persian Persuader changes we made struggled to find a place amidst the other swords. While we could continue to iterate that design, it seems to be ultimately unsatisfying and incapable of finding a niche, so it will return to its original role once again.
> Claidheamh Mòr
= Reverted all stats to vanilla
+ Increased charge time bonus from +0.5s to +0.75s
+ Added “+25% charge impact damage”
- Removed “+25% charge restored on kill”
> In tandem with our changes to the Persian Persuader, the Claidheamh Mòr was seen as unnecessarily changed, and too vulnerable to take advantage of its powerful benefits. Instead, we’re focusing its purpose more specifically on having longer and stronger charges, but doing away with its ability to expediate their recharge time.
> Teleporters
- Removed “Teleporter Resistance”
> Previously, when a player used a teleporter, they would gain a 75% damage resistance for a very short period. Ultimately, this served no gameplay purpose other than to dissuade tele camping, which many players enjoy taking part in. As such, while we might revisit this concept in the future, we find that it does not serve an important enough niche to stay as it is.
> Sniper Rifles
+ Increased base damage vs. players from 35 to 40
- Decreased base damage vs. buildings from 45 to 40
> Originally in Taste of Vanilla, we nerfed Sniper Rifle damage against players further than it already was, as we were worried certain playstyles had too much power, still. In retrospect, though, this has driven many players to stop playing the class, as it is not rewarding enough for the effort and skill put in. As such, we will revert this nerf for now, as we continue deliberating the direction Sniper should go.
> Classic
- Added “-20% chargerate”
Our changes to this weapon have led it to being far too versatile, and was often better than the Sniper Rifle in most situations. We would like to ease back its power, and give other options more room to perform.
3.4.0.6 SpOoKy Changelog
This S̶a̶t̶u̶r̶d̶a̶y Sunday(cough) update has been applied to both the US and EU servers. It includes a few
⚡BONE CHILLING⚡ changes as well as a candy bag of 💀TERRIFYING💀 Halloween-themed Maps!
Read the connected news post before you read the changes!
General
> 16 Custom Halloween themed maps have been added to the server! (as well as most vanilla Halloween maps!)
> Click on a map’s icon to be taken to its workshop page!
> If you’d like to go ahead and pre-download all of the halloween custom maps rather for convenience or to skip loading times while joining the server then download this masterfile zip here!
> To install it simply extract the contents of said zip file (maps) into your “download” folder within your tf2 Steam\steamapps\common\Team Fortress 2\tf\download\
> Here is the list of vanilla maps we are also running during this period! (Any new maps added by this year’s Scream Fortress will also be added when it is released)
> koth_probed
> cp_ambush_event
> cp_manor_event
> ctf_2fort_invasion
> koth_bagel_event
> koth_lakeside_event
> koth_los_muertos
> koth_megalo
> koth_slasher
> koth_slaughter_event
> koth_synthetic_event
> koth_undergrove_event
> pd_monster_bash
> pl_bloodwater
> pl_hasslecastle
> pl_rumble_event
> pl_terror_event
> plr_hightower_event
> sd_doomsday_event
> Some vanilla Halloween maps are not included due to past issues with causing server crashes.
BALANCE CHANGES
> SCREAMING Manns Co. (Vanilla Changes)
> Natasha
+ Increased bullets per shot from -75% to -25%
- Removed “+50% more accurate”
- Reduced damage from +45% to -50%
- Added “-25% slower spinup time”
> Damage output is relatively unchanged, if not slightly higher. We have traded the difficulty of hitting enemies caused by the high accuracy and low bullet count with going closer back to vanilla, where Heavy has to commit more to attacking due to a slower spinup time.
> CACKLING Craft Co. (Custom Changes)
Tiki Tonic
- Added “Wearer cannot carry the intelligence briefcase or PASS Time JACK”
> This weapon was causing issues with certain CTF maps.
Join one of our two servers through the buttons below!
3.4.0.5 Changelog
Hope you’re all having a wonderful fall!
This Friday update has been applied to both the US and EU servers. It includes some bug fixes and multiple changes, along with a fall themed map.
BUG FIXES
> Fixed the Shotgun Bride not being subject to falloff
> Fixed a bug where the Detonator was dealing less damage to the user than intended
> Properly removed a penalty from the Solemn Vow that was supposed to be removed in Taste of Vanilla
General
> Added koth_bagel_rc5 created by Yrrzy, Void, and Freyja. A unique King of the Hill map designed around a raised central capture area and flanked by side buildings.
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Escape Plan
+ Removed “40% damage vulnerability while active”
- Re-added “You are marked for death while active, and for short period after switching weapons”
> Flamethrowers
- Removed “-80% blast damage from reflected explosives”
> This attribute is the source of the Detonator bug, and will be removed until a proper fix can be made.
> Ullapool Caber
+ Removed “Mini-crits whenever it would normally crit”
- Removed “Deals mini-crits while the wielder is explosive jumping”
> This weapon was unfortunately mini-critting in situations it should not have been, and the fix is not simple, so the blast jump stat will be removed until then.
> Southern Hospitality
= Removed “This weapon has bonus melee range, but slower deploy and holster time”
+ Added “+150% Dispenser range”
- Reduced bleed duration from 8s to 6s
- Removed “One hit destroys any Sapper”
> We have found that the Southern Hospitality’s bonuses often rendered its penalty obsolete, especially versus spies. We are going to try a more support-oriented direction for the Wrench, though its bleed still lasts longer than vanilla.
> Vita-Saw
+ +20% health from packs on wearer
+ Added “On kill with any weapon: A small health pack is dropped”
- Removed “On kill/assist with any weapon: Regen up to 20%/10% of your max HP over 7 seconds”
> This weapon was conflicting with the Amputator’s role for sustained long-term self-healing, and often doing it with less effort. Now it will take more active play to take advantage of its healing, either through finishing weak targets yourself, or maneuvering to health packs.
> Craft Co. (Custom Changes)
> Scottish Wargear
= Added “Full turning control, but charge impacts only grant mini-crit melee strikes”
+ Removed “While charging: No damage boosting, and no impact damage”
+ Increased charge recharge rate from -90% to -75%
- Added “-60% charge impact damage”
- Removed “+200% turning control and “+100% charge duration”
> The Scottish Wargear is a common choice on the server, but is too specialized in its current state, that it excels in escape, mobility, and surprise, but is often only used once or twice in a life. By improving the charge’s availability, but reducing its strength, the Wargear should be more in line with other options now.
3.4.0.4 Changelog
This Friday update has been applied to both the US and EU servers. It contains a few awaited vanilla weapon changes, an improvement to the voting system, and a new mayann themed map.
Due to my (Sophie) covid-related health issues and other things, cTF2w has been radio silent for the past few weeks. While I know this small patch can’t possibly make up for that, I promise more changes will come in the future.
BUG FIXES
> Fixed an exploit that allowed players to switch teams
General
> Added pl_ququmannz_rc2 created by “Mayann Project team”, a traditional single-staged payload map through ancient jungle ruins.
> Removed pl_breadspace
> This map was causing common crashing issues amongst players
> When voting for the next map, a runoff vote will only be held if less than 33% of players vote for the winning choice
> This was previously 50%, but not enough players regularly voted, leading to runoff votes almost always happening.
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Candy Cane
+ Decreased the firerate penalty from 60% to 50%
- Added “-50% damage”
> We felt that Scout was too effectively using this as a direct combat “attrition” weapon, and that it wasn’t comparatively effective enough at support.
> Phlogistinator
+ Added “+25 max health on wearer”
- Added “+25% pushforce taken from airblast”
- Added “+50% pushforce taken from damage”
> The Phlog’s main problem is the “all or nothing” design, with results varying greatly with enemy coordination. Hopefully, these changes make dealing with a Phlog Pyro a more straightforward affair, while still allowing them flexibility and survivability without airblast.
> Detonator
- Removed “+10% flare jump height”
- Added “-15% damage”
> The Detonator has been overperforming, often picked over most other options due to its versatility and power. To deal with this, we’re scaling its power and freedom of mobility back a bit, and seeing how it performs going forward.
> Quickfix
+ Reduced Übercharge rate penalty on overhealed targets from -40% to -20%
+ Added “+200% increased air control when blast jumping”
+ Added “+80% fall damage resistance on wearer”
- Removed "Gain full air strafe control and immunity to fall damage when blast jumping”
- Reverted healrate during Übercharge to vanilla (from 400% to 300%)
> The Quickfix in its current iteration performs far too well. Often, its Übercharge is just as unstoppable as stock, if not more, and a blast jumping medic is nearly impossible to predict. For now, we will scale it back.
3.4.0.3 Changelog
This friday update has been applied to both the US and EU servers. It includes a considerable selection of custom weapon changes as well as some vanilla tweaks with two map additions.
BUG FIXES
> Fixed Atomizer’s “no double jump stat” applying onto custom melees while equipped
General
> Added pl_Shoreleave created by UEAKCrash, A full length payload map designed to be a showcase of the Frontline theme with interesting mechanics
> Added pl_Effigy created by Mimas Torres, A creative tug-of-war type payload race map where either team can push the same cart back and fourth. The team that manages to push the cart all the way to the enemy wins!
> Removed cp_well and pl_hoodo from map rotation to keep selection fresh
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Beggar’s Bazooka
= Removed “-25% blast damage from rocket jumps, but -25% rocket jump height”
- Reverted firerate to vanilla (from +80% to +70%)
- Reverted reload speed to vanilla (from -20% to -30%)
> Loch-n-Load
- Added “-25% reload speed”
> Scotsman’s Skullcutter
+ Removed “-25% firerate”
- Reverted move speed while active to vanilla (-15%)
> Eureka Effect
+ Removed “On death: User’s exit teleporter is automatically destroyed”
+ Reverted incoming metal from dispensers and packs to vanilla (from -25% to -20%)
- Reverted construction hit speed boost to vanilla (-50%)
> Crusader’s Crossbow
+ Removed “-25% reload speed”
> Craft Co. (Custom Changes)
> Dragon Hunter
+ Increased blast jump resistance from +10% to +15%
- Added “-25% clipsize”
- Added “-15% blast jump strength”
> Crocketeer’s Cloak
+ Fall damage resistance increased from +75% to +80%
+ Earthquake damage increased from 3x fall damage taken to 5x
> Magnetic Horseshoe
+ Construction speed penalty reduced from -33% to -20%
+ Sentry Gun contribution to the “Building Upgrade” meter increased from 10% of damage dealt to 20%
> Diagnostikiller, Interfector, and Lancer
+ Removed “-25% reload speed”
> Geneva Protokill
+ Increased explosion radius from 182.5Hu to 200Hu
> Blitzstorm
+ Increased health pack spawnrate from 5s to 4s
+ Increased health pack lifetime from 5s to 8s
+ Removed “While active: no healing gained from all sources, except health packs”
- Added “While active, -25% healing gained from all source”
> Jackal Beating Stick
+ Transfused reload speed bonus increased from +10% to +15%
+ Transfuse duration increased from 4s to 6s
- Transfused firerate bonus decreased from +20% to +15%
- Added “-100% deploy speed”
- Removed “Nearby teammates that also have this weapon active will gain damage resistance (6% per teammate, up to 4 teammates)”
> Lil’ Mate
+ Clipsize bonus increased from +50% to +100%
+ Damage penalty decreased from -66% to -60%
- Accuracy decreased from +40% to -40%
- Decreased bullets per shot from +2 to +1
> Infection
+ Increased move speed bonus per stack from +1.25% to +3%
+ Removed “Backstabs don’t instantly kill”
- Added “Backstabs only deal 45 damage”
- Reduced cloak speed bonus per stack from +3.33% to +3%
- Decreased maximum stacks from 10 to 5
> Short Round
- Added “Weapon accuracy decreases as health decreases (down to -150%)”
Join our servers now to try out these changes!
3.4.0.2 Changelog
This Thursday update has been applied to both the US and EU servers. It includes a handful of weapon fixes as well as dozens of interesting balance tweaks to push some things around and hopefully better position the balancing on some problematic weapons!
BUG FIXES
> Fixed an unintentional interaction between the Conniver’s Kunai and Booster Shot that infinitely generated overheal for the Spy
> Fixed the Ambassador’s damage and firing speed being unintentionally reverted to vanilla
> Fixed the Crate Smasher’s lifesteal not functioning
> Fixed the Beggar’s Bazooka losing it’s firerate bonus with the Buff Banner equipped
> Fixed the Invis Watch having a shorter Cloak meter than it should
> Fixed the Crocketeer’s Cloak not properly resisting fall damage
> Fixed the Bio-Breaker movement speed bonus while spun-up not functioning
> Fixed the Solemn Vow’s firerate being higher than intended
GENERAL
> Removed the plugin that slayed players who entered enemy spawns
> This was causing more issues than it solved.
> Increased AFK Manager kick time from 360s to 420s
> Increased Scout class limit from 2 to 3
> Decreased Engineer class limit from 3 to 2
> Decreased Medic class limit from 3 to 2
> Added cp_sulfur Created by Freyja, it’s a steel-style cp map with a koth final point set in a secret Japanese hot spring. A great way to cool off!
> Removed plr_pipeline from map rotation to keep map selection refreshing
BALANCE CHANGES
> Mann Co. (Vanilla Changes)
> Scorch Shot
+ Reverted explosion radius to vanilla (from 73Hu to 110Hu)
+ Reduced projectile speed penalty from -25% to -15%
> Currently, the Scorch Shot was not performing well in the server, especially in comparison to the Detonator, so we’re going to bump it’s numbers closer to vanilla and see how that goes
> Dalokohs Bar
= Changed health regeneration from 5-20/s to 10/s
+ Increased duration from 10s to 20s
> Overdose
+ Increased movement speed bonus from +10% to +20%
> Blutsauger
+ Increased health gained on hit from +2 to +3
- Added “-2 health regenerated per second on wearer”
> Sydney Sleeper
+ Added “This weapon holsters 30% faster”
> We as a team agreed the Sydney Sleeper was falling behind the other choices, so this addition is an experiment to see if we can nudge the Sleeper into a more creative role of applying Jarate and quick switching to a secondary (or melee!) to follow-up! Let us know how this change feels.
> Craft Co. (Custom Changes)
> Armored Core
+ Increased reload speed bonus for shotguns from +15% to +20%
+ Added “+15% movement speed on wearer”
- Decreased firing speed bonus for shotguns from +25% to +20%
> We felt that while the Armored Core was performing too well with it’s previous +33% movespeed, it didn’t perform well enough by removing it, so we’re settling on a middleground for now
> Blitzstorm
= Raised spawning location of health packs by Übercharge above the user’s head
> This change will cause the health packs to spread out more once they land
+ Added “Übercharge can be activated while holstered”
> Swifty Swiper
+ Removed “-30% metal gained from transferred metal”
> The Swifty Swiper was under-performing in normal gameplay usefulness so hopefully removing this downside will encourage more sensible use!
> Masterkey
+ Increased health regeneration from 1/s to 1-4/s
+ Added “Guaranteed 5 metal regenerated every 5 seconds on wearer”
- Removed “+10% metal from all metal sources on wearer”
> The Masterkey’s “1 HP regenerated every second” felt fairly uneventful as a stat so replacing it with a ramping 1-4 HP will hopefully make a meaningful difference
3.4.0.1 Changelog
This Saturday update has been applied to both the US and EU servers. It includes a handful of emergency fixes following the recent major update that we felt couldn’t wait until the next planned patch.
BUG FIXES
> Fixed the Natasha’s damage and bullets per shot still not being changed
> These stats weren't properly applied with the update, sorry about that!
> Fixed the Bio-Breaker’s model and sound effects being absent
> Fixed the Bio-Breaker’s charge not functioning
> Fixed the Dalokohs Bar not consuming meter on use with full health
> Thanks to Lucky Lugia for providing this timely fix!
> Fixed lifesteal on the Sub-Sandvich and Vanguard not functioning
> Fixed the Interfector and Lancer dealing lower damage than intended
> We're still working on fixing their passive reload and inversed falloff issue
> Fixed the Booster Shot description not listing its inability to deploy without a patient
> Fixed the Explosive Entry not damaging the user
BALANCE CHANGES
> Re-enabled a plugin to slay players who enter the enemy spawn mid-round
> This is to prevent Tiki Tonic abuse in fringe cases where Scout was small enough to get through spawn doors on certain maps.
> Mann Co. (Vanilla Changes)
> Bonk! Atomic Punch
= Reverted all stats to vanilla
> We are trying to determine what particular files are causing the current server lag by removing certain ones and checking for any difference!
Thank you to everyone who has been valiantly reporting bugs within our Discord following this huge update! The amount of changes were a huge hassle to get out perfectly so we’re grateful for all the help everyone is providing!
To report any bug you may find on the server you can join our Discord and make a report in the
#support-forums!