An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Fixed a client crash related to particle effects 
 
- Fixed the quickplay menu not remembering the Advanced Options settings after using the Play Beta Maps option
 
- Fixed the Festive Sapper not having a skin for the Blu team 
 
- Added a new startup music track from Expiration Date 
 
- Added a Headset style for the Greased Lightning
 
- Updated the Conga taunt to play sounds on the client instead of the server 
 
- Updated several materials to fix issues caused by mat_picmip 
 
- Updated the localization files 
 
- Updated beta map pl_cactuscanyon- Redesign of the first half of stage 2. Blu team now pushes up the first hill 
 
- Removed the death pit in the first barn building of stage 1
 
- Ammo increased in stage 2
 
- Fixed Red building in the spawn room of stage 2
 
- Updated beta map rd_asteroid
 
- Mode changes
 
- Power Cores and Reactor Cores now add their point value to a team's score over time 
 
- Reduced the rate at which points can be stolen from 15 per second to 10 per second 
 
- Robots now heal 5 health per second to nearby friendly players 
 
- The HUD has been reworked
 
- Inverted the layout to better represent the layout of the level 
 
- Added progress bars to represent each team's score 
 
- Potential point gains from stolen reactor cores are now visually represented on the score progress bars 
 
- Thief icon now moves across the score board relative to the thief's position in the level 
 
- Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
 
- Added new strings to the win panel that explain why the team won 
 
- Replaced the current "points being stolen" sound with a new sound 
 
- Added better collision hulls to robot models 
 
- Reworked robot skins to reduce similarity to the Ubercharged skin 
 
- Sentry guns no longer target Ubercharged robots
 
- Map changes
 
- Layout has been adjusted with the overall goal of improving visibility of teammates 
 
- Removed spawn teleporter 
 
- Reduced map size by removing the front lobby and cave sections 
 
- Added terrain paths on the sides of the mid bridge 
 
- Increased width of the mid bridge 
 
- Removed doors that locked when A and B robots were active 
 
- Robots have been rearranged:
 
- A robots now roam the bridge above the water 
 
- B robots now roam around the floor in front of the vault 
 
- C robots now roam around the upper deck
 
- Added more line of sight blockers to the water room to provide better cover during combat engagements 
 
- Reduced travel time for the water flanking route under the interior bridge 
 
- Added a drop down to enter the water room from the front door staging area 
 
- Increased size of the glass room near C robots to provide flanking cover to use against sentries that are placed at the corner of the upper deck 
 
- Increased width of vault corridors 
 
- Reworked vent route that leads to the vault, no longer need to crouch jump on exit 
 
- Moved left spawn exit forward to reduce effectiveness of spawn camping 
 
- Added a resupply cabinet to the right side spawn exit 
 
- Re-positioned health and ammo pickup locations 
 
- Added ramp collision to stairs 
 
- Changed setup time from 60 seconds to 40 seconds 
 
- Changed power reactor max return time from 90 seconds to 60 seconds 
 
- Fixed gap in the death pit that allowed players to survive
 
 
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