Valve pushed an update to Team Fortress 2. It will be applied automatically when you restart the game. The patch focuses on cosmetic fixes and mesh/texturing corrections, plus map adjustments and a change to the arena_afterlife mode.
Changelog
Cosmetics and item fixes
- Added a ‘No Bullets’ style for the Commissar’s Coat.
- Added a missing string for Cowerhouse contracts.
- Updated and added several tournament medals.
- Mad Drip – fixed LOD problems on some styles.
- Candle Flame (Unusual) – corrected a bug where the flame direction point was placed incorrectly.
- Viscera Visor – fixed a missing flex animation on the surgical hood mesh.
- Cigarillo Caballero – adjusted to fix scarf clipping when worn with the poncho.
- El Gigante’s Gunbelt – multiple fixes:
- Fixed some minor clipping.
- Closed a gap on the back where an extra bullet appeared.
- Slightly scaled up the belt buckle.
- Poncho del Pesado – fixes:
- ‘No Bullets’ style now hides bullets correctly.
- Fixed minor clipping on both styles.
- Buzz Kill – fixes and updates:
- Repaired hair normals and improved texturing.
- Updated the backpack icon.
- Torn Terror and Ripped Runts – fixes:
- Addressed ambient occlusion issues and improved textures.
- Improved mesh to reduce clipping.
Maps and mode changes
- arena_afterlife – multiple fixes and changes:
- Fixed additional issues that could cause rounds to last indefinitely or restart repeatedly.
- Added two new Devil voicelines that play during preround.
- Prevented players from climbing above the clocktower in Hell.
- Fixed overlapping Devil voicelines.
- Stopped players from cancelling taunts or levitating by trying to change class mid-round.
- Fixed a bug that let players fall into Hell’s lava and survive.
- Changed rounds to be best-of-3 minirounds instead of best-of-5.
- Removed crumpkins from the map.
- cp_cowerhouse – map rework and fixes:
- Reworked the BLU last control point gantry so ragdolls no longer fall through, Engineers can place buildings correctly, and players fall as intended after the gantry opens in the post-round finale.
- Prevented ragdolls from falling through the RED last control point pit.
- Moved the soul gargoyle spawn that used to be underwater to a debris pile above water at the MID control point.
- Shifted boards on the upper waterfall-side RED barricade at MID to better match the BLU counterpart.
- Applied minor performance optimizations across the map, including: combining groups of prop_dynamics into prop_static, disabling bone followers on static robots and gibs, merging some func_nobuilds, and converting a few prop_dynamics to prop_static.
- Adjusted a playerclip in the BLU spawn near the rear exit door.
- Adjusted the playerclip around the BLU battlement painting (the RED village on fire) to reduce players getting caught on the wall edge.
- Added a note that shooting each wood cow standin in the RED stable near MID will cause them to return as ghost cows.
Restart Team Fortress 2 to get these fixes automatically. If you notice any remaining issues, report them through the usual channels.
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