Tokhögt betyg betyder inte att saker och ting inte kan förbättras. Pc-flavören av #Team Fortress 2 kan efter en vända i buggstädarlabbet skryta med bättre ljud, färre kraschar och ett par andra förbättringar. I vanlig #Valve-ordning plockas patchen hem genom att starta (om) [[Steam]].

* Improved compatibility for direct sound
* Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades
* Improved autobalance calculation code when determining who to switch
* Improved networking compatibility for some routers
* Fixed a crash during level init related to model loading
* Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round
* Fixed a bug in the clientside player avoidance code, and smoothed it a little more
* Further crash fixes related to paged pool memory usage
* Fixed scoreboard team scores label getting cut off
* Engineer buildings now explode when the Engineer dies during sudden death
* Fixed a spy backstab exploit where you could stab a player who was not facing away from you
* Fixed flailing at the low end of the cloak meter when the player gets uncloaked automatically
* Fixed texture detail level setting "Very high" not being preserved
* Improved various error messages, and added links to steampowered support pages
* Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
* Fixed honeypot server problems
* Fixed a rare crash caused by a medigun losing its owner
* Fixed an exploit that allowed disconnected medics to continue ubercharging their target until they timed out
* TeamMenu now disables the spectate button if mp_allowspectators is zero
* Added a missing "cannot_be_spectator" localization string
* Re-added class count numbers above class buttons for non-zero classes, in addition to the class images
* Removed prefixes (tc_, ctf_, etc.) from map names in various places where they're printed
* Fixed some edge cases where grenades could go through player or buildings
* Fixed rocket/grenade explosions being able to impart damage through thin ceilings
* The Engineer's "build X" commands will now behave properly when bound directly to keys