Browse games and software that have posted recent major updates.
Flockers™ 18. september


Shepherds!

We're but 2 days away from the launch of Flockers as a full game here on Steam. It's been a hell of a journey through Early Access - together we've slain bugs, tweaked features and saved countless scores of sheep from their horrible, weaponised fate created by the Worms.

...we've also accidentally led countless scores more to their doom, but let's gloss over that minor hiccup.

We can't thank everyone who took part in our Early Access enough. Ewe've* been excellent. The feedback you have given us has helped us to make a really great game that is already getting brilliant reviews, both by players and the games press.

As small thanks, we've uploaded the release version of Flockers to Steam today. Anyone with Early Access can play the full Flockers experience 2 days before general release.

Here's the skinny on the release update:

New Stuff
  • 5 New Campaign Levels, bringing the total level count to 60! (NOT including Bonus / Meat Maker levels)
  • 1 New Bonus Level to unlock!
  • More Rewards available to unlock!

Bug Fixes & Tweaks
  • Fixed a crash that occassionally occurred when launching the game
  • Fixed a crash in the options menu
  • Fixed an OpenGL error that caused some users to be unable to launch the game
  • Fixed an issue effecting blood graphics on some Intel graphics cards
  • Made optimisations to min spec graphics cards – Flockers can now support Nvidia GeForce 8600 GS/AMD Radeon HD 4650 and equivalent.
  • Tweaked the loading screens to make transitioning between levels smoother

Over the next 2 days, we'll also be removing all the developer scores from the in-game leaderboards. Your scores will remain, and this is your chance to set the bar for the influx of new players heading to Flockers over the coming months. Do us proud, make them work for the top spot.

It's not all in-game though. We need your Meat Maker levels, your Guides, your Reviews and Discussions to help make the Flockers community an amazing place to be. I'll be highlighting the very best of your creations; in the forums, on Twitter, Facebook and here within Team17 too - we all can't wait to see what you can make!

From everyone here at Team17, thank ewe** for saving our sheep.

MT17

*That's the last time I'll do that during early access, I promise.

**I lied.
3 Opvurder
The Guild II Renaissance 18. september
Patch 4.17b Changelog
- Changed AI-money saving behaviour. This has a massive influence on gaming and difficulty!
- Fixed a bug that caused the AI to not buy any title higher than Citizen
- Fixed the OoS occuring in different situations like taking a bath
- AI aggression level slightly increased
- Chances for plague increased slightly on higher difficulty level
- Languages French, Italian and Spanish added
- Slightly changed moneylending system
- Changed AI behaviour: AI should try to save money for specific goals
- Fixed a bug with the new YPR-modes in startmenu
- Changed the market behaviour
- Bugfix for political actions in MP
- Bugfix for changing building names in MP
- Raw material deliveries fixed
- Changing building names is now possible
- It's now possible to choose 1, 2, 3 or 4 years per round. The setting will also be saved when you restart the game.
- Fixed the bug with the additional stock slots at the crypt and the bankhouse
- AI now buys windmills and orchards on all maps
- Fixed the missing icon when demanding ransoms
- Added the one-year-per-round-option for MP also
- Sick people don't visit hospitals that can't cure their illness because the building level is too low anymore
- AI patients leave the hospital after not being treated for 3 hours
- AI patients sit down if a place on a bank gets free
- Reworked the medicus script a bit more
- Cutscenes for trials and office-sessions now start automatically if the camera is in the room
- AI Characters are no longer beamed into the townhall if they don't manage to attend a trial in time
- New measure for listing all buildings for sale added to the townhall
- Medicus AI reacts on amount of sick people and produces the needed medicine
- Chances for plague decreased again in early game
- Fixed the fame exploit when buying a nobility title
- Allied worker don't join fights anymore
- Sermons bring XP now
- Combs/Wooden pins/Fittings problem solved
- Combs can be produced in the high-level joinery
- Mill doesn't stop production when resources are low
- Mushrooms are also available in Vienna now
- Stonelilies are also available in Transylvania now



Patch 4.17b
- KI-Sparverhalten verändert. Hat massiven Einfluss auf den Schwierigkeitsgrad
- Bug gefixt, durch den die KI keine Titel über dem Bürger kaufte teilweise
- OoS im MP bei diversen Aktionen wie gemeinsames Bad nehmen gefixt
- KI-Aggressionslevel leicht erhöht
- Chance für Pest auf höherem Schwierigkeitslevel leicht erhöht
- Sprachen Französisch, Italienisch und Spanisch hinzugefügt
- Leichte Anpassungen am Kredit-System
- Verändertes KI-Verhalten: Die KI spart nun auf bestimmte Ziele hin (Gebäudekauf, Upgrade und Titel)
- Bugfix für das Problem mit den neuen JpR-Modi im Startmenü
- Markt-Verhalten überarbeitet
- Bugfix für dynastiepolitische Aktionen im MP
- Bugfix für Gebäudenamensänderungen im MP
- Bugfix für Rohstofflieferungen im Gildenhaus
- Änderung von Gebäudenamen nun möglich funktioniert, allerdings wird im MP der neue Name nicht bei den anderen Spielern angezeigt.
- Einstellung von Jahren pro Runde auf 1,2,3 und 4 geändert. Einstellung wird gespeichert funktioniert, aber es kann Probleme im Menü nach einem Neustart geben.
- Beim Friedhof und bei der Bank gab es durch Gebäudeerweiterungen zuviele Lagerplätze. Die überschüssigen Lagerplätze wurden entfernt.
- KI kauft jetzt Windmühlen und Obstgärten auf allen Karten
- Problem mit Icon bei Lösegeld forderung behoben
- Ein Jahr pro Runde auch im MP
- Patienten besuchen keine Krankenhäuser mehr, die ihre Krankheit gar nicht heilen können, da die Gebäudestufe zu niedrig ist.
- KI-Patienten verlassen das Krankenhaus, wenn sie 3h lang nicht behandelt wurden, aber Patienten kommen zu schnell wieder
- KI-Patienten setzen sich hin, sobald ein Platz frei wird
- Behandlungsscript des Medicus weiter überarbeitet getestet, ist aber noch nicht optimal
- Gerichts- und Amtsverhandlungen gehen jetzt beim Start automatisch in die Cutscene
- KI-Spieler werden bei Gerichtsverhandlungen nicht mehr ins Rathaus gebeamt
- Measure zur Auflistung von zum Verkauf stehender Gebäude für das Rathaus hinzugefügt
- Medicus-KI reagiert auf Krankheitsaufkommen und produziert benötigte Medizin
- Wahrscheinlichkeit und Ansteckungsgefahr der Pest im frühen Spiel weiter reduziert
- Bug bei Titelkauf behoben, der unabhängig vom Kauf den Reichsruf erhöhte.
- Alliierte Arbeiter greifen nicht mehr in Kämpfe ein
- Das Abhalten von Messen bringt jetzt auch XP
- Kamm/Holzzapfen/Beschläge-Problem gefixt
- Kämme sind nun in der Kunsttischlerei auch tatsächlich herstellbar
- Produktion in Mühle bricht nicht mehr ab, wenn wenig Rohstoffe vorhanden sind
- Pilze sind nun auch in Wien abbaubar
- Steinlilien sind nun auch in Siebenbürgen abbaubar
15 Opvurder
Brawlhalla 17. september
Time to break out your favorite brawling Legend and buff up your skills!

Our new Alpha v 0.5.0 patch has some nice goodies for you including an early look at the Training room. Hop in, play with the options, test your skills and learn!

We've also done a bunch of refinement on the Spear to make it smoother and more balanced, given Cassidy a brand new look, updated the scoring system, added a new work in progress map, and much more.

Go start a dustup!
2 Opvurder
Doorways: Chapter 1 & 2 17. september
IN ENGLISH

Hello everybody!

We’ve just released the new chapter of Doorways: The Underworld!

http://store.steampowered.com/app/311250/
We also released a new trailer, which maybe be pretty interested for all the ones who liked the first chapters:

https://www.youtube.com/watch?v=pDdRwq04d2s
And we also made an important update to chapters 1 and 2. It has a very little extra part at the end. We also improved some visuals and fixed some bugs.

http://store.steampowered.com/app/248470/

If you never heard about Doorways or if you want to take it for a friend, we’re also offering the collection of 3 chapters here:

http://store.steampowered.com/sub/48191/

Hope you like this new as much as we do :)

Thank you for all your support!

The team at Saibot Studios

----

EN ESPAÑOL

¡Hola a todos! ¿Cómo están?

Hemos finalmente publicado el nuevo capítulo de Doorways: El Inframundo:

http://store.steampowered.com/app/311250/

También publicamos el nuevo video de presentación, que estamos seguros de que les gustará a aquellos que ya jugaron los primeros capítulos:

https://www.youtube.com/watch?v=pDdRwq04d2s
A su vez, hicimos una actualización importante a la primera parte, agregamos un muy pequeño recorrido al final. De paso, arreglos algunos errores y mejoramos también texturas:

http://store.steampowered.com/app/248470/
Si nunca escucharon hablar de Doorways, estamos también ofreciendo ahora una colección que incluye los tres capítulos y que también está en descuento:

http://store.steampowered.com/sub/48191/

Espero que les guste nuestras novedades tanto como a nosotros 

¡Gracias por todo el aguante!

El equipo de Saibot Studios
10 Opvurder
Over 9000 Zombies! 17. september
Over 9000 Zombies! is going to see a few fundamental changes in this patch as well as new content. The immediate changes players will see are those to the map. The world map is now much more concentrated and will focus on the player defending a particular structure. This leads to other design changes related to the mechanics of the map as well. For instance, given sufficient time, the structures themselves can now be completely torn down by the horde of zombies. The player will also find that it is their responsibility to create barricades to keep zombies from wreaking havoc on their gun positions and portions of the structure. Players will have to keep exits clear should the need arise to abandon their position, since player created structures now act as barriers for both the player and the zombies. The map is more focused and concentrated, so zombies now spawn outside the bounds of the compound as opposed to scattered around the players location.

In between the waves of zombies players will discover that they are allowed to upgrade one of four select attributes to aid them in their zombie slaying. The first is Durability, which will increase the player’s maximum hit points as well as regenerate a small amount of health points regularly over time. Durability is key to staying alive for as many days as possible and can be critical to recovering hit points when trapped by the zombie horde. The attribute Carnage, will increase the players damage as well as lower their reload time. Carnage’s effects will especially be noticeable on certain guns where the reload time is the main bottleneck to dishing out damage. Such is the case for the shotgun, M-16 and grenade launchers for example. Resourcefulness increases the players ability to salvage scrap metal, increases the hitpoints recovered from health packs and increase the number of grenades collected. This will allow the player to construct a fortified base much more quickly, receive a large cache of hit points from key health pickups and keep their grenade habit well fed. The final attribute is Engineering, which upgrades the player constructed turret’s rate of fire and their damage. As the zombie horde grows larger, players will become more reliant on their turrets to dish out more damage, so investing in engineering will prove useful to survival.

Players will also discover some new content as well as various other changes. They will find a new Damage Per Second and Kills Per Second visual meter on their screen as well as some associated Steam Achievements. To aid the player in their survival three new constructible turrets have been added, including a rail gun, a white phosphorous launcher and a plasma projector. Turrets also now emit their own source of light so they do not get misplaced and lost in the dark. There have also been various balancing related changes made across the board, some visual improvements and several bug fixes.

Full change log:
  • New attribute system!
  • 4 new achievements
  • KPS / DPS Meter
  • New Turret: Rail gun turret!
  • New Turret: Plasma Projector Turret!
  • New Turret: White Phosphorous launcher!
  • Changed the stats on various weapons to adjust for balance
  • Turrets now act as their own light source
  • Players are no longer able to walk through player constructed turrets and walls.
  • Zombies now spawn off the map as opposed to randomly around the players
  • The maps starting environments walls are changed in design and size. They are also all now vulnerable to zombie attacks
  • Improved animations on Zombie Ravens.
  • Changed item indicator rings
  • Changed Fire spitting zombies to fire just 1 fireball at a time.
  • Adjust Zombie counts on various days and zombie hp to adjust for difficulty.
  • Flame throwers and Flame Turrets now have increased base damage and slightly increased rate of fire.
  • The save/load game feature has been phased out.
  • Ambient objects are no longer just randomly spread about the map
  • A new smaller, but more focused and dynamic map has been implemented.
  • Floating combat text has changed in scale and color to make damage more visible.
  • Some minor changes in sound design
  • Turrets have improved Line of Sight detection
  • Various bug fixes, including collecting items after death, broken counters, etc
  • Map editor coming soon!

If you discover any new bugs please make a post about it in the game's discussion forum. Also feel free to share your thoughts on the new update!

Loren Lemcke
@LorenLemcke
http://www.over9000zombies.com
6 Opvurder