Classlimit value of 0 indicates no limit, -1 indicates disabled class
02/23/2020
(One more time, for the last time, you will need to reinstall as we have moved to GitLab for distribution.)
Updated gameinfo.txt to reflect new mod name
Renamed the fgd file to cf2.fgd
Added AlexEpisode and DR_Seal as developers
02/23/2020
Renamed localization files
06/16/2020
(Yes, I realize its been a long time)
Slowed nail grenade nails to 800 u/s and gave them gravity
Changed railgun damage 25->35
Changed railgun projectile speed 1200->2400. This is the same as TF2's rescue ranger
Dropping ammo as engineer takes 4 metal out of reserve for every 1 that ends up in the ammo box. This was done so that engineers can't juggle more than 200 metal.
Buildings can take friendly fire damage (if enabled)
06/18/2020
Grenade timer now only plays on the client of the person throwing it
Added sounds for when a player primes and throws a grenade
Reimplemented the damage text system. I accidentally removed it in the previous update.
Adjusted grenade friction from 0.2 to 0.1
Spy's tranq gun now uses shells instead of nails for ammo
It turns out that lag compensating the grenade timer is very hard. Hopefully I will have that done shortly in the future
06/21/2020
Fixed a bug where the sniper rifle could not be unscoped during reload
Improved handling of medic infection
Weapon reloads that take two ammo from reserve (i.e. the double barrel) cannot reload if there is only one ammo in reserve
Added damage text for buildings
06/26/2020
Reduced railgun damage to 28 and added falloff
Tranquilized speed is now 70% instead of 50%
Fixed config_default
Afterburn damage buffed from 3 to 4
Afterburn damage is multiplied when the pyro combos the different burning weapons. For example, if the pyro hits an enemy with the flame thrower and incendiary cannon, afterburn damage is doubled.
08/28/2020
Game modes
Added flag based Attack/Defend
Maps
New version of dustbowl using the Attack/Defend game mode and based on the Team Fortress Classic version of the map
Updated 2fort to have item pickups in the spawns and resupply rooms
Added ctf_process
Bugfixes
Nail grenade nails now function properly
Fixed bug with concussion grenades that caused the player to shoot upwards when doing a handheld jump
There are probably more, but I have lost track
Spy Cloak Changes
Cloak now lasts only 5 seconds
Cloak recharges in 10 seconds
Spy cannot cloak unless cloak meter is full
If the spy was damaged in the last 2 seconds and cloaks, he will drop a ragdoll and show a fake kill feed event
Cloaked spies no longer blink when hit
This was done as a temporary measure while feigning is being figured out
Other updates
Updated first person viewmodels
Viewmodels sway when conc'd
Added armor pickup items
Added info_tfspawnstats entity to control what ammo and armor players spawn with
Improved handheld concussion grenade jumping
Mounted onto live TF2 allowing for the use of its models and textures
Sentry guns and dispensers explode violently when destroyed for any reason
Headshots with the sniper rifle do 2x damage instead of 3x
Reimplemented scout's caltrops
09/11/2020
Bugfixes
(Hopefully) Fixed cubemaps on ctf_process
Shovel damage reduced to 20 (was 35)
You should no longer hear other players' grenade timers
Gameplay changes
Changed medikit model back to bonesaw temporarily
Medikit cures concussions and broken legs
2fort changes
Changed main spawn doors to the old 2 way layout
Replaced stairs to the basements with elevators
Added bridge to courtyards
Removed the roof from middle bridge
09/14/2020
Bugfixes
Fixed players taking the a/d flag with them into spectator when idle
Fixed incorrect sounds for the pipebomb launcher reload
Ran a final compile on ctf_process (whoops)
Other updates
Base afterburn damage reverted to 3 every 0.5 seconds (was 4)
Increased push force demoman takes from explosive jumps
10/05/2020
Bugfixes
Added a line of sight check to the flag to prevent picking it up through walls
Fixed bug where enemies weren't getting the concussion effect
Building animations are scaled to their new building times. As a consequence, dispensers look absolutely silly when deploying
Gameplay
A/D flag is now highlighted
Max FOV is now 130, but this will cause some culling issues
Sniper must be standing still to begin charging the rifle
Direct hits with the grenade launcher do a full 100 damage, similar to TF2
Added dismantle command. Do dismantle <number> while close to the building dismantle it. I'll have a proper PDA for this later.
Maps
In the spirit of Halloween ad_manor_event, a port of the TF2 map, has been temporarily added. This map lacks the pumpkins and boss.
Clanbattle mode
I have started an improved version of TFC's clanbattle mode. Right now, it only supports CTF. All this does at the moment is add round timers to CTF maps along with a preround time for teams to ready up. Teams switch after every round at the moment. I may do other modes later.
12/4/2020
General changes
Unmounted from live TF2 as this was causing more problems than it was solving.
Improved the napalm grenades. Now it spews a bunch of flame particles that set players on fire and deny areas for a brief period.
Added new particle effects for concussion grenades and incendiary rockets.
Changed spy cloak back to how it is done in TF2. Now uses cells from ammo pickups (not the discarded ones) to recharge.
Improvements to clanbattle mode.
Engineers now repair buildings to full health in a single swing if he has enough metal.
Similar changes with ammo in sentry guns.
Players can now see health and armor of enemy players (consistent with TFC)
Added func_security brush entity and new announcer voicelines to go with it.
Notable Bugfixes
Fixed invisibility material proxies on the spy's super shotgun and nailgun.
Fixed bug where spy could throw grenades while invisible.
Fixed some animation problems with first person viewmodels
Maps
Removed ctf_process and ad_manor
Added ctf_destroy, based on the TFC map destroy_lowgrens
Added ctf_turbine
Fixed an unintentional sightline on Dustbowl second stage
12/31/2020
Discord rich presence (yay)
A couple of random bugfixes
7/30/2021
Gameplay
Added feigning for spy. The commands for this are feign and sfeign. This will cause the player to become a ragdoll, but can still take damage. Naturally this will be buggy and can result in getting stuck in some places. Regular cloaking has been removed.
Added the detpack, a buildable timed explosive for the demoman. It can be set to 5, 20, and 50 seconds. Use the detpack to create a very large explosion that can open certain areas and send enemies into orbit. Scouts can defuse the detpack by touching it.
Sniper rifle's base damage has been increased to 75 and fully charged shots do 225.
Maps
Added new route on dustbowl third stage for blu to get out of spawn.
Updated and rebalanced Gravelpit to use ad flags.
Removed granary, destroy, and badlands. Badlands will probably see the light of day again in the future as a ctf map.
Added ctf_process, ctf_well, and cp_steel
General Gameplay Improvements
Added hud element to tell you what ammo you have picked up
Improvements to tournament mode and added the tournament hud
mp_teamplay now behaves more like the old teamplay flags from tfc
Lots of other bugfixes I've lost track of
08/23/2021
Maps
Added cp_granary
Added cp_gullywash_final1
Bugfixes for ctf_well
General Gameplay Improvements
Changed the armor hud element to display the armor class currently being worn. Green = light, yellow = medium, red = heavy
Improvements to tournament mode
Fixed several bugs
Updated localization files
09/03/2021
Bugfixes
Fixed a weird bug in tournament mode
Fixed bad ladder clipping in ad_dustbowl
Fixed a bug where the demoman's grenades did 120 damage if they were rollers
10/16/2021
Maps
Added ctf_badlands
Balance(?)
Reduced pipebomb damage to 80 for the first 2 seconds of its life. After 2 seconds, the damage is reset to 100. Grenades still behave the same.
Bugfixes
Fixed spy being able to feign in the air or while dead
Improved projectile visuals (syringes from the syringe gun are no longer nails)
Various other improvements and bugfixes
1/27/2021
New models and sounds for several weapons and items courtesy Mister Sandman
Maps
Increased ammo, health, and armor given for most packs on cp_steel
Balance
Minigun does at most 45 damage if all pellets connect at close range
Removed ability for heavy to spin up the minigun using secondary fire
Reduced pushback force from self damage
Increased damage for pipebombs that have been around for more than 2.5 seconds to 120 damage
Bugfixes
Fixed crash related to pipebombs
Potentially fixed a crash relating to incendiary rockets
4/15/2022
Maps
Added ctf_rock2
Added ad_badwater
Minor bugfixes and changes for dustbowl, well, gravelpit, and badlands
Balance and gameplay changes
Heavy takes significantly less pushback from explosions
Napalm grenades now affect a moderately sized area rather than exploding into small fire particles
The sniper rifle can now begin charging when the player is moving at any speed
Teammates can no longer block sentry and dispenser placement
Pyro only has afterburn immunity when he has armor
Notable Bugfixes
Possibly fixed a crash related to the server MOTD screen
Fixed a bug that occurs where a demoman's grenade explodes on contact with a player that the player is touching not damaging the player
Fixed issue where detpacks were activating goals that did not have line of sight
07/13/2022
Bugfixes
Fixed some weirdness with capture points on flag A/D maps
Fixed spy being able to feign with the flag
EMP grenades clear pipebombs
Fixed some assorted bugs in maps
Other little bugfixes and improvements
Balance and gameplay changes
The minigun no longer pushes players around
Pipebombs detonate by themselves after 2 minutes
Grenades from the grenade launcher do 80 damage if they hit the world instead of a player
12/17/2023
Misc. updates
Added new particle effects to help visualize effects on players
Updated the kill icons
Added custom crosshair support
Balance and gameplay changes
Heavy can jump while shooting the minigun
Rewrote nails to be more consistent
Halved the pushback force inflicted by the sentry gun
Sniper must stand still to start charging the rifle
Medics get assists when their patient gets kills while overhealed