Product Update - Valve
Updates to The Incredible Adventures of Van Helsing have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Major changes include:

The Incredible Adventures of Van Helsing v1.1.00

Known issues:
The multiplayer game still has some issues. Please play it with a character created for the multiplayer only because data loss may occur sometimes.

Balance changes:
- Lady Katarina has percentage based HP regeneration on each difficulty level.

Fixed bugs:
Multiplayer:
- Fixed an issue with Snowpelt.
- Fixed a Multiplayer-related issue with the Parry skill.
- Players cannot teleport outside the map anymore.
- Custom colors of other players work correctly.

General:
- Fixed a rare issue where Lady Katarina forgot which combat form she used last time.
- Fixed the second Set bonus of the Ravenscar Belt. (Giving some Weapon Damage bonus to a Belt doesn't really help much ;) )
- Items couldn’t get dropped inside terrain objects.
- Whirlwind Ornithopters fixed.
- Wasp Ornithopter fixed.
- Assault Ornithopter fixed.
- Some pathfinding improvements have been implemented.

New features:
- Scenario Mode is available in the game.
- Achievements got in-game icons.
Product Update - Valve
Secret of the Magic Crystals is now available on the Linux!

Manage a horse-breeding farm set in a fantasy surrounding with legendary horses such as Pegasus, Unicorn, Fire-steed, Ice-steed and Demon-steed.

Product Update - Valve
Updates to The Incredible Adventures of Van Helsing have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Major changes include:

The Incredible Adventures of Van Helsing v1.0.07

Known issues:
- The multiplayer game still has some issues. Please play it with a character created for the multiplayer only because data loss may occur sometimes.

Fixed bugs:
- Multiplayer:
- The Server Browser periodically refreshes the list.
- A new column and filter is introduced for searching regional games. (Regional games have lower Ping and thus less lag.)
- "Safety" column removed. Games are available to play if your selected Character shares this option. (Characters stored solely in Steam Cloud can join games featuring similar Characters only. Same rule applies to Hardcore Characters.)
- Fixed an issue which sometimes applied after rejecting to join a Bossfight.
- Fixed an issue with the Drunken Man (remained clickable if the client clicked on him).
- Being invited to a Bossfight automatically cancels any teleportation attempts.
- Players see the traps placed by the host.
- Players can be kicked from the game during the waiting period before Bossfights.
- The client returns to the Main Menu if the host disconnects during loading (loading screen).
- Fixed an issue where conversations got stuck on the screen sometimes.
- NPCs and critters synchronized.
- When a conversation starts all the players are halted.
- Fixed some issues with scripts restarting sometimes.

- General
- Fixed an issue with the Lightning Collectors quest.
- Fixed an issue with the Lost in the Ink quest.
- Fixed an issue with Lady Katarina when she wandered off to gather loot after you respawned, leaving you all alone...
- Fixed a rare crash near the Gorgon Pass Bridge.
- Fixed an issue with the Harpies coming out of the Wishing Well.
- Fixed an issue with the effect of the Earthquake spell.
- Your latest Character appears in the Main Menu (even if you only have Online Characters).
- Fixed an issue with Skill reset.
- The Credits button in the Main Menu closes all other windows.
Product Update - Valve
Updates to The Incredible Adventures of Van Helsing have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Major changes include:

The Incredible Adventures of Van Helsing v1.0.06

Known issues:
- The multiplayer game still has some issues. Please play it with a character created for the multiplayer only because data loss may occur sometimes.

Fixed bugs:
- Fixed the bug of the Riddle Wisp drops.
- Fixed some issues of the Hungarian localization.
- Fixed the sounds of the Dreadknecht, Behemoth and Mouthbeast monsters.
- Fixed a bug what makes you unable to respawn in the town
-Multiplayer:
- Some bandwith optimization have been made
- Fixed the camera at the cutscene of Saffi in the Dreadworks
- Fixed bug with exiting and recreating a multiplayer game
Product Update - Valve
Source Filmmaker version 0.9.7.8 has been released. This update will be applied automatically when your Steam client is restarted. The major changes include:


  • fixed flashlight volumetrics falling back to wireframe on Intel HD graphics chips
  • enabled multi-select when importing elements into element arrays
  • added Set To Default context menu item to control sliders in animationset editor
  • fixed particles not simulating on the first frame of the first rendered shot using -sfm_autolayoff [filename]
  • fixed transform path visibility resetting to on when you change control selection
  • multiple fixes to dod/gameinfo.txt, including now overriding tf content with dod content when running out of that mod
  • (in 0.9.7.7)can now switch mods by adding -game [mod] to the SFM’s launch options
May 30, 2013
Product Update - Valve
3D-Coat was recently updated to Version 4.

For a full list of new features see this web page: http://3d-coat.com/3d-coat-v4/
Product Update - Valve
We’d like to start by welcoming all you lovely new Linux users to our game. We are now supplying builds for Linux via steam and as a standalone download from our website. (Free to all users of course). The game should be widely compatible across the various Linux distributions, but please let us know if you have problems by logging bugs in our bug tracker. We have targeted Ubuntu 12.04 (32 bit and 64 bit) as a starting point, and we anticipate wider compatibility in later alphas. Please note that we do require glibc 2.15 or later, which unfortunately means Prison Architect does not currently work on Debian Stable.

We are continuously blown away by some of the prisons our community build. Layouts that we’d never considered, or packing an entire jail into 12x12 squares, or nightmarish concrete hellholes. Now you can share your best prisons with the rest of the world via the Steam Workshop. From the main menu in game you can access our workshop integration, and from there you can publish your prison, or play other peoples prisons at the click of a button. To browse the full list of published prisons click on “Open Steam Workshop”, and you’ll see the Steam Overlay popup with thumbnails of each jail. Click on the green plus to subscribe to a prison, and from then on it will show up in your game list as a playable prison. If the original author updates his prison you will get those updates automatically via steam workshop. We’d like to encourage you all to publish your best prisons - we really want to see what you’ve built with our game.

Click here to take a look at the Prison Architect Steam Workshop, and all of the prisons currently published:
Prison Architect Steam Workshop

In the UK milk has to be labelled with “Allergy warning: contains milk”, and in a similar vein we think we are stating the obvious when we say that Steam Workshop integration is only available in the Steam build.

Our most significant change to the game itself comes in the form of an entirely new anger model. We have fundamentally changed the way prisoners get angry and express their anger through violence. Conceptually there is now a prison-wide “Thermometer”, which represents the overall danger level of your prison. It increases over time when you have a lot of angry prisoners (ie their needs are not met). Conversely, when prisoners feel they are well treated they will decrease the overall danger level of the prison. Over time as the anger level rises, more and more prisoners will start to kick off. Other factors affect this danger level as well - punishing a lot of prisoners acts as a deterrent, decreasing the danger level. Riot police on site act as an antagoniser, increasing the danger level. You can see all of this in the status bar at the top of the screen. (Note: Requires the Chief)

All prisoners now have a “boiling point” on the danger level thermometer, which represents the point at which they will kick off and start fighting/smashing/escaping etc. Violent maximum security prisoners with many years to serve will have quite a low boiling point, and hence will kick off earlier in the process. (If they have decades to serve, what do they have to lose?) Your minimum security prisoners in for fraud etc (ie non violent) who will be released very soon have a much higher boiling point, and are therefore much less likely to kick off, even if they have complaints of their own. The boiling point of any particular prisoner can also be affected by their surroundings - lots of guards in the area will hugely increase the boiling point of prisoners in that area, because they know they will be caught and punished if they do anything. If they’ve been locked in solitary confinement for a long time their boiling point will also temporarily rise, meaning they will not cause any trouble for some time.

This new model has a lot of potential for the future as well. In future alpha versions, searching cells will increase the danger level of your prison, and searching everyones cell will result in a huge temporary spike in the danger level due to the anger and distress caused. So you’ll always be balancing the need for security versus the chance you stir up the hornets nest, and trigger a full-scale riot. If you want to create a hard line regime with strict punishments and daily searches, you’ll need a lot of guards to hold it together, but it will be possible to focus on security and effectively ignore the prisoners needs. We will finally have the possibility of right wing (high security / strict discipline / heavy punishments) prisons as well as left wing (welfare / reform / human rights) prisons.

Speaking of full-scale riots, these now occur when the danger level of your prison rises too high. Rioting prisoners will capture their cell block (it turns red currently), and will attack any guards or riot police in the area and steal their keys and weapons. They will then smash down all the internal doors and free all the prisoners locked up in the area, before extending the riot into neighbouring cell blocks. Your guards and staff will not go near captured cell blocks, and you will gradually lose control of your whole prison if you don’t put it down quickly.

In order to deal with this new threat, we have introduced two new emergency units into the game - riot police, and paramedics. Both are called from the emergencies menu, just like the existing fire department. Riot police are much tougher than normal guards and will happily march into captured sectors to recapture them. We’ve had these units in our internal version of the game for some time, but it’s taken us a long time to get them ready for public release.

Our audio guy Alistair Lindsay has added a ton of new audio elements to the game for alpha 10, to underscore the new anger model and rioting. You can now get lots of warning when trouble is brewing by listening to the sounds of your crowds of prisoners. If you can hear booing and hissing then the crowd is angry, but not yet violent. If you hear metal cups clanging against walls then this means trouble is imminent, and you should get some guards in there asap. If things do escalate into a full-scale riot, you’ll hear a whole new dynamic musical score - the music changes as the riot progresses. Alistair has really outdone himself here, and the prisons of alpha10 can sound like very dangerous places indeed when things are out of control.

Finally we’ve noticed from watching a lot of youtube videos of people playing Prison Architect that they often don’t notice when a fight breaks out slightly off screen. Many times we’ve seen commentators suddenly find some dead bodies and shackled prisoners, and exclaim that they have no idea what happened. So we’ve introduced some new incident markers - these blue circles will popup on the edge of your screen and direct you to trouble whenever a guard sees it happening. You can click on them to move immediately to the trouble. This should help players keep an eye on trouble when it does break out.

That’s all for alpha 10, we hope you enjoy the new features, and we will be back with alpha 11 in one months time.

May 30, 2013
Product Update - Valve
Change Log v. 1.03.3

Tuning:

-You can now retrieve crew from a room when teleporting even if they are shooting at a door or walking, limit of 4 per teleport
-If you're carrying the Crystal alien from the stasis pod, the Rock Homeworld map will start with the appropriate quest marker to for the beacon that leads to the Crystal sector
-The Crystal Lockdown bomb is now available as a drop (from enemies or in Stores) in Rock sectors
-Shield Skill will level up when the shields absorb a hit, not when they recharge. This prevents turning the shields on/off to level up.

Major Bugs:

-Fixed: Bug that would sometimes cause an enemy ship not to get hit by asteroids in an asteroid field
-Fixed: Bug gave double rewards after victory when player teleporter was broken and crew 'used the shuttle'
-Jumping will now immediately provide invulnerability to solar flares, incoming boarding drones, and beams
-Can no longer open the ship upgrades screen in hostile situations using the hot key
-If the boss is destroyed, at that point game over will be blocked and your victory is assured even if your ship is exploding.
-Blast Door health will properly regenerate on safe (no current boarders) jumps
-Boarding Drones will no longer be hit by projectiles after they've successfully landed
-Boarding Drones will no longer be destroyed upon Boss Ship Super Shield regeneration
-Waiting in a nebula will no longer remove the sensor dampening effect
-Fixed: Sometimes enemy boarders wouldn't pursue any targets and just stand around.

Minor Bugs:

-Drones should no longer fly "into" the shields and fire past them.
-Dying crewmembers will stay dead if you Save & Quit + Continue. They will also remain unselectable and unmovable as soon as dying animation starts.
-Will no longer open the store / allow repair in the rare situation that you have 0 hull and should be dead
-Credits + Victory screen won't close if you accidentally tap a key - only escape will close it
-Missiles/lasers/asteroids/etc. will no longer collide with bombs since they are technically 'interior' objects
-The event where your crewmember goes crazy will have the correct race/name after going crazy
-You won't be able to waste your money choosing pointless repair choices at the repair station event
-Beam Weapons can now correctly cause breaches, but that will not come standard to current weapons to preserve balance so it's just for modders.
-Interior console glow fixed to display correct colors for crew levels
-Combat/Defense drones will properly trigger blue event options
-Drone / missile counts can no longer go negative
-Modding to have more than 4 shield bars will no longer make asteroids ridiculously terrifying
-Crew will no longer continue repairing a breach if the room is on fire, the fire will take the correct priority (as the animation shows)
-More grammar/typo fixes and minor animation/image polish
Product Update - Valve
SotS2 2.0.25003.2

Critical Fixes
- Fixed post combat CTD
- Fixed end turn CTD
- Fixed Zuul trying to be peaceful too early on in the game
- Fixed not able to accelerate time when there are only planets
- Fixed not able to intercept Loa gates
- Optimizations for node-using factions (Human, Zuul, and Loa)

Other Fixes
- Fixed Loa having accelerator gates in their fleet composition
- Fixed slave disks being listed as assault shuttles
- Fixed Loa not expanding fully
- Fixed AI invading then returning without combat
- Zuul node lines no longer collapse when a bore ship fleet is transiting the line
- Fix Hiver not advancing when no systems in range
- Fixed AI humans not using node lines

New Maps
- 3 Brawl
- Brushfire
- Command School

OST DLC
- Soundtrack now includes FLAC track files as well as MP3

Product Update - Valve
Release Notes for 5/29/2013

[ OVERWATCH ]
- Updated Overwatch FAQ (http://blog.counter-strike.net/index.php/overwatch/)
- Overwatch case reviews will highlight kills and assists from The Suspect in kills feed.
- Overwatch case reviews will not record the team name when all five players play with their clan tag.
- Servers running with default setting sv_kick_players_with_cooldown 1 will not allow players convicted by Overwatch to play, setting it to 0 will allow convicted players to join.

[ STEAM BADGES ]
- Updated CS:GO Steam trading card art to their final designs and names

[ MISC ]
- Fixed an exploit with disconnecting and reconnecting players being able to respawn in the same round.
- Network interpolation and update convars can no longer be changed when playing. To configure these convars, players must not be connected to a server or must join the spectators.
- Enforced signature validation of game dlls and plugins. Clients launching with tampered dlls will be informed of the invalid signatures error, and will not be allowed to connect to VAC secure servers to avoid being VAC banned.
- Fixed a problem in the GOTV recorder that could result in some non-delayed data getting written into the recorded stream, causing playback artifacts.
...

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