TF2 Classified 3.1.2 removes Classic-Vision, buffs Rejuvenator
Team Fortress 2 Classified 3.1.2 is out now and will apply automatically when you restart the game. The headline changes: Classic-Vision has been removed ("see you next year!"), a new Sentry Tracer bucket system is in for performance, and both the Dynamite Pack and Rejuvenator got buffs.
Performance, tracers, and visuals
- Classic-Vision is gone.
- Sentry Tracer bucket system caps tracer creation at 45 per second;
tf2c_sentrytracer_bucketsizecontrols the limit. It is intended to replacetf2c_sentrygun_oldtracer. - Added dynamically-textured building gibs.
- Rockets now spawn with their team's skin; flare projectiles change skins when reflected.
r_pixelfogis now cheat-protected; MvM and Doomsday Event assets precache correctly.- Fixes include Heavy Minigun dry fire/spin, Pyro viewmodel hands with Flamethrower, Engineer's removed battle cry,
filter_tf_damaged_by_weapon_in_slot, Civilian upgrade-station crash, MvM map-load crash, burning overlay fade, bots disguising as inactive teams, "Don't Fear the Reaper" award, Teleporter/Jump Pad effects,cannot find bg_(mapname)errors, missing chair materials, Anti-Aircraft Cannon empty-clip sounds, ÜberCharge deny sound spam, and duplicate low-health building beeps.
Gameplay changes
- Dynamite Pack cooldown reduced to 8s (from 10s).
- Rejuvenator clip size increased to 10 (from 8) and fire rate to 0.75s (from 0.85s). Its projectile can now explode on teammates on the same tick it's fired, and
tf2c_debug_rejuvenatordraws its box traces. - Fixed Coilgun charge-up animation and a wrong Rejuvenator muzzleflash.
- Civilian's damage boost now glows like other mini-crit boosts and extends its healing buff to other mini-crit sources; Civilian also respawns instantly when changing loadout in the respawn room.
hurtbuildingnow works outside debug mode; repaired buildings no longer re-trigger the low-health beep.
Randomizer changes
- Rejuvenator and wearables can now roll random attributes (double Gunboats fans rejoice!).
- Chaotic Item Randomizer lets players taunt with any weapon; attributes update when opening the Loadout menu.
- New melee range multiplier (0.5x-3.0x) joins the pool; removed horizontal-spread mods for non-shotguns. Speed snaps to nearest 5%, bullets-per-shot to nearest 50%.
- Randomizer attributes now match item-schema classnames and translated entity classnames; enabling Randomizer appends
randomizertosv_tags. Fixed Anti-Aircraft Cannon/Sniper Rifle breakage, Medieval Mode item breaks, andplr_nightfallstage 3 loadouts not randomizing.
Maps and interface
- Removed
dom_canalzon,rctf_epicenter,4tdm_gasworks, andff_dustbowl. - Fixed font kerning and full glyph ranges; crosshair preview background upgraded; removed the Advanced Options button from Legacy Options.
- Added disconnect confirmation (disabled via checkbox), armor support to floating healthbar target ID, clearer friends-list online states, more accurate scoreboard ping, and Minmode HUD support for
game_text_tf. - Target IDs are decoupled from classes and can show healing, ÜberCharge, umbrella boost, and hauled building info.
- "On the bright side..." display time cut to 10s (from 20s).
- Added viewmodel offset settings and
viewmodel_offset_enable, plus Discord Rich Presence options in Options. - Fixed missing localization for Resume Game and Quit Game; localization files updated.
Custom weapons and materials
- Added
set_weapon_rangeandno_headshot;add_ammo_on_direct_hitworks with hitscan weapons. - Reveal effects on cloaked/disguised victims are less screen-flashy.
- Fixed
brass_eject_modeland Sandvich bite effects respectingmod_lunchbox_critboostable. - Fixed pixelated
sky_harvest_01HDR materials, missing chair armrest materials, movedhud/medal_*materials, and adjusted YLW Toolbox hue.
The team is still looking for a backend web developer, with a new blog system as the main project; contact them if that's you.
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