Well the update is out. The Steam Achievement Manager, v 5.1 is out now. It allows you to do a variety of things, such as unlock achievements. Sadly though, achievements are not linked to unlocking weapons. So really all you’re doing at this point is impressing your friends by unlocking all the achievements early, rather than getting them normally. Weapons are unlocked at regular time intervals based on play time, and there is a random chance you will get one at each interval. The upside is that you can idle (in spectate mode) in various servers to get achievements. Valve had more to say about random weapon drops on their web page.
But for now, here is Steam Achievement Manger 5.0. All of the usual instructions apply;
How do you use it?
- Install Microsoft .NET Framework 3.5 if you do not already have it installed.
- Download Steam Achievement Manager.
- Extract it to a directory that is convenient to you, but not your Steam directory. It’s a ZIP file, if you don’t know how to extract a ZIP file then you probably shouldn’t be trying to use this tool.
- Run Steam if it is not already running.
- Exit any active VAC protected games if any are running. While this tool does not directly interact with any game itself, it is better safe than sorry.
- Run Steam Achievement Manager and do whatever you want in it.
SAM is created and maintained by Rick at http://gib.me/sam
Also unlocks achievements with these games (and many more):
- Team Fortress 2 (TF2) Spy-Sniper Update
- Unreal Tournament 3
- Age of Chivalry
- Empire: Total War
- And Yet It Moves
- Left 4 Dead (L4D)
- Day of Defeat: Source (DoD:S)
Secondly, we wanted to take a moment to talk about the new item drop system in the update, since we’re getting a lot of questions about it.
Why did we build a new system?
- With our first four class updates we were tying the new weapons for each class to a set of achievements. Our intention was to make a set of achievements that eventually all players would get, and would be fun to get along the way. In some cases we did a good job at this (Scout), and in some cases we did a bad one (Medic). Across all of the class packs we were disappointed in the number of people that got to play with the new weapons, and feedback from the community was generally not favorable with this approach.
What did we do?
- For the last number of months we’ve been working on using the Steam Cloud to store a player’s inventory. With that finally in place, we were able to deploy a new system focused on the giving of items to players. That new system watches the amount of time that players are playing TF2, and gives them a chance to find items at regular intervals. They aren’t guaranteed to get the item at those points, but they have a pretty good chance. We based the system on granting items on the amount of time played because we don’t want players to have to do weird things like join achievement grinding servers to get new content. Basing it off time also has the benefit of ensuring that if you play a lot of TF2, you’re going to get more items than players who don’t.
How long do I have to play to get an item?
- When we were tuning this system we first looked at the average amount of time that players spend playing TF2 daily. From there, we set the goal of most players having around 20 items in their inventory after a couple of weeks of play. If you’re someone who plays a lot of TF2, you’re going to get items a lot faster than that. In the first few hours after the release yesterday, we had some issues that prevented the system from working properly, so that timeframe was not indicative of the system as it’s designed.
Is this the way we’ll find items from now on?
- Like everything else we build, we’ll be iterating on this system for a while, and have a lot of features planned. Some of the next things we have planned are:- Item trading. This is why you’re finding duplicates.- Giving players a method to influence the system so they can work directly toward getting specific items.- Adding more rare items like the hats.
We’re going to be working on and rolling these out while we’re also working on the next class pack, with the goal being to get it all released before then.