It's a week late but we're messing with Valve time, so this is actually pretty good. With that said, a major content update for Team Fortress 2 was released today adding a new map and gameplay mode type called Goldrush, a new unique item/weapon loadout system (debuting with new Medic equipment) and 36 new achievements for the Medic class.
In addition, this coming weekend from May 2-4 will be a Team Fortress 2 Free Weekend. It'll promptly begin on Friday at noon PDT so make sure to nab Steam early and enjoy the new content.
After I nabbed the update, many of the servers were filled with Medics trying to quickly grab achievements so I'll probably take it easy when earning the new achievements (after all, I am quite a Medic buff). Nonetheless, I immediately earned Intern (Accumulate 7000 heal points in a single life) and Chief of Staff (Accumulate 1 million total heal points) so at least I did something tonight.
Here are the full patch notes.
Source Engine
* Improved particle performance on multi-core machines
* Added FOV slider to Options | Video | Advanced for all games (moved there from TF2's multiplayer options)
* Fixed surround sound initialization problems with new speaker modes defined in Vista
Team Fortress 2
* Added Goldrush
* Added Character Info and Loadout to the main menu
* Added 39 Medic achievements
* Added unique Medic items:
o The Blutsaugher, The Kritzkrieg, and The Ubersaw
* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman
* Added Stopwatch mode to Tournament mode
o Automatically used on Attack/Defense maps
* Teleporter effect no longer shows up on invisible or disguised Spies
* Spies disguised as their own team can now capture control points
* Increased force taken by pipebombs by bullets and explosions
* Target ID hud is now colored red or blue to match the spectator target
* Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
* Fixed exploit where clients could start benchmark mode on servers
* Fixed drowning exploit that allowed players to regenerate health
* Fixed reload exploit that allowed plays to fire instantly after switching weapons
* Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front
* Fixed invulnerability overlay not drawing if the invuln player was previously on fire
* Fixed "times used" entry in teleporters maxing out at 32
* Fixed rare client crash on level change during control point capturing
* Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
* For mapmakers:
o Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
o Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
o Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
* Granary
o Added setup time logic, and gates to the middle
o Fixed an overlay alignment bug on one of blue's gate signs
o Minor lighting fixes in red/blue spawns
* 2Fort
o Added medium ammo and health to basement hallways
o Added small ammo and health to top of spiral
o Fixed a clip brush exploit outside blue sniper deck
o Fixed number "2" overlay on front of red base not being assigned to the brush face
Portal
* Fixed a rare crash related to bone setup
[Via Steam News]
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I played medic before it was cool :( try playing now, I was on a team of 8 medics
1 million heal points?! Are the achievements retroactive for stats that were already tracked?
Yep. I'll have to get in on this tonight, sounds great!
Very nice, even more than was expected.
It's an entirely different game now, not that that's a good or bad thing.
I just wish we had the option to go back to no upgrades everything balanced mode.