Apr 19, 2012
Left 4 Dead 2 - Valve
Today's update includes fixes that will be coming to the Xbox 360 in a future update.

Dead Center:
The Hotel:
- Made dropping between the top two floors much more difficult.

The Atrium:
-Survivors should no longer be able to jump onto the vending machines near the start of the map, as AI infected could not see or path to this area.
-Blocked Survivors being able to stand on the map placard, as this was a spot where infected could not path to.

Dark Carnival:
The Highway:
-Survivors should no longer be able to jump on top the truck near the ending saferoom, as AI infected are unable to attack survivors there.

The Fairgrounds:
-Survivors can no longer climb on top of an early set of generator lights.
-Made dumpster near the first warehouse session into a static prop to prevent grief blocking map progress.
-The forklift near the entrance to the building leading to the silly slide has been removed.
-Blocked survivors being able to stand on a maintenance structure near the back wall by the carousel, as AI infected were unable to see survivors if they zombie-hopped their way up there.
-Blocked top of the back wall next to above for the same reason.
-Blocked a hop up on a light post base where survivors in VS could glitch their way to 100% map completion.

The Coaster:
-Blocked access to a stuck spot behind some stairs in the swan maintenance room.
-Blocked survivors being able to jump on the shelf next to the stuck spot. Infected were unable to see survivors standing there.
-Blocked being able to climb into the shelved swan in maintenance, as infected could not see survivors that were there. Additionally, it is very difficult to get out of it this swan once you're in.
-Blocked access to the top of the truck just outside of the coaster area for survivors.
-Blocked survivors from jumping on to several electric box props shortly before the coaster event, which could be used as invincible spots.
-Blocked a method of climbing and skipping the roller coaster event start.

The Barns:
-Blocked survivors being able to be knocked into the infected-only trash area next to the covered picnic area near the start. Players knocked over this fence could not make it back.

The Concert:
-Blocked survivor access to the windows above the concert to remove an invincible spot.


SWAMP FEVER:
Plank Country:
-Added a bunch of dock props to break up a pair of invincible spots at the ferry panic event.

The Swamp:
-Skipping the airplane event should now be much more difficult.


HARD RAIN:
The Sugar Mill:
-Blocked a hop-up onto some pipe-work that allowed survivors to skip the conveyor belt section.
-Blocked access to a very tiny ledge opposite the elevator at the holdout event, which was an invinicble spot.

Mill Escape:
-Blocked survivors being able to jump onto the roofs near the start which allowed them to avoid the sugar cane field altogether.

Town Escape:
-Added a props to block access to a table in the restaurant, which was an invincible spot.
-Blocked survivors being able to climb on top of the generator, another invincible spot.
-Removed an invincible spot off the dock.


THE PARISH:
The Waterfront:
-Added a few props for infected to climb out from a garden area behind a wall, which had previously been inescapable.

The Park:
-Blocked survivors from jumping on to the generator and the tops of the metal fences just after the park area, removing an invincible spot.
-Blocked access to an out-of-map exploit area which was reachable by climbing an electrical box prop.

The Cemetery:
-Blocked survivors getting on top of the white trucks near the end of the alarmed car lot, as these were invincible spots.
-Blocked survivors from jumping the fence from the shed into inescapable infected-only territory following the bridge explosion.
-Blocked players following the highway to the end of the map, which led to a spot where players could get under the map.

The Quarter:
-Blocked being able to hop back up a one-way drop following the pool hall.
-Blocked survivor access to the landing exiting the parade float event zone until the event itself has been started.
-Blocked player infected from perching in a high window in the ending safe room, which could prevent a VS round from ending.


THE PASSING:
The Riverbank:
-Block infected ghost players in VS from getting under the map by crossing the bridge at the start.
-Block infected from leaving map bounds by going beyond the first area, and slipping past the water kill brush.
-Block survivors jumping the fence just after the first interior, allowing them to leave the map bounds.
-Block an out-of-map exploit near the wedding party area.
-Block an infected out-of-map exploit near the safe room.

The Port:
-Survivors will no longer be able to stand on the indoor generator and access rooftop areas.

THE SACRIFICE:
The Port:
-Survivors will no longer be able to stand on the indoor generator and access the rooftop areas.

NO MERCY:
The Apartments:
-Adjusted player blocker for the corner drop safe-landing at the start to be slightly larger.
-Added blockers to both air conditioning units near the start to prevent survivors from using them to skip the apartments.

COLD STREAM:
Cut-Throat Creek:
-Fixed a stuck spot in the rocks above the river tank fight.
Stellar Impact - Valve
Fixed: Continued improvements to the overall stability of the servers.
Dota 2 - Valve
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.

UI
- Fixed creepstats not being visible to spectators.

VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.

DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
Stellar Impact - Valve
- Fixed: Connection to the profile server now shuts down properly when a player enters a game.
Crusader Kings II - Valve
Here's the change log for the hot fix (v1.05c):

- Fixed a bug with some randomly created characters getting 0 base skills
- Fixed a bug with war contribution score not always being given from occupied Holdings
- You no longer gain intrigue for succeeding with murder plots
- AI: Revolters now a bit smarter about when to pick the Independence CB
- AI: Adjusted down the Crusade joining a bit more
- Increased the delay between Crusades
- Exported REVOLT_DISTANCE_FACTOR, REVOLT_OTHER_INDEP_RISK and REVOLT_OTHER_INDEP_RISK_CAP to defines
- You can no longer start military type plots against someone you have a truce with
- Fixed a bug where children born after the father had died would themselves immediately die
- AI: Should not revoke titles off vassals while at war with someone big
- Rebellious vassals who do NOT seek independence will tend to keep the the peace while there are independence revolts going on
- Fixed a bug with a duel event (100411), where a ruler could banish himself

Star Ruler - Valve
Fixed:
* Fix being able to trade research back and forth infinitely.
* Fix colonizers with weapons never firing at anything.
* Fix crash related to buildings being destroyed in OnGlobalDamage events.
* Fix crash when planets marked for autocolonization get destroyed.
* Batched ship construction orders would not repeat correctly.
* Rally points on dry docks would not save.
* Fix some inaccuracies in the german translation.
* Fix engines never activating when boarding a disabled ship.
* Fix importing blueprints with no automation orders resetting to default automation.
* Fix crash related to loading transfer orders.
* Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress.
* Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started)
* Many simple data types in scripts were calling destructors needlessly.
* Many simple data types in scripts were also using reference counting needlessly.
* Fixed a crash in treaties.
* Possibly fixed mousing over objects that weren't near the cursor.
* Fixed star surface animation on newer NVIDIA drivers.
* The Automate Research setting was not being saved if there was no queued research.
* AIs are smarter about trade-per-second agreements.
* Fixed some abusable aspects of the trade-per-second agreements.
Balanced:
* Repair rates on nano armor are more sensible now.
* Reverse inductors and Mind Sappers now use correct level scaling so they aren't uncounterable.
Changed:
* Planetary shields now block chemical bomb damage to population.
* Updated AngelScript to the most recent version.
* Shields now wobble less and are less opaque until attacked.
* Improved error reporting for missing shader constants.
Added:
* Added AngelScript JIT compiler! Significantly improves the performance of many aspects of the game, leading to generally improved framerate.
* Added two new race portraits courtesy of Hazzard!
* The Particle Editor and Model Configurator now have customizable backgrounds (see Game Data/EditorBackgrounds.txt), and can return to the main menu and quit from the interface.

Product Update - Valve
GAMEPLAY
- Enabled Brewmaster!
- Bane: Fixed Nightmare dispelling on self damage (e.g. Rot).
- Clockwerk: Fixed Hookshot target sometimes being able to move away while you are traveling.
- Clockwerk: Fixed aoe around Hookshot not reliably affecting the area.
- Earthshaker: Fixed cases where invulnerable units could get stuck inside Fissure.
- Juggernaut: Fixed Omnislash jumping to couriers.
- Lina: Fixed Dragon Slave's cast range being too short.
- Lone Druid: Added a visual effect at the Spirit Bear's old location when it's recast.
- Lone Druid: Fixed a bug when Spirit Bear would disassemble an item, causing it to have no owner.
- Nightstalker: Added duration buff for Darkness.
- Pudge: Fixed Dismember damage happening one second too late.
- Spirit Breaker: Fixed case where he could get stuck when using Nether Strike.
- Viper: Fixed Corrosive Skin affecting Serpent Wards.
- Fixed being able to deny yourself (while under poison) if you attack through the hero icon at the top.
- Fixed Linken Sphere proccing for secondary hits of Chain Lightning and Lightning Storm.
- Fixed Magic Immunity removing Poison Attack debuff.
- Fixed hero deaths not disjointing incoming projectiles (in the case of fast respawns/buyback).
- Fixed bug that was causing attack projectiles to be slightly out of sync with the server.
- Fixed units not always respecting the ability backswing time (without animation canceling), causing animations to sometimes end faster than normal.

UI
- Fixed creepstats not being visible to spectators.

VISUALS
- Updated Nevermore's Requiem of Souls.
- Added an effect for Nevermore's Necromastery.

DOTA 2 BOTS
- Bots will now use couriers.
- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.
- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.
- Changed how bots think about attacking wards/minions, they should behave more reasonably now.
- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.
- Mid bots are now less likely to roam at early levels.
- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.
- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.
- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.
- Windrunner bot will now buy Mekansm rather than Blademail.
- Fixed bug that could cause poorly-aimed fissures and powershots.
- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.
- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.
- Fixed bug where Dire bots would respond to pings from spectators.
Apr 18, 2012
APB Reloaded - Valve
New Contacts - TipToe and Devil Dog!
• Criminals get to meet TipToe, Tyron Sennet’s long lost daughter. She’s employed by
the Blood Roses but runs with her own brood of elite sociopaths. She can be found
hanging out on top of the APD car park in Financial.
• Enforcers join ranks with Devil Dog, an ex-sniper who was honourably discharged
from the Marines on medical grounds. He now works for the Prentiss Tigers and can
be found on the roof of the abandoned “Munson’s Screw & Bolt” factory in Financial.
• Both contacts add 20 levels of progression each and hand out the latest
experimental gadgets and gear to all those who can earn it.
• NOTE: You must be Rank 195 to unlock these top contacts.

New Mods and Progression Rewards!
• Players who get referred to TipToe and Devil Dog can look forward to the following
rewards!
• Radar Jammer
- An activatable character mod that will block your opponent’s radar with your
deployed graffiti. Warning: The jamming signal will make you visible on the radars
of enemy players outside the jamming range - however it won’t block your
teammates, so working together is key to taking down a confused enemy.
• Valzipram Tablets
- This experimental military drug is a character mod that has found its way to San
Paro. This muscle relaxant pill will increase your resistance to speeding traffic.
• Horizontal Muzzle Brake
- This weapon mod is a recoil compensator that takes gases produced by the
weapon and directs them sideways, reducing horizontal recoil at the expense of
vertical recoil.
• Mobility Sling
- This weapon mod is a Joker manufactured sling designed to act as a stability aid
while moving. This allows the user to walk or run faster while in marksmanship
mode, though the complex attachment system does slightly increase weapon
draw time.
• Tagger
- This weapon mod attaches RFID Tags to fired rounds, effectively highlighting them
on the Heads Up Displays (HUD) of you and your team. An ideal mod for snipers as
it helps them designate a badly wounded target.
• Brick
- Activate this vehicle mod to jam the accelerator pedal with a brick and send your
vehicle careering forward – with or without you.
• Inventory Space Increases
- With these inventory space increase unlocks you can now add more vehicles,
clothing, weapons and more to your Locker!
• Skinned Weapons, Vehicles and Clothing
- Players who can earn the full trust of TipToe and Devil Dog will be rewarded with
a unique weapon and vehicle as well as iconic clothing in the style of the contacts
themselves!

New Feature - Fight Club Challenges!
• We've introduced weekly 3-tier challenge events for players to complete and
compete for in the Fight Club Districts. Play well and receive top rewards!
• Complete objectives, deal damage, earn cash, kill enemies and lots more, depending
on the challenge in the district.
• Check your progress using the challenge HUD information box, or see more
information and your leaderboard position by pressing F6, which brings up
the dedicated Challenge interface.
• Rewards range from cold hard cash right up to new and unique weapons, leasable
from contacts in the usual way.

New Fight Club Mission Type!
• Scavenger - A new mission type where players grab and capture items to hold in
their checkpoints. The more items you hold the faster you can win the mission – be
careful though, the enemy can take them back at any time.

Combat, Mission and Weapon Changes!
• Marksmanship and sprinting mobility improvements
- Marksmanship and sprinting movement speed is now determined by the weight and
encumbrance of a weapon. This means that you can technically sprint with every
weapon, but how fast you move will be determined by the weight and bulkiness of
your weapon. Players using small and light weapons will also notice an increase in
movement speed while in marksmanship mode.
• Light Frag Grenades
- Players who earn the respect of TipToe or Devil Dog will be rewarded with this
new grenade type. Players can carry 3 light frag grenades at one time, and the
damage caused by each grenade is somewhere between that of a percussion
grenade and a normal frag grenade.
• Checkpoint Volumes Tweaked
- Updated those pesky drop-off volumes so that they are much lower, and while
bright at a distance they become less so close up, while not being exploitable as
hiding places.

Environment Changes!
• Financial - Alexandria Park and Display
- Remodelled parking complex in the Financial district that now gives players access
to its top floor and roof. Be warned though, this is TipToe’s haunt, so you should
only visit it if you have business with her – otherwise you might find yourself walking
her plank...
• Financial - New Cross Skate Park
- Rebuilt and re-envisioned, the skate park is now an exciting prospect for all you
budding stunt car drivers - just be careful how you treat it while the owner is away...
• Financial - Club Gaijin
- Now has a rear access to the upper floor, making assaulting this position much
easier than before. There is also a recreational area out back so you can hang out
after popping some grenades in the door...
• Financial - Praetorian Offices (Justin Teng)
- A new stairwell has been installed in the rear of the building allowing access to the
upper section of the building, making this popular camping ground far harder
to hold.
• Financial - St Medina's Incinerator (opposite Wilson LeBoyce)
- A rear access corridor to the roof has been added to give a new route for attackers,
and the rear courtyard now houses overflow waste waiting to be incinerated.
• Financial - SPPD Offices (Violet Prentiss, Ty Durrant and Grissom)
- The interior decorator has been in and given these offices a fresh lick of paint and
installed some new lighting fixtures.
• Waterfront - The Villanueva
- The luxurious sea front property has had some work done to its upper balcony,
allowing Michael Simeone to relax in style - though he’s thinking of hiring some
security to keep the riffraff out...
• Waterfront - Rimbaud Cocktails
- A Cocktail bar "Re-Birthed" and reopened in the down town area of the Waterfront
district, just across from the Tsunami Casino. An exclusive bar, its popularity among
the wealthier of San Paro inhabitants has blessed it with a 24 hour alcohol licence.
The cocktail menu is in mixed Mandarin and Renaissance Italian and the house
absinthe is apparently the best in the city.
• Waterfront - The Prentiss Boxing Club
- The Prentiss boxing club is a popular place to train in the “noble art” and maybe
learn a few more “unorthodox” methods of combat. A popular hangout for Prentiss
Tigers both old and new, the gym itself is not currently open to the public but its
break area and upper balcony are, offering a strongly defensible location to set
up in.
• The Beacon
- The construction of The Beacon continues moving forward - the site has recently
had some new scaffolding installed, making it easier to ascend to the roof from the
front of the building. General work has been on going, so you will find various
tweaks and changes to this decadent high rise building. Some blank billboards, that
are just asking to be tagged, have also been installed at the entrance to the
construction offices.
• Baylan Shipping
- A shipment of new crates was recently "commandeered" by the factions and
relocated (with some planks they also "borrowed") to give them new routes to
navigate the Baylan container yard. The Criminal faction have also set up a new,
better fortified, base at the feet of the crane. The billboards by the Enforcer's base
are now free for anyone looking to throw up some of their tags.

Modification Changes!
• All Kevlar Mods now have their acceleration penalties removed, and their effects
now are:
- Kevlar 1 - 10% increase in health, 15% sprint speed reduction.
- Kevlar 2 - 20% increase in health, 15% run speed reduction and 20% sprint speed
reduction.
- Kevlar 3 - 30% increase in health, 20% run speed reduction and 30% sprint speed
reduction.

Audio Changes!
• The gas station around the city now play the appropriate audio while you are near
them - so you can listen to the friendly announcements and soothing music while
they buff the bullet holes out of your bonnet.
• You have mail! A new sound has been added for announcing when the player
receives a new in-game mail.
• Vehicle door audio - the car door opening sound has been tweaked to better match
the timing of the animation.
• Overall vehicle audio has been remixed to better match the volume of the
environment in general.
• Various parts of all districts have had their environmental audio vastly improved.
• Weapon Sounds - the following weapons have had their firing sounds updated:
- Colby RSA
- Agrotech DMR-AV
- Joker SR15
- Joker CR5
- Colby PMG 28

Threat Level Remap!
• Now that the threat levels have stabilised across the playerbase, we are remapping
some of the threat values to new threat levels. This means that some players may
see their threat shift, but all this helps us spread out the different skill levels more
evenly to improve matchmaking in the game.

Vehicle Changes!
• Espacio:
- Overall this vehicle is slightly more fast and manoeuvrable, with an increased
clearance, and no longer pulls to the right.
- Adjusted suspension travel on all wheels from 15cms to 21cms. This ensures full
grip for all wheels on the road, so vehicle doesn't veer right when accelerating.
- Raised suspension from 12cm to 18cm (necessary due to suspension travel
change)
- Slightly improved Torque at 500rpm for improved acceleration from stationary.
- Reduced suspension damping and increased stiffness to reduce flexibility of
now increased suspension.
- Reduced amount of engine torque applied to the chassis.
- Increased engine braking factor.
- Increased reverse throttle
- Increased steering angles at all speeds.
- Adjusted centre of mass to be lower and nearer the front (makes sense for a
front-heavy vehicle)
- Slightly improved maximum speed.
• Vaquero:
- Overall this is now a much tighter car, and more comparable to the Mikro. It does
however keep some of its bounciness and character, but doesn't lose wheel
contact with the road when turning and is a lot more restrained.
- Camera can move nearer the vehicle now.
- Vehicle profile slightly lowered by increasing axle height for all wheels.
- Suspension travel distance near halved from 60cms to 35cms.
- Suspension travel speed increased so it will react and adjust suspension faster
(50cms-1 to 75cms-1)
- Rear lateral grip with handbrake very slightly increased to make the rear wheels
slightly more grippy when moving them horizontally.
- Enabled the Limited Slip Differential at 50% to ensure stable power to all wheels
regardless of which are touching the ground.
- Increased suspension damping and stiffness. This provides fairly dynamic but
tough suspension.
- Slightly reduced amount of engine torque applied to chassis, to stop the wheels
lifting off the ground under simple acceleration in most circumstances.
- Improved steering angles at all speeds. This is now slightly more manoeuvrable
than the Mikro on paper (though its raised profile means it can't react faster).
- Adjusted centre of mass downwards slightly to make sure it still always lands on
its feet.

Other Changes!
• Updated Michael Simeone - a man of his reputation needs to have a certain look...
• Updated one or two existing contacts as well, the new guys in town certainly made
an impression!
• Fixed an issue where player’s customisations changes were not being saved due to
an overflow in the character data.
• Fixed characters being able to wear clothing meant for the opposite faction only.
• Fixed an issue where wrong data could be displayed if the player's steam avatar
could not be retrieved.
• Fixed an issue with VSync where user preferences would not actually be applied.
NOTE: VSync is now enabled by default.
• Fixed an exploit where players were placing task items on shelving and then
destroying the box they used to get up there, making them unrecoverable.
• Fixed a local client issue where a weapon would appear to fire faster after shooting
while holding a task item.
• Deleting a weapon will no longer delete the mods equipped on that weapon (if you
own them), too many players were ignoring the warning message and deleting them
anyway. And then complaining. Check your Locker for the mods.
• Numerous fixes to help improve the stability of the client.
• Fixed a number of rare server crashes.
• Fixed an issue that was preventing the districts from being able to be sorted by threat
level on the instances tab.
• "Hide full" option is now working correctly on the instances tab.
• Players are no longer able to prevent a point from being captured by kicking a player
from the mission while they are capturing it.
• Missions will now end in a draw if both sides have an equal amount of items in their
drops. Previously the mission owners would always lose.
• Removed the treasure chest from the pool of large task items due to an animation
issue.
• No longer possible to trigger an infinite Overtime state on stages that have a
contestable bomb target.
• The VIP can now see their in-world icon, so they don’t have to spend 30secs (and
valuable lives) trying to work out who the VIP actually is.
• The world space icons used for VIPs and players on Deathmatch stages should now
vanish as soon as a player dies.
• Players will no longer be kicked from a district for being idle if their group is already
on a mission when they join a Fight Club district – they will be added to the mission
instead.
• A palette on the first floor of The Beacon will no longer be left floating in mid-air
when it is destroyed by explosive damage.
• The flag pole and music display point can no longer be destroyed on Baylan
Shipping.
• The vehicle spawner at the back the map on Baylan Shipping has been fixed so it will
no longer catapult longer vehicles like the Moirai forward when they are spawned.
• Criminal players are now told when they go over $1500 open world cash that they will
be witnessable by any Enforcer.
• Leased ARMAS weapons now show the correct expiry time.
• Criminal players are no longer able to climb into the Enforcer base and interact with
La Rocha in the Social District.
• Fixed an issue that was preventing players being given the "Standing level up!"
message.

New Items Coming to Armas Soon!
• Paramilitary Gear - This custom military clothing set for the Criminal faction
consists of:
- Combat Parka
- Combat belt
- Thigh Rig (Left and Right)
- Chest Rig
- Riflemen Chest Rig Configuration
• New vehicle kits for the Seiyo Espacio and Nomad Pioneer
- Recent intel from San Paro suggests that the Criminals are adopting the Pioneer
and the Enforcers are now using the Espacio in some cases, both with their own
unique 'adjustments' of course.
• Also look out for a fan favourite making a return to the Armas store sometime
soon - "Give Thanks" to the powers that be!
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 a server crash caused by the Loch-n-Load
  • Fixed the Spy-cicle's fireproof attribute not working
  • Fixed the Quick-Fix's 'immunity to movement-impairing effects' attribute not being honored by the Pyro's airblast
  • Fixed the Quick-Fix not maintaining overhealed health
  • Fixed health drain happening faster for players with health above the normal overheal amount for their class
  • Fixed unusual particle effects not displaying correctly for the Pyro's Head Warmer
  • Updated the Black Rose so it can be traded
  • Updated the Ghastly Gibus
    • Added LODs for all classes
    • Fixed the position on the Sniper
  • Updated the vote system
    • Vote caller history is now tracked by SteamID to prevent vote cooldown exploits
    • Fixed players being able to disconnect before a successful kickvote to avoid being banned
Pox Nora - Valve
PoxNora’s Crusade of the Vashal Legends II will re-ignite the strategy gamer in you! Building upon the recent races introduced in the latest expansion and legendary release, Crusade of the Vashal Legends II will introduce users to all new flavor for their battlegroup creations – Fight for good or evil and unleash the power of these unique characters on your opponents in tournaments, single player and pvp play.
• 8 new legendary runes available
• 1 new 150,000 gold rune added to the gold store
About the Game
PoxNora is a collectible, turn-based, tactical, online fantasy game. Players command armies of fantastic creatures, cast spells of devastating power, and summon relics and equipment of ancient renown in order to defeat their opponents.
PoxNora © 2011 Sony Online Entertainment LLC. SOE, the SOE logo and PoxNora are registered trademarks of Sony Online Entertainment LLC. All rights reserved.
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