Featured Items
Games
Software Demos News Recommended

Steam Community Announcements

Jun 30, 2013
Community Announcements - Hi11Zone
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Community Announcements - Hi11Zone
Patch #17 Sneak Peak

We are really excited to share you some information for the patch we all have been waiting for. New units, much improved ai and game performance, pathfinding over haul and many new Alliance Features and so much more. We will be going live with this patch no later then Thursday, but plan on Monday. To wet your appetite , I have some brand new screenshots for you, I will add more as i make them, ENJOY!

Feature Changes:
Pathfinding - A new pathfinding system that will greatly reduce lag and improve performance
Unit Positioning - a new system for positioning units and placing them on walls

Unit AI - redesigned combat with battalions fighting as one, as well as a smarter new unit AI
Alliance Additions - more Alliance features and benefits for greater socialization
More Units - additional siege-related units to give players more tactical options

AND MORE!

http://www.reverieworld.com/forums/showthread.php?p=82392#post82392
Jun 30, 2013
Community Announcements - danthat
Hello! We’ve been working 24/7 all weekend, and have patched Gun Monkeys to v1.2b.

Thank you for your patience, I’m aware there have been some weirdy-beardy connection issues and a few annoying bugs. The good news is we’ve (hopefully) addressed the sweeping majority of problems.

I’m not going to present you with a long boring list of each fix no one’ll read, so in short:

// Network connections should crap out less often. It’s possible you’ll still get a Black Screen of Death, it was sadly unfixable for this update but we’ll be back on it tomorrow_
// Loading times should be much smaller_
// Fixed a host of minor niggles, from ladder collision problems to menus_
// In terms of gameplay tweaks: perks are cheaper at lower levels, the stronger perks have been tweaked to be less dastardly, the amount of $ you lose if you lose the bout is less severe, and bombs should be less exploitable!

Thank you all for playing. Hope you’ll get a more stable game going now :)

Any problems, let me know, ideally through the Size Five forums at this link.

Enjoy :)

[nb if you helped us test v1.2 earlier on today, you will presumably have to opt out of the beta again to download this version to your library proper]
Jun 29, 2013
Community Announcements - Flux
Hi guys, here's the patch notes for the newest version of Blade Symphony that just went live on Steam, revision #1491. You can also see the patch notes on our site at: https://www.blade-symphony.com/2013/06/blade-symphony-patch-1498-changelog/

Gameplay
  • Foil now has “guard” for it’s block tech, a mobile defense that you can walk around that absorbs the first hit of an enemy’s attack
  • Players can now vault over low walls when dashing into them
  • You can now wallrun diagonally and horizontally left and right
  • Added cvar bot_ffa_duel to make bots duel in ffa
  • Players now spawn near one another in ffa when engaged in a duel
  • +walk implemented for fun and profit
 
Balance
  • Ryoku fast string 1 t1 damage from 20->17 and lock duration from 0.55->0.58
  • Judgement fast left and right t1 lock duration 0.63->0.75
  • Phalanx balanced string 1 t1 damage 24->22
  • Replaced phalanx balanced string 1 t2 animation with identical t1 animation, and made locktime 0.5->0.6
Foil changes:
  • Made thrust damage use the dot product as a bonus additive multiplier that adds on top of normal scale
  • Foil's damagedotproductx is 1.3 meaning attacks closest to the perfect "thrust" will get up 30% damage bonus (scaling)
  • Foil forward attacks is now 0.5 power
  • Foil side attacks is now 0.6 power
scimitar damage scaling changed:
  • Scimitar now has block instead of kick (pending new block tech)
  • Scimitar multihit rate 0.0285->0.035 (slightly less multihits)
  • Scimitar has reduced min damage 3->1
  • Scimitar forward attack damage 0.4->0.1
  • Scimitar side attack damage 0.4->0.36
  • These are to compensate the changes from last revision where scimitar no longer has damage scaling (equal damage per hit)
  • Scimitar knockback from 1.0 to 1.05
Throwable weapon changes:
  • Removed stun from throwable hit and block interrupts
  • Made throwable weapon homing less effective
  • Made it possible to block stars while charging t1
  • Prevented stars from interrupting attacks, players just take damage
  • While charging, players need to face star to block with normal autoblock rules
  • Increased throwable damage to 15
 
Bug Fixes
  • Fixed being able to throw a weapon while sheathing
  • Fixed duplicate player names in ffa scoreboard
  • Fixed 2v2 spawning in floor on cloister arena
  • Made players in ffa duels not collide with players in other duels or free roaming ones
 
Sound
  • Switched away from miles sound system, now use sfml (audio is now in FLAC format)
  • Sword types now have their own sound effects
  • Added glass footstep sounds
  • District soundscape updated
 
Graphics/Mapping
  • Cleaned up district pipe work, converted to model
  • New animation for jian intercept
  • ffa_community updates including a new arena
  • Implemented capes
  • Adding continuous dust slide particle for when getting pushed back
    
Jun 29, 2013
Community Announcements - Flux
Watch as we wrap up the patch live:

http://youtu.be/OgWk0Vw4xtY

Join us on nightly server in about 20 minutes.
Community Announcements - Borut
Hey all, another update with the latest fixes. Thanks again for all the help finding issues and playtesting!

Borut

---
* Fix loading save games in Skulls Online matches (pick from map selection list when creating game).
* Skulls online: private slots work in player matches. Set these if you'd like to reserve spaces for invited players (other players won't join these slots for matchmaking purposes).
* Fix entering army select with background on top of armies and UI
* Fix for preventing joining a network session via invite with max players reached thru guest players
* Fix crash in chat window when clicking on chat log and then back on text input
* 4P Ashful Abyss map tuning
* 4P Lion's Gauntlet position tuning to balance archer positions amongst teams
* 3P Ashful Abyss tuning (protect one summon shrine from collision like others, skoot one slightly more in the middle between top 2 players).
* Skulls Online - handle notifying other players faster when someone manually disconnects (instead of waiting for timeout)
* Fix leaderboard scrolling/page up/down
* Fix for selecting diff unit while awakening general (leaving general still technically activated)
* Don't timeout chat button display with mouse timeout if there are unseen messages.
* Skulls Anywhere email notifications sent in language of receiving user.
* Fix for resolution options not getting saved first time always.
* Scale film grain for 25:9 (or other variable resolutions)
* Fix a couple swapped Steam achievements
* Up Speed of Shogun achievement time to 4 hours, clarify text for Tanuki taunt achievement
* Fix mouse highlight over target while unit is moving showing up over consumed skulls.
* Play game lose anim, not game win anim when exiting network game if already dead, and don't leave pause up so animation plays normally.
Community Announcements - [Codebrush] Jin
* Hot fix 0.9.8_update3


Bug Fixes:
- Unable to connect game server.

All official servers will reset at 10:45 PST
Update will take about 30 minutes.


Thank you.

Codebrush Games.
Community Announcements - Kimiko
Hey everyone! It’s time for our Friday Update! As you can see, some exciting things went on this week!

Enjoy the nicely formatted version of the update here:
http://www.chivalrythegame.com/forums/viewtopic.php?f=2&t=15027


  • We have joined forces with Unknown Worlds for our big sale this weekend! Both Chivalry: Medieval Warfare and Natural Selection 2 are up for sale at a whopping 66% off from now until Monday at 10am PST! Check it out here: http://store.steampowered.com/sale/ns2_chivalry_weekend.

    Have you seen our awesome logo?
    https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/946217_584276598278685_883872279_n.jpg

    You can also enjoy these images for yourself without the sales logo here: https://www.dropbox.com/sh/or0z035o8a9k9jk/7rJFYzStgN.

  • To celebrate our sale with NS2, Kimiko went on an adventure to the Unknown Worlds office so our community can get an inside look at another indie game company like ours! We have 5 short episodes that you can watch to learn all about Unknown Worlds.

    http://www.youtube.com/watch?v=Uvd162QfHPw

  • Hugh from Unknown Worlds then came to Toronto, Canada to visit us at Torn Banner Studios and got an inside look at us - The Bannermen! This is another 5 episode series.

    http://www.youtube.com/watch?v=VakU_Q8PAV8&list=UUikjPYSpgq4nhy9THhALSjg

  • And if you haven’t seen this yet, Hugh and Kimi sit down and talk about our communities and how similar they are. Enjoy!

    http://youtu.be/p3rwtDHOt-E

  • Big news about our game going around right now is the big patch that finally got released. It was a long time in coming with about 8 iterations that went through on our beta app, before finally being pushed to the live game on Monday. Hot fixes will be released, so don’t grumble too much yet!

    The full patch notes can be found here: http://www.chivalrythegame.com/forums/viewtopic.php?f=2&t=14801

  • One last thing! While I was at the studio, we took a few pictures, but I don't quite have them all yet. Once I get them, I'll post them for you. But for now, here are a couple (blurry) pictures I took with my phone!

    Helm:
    http://i701.photobucket.com/albums/ww19/kimiko_desu/TBS/Yummeh_zps94cf6b9c.jpeg

    Kimi and Steve:
    http://i701.photobucket.com/albums/ww19/kimiko_desu/TBS/MeandTibbs_zps2c275f28.jpeg

    Kimi and Hugh:
    http://i701.photobucket.com/albums/ww19/kimiko_desu/TBS/MeandHugh_zps712d2f87.jpeg

Jun 28, 2013
Community Announcements - [Uber] Garat
Current Build: 50240
Date: June 28th, 2013

Windows Versions: Windows Vista, Windows 7, Windows 8 (64 & 32 bit)

Mac OX/S: 10.7 & 10.8 - Please try again if you haven't played in a while! Mac stability is drastically improved

Linux: Ubuntu 12.04 & 13.04 (And derivatives); See alpha forums for full list of currently working distros

If you are playing on Linux or Mac at this early stage, please join us on the forums for discussion and ongoing bug fixes. These builds are still very early. If you don't wish to play through steam for them, you can download directly from http://uberent.com/launcher/padownloads - Mac and Linux only, these are full builds until we get our stand alone launcher working.

Build 50240:

  • Custom Games now allow for free for all up to five players, and for team based gameplay up to 10. 2v2v2v2v2 to 5v5, or anything in between
  • Roster in the lobby now shows you who's there, and what their status is (in case you're waiting for someone to click ready)
  • Snapping when building now. Should make base building go much quicker.
  • Commander has a normal fire weapon. Makes him a lot sturdier early game
  • A number of rendering pipeline improvements that should bring performance closer to where it was before 50083
  • More updates to the recon system. Don't forget to scout!
  • Bombers, Artillery and other "build for demand" ammo users should be a little more discriminating about choosing targets, especially if they're given an explicit order
  • Selection boxes and effects show underwater
  • Pole Markers so you can tell your north from your south
  • Updated builder lathe effect
  • Commander has limited built in radar now
Community Announcements - johnkaiser3
- Added two new levels: ReverbNation & Dead Day Revolution
- Added four new songs from Dead Day Revolution and KK Slider.
- Added achievements for new levels.
- Fixed a bug with the pause menu where you could not pause with a keyboard in some situations.
- Bug fixes throughout levels.
- Leaderboards show your name with a yellow tint. Your time is displayed along the right.
- Fixed random crash bug for Mac OSx 10.8.x users. (Working on fix for previous versions) If you encounter this crash please contact us at http://www.playrushbros.com/support

Enjoy!!!
...

Search
Archive
2014
Sep   Aug   Jul   Jun   May   Apr  
Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002