Introduced Special Ammo, a game-changing system where each class has unique attributes that significantly alter their playstyle.
Weapons equipped with Special Ammo feature unique particle effects and colors for clear visual distinction
Scout: Slug Rounds offer high range and knockback but with a slower firing rate.
Pyro: Napalm Rounds increase afterburn duration and damage while draining Medic charge on hit, but reduce base damage.
Heavy: AP Rounds pierce defenses and enemies with reduced spread and a slower firing rate.
Medic: Fire Charge deploys a ring of fire around the Medic and their healing target during Uber.
Spy: Life-Steal Rounds drain enemy health on hit, with reduced spread and a slightly slower firing rate.
Tank Upgrade Stations
Both teams can now enhance their Tanks and Dreadnoughts (Super Tanks) with additional Health, Damage, and Firing Speed.
Upgrade terminals are now placed on the map for access.
“Unstuck” Command
Added an option to free yourself if stuck: use !unstuck.
A distinct sound plays in chat to confirm usage.
Spy Turret Hijack Tutorial
Added and updated in-game instructions on how Spies can hijack turrets. Text display was raised to ensure visibility (previously obscured by % indicator).
Fully Reworked Drone Behavior
Drones now behave more like Superdrones, with updated pathfinding and AI logic.
Gameplay & Balance Adjustments
Medic Mechanics
Architect Medics
Can now gain ÜberCharge by healing Turrets, Tanks, and Drones.
Base healing rate increased by 100%.
Can heal structures with the Crusader’s Crossbow.
Improved targeting logic for the healing beam, especially on turrets located at higher elevations.
A new sound now plays when healing NPCs with the Crusader's Crossbow.
ÜberCharge Effect on Base_boss Turrets: Relocated from the top of the turret down to the base for clarity.
Bulwark Medics
Overheal Build Rate: Bulwark Medic’s overheal penalty increased from 0.25 to 0.75.
Tanks & Turrets
Normal Tank speed increased by 40%, but base health slightly decreased.
Super Tank health slightly increased and Damage states now clearly reflect when they’re being healed.
Captured Turrets on Outposts no longer grant points when replaced by an Outpost purchase.
Neutral Turrets are now fully invulnerable (cannot be damaged).
Base Turrets now prioritize Tanks as their first target.
Tweaked Base Turret and Outpost Turret hit boxes for more accurate targeting
Re-worked all turrets and normal Tanks to dynamically spawn required combat entities when needed and clean up afterward, reducing edict usage significantly (144 for turrets, 120 for Tanks).
Scoring & Objective
Point reward from player kills increased from 2 to 3.
Super unit (e.g., Super Tank and Flying Fortress) death rewards increased from 5 to 10.
Outpost cost reverted to 30 points.
Round timer increased to 30 minutes.
Total team score now dictates the winner immediately when the match timer ends.
Spies & Disguises
Cloaked or disguised Spies cannot interact with terminals or neutral turrets.
Units ignore disguised Spies unless they were already actively targeting them.
Drones will no longer chase cloaked/disguised Spies.
Bug Fixes & Improvements
Medic & Healing Systems
Resolved an issue with old healing numbers appearing on point_worldtext with Architect Medic.
Fixed issues where the healing beam would disconnect on base turrets or incorrectly position on NPCs.
Fixed issues with the healing sound of the Architect Medigun persisting on Round Restarts or respawn.
Healing text no longer stacks from multiple Architect Medics on the same target.
Addressed a rare bug where Mediguns could break when switching weapons rapidly, causing incorrect weapon swaps.
Resolved problems with the “ring of fire” effect when switching Mediguns back and forth.
Corrected healing particle effects and sounds for NPCs (and drones)
Stopped the fake building for Architect Medic from constantly triggering OnTakeDamage; fakebuildsetup now runs only once as intended
AP ammo on a Medic’s shield no longer only hits the Medic but now pierces and damages targets behind the shield as intended
Spy Turret Hijack
Fixed rare edge cases causing the Spy’s Tower Hijack ability to break.
Cloaking now properly resets the hijack process instead of merely pausing it
While hijacking, if the turret is destroyed, you no longer become stuck and unable to attack.
Hijack initiation sound now plays only once upon entering a zone, even if re-entered without a weapon switch.
UI/UX & Display
Adjusted ping cooldown text display to be higher on the screen (it was too low).
Fixed ping menu board typo (“ping penu”) and changed ping sound to something more subtle.
Clarified HUD point displays (e.g., Outpost costs, kill points).
Enhanced objective reminders on spawn with better game_text messages.
Added visualizers for Outposts to show relevant information clearly
Updated game_text and point_worldtext to prevent string leaks and caching issues that made them invisible
Adjusted the brightness of environment lighting to help distinguish Red vs. Blue teams more clearly
Fixed Purchase Text of the Superunit Announcer
Ping System
Fixed latency and performance issues.
Resolved a bug where activating ping with the Bulwark Shield could inadvertently trigger no_attack removal.
Extended the ping system to cover additional targets, including Bulwark shield usage.
Edict & Performance Optimizations
Further reduced edict counts by an additional 10, optimizing point_worldtext usage.
Updated Medic Quickguide visuals by removing Mipmaps for improved clarity and detail.
Optimized player dimensions, movement speed, and jump height to better align with map scaling. This adjustment may also mitigate issues related to players getting stuck when interacting with tanks.
Resolved a critical bug affecting turret respawn mechanics, which previously allowed for unintended damage to friendly turrets and edict overflow
Significantly improved turret movement by ensuring more accurate handling of collision boxes.
Updated player respawn mechanics: players will now reappear directly on the battlefield after selecting a class, instead of defaulting to the spawn room.
Conducted rebalancing of Drones and Turrets to enhance gameplay dynamics and allowing Tanks to outshine defense more when pushed
Introduced an alternative victory condition: Teams can now win by securing a higher point total before the expiration of the match timer.
Added an auditory cue to signal when the ping function is ready for use again.
Implemented a safeguard to prevent weapon discharge during the activation of the Ping feature.
Addressed a display issue with the game_text function, ensuring proper visibility and functionality.
Updated the Guide Walls to have no Mip Maps and tightened the Edict Cleaner for emergencies as well as added additional Text to the Hud Numbers indicating Points and Unit Counts
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