Official Team Fortress 2 April Update Thread

Well they have about a day to release it in April so we will probably see it sometime tomorrow, followed by a patch a few days after to fix the bugs and exploits that have been found (no matter how much playtesting they do someone always seems to find a new one after release like the ones in badlands) and to fix anything they broke (normally the servers with strange configs).
 
The Team Fortress 2: Gold Rush Update is now available, free to owners of Team Fortress 2 via Steam. The Gold Rush Update introduces the new Gold Rush map and Payload gameplay style, the first set of unlockable weapons, and a new set of achievements for the Medic.

In other TF2 news, a worldwide Team Fortress 2 Free Weekend will begin Friday at noon PDT, and will include access to the new content released today in the TF2: Gold Rush Update. Using the functionality made available through Steam and Steamworks, all of the files needed to join the Free Weekend are available for pre-loading now.

The Free Weekend is open to players around the world, and there is no obligation to purchase to participate; all that is needed is a Steam account to join.

To start pre-loading everything you need to play on Friday and learn more about Team Fortress 2, please visit www.steamgames.com/goldrush

steampowered.com said:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

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:
  • 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
 
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Had a few fames on GR and so far it all looks good :D. Very hectic games, and they don't all revolve around the bomb - quite a few times we managed to push the attacking team quite far back and so it was a free for all.
Loads of medics around, and due to the confined spaces on the maps pyros can do a lot of damage, on 2 occasions (un-ubbered) I managed to take down 5+ people who were clustered around the bomb.
 
Gold Rush seems like a pretty decent map, very hectic, lots of action.

Anyone know how you unlock the new weapons?

EDIT: Nvm, found out. The new weapons are only available for medic at the moment. That sucks :/
 
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Downloading now.......

What does this mean? :confused:

# Increased force taken by pipebombs by bullets and explosions
 
I think it means the demoman stickbombs can be shot/moved easier by the other team?

Yeah that's what I interpreted it as to. So when you have a bunch of stickies in your path, a rocket would normally just make a few of them roll a few feet across the ground, this makes it sound like they get moved a lot more.
 
I thought pipebombs are the Demoman's normal grenades, not the stickies. Maybe they're easier to shoot out of the way now, before they explode.
 
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