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Space Empires IV and V Pack

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Community Announcements - TinManGames
Arrr! Avast me super-hearties! It is international talk like a pirate day! If you are keeping Titan city safe on your Steam version of FEAR, then you can talk like a super-pirate today!


For me advanced hearties, if you are a landlubber want to turn the pirates off, just add this to the launch options:
-addconfig SHOW_PIRATE_WORDS=0 -addconfig ITS_PIRATE_DAY=NO

(Avast! A note to astute maties, one could change the above line to 1 and YES respectively to have pirates any time! Yo Ho Ho!)

Arrrr! And a bottle of rum!
Community Announcements - Surtur from Slitherine
The most detailed 4X title gets another major update! As of today patch 1.9.5.8 is available for download through all major channels. This update adds new customization features for ship designs and also further increases the modability of the AI, giving you more control than ever over your copy of Distant Worlds, allowing you to tailor the game to your liking. Other changes includes new AI tweaks, and weapon balances.

If you own the Steam version of Distant Worlds: Universe, you patch will be applied automatically when it is available. All other users can run the updater tool on their launcher or download the patch manually here.

Click here to find out more about Distant Worlds: Universe.

V1.9.5.8

CRASH FIXES
- fixed rare crash when detect pirate smuggler docking at base
- fixed rare crash when ships in combat

BUG FIXES
- fixed bug where race-specific diplomacy mood music was not working in a theme

SHIP DESIGN
- AI ship design process now automatically adds extra energy collector components to match static energy requirements of design (similar to the way reactors are added)
- AI ship design now increases size of Carrier designs (beyond default design template) when construction size allows (like Capital Ships already did)
- added medium and large freighter designs to AI ship design shrinking process (attempt to fit within current maximum construction size)
- fighter firepower now listed in ship design detail screen (Weapons panel), to allow better comparison of military designs (firepower and fighters listed separately)

MODDING
- now optionally allow setting battle tactics, invasion tactics and fleeWhen settings for designs in design template files. To do this, for any design template file for any race, use the following entries (Entry name with possible values after the colon):
o TacticsWeaker: Evade, Standoff, AllWeapons, PointBlank
o TacticsStronger: Evade, Standoff, AllWeapons, PointBlank
o TacticsInvasion: DoNotInvade, InvadeWhenClear, InvadeImmediately
o FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never

OTHER
- increased hold-off range for tractor beams on spaceports against enemy troop transports (i.e. prevent colony invasions)
- increased the maximum per-resource cargo space at spaceports and other bases from 30000 to 120000
- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them
Community Announcements - wbacon [capcom]
Hello Dead Rising fans,

First and foremost, I’d like to thank all of you for your patience and tons of helpful feedback you’ve provided while the dev team worked on resolving the crashing issues.

The team has been working very closely with NVidia to find solutions to the crashes that have been affecting certain Nvidia users, and now we are happy to announce that the new 344.11 WHQL driver released today should address most of these problems.

We’ll follow up with additional details soon, but in the meantime please update to the latest driver linked below and give DR3 another spin. It is also highly recommended that you restart Windows upon installation to ensure proper driver initialization.

Direct download links:

  1. 344.11 WHQL drivers for Optmus/laptop users
  2. 344.11 WHQL drivers for discrete Nvidia GT/GTX cards

Note: the new driver set also includes an updated version of GeForce Experience (Version 2.1.2.0) which now recognizes Dead Rising 3 and includes optimized settings/profile for the graphics chip.

Laptop users: please ensure Dead Rising 3 is utilizing the Nvidia chip through NVIDIA Control Panel.

  1. Open NVIDIA Control Panel and select Manage 3D settings in the left window pane.
  2. In the right window, select the Program Settings tab
  3. Select or Add Dead Rising 3 (deadrising3.exe) from the pull-down menu
  4. Select either ‘Use global setting (Auto-select: NVIDIA GPU)’ or ‘High-performance’ NVIDIA processor’
  5. Click the Apply button and close the NVIDIA Control Panel.

Thank you,

-wbacon
Community Announcements - GTAnna
Burning Weekends Event!

Slash your way through hordes of monsters during this weekend and level up your characters!



* Date: September 20th, 00:00 – September 21st 23:59 PDT
* Content: 50% more experience from Hunting monsters
1+1 item drops from Dungeon playing!


Enjoy!

As always, thank you for your continued support.
Team Dark Blood Online
Community Announcements - LegacyElite84
Click on the link for the full post with a picture.

http://www.bombdogstudios.com/index.php/blog/state-game-138team-ai/

Welcome to the State of the Game! New this week, AI no longer use the 'default' green colors. You can now tell who is actually on your team! Exciting stuff!

So I created a system that will assign each team a set of team colors, which can be a solid color or a camo pattern and colors. When AI spawn in, they will use the team colors. This will not affect human players, so you will still need to make sure you know who is on your team when you spawn. This change does affect the AI in arena mode, so it will be a festival of colors [and much easier to track down and revenge kill AI].

Also in the latest snapshot includes several balance tweaks to howitzers and a few other weapons. Full change list can be found here.

http://mav.bombdogstudios.com/forums/viewtopic.php?f=15&t=1699

I have also been working on the next iteration of No Man's Pass. This will be the final whitebox version. Once I have that done, I will send the level to a contract to create custom models and while I wait on that I will implement the last features of the Commander update.

Well, that is everything for this week! See you next week!
Community Announcements - MotoDestructo

  • Added Invert camera controls to mouse and gamepad as requested.
  • The Unity front end has been removed and the Full Screen toggle, quality and resolutions are now located in the video menu.
  • Replaced the Thor portrait.
  • Tweaked the way the game handles saved data. Now saves each difficulty independently.
Community Announcements - [VA] MajicPanda
Patch 0.7 brings many new things to the game including an all new Ironman mode where death is PERMANENT, racial traits that grant bonuses and negatives to each race, and finally more save slots to start more games!

Gameplay
- Save Slots
-- Two more save slots have been added to the main menu bringing the total up to 3.
- Iron Man mode!
-- When starting a new game you may now begin the game in Iron Man mode which introduces PERMADEATH for your Adventurers. Once a game is started in Iron Man it cannot be undone, so enter at your own risk!
- Racial Differences!
- Every race now has a preferred weapon type which grants a 5% damage boost if that weapon is equipped in the main hand.
- All races also now have a positive and negative stat that defines that race.
-- Example - Humans are Resourceful which grants a +10% XP bonus but are Greedy which results in -10% Gold Find.
- Difficulty rating for manual dungeons are now based off the max monster level in the area.
- Allegiance System!
-- Every town now has Allegiance bonuses and 5 levels of Allegiance.
-- Every town has one starting class that can be hired with the rest slowly being unlocked over the 5 allegiance levels.
-- Allegiance also grants a bonus to the positive effects a class has and alleviates some of the negative as well.
-- Other perks are decreased costs in shops, increased sell value, university and resting bonuses for that race, and even a boost to magic find at level 5.

Bugs
- Fixed a bug causing Inn regen amount to not show correctly on the Inn rest window.
- Various UI bug fixes.
- Fixed a bug causing the Inn section of the scroll to not display the correct info.
- Fixed a bug causing a fired adventurer to still be manageable in the University.
- Fixed a bug where an Invasion is active, the player is in the party select window, and then the invasion timer causing it to fail resulting in the player being able to enter the Invasion but not able to complete it.
- Fixed a bug causing advanced courses to not require rank V in the base course that is listed in the tooltip as required.
- Fixed a bug causing allegiance to be awarded for an Invasion if the town level is 0 and failed.
- Hopefully fixed the bug that sometimes caused dungeon arrows to not show up when entering a dungeon.
- Fixed several visual issues with skill actions appearing on the skill initiator and not the target.
Community Announcements - Will
Release Trailer: http://youtu.be/AXVledJlEmI



We are proud to announce that we are releasing StarForge today! After many years of hard work, dreams and determination, we are releasing the 1.0 of StarForge. This would not have been possible without the help of the community, fans, and supporters of our game through its various phases over the years.

Two and a half years ago, Will and Steve were working out of a basement part time on the game, and then the game exploded online, giving us the opportunity of a lifetime to finally make the game we've always wanted to build. A year after that, we managed to increase to a team of 4 developers. And after the launch on Early Access, managed to build a small company which has been working to bring you the StarForge release today. This would not have been possible without the hard work and efforts of a tireless development team, and your continued support.

We understand that at times we bit off a bit more than we could chew, and certain areas took quite some time to build and test. It goes without saying that this has been a vast learning experience for us all. We really appreciate everyone's patience and support during the development stretch. We are glad to have participated as one of the first few games to launch the Early Access section on Steam, and to learn and develop with the community over the past year and a half. We plan to exit Early Access within the next few days. We also plan to no longer sell the Founders Club upon, or shortly after release, depending on how quickly Steam can remove it. We only want the Founders Club to contain exclusive rewards for early supporters.



We believe we have put in some super cool and innovative technology and gameplay, including an Infinite Procedural World, Voxel Digging, Real-Time Atmosphere, Procedural Asteroids, Tunnels, Caves, Mountains, Biomes, Physics Movement, Vehicles, Tons of Guns, Creatures, and Objects, and so much more! All of this works with both single player and multiplayer. It has been a labor of love, we are glad to have progressed this far, and we really enjoy playing the release version. We will continue to monitor the game, and plan to do another update in the future with bug fixes. Further updates will depend on future sales of the game.



Over the past few months, while in Beta, we have fixed the majority of the critical and major bugs, and this release contains hundreds more bug fixes and many new features.

- New Tile Sets: Monolithum, Detrite (Founders Only), Interior hull (Founders Only)

- New Vehicle : Space Copter

- Water/Lava Plane Generation

- Dedicated Server Performance

- Procedural Asteroids

- Atmosphere Shaders and Cloud Improvements

- New Doors : Monolithum, Titanium, Graphene
- New Creature: Sand Sloth

- Desert and Badlands Vegetation

- New Collectable Plants

- Swimming

- 19 Song Original Soundtrack Completed
- Dynamic Loading Screen

- Frame Rate Optimizations

- More realistic Terrain and Biome Generation

- Blocks Have Better Performance

- Badges (Founders Club, IndieGoGo)

- More Dedicated Server Console Commands and Config Options

- Community can now host their own dedicated servers of Creative or Survival. Please visit this link which has the info you need on hosting your own dedicated server: http://starforge.gamepedia.com/Dedicated_Server

- 200 + bug fixes



We've also finished and implemented our IndieGoGo and Founders club rewards. IndieGoGo backers must link their account in-game in order to receive their digital perks; Steam purchasers do not need to worry about this as all updates are channeled via Steam.. As for the Digital Rewards (wallpapers, art book, strategy guide, soundtrack), we will be providing a link to the download for these in the next month as we are still putting the finishing touches on them. We will release another blog post about that when they are done.

The hard assets (T-Shirts, Posters) for IndieGoGo backers are also being developed. We have already reached out to everyone involved regarding these rewards. If you are an IndieGoGo backer or Founder on Steam and have questions or concerns about your name being listed, please email us at sworin(at)codehatch.com. We will periodically be adding in the new names as we receive them.



Thanks again for all your support. We hope you enjoy playing the release!

- The Code}{atch Team
Community Announcements - Harebrained Schemes
Release 2.0.3 contains a variety of Shadowrun Dragonfall - Directors Cut campaign fixes and general system improvements. If you are encountering any campaign issues in Dragonfall, please update to build 2.0.3 immediately. (To update, restart Steam and then allow Shadowrun Returns to fully verify and download the new build.)

If you are experiencing a campaign-related issue, you may also need to restart your current scene (select "Restart Level" from the PDA) or rewind (select "Rewind" from the PDA save screen, then select a previous level) to before you encountered the issue in order to resolve the issue.

TROUBLESHOOTING & REPORTING BUGS:
If you are experiencing technical issues with Shadowrun Dragonfall - Directors Cut, please see this post: http://steamcommunity.com/app/300550/discussions/0/613936673325233747/

----------------------------------------------------------------------------------
Bug Fixes

  • Removed a non-functional selection from the Options Menu.
  • Fixed an issue that caused the Difficulty scaling to be applied multiple times after loading a mid-mission save.


Bug Fixes: Dragonfall Campaign

  • Resolved a potential play-blocker that occurred after completing The Harfeld Manor Run.
  • Resolved a potential play-blocker if the player accepted Glory's companion mission leading up to the end of the game.


Known Issues

  • None yet!
Community Announcements - Cutedge
At 9:00am Pacific Daylight Time (12PM Eastern, 4PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to be between 1 to 2 hours. Patch notes will be provided after the update.

Please note that in this patch, we will be resetting all players to player level 1. This will allow you to earn the rewards in our new player leveling system. As such, you may have to "re-earn" some game functionality such as crafting and fusion. Please keep this in mind if you have any immediate crafting and/or fusion you wish to complete.
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