
Team Fortress 2 Update Released Patch Notes (6th March 2026)
Team Fortress 2 received a patch on March 6, 2026, fixing a chat impersonation exploit alongside a wave of community-contributed bug fixes.
Team Fortress 2 got a patch on March 6, 2026, and the headline fix is one you'd want closed fast: players could impersonate TF2 system messages by exploiting color control codes. That's the kind of thing that gets abused for scams and griefing, so good riddance.
Beyond the security fix, this update is a community showcase. Valve credited contributors by name throughout, with wget's Medi Gun heal target selection improvement standing out as a genuine quality-of-life win. Medics will now find their beam prioritizing the teammate directly under the crosshair when players are bunched together. Spy mains also get relief: cloak and rage meter misprediction bugs are fixed, along with prediction issues on Spy watches. koth_demolition received the most extensive treatment, with reworked lighting, catwalks, the capture point platform, and spawn layout all getting attention.
sd_marshlands has also been renamed htf_marshlands to accurately reflect its Hold the Flag game mode. A small change, but one that's been a source of confusion for years. Full patch notes below.
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 an issue where players could impersonate TF2 system messages by exploiting color control codes
- Fixed a bug where certain custom maps would not load assets correctly on Linux
- Fixed some crashes relating to singleplayer TF2 SDK mods
- Fixed a memory leak on long running servers related to dynamic models
- Fixed client crash related to invalid D3D texture flag
- Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
- Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
- Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
- Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
- Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
- Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
- Fixed network state changes for player condition vars (community fix from ficool2)
- Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
- Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
- Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
- Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
- Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
- Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
- Fixed cloak and rage meters being mispredicted (community fix from ficool2)
- Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
- Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
- Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
- Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
- Fixed Botkiller team color bugs (community fix from DiskIntegrity)
- Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
- Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
- Updated the Festivizer model for The Overdose to fix a problem with the LODs
- Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
- Updated/Added some tournament medals
- Updated The Bare Necessities to fix not moving correctly while taunting
- Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
- Updated alpha channel for Hydro water texture to remove inconsistencies
- Updated the Case of the BluesUpdated rigging to fix intense stretching during taunt posesUpdated materials to look less flat
- Updated the taunt prop for Taunt: HeartbreakerUpdated the materials to add ambient occlusionUpdated the phong and rim lighting to show albedo tintUpdated the materials to add more depthUpdated the model to fix missing facesUpdated the model to fix stretching on lower LODs
- Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
- Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
- Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
- Updated koth_demolitionUpdated map lighting to make it more like a sunset, as well as giving it a more golden colorReplaced the models used for the capture point lights with a different one which has better collision and illuminationReworked the capture point platform to give it a stronger designReworked all the catwalks to give them a more stylized lookReworked the lighting in all the furnace rooms to make them less dark and have a more neutral lookReverted a previous change to the capture point team change steam whistleRemoved all ambient_generics near the furnaces and fire pipeReworked the soundscapes to make them more efficient and work properlyReworked the control room of the crane to give it a better designReworked some ropes from the crane to give them a better lookFixed some props fading out incorrectlyFixed ships in the 3d skybox casting shadowsFixed cubemaps missing on parts of the mapFixed reflective surfaces not having a cubemap attached to themAdded a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)Improved water cubemapsRestructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)Improved the visuals on the spawn platform to fit the previous changeFixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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