Team Fortress 2
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed the scoreboard not displaying the proper images for Jungle Inferno Campaign Pass owners
  • Fixed a Pyro animation bug related to jumping
  • Fixed the Spy-cicle not giving the Spy fire immunity
  • Fixed the animation for The Second Banana plate
  • Fixed a Scout bug where mini-crits were granted to weapons other than The Atomizer while jumping
  • Added the Titanium Tank Participant Medal
  • Updated the Mann Co. Store to support the new foreign currencies added to Steam
  • Updated the localization files
  • Updated pl_enclosure_final
    • Fixed a buildable area in BLU spawn for stage 1
    • Updated materials for foliage props
  • Updated plr_bananabay
    • The train will now pass at its maximum frequency after both payloads make it up the large hill
    • Fixed players getting pushed into the underwater tunnel and ceiling over right spawn exit
    • Fixed spawn gates trapping enemy players
    • Amplified train engine sound
    • Reworked left spawn exit
    • Added small barrier near final cap
    • Improved performance in some areas
    • Reduced push force near outer rocks
  • Updated cp_mossrock
    • Fixed small area where Engineers could build in initial BLU spawn
    • Fixed area where you could fall in the pit and not die
    • Fixed cases where you could block the train without dying
    • The train now doesn't kill you if your toe touches it
    • Optimized FPS around the last point. Should be significantly better.
    • Brightened the underside of last point slightly
    • Improved clipping around the ramp to last point
    • Fixed a case where your view would glitch out on the sign near cap A
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed the scoreboard not displaying the proper images for Jungle Inferno Campaign Pass owners
  • Fixed a Pyro animation bug related to jumping
  • Fixed the Spy-cicle not giving the Spy fire immunity
  • Fixed the animation for The Second Banana plate
  • Fixed a Scout bug where mini-crits were granted to weapons other than The Atomizer while jumping
  • Added the Titanium Tank Participant Medal
  • Updated the Mann Co. Store to support the new foreign currencies added to Steam
  • Updated the localization files
  • Updated pl_enclosure_final
    • Fixed a buildable area in BLU spawn for stage 1
    • Updated materials for foliage props
  • Updated plr_bananabay
    • The train will now pass at its maximum frequency after both payloads make it up the large hill
    • Fixed players getting pushed into the underwater tunnel and ceiling over right spawn exit
    • Fixed spawn gates trapping enemy players
    • Amplified train engine sound
    • Reworked left spawn exit
    • Added small barrier near final cap
    • Improved performance in some areas
    • Reduced push force near outer rocks
  • Updated cp_mossrock
    • Fixed small area where Engineers could build in initial BLU spawn
    • Fixed area where you could fall in the pit and not die
    • Fixed cases where you could block the train without dying
    • The train now doesn't kill you if your toe touches it
    • Optimized FPS around the last point. Should be significantly better.
    • Brightened the underside of last point slightly
    • Improved clipping around the ramp to last point
    • Fixed a case where your view would glitch out on the sign near cap A
Dota 2 - Valve
7.07c:
==
* Bounty Runes: Base XP reduced from 50 to 25
* Bounty Runes: XP Growth increased from 5/min to 7/Min

* TP Scroll: Initial cooldown increased to 10 seconds after creeps spawn

* Bloodstone: Mana Regeneration per charge reduced from 0.4 to 0.35

* Meteor Hammer: Impact stun duration increased from 1.75 to 2

* Aeon Disk: The damage that triggers the item will no longer drop your health below 80% (So if you are 82% and take damage that would have made you 70% health, your health drops to 80% instead)
* Aeon Disk: cost reduced from 1675 to 1600

* Neutral Troll Priest: Mana Regeneration aura reduced from 3 to 1.5

* Hero respawn time adjustments (level 12-20)


Level Current New Difference
1 5 5 0
2 7 7 0
3 9 9 0
4 13 13 0
5 16 16 0
6 26 26 0
7 28 28 0
8 30 30 0
9 32 32 0
10 34 34 0
11 36 36 0
12 46 48 2
13 48 52 4
14 50 54 4
15 52 56 4
16 54 58 4
17 56 60 4
18 66 70 4
19 70 74 4
20 74 76 2
21 78 78 0
22 82 82 0
23 86 86 0
24 90 90 0
25 100 100 0



* Alchemist: Level 10 Talent changed from +5 Armor to -5s Unstable Concoction Cooldown
* Alchemist: Level 15 Talent increased from +250 Health to +350 Health
* Alchemist: Level 20 Talent increased from +200 Unstable Concoction Damage to +360
* Alchemist: Level 25 Talent changed from -8s Unstable Concoction Cooldown to +30 Chemical Rage Regeneration

* Anti-Mage: Mana Break damage reduced from 60% to 50%
* Anti-Mage: Blink cooldown increased from 12/9/7/5 to 15/12/9/6
* Anti-Mage: Level 15 Talent increased from -1s Blink Cooldown to -2s
* Anti-Mage: Level 20 Talent illusion incoming damage increased from 300% to 350%

* Bane: Nightmare cast range reduced from 500/550/600/650 to 425/500/575/650

* Beastmaster: Wild Axes damage reduced from 40/70/100/130 to 30/60/90/120
* Beastmaster: Hawk movement speed reduced from 450 to 430

* Brewmaster: Earth Brewling armor reduced from 5 to 3

* Broodmother: Level 10 Talent increased from +60 Spawn Spiderling Damage to +75
* Broodmother: Level 20 Talent reduced from +60 Attack Speed to +50
* Broodmother: Level 25 Talent reduced from +75 Insatiable Hunger Damage/Lifesteal to +60

* Centaur: Agility gain reduced from 1.6 to 1.0

* Chaos Knight: Phantasm cooldown increased from 130 to 145

* Chen: Holy Persuasion manacost reduced from 100/110/120/130 to 70/90/110/130
* Chen: Level 10 Talent increased from +20% XP Gain to +35%
* Chen: Level 10 Talent increased from +125 Cast Range to +200

* Clockwerk: Power Cogs attacks to kill rescaled from 2/2/2/3 to 2

* Drow Ranger: Precision Aura reduced damage from 16/22/28/34% to 10/18/26/34%
* Drow Ranger: Level 15 Talent increased from +300 Gust Distance/Knockback to +400

* Earth Spirit: Geomagnetic Grip silence duration reduced from 2.5/3/3.5/4 to 2/2.5/3/3.5

* Ember Spirit: Level 10 Talent increased from +150 Flame Guard Absorption to +200
* Ember Spirit: Level 10 Talent increased from +20 Damage to +25
* Ember Spirit: Level 15 Talent increased from +30 Flame Guard DPS to +50

* Huskar: Base movement speed reduced by 5

* Lone Druid: Spirit Bear Health increased from 1400/1800/2300/2700 to 1500/2000/2500/3000

* Luna: Strength gain reduced from 2.5 to 2.2
* Luna: Lucent Beam cast point reduced from 0.5 to 0.4
* Luna: Level 10 Talent increased from +150 Cast Range to +200
* Luna: Level 15 Talent increased from -2s Lucent Beam cooldown to -3s

* Meepo: Base magic resistance reduced from 35% to 25%
* Meepo: Level 10 Talent changed from +10% Lifesteal to +7 Strength
* Meepo: Level 10 Talent changed from +30 Movement Speed to +20 Damage
* Meepo: Level 15 Talent changed from +10 Strength to +10% Lifesteal
* Meepo: Level 20 Talent changed from +40 Damage to -4s Earthbind Cooldown
* Meepo: Level 25 Talent increased from -4s Poof Cooldown to -5s
* Meepo: Level 25 Talent reduced from +700 Health to +600

* Morphling: Morphing back to your hero sets you back to the same percentage Health and Mana you originally had before you morphed (so if you are low health after taking damage in a Morph, morphing back effectively heals you)
* Morphling: Morph now changes your primary attribute to the target's one
* Morphling: Morph duration reduced from 30 to 20 seconds
* Morphling: Level 20 Talent changed from -25s Morph Cooldown to +15s Morph Duration

* Naga Siren: Agility gain increased from 2.75 to 3.2
* Naga Siren: Level 10 Talent changed from +175 Health to +10% Mirror Image Damage

* Nightstalker: Darkness vision limit against buildings and wards changed from 675 to 800
* Nightstalker: Hunter in the Night Flight Vision reduced from 1200 to 1000

* Omniknight: Base intelligence reduced by 2
* Omniknight: Degen Aura AoE reduced from 350 to 300
* Omniknight: Level 20 Talent reduced from +6 Mana Regen to +4

* Shadow Fiend: Shadow Raze bonus stacking damage increased from 60 to 80

* Sniper: Strength gain reduced from 2.0 to 1.7
* Sniper: Level 10 Talent increased from +12% Cooldown Reduction to +15%
* Sniper: Level 15 Talent increased from +20 Shrapnel DPS to +25

* Spectre: Desolate damage reduced from 20/35/50/65 to 20/30/40/50
* Spectre: Desolate now pierces Spell Immunity

* Spirit Breaker: Level 15 Talent increased from +30 to +40 Damage
* Spirit Breaker: Empowering Haste now has seperate values for your hero and your team
* Spirit Breaker: Empowering Haste on self increased from 6/10/14/18% to 8/12/16/20%
* Spirit Breaker: Empowering Haste on allies reduced from 6/10/14/18% to 4/6/8/10%

* Storm Spirit: Agility gain reduced from 1.8 to 1.5
* Storm Spirit: Level 20 Talent reduced from +40 Attack Speed to +30

* Templar Assassin: Level 10 Talent changed from +250 Health to +3 Psionic Traps
* Templar Assassin: Psionic Trap damage increased from 175/250/325 to 250/350/450
* Templar Assassin: Psionic Trap max charge time reduced from 6s to 4s

* Terrorblade: Intelligence gain from 1.75 to 1.6
* Terrorblade: Metamorphosis cooldown increased from 140 to 155
* Terrorblade: Metamorphosis movement speed reduction from -30 to -25
* Terrorblade: Level 20 Talent increased from -8s Reflection Cooldown to -10s

* Tiny: Grow now grants +5/10/15 Armor
* Tiny: Grow no longer increases movement speed
* Tiny: Grow bonus base damage reduced from 40/80/120 to 30/45/60
* Tiny: Tree Grab bonus building damage rescaled from 75% to 60/80/100/120%
* Tiny: Tree Grab unit damage rescaled from 30% to 10/20/30/40%
* Tiny: Tree Grab attack count rescaled from 2/3/4/6 to 5
* Tiny: Tree Grab cooldown rescaled from 15 to 18/16/14/12
* Tiny: Level 20 Talent reduced from -10s Tree Grab Cooldown to -7s
* Tiny: Toss no longer throws Spell Immune enemies

* Tusk: Strength gain increased from 2.6 to 3.0

* Underlord: Level 20 Talent reduced from +30 Health Regen to +20

* Vengeful Spirit: Level 20 Talent increased from -4s Magic Missile Cooldown to -5s
* Vengeful Spirit: Vengeance Aura attack damage rescaled from 10/18/25/34% to 12/18/24/30%

* Windranger: Turn rate improved from 0.6 to 0.8
* Windranger: Windrun movement speed bonus increased from 50% to 60%
* Windranger: Level 15 increased from +75 Attack Range to +100
* Windranger: Level 15 increased from +90 Powershot Damage to +100
* Windranger: Level 20 changed from +25% Cooldown Reduction to +1 Shackleshot Target
* Windranger: Level 25 changed from +1 Shackleshot Target to +30% Cooldown Reduction
* Windranger: Level 25 increased from +20% Ministun Focus Fire to +30%

* Winter Wyvern: Arctic Burn damage reduced from 9% to 7.5/8/8.5/9%
* Winter Wyvern: Base damage reduced by 3
* Winter Wyvern: Level 15 Talent reduced from +600 Night Vision to +500
Dota 2 - Valve
* Turbo: Hero picking phase now takes less time
Counter-Strike: Global Offensive - contact@rockpapershotgun.com (Alice O'Connor)

Valve have launched a new way to vet players in Counter-Strike: Global Offensive with the goal of matchmaking noble, respectable players with their peers. The new ‘Trust Factor’ matchmaking system considers a player’s behaviour across Steam in general as well as in CS:GO, trying to judge whether they’re likely to be a cheater, a smurf, or a straight-up jerk. Valve say the goal is to match players “who are likely to have a good experience playing together.” It’s an interesting expansion of Steam’s benevolent police state. (more…)

Counter-Strike: Global Offensive

Valve has rolled out a new Counter-Strike: Global Offensive matchmaking system that expands on the Prime Matchmaking system it launched last year. Called Trust, the new system takes a more holistic approach to connecting players than Prime by taking into account a much wider range of factors, including some drawn from outside of CS:GO. 

Prime Matchmaking requires that players link their accounts to their mobile devices and have a minimum CS:GO rank of 21, to help ensure a reasonably consistent level of skill and commitment between connected players. But that "created a hard boundary in the CS:GO community, and players who might otherwise be perfectly happy playing together were separated," Valve said in a blog post

Enter the optimistically-named Trust system. "What if the Prime system was re-imagined using a wider range of factors? We started with that question, and have been experimenting with matching players using observed behaviors and attributes of their Steam account, including the overall amount of time they had spent playing CS:GO, how frequently they were reported for cheating, time spent playing other games on their Steam account, etc," Valve wrote. "We call this system Trust, and these factors considered together form a player’s Trust Factor." 

The experiment appears to have worked out. The post says that matches created using Trust have resulted in fewer reports, even among players who don't have Prime status. As a result, Trust Factor will now be the default CS:GO matchmaking system, although players who prefer Prime can stick with it for now. 

The blog post includes an FAQ, although some of the most obvious Qs aren't Ad: Valve isn't going to provide the full list of variables that determine your Trust Factor, nor is it going to tell you what your Trust Factor is or how you can improve it beyond the general suggestion of not being a dick. 

"We’re still iterating on the Trust Factor model and adjusting the way various factors are combined, but we want to make sure that all you have to do to improve your matchmaking experience is continue to play CS:GO and other Steam games legitimately," the post says. "The more you play, the more information the system has and the easier it will be for the system to determine who you should be matched with." 

Still, if you think your Trust Factor is somehow off the mark because you're getting low-quality matchups (and you're reasonably confident that you haven't been a dick lately), you can drop a "Trust Factor feedback" inquiry email to CSGOTeamFeedback@valvesoftware.com. 

Counter-Strike: Global Offensive


Counter-strike: Global Offensive has a new matchmaking system which takes into account your behaviour across Steam - not just in CS:GO.

Valve's new system assigns every player a hidden value, known as their Trust Factor. This score is derived from how you have played CS:GO - whether you have had reports lodged against you for cheating, for example - but also your activities in other Steam games.

In a blog post explaining the system, Valve said it deliberately avoiding explaining what other activities it was monitoring that would be folded into your Trust Factor value.

Read more…

Dota 2 - Valve
- Turbo: Fixed issue where disconnecting beforegame start would result in no courier for the player
- Turbo: Courier won’t auto deliver if unit isinvisible; still can force delivery manually
- Turbo: Pre-game time shortened to 60 seconds
Dota 2 - Valve
* Fixed Manacost Reductions applying twice to Ball Lightning's activation cost
Half-Life 2

This feature originally ran in issue 310 of PC Gamer UK. You can currently subscribe to both US and UK versions of the magazine for less than their usual price thanks to a holiday promotion.  

My name is Pritus Jenkins, Citizen #00670. I know this number by heart because in the last few hours I've had to recite it around five times. Such is life as a citizen in City 17, where the alien Combine which patrol the streets love nothing more than to stop and harass me. I'm playing on a multiplayer Garry's Mod server, roleplaying Half-Life 2. But the role I play isn’t that of a hero. I am no Gordon Freeman. I am Pritus Jenkins, a 55-year-old man with a limp. And I’m hungry.

If Half-Life 2’s roleplaying community were a food, it’d be the bland, mushy packet of rations I receive hourly from the dispensary located just off the central square of the dystopian city. This isn’t a place for grand adventures and bravery, but a community of hundreds dedicated to experiencing the hopeless oppression of a society crushed under authoritarian alien rule.

Half-Life 2 roleplayers are a hardcore bunch. Even the Combine soldiers, toting weapons and bureaucratic power, are hopelessly chained by their dedication to believable roleplay. When it’s my turn to receive my rations, which are handed out by Combine players every hour, I’m asked to 'apply'—to state my name and Citizen ID. The Combine soldier uses emotes to inform me that they're looking up my file in the tablet they’re holding. I stand there, silent, for an uncomfortably long number of seconds. Then the Combine soldier turns around, grabs a unit of rations, and shoves them into my character's hands. That player will do this countless times as other citizens, like me, stop by to get their food.

As I walk around and explore the ruined alleys and dilapidated streets of this City 17 district, I can see the other citizens looking at me. Some talk amongst one another in whispers, while others lean against walls using in-game emotes to smoke imaginary cigarettes. It's an almost perfect recreation of the mood of Half-Life 2's opening hour, only with real players instead of computer actors playing out the mundane minutes of their pointless lives.

After a few minutes, one player approaches me but just as he's about to say something, a Combine soldier comes around the corner. He turns away. When the Combine soldier passes, the man immediately turns back and heads back my way.

"Ugly," he says.

"What did you just call me?" I type back. There is no voice chat, so every exchange is written in a text box on the lower left of my screen.

The man turns and walks away. Hesitant about what I should do, I decide to pursue him at a distance. I don't know these streets, I don't know these people. But maybe if I follow this man to his destination, he'll do something suspicious and I can report him to a Combine soldier and get him arrested.

After a few minutes of stalking him, the man stands before a locked gate. I crouch behind a piece of corrugated steel, watching and hoping he'll do something dumb.

"Citizen, apply!"

I turn around to find a Combine soldier right behind me. Without complaint, I tell him my name and Citizen ID.

"Face the wall," the soldier commands, and I wonder if the few minutes I spent on this server are about to come to a depressing end. "What were you doing?"

"N-nothing, sir," I say. "I thought I dropped something."

Without another question, the Combine places a zip tie around my hands, binding them so that I can't attack him—not that I'd be able put up a fight anyway. Out of the corner of my eye I see the citizen I was following scoff at me.

"I've been watching you for a while," the Combine soldier tells me. "You’re acting pretty suspicious. I'm going to take you in for questioning. Follow me."

Not sure what to do—or even what I could do—I turn around and begin to follow the soldier.

"Ugly."

I turn around and see the other citizen staring at me. His character wears a blank expression, but there's a smugness about it too. I've been roleplaying in Garry's Mod for maybe 20 minutes now, and already I've come face to face with the cruelty of its world. Somewhere, far from here, Gordon Freeman and the Resistance might be fighting to liberate the people of City 17, I imagine. But as the Combine soldier leads me to the ebony black doors of the Combine headquarters in this area, I fear I won’t be one of them. 

...

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