Product Update - Valve
Added
•Railgun Exosuit now available at Prototype Lab. Explodes things.
•Gorges may now spawn Babbler eggs, which hatch into Babblers!
•Gorges may now create Gorge Tunnels
•Bait Balls – Direct babblers by flinging it at enemies of friendlies
•New map: Descent
•New contextual help system, ‘TipVids.’
•Insight Spectator System Mk 2 – Redesign and interface overhaul.
•First Person Spectating
•Damage decals
•Reflections
•Refraction effects
•New alien cloaking effects
•New main menu background scene

Change
•Disabled wall walking on Command Stations.
•Added one second cool-down between Gorge structure drops
•Claw damage increased to 75.
•Claw range increased by 10%
•Rifles will now get destroyed when purchasing a new weapon at the armory to prevent a pile of Weapons in big games (manually dropping or picking weapons up is unchanged)
•Removed foresight from Alien Commander.
•Increased frequency of alert message when a base power node is under attack.
•Whips no longer hit multiple targets with their melee attack.
•Doors are no longer usable.
•Removed exo backwards speed scalar.
•Updated personal resource icon in Alien buy menu.
•Reduced phase gate rate from 0.5 to 0.2 seconds.
•Exosuit movement speed depends now on weapons weight (minigun heaviest, railgun lightest)
•Slightly increased Axe range to prevent situations where you could not hit an enemy below you even when crouching.
•Skulk movement adjustments – Movement code now makes them slightly less erratic when dancing in your sights.
•Cloaking system is now analog rather than binary – Allows for more nuanced use of cloaking trait
•Decreased the amount of time it takes for the game to start once both teams have a Commander.
•Doubled the rate that the “Game will not start until both teams have a Commander” banner message appears on the screen.
•Enemy players are now damaged while near the enemy Command Structure before the game starts.
•Bile bomb can now destroy dropped weapons.
•Reduced Bile bomb single target damage by ~20% (and reduced force from 13 to 11, so shorter effective range)

Editor
•Added the ability for death triggers to do damage over time instead of instantly killing the entity.
•Max distance that initial Cyst spawn points can be from the Hive increased by 50%
•Changed the texture list in the Editor to “and” all of the search terms together by default (old “or” behavior can be reproduced by using ? in front of a search term)
•Changed the texture list box to allow selection of materials in any directory (not just the materials directory)

Feature
•Added ‘-logdir ’ command line option to let server admins override the location of log.txt.
•Added pagination to the mod browser in the dedicated server web admin.
•Added search capability to the mod page of the dedicated server web admin.
•Added resource graph in Insight (Press Q)
•Added commander research bars in Insight, replaces monolithic research block
•Added player energy/ammunition indicators in Insight

Fix
•Fixed bug causing Skulk hitbox and worldmodel to be misaligned on some vertical surfaces (Makes the buggers easier to hit).
•Fixed bug where emissive only surfaces would not be properly bloomed (caused cloaked Alien structures to be somewhat visible)
•Fixed issue where enabling double or triple buffering while in fullscreen windowed mode would cause the display to not update
•Fixed swipe not triggering effects / draining energy when quickly tapping primary attack button.
•Fixed script error when firing a Rifle that had been previously fired and dropped on the ground.
•Fixed holo Marine model being visible for a few frames for the already respawned Marine.
•The unban button now works in the server web interface.
•Fixed health bars showing up in ready room.
•Fixed bug where caps lock couldn’t be bound in the input settings.
•Fixed bug where tapping primary attack key with Skulk bite selected wont deduct energy / trigger sound.
•Fixed clogs appearing for one frame at world origin.
•Fixed bug where Marine Commander could select cloaked Alien units.
•Fixed bug where the “retry” console command would not attempt to reconnect to the last server joined using the “connect” console command.
•Fixed health/armor not being properly predicted for growing Alien structures.
•Fixed bug where tech point remains smashed after the Hive got replaced by a Command Station.
•Fixed camera hitch when crouch jumping as Onos.
•Fixed sentry battery destruction effects.
•Fixed unsocketed power nodes not considering LOS properly.
•Fixed bug where units recloak when Marine who touched them is still in close proximity.
•Text chat now displays above the “Fade to black” death screen.
•Fixed Alien structures playing metallic sound when attacked by Skulks.
•Ghost structures disappear now immediately when killed.
•Commander no longer triggers a ping during entering a chat message.
•Fixed Aliens losing abilities when a Hive gets destroyed and they evolve an upgrade without changing life form.
•Fixed issue where chat text would sometimes be displayed escaped in the web server admin console.
•Players can now damage each other after the round ends.
•Changed behavior of Gorge build menu: You no longer need to re-select things to build more of them.
•Fixed bug where hitting alt-enter would not cause the options menu to be updated based on the current windowed/fullscreen status.
•Fixed bug where the microphone would be stuck on if the server changed maps while a player was recording.
•Fixed infestation decal not showing up for Hydras.
•Fixed bilebomb effect not showing up on MAC model.
•When a team surrenders, everyone will be notified.
•Fixed prediction error when jumping in rapid succession.
•Fixed clogs blocking phase gates.
•Fixed bug where Aliens could barely see cloaked units when dark vision is enabled.
•Fixed welder ignoring the deploy animation.
•Fixed bug where Commanders could drop structures when help mode is enabled.
•Fixed Marine structures showing Alien blood when hit by flame throwers.
•Fixed adrenaline / camouflage banner not being displayed.
•All team members will be notified when someone votes to concede or to eject the Commander.
•Robotics Factory can’t cancel research.
•Fixed bug which gave Aliens abilities which are not researched.
•Fixed Editor bug that would occasionally cause a vertex to be created a large distance away from its intended location.
•Fixed issue where a change to a shader template file would not necessarily trigger shaders to be rebuilt.
•Fixed hitch when first encountering Infestation after the shaders have been updated.
•Fixed issue where dynamic props wouldn’t be animated on the dedicated server due to missing animation graphs.
•Spectator Mouse Hover no longer misses.
•Recycled/Refunded structures are no longer added to total team resource gathered.
•Fixed exploit in server web admin (Thanks confused!)
•Fixed issue where mods that specified a specific version build was required would not mount the file system in the proper order.
•Fixed bug causing pre-placed Cysts to sometimes die at the start of the round.
•Fixed bug where HTTP requests did not follow 301 redirects (fixes the mods list in the web admin)
•Fixed bug where Aliens were able to evolve both upgrades from one Hive type.
•Fixed exploit where selecting multiple shifts allowed it to bypass the global cool down for hatch ability.

Improvement
•Exos display now the thruster duration / cooldown in their HUD.
•Added smoke effect for Spike attacks.
•Added missing minimap icons for shift, shell, spur, veil.
•Insight text now much more legible

Optimization
•Reduced the number of bits used for network fields.
•Optimized determination of whether or not Orders should be relevant to a client (improves server performance)
•Optimized querying the world for entities.
•Infestation blob coordinates are now saved after being generated once (Thanks Mats!)
•Sped up the compiling shaders process.
•Reduced memory usage by compressing animations – also reduces load times.
•Tweaked texture streaming – reduces load times.

Docking
•Cafe is now now a random marine spawn again
•Lockers is now a random spawn for both aliens and marines
•Redesigned how Cafe connects to Bar
•Redesigned Central Access so it now connects to cafe
•Redesigned Back Alley
•Moved Bar further west to prevent sieging of Lockers
•Moved Cafe RT to the lower level to prevent LOS issues
•Some changes to courtyard to fit the Central Access changes
•Some cosmetic changes to Ball Court
•Some cosmetic changes to Bar
•Reflection Probes added

Refinery
•Made Smelting a marine spawn.
•Removed route from Smelting to Conduit.
•Added new route from Smelting to Routing.
•Bug fixes including building placement and power grid issues.

Summit
•Improved Atrium RT location (less claustrophobic)
•Added more cover and flanking options for aliens in Flight Control
•Added missing lights in Crevice vent

SDK
•Moved all processing of input into script.
•Fixed visualization of the emissive map in the Viewer.
•Added the ability to make an external cinematic loop in the Cinematic Editor.
•Improved error reporting when a material as assigned in a model with an absolute path.
•Increased the timeout for HTTP requests.
•Fixed issue where defining a class on the server but not on the client would cause crashes and other bugs.
•Added the ability to materials layered on models to inherit parameter values from the underlying material.
•Fixed bug where the Ok/Cancel buttons in “Create Mod” window of Launch Pad would not be visible if the Window’s font size was set to large.
•Added animatable shader parameters for objects in the Cinematic Editor.
•Added support for vertex colors in .model files.
•Fixed bug where specifying a float2, float3 or float4 value for a surface shader input would corrupt the value.
•Added the ability specify float2, float3 and float4 parameters in a .material file.
•Added support for optional commas in SJSON files.
•Added “LocalPlayerChanged” engine event when the local player on the Client changes.
•Added ServerClient:GetSpectatingPlayer() and ServerClient:GetPlayer() methods.
•Added Client.VoiceRecordStart and Client.VoiceRecordStop functions.

Product Update - Valve
Patch 1.4.14.0 – We have some new fixes for you today, mostly related to network.
Fixes:
• Fixed an issue that would sometimes allow Alucart and Necromancers to be used where they weren’t supposed to
• Improved the way in which players get revived during network play which previously had a high risk of making games desynch
• Reduced the risk of crashing in scene transitions during network play
• Fixed an issue where players using a 4:3 resolution ratio would get stuck in one of the scenes in The Stars are Left Chapter 3
• Fixed a crash when players spawn too many entities using staff summoning abilities (guess)
• Fixed a crash that would occur if players skipped the credits in Other Side of the Coin
• Fixed an issue where players would get stuck in a cutscene in Chapter 12 as a result of freezing one of the bosses
• Loading screens have been improved; many players report that they get stuck in loading screens, especially during online play. What actually happens many times is that the game loads a lot of things and it looks like the bar is stuck. This should now be better visualized.
• Reduced risk of game freezing during different parts of the game
• The Were-Zompire claws special effect no longer works on bosses
• Fixed a localization issue with the Rogue Robe
• Fixed an issue with Leaderboards for the "Invasion of Elwenhüs" challenge level
• Fixed an issue where Vlad sometimes would disappear during his fights.
• The Quick Join have been optimized to prioritize LAN games

Product Update - 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 client crash when attempting to fire the flamethrower while coming out of a taunt
  • Fixed The Phlogistinator's Mmmmph particle effect getting stuck on after performing a taunt
Product Update - Valve
- Added Mechanics I for new players!
- Added 7 new item sets to the Dota store.
- Immortal and Tournament items can now be traded on the Steam Community Market.

GAMEPLAY
- Clockwerk: Fixed Power Cogs pulling more than just heroes inside the cogs.
- Huskar: Fixed Berserker's Blood not stacking at the proper health thresholds.
- Keeper of the Light: Fixed Mana Leak accumulating mana loss during magic immunity.
- Phantom Lancer: Fixed an issue where illusions made by a player on the other team would create uncontrollable Juxtapose illusions.
- Tusk: Fixed a case where heroes with very small collision size could escape Ice Shards.
- Tusk: Fixed a rare bug where teleporting could cause Walrus Punched units to end up in odd positions.
- Fixed various aspects of Spectral Dagger logic being dispellable.
- Fixed sometimes being revealed if your projectile hits the target after you become invisible with Shadow Blade.
- Improved TP interaction with FoW
- Fixed being able to get units stuck with Telekinesis and Vacuum around the rune area

UI
- Added the ability to examine chests.
- Added a Game History tab to the Team Profile.
- Added checkbox for filtering Live Games to just Team games.
- You can now click on Team names in Live or Recent games to view their team profiles.
- Added a post-game Match Quality survey panel.
- Added an icon to backpack slots if that item is currently equipped.
- Fixed the courier delivery icon popping when the courier collected stash items.
- Fixed courier delivery being delayed by 0.5 seconds if there were no items to get from the stash.
- Fixed courier move orders not clearing the transfer items buff icon.
- Players can now set a custom rich presence status that can be displayed on the UI.
- Fixed Lina's Fiery Soul buff not showing the correct cooldown if it was refreshed with 3 stacks.

BOTS
- When a push is happening into a base, global desire to farm is significantly decreased.
- Fixed a case where bots far from the lane front could thrash into and out of Push Lane mode.
- Single-player bot games now run locally on the user's machine.
- Increased reaction time by about 50% in all modes.

AUDIO/VISUAL
- Updated Arc Lightning's visual effects and sound
- Updated Shadow Shaman's attack sound
- Updated Ether Shock's visual effects and sound
- Updated Mjollnir and Maelstrom visual effects
Product Update - Valve
Egosoft is happy to announce that from today, a Japanese text translation for X3: Terran Conflict and X3: Albion Prelude is available on Steam for all users. This translation is provided with thanks to our publishing partner zoo.co.jp and should fix the problem some users were experiencing when installing the Japanese version on an account where the international version was already installed.


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:


Source Engine Changes (TF2, DoD:S, HL2:DM)
  • Improved performance for the Linux version

Team Fortress 2
  • Fixed a problem that was preventing some older demos from being played
  • Fixed a client/server crash when a flamethrower gets destroyed while firing
  • Fixed missing buttons on the item import tool
  • Removed the promo restrictions from the Shred Alert, the Brutal Bouffant, and the Buck Turner All-Stars
  • Updated the Vaccinator with its own uber-off sound and a sound when toggling resist types
  • Updated some of the animations for the Shred Alert taunt
  • Updated a couple HUD panels to support team scores with more than two digits
Product Update - Valve
3DMark 11 has been updated to version 1.0.4 and is now fully compatible with Windows 8. This update addresses compatibility issues and a few uncommon bugs. Benchmark scores are not affected and scores from this new version can be compared with scores from the previous version 3DMark 11 v1.0.3. The update will be applied automatically when your Steam client is restarted. The major changes include:

Improvements
* Keyboard focus is no longer checked during the demo or when running the benchmark in a loop. Note that if the display switches to the desktop due to a popup window during the benchmark, the run will still be aborted as the display mode is no longer the same.
* 3DMark 11 now remembers the last custom resolution used.
* GPU count detection for multi-GPU systems is now correct even when SystemInfo is explicitly disabled.
* 3DMark 11 will now prevent Windows from entering Sleep during the test.
* The license key is now reset when the benchmark is reinstalled, allowing removal of invalid keys.

Compatibility
* SystemInfo updated to version 4.15 for full Windows 8 compatibility.
* Updated DirectX redistributable.
* Now using static Visual C++ 2010 runtime libraries to fix rare installation issues on some systems.
* Removed dependency on EvaDotNet.dll and EvaDotNet.DirectX.dll for GPU enumeration to fix compatibility issues with some systems.

Bug fixes
* Fixed display initialization code that caused "SetFullscreenState failed: DXGI_ERROR_NOT_CURRENTLY_AVAILABLE" errors on some systems.
* Fixed several memory and texture leaks, improving stability during very long looping runs.
* The HUD timer no longer rolls over if a single test takes more than ten minutes. (Yes, this could happen during the Combined Test on some low end DirectX 11 cards.)
Product Update - Valve
This latest version is primarily for bug fixes. We have also (re)added a keyboard shortcut for approving selected transactions.

Full list of changes:

*NEW*

- Ctrl/Cmd-K is the new "Approve Selected Transactions" shortcut key.

*FIXED*

- YNAB No longer prevents shutdown on Macs.
- Only the relevant portions of split transactions are shown when viewing the transaction list in the Spending by Category report.
- Inflow transactions that are categorized as a normal category (as opposed to Income) will now correctly be counted against the spending of that category on the Spending Trends report.
- Split transactions with a positive (inflow) total no longer ignore their sub-transactions on the Spending Trends report.
- When matching two imported transctions, YNAB now tries to organize things behind the scenes so that the transaction won't get re-imported from your bank again.
- Selecting "All Dates" on reports now correctly starts with the first month that you have data, rather than January of the first year you have data.
- Extra transactions could be visible in the transaction popup on reports when multiple sub-categories had the same name (but different master categories).
- Fixed a rare error that could occur when moving a transfer to or from an off-budget account.
- The right Alt key on some Polish keyboards in Windows no longer triggers CTRL shortcuts in the register. (Most notably, typing Alt-N will no longer create a new transaction) Fixed a rare error that could happen after adding a new transaction, scrolling, and resizing the window.
- Fixed a crash that could occur when jumping to a transaction list containing matched transactions from the Payee Settings screen.
- Fixed a rare error that could occur when checking for updates.
- The total row is now always at the end of the list. Under rare circumstances, it could get placed elsewhere, which would cause an error when clicked.
- Fixed a rare error that could occur when viewing the running balance of a certain transaction.
- Some computers can't display HTML pages within YNAB, and YNAB will now simply offer a link to the content that can't be displayed, rather than displaying an error.
- Fixed a very rare error that could prevent YNAB from running on Windows.

Feb 27, 2013
Product Update - Valve
A new update to Pid has been released:

We are happy to introduce the Challenge Rooms with the latest patch!

Enjoy this brand new mode in the fantastic world of Pid and unlock up to 72 brainteasing levels and compete on the online leaderboard to get the best time possible using all the tools presented in the main story line of Pid.

Can you get the full three star grade in each of the levels? We dare you!

Feb 26, 2013
Product Update - Valve
Update Notes - Feb 26th

WINTER:
-Winter comes every 20 days or so, with snow and a new audio landscape.
-Ambient air temperature is modelled, and Wilson will get colder the longer he stays out in the open.
-Getting too cold for too long will cause freezing damage. You can extend your time away from the fire by wearing warm clothing.
-Nights are longer, and vegetation does not replenish.
-Bees and butterflies don’t leave their houses in the winter.


IMPROVED MOD SUPPORT:
-There is a new mod API that should make mods break less when the game updates, and allows multiple mods to work at the same time. There is some documentation on how to create
a mod at: http://forums.kleientertainment.com/showthread.php?10817-TUTORIAL-Creating-a-Mod-using-the-Mod-System

-Language packs are now actually supported. The game supplies a 'strings.pot' template file with every update, and the game can load .po language files. This should make maintaining translations a lot easier, and allows the usage of industry-standard tools. For more info, go to: http://forums.kleientertainment.com/showthread.php?10819-TUTORIAL-Creating-a-translation-using-the-PO-Format


NEW CREATURES:
-MacTusk the Walrus - Sets up camp in an igloo, and then hunt you with blowdarts and hounds.
-Deerclops - He’s big, he likes to smash stuff, and he’s really hard to kill. You should probably just run away.
-Winter Koalefant - You can harvest his warm winter trunk.
-Snowbird - A winter bird that drops a new type of feather.
-Mosquitos - Spawn from ponds or Maxwellian traps. They eat too much and explode!
-Ice Hound - Comes instead of the Fire Hound during winter.


NEW ITEM DROPS:
-Blue Gem
-Walrus Tusk
-Deerclops Eye
-Tam o’Shanter
-Snowbird Feather


NEW CRAFTABLES:
-Ice Staff
-Winterometer
-Blow Darts (damaging)
-Winter Trunk Vest


ADVENTURE MODE (CONTINUED):
-This update continues the development of Adventure mode, and seeks to refine the difficulty curve.
-Varying summer/winter lengths
-Varying day/night lengths
-New resource-starved worlds
-Island chain worlds with lots of wormholes


SANDBOX MODE (CONTINUED):
-Added a new world creation screen. There are only a couple of options enabled currently, but soon you will be able to unlock more!


SANITY TUNING:
-From our testing, we determined that sanity was coming on too early for new players, but was also easily avoidable by established players. The intention is for sanity to be a long-term lurking danger, so this was the complete opposite of what we were going for. Here are some changes to help rectify this:
-Vegetables, crock foods don’t regen as much sanity.
-Monsters cause more sanity drain when near.
-Player’s Initial sanity is higher.
-Pure darkness causes a large drop sanity (instead of a gradient around a light source).
-Shadowbeasts show up later in the sanity curve, and are unattackable when you are not insane.
-The crawling horror is weaker and the Terrorbeak is tougher.
-The invisible monster deals sanity damage when he hits you.
-The sanity effect jiggles more slowly, so as to be less nauseating.


TUNING/FIXES:
-Rabbit traps work again
-Maxwell leaves traps for you in adventure mode
-Armour is less effective
-Player attacks are less powerful
-Pigs can’t be stunlocked, have less windup animation before an attack, attack less often, have more health, take longer to respawn, and attempt to kite their targets
-Bees run around between attacks
-Meat healing and health values adjusted
-Dead rabbits respawn slower
-Beefalo drop fewer meats
-Honey doesn’t heal as much
-Honey generates more slowly in bee boxes
-Spider dens have more warriors, and cycle through levels faster
-Spoilage is a bit faster in general
-Stale food has less of a hunger penalty
-Healing values are a bit lower in general
-Ponds show up in more places
-Eyebones turn to ash during teleportation even if you hide them in a backpack
-Teleportato pieces are more scattered, and have little setpiece scenes surrounding them
-Panflutes require a mandrake to craft
-Darts shouldn’t miss targets that are walking away
-More effective bushhat
...