Goldrush is out and VALVe are celebrating with a worldwide FREE weekend, May 2-4.
Let all your friends know so they can start preloading and join us in the Mossad servers during the weekend.
This is our biggest opportunity for helping the Israeli community grow!
The update details are:
Source Engine
- Improved particle performance on multi-core machines
- Added FOV slider to Options | Video | Advanced for all games (moved there from TF2s 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:
- 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
- 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:
- Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
- Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
- Added “AddRedTeamScore” and “AddBlueTeamScore” inputs to tf_gamerules
- Added “SetRequiredObserverTarget” input to tf_gamerules. Force spectators to use the specified viewpoint
- Granary
- Added setup time logic, and gates to the middle
- Fixed an overlay alignment bug on one of blue’s gate signs
- Minor lighting fixes in red/blue spawns
- 2Fort
- Added medium ammo and health to basement hallways
- Added small ammo and health to top of spiral
- Fixed a clip brush exploit outside blue sniper deck
- Fixed number “2″ overlay on front of red base not being assigned to the brush face
Mossad 3 has been turned into a goldrush 24/7 esrver - enjoy!
- Goldrush
- 36 Medic achievements
- Three unlockable medic weapons
Coming week of April 20th.
This one, that came today, is more recent than the one I posted this morning, and more updated.
Most interesting:
- Goldrush will use a “cinematic physics” system
- The current version of the unlockable medi-gun gives you 100% uber instead of invulnerability
- The goldrush cart will also act as a dispenser to help the attackers
PCGamerUK visited VALVe, and have some preliminary details.
The game will have unlockable weapons for each class, which will be not only stronger, but will have various implications on the game balance.
The weapons will be unlocked by the new achievements - starting with medic, each class will have 36 new achievements. Getting half of them will unlock first weapon, getting other half will get second.
The first unlocked weapon for medic will be a double charger - instead of giving a temporary 150% health, it will give a permanent boost to max health to 200% - healing a heavy to full health will give him 600 health - and let him keep it while you go heal others. To balance this, using this weapon will barely charge Uber, if at all.
Second unlockable was not yet revealed.
The second new map, other than badlands, that valve are workign on, is not hunted, as we thought - not exactly.
It is called Goldrush, and will feature a cart that needs to reach certain stages of the level. The cart moves faster the more blue players are near it, but stops when a red player is in range.
- - -
The way I see it right now, valve doesn’t care much for clanned gameplay - How can such changes fit into professional play?
An update was released for Team Fortress 2:
Major points:
Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who sapped
them
- The Medic’s Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Prevented players from playing the “civilian” class
- Fixed exploit where the Medigun UberCharge wouldn’t drain if you
switched weapons
- Fixed the flamethrower stuttering when firing directly into a building
- Added effects to players when they earn an achievement, visible to
other players nearby
Dustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round
- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot
How will the dustbowl scoring change affect league play?
And what’s that exploit talking about, medic not draining Uber? That was a proper tactic 