Xbox One Kinect privacy tools detailed
December 31, 1969 @ 8:00am

While the Xbox One turning on with the sound of your voice made for an impressive stage presentation, it didn't take long for the Internet to notice: doesn't that mean it's listening all the time? Today, in a bevy of new information that also included online checks and game licensing, Microsoft attempted to put fears at ease with more detail about the new Kinect's privacy settings.

In a detailed announcement, Microsoft stated that you'll personalize your Kinect during start-up. That will let you pick which settings are on from the start, and you can turn the sensor on, off, or pause it. When the Kinect is off, Microsoft says, it's only listening for the command "Xbox on," but you can disable that feature as well. When the Xbox One is in use, Microsoft is careful to note that it's not recording or uploading any conversation. Finally, you can use other inputs if you just want to turn off or pause the Kinect.

Concerning personal data, Microsoft claims that nothing will leave your Xbox One without explicit, expressed permission. It uses examples like a fitness game measuring heart data or a card game that views your face to determine the strength of a bluff.

This is all much more specific than the information we heard late last month, which simply promised privacy settings without going into detail.

Xbox One will require online check every 24 hours
December 31, 1969 @ 8:00am

Almost as soon as the Xbox One announcement ended, we started hearing contradictory tales from Microsoft regarding the system's connectivity requirements. The last two weeks have apparently given the company a chance to get its messaging straight, as it finally clarified today just how often the system needs to check in.

As confirmed on the official site the system will require an online check-in every 24 hours on your primary console. If you're accessing your game library on someone else's system, that window gets narrowed to every hour. The page warns: "Offline gaming is not possible after these prescribed times until you re-establish a connection, but you can still watch live TV and enjoy Blu-ray and DVD movies."

This is similar to what Phil Harrison told Kotaku, which apparently let the cat out of the bag early. Microsoft quickly told Polygon he was merely describing "potential scenarios."

More mundane details include the recommended connection speed (1.5Mbps), and the ability to sign in and install games from your friend's house to play them there. That's certainly convenient, but the one-hour check-in time might make it less welcoming.

Valve announces Steam 'Family Sharing'
December 31, 1969 @ 8:00am
Steam announced a new "Family Sharing" feature today, and is accepting beta applications to test it. When it launches fully, close friends and family will be able to play one another's games, while still earning their own achievements and saving their individual progress through the cloud.
Prototype: political improvements
April 18, 2014 @ 6:09am
The politics in March of War determine the fate of the world, and have caused much drama over the past months. Factions rise and fall, allegiances are made and broken, political leaders shine and fall from their pedestal. Despite the lack of political tools, you have managed to make March of War come to live!



We want to make the political meta-game even more interesting and above all accessible. Over the past months we have noticed there are a couple of key problems that really clog up the system.

The most notable of these is the lack of communication channels available to the Faction Leader. As his role is to determine the course of the faction, together with the High Command, he needs to be able to let people know what to do, and to convince people to fall in line. For this reason we are adding an asynchronous communication channel for the Faction Leader. This means that he can post a message for the faction without having to be online, or trust his fellow HC to convey the message as he wishes.

At a later stage we also want to add a feature that will allow to Faction Leader to mark some territories as so called preferred territories for the HC to vote on, and for all the players in the faction to play in. We’re not sure how this is going to work precisely, but we are researching the possibilities. This should make managing the ‘rogue’ votes, and ‘rogue’ players a lot easier.

The second issue that we have been seeing are the elections. Players create new accounts to vote for themselves, people can’t find their way to elections – it’s all a bit messy. Our solution is two-fold. First of all we will make elections available at (probably) level 10. This will eliminate the exploit of creating new characters, and draw attention to the elections for new players after they have experienced the core of the game: the battles. Second we will make the elections shorter. Every two weeks a new Faction Leader is selected, that doesn’t change, but you can only vote in the four days leading up to the election. This will make campaigning more effective, and will notify you on an impending leadership change.

We also recognize that not everybody wants to participate in the meta-game. Therefore we are also adding an opt-out option. You will not be selected for the HC anymore, and players won’t be able to vote for you. This will ensure that only dedicated players play this part of March of War, which should make it more interesting overall.

Please let us know what you think of these changes!
BROFORCE UPDATE: Campaign Map
April 18, 2014 @ 6:05am
Thank you everyone who purchased our early access game!!! All this money is going straight into luxurious travels oversized TVs beer development of Broforce, and here's the first update (of many).

We got a lot of feedback that the campaign had gotten too long and unmanageable. BROFORCE had to shoot/knife/explode their way through the entire campaign to visit any new locations to liberate.

So we've developed a way to deliver intel on new liberation-ready locations for BROFORCE to fly to in their freedom chopper. We now provide a visualization of the globalization of your democratization!



It's still very early and rough of course. Any feedback is appreciated!
Linux version available for Super Splatters!
April 18, 2014 @ 5:53am
Linux users and future SteamBox users can now enjoy the delicisious Super Splatters with full controller support and in color!!!
Unofficial widescreen fix
April 18, 2014 @ 5:39am
There is a way how to enable widescreen resolution for UFO: Aftershock, however it's not an official one. If you decide to mod your game, you are doing it on your own risk - just a friendly warning :)

Here's a simple guide:

1) Visit: http://70.40.217.138/UFOAS/

2) Find the resolution you are looking for

3) Download a file for 1.21 version (1.3 is only through an unofficial patch and not available on Steam)

4) Make a backup of your original UFO.exe file (located in your Steam folder under \steamapps\common\UFO Aftershock

5) Extract UFO.exe and screenXXXX.vfs files to your main game directory

6) Play the game
Mercenary Kings devs reveal Curses ‘N Chaos, a supernatural brawler for two players
April 18, 2014 @ 5:30am
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title="Permanent Link to Mercenary Kings devs reveal Curses ‘N Chaos, a supernatural brawler for two players">Curses N Chaos







From the looks of it, Curses 'N Chaos is essentially horde mode demade into a 2D, 8-bit-styled supernatural beat-'em-up, and those are some words that look very good together indeed. It's a wave-based survival game for one or two players, featuring cromulent pixel art, an equally cromulent chiptune soundtrack, and hopefully cromulent action that revolves around battering skeletons, ghosts, frogs and, well, pretty much anything that appears on screen. You'll find a bewitching video of Curses 'N Chaos beneath the break.







As IndieGames report, the game involves dispatching waves of enemies before the time runs out and Death (see above) emerges to gut you with his massive scythe. The eventual goal of the game is to raise enough money to buy a tonic that will allow you to kill the final boss, and put an end to that nasty curse that's been going around. Unrelated note: if we rebranded Earth's various influenzas as 'curses', the world would be a slightly more interesting place.



Curses 'N Chaos is the latest game from Mercenary Kings/Wizorb developers Tribute Games, and it will be out sometime this Autumn/Fall.
Pillars of Eternity interview: Josh Sawyer on world-building, magic, psychic warriors and more
April 18, 2014 @ 5:00am
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title="Permanent Link to Pillars of Eternity interview: Josh Sawyer on world-building, magic, psychic warriors and more">Pillars of Eternity







PC Gamer: What s it been like creating such a rich fantasy world completely from scratch?



It s very time consuming. When someone wants to know anything about the world, you have to figure out what the answer to that is. There s no source book you can fall back on. It all needs to be made up when it s needed, and even anticipating what people will need to know can be difficult. World-building can be exhausting, but it s also satisfying to make the choices you want about the setting you re making.



PC Gamer: Is someone at Obsidian in charge of keeping track of all the lore you re writing to prevent contradictions and inconsistencies?



Josh Sawyer: Ultimately I m the person who s the chief regulator of lore, especially when it comes to the history of the world, the cultures of the world, and things like languages. That s the sort of stuff I ve been involved with on the project since the beginning, so I wound up being the caretaker.



PC Gamer: Infinity Engine games like Baldur s Gate and Torment had very distinctive settings. How would you describe the look and atmosphere of Pillars of Eternity s world?



Josh Sawyer: We re trying to capture the look of games like Icewind Dale and Baldur s Gate, where it looks a little less overtly fantastic and a little more realistic. In a lot of cases we looked at 2nd Edition D&D art by people like Larry Elmore, Keith Parkinson, and Clive Caldwell. Not always, but their style tends to be a little more dressed down than fantasy is today, with colour palettes that are a little more subdued. So we ve tried to go for that kind of a feeling, so that when a person looks at our game it really does look like a high resolution version of the classic games that have inspired what we re making.



In terms of the overall tone of the world, I d say that we do want it to feel like a fantasy world, but we also want it to feel believable. We want it to feel like a place where people are actually living, and it s a world that s in the process of change. One thing I really wanted to avoid was the kind of cliche of a fantasy world that s stuck in perpetual dragon times, where the golden age has long since passed, and inexplicably for the next ten thousand years everyone is still going to be using swords and casting spells. So I wanted to have a setting that felt like it was in the process of a transition, which creates a lot of conflict for the characters in the world, and hopefully that produces rich storytelling material.







PC Gamer: How varied will the geography of the map be? Can you describe some of the different regions we ll get to explore?



We want to avoid having a bunch of areas that look very samey, and so we ve tried to make it so that there s a sense of progression, going from gothic and renaissance architecture areas in the country, into a bustling city, and later on into a forested ancient kingdom. Then for our dungeons we have gothic castles and ancient temple ruins. We re just trying to make it as diverse as we can while still feeling like a coherent world.



PC Gamer: There are two large cities in the game. What can you tell me about them?



Josh Sawyer: The first big city that we made is called Defiance Bay, and that s the bigger of the two cities. It could be compared to a city like Baldur s Gate or Athkatla. It wouldn t be thought of as modern, but it s a more contemporary type of city. It has renaissance-style architecture, it s very cosmopolitan, it has a lot of regular trade and traffic, it s a port city. It has a number of big districts full of quests and characters you can interact with.



In contrast to that, Twin Elms is the second big city. It s somewhat smaller, but still pretty big. It has a very different look and feel to it. The people who live there have built on top of ancient ruins, and their architecture looks more Anglo-Saxon, from the 9th or 10th Century, with a lot of wood used. Very different shapes and a different feeling to the environment. The culture is different too. It s a much more religious community overall. Religion and temples pretty much dominate the lives of the people who live there. The artists and the designers did a really good job of creating two communities that are very big and have a lot of content in them.



PC Gamer: How will players be able to traverse it besides walking?



Josh Sawyer: It s pretty much just walking, but we do have a world map much like the Infinity Engine games. We wanted to make a world where if you want just explore from the edge of the map to another map, you can do that. There are a lot of opportunities in the wilderness where you can go from map to map by going to the border and seeing what s in the next zone. But as time goes by and you want to rapidly travel, we do have the classic type of Infinity Engine map where you ll click on an icon on the map, and it ll tell you how long it ll take to get there, and time will elapse. You might get fatigued, or it might be night or morning when you arrive.







PC Gamer: I m intrigued by the cipher class what can you tell me about how they work in combat and how they fit into the lore?



Josh Sawyer: It took a while to figure out how to use them. Initially the concept was in line with a traditional psychic or psionicist character. They d spend a lot of time focusing and intensifying their power on targets, and building up power over time. In practice that didn t really feel good. You d assign the cipher to do something, and to get the most out of them you d have to not do anything with them for a while, and that didn t feel very enjoyable. So we made them more active.



They have a unique mechanic where, unlike other casters, they have a point system. It s called focus, and you can think of it as them having spell points. They need to use focus to use their powers. The way that they get focus is by doing damage to enemies with melee and ranged weapons. So what you what to do is send your cipher into combat with traditional weapons to build your focus. When it s maxed out, their inherent damage bonuses get turned off because their focus is full and they can t drain any more. This pushes the player to use their spells and abilities until they get to the point where they feel like going back into melee and ranged combat.



So for the person playing the cipher, it s about managing their character both as a traditional weapon combatant and how they use spells. They focus on single targets, using status effects and effects that jump from target to target. Unlike other casters, ciphers always have to have a target. They can t target open ground. That s because of the lore of the class. They use the souls of other people, or souls trapped in machines and things like that. That creates an interesting mechanic for them, because they can t just target the middle of the ground with an AOE attack. If they want to use AOE they have to target an individual and use them as the focus.



As far as the lore in the world goes, ciphers are a relatively recent discovery. They occurred naturally in one of the cultures, the Glanfathins, who live in that second city, Twin Elms. They ve discovered these latent mental talents, and they were feared for a long time because people didn t really understand, and they didn t understand, how they were able to do what they did. In recent times, because this is an age of discovery, they worked with animancers, who are researchers into soul magic and soul technology. They were able to figure out a lot of new techniques that help them expand their abilities and learn to master them. Some people still regard ciphers with a lot of suspicion, and they re definitely a new thing in the world.







PC Gamer: As for the more standard RPG classes rogue, wizard, fighter, etc. will you be changing them in any way, or are you sticking to D&D tradition?



Josh Sawyer: We re making a game that is in many ways fueled by nostalgia, so I don t think people would be thrilled if we turned everything on its head. But there are a lot of shortcomings in the traditional way those classes were set up. For example, in the old games, fighters, as a class, had very little to do actively. They were valuable, and they could do a lot of damage, and take a lot of damage, but there wasn t a lot to do with them. So giving them more active use abilities and a more significant role in combat that feels more distinctive was something we really wanted to do. They have more modal abilities now that they can switch on and off for various benefits. They re still relatively low maintenance, but we did want to improve them somewhat.



Similarly, rogues or thieves if you go all the way back to 2nd Edition were a character class that felt like they existed only to do stuff with skills, and their role in combat was very minimal and difficult to pull off in a lot of circumstances. So in our case, skills are things that are open to characters of different classes. Much more so than they are in 2nd or 3rd Edition D&D. Rogues aren t as tough as a fighter or a barbarian, but they are extremely high damage characters in combat. 4th Edition D&D also took the same position with them. So when you compare them to the classic Infinity Engine games, their roles are gonna be shifted a little bit, but not just for the sake of being different. They re being shifted so that if you want to play that character, you re going to feel that they re really viable in combat and out of combat.



PC Gamer: How would you compare the combat system to the Infinity Engine games, both in terms of similarities and differences?



Josh Sawyer: We want it to feel very similar overall. We want the feeling of how you select, how you command, how you control your characters, and the sorts of decisions that you make to feel familiar. We re not using rounds, though. That s one of the biggest things. That s a holdover from tabletop gaming, and it s understandable why it exists there, but we re not making a turn-based game, we re making a real-time game. So all of our times and actions are measured and used in units of real-time, and it should feel like it flows a little more smoothly, instead of waiting around for a guy to hit his round. But in terms of how you manage those guys, how you choose your gear, how you use your spells, it s the same.



Some of the things I focused on eliminating are things that felt like really repetitive actions that didn t necessarily make the game more fun. The older games, including the games I worked on, relied heavily on something called pre-buffing. So in a lot of cases you d have, say, three casters spending four to six rounds before every fight dumping a bunch of spells on your characters to get them into combat shape. Not super interesting. We wanted buffs to stay in the game and still feel powerful, but now there s an opportunity cost for them, meaning they can only be cast in combat. So you can cast your crazy haste spells or blessings or prayers or whatever, but you have to do it in the context of the combat, because instead of them becoming a sort of no-brainer thing you do just out of habit, it should be something you choose to do in the context of a battle. If you choose to cast that buff spell, you re choosing to cast it instead of a fireball or a lightning bolt. Ideally we want the choices you make to be tactical decisions made in the moment.







PC Gamer: Will you be able to combine spells and abilities in any interesting ways?



Josh Sawyer: Those aren t explicitly built in like hard combinations. In most cases it s situational. A big one is that rogues get sneak attacks and backstabs, but they get it from a wide variety of conditions. If the target is blinded, stunned or prone, all those things allow a rogue to immediately sneak attack on them. A lot of different characters can inflict those status effects, including the rogue. Fighters can knock down targets, druids have spells that can paralyse. So instead of being combinations of effects, it s mostly about looking at how each of the classes can be maximally effective, and then using the general abilities in classes to bring out the best in those characters. A rogue can do a lot on his or her own, but other classes can also coordinate with them to create neat effects.



In other cases, it s mostly about using the different characters abilities to manage battle spaces better. The fighter has an ability called Defender which allows them to kind of act like flypaper. Something that was a big hassle in the Infinity Engine games was that characters couldn t really be sticky. It was very hard to get an enemy to stop moving. Often that was a big deal, because if a fighter made a beeline for one of your squishier characters, especially casters, you were in trouble. But now you have to think about where to position them, to maximise their benefit for casters, rogues, and other characters that might not be able to take a beating.



PC Gamer: Party combat is a big part of the game, but you ve also said it s possible to play the game solo. Do you think this will be fun, or is it for masochists only?



Josh Sawyer: It ll be hard. I m sure people will find certain classes and builds that will make it easier than others. Especially once you ve already played through the game, and you have the metagame knowledge, it becomes a lot easier. I think the enjoyment comes from the fact that it s a unique challenge on its own. Some people will say, I don t know how to play through this whole game with a priest or a wizard, but I m going to figure out how to do it. It will be pretty challenging, especially at certain points. We re planning to use a sliding experience system, so if you have a single character they ll gain levels more quickly than if they were with an entire party.



If you don t want to have six characters in your party you can have four, or two, or you can just go by yourself. We re not discouraging this, but also the combat isn t balanced around it. You can try it, but we re not going to spend time figuring out if it s viable to play through the whole game with a single character. It should be possible, but we re not putting a lot of time into it.







PC Gamer: How do the Trial of Iron and Path of the Damned modes work?



Josh Sawyer: Trial of Iron is a classic iron man mode. Regardless of other difficulty settings, this gives you one rolling save. If a character dies, it s just one game state that continues on. So if your whole party dies, then that s pretty much it. You re completely wiped out and your save is deleted. We re not going to put a tonne of effort into enforcing that, though. It s a game of honour for people. It s for people who want to take on that challenge for themselves.



Path of the Damned is similar to the old Heart of Fury mode from Icewind Dale: Heart of Winter. When we place our encounters in the game, we have different sets of creatures for different levels of difficulty. So if you re playing on easy there will actually be fewer and less difficult creatures in a given area. If you turn on Path of the Damned it enables all of those creatures at once, so you re dealing with all of the creatures from hard, medium, and easy, and you get nothing more for it. It s just really hard.



PC Gamer: How will companion characters interact with you as you play? Could certain actions make them leave the party like in the Baldur s Gate games?



Josh Sawyer: Whenever you get a companion, we try to insert them at a point where it makes sense for them to go with you, and there s something they care about that somewhat aligns with something you re doing. They have an interest in what you re doing, and they want you to help them with their stuff. This allows us to have a quest arc and a story arc for them. Something they actually care about and want to accomplish and resolve. But we re trying to avoid gotcha moments where you ll make a choice and a companion will leave you.



There are certain things that you can do, though, that will irritate a companion to the point where they ll leave, just because it makes sense for the character. In Fallout: New Vegas, if you have Veronica and you go butcher the Brotherhood of Steel, I don t think many people are surprised when she doesn t want to stick around with you. So we re doing stuff like that. If you fundamentally go in opposition to something they really care about, they re gonna take off. It does happen, but they re not fickle. They won t just leave suddenly at the drop of a hat.







PC Gamer: Does the game use any kind of morality or reputation system?



Josh Sawyer: Not so much morality, but definitely reputation. It s more about the relative opinions of people in the world. It s actually very daunting, but we have a big reputation system that tracks the sort of stuff we had in previous games, like your factional reputation, or your local reputation. Much like Fallout: New Vegas it ll track both positive and negative actions, so you can have a good, bad, or mixed reputation, and people will respond to that in different ways.



We ve also added something that s going to be really cool, and give nice feedback to the player, which is personality and disposition reputation. You know how in RPGs you often get the option in dialogue to be the sassy jackass? Then you get a line that comes after that, and that s it. It s gone and forgotten forever. But with our disposition system, if you re a sassy jackass, that s like a marble in the sassy jackass jar, and it just keeps filling up over time. So it actually tracks these micro expressions of personality. So if you re repeatedly really aggressive with people, telling people to shut the fuck up and tell you what they know, you ll get a reputation as a bold person. Some people do respond positively to that because you don t take shit from anyone. Other people think you re an asshole. They ll be like, Oh yeah, you re that super hot-head asshole.



So the idea is that you can make the sort of alliances you want in the way that you want. So you can ally with a group of characters that could be thought of as the good guys, but while you re doing it you re a cruel, mean-spirited asshole. Or you could ally with a group of guys are who are kind of terrible, but you re really diplomatic, you re polite, you re merciful, and you ll let people go. You ll actually get reputations for that stuff, and my hope is that it makes ordinary dialogue choices feel more important, because they re not just throwaway lines or fluff. They re partially fluff, but they also have mechanical backing behind them. As you meet other characters in the world they re going to take notice of it, so it feels like if you choose to be a certain type of character, the world reacts to that. Not in a comic way, but in a way that seems to be fitting.







PC Gamer: Memorable party characters are a big part of why people love Infinity Engine games. Do you have a favourite of the Pillars of Eternity companions?



Josh Sawyer: Well, there s the one I m working on now, Pallegina. We like to write our companions relatively late in development because it gives us time to react to stuff in the world. She s cool because she has an interesting character arc and conflict. The game takes place in Dyrwood, which is a super European setting, and feels kind of like the Dalelands from Forgotten Realms. It s very continental European, and it s full of regular dudes and ladies going about their business. But one of the nearby countries, the Vailian Republics, are kind of like black renaissance Italians who have colonised this area. So her character is from that culture and she s sworn to protect her homeland. But she thinks she can do it in more effective ways than she s being told to.



Visually, she s an interesting character, because she s godlike. The godlike in this world are kind of like the planetouched in Forgotten Realms. She has aspects of a bird as part of her features. So she has feathers growing out of her face, and golden bird-like eyes. She s very striking-looking and interesting, and she s just been really fun to write. We have a lot of cool characters and a bunch of different writers are working on them, so it should be a neat mix.



PC Gamer: What kind of fantasy RPG standards or cliches are you trying to avoid or subvert?



Josh Sawyer: I just try to avoid doing things that I don t personally like. For example, the class balance stuff was done because I ve made a bunch of these games, and I ve been playing D&D for most of my life, and I keep seeing very strong trends towards behaviour that I don t think makes players happier. It doesn t give them as much choice as the systems claim to give them, and I think we can do a better job. If someone wants to make a brilliant, weakling fighter, that is a build that is viable in our game, and it s rewarded within the conversations and the fiction of the world. That s not something that s really true of playing Dungeons & Dragons.



If you want to make a muscle wizard, who is mighty and powerful and a stupid idiot, you can do that. Mechanically what happens is that you ll do a lot of damage, but their durations and areas of effects will be very small. Then in conversation they re total idiots. You can bully people and you can pick them up off the ground and slap them around. It s not like I m setting out to subvert stuff. I play tabletop games with a lot of people who have really great ideas for characters, but mechanically they re shitty characters. So when I try to fix that stuff, it s not because I think it s inherently better, but that it gives more opportunities to players to create more diverse characters, and feel rewarded for doing so.



For more on Pillars of Eternity, check out Phil's interview with Josh, and sneak a peak at Pillars' character sheet and the latest trailer.
The Flare Path: And The Long Good Friday
April 18, 2014 @ 5:00am

Traditionally, Christian Flareopaths spend Good Friday deep in prayer, while heathen ones spend it deep in brass, brine, or cumulonimbus. A bad case of housemaid’s knee, and a dead PSU, means I can’t play or> pray today. I’m desperately hoping the ten activities detailed below will prove engaging enough to keep boredom at bay until bedtime.

… [visit site to read more]

Now Available on Steam - SuperPower 2 Steam Edition, 20% off!
April 18, 2014 @ 4:53am
SuperPower 2 Steam Edition is Now Available on Steam and is 20% off!*

SuperPower 2 is the only global geopolitical simulation game which allows players to control entire countries. Players control countries in 3 major areas: political, economic and military, but this time, in a beautiful real-time 3D environment. Players build up their own countries and increase their influence in the broader world while competing against sophisticated A.I. Along the way, gamers make use of economic sanctions, political alliances, and military actions to wage their battles.

*Offer ends April 25 at 10AM Pacific Time
Project CARS - Build 708 - Team Member+ Release!
April 18, 2014 @ 4:52am
pCARS News
A new build has been released for Team Members+ - Download it now!

Changelog available @ official forums
Multiplayer Feedback to be given @ this thread.

Car Physics Focus Testing (CPFT), Feedback to be given in the following links:

Week 34 (2014/04/11 - 2014/04/17) - Formula C - any track R9 tyre testing
Week 34 (2014/04/11 - 2014/04/17) - GT3 cars - any track
Week 34 (2014/04/11 - 2014/04/17) - Lotus 72D - Brands Hatch GP

Be sure to leave feedback about multiplayer and the CPFT at the respective threads!
Play with the Devs Today at 2PM or Watch on Twitch!
April 18, 2014 @ 4:43am
Today at 2PM CST you can join our Devs playing the featured user made map of the week, When the Whistle Blows, or watch all the action as it streams live from the AmericasArmyGame Twitch Channel.

http://www.twitch.tv/americasarmygame/
Update #1 - Danger Meter - April 18th
April 18, 2014 @ 4:10am
Hi folks! First of all, I would like to say thank you to everyone! Without your continuous support we will not make it this far.

The first week of Early Access has been quite a ride. I love reading your posts in the Steam Discussions Forum on what you think about the game and how to improve it further. That's why we've worked extra hard on this update.

I'm very excited to present to you our first update to Infectonator : Survivors, version alpha-0.46. In this update we added a few bug fixes, some price balancing on the turrets, and a new feature. Here is the list of updates:

Updates

  • Bug fixes
  • Turrets - turrets will now only cost 100 coins to build and 25 coins to reload. A huge price cut.
  • Danger Meter - added a difficulty meter in the Map View. Now you can see how bad is the zombie infestation in an area
  • Difficulty Mechanism - Changed the difficulty mechanism. Each building will have a random level of infestation. Every few days, the infestation will worsen. The Danger Meter in an area will go down if you successfully completed a mission in that area.
  • Supply Production - added a new research item in the workshop. You can now research on supply production.
  • Supply Drops - slightly increased supply drop rates.
  • Fullscreen/Windowed - added an option to toggle fullscreen or windowed mode.




Wish list on next update
I've been working on a new type of enemy. The kind of enemy that you wish you'll never meet in the game...other Human Factions. They are strong, armed to the teeth, and they will try to rob and kill you. Hopefully, they will be joining us in next week's update with a couple new battle mechanics.

Currently I'm using the Thug skin for the bandit but here is a screenshot.


Suggestions & Feedbacks
If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Weekend with Star Conflict!
April 18, 2014 @ 4:09am


Pilots!


This weekend you will have cool space-bonuses and discounts:
  • You'll have a х3 Bonus for the First Victory
  • Bonus +50% to synergy gain in battle
  • Bonus +100% to synergy extraction
  • 50% Discount on ALL Т4 and Т5 ships!

Get ready for this weekend! Newest Fleet ships are here!

Sincerely,
Star Conflict Team
Patch 2.4: The Eye Of The Storm is coming!
April 18, 2014 @ 4:05am
Patch 2.3 was released but a week ago. We’ve seen the addition of a new Naut, Penny Fox, and a whole batch of other improvements to the game. But already Voltar’s Vault stirs again, for a new patch is on the horizon: The Eye Of The Storm is coming!

Contagion Update - Hotfix 2014-04-17
April 18, 2014 @ 4:00am


Here is our latest hotfix that should if all goes as planned resolve the existing bugs troubling a number of you. We will keep an eye out and do our best to jump on anything that may pop up as we have since before "Early Release" heh. Thank you for your patience and we hope you didn't have to wait too long. A few more updates added that should please some as well!

Contagion - Hotfix 2014-04-17


  • Fixed shadow glitching to low-quality when sprinting or zombie.
  • Added -tickrate back to code so servers can custom-set 66 tickrate servers.
  • Added ability to force public IP display in listen servers.
  • Adjusted memory loading method for Sounds in attempt to fix missing sounds ingame.
  • Getting infected and turning into a zombie now keeps the same character model but zombie version.
  • Fixed zombies not spawning after first round of Extraction on Barlowe.
  • Fixed glitch where you can get infected twice, cancelling the first infection timer.

  • Fixed infection glitch spawning you in offset new places.
  • Fixed double-sounds from survivors when melee attacking.


  • Remember these fixes may still be updating on our servers so if you receive a **** differs error it just means the server is not yet updated. The update is still going out to servers.

    Always an important topic to remind everyone of!

    Contagion - Let's Play Competition with prizes exceeding $12,500 USD


    For information visit- http://www.contagion-game.com/lets-play/

    and/or watch our instructional video



    For those that missed it Contagion has been Fully Released having held back on some major changes. Be sure to check it out and if you like what you see...



    Being in Japan for 11 years I just found out Sunday is Easter......... I forgot :(
    That said we're still pushing to release our Contagion SDK update this Sunday! Wish someone had said something sooner :( heh.

    (Edit: Re-posted as we've resolved the T-Pose issue. Some servers may still have the issue so please report in "Bug Reports" discussion so we can fix ASAP. We need to know what server name and what issues you run into if you can help us help you! Thanks)



    -The Contagion Team
Long-expected EU Server Arriving Soon
April 18, 2014 @ 3:40am
Finally! EU Server Around the Corner!

Heads up all European CoS players!

First off, we’d want to thank you all for making the US servers more vibrant, some might have to stay up late or get up early. And we know many of you have been waiting for a server physically located in EU from day 1 (we still have those requests, emails, PMs, etc).

Now we have the capability to provide a European game service in English! The maintenance team has started on a proper location to host the new server, and of course, we have lots of preparation to do as well. There will be another announcement up when a date is settled.

How about Existing EU Players?

For all European players who played on US servers, we can transfer all your remaining Electrum to the new EU server after deduction from the US one.

Unfortunately, characters cannot be transferred manually between databases so we can’t transfer US characters to the new European server.

How to get Electrum transferred:

  • Write us an email (support@mechanist.co);
  • List character names and playing US servers, along with Electrum balance (screenshot works as well);
  • Transferred Electrum quantity will be based upon provided quantity and backend log;
  • Electrum can only be transferred when player payment has cleared (a fraud prevention measure);
  • Have a look at your account after EU server is up and confirm the Electrum was transferred successfully.

One more US Server

A new US East Coast server will also launch along with the EU server, so players who live in the East Coast will have a better game service available soon, too. Anyone who wants to transfer their remaining Electrum can reach us at support@mechanist.co with necessary info.

In addition, we’ve started on a list of new server events that will go live with both these 2 new servers! Be sure to keep an eye on our official website for more news, updates and events.
Steam phishing scam bypasses Steam Guard, goes fishing for your trading cards
April 18, 2014 @ 3:21am
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title="Permanent Link to Steam phishing scam bypasses Steam Guard, goes fishing for your trading cards">Steam_Logo







Valve has so much faith in its Steam Guard technology that Gabe Newell once famously gave the world his password and dared it to gain access to his account - but the system is not entirely secure. A new phishing scam can bypass Steam Guard entirely, by gaining access to a specific file on the hackee's computer. I'll detail it below, but the gist is that if Steam ever tells you it needs to download a special SSFN file, do not comply. Also: that's not the wallet inspector.



You probably know how Steam Guard works by now: it's that code verification email thing that appears when you try to log into Steam from a new computer, or on your browser. Well, scammers have found a way past this, by asking for your username and password, but also for permission to download an SSFN file from your computer. This file tells Steam that it doesn't need to do a security check every time you start Steam, so you can see why they'd want to get their scammy hands all over it.



If the scammers do manage to get their hands on this file, they won't be able to use your bank details to purchase any games, but they will be able to drain your Steam wallet and plunder your inventory - including any trading cards you haven't yet sold for a whopping 4p on the marketplace.



As Gamasutra note, Valve is aware of the scam, and are advising people not to give out their SSFN files to anyone - even to that trustworthy seeming guy in the back alley with the pencil moustache and oily grin.
Seven Days Left - AB0424PDT-
April 18, 2014 @ 3:13am
Seven Days Left - AB0424PDT-


We know you guys want to skip the tutorial but Seven’s League will award you with Seven Gems when you finish the tutorial, so be sure to check it out after April 24th although it will be a very dull experience for all you rank 30ers.

What is Seven’s League? Click here to read an English version of the novel, ArcheBlade.

Also, click here to enter the random item giveaway event if you haven't already.
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