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: Updated the Brain Cane to fix problems with the texture and phong value Updated The Battle Music Added missing Hat style Fixed the models due to clipping on Heavy's ears and misalignment on Engineer Improved and strengthen the Noise Cancellation Updated the materials to fix it not being shiny Updated the backpack icon to reflect the materials change Updated cp_gravelpit_snowy Fixed potential incompatibility with external VScript files (thanks Le Codex!) Re-implemented cubemap reflections in ice cave Fixed perch spots Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock Restored Hale's resistance to knockback back to 75% Reduced bonus flame damage against Hale from 50% to 25% Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) Removed area-of-effect of Hale's normal punches (thanks Wendy) Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky) Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) Fixed Hale being able to stomp while underwater (thanks Bradasparky) Fixed Sweeping Charge not working against underwater opponents Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky) Fixed Hale's faulty ground detection (thanks Bradasparky) Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72) Fixed the voice lines refusing to play sometimes Updated pl_patagonia Stage 1 Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawn Fixed being able to build in a very high rooftop after point A Fixed being able to build in blue spawn Cart elevator is no longer the glitchiest thing in the universe Fixed cart not rolling back after completing the elevator descent sequence Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener). Stage 2 Removed rollback from the train container ramp in last point (Thanks b4nny) Gave blue more high ground for last point Added an additional dropdown for blue for last point Fixed being able to be teleported into red spawn as blue after capping point A Removed long hill rollback before point C Fixed bots getting stuck on the closed train doors after cap B Fixed being able to leave stickies inside blue last spawn Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you. Fixed a pop-in issue relating to areaportals below point B Fixed being able to enter the last blue spawn as red Birdie (Thanks Explocivo808) Stage 3 Added a fenced section for the long wood cover wall in last point (Thanks b4nny) Mirrored the window sniper spot in last point choke Fixed being able to build behind a displacement rock wall in last point Removed troll teleport spot in last point ending ramp All Stages Slightly lowered sun brightness and slightly raised skylight brightness Improved skybox transitions The cart no longer tries to defy the law of physics Ninjaneers have more freedom to be ninjas The bots have learned how to play the map Gave the cart another coronaciĆ³n de gloria Continue reading...