An update for Team Fortress 2 has been released. It will be automatically applied when you restart the game. The key changes include:
- Added missing Engineer audio for the Taunt: The Final Score
- Fixed an issue with props and team colors when using Australium weapons during taunts
- Updated the Le Morne Uniforme to resolve some clipping issues
- Updated the Kapitan’s Kaftan to hide the Heavy’s bullets
- Fixed a refraction bug in the Fully Charged and Overcharged Unusual effects
- Improved rigging for the Esprit De Corps
- Adjusted team colors for the Blindin’ Bonnett and Shady Shelby
- Updated/added tournament medals
- Updated the Fat Friar
- Enhanced rig
- Adjusted mesh for absent bullets bodygroup
- Removed misplaced ambient occlusion and light from texture
- Eliminated normal map artifacts
- Updated backpack icon to reflect these changes
- Updated pl_citadel
- Adjusted payload collision
- Reduced spawn exit explosion radius
- Adjusted decorative particles for low graphics settings
- Updated pl_odyssey
- Added 60 seconds to the timer when the final point is activated
- Fixed projectile collisions with func_brush entities
- Made visual fixes and adjustments
- Updated koth_blowout
- Added Experimental Cage around the central Blowout Preventer
- Aims to make cover more consistent and prevent unfair shooting positions
- Improved optimization
- Fixed kill trigger delay in finale
- Fixed unintended sightlines
- Enhanced detailing and visual clarity in some areas
- Added Experimental Cage around the central Blowout Preventer
- Updated koth_boardwalk
- Fixed issue with enemy Spies entering spawn
- Reduced ambient music
- Added new voice lines for the Barker
- Fixed hall-of-mirrors error in the water near the Sawmill of Love
- Resolved visible nodraw under shoreline boardwalk
- Updated cp_cargo
- Added bullet block to prevent shooting into blue spawn
- Added bullet block to last point wires
- Fixed the setup goal text
- Slightly extended fence next to red spawn
- Updated cp_fortezza
- Added more cover to Last
- Defensive hold for Engineers holding valley between A and B
- Rebalanced pickups in some areas
- Lighting improvements
- Reduced map file size
- Updated koth_demolition
- Replaced crane pillars using red texture with yellow texture
- Fixed HDR to prevent overly bright lights
- Replaced helicopters without Yeti Park logo
- Replaced Coaltown frames with new ones showing the oilrig story
- Added decal with oilrig name (Fort Water Rig No. 2) near spawns
- Updated luxel scale in various map areas
- Replaced blockbullets for better footsteps sound effects
- Replaced health and ammo pack stands: metal outdoors, wooden indoors
- Added mini ammo in furnace rooms
- New clipping on furnace rooms to avoid remote attacks
- Improved spawn platform clipping to prevent mid-air sticky placements
- Added wooden sign pointing to shortcut and long path
- New signs toggle based on shortcut state for easier navigation
- Reworked helipad platform art pass
- New catwalk behind furnace buildings for more route options
- Adjusted office building stairs
- Clipped open window in office for projectile access
- Moved a prop in BLU spawn to avoid floor light clipping
- Enhanced shortcut lighting for better illumination and fading

