LemonCake🍋🍰
Offline
- Joined
- Jun 7, 2017
- Messages
- 17
This is here to point people to what changed so I don't have to keep telling people. This will be edited with future changes as well, as there are some more changes planned.
May 28th 2026 changes
June 15th 2026 changes
New set of changes, these are intended to be buffs for stock weapons and fixes for other weapons, which all accumulate to buffs. These changes should not make any class too overpowered, and are mostly to spice things up and make more weapons work as intended. I will be monitoring x1000 to make sure none of these become too overcentralizing.
First up the stock buffs, most of which are inspired by cut Beta weapons.
May 28th 2026 changes
These first changes are all reskin fixes, meaning they are now inline with other weapons. A few of these are incredibly small details you won't notice, but it is meant to keep things neat. Keep in mind these changes were made without affecting melee weapons with similar problems, and reskins which are not pay to win (such as the Nessie's Nine Iron) are kept to keep variety.
Other changes were made so that weapons that couldn't reload previously and were unusable can now reload and be used.
- Pyro's Shotgun
- Damage bonus from 2 -> 20
- Festive Rocket Launcher
- Ammo from 100 -> 1000
- Bonk! Atomic Punch
- Recharge rate from 50.2 -> 52
- Bootlegger
- Move speed bonus from 200 -> 101
- Robo-Sandvich
- Extra sandviches from 100 -> 1000
- Ap-Sap
- Damage bonus from 3.16 -> 100
- Festive Ambassador
- Bonus damage from 10 -> 1
- Festive Force-a-Nature
- Fire rate bonus from -90 -> -9
- Bullets per shot from 5 -> 15
- Changed damage bonus to damage penalty
- Damage penalty from 40 to -40
- This change is a nerf for the Festive FaN. It will now do the same damage as the normal FaN. If this proves to be problematic I am willing to revisit this change.
- Festive Jarate
- Max jars from 100 -> 1000
- Mutated Milk
- Recharge speed from .001 -> .0001
- Purple Range Sniper Rifle
- Reload rate from .025 -> .125
- Fire rate bonus from .025 -> .125
- Psychedelic Slugger Revolver
- Max ammo increased from 100 -> 1000
- Bog Trotter Sniper Rifle
- Max ammo increased from 100 -> 1000
- Thunderbolt Sniper Rifle
- Max ammo increased from 100 -> 1000
- Dressed to Kill Shotgun
- Fire rate bonus from .25 -> .125
- Shooting Star
- Full charge damage bonus from 20.5 -> 250
Other changes were made so that weapons that couldn't reload previously and were unusable can now reload and be used.
- Frontier Justice
- Clip size changed to 1
- Max ammo removed
- Festive Frontier Justice
- Clip size changed to 1
- Max ammo removed
- Black Box
- Clip size changed to 1
- Festive Black Box
- Clip size changed to 1
- Cleaner's Carbine
- Clip size changed to 1
- Quickiebomb Launcher
- Clip size changed to 1
- Rescue Ranger
- Clip size changed to 1
- Max ammo changed to 3
- The 3 ammo is changed so that you can still get ammo from level 3 dispensers.
June 15th 2026 changes
New set of changes, these are intended to be buffs for stock weapons and fixes for other weapons, which all accumulate to buffs. These changes should not make any class too overpowered, and are mostly to spice things up and make more weapons work as intended. I will be monitoring x1000 to make sure none of these become too overcentralizing.
First up the stock buffs, most of which are inspired by cut Beta weapons.
- Stickybomb Launcher
- Set Stickybomb charge time damage to 1000
- Set Stickybomb charge time to 1000
- These changes make it so that you can charge up your Stickybomb Launcher to deal increased damage, at a rate of about 10% per second for up to 1000 seconds, or about 16 minutes. This change does not deal an insane amount of damage. It should give Demo an okay option for explosive damage, without it being oppressive like the old Quickiebomb Launcher was.
- Minigun + Deflector
- Set attack projectiles to 1000
- Set fire rate bonus with reduced health to .001
- All of Heavy's Miniguns are pretty good except two. This will just give the Minigun the deflect projectile stats that you can buy in MvM, and the Deflector has. I decided to add the fire rate bonus while low health to try to add some consistency to deflecting projectiles without adding too much power to the Minigun.
- Medi Gun + Overhealer
- Set Overheal bonus to 8
- Set heal rate bonus to 8
- Just something to give Medic an option to heal as I start to explore ideas to tone down healing enemies. These are not x1000 just to test how powerful Medic can be. I set on 8 so that it is still exponential but instead of scaling at a rate of 10, it scales at a rate of 2. These numbers also prevent classes that have extra health weapons, such as the Shortstop, Battallions Backup, Ali Baba Wee Booties, Gunslinger, and Darwin's Danger Shield, to stop them from going well over the 210k overheal limit, however that is not an issue since the plugin will update your health to 210k once you take damage. The bonus healing is to make sure it doesn't take forever to reach max overheal for low health classes.
- Note that these changes will have less impact on US HighertowerX which has several weapons that will slay you if you are over a certain amount of health. I will mostly be monitoring this change on EU Highertwintowers and US Highertwintowers.
- Revolver + Tranquilizer
- Set slow enemy on hit to 1
- Set mark for death to 1
- These stats do not scale past 1. This will make it easier for Spy to chase down enemies and pick off ones without extra health, but lacks the power of the Ambassador and Enforcer.
- Panic Attack, overhauled to new Panic Attack
- Removed Panic Attack negative
- Removed fire rate bonus with reduced health
- Removed fire rate bonus
- Removed reload time decreased
- Removed clip size penalty
- Removed max ammo secondary increased
- Set bullets per shot bonus to 15
- Set damage penalty to -20
- This makes it the post 2017 version of the Panic Attack. Note that despite the -2000% damage bonus, it does deal damage. This is not my intention and I will be monitoring it to make sure it isn't overpowered, In my head this would be the negative damage option for most classes to have a dedicated answer to Sniper's Darwin's Danger Shield. As of right now, it is a solid Shotgun option with damage comparable to the Force a Nature.
- Baby Face's Blaster
- Set provide on active to 1
- This is just to make it so you can use the Baby Face's Blaster with pistols. You will only be slowed while having the Baby Face's Blaster out, and you can only build and lose hype meter while the Baby Face's Blaster is out.
- Set provide on active to 1
- Air Strike
- Set blast radius decreased to .01
- The Air Strike had an explosion radius too small to actually hit anything, so that is now fixed. I will monitor it going forward, as it does not have its damage penalty added, but it also does not heal on rocket jumps like the stock Rocket Launcher or Gunboats allow.
- Set blast radius decreased to .01
- Fists of Steel
- Set damage from ranged reduced to -90
- Simply put the Fists of Steel did not get the damage resistance it should have gotten in x100, and that was carried over into x1000.
- Set damage from ranged reduced to -90
- Widowmaker
- Set ammo per shot to 30
- Set add ammo onhit to 10000
- Set damage bonus bullet vs sentry target to 1100
- Similarly to the Fists of Steel, the Widowmaker did not recieve proper stats from x10 to x100, and was carried over to x1000. Ammo per shot in x10 was reduced to 3, however that might be too strong with its extra damage bonus in x1000 so it is set to 30 for now. Damage bonus on your Sentry's target was using an incorrect stat across all TF2xMultiplied gamemodes, so hopefully x1000 can be a proper testing ground for it. It should be a fairly strong option that will help Engineers deal with classes who need to get close but can't kill their Sentry, such as Demoknight.
- Note that the damage bonus vs Sentry target does not work with multiple Sentries.
Last edited: