Free Pro Rotation: Captain Spark, Cheston, Megabeth, Sniper, Support, Tank We at Uber Entertainment hope everyone in the United States had an enjoyable, safe, and restful Memorial Day! We did, which results in a shorter week and a slightly smaller update.
This week we are taking aim at improving our match quality. The big step we're taking is that teams of five are only going to matched with other teams of five. Teams of two or solo players will be matched together. This means that we've removed the ability to group up in teams of three or four. If you only have a team of three or four, what better way to get to know your fellow players than to invite them into your team?
New Rules • Only teams of two and five can be built. If you have three or four, ask in chat for someone to play! • Only solos and duo groups are now match made with each other. • Teams of five are now only matched with other teams of five. • Custom games can now be started with only four players. • Pro store menu updated to match the style of the items menu. • Death UI now shows the flair equipped by the person who did the damage. • Removed confirmation for quitting out of a replay. • When a replay download completes, button will now change to "PLAY" when that replay is selected. • Added the XP bar back to the old location next to chat. • Added new effect for speed boosts.
Bug Fixes • Fixed GG Stack and Chip Valvano talking about turrets that can't be rebuilt when they can. • Fixed returning to the wrong game mode UI after a match. • Fixed login screen hangup when there is no connection to UberNet. • Fixed controls breaking if you taunt at the exact moment of spawn. • Fixed some instances of the game hanging when creating a custom game. • Fixed several minor UI alignment issues. • Fixed various typos and incorrect characters in Pro bios. • Fixed GG and Chip from talking about the wrong team when a player lands a Head Crab or Ground Zero. • Fixed changing parts of your loadout in Training Camp from not working properly.
Gun Mountain • Fixed some turrets being stuck into the ground. • Fixed bot lanes on the HUD from being reversed. • Fixed Shelly being able to be stunned. • Continued art improvements. • Added bot lane holograms. • Fixed typo in the spelling of "New Sydney" • Shelly: Activation Time: 0.25 -> 2 • Jumping on or near Shelly will now kill Pros. • Trails on Shelly shells are more team colored.
Turbocross • Turrets that are prebuilt on the map now have shields that once taken down, do not come back. Player built turrets do not have shields. • Fixed turrets from sometimes doing no damage to bots. • Turbocross Jackbot Health: 105000 -> 87500 • All throw and momentum push distances increased by 25%
Turrets • Long Shot Turrets: Will no longer fire at any of its previous 10 targets. • Long Shot Turrets: Added radius damage falloff, which means you'll take more damage the closer you are to the epicenter of the explosion. • Long Shot Turrets: Added radius momentum falloff, which means you'll only be moved if you're close to the epicenter of the explosion. • Long Shot Turrets: Damage: Full/Min: 400/200 -> 300/150
Assassin • Dagger/Sword: Cloak drain per shot: -5 -> -4 • Shuriken Launcher: Cloak drain per shot: -1.8 -> -1.4
Assault • Fly: Shooting now drains fly similar to Assassin Cloak • Assault Rifle: Fly drain per shot: 0 -> -1 • Grenade Launcher: Fly drain per shot: 0 -> -5
Combat Girl • New Uniform: Pit Girl • Combat Healer: Fixed not being able to heal turrets in Turbocross
Leo • New Uniform: The Illusionist • Fixed wings not displaying properly when wearing the Chickey head. • Fixed mustache placement.
Wascot • Shifty Shuffle: Grappling as the Wascot will no longer cancel Shifty Shuffle. • Shifty Shuffle: Grappling the Wascot while Shifty Shuffle is active will now use your entire cooldown. • Party Pooper: Now affects turrets as well as Pros.
For Max Payne, the tragedies that took his loved ones years ago are wounds that refuse to heal. No longer a cop, close to washed up and addicted to pain killers, Max takes a job in São Paulo, Brazil, protecting the family of wealthy real estate mogul Rodrigo Branco, in an effort to finally escape his troubled past. But as events spiral out of his control, Max Payne finds himself alone on the streets of an unfamiliar city, desperately searching for the truth and fighting for a way out.
Critical fixes: + Fixed the AI divide by zero crash. + Fixed a crash related to swarmer interception. + Fixed a crash related to exiting the defense manager. + Fixed a battle rider and boarding-pod related crash. + Fixed a System Killer related crash on turn update. + Fixed a Suul'ka spawning and admiral-related crashes. + Fixed a few potential crashes that could occur after random encounters. + Fixed a potential deep space encounter crash. + Fixed a potential crash that could occur with out-of-date planet information and fleet selection. + Fixed a critical repair-related combat crash.
Other fixes: + Freighters now retreat on node lines when applicable. + Tuned combat sensor picking. + The pre-combat UI now defaults to the first combat. + The pre-combat UI now applies the correct star map effects and colors where applicable. + Fleet information now updates correctly when ships are transferred or repaired. + Fixed known issues where missiles were missing ships in the weapon test screen. + Mission screens no longer show extraneous fleet lines. + Fixed a bug that prevented the intercept mission screen from focusing on the target fleet. + Fixed shield placement and shield status combat UI issues. + Subjugators now carry Slave Disks. + Quantum Capacitor and Shield Magnifier effects now work. + The government support action no longer causes shifts for developed colonies. + Fixed corrupt game lobby player lists. + Zuul torpedo platforms can now be placed. + Colonization fleets no longer teleport on support runs. + Fixed the swapped government and research slider labels in the research screen. + Gas giants and moons are no longer incorrectly listed as size 10. + Fixed a bug that caused effect LODs to pile up on top of each other. + Fixed an issue where fleets and systems would overlap in lists. + The "war declared" turn event now correctly reflects the instigator. + Environmental tailoring effect now works. + Addressed an issue that was caused by retreating fleet consolidation to violate command point limits. + Gate station construction now removes system's deployed gate ship. + It is no longer possible to construct gate stations without the required technology. + Tracking weapons no longer attempt to path through planets. + Fixed an issue that was preventing combat AI from moving ships around a planet to reach the target. + Support missions no longer deliver twice in one turn. + AI rebellion will no longer occur if a countering technology has been researched. + Fixed a bug that was preventing treaties from activating. + Targets of node cannons no longer leave empty fleets behind. + Fixed an issue that was preventing ships at base from registering a sensor range. + Fixed an issue that was preventing station retrofits from working in networked games. + Fixed an issue that appeared to prevent the construction of stations at independent-controlled systems. + Ship rolling is now synchronized over the network in combat. + Fixed a networked combat issue that was causing the last ship in a selection to be left behind. + Tombs are now removed when all of their drones are destroyed. + Fixed an issue that was preventing weapon damage from being communicated correctly in networked combat. + The game window no longer reacts to keypresses when it does not have focus.
Other changes and additions: + Many new turn events. + Mission lines are now in player color. + Multiple missions can be issued from a single screen for Survey, Relocate, Colonize, Support, Patrol, Interdict, Invade and Strike. + Construction, Upgrade and Patrol missions now have an optional rebase on completion. + Added a Von Neumann research bounty. + Ships waiting at base will now replenish crew and supplies. + The colony support dialog now provides planet details. + Combat sensor view now displays a greater variety of icons. + Asteroid belts now jam sensors. + Asteroid Monitors, Swarmers and Relics no longer generate encounters unless an enemy fleet is present. + Added slave drop-off. + Defense fleets are now available in various fleet lists. + Added a tooltip to the psi icon on the starmap. + Added a Liir deep space maneuvering bonus. + Node missiles added. + Modified the AI rebel color. + Added evangelist admiral trait effect. + Asteroid impacts now affect colony morale. + Independent colonies are immediately available for diplomatic action. + Overpopulation now affects morale. + Added AI Virus effects. + Increased station science module bonus. + Fleets now have empire-based default names. + Minelayers can now be placed with drag-and-drop interaction. + Added colony economic ratings. + Added open and closed systems. + Various unresponsive turrets fixed via arc errors. + Handful of missing text string errors corrected.
GAMEPLAY - Enabled Ogre Magi in Captain's Mode. - Ogre Magi: Fixed Bloodlust autocast interrupting your TP scroll. - Ogre Magi: Fixed Multicast Fireblast not extending the stun duration. - Ogre Magi: Fixed Bloodlust being castable on magic immune units. - Ogre Magi: Fixed Bloodlust Multicast being used up by couriers. - Ogre Magi: Fixed Fireblast Mutlicast stopping if you die while it is multicast. -Ogre Magi: Added unique effect for unrefined fireblast - Outworld Destroyer: Fixed Arcane Orb not working on Illusions recently.
UI - Fixed losses and abandons not showing correctly on your own profile. - Kill Cam panel now shows any custom items the killer was wearing.
VISUALS - Empowering Haste visual no longer shows up on creeps - Added new effect for unrefined fireblast.
DOTA 2 BOTS - Fixed bug where bots would run out of their base immediately after teleporting to it. - Fixed bug that could cause bots to prioritize a temporarily invalid unit (nightmared, reincarnating, etc) over one that is currently valid. - Fixed case where bots would prioritize other desires over picking up Aegis/Cheese/Rapier. - Fixed a number of bugs that could cause bots to get stuck near Roshan. - Easier and Easy bots will now have ability usage lockouts where they're periodically unable to use items and abilities. - Fixed bug where passive bots would get stuck trying to ward. - Fixed bug where Dire-side lobby slots would be inaccessible when there were bots in the corresponding Radiant-side lobby slot.
Update5 - Cars get less stuck in other cars. - Roll of certain classes have been tweaked. - The default settings of Classic cars have been switched with the new settings. (eg: standard setting is now the chaos&destruction setting) - Smashing destructable objects now will earn you boost and supermove, but are currently due to work on multiplayer functional in singleplayer only. - Speed game mode now has the same functionality / game logic as race mode. - "Classic Mode" now renamed to "Game Speed" because of reviewer setting the game to chaos&destruction meanwhile complaining game is way too fast.
Update6 - Fixed "monstertruck wheels crushes my car" issue - Improved physics for the 'default' Classic class tuning setting. - Added 'Classic' setting for the Muscle Class. - Added new loadingscreens. - Tempered reaction for all explosions and other impact effects. - Upgraded first skin for default car, Grinder. - Greatly reduced the chance of cars getting stuck in each other. - Streamlined 'CrashSiteX' track. Go give it a try! - Reduced default A.I count for both race and challenge mode.
Update7 - Player can now bash it's way easier through opponents. - Balanced / tweaks for damage system. - Tweaks and feature improvements for the A.I. - Reduced default startgrid count for race and challenge mode.
Patch 7 Changelog: - Made cars and general gameplay feel 'heavier'. - Improved A.i. behaviour in 'race' mode. - New free DLC, "bad boy" vehicle, custom-made for Leon Furst for his ubercool and fun review. - Added "Heddly's SkinPack" for everyone. - Increased field of view for F3 camera. - Challenge / race mode: Don't have to be first anymore to proceed to next challenge. - Added more end-of-race cameras. - Reduced intensity of rear- and brake light for all vehicles. - Enabled framerate display in the video menu. - Tweaked various visual effects (sparks, tiresmoke on different materials). - Some minor improvements on performance / rendering system. - Reconfigured video-presets and video-customization menu. - Fixed Area-P's jump and lighting. - 'Harbor' map is now a lot easier to race. - Fixed cars colliding without character eject in the 1st stuntmap, Windmill. - Localization added for French, Spanish, Italian, Russian, German
Patch 8 Changelog: -Polish Localization -Razor slide bar moved to bottom of the screen
Patch 9 Changelog: -Display fix for Russian characters and Polish Accented characters
Patch 10 Changelog: -Added some missing localized text for Polish localization
Among the sparkling gemstones of Talay, a set of long-buried Eternia Crystals have been unearthed. But the volcanic activity of the mine is rapidly rising and its imminent eruption threatens to destroy both friend and foe. Protect the Eternia Crystals from the horde as you contend with the dangers of the mine itself!
Quantum Conundrum is now available for pre-purchase on Steam and is 10% off until launch day! You can also grab the Season Pass and receive the full game, soundtrack, and two upcoming DLC's!
Your job is to find—and ultimately rescue—your uncle, by using his newest invention, the Interdimensional Shift Device, to switch between dimensions and solve puzzles. That sofa too heavy to move? Theres a dimension for that! Switch to Fluffy Dimension and that sofa is now light as a feather. Need to get up to a high ledge? Theres a dimension for that! Just switch to Anti-Gravity Dimension and things begin to float upward. Need to make things heavier? Theres a dimension for th—well, you get the idea. Switch dimensions in real time, work your way through the crazy complex mansion wings and rescue your uncle!
Additionally, pre-purchase on Steam before the release date and receive three exclusive items (Atomic Accolade, Quadwrangler, and Professor's Pineapple) in Team Fortress 2!
700 years before the events of Ys I & II, the land of Ys was on the brink of destruction. Demons came in droves and forced the twin Goddesses who ruled the land to whisk their subjects away from the surface, into the safe embrace of the clouds. The demons were persistent, however, erecting a massive tower in pursuit. The battle that raged upon the ground had begun ascending for a second round up above.