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 More...