Updates
The 0.7 Update
PF2 Team - Nov 18, 2022
After over a year of work, we’re happy to finally release the long awaited update 0.7 for Pre-Fortress 2!
This update has an immense amount of changes and if you’re interested in a more in depth look at grenades, the new menu, or a preview of our maps, view the links below.
Patch Notes
Notable Changes
- PF2 no longer mounts Team Fortress 2
- If your content uses assets from TF2, they must now be added to PF2 or packed into the map.
Gameplay
- Added the ability to throw the flag (bound to L by default)
- Decreased invisibility when bumping into enemy players
- Reduced effectiveness of infection
- Duration of 12 seconds with 6 damage dealt every 2 seconds
- Removed being able to destroy sappers with a gun
- Added King of the Hill support
- Added Payload and Payload race support
- Added Arena support
- Added building hauling
- Added level 3 buildings
- Slightly nerfed grenade jumping
- Nerfed grenade damage dealt to self when grenade jumping
- Reduced the distance Heavy travels from grenade jumping
- Cart now has an outline all players can see
- Players will now have an outline after picking up intel
Grenades
- Every grenade now has a view model
- Completely changed how grenades bounce off the world, now behaving more like a GoldSrc grenade
- Beeping system is now similar to Team Fortress Classic’s
- Reduced intensity of the concussion effect
- Added the command
pf_accessibility_concussion
which changes the concussion effect to primarily affect the crosshair - Alternative concussion effect is now the default
- Caltrops now open in a set pattern and face up when active
- The nail grenade now fires more predictably
- Added ability to disarm grenades by striking them with a melee or firing a weapon at it
- Striking any grenade with a melee will disarm it instantly
- Firing once at a Frag and Caltrop grenade
- Firing twice at a special grenade
- Changed the throw arch to match players view
- The gas grenade now inflicts a basic hallucination effect and melts armor while inside the area of effect
- Thrown grenades will deal a small amount of damage when bouncing off a player
- Grenades no longer collide with respawn room visualizers
- Grenades can explode in spawnrooms again
- The Gas Grenade no longer needs to be on the ground to detonate
- Disguise is now removed when throwing a Gas Grenade
Weapons
- Weapons now have a set weapon spread
- Pipebombs now fizzle when shot instead of exploding
- Pipebombs use the same physics as the grenades for easier placement
- Pipebomb launcher now has 8 pills
- Reverted nails to only show client-side projectiles
- The muzzle flashes, both models and particles, are no longer affected by your FOV
- Converted all weapon view models to L4D style view models
- Halved nail gravity
- Added the command
pf_sniper_toggle_charge
which makes it so the Sniper rifle to requires a second press to fire - Added flamethrower alt-fire muzzle flash effect
- Added a charge mechanic to the Flamethrower alt-fire.
- Charging the flamerocket increases both the distance and damage
- Charging the rocket will interrupt flames
- The wrench and syringe are now lag compensated for both teams
- Weapons now have Critical glows and particles
- Slightly increased the Syringe’s range to more easily hit friendly players
- Sniper rifle now has a laser to indicate if the sniper is charging
- Flipped viewmodels will now fire projectiles from the correct side
- Slightly nerfed the damage of the Frag, EMP, and MIRV grenades
- Medic SMG slightly nerfed
- Scout’s Nail gun has a clip size of 50 and a reserve of 150
- EMP damage reduced from 120 to 90
Class changes
- Reverted Scout’s speed down to from 450 hu/s to 400 hu/s
- Increased Scout’s health from 75 to 90
- Reduced Demo’s armor from 120 to 100
- Reduced Demo’s health from 175 to 90
- Reduced Engineer’s health from 125 to 80
- Reduced Soldier’s armor from 250 to 150
- Reduced Soldier’s health from 200 to 100
- Reduced Heavy’s armor from 300 to 225
- Reduced Heavy’s health from 300 to 100
- Reduced Medic’s health from 150 to 90
- Reduced Pyro’s health from 175 to 100
- Reduced Sniper’s health from 125 to 95
- Reduced Spy’s armor from 100 to 50
- Reduced Spy’s health from 125 to 90
- Changes to armor penetration make classes feel less tank-like
- The flag speed penalty is now specified per class instead of every class being slowed down by 25%
- Added the Spy cloak buff from Live TF2 (20% damage resistance from all sources when cloaked, and reduced duration on debuffs)
- Armor repairing no longer takes away metal from Engineers
Textures
- Updated the Revolver texture
- Updated control point beam shader parameters to more closely match the beta’s
- Added Infection kill icon
- Added Mat49 kill icon
- Updated dispenser screens
- Updated various kill icons
- Updated destroy PDA screen to use beta teleporter
- Updated menu background images
- Added additional beta inspired textures
- Added all necessary TF2 textures and models.
- Updated various sign textures
- Consistent Engineer’s viewmodel gloves texture
Models
- Updated Armor Pack model
- Updated Grenade Bucket model
- Updated Soldier’s grenade body group
- Updated Scout’s model to include headset bone
- Updated Sniper’s club model
- Updated nailgun model to have a drum
- Added Mat49 smg model for Medic
- Added Pipebomb Launcher model for demo
- Added beta styled teleporters
- Added HD Sniper Rifle
- Added Spytech cart
- Added new flagpole model
- 2Fort cow now has some new friends
Animations
- Added Beta 3rd person soldier shovel animations
- Added first person grenade animations for all classes
- Added loser animations
- Added headshot animations
- Added backstab death animations
- Updated Grenade launcher positioning
- Grenade launcher now held with two hands
- Updated various animation sound events
- Updated nailgun first person animations
Particles
- Added infection head and player particles
- Added hallucination head particles
- Updated napalm particles
- Updated fire particles
- Updated gas grenade particle to better represent its area of effect
- The Medigun now uses Live TF2’s beam particles for better visibility
- All weapons now have proper crit trails
- Added Spytech Cart EMP explosion
Sounds
- Updated Grenade Bucket pickup sound
- Updated Armor Pickup sound
- Updated Nail Grenade sound
- Updated Concussion Blast sound
- Updated Gas Grenade sound
- Updated the EMP sound
- Updated sentry scanning noise
- Added selection menu music
- Added grenade defuse sounds
- Added incendiary rocket sound
- Added Medic SMG sound
- Restored player specific voice lines
- Added a detach sound to the Medigun
- Updated low health alert sound
- Updated minigun firing sound
Maps
- Renamed ad_dustbowl2 to pl_goldrush
- Removed the
pf_cp_flag
command. Attack/Defend with a flag is done on a per map basis - Added the spawn room turret for future use.
- Maps without any armor packs will restore armor with health kits
Existing maps
- 2Fort
- Updated blue intel floor tiles.
- Updated lighting to more closely resemble the beta.
- Updated various team related textures
- Added color correction.
- Dustbowl
- Moved the final cap’s left red spawn resupply locker back to its retail position to mitigate grenade spam
- Gravelpit
- Removed flag
- Well (CTF)
- Replaced ramp from sniper battlements to the attic with an elevator
- Changed the lighting to night.
- Target (PF)
- Now includes rooms for the the ceiling and floor variations of the spawn room turret
- Removed various assets
- Unpacked map assets
New maps
- Goldrush (PL)
- Converted ad_dustbowl2 into pl_goldrush
- Features final point from Badwater based on early screenshots of Goldrush
- Badlands (CP)
- Updated textures to resemble early screenshots of Badlands
- Crossover (KOTH)
- Reimagined TFC map
- Well (Arena)
- Uses sunset lighting found in early screenshots of TF2
- Powerhouse
- Added armor support
HUD
- Updated class selection icons, class portraits and HUD portraits
- Added a brand new main menu (Old menu still available via the
-oldui
launch option.) - Cleaned up CTF hud and improved the arrow functionality
- Added HUD indication for low armor
- Added low health, low armor and armor depletion sound alerts
- Certain HUD elements are now excluded from
cl_drawhud
- Added a PF2 specific section to Advanced options
- Added simplified disguise kit option
- Updated minimized HUD mode
- Added the armor repaired stat to the stat summary menu
- Engineers now see an armor speech bubble when a player calls for medic
- Added health account numbers
- Moved the stats menu to a tab in the load out menu
- Updated condition icons
- Added crit backgrounds for both teams to the kill feed
- Added a grenade detonation timer HUD
- Added disguise status HUD
- Added updated TargetID
- Ubercharge HUD now shows the Uber percentage
- Low ammo HUD warning
- Added a PF2 specific tab in the create server dialogue
- Added icons to the grenade ammo HUD element
- Updated scoreboard to be similar to live
- Updated font on target ID element
- Updated font to TF2C
- Updated various bucket icons
- Added various new advanced options
Misc.
- Updated the codebase to use the v143 toolset/C++17
- Discord RPC support on Linux and Mac OS
- Marked
mp_restartround
as a cheat due to it causing unresolvable issues - Many changes to enable friendly fire to function correctly
- Will not work inside spawn rooms
- Certain weapons are excluded such as the syringe, heal grenade and wrench
- Added
mp_friendlyfire 2
which will only do push back and events but not actually deal damage - Unmarked
tf_avoidplayers
as a cheat
- Added more I/O and variables for the flag entity
host_timescale
now affects sound pitchlastdisguise
will now switch disguise weapon to matching active slotcl_burninggibs
now functions as intended- Added command
tf_delete_temp_files
- Added Uber flashing drain penalty
- Added voice command spam penalty
- Added bell alert when the Sniper rifle is fully charged
- Added flamethrower “sizzle” sound when hitting a target
- Minigun ejects shells with as ammo is depleted instead of it being an animation event
- Medics receive damage events from their target
- Explosions now affect ragdolls
- Restored functionality of builds alerting engineer after any drop from 100% health
- Medics now receive the damage events dealt by their healing target
- Updated intro video
- Removed “Use More Gun” achievement
- Renamed “Rain of fire” achievement to “Ring of Fire”
- Local servers are now labeled “Pre-Fortress 2” instead of “Half-Life”
- Updated Discord RPC icons and maps
Source Mod Plugins
- Source Mod is now supported using PF2-Tools.
- Special thanks to Conneath
- All base TF2 plugins should function with slight adjustments
Achievements
The Fat Finger
Kill an enemy Spy with a remote Dispenser or Teleporter detonation.
Heads up
Kill an enemy by hitting them directly with any grenade type.
Special Kind of Medicine
Simultaneously heal 3 or more teammates with the Heal Grenade.
Out with a Bang
Kill both an enemy and yourself with a Frag Grenade at the same time.
Trophy Kill
As a Sniper, kill 5 Heavies caught in caltrops.
+1 Hidden Achievement
Have fun!
Bug fixes
- Drowning no longer affects armor
- Fixed concussion view angles going too far out
- Disguised Spies can no longer pick up the intelligence
- Fixed gas and nail grenades still playing sounds after deletion
- Fixed napalm particle effect remaining after deletion
- Nails emitted by the nail grenade are now deleted with the grenade
- Fixed the armor hud background not always updating
- Fixed a crash when updating the armor repaired stat
- Fixed a crash relating to orphaned nails
- Fixed sentry muzzle lights spawning at the world origin
- Changed consistency of auto healing with the Medigun
- Fixed hit sounds not working when a delay is set
- Fixed flag arrow disappearing when facing exactly forwards or backwards
- Fixed the sniper rifle muzzle flash not appearing in 3rd person while zoomed
- Fixed the beta explosion effect only exploding upwards
- Environmental suicides now attribute an assistor
- No longer allowed to disguise while taunting or taunt while disguising
- Fixed sentries not respecting
pf_muzzleflash
- Fixed the Minigun muzzle flash particle remaining on round end
- Fixed the gas grenade particle emitting at weird angles
- Fixed the microphone icon overlapping the dead icon in voice chat
- Fixed EMP lightning arcs appearing through walls
- Fixed crashes relating to the grenade’s physics meshes
- The Medigun now heals the broken leg condition
lastdisguise
will now remember the previous team- Stopped blood emitting from concussion blasts
- Spies can now cap control points if disguised as their own team
- Fixed pistol fire rate going higher than normal when spamming fire
- Fixed grenades remaining on players after throwing
- Fixed a texture not rendering properly when medic ubered
- Fixed spies getting damaged after backstabbing someone if on top of them
Commands
Client Commands
pf_accessibility_concussion
Enable a less nauseating concussion effect, instead affecting the position of the crosshairpf_armor_alerts_depleted
Enable the depleted armor alert soundpf_armor_alerts_low
Enable the low armor alert soundpf_armor_alerts_low_percentage
Percentage when the low armor alert sound playspf_armor_alerts_volume
Armor alerts sound volumepf_disable_hands
Disables viewmodel handspf_grenade_hud_timer
Enable the grenade ring timer HUDpf_grenade_hud_timer_scale
Grenade ring timer HUD size scalepf_particle_explosions
Re-enables particle explosions (Incase you want to use custom explosion mods)pf_sniper_toggle_charge
Sets the Sniper rifle to require one press to start charging and a second press to fire
Server Commands
mp_friendlyfire
Enable friendly fire. 1=on, 2=events onlymp_waitingforplayers_opengates
Opens gates while waiting for playerspf_allow_voice_spam
Disables voice command spam preventionpf_flag_allow_return_on_touch
Enable flag return on touch.pf_flag_allow_throwing
Enable players to throw the flag.pf_flag_throw_force
The force of flag throwingpf_force_crits
Force crits to be always onpf_force_flag_speed_penalty
Force the speed penalty on while carrying the flag outside of attack/defend.pf_grenade_bonk
Enable grenades dealing damage when colliding with playerspf_grenade_disarm_shots
Number of melee hits required to disarm a grenadepf_grenade_tfc
Sets grenade physics to be similar to how they were in GoldSrcpf_healthkit_armor_repair
Enable restoring armor from health pickups: -1=Auto on maps without armor packs, 0=Always off , 1=Always onpf_round_end_friendlyfire
Enable friendly fire after a round ends- Renamed
pf_armor_ratio_*
topf_armor_absorption_*
Retired Commands
These are commands that no longer exist in game for one reason or another
- Removed when it was decided to have the AD flag on a per map basis
pf_cp_flag
,pf_cp_flag_reset_on_cap
,sv_vote_issue_toggle_flag_allowed
andsv_vote_issue_toggle_flag_cooldown
- Removed as armor has been set in stone for balancing reasons
pf_armor_enabled
andtf_boost_drain_time_armor
- Removed because they were never used in development and were unlikely to be used outside of development
pf_armor_bonus
,pf_armor_bonus_multi_explosive
andpf_armor_bonus_multi_headshots
- Removed the ability to disable grenades
pf_grenades