Oct 2, 2012
Product Update - Valve
This update addresses a number of issues, including:
• Fixed an issue with frame rates that was introduced in patch #2
• Fixed an issue where using a flashback could result in an engine blowout effect. This would also result in the player doing an unnecessary pit stop if they were trying to serve a drive through penalty.
• Fixed the achievement “The Equipment May Be The Same” to unlock in Career as per the description
• Reduced the amount of starting fuel that the user is given for races Austin as it was previously too high
• Fixed some issues in Co-op Qualifying when only one user progresses to the next session
• Fixed a number of camera and graphical issues
• Fixed several issues which would display the incorrect number of players in a lobby or a race
Product Update - Valve
Patch 17 is now live!

This patch brings network fixes and also solves some glitches some perceptive players have found. It includes the following:

NETWORK
  • Fix for lost network peers not being timed out properly and blocking drop-in for other peers

  • Fix for rare client crash occuring if host drops a client that has missed the loading sequence from lobby to load-out

  • Fixed network related bugs connected to time outs

  • Made a fix for clients not being able to connect with each other under severe network related circumstances

  • Made a fix connected to clients that have been kicked out of the lobby and then tries to rejoin the game again

  • Fixed a bug where the game would crash while dropping in a game


GENERAL:

  • Fixed a collision error in UNDERCOVER where you could go glitch out of the map

  • Fixed a bug in PANIC ROOM where players were able to take money bundles from areas originally not intended to

  • Fixed a bug in COUNTERFEIT where players were able to jump up on the roof

  • Fixed a bug in NO MERCY where the elevator display wouldn’t work properly



  • That's it for now!
    OVERKILL Crew

Product Update - Valve
[ NEW FEATURES AND CONTENT ]
-Replaced Competitive mode "Join in Progress" matchmaking system with "Queued" matchmaking.
   -Searching for a Competitive game, either from "Find a Game" or "Play with Friends," will enter the player/s ( between 1 and 5 ) into a waiting queue. Once 10 compatible players are found then the game will begin.
   -Players that disconnect from a match can reconnect to it from the main menu or abandon it. Abandoning a game will result in a cooldown period during which no new competitive match can be joined.
   -Note: Elo will be recalibrated for the new matchmaking system over the coming weeks.
-New maps:
   -de_vertigo is now available for Classic Casual and Classic Competitive.
   -ar_monastery is now available for Arms Race.

[ MINOR FIXES ]

-Weapon changes:
   -Reduced p90 kill award from 300% of default to 200%.
   -Reduced other SMG kill awards from 300% of default to 200%.
   -Increased Bizon kill award from default to 200%.
   -Reduced all shotguns' price by 300.
-Guns are now considered "reloaded" at the point during the reload animation in which they visually appear to be reloaded - this allows you to switch away from a gun after the new magazine has been entered without having to wait until the whole reload animation has finished * the weapon refire delay after starting a reload is not affected.
-Fixed HUD not showing during demo playback.
-Changes to Matchmaking Lobby
   -Removed global Join Button and added Join Buttons for individual friends in the Invite Friends section.
   -Join state is now visible when you browse the friends list.
   -Removed global Steam Profile button and added ability to click on any avatar image to see Steam Profile.
   -Removed global Invite Button and added Invite Buttons for individual friends in the Invite Friends section.
-Added new feature section to the main menu
-Fixed issue that caused doors and other "pusher" entities to move at the wrong speed when the tick rate was > 64 Hz.
-Fixed post-process blur effect getting enabled (and left on) during demo playback if the player invoked the buy menu.
-Fixed MOTD on OSX.
-Fixed scoreboard getting stuck in toggle mode after halftime sometimes.
-Fixed ability to connect to community servers using server browser from in*game pause menu.
-Fixed exploit where models could be subsituted via a hardware performance setting.
-Fixed memory corruption related to bots cleaning up their occupied nav areas.
-Fixed spectator glow materials not being precached.
-Resolved several minor bugs to clean up console spew on launch and map load.
-Fixed a crash associated with targetIDs and the sv_competitive_official_5v5 convar.
-Votes that match or exceed the number needed to succeed now end the vote early instead of waiting for the timer to expire.
-The radar now displays when a player or bomb is above and below you.
-Reduced the aim punch that happens when shot in arms and legs as well as in the chest/stomach when wearing chest armor.
-Slightly increased the velocity boost grenades get when thrown by moving players.
-Fixed in-game voice chat not working with some microphones on OSX.
-Added convars mp_teamname_t and mp_teamname_ct that allow overriding team names on the scoreboard.
-Fixed grenade bounce being significantly reduced when tossed at the ground at most angles.
-Fixed not being able to vote when spectating/observing or when the scoreboard was up.
-Changes to warmup period:
   -Players now respawn in the warmup period.
   -Warmup periods now only end when the warmup time expires.
   -Warmup period no longer allows friendly fire.
-The community server browser warning pop*up can now be dismissed and told to never show again.
-There is now a visual and audible change in place of the silence on planted c4 when its about to explode.
-Fixed the medals on the main menu showing the wrong categories.
-The Buy Previous hotkey in the buy menu now only buys things that you purchased in the previous round.
-Fixed an exploit that let players infinitely spawn golden knives.
-Fixed a case where if all players on both teams had the same clan team name the were considered on the same team.
-Fixed a crash on startup when launching a game by joining a game server from Steam.
Product Update - Valve
Post-PAX Feedback Patch
- Added Act and Chapter headings at the beginning of each campaign level.
- Added final block text to each level that isn't a boss fight.
- Added Checkpoints so you can leave the game and resume at the same block. These are stored in Steam Stats so they are secured on Steam servers and work like a cloud save.
- More fixes to animations not always triggering an event.
- Added a fix that would sometimes prevent the game from proceeding when a dude was killed.
- Fix Gorilla texture.

Let us know if you have any feedback or find bug
Product Update - Valve
- Enabled equipped Pennants showing up in your base.

GAMEPLAY
- Fixed Illuminate going 400 further than intended.
- Fixed Psi Blades being slightly too wide in its spill.

UI
- Fixed range cursor always using the player's main hero instead of the currently casting unit.
- Fixed bug where connecting during CM pick stage resulted in a broken pick/ban view.
- Added control groups 7, 8, 9, and 10.
- Added team profile page, accessible from the profile page of any player in a team.
- Filtering live games by hero now matches on localized hero names and supports keyboard shortcuts.

AUDIO
- Added custom sounds when Tiny has an ultimate scepter equipped and is attacking with a tree.

BOTS
- Added Luna bot.
- Added Dazzle bot.
- Only use suggested heroes if we have bot implementations for them.
- Lich bot will now use Frost Nova when laning to harass, if he has plenty of mana.
- Fixed bug that would cause Viper to use Poision Attack on creeps when laning.
- Bots will now sell TP scrolls if they need the inventory space to buy an item from the Secret Shop.
- Made Bane bot less likely to use abilities when doing a mild retreat.
- Fixed Razor's Plasma Field usage in-lane which was just completely broken. He should spam it less now.
- Tiny will now Avalanche at a slightly further distance when trying to do his combo.
- Windrunner will try to Shackleshot when retreating less now, and only when Windrun isn't active.
- Bots will no longer want to do Roshan when they aren't sufficiently tanky.
- When buying TP scrolls, bots will now try to purchase two of them since they tend to run around without any too often
- Fixed bug where bots wouldn't lower their farm desire when they reached enough money to make a big purchase, resulting in them farming forever.
- Fixed bug in Armlet toggling.
- Fixed bug that was causing bots to use Mekansm when no one needed healing.
- Fixed bug that was causing bots to incorrectly extrapolate movement positions (breaking abilities that need to lead their targets like Torrent or Light Strike Array).
Product Update - Valve
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Shared Changes (TF2, DoD:S, HL2:DM)
  • Improved the performance and stability of the libraries used for in-game HTML display

Team Fortress 2
  • Added new promo items
  • Fixed hats sometimes appearing multiple times in incorrect locations when changing classes
  • Fixed Demoman shields not reducing explosive damage in non-MvM games
  • Fixed the tf_bot_add command using the same name for all of the bots when adding multiple bots simultaneously
  • Updated the localization files
  • Moved map descriptions into the localization files
    • Map descriptions will still be loaded from the maps folder first if they exist
  • Updated Mann vs. Machine
    • Fixed a bug where players could only buy 1 upgrade at a time from the upgrade station
    • Fixed a bug where the Victory dialog would sometimes show during incorrect times
Product Update - Valve
AirMech Beta Update + Moon Festival Event

New Units, Matchmaking, and a special seasonal Event highlight the most recent AirMech update. Still in closed Beta testing, players can gain early access by purchasing the Beta Bundle which unlocks much of the content and is retained after full release of the game.


Three new Units have been added: Turtle (walker), Aegis (turret), and Grinder (melee tank). Each one introduces new strategic options on the battlefield allowing players to develop more specialized roles. All new Units are included with the Beta Bundle, and will be added to your account the next time you log in.


A couple new Ultimates have been added as well. Ultimates are non-PvP variations of existing Units or Pilots which amplify their abilities to extreme levels. They were originally created as a response to Solo mode players who enjoyed having an advantage, and didn't mind that they could not use them against human opponents, so we thought this was a great solution. Ultimate Erik gains XP ingame at 150% the normal rate, giving him usually a 2x advantage in levels. Ultimate Money Maker generates credits ingame at 2x the normal rate, but it otherwise the same.


The first track from Front Line Assembly has been added as menu music! As a refresher, we teamed up with Front Line Assembly to create an original soundtrack for AirMech, which will be available for purchase on November 13th. We will be integrating the music over time by breaking down the tracks and making proper loops of everything. The music was authored with this in mind and there's a really wide range of styles in the album. It is a great finishing touch to the game!


It's Moon Festival time! We wanted to do something fun for the holiday so we are rolling out our "cake" social Achievements. Through October 4th, the Mooncake Item is available in your inventory and while it gives no bonuses, it does give you the Cake buff and makes you eligible to "share cake" with other players doing the same. You can only get credit for sharing cakes with Matchmaking.


Matchmaking! This is a big step for AirMech, the first implementation of matchmaking. Right now we limit games to 2v2 PvP games so we can keep games cycling fast and gather data for our next steps. We're finding bugs, fixing them, and we really appreciate everyone's help by using the Matchmaking system. We also have our first pass of Ranking added to the game. Playing matchmade games will enter you in this system and your score will be modified based on an Elo system. Both of these areas will evolve quickly over the coming weeks and we love getting feedback on them!


Here's a breakdown of changes for AirMech Beta version 12311:


- New Unit: Turtle (slow walking robot, retracts to protective mode)

- New Unit: Aegis Turret (shoots down missiles/rockets)

- New Unit: Grinder Tank (modified industrial driller)

- New Pilot: Ultimate Erik (Solo games only)

- New Unit: Ultimate Money Maker (Solo games only)

- New Pet: Husky Pup (designed by HuskyStarcraft)

- New Pet: Moon Rabbit (limited time only)

- New Achievements: Cake Sharing

- New flair items: Magenta and Cyan colored contrails

- Trial AirMechs/Units/Pilots changed around

- Grinder turret renamed to “Gatty”

- Contrail Flair now wider

- New music when in the Main Menu (first track from Front Line Assembly)

- New Loadout Slots - now more, work in all modes, can be renamed


Product Update - Valve
Nuclear Dawn update 6.6

Gameplay and Balance
- Slightly lowered NX300 damage output against players.
- Slightly raised Sonic Turrent damage output to balance with Flame Turret's extra fire damage.
- Lowered Machine Gun Turret cost to 2500.
- Commanders now get points for a critical assist if player-initiated artillery strike kills an enemy.
- Empire commander ability poison is now differently colored to distinguish between it and Consortium's.
- Commander poison ability now matches description and no longer hurts teammates unless friendly fire is enabled.
- Fixed NX300 not hurting teammates with friendly fire enabled.

Client
- Updated Report a Bug link.
- Added invert mouse wheel zoom option to Options panel.
- Fixed bad password connect error box using lan server error text after a recent update.
- Fixed a bug that allowed malicious servers to execute restricted console commands on players.
- Fixed a bug that allowed malicious servers to prevent players from executing console commands.

Server
- Added sv_allow_addon_override (default 0) to block client addon vpks from overriding game files.
- Added mp_winlimit cvar.
- Added sv_namechange_cooldown_seconds, to throttle clients from changing their name too rapidly. (Defaults to 20 seconds)
- Added check to prevent player names from containing color codes.
- setinfo console command will now reject attempts to set / change convars with any unusual characters
- Tweaked team balancer logic to be smarter about when and whom to move.
- Fixed some exploits where a malicious client could intentionally crash a server.
- Fixed typo in name of research_complete event; added research completion logging.
- Added rate limiting for connections and added the following convars, sv_max_connects_sec, sv_max_connects_window, sv_max_connects_sec_global.

Other
- Fixed being able to use some weapons (mostly throwables) while on ladder or sprinting.
- Fixed in-chair commanders being unable to chat at round end.
- Fixed some issues with wall and barrier collision performance.
- Fixed a bug that allowed server browser network activity to continue after choosing a server.
- Fixed missing effect console error when reloading Avenger.
- Fixed sv_offline console error when going into Offline Practice mode.
- Marked mem_force_flush as a cheat to prevent client exploits.
- Fixed a packet injection exploit in the client/server streams.
- Updated localizations.

Mapping / Modding
- Added numerous functions to the vscript api (see https://developer.valvesoftware.com/wiki/List_of_ND_Script_Functions).
- Added OnResearchUnlockedConsortium and OnResearchUnlockedEmpire outputs to nd_logic_custom ent.
- Added OnConditionAdded and OnConditionRemoved outputs to player. See wiki for value meanings.

Hydro
- Fixed commanders being able to deploy structures outside of the level in some areas.

Clocktower
- Fixed commanders being able to deploy structures in the parking garage.

Gate
- No longer in beta.
- Updated overview.
- Updated loading screen.

Product Update - Valve
-Fixed an issue regarding the ‘Ignore’ feature in the mission log.

Sep 26, 2012
Product Update - Valve
Tryst – Product Update

(Patch No: 12Sep26A)

Demo Mode Live: Users can now try out Tryst for free. Demo allows access to the Multiplayer lobby. Demo players will only be allowed to play as the Humans. They can host Ignius but no other maps. They can join other players who are hosting games on different maps, though.
Cel-Filter Live: A new Graphics option that applies a cel-filter to the game world, units and fx is now available. It’s awesome! Check it out by setting it to true in the Graphics Options screens.
Known Issues
Saved files from previous updates will not function in this version
General
General Crash Fixes (Multiplayer and Campaign related)
General User based Crash Fixes (fixing reports sent in by users)
Fixed issues associated with Achievements
Joining Private games now asks you for a password to join
Toon shader option
GUI Layout Improvements – Auto-Scale to height and width of screen and settings
Design
Operative:
Damage decreased from 45 to 43
Armor reduced from 2 to 1
Upgrade - Krypt Recoil Reduction Unit RoF increase amount reduced from an additional 14 rounds per minute to an additional 10 rounds per minute

Sting-Ray turret:
Cost adjusted from 140 Ore/40 Energy to 85 Ore/65 Energy
Hub:
Increased Charge Production rate so that it now decreases by 1 second every 5 minutes to a max cap of 15 seconds for a charge (this occurs at the 25 minute mark)
Increased the initial Charge Capacity from 3 to 4

ALL Temples (By Type and Tier):
Decreased build time from 200 seconds to 150 seconds
Increased health uniformly by 100

Altar of Knowledge:
Decreased build time from 180 seconds to 130 seconds

Spirit Catcher:
Decreased cost from 40 Ore/15 Energy to 35Ore/15 Energy
Changed from Medium armor to Building armor class
Campaign Update:
Mission 2:
Tuned wave timings
Fixed Dialog Overlaps
Added Objective - Defend Base from Enemy Waves (So that it is clearer that attacking the Zali base is an Optional Objective)
Mission 3:
Tuned placement of enemies at the Processing Plant area
Camera Sweeps checked and fixed for crashes
Altered enemy composition at Lohum Processing Plant area
Mission 4:
Made sure Player Characters don't die during camera sweeps
Fixed crashes related to using the Jetpack at certain areas
Fixed Dialog Errors
Kestrel starts the mission with Hold Fire set to true
...