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:
Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
For more information on how you can participate in testing, please visit
https://steamcommunity.com/groups/tfcompetitive
Updated several maps to support competitive mode
Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
Added the Civilian Grade Stat Clock
Applies a Strange Stat Clock to a Civilian grade weapon
Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades
Mannpower update
Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
Reflect powerup
Removed 25% resistance attribute
All classes can now have up to 400 health
Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
Reflection damage increased from 50% to 80% of damage received
Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
Supernova powerup
Minimum stun duration increased from 1 to 2 seconds
Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
Vampire powerup
Melee attack now returns 1.25x damage as health (up from 1.0x)
Regen and King powerup
Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
Increased metal regeneration amount
Gift Wrap has returned!
Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
Items can now be unwrapped by their original wrapper
Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
Giftapults can again deliver items to random players online, but will remain un-craftable
Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
Vote kick events now display that target player's Steam avatar
Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head
Updated the Crusader's Crossbow
Added a new shoot sound
Added a new impact/heal sound when a teammate is healed
Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
Fixed That '70s Chapeau not being removed when the Sniper taunts
Fixed the Catastrophic Companions hiding the player's hat and headphones
Fixed an LOD issue for The AWPer Hand
Added combat text and hit sounds for damage done to buildings
Added a "Last Hit" sound option to Hit Sounds
Triggered when one of your attacks causes the death of a player or building
Can be toggled in the Adv. Options menu
Updated the materials for the Panic Attack to support mat_picmip
Updated the Taunt: Zoomin' Broom sound effects
PASS Time update
Fixed workshop maps not loading correctly
Fixed being able to get inside jump pads
Removed Sandman long-distance steal
Added experimental cvars for playtesting
Updated cp_vanguard
Removed teleporter exploit on second point
Various minor fixes (lighting, collision, optimization)
Updated pl_borneo
Fixed an exploit related to the final control point and dropped weapons
Updated pl_snowycoast
Adjusted various spawn point facings to make side exits more obvious
Adjusted position of resupply cabinet in RED's 1st spawn
Added ledge to 2nd point flank route window
Adjusted common sentry nests on 2nd
Added stronger light to entrance of lower flank route
Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
RED no longer get forced respawn when 2nd is captured
Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
Adjusted timing of flank doors at 2nd and in mines
Updated door texture for flank exit by 2nd point gate
Improved defendability and enlarged 3rd point
Adjusted position of 3rd cap
Adjusted health & ammo at 3rd
Updated door texture for flank exit by mines
Changed a medium ammo pack at last to full ammo pack
Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
Added 3rd exit to BLU's last forward spawn
Improved defendability of ledges at last inside building
Added new dropdown area to RED's last
Adjusted lighting in various areas
Fixed dx settings on light pole props