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Team Fortress 2: Goldrush update now out

Posted Apr 29, 2008 at 5:04PM EST by QJ Staff

Listed in: News, Patches, Titles, Genre Tags: Steam, The Orange Box, Valve Corporation
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Team Fortress 2 - Image 1


For those of us who can't seem to let a day pass without fragging someone in Valve Corporation's very excellent multiplayer FPS, Team Fortress 2 (PC, PS3, Xbox 360), here's a special news bulletin: the highly-anticipated Gold Rush update is now live and available for automatic download as soon as you restart your Steam client. This includes the Goldrush map, and the much-awaited Blutsauger, Kritzkrieg, and Ubersaw weaponry for the Medic. Wunderbar, we say!

Besides those key features, there's also a lot of changes made to the overall gameplay, such as the removal of a lot of exploits and glitches. So if you've ever noticed them before or even made them a part of your strategy, then you might want to look over the complete changelog so you'll know what sort of changes in your gameplan that you'll have to make.

In any case, here's the complete changelog:

Source Engine
  • Improved particle performance on multi-core machines
  • Added FOV slider to Options | Video | Advanced for all games (moved there from TF2Â’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: 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
Portal
  • Fixed a rare crash related to bone setup
And that's that. Enjoy!



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