Original CustomTF Version File

 --- Version Info: --- Changes marked with a: (Blog) are by Craig Hauser (WW) are by Whitewolf @ Muq.net (Cyto) are by Cyt0plas @ hotmail.com (RM) are by Rod May (kkmay@labyrinth.net.au) (Melon) are by Robert Kitchen (WK) and those without markings are by myself. (bkerney@hotmail.com)

IMPORTANT NOTE: AS OF CUSTOMTF 3.1.0, YOU MUST HAVE A NEW QUAKE SERVER IN ORDER TO RUN THE GAME. CUSTOMTF RAN INTO A HARD LIMIT WITH THE STOCK QUAKEWORLD SERVER. USE THE QWSV.EXE BY (RM) THAT COMES IN THE .ZIP. READ THE "QWSV.TXT" FILE IN THE .ZIP FOR MORE INFORMATION.

--- HARDCORE MODE -3 LIVES. -No joining a team after prematch. -Prematch 45 seconds minimum. -No healing (except by medics and engineers). -One cap wins it. -All legs the same. -No sentries. -No ammo (except from engineers and dispensers). ---

Version 3.2 Beta F 10/7/00 ADDITIONS: -HARDCORE MODE HAS BEEN ADDED. LOOK AT CUSTOM.TXT FOR MORE INFORMATION. (WK) -Light damage mode has been added. Look at Custom.txt for more information (WK) -Grunts and shamblers can now be summoned. You can have 2 grunts, 1 grunt & 1 fiend, or one shambler in play at any time. Shamblers require death blows from the knife to summon, and the more death blows you do, the more health and special abilities it has. (Melon) -Chaplains can now dispel shamblers (300 damage/sec), but cannot dispel grunts. Fiends still take (200 damage/sec). (Melon & WK) -When martyrs die now, they gain an extra second or two of life. Triggering the skill still gives them 5 seconds of invincibility before they suicide. (WK) -Grunts have ranks, with health ranging between 400-1000. (WK) -The world's best observer system has been implemented. ;) Observers now have Zero Gravity so they no longer bouncy-ball around from lag. Also, they can fly through walls, but only if you point directly into them. In other words, you fly around like a normal person, sliding along walls, unless you really want to go through. Use +attack to fly, don't use movement keys. (WK) -Medics can heal demons/grunts/shamblers. Costs a lot of medikit ammo, though. (WK & Melon) CHANGES: -Sbar now displays Light Assault Clip info, as well as Shambler/Grunt health (Melon) -Armor has been repriced to make things more fair. Too many people were buying 300 red armor (WK) -EMPs scramble the timers on detpacks now, instead of just setting them off. This allows defenders extra time to disarm the detpack, when the people that lay it drop a nail grenade on top. (WK) -Demons have asbestos armor now (Melon) -"Uncustom" command to remove an "upgrade" or "custom" command you've done by accident. (WK) BUGS FIXED: -No longer get too many frags when people suicide while infected (WK) -People teamkill cursed once again lose a frag for every 50 damage they take (WK) -Can no longer attack while customizing (WK) -Spy slide #7 removed. (WK) -EMPs hurt buildings again. (WK)

--- Version 3.1.0 8/10/00 ADDITIONS: -Thieves can now have the ability to move for 15 seconds while completely invisible. This needs to be seriously tested for game balance, so don't expect it to be set in stone. While they are invisible, they drain cells. While non-invisible, they recharge cells. Veterans will notice this is a lot like the spy invisible feature that debuted in TF2.0. It's not identical -- your cells will drain down to 100 immediately, so engineers cannot run around invisible forever. Also, you can't shoot, etc., while invisible. CHANGES: -Demons have their health moved back up from 650 to 800. -Spies will gasp or call for a medic when a demon targets them. This is to let people know who is the spy without undisguising him. -Tesla upgrade cost lowered from 200 to 125, also for fairness. -Due to the increased time to build teslas, they start with 150 health instead of 100. The health upgrades give slightly less health to compensate. -Cost of Clusters lowered from 3450 to 3250 due to their power being slightly lessened in 3.0.8. BUGS FIXED: -You can no longer throw grenades while fully invisible. It used to merely reveal you when you finished the throwing of it.

--- Version 3.0.9 7/25/00 ADDITIONS: -Snipers will be informed when they hit kevlar, so they can know when they should shoot for the legs instead of the head. CHANGES: -Demons can sniff spies at 500 units away instead of 40. -Martyrs can always be knocked by blast weapons now when glowing. -Teslas have 400 health at the high end, instead of 500. -Teslas require 200 cells per upgrade now, instead of 100. This is due to engineers building teslas that are impossible to kill near instantly. BUGS FIXED: -You can no longer disarm detpacks while dead.

--- Version 3.0.8 7/14/00 ADDITIONS: -People that lay detpacks call out a verbal warning to everyone in the area shortly before it blows up CHANGES: -You cannot stab yourself now, as a warlock to draw blood. You must find an enemy -However, demons are better now. They can once again sniff out spies at close range, and even notify their owners now when they see one. -Demons' health have been reduced from 1000 to 650, but they have been given kevlar armor. This means that against hwguys and snipers they last 30% longer (which was needed, since those guys can kill demons so easily), but against other classes they are 30% easier to kill (which was also necessary, since nailguns and whatnot took an eternity to bring down a demon). -Snipers have been reworked to make it more fair for them. Leg shots deal more damage now (75% of base instead of 50% of base) and are not protected by kevlar armor, so snipers wishing to bring down an armored foe should shoot out their legs now. Also, it notifies the sniper when they hit kevlar so that they don't have to guess who has it, versus just a lot of health. -The clusters are a little less spammy now. -Clusters deal less damage on a direct impact (their radius damage is still the same). I mistakenly left in the direct hit bonus for normal rockets in clusters, which is one of the reasons that they were so deadly. -The lead rocket in clusters (the only one that glows and deals normal rocket damage) now keeps up with the other people in the cluster. It used to either get ahead or fall behind. -Normal rockets (and the lead rocket in clusters) deal an extra 10 points of damage on a direct hit. BUGS FIXED: -Fixed a bug where people could drop two detpacks at the same time -Fixed a map code error where timed events don't work. -Fixed the bug introduced in the last version, where you couldn't re-custom while building a class.

--- Version 3.0.6 5/24/00 ADDITIONS: -Engineers automatically dismantle enemy builds when whacked with a spanner (WW) CHANGES: -The Light Assault Cannon does 133% the damage it used to, but it now shoots in clips of 30, with a 4 second reload time. -Cluster rockets cost 1500$ more due to their widespread use and abuse. -In 3.0, adding laser guided to rockets had them deal -10 damage, and adding cluster had them deal an additional -10 (lead rocket excepted). Now, cluster rockets deal -20 damage and laser guided have no damage penalty. -Kracs now stop people from setting detpacks and will disarm dets on the ground. (WW) -Demons no longer attack spies. This is not technically a bug fix, since it was intentional to have them sniff out spies. But it was very annoying. :) -Teslas' range and damge values have been adjusted, with the low end getting a boost and the high end getting a penalty, so as to encourage more choice in which options to buy. -Teslas' tinker has been modified. Moves from 25% likely to fail to 75% to fail after three tinkers. Percentages have been adjusted so that the spy detector only comes up 5% of the time. (Cyto and WK) BUGS FIXED: -Can no longer attack while teamkill cursed. -Can no longer hover by using the grappling hook and jumping. It's not really a bug, but people thought it was. You can still use jump with the hook to vault balconies. -Sniping people's legs will again get you teamkill cursed. -Can no longer do any impulses while building a class (discard, taunts, etc). -Teslas blow up when doors shut on them. TeslaTurrets(tm) will blow when launched into doors. It's not perfect, however. (Cyto and WK) -Teslas no longer attack spies that redisguise. BUGS INTRODUCED: Can no longer switch to a default class while building a custom one --you have to do it from the game.

--- Version 3.0 4/14/00 ADDITIONS: -A new gun, the "Light Assault Cannon" does 1/8th the damage of the normal assault cannon, but can be moved and fired at the same time. Consumes nails (i.e. flechette ammo) at a moderate rate. Downside: slows the player down by 7/8ths. Ceramic armor protects against its shots. -Two new options for the rocket launcher: -1) Laser guided rockets. *Hold down* fire and when the rocket fires, a sniper    dot will appear that the rocket tracks. If the fire button is released at     any time, the rocket will continue following the last known spot of the dot.     (Blog) -2) Cluster rockets. When rockets are lauched, a cloud of rockets will drift out for half a second, then lock onto a target and swarm towards them like in     japanese anime classics. They work with or without the laser targetter. -These special rockets do less damage and have a smaller blast radius than standard rockets -LPBS do slightly less damage than HPBs now, so as to give people on modems a slight edge in combat. -People can once again name their demons with a "setinfo d " command (Blog) -Killing a demon is worth one frag now (two for chaplains). -Demons have a fun new ability that makes them more challenging than they were before. :) (Blog) -Admin functions are enabled (a la normal TF). To use them do the following: -The serveradmin puts into his server.cfg: "localinfo adminpwd " -An admin, while in the game types in "setinfo adminpwd " -The player must then issue an admin command (to clear the password from him so that other people cannot see the password) -The admin command are "getplayer", "kick" and "ban". Use "getplayer" to cycle through all the people on the server, then do a "kick" or "ban" to boot them. -Starting money can be editted. Do a "localinfo m 15000" to give 15,000$ to begin with. -Melee armor! Stops 50% of damage from melee attacks, and prevents teammates from infecting you. You still can be infected with a medic attack 25% of the time. -Super Teslas! Teslas have been revamped. Now, a basic tesla gets 4 normal upgrades and 1 misc. upgrade. You can buy super teslas which allows 6 normal upgrades and 3 misc. upgrades. Normal upgrades include range, damage, ammo,  health etc. Misc upgrades allow you to give the tesla kevlar armor, blast,  turning it into a turret, etc. (Blog) -Teleporters have been added! Engineers can build pairs of teleporters to  allow teammates to jump through. They have a limited range, cannot be used to teleport people with the flag, and have a limited number of uses before the engineer must recharge them. (Blog) -Security cameras have been added! They send a message to their building engineer everytime an enemy walks into view. They are hard to kill with 800 life. -Sfeign has been added, a la TF 2.7. Type "sfeign" and you "feign" but without making noise. (Blog) -New status bar. When you do an sbar_on, it will cycle between all the useful stuff it has to show you, including demon health, sentry health, autoscanner, whether the sentry or tesla are idle or attacking, teamscore, etc. (Blog) -The improved targetter on the tesla now allows it to attack demons and mines, as it was always intended to do. -Ceasefire command for admins -Speed checking to find cheaters. -Some cheat checking to find people with autoaim bots.

CHANGES: -Wooden armor has been removed (since nails are never used) Thus, maps never give wooden armor any more, and ceramic armor now stops shots from nail-based weapons. This consolidates useless armors. :) -EMP explosions capped at 500 damage and print a message to their owner about how much damage they inflicted. (Blog) -Gel armor protects against krac grenade attacks, raising the armor after a krac attack to 80, instead of 20. This is because Gel is not metallic, and people had been needing something to block kracs. -More obituaries for the lightning gun -Engineers who block passageways and have enough people on their team dismantling their guns will find themselves getting cursed. -Doors blow up sentries when hitting them -Two new menus of options for people to buy! -Getting turrets on sentryguns is now a seperate upgrade. -Inventory now shows some extra stuff (Blog) -Lowered the chaplain interval time to make it more useful. -Buying runner makes you look like a scout if you have no big weapons -Lowered building time on teslas from 8 seconds to 6 -Lightning gun overcharge mode does more damage now -Everyone slowed down by 5% -Can only tinker with and repair teslas that you own, not teammates' -Cameras only take 10 damage from radius explosions -Flame grenade's radius reduced by 20

BUGS FIXED: -Removed a bug that allowed people to teleport home with the flag. :p -Fixed a bug where thieves would set off enemy mines. -Fixed medic/flash healing bug (Blog) -Fixed another spy slide bug. (Blog) -Fixed a few bugs in the cheat checker

--- Version 3.0.2 4/19/00 ADDITIONS: -"locainfo nospeed 1" will disable cheat checking in case it is annoying.

CHANGES: -Lowered duration of ammo backpacks from 120 seconds to 20 seconds to try to stop entity overflow crashes. -Lowered cluster rocket number from 8 to 6 for same reason -Lowered speed of main rocket in laser guided cluster so they all hit at once (This will cause more damage since the target wont have time to bounce from the first rocket, making up for the reduced number of rockets)

BUGS FIXED: -Fixed problem in speed checker that set the tolerance too low, and would boot people for wall strafing. -Fixed an infinite money bug -Fixed people getting kicked twice, possibly.

--- Version 2.2 2/6/00 (Those marked Blog were made by Craig Hauser)

ADDITIONS: -Prematch mode. Use "serverinfo pm " to enable it -Made it fully TF 2.9 map code compatible! (Blog) -Chaplans get .5 frags for every frag an inspired teammate makes -Lightning gun has an overcharge mode. When you first fire, it will take you down to 100 cells and inflicts (cells - 100)/2 damage (if you have more than 100 cells) -Added taunts from EviscTF Commands: "taunt1" "taunt2" "taunt3" "taunt4" -Runners jump higher than other people -Prints your job on spawn (Blog) -Teamclassprint shows what job teammates have (Blog) -Sentries show how many people they've killed (Blog) -Detpacks make a sound 4 seconds before they blow (Blog) -Only one frag or nail grenade per team is allowed in the game at once -Boot charge and time left to use "skill" again shown with 'inv' (Blog)

CHANGES: -Overhauled Thieves: --Thieves cost 600$ now --Demons have to smell out thieves -- they used to have a random chance of seeing a thief, now the thief has to get within melee range for the demon to lock on. --Thieves shouldn't undisguise from throwing grenades. They still undisguise if they're fully hidden -Thieves can go eyes invisible while carrying the flag now -Thieves are not revealed by picking up the flag. (Hey, they're thieves...) -Sentries completely ignore eyes invisible and fully invisible thieves -Teslas lock onto thieves if they have spy detector

-Runners cost 400$ now -Standard grenades cost 500$ now -Flares removed from the grenade2 menu, standard grens added in their place -Kevlar doesn't protect legs, so that kevlared snipers can be sniped. :) -Legs have been overhauled to provide a more appetizing selection of choices -Made lightning gun 10% more powerful -Modified EMP so that you can no longer nuke entire rooms with an ammo backpack on -Made it harder to accidentally dismantle your own gun

-All normal classes tweaked to be equal to Custom Class norm -All classes start with full grenade load, half armor and respawn guard -All speeds were normalized to be equal to what Custom players have -Scout gets autoscanner & thief -Sniper gets tesla sentry, flash grenades, 50 kevlar armor and judoka -Soldier gets hover boots and runner -Demoman gets guerilla -Medic gets automedic and chaplan -Hwguy starts with 300 red armor and runner -Pyro gets hover boots, a knife, and warlock -Spy gets warlock -Engineer gets judoka -Civilian gets 75 armor, 90 health, a shotgun, and thief!

-Status bars are now only accurate to the nearest 20 when showing sentry/tesla health

BUGS FIXED: Fixed normal sentries not shooting because their bases (!) were blocking them Sentries no longer ignore people Sentries no longer spaz (Blog) Can blow up teslas now without having 150 cells Invisible medics can no longer infect people with automedic Chaplans cannot inspire each other Disconnecting destroys your mines in the world Don't throw gibs on cursed player dying (to stop an overflow problem) Fixed krac/detpack bug causing disarmer to get stuck Fixed disarming detpack when owner disconnects bug Made it so you can't be infected while invincible

BUGS OUTSTANDING: Martyrs should always be bounced by radius weapons but not bullet ones (needs fixing)

--- Version 2.2.1 2/9/00

Added: Bandolier now gives an extra grenade when bought

Changed: Slightly changed the duration that nail grenades cannot be spammed at

Bugs Fixed: Forgot to give the president a knife. Fixed. Fixed bug with not being able to get out of the legs menu when upgrading Fixed bug with sentries spontaneously blowing themselves up

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Version 2.1.3 12/27/99 Print both sentry and tesla's health Kracs destroy Detpacks Mines do 160 damage now (down from 180 before) Add sentry dismantling to teamkill points for boot Check asscan/detpack sniperrifle cheat & sbar/grapple cheat? Chaplan gets a lightning bolt pointing at nearest teammate Increased the lock on time by .25s for teslas Lowered the improved targetter cost to 1 upgrade Tried to idiot-proof sentry detonations -- made menu like TF 2.9's Can build while in the air Dismantling enemy sentries gives +2 frags Shooting a friendly demon does 2 damage to you

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Version 2.1.1 12/8/99 Tesla turrets work now Range of voltage levels 0 & 1 increased (Range 0 = 400, 1 = 800) New tesla model from Blog with lightning running up its body Fixed swimming movement when running bug Fixed tesla damage bug that caused sentries with lots of health to instantly kill people Fixed chaplans glowing after death bug Lowered flame grenade damage Teslas glow before they attack now

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Version 2.0.2 9/18/99 Rod May (kk@rod.net), the Australian admin of labyrinth.net.au submitted these changes: Menus show what items you have bought Menus look nicer now Teamfrag score fixed on join Sbar aliases Thieves can't hide with the flag CustomTF aliases always bound properly Next and previous are reversed. I'm leaving it in since I don't really care one way about it.

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Version 2.0.1 9/03/99 Tranq and gas stop breathing now -- so if you can keep someone gasses and/or tranqed they will suffocate to death Fix for the infinite money cheat Fix for the infinite chaplan weapon cheat Hover boots tweaked to provide a little more lift and a little less fuel Lay no longer unbinds all your keys, renames you to "CustomTF Reject, Wanna Play Mega" and sends you to a Mega server. Now it merely breaks your legs and leaves you unable to suicide.

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Version 2.0.0 8/22/99 Pascal's Day

NEW THINGS TO BUY IN V2.0: Hide in Shadows (Thiefs) Inspire Teammates (Combat Chaplans) Automedic Sprinting (Runners) Autoscanner Demon Summoning (Warlocks) Demon Unsummoning (Combat Chaplans) Tesla Sentries Judo (Judoka) Respawn Guard Blaze of Glory (Martyr) Minelaying (Guerilla) Autoid

Detailed info on teslas taken from my code notebook: voltage upgrades (0-3) 0 = 400 1 = 800 2 = 1200 3 = unlimitied amp upgrades (0-3) 0 = 30/1 sec 1 = 60/1 sec 2 = 120/s cont. 3 = 500/s power upgrades(0-3) 0 = 100 health/50 battery 1 = 200h/120b 2 = 350h/200b 3 = 500h/300b spydetector upgrade (0-1) 0 = no spy 1 = tesla will attack disguised spies turret upgrade (0-1) 0 = normal 1 = tesla launches into the air and attaches to ceiling Improved Targeter (0-1) 0 = normal checkclient 1 payday loans = radiuscan attacks enemy mines & demons, etc (not complete, for now offers quicker response)

Battery Drain = Power = I*V = (i+2)*(v+2) which will range between 4 to 25 cells per shot Initial Attack Delay based on amps -- 0 = 1.5secs 1 = 1.5sec 2 = 1secs 3 = 2secs

Bugs Fixed/Features Changed: 1) Bug in Martyr (done) 2) Origin on turrets... (done) 3) Guerilla (tweaked, less damage) 4) Tesla sents (done) 5) Limit money per side (maybe) 6) Cap damage with kevlar on to 100 (done) 7) Sentrygun health on sbar (done) 8) Remove leg upgrades (maybe) 9) Mess with armor menu (done) 10) GL user bothering flash grenades. :) (done) 11) Turrets on sky of z7 (unresolved) 12) Discard with backpack (too lazy to do) 13) Test increased medikit heal power (done) 14) Vacuum based weapons to pull you in? (no, silly) 15) Chaplan == arbiter & double inspire time. (done) 16) Spread infections correctly (done?) 17) New asscan (done) 18) Faster demons (done) 19) Don't inspire spies. (done) 20) Lowered cost of hover boots (done) 21) Increased firing rate of the auto- upgrades (done) 22) Stopped concs from moving teslas. :) (done) 23) Lowered cost of respawn guard (done) 24) Mines don't detonate on spies (done) 25) Emps damage sentries, teslas & mines (done) 26) Kracs kill pipebombs & mines (done)

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Version 1.7.997 6/14/99

Last major update before leaving for Europe.

fixed flashing statusbar/menus (done?) bastard counter getting set on connect, correctly. (done?) Weird behavior on saved current_weapons, judoka (done?) can't id enemy spies feigning (done?) fixed color when buying armor (broken) setinfo d or demon to set name of demon (broken, why?)

1) You don't mirror damage from spies(fixed) 2) You can't shoot and kill friendly sentries. (fixed) 3) You can't grapple friendlies (fixed) 4) No mirror on cursed people (fixed) 5) Cursed people respawn where they stand (fixed) 6) Spy skins listed right in inventory (fixed) 7) Frag vampire teamplay (fixed) 8) Dropped by 50% the price for backpack, bandolier & scuba (fixed) 9) Fixed bug in scuba commando, making it easier to get around. (fixed) 10) Fixed contention problem between scuba commando and grappling hook (fixed) 11) Two new menus: profession & options (fixed) 12) Fix buy multiple armor bugs (fixed) 13) Changed official CustomTF homepage (fixed) 14) Must have medikit before buying automedic. Sanity check on vice versa(fixed) 15) Knife & Warlock dependancy (fixed) 16) Respawn Guard purchase option (fixed) 17) Suiciding when vampire is on costs two frags (done) 18) Unhide while gren tossing (done) 19) scanner/autoscanner dependancy (done) 20) Dont curse spy-killers (done) 21) Enemy spies can now see savemes (done?) 22) Added new "skill" command which uses your profession's skill (yep) 23) id gives name of demon (done) 24) fixed demons losing frags (done) 25) frag grenades kill owner (done) 26) inventory shows if we have a demon out (done) 27) make running into a person un-thief them 28) make skill kill stuck demon (done) 29) id enemy professions, demons (done) 30) autoid on sentries/demons (done) 31) || Armorclasses (done) 32) No recoil on Martyr. Martyr (done) 33) check if AC and hook get stolen and returned right (done) 34) Judoka unhides spy (done?) 35) A timer to stuff aliases (done) 36) Glow on Sentries and fixing their spaz out behavior (done) 37) Stop default classes hidden behind MOTD (done) 38) thank blog (done) 39) Conflict between scuba and biosuit fixed (done) 40) fixed warlock knife self dmsg (done) 41) SPIES SHRINK WHEN FEIGNING (done but removed) Options: mines/FASCAM? (partial) sprint (done) blaze of glory (partial) taunts? auto-id (done) healwithaglance (done) autoscanner(done) chaplan? (partial) martyr(done) judoka (done) tesla sentries (partial) -I left for Europe on the 14th. Hopefully KJ will take over the project in my absence.

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Version 1.6 11/30/98 -At the request of Brian Boyer (AKA Target), I finally got around to implementing a bounty system for frags. It basically works this way: type "upgrade" at the console and the next time you die, you will sell off up to 50 frags, receiving $100/frag. This is a one-time bonus. The next time you remake your class, unless you sell off more frags, you will only get $10,000 again. This is a feature, not a bug - it allows people playing with less expensive classes the chance to modify themselves to deal with your souped-up character, and discourages people from building upgraded classes all the time.

When you are building an upgraded class, you cannot buy fast legs - this is a gameplay issue: it keeps us from having a whole bunch of people with 300 armor running around at mach 2.

You enable the bounty system with: "localinfo bounty on"

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Version 1.5.1 11/8/98 -Tweaked parameters of flame grenade. It is a powerful weapon, once again.

-Changed spelling of "caratoid" to "carotoid" at the suggestion of a doctor who was playing.

-Doubled the regeneration rate of anyone who carries the medikit.

-Tweaked nailgun/super nailgun. SNG consumes less ammo per shot. They both fire now at half the rate, and do more than twice the damage.

-Knife and spanner fire faster now. If you can get close enough to hit someone in melee, you deserve the hit.

-Tweaked Assault Cannon. Quadrupled the damage and quadrupled the spread of the shots. Damage at a distance should remain about the same, but I wouldn't recommend standing in front of a hwguy now. The firing spread is now ovular, instead of circular. It tends to spread left and right a lot more than up and down. This will keep people from being able to dodge by strafing. Run and hide, children -- there is a new bad man in town.

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Version 1.5 11/6/98 -Added a new menu of things to buy. You are now allowed to purchase any of the special armor types, and can buy additional ammo capacity.

-Ceramic armor protects from railgun shots, wooden from nails, asbestos from flame, kevlar from bullets and blast from explosions.

-Ammo backpack - Increases your maximum ammo capacity significantly. (Including medical supplies for medics)

-Ammo bandolier - Increases your maximum ammo capacity slightly, but also increases the amount of ammo you *start* with.

-Buying both gives you an extra detpack, if you bought one.

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Version 1.4.3 10/21/98 -Added in full support for TF2.9 teamplay settings.

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Version 1.4.2 10/14/98 -Added "curse" and "curseserver" infokeys.

-Doing a "localinfo curse 4" sets the curse threshold to 4.

-Doing a "localinfo curseserver quake.someone.com" sets the server to send rejects to

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Version 1.4.1 10/10/98 -Added "Curse of the Admin" -- teamkill too much and you get spun around madly

-Do it some more, and you get booted

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Version 1.4 9/26/98 -Inventory shows you which skin you are using when disguised

-Railgun goes through walls

-Fixed sliding spy cheat

-Can build turrets - sentries that attach to the ceiling

-Platforms utterly destroy buildings

-Sentries have gained a point defense system

-Krac grenade kills armor respawns for 40 seconds

-New death messages

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Version 1.3 9/4/98 -Fixes skins cheat + adds a special suprise for the cheater

-Fixes feign while carrying flag

-Fixed ID enemy spy bug

-Fixed build/feign/slide bug

-Tranquilizer now slows people to hwguy speeds, lasts half as long

-Speeds now consistant with TF2.8, meaning the scout speed will be slower, nothing else should be noticable

-New $9000 ultra-fast legs option for those speed freaks that like to play quake with the walls moving by in a blur.

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Version 1.2 8/24/98 -Added redirection support

-Fixed several miscellanious bugs

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Version 1.0 6/3/98 -Initial release -All classes and class abilities replaced with options to buy from a menu  See Also: CustomTF