Athena's Circus - samburger360

it's a bit late, i know 😅

Athena's cannon and Athena's wheel have been FULLY remade in clickteam!

not only does the game lose about 200 megabytes, but we also have (hopefully) full compatibility with all modern windows devices.

aside from that, Athena's cannon has been revamped to now include two cannons.

As for the future, I think these the final Athena arcade games.

there probably will be more games (and maybe more remakes) in the future but they will be more linear.

ALSO, if I end up remaking Athena's steamworks/show, I can put them all in one application, since they all will be made in clickteam then :)

Three Against the Odds - gamesforflipp
Gameplay Changes

  • It is now possible to unlock all campaigns and Endless Mode based on progress, even if you haven't beaten all campaigns
  • Once unlocked you can choose which campaign to play when creating a new profile or after a run
  • You can also Abandon Settlement on a profile and then choose a different
    campaign
FIREFIGHT RELOADED - Bitl

A major update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED.

Please report any suggestions in https://steamcommunity.com/app/397680/discussions/1/7073555028226857848/ and report any bugs or crashes in https://steamcommunity.com/app/397680/discussions/3/

FAQ coming soon!

NOTE: This update may require you to delete your firefightreloaded/cfg/config.cfg file as a lot of changes here effect default settings, including movement. Make sure you back up the file before you delete it to save any control bindings to reapply later.

Changes since ENDGAME:

- Fixed a crash involving C_BaseObject::StopAnimGeneratedSounds.
- Added Reformed (friendly) Combine Soldiers, Aces, Hunters and Elites.
- Buffed the Combine Ace's melee attack damage from 20 to 30.
- Added HECU Marines.
- Added Reformed (friendly) Metrocops, Manhacks, and HECU Marines for modding purposes.
- Ministriders are now closer to their original HL2 Episode 1 versions:
- They no longer melee or charge.
- They are vulnerable to most weapons.
- Their health is now set to the proper amount (300)
- They can fire 60 AR2 pulse rounds in a single burst.
- Shoots actual bullets.
- Added fr_version command.
- Fixed an issue where the Max Health upgrade doesn't give additonal health.
- Added the following upgrades:
- XP Boost: Adds up to a 3x boost to XP rewards, including through Achievements. Each upgrade adds 1x more XP to the multiplier.
- Kash Boost: Adds up to a 3x boost to Kash rewards, including through Achievements and Kash Bonuses. Each upgrade adds 1x more Kash to the multiplier.
- Health Regeneration Interval Upgrade: By default, you can regenerate your health in intervals of 10. Purchasing this upgrade will increase the health regeneration interval up to 100. Each upgrade adds 10 (1x) more health to the interval multiplier.
- Fixed an issue where Antlion Guards and Antlion Guardians are considered allies to player allies after using bugbait.
- Fixed allied antlions not immediately attacking enemies.
- Balanced the Grapple:
- The Grapple can be used up to 1500 Hammer Units.
- The Grapple will take rapidly use 4 points of the HEV suit battery while the Grapple is being used.
- Set sk_spawnerhidefromplayer to 1
- Fixed an error with the tutorial where it mentions a cut Grapple feature.
- Bullets are now visible in bullettime mode.
- Fixed Combine Elites and Aces turning around when shooting Energy Balls.
- Fixed precaching issues with some Half-Life 2 maps.
- Fixed a bug where map transitions would hide the weapon.
- Re-edited mapadds and map-specific spawnlists into their own files.
- Mapinfo files are now moved to the maps folder.
- Removed nodegraph .txt files for HL2 Survivor maps as they already have nodes built into the maps themselves.
- Improved gib explosions.
- VBSP: added "Fix smoothing groups not working on detail brushes." (https://github.com/ValveSoftware/source-sdk-2013/pull/391)
- With ai_disappear on, the mod will now remove NPCs at a set distance alongside the visibility checks to improve performance.
- The mod will now disable spawners at a set distance to improve performance.
- Added the ability to control the behavior of NPC removal and spawners at low framerates, known as "NPC FPS Control"
- At a specified low FPS, NPCs will be removed and spawners will be temporarily disabled to improve performance.
- Added "firefight_whiteforest", the first custom FIREFIGHT RELOADED map based off the iconic White Forest fight from Half-Life 2: Episode 2!
- Fixed new_shield_model and new_shield_color attributes for Combine Ace.
- Updated all HL2DM maps to their newer versions as of the 20th Anniversary update.
- DM_Lockdown is slightly different to fix the shower clipping issue.
- Regenerated cubemaps on halls3 due to the rename from the 20th Anniversary update version.
- Added some kill icons.
- Mapadds are now more simplified, making them easier to mod with the Fabricator modding tool.
- Restored the dynamic squad behavior of Alien Grunts, Alien Controllers, and Houndeyes from their appearance in the original Half-Life.
- Improved Combine Assassin AI.
- Added the Combine Assassin Ace.
- Added Playlist Chaining, a way of merging multiple playlists into one.
- The Half-Life 2 Episode 1/2 playlists now extend the Half-Life 2 playlist, as they are now one game as of the 20th Anniversary update.
- The FIREFIGHT RELOADED tracks are separate from the default playlists to allow for soundtrack updates without updating the main playlist.
- Added 6 Half-Life 2 Survivor Maps:
- su_gritlake
- su_lockdown
- su_losttown
- su_darkfortress
- su_stationc17
- su_sunsetcoast
- Changed kash shop item order to prioritize more important items and upgrades over weapons and ammo.
- Added generated node graphs.
- Fixed the tutorial not ending at level 3 as originally intended.
- Added the Classic Vortigaunt.
- Added "enemy" versions of the normal and Classic Vortigaunts for modding.
- Added the older Options menu to the main menu in case you can't use the normal options menu.
- Moved the tutorial option to the map selection menu.
- Added the Armored Headcrab, Zombines and Zombies.
- Armored Zombies and Zombines are normal Zombies and Zombines that spawn with Armored Headcrabs, which provide reduced damage on headshot.
- Improved Hunter firing sounds.
- All players will now get the discontinued Killionare achievement when they start up the game.
- Made it so the secondary fire makes the shotgun pump, even in semi-auto mode, by default.
- Added Kamikaze Zombies.
- Added an option for fly node generation with TXT node generation. Set ai_txt_buildairnodes to 1 before loading a map for it to generate fly nodes. Delete the original ain file for it to do this. Won't work in maps without node txt files/game-generated nodes.
- You can now grapple into a vehicle.
- Playerbots now can equip RPGs and use them in combat.
- The Advisor now displays a screen effect when pinning the player after wallrunning.
- The Advisor will now create drones in the first stage, but will create them at a slower rate than the second stage.
- The rate in the second stage is controlled by the advisor's first stage throw rate.
- The Tau Cannon now acts more like the HL2 Jeep version.
- Fixed some kills not recording with Tau Cannon.
- Added an option to change the Gauss beam to the Half-Life 2 Jeep's.
- Combine Aces are now much more grenade happy.
- Added a Randomizer and Randomizer Permadeath loadout.
- Turret kills are now counted.
- Rebalanced ammo capacity.
- Added throwable manhacks.
- Player-deployed turrets and manhacks now don't get removed by the game.
- Cleaned up the HUD a bit.
- Classic Mode will now send players to the boss battle when the player reaches 350 kills regardless of level.
- Added a feature where the game can automatically save when you level up.
- Won't work in Hardcore/Permadeath Mode.
- In the boss battle, the game will save upon every respawn.
- Fixed a crash where Turrets would crash the game when reloading from a save file.
- The AR2's scope mode now will only do headshot damage with the first 5 shots from the magazine.
- The M249 no longer has headshot damage.
- Added various options for fine-tuning the Grapple.
- Added an option to toggle 2004 blood.
- Added the Physics Gun as a development tool.
- Sounds are now in their own VPK, improving download speeds.
- Improved opacity on the scoreboard.
- Increased the Combine Assassin base health to 85.
- Fixed the FR team color in the scoreboard.
- The Sniper Rifle is now less accurate when hipfiring, and it only headshots when zoomed in.
- Added an option to toggle 2004 fires.
- Added the option to exit back to the main menu.
- Added additional skins to the Zombine.
- Credits go to the Quick-And-Easy Zombine Creation kit/base by ChalkyMalky and Devteam53
- Improved the Zombine's default skin.
- Credits go to the Quick-And-Easy Zombine Creation kit/base by ChalkyMalky and Devteam53
- Made it so the sound slows down in Bullet Time mode.
- Bullet Time no longer lasts as long as it did originally.
- The HEV Suit Aux Power battery will no longer be fully charged on spawn. Instead, it will charge to completion rapidly on spawn.
- Added crosshair color customization.
- Added a more defined crosshair.
- Improved kill icons.
- Ported the mod to Visual Studio 2022!
- Improved Gamepad UI sliders with keyboard and mouse controls! To edit a slider setting, click on the slider and use the mouse wheel to adjust. It will be highlighted in blue when editing. Note that the scrollbar on the options menu will be disabled in this state. There will be a tooltip that will be useful for adjusting the setting.
- Added the ability to finely adjust some settings with the mouse wheel by pressing SHIFT while adjusting the setting.
- Improved player movement. It is now closer to HL2 movement, even with wallrunning.
- NPCs will now run when houndeyes do their sonic attack.
- Improved Ironsight Editor accuracy.
- Improved ironsights for some weapons.
- Kash Bonuses are now Kash Boosts.
- XP Bonuses can now be unlocked.
- Added the Benelli M4 Super 90, also known as the M1014.
- There is now a slight accuracy penalty when quickly firing the Pistol with ironsights.
- Increased the player damage of the Pistol to 10.
- Increased the NPC damage of the Pistol to 8.
- Increased the player damage of the SMG1 to 8.
- Increased the NPC damage of the SMG1 to 6.
- Decreased the player damage of the MP5 to 6.
- Increased the NPC damage of the MP5 to 5.
- Lowered the MP5 burst cycle rate from 0.5 to 0.3.
- Increased the MP5 fire rate from 0.065 to 0.075.
- Increased MP5 bullet spread from 3 degrees to 5 degrees.
- The spread when ironsighting an MP5 has been set to 3 degrees.
- Added muzzle smoke to every NPC weapon.
- Removed the Quicker Progression spawnlist/gamemode as there are now ways to speed up game progression without changing the spawnlist.
- Added the Combine Aerial, Precision (Railgun), and Blast (Frag Grenade) Cauterizer scanners!
- Metrocops will now refer to the player by multiple names, much like Combine Soldiers.
- Advisor Drone Hunters no longer shoot rockets.
- The Shotgun primary fire no longer can do headshots.
- The Shotgun secondary fire can now sometimes gib enemies.
- Combine Soldiers now won't always gib when blown up due to them using body armor.
- Decreased the intensity of gib explosions.
- Improved the stability of the Store.
- Added an option to disable the use of the Axebane Katana.
- SMG Grenades can now pass through glass.
- Added an additional option to disable Crossbow glass penetration.
- Provided a solution to fix the Multiple Charges achievement.
- Added the Flechette Rifle. Fires rapid bursts of Flechettes that can be harvested from Hunters on death.
- Fixed some hitgroup issues with the Katana.
- Added blood to the Combine gibs.
- Based on textures using the Quick-And-Easy Zombine Creation kit/base. Credits go to the Quick-And-Easy Zombine Creation kit/base by ChalkyMalky and Devteam53
- Added a vignette effect when using ironsights.
- Improved and added some player weapon third person animations.
- Fixed flashlight sounds overriding sounds of gunfire.
- Fixed a bug where some MP3 files don't load through FMOD.
- Added dual wielding to the Pistol and the RPG.
- When adding a weapon to a Loadout script, you can add "_dual" to the end of the weapon name to specifiy that the weapon should be spawned with a second one for dual wielding. The weapon won't dual wield unless the user chooses to.
- Fixed achievement progress notifications.
- Added a slight XP multiplier based on the amount of kills you got.
- Made it so the spawner spawn time is adjusted by the difficulty.
- Killstreaks/Killing Sprees are now reset on respawn.
- Added Resistance Retribution II/Resistance II.
- Added a singleplayer deathmatch gamemode.
- Playerbots will now have their own names.
- Re-added Resistance Retribution.
- Fixed a crash that could occur if you don't have a spawnlist loaded.
- Improved Combine Ace/Elite AI.
- Fixed the decapitation particle not rendering correctly.
- NPC v NPC kills are now shown on the kill log. These can be disabled (except for playerbot deaths).
- Brought back kick launching.
- Added the Grenade Launcher.
- This weapon uses GeneralEcchi's re-rig of the default HEV arms for the L4D2 rig of the viewmodel.
- Autosaves from leveling up will now show the "Saved" text upon saving.
- The Grapple Beam will no longer grapple onto displacements/terrain. It can now only grapple onto solid serfaces (walls, buildings, structures, etc.)
- There is now no friction when grappling onto a surface.
- Added a display between damage effects.
- Buffed the spawn time and advisor health in the boss battle.
- Decreased the amount of weapons given to the player in the boss battle.
- Increased the player's health and armor in the boss battle.
- Added 10 extra loadout slots for custom loadouts.
- Added Mrfunreal's lights.rad fix.
- Improved the Boomsquid's outline color.
- AR2 secondary fire can now award a XP Boost.
- Improved price balance.
- Fixed a bug where you could get Health Regeneration as a perk even with it disabled.
- Fixed a bug allowing crossbow bolts to collide.
- The game will no longer give you ammo if you get the Infinite Ammo perk.
- NPCs that already have attributes won't become Advisor Drones.
- Improved the functionality of some included outdoor maps.
- Improved the physics model for Ace Metrocops.
- Updated Steamworks to the version used in the newest Source SDK update.
- Added proper Steam Input support based off Blixibon's Expanded Steam.
- Added basic Nextbot support based off the newest Source SDK update.
- Implemented some community Source SDK bug fixes including:
- Remove SinCos table. (ValveSoftware/source-sdk-2013 #631)
- Fixed a possible bugbait crash. (ValveSoftware/source-sdk-2013 #560)
- Fixed some raycasting bugs (ValveSoftware/source-sdk-2013 #552)
- Improved S.L.A.M functionality (ValveSoftware/source-sdk-2013 #532 @Comment by Adrianilloo)
- Added support for automatic cubemap building (CubemapBuilder) (ValveSoftware/source-sdk-2013 #1163)
- Added support for setting the number of ambient cubes per leaf with -AmbientCubesPerLeaf N (ValveSoftware/source-sdk-2013 #981)
- Added "-extrapasses" (ValveSoftware/source-sdk-2013 #980)
- Added user-configurable scaling for light_environment samples (ValveSoftware/source-sdk-2013 #1116)
- Add %alphatexture (arbitrary VTF for texture shadows) (ValveSoftware/source-sdk-2013 #1150)
- Fix Headcrab canister precache (ValveSoftware/source-sdk-2013 #1099)
- Only show sparks out of water (ValveSoftware/source-sdk-2013 #1112)
- Stop flames on player death (with sv_player_extinguish_on_death) (ValveSoftware/source-sdk-2013 #1110)
- Fix ammo crate exploit (ValveSoftware/source-sdk-2013 #1095)
- Adjust melee hit trace (ValveSoftware/source-sdk-2013 #1089)
- Fix functionality of ent_setname command (ValveSoftware/source-sdk-2013 #1221)
- add %CompileNoBumpLight (ValveSoftware/source-sdk-2013 #1251)
- Add brush model support for glow outlines FX (ValveSoftware/source-sdk-2013 #1246)
- And many more!
- Fixed bullet spread values for the 357 not working as intended.
- The 357 now only headshots when the sights are aimed down.
- Fixed an issue where some NPCs couldn't spawn properly in a spawner on su_lockdown.
- Improved bunnyhop behavior. Speed will now build up gradually rather than rapidly. The old behavior can be enabled with "Toggle Bunnyhopping Pre-INVASION Behavior" or if sprinting is enabled.
- Added an option to change the Grapple Beam's rappel speed.
- Set the default Grapple Beam rappel speed to 1000.0 (original value was 1350).
- Fixed a bug where the Grapple doesn't switch when it's low on battery.
- Increased Grapple Beam range.
- Improved HUD visibility.
- Increased mouse sensitivity limit to 12.
- You can now no longer purchase ammo, armor or health if you reached the limit for each.
- When adding a weapon to a Loadout script, you can add "_dual" to the end of the weapon name to specifiy that the weapon should be spawned with a second one for dual wielding. The weapon won't dual wield unless the user chooses to.
- Fixed a bug where the game gives the loadout to the player twice.
- Added the ability for modders to give attributes to NPCs through spawnlists.
- Added the ability for modders to define NPC 'teams'
- Added an option to pause player simulation (movement/gravity) when the game is paused. Note that this option may cause some gameplay issues.
- Moved Crosshair and various HUD related options from Video to Gameplay.
- Added the option to show damage numbers when shooting NPCs.
- You can customize the color of these damage numbers, ala TF2.
- These can change color depending on what kinds of enemies you hit.
- Removed Railgun ammo from the Store as ammo can already be acquired through passive battery recharging and recharging with the suit battery.
- Added the Charge Bow.
- Press and release the attack button to fire a bolt.
- Press and hold the attack button to charge the bolt for increased damage, speed, and shot penetration.
- Fixed a bug where decapitation models would use the initial ragdoll pose/A-pose/T-pose.
- Improved Katana decapitation responsiveness.
- Improved order of graphics options.
- Added extra multithreading options.
- Added an option for Power Saving Mode.
- Added an option for ragdoll statues because I can.
- Added a charge mode to the Katana.
- The charge increases your range, damage and speed in exchange for limiting your turn speed. This is similar to how the charge mechanic works in TF2.
- Fixed the Katana's kill multiplier not actually increasing your speed.
- Added the Honorbound loadout, allowing you to practice Katana charging.
- The Combine Super Ace no longer allows decapitation kills to prevent easy Katana charge kills.
- The Combine Ace and Super Ace no longer has damage vulnerability to the Katana in higher difficulty settings (Medium and up).
- Nerfed the base Katana damage from 100 to 50.
- Nerfed headshots.
- Added 4 new achievements:
- Honorbound - Get to the maximum kill combo multiplier (5 kills by default) while using the Katana in Bullettime mode.
- Nailed It! - Pin a enemy with the Knife, Charge Bow or Crossbow.
- Killtacular - Get 2 GODLIKE kill streaks (40+ kills before and after a respawn) in a playthrough.
- Primal Instinct - Deliver a headshot kill (with weapons that can headshot) immediately after sending an enemy into the air.
- Fixed a bug where the RPG's missile didn't fire from the RPG when the view model is left-handed.
- Added the ability for the player to use minimal viewmodels or centered viewmodels.
- Added the ability to adjust your viewmodel position.
- Your viewmodel position will override the minimal viewmodels/centered viewmodels setting.
- There is also a seperate setting for adjusting the RPG Missile's position.
- Gave the MP5 proper iron sights.
- Added options for viewmodel bob and lag.
- Added the ability for the player to do damage against smaller enemies with the Grapple Beam when flying at them in mid-air.
- Improved kill icons.
- Improved the kill log.
- Both the player and enemies now have different colors in the kill log.
- Blue: Player/Player Ally.
- Red: Enemy
- Orange: Rare Enemy
- Magenta: Advisor/Advisor Drones.
- The Playlist, Gamemode and Player Model menus now automatically save your option. This fixes a bug where the options don't save unless anything in the options menu was edited.
- Improved air control.
- Nerfed the gatling gun:
- Bullet damage has been reduced from 75 to 25
- Multiple (3) bullets now fire per shot (similar to TF2's minigun), resulting in up to 75 damage if all 3 bullets hit a target.
- Reduced the maximum amount of ammo from 1000 to 750.
- The overall effect this has is that the minigun is more effective at mid and short range than long range due to the bullet spread.
- Fixed a bug where the Knife can duplicate enemy ragdolls.
- Lowered the SLAM's detonation delay from 0.20 to 0.10
- Added tracks from the FIREFIGHT RELOADED Invasion Soundtrack.
- Made it so that certain enemies' Katana damage resistance increases with difficulty.
- Lowered the Katana's default range.
- Your Katana range now nearly doubles when charging or using bullettime.
- Fixed a bug on various weapons where the viewmodels don't flip while using centered viewmodels.
- Fixed a bug where left handed viewmodels had inverted viewmodel lag, making them feel clunky.
- Fixed a bug where impulse 101 sets the max armor to 999 when it should be capped to 500.
- Fixed a bug where impuse 101 wouldn't increase the max armor or health if you use loadouts like Honorbound.
- Added a 25% damage resistance when grappling, and a 40% damage resistance when charging.
- Slightly reduced the default self damage force from explosives.
- Fixed an oversight that made it so Combine Aces could be easily damaged by the Katana at higher difficulties.
- Made it so the Katana will only apply the Combine Ace and Advisor's damage resistance to it if their shields are broken.
- Fixed a bug where you could kick Combine Aces across the map.
- Reduced the Kick's effectiveness against the Combine Ace and Advisor.
- Fixed a bug where the Kick registered as 3 hits and not 1.
- Buffed the NPC Railgun damage from 45 to 55.
- Buffed the NPC Gatling Gun damage from 8 per bullet (24 per shot) to 16 per bullet (48 per shot)
- Merged the Difficulty and Game tabs into 2 different tabs: Game and Advanced.
- Game stores more basic gameplay options, and Advanced stores more advanced game options.
- This was done due to there being options that could go into either the Game or Difficulty category. This is also to make it easier for people to adjust advanced options without needing to apply a setting to show them.
- Improved and optimized the number of spawners in the following maps:
- su_gritlake
- dm_overwatch
- dm_underpass
- dm_runoff
- su_station17
- firefight_whiteforest
- Fixed a crash related to damage modifiers.
- Made it so weapon sway/viewmodel lag is more heavily reduced when aiming down sights.
- Fixed a bug where some allied npcs don't use the ally color.
- Fixed a bug where certain enemies will ignite on fire when kicked or charged into.
- Make it so Playerbots are less resistant towards explosive damage.
- Fixed a bug where antlions could gib with the AR2's scoped mode.
- Fixed a bug where antlion workers don't explode on death.
- Changed the Katana's sounds.
- Increased the Katana's fire rate from 0.75 to 1.0.
- Added options to enable the FPS panel, battery level, and position.
- Fixed a bug where hornets can disturb a Katana charge.
- Changed how certain types of hornets spawn:
- Red (fast) hornets spawn more often in Hard difficulty and spawn constantly on Very Hard and up. On NIGHTMARE difficulty, all red hornets are 2.5x speed.
- Orange (slow) hornets spawn more often in Easy difficulty.
- The distance Alien Grunts shoot at increases by 2.5x on Hard difficulty and up.
- Fixed a bug where the Rail Hunter and Ministrider didn't have proper killfeed icons.
- Fixed a bug where the Elite Hunter didn't have a kill icon.
- Buffed the NPC shotgun damage from 3 to 5 per pellet.
- Improved how the shotgun secondary fire shot count is handled on NPCs and players.
- Nerfed the AR2's damage when scoped.
- Made the sniper rifle more accurate when zoomed in.
- Made the railgun more accurate.
- Fixed a bug where shooting an enemy in the pelvis counted as a headshot.
- This may decrease Katana responsiveness. Use the g_fr_headshotgore_allowchestshot ConVar to revert this behavior.
- Placed turrets will no longer do an extra double damage against antlions or combine soldiers.
- Buffed the M249 Para's NPC damage from 8 to 11 per bullet.
- Fixed a bug where the bullettime katana speed bonus doesn't work.
- The Katana in Bullettime will now slightly refill your aux power based on your kill multiplier. This happens once per Bullettime.
- Fixed a bug where zombies won't pass on their attribute index to their headcrab after dying. In other words, Kamikaze Headcrabs now spawn from Kamikaze Zombies.
- Added support for hex codes to be used as colors for NPC attributes.
- Made it so the first part of "MINDFIELD" plays during the first (shielded) phase of the Advisor's boss fight, and the second part of it plays when the shield breaks.
- Added an animation for knives being thrown in mid-air.
- Added some cover to the Advisor boss battle.
- Improved the Advisor's navigation. The Advisor will now properly avoid obstacles and float off the ground.
- Buffed the Advisor's melee damage from 10 to 45 and gave it more knockback.
- The Advisor now subtly looks at the player.
- Fixed a bug where the ceiling turret shoot sounds don't play.
- Fixed a bug where loading a save can turn the Gravity Gun back to the normal version if the game was saved right when the player went to the max level.
- The Advisor will now be damaged by the kick and AR2 Combine Balls, although it will have a damage resistance to each.
- The Advisor will now only make you stop moving if you try hiding behind cover, not when you wallrun. This is to make players less likely to hide behind cover for an extended period of time.
- Added Steam Rich Presence support.
- Added options to enable and disable Steam and Discord Rich Presence.
- Enabled Dynamic Model Loading for all entities.
- Made it so the Katana switches to a bloodied version upon killing an enemy with blood in it.
- Disabled Advisor Drone portal creation with melee weapons to prevent a graphics crash.
- Decreased the Combine Ace and Advisor's unshielded damage resistance to the Katana from 80% to 50%.
- Increased the Combine Ace's default health from 100 to 150.
- Fixed a bug where the Katana didn't do any damage to props.
- Fixed a bug where the Advisor's pin effect would persist on player death.
- Fixed a bug where the player would die after killing the Advisor.
- Reduced the amount of NPCs in su_trussbridge.
- Redid the spawner layout and lowered NPC count in su_losttown.
- Fixed a bug where certain loadout values can be overwritten in rare instances.
- Added the ability to automatically record demos (similar to TF2's demo recorder)
- Fixed a bug where FR won't launch on newer Linux distros due to a glibc oversight. For older versions of FR (mainly ENDGAME), it is ideal to launch FR with "GLIBC_TUNABLES=glibc.rtld.execstack=2 %command%" in the launch options.
- Added mat_picmip -1 as a setting (set Texture Detail to Very High in the options)

Changes since the last Beta update (on top ofd the above changes):

- Added the "Very Low" and "Toaster" setting to Model Detail and Texture Detail settings.
Very Low:
r_rootlod 3
mat_picmip 3

Toaster:
r_rootlod 7
mat_picmip 4
- Added the Instagib Loadout: 1 Health, 0 Armor, Overpowered Railgun, Infinite Grapple and Ammo, Restarts map on Death (semi-permadeath)
- Increased the Shotgun's ammo capacity to 9 from 8.
- Fixed a bug where the advisor sometimes didn't break the player out of the pinned state if the advisor doesn't see them.
- Added a ring below Advisor Drones in the boss battle to easily identify them while in the air.
- Added the starter weapons to the reward pool for loadouts that don't use the starter weapons.
- Switched out the MP5 for the Sniper Rifle in the default loadout as the MP5 is too similar to the SMG1.
- Increased the Katana's bullettime speed boost.
- Made it so the Katana bullettime speed boost stays at the maximum amount even after the current multiplier is finished in bullettime.
- Removed the Knife from the default loadout as it overshadows the original Crowbar.
- Added the ability to adjust the color of the Railgun's Beam.
- Increased the lifetime of the Railgun Beam.
- Made it so Railgun beams and Tau Cannon blasts can shatter glass.
- Made it so citizens and combine soldiers use the unused AR2 activities (ValveSoftware/source-sdk-2013 #1320)
- Made it so citizen/playerbot NPCs can fire AR2 combine balls and SMG1 grenades.
- Nerfed the health of the enemy playerbots.
- Improved the stability of file loading.
- Further optimized firefight_whiteforest.
- Added more spawn locations in firefight_whiteforest.
- Added the first batch of translations to FIREFIGHT RELOADED! Thank you to the following for your contributions:
Gh0st - Spanish
theFILipKOS - Polish
Golden - Portuguese (Brazil)
shrewmca - Finnish
Blackwhite - Russian
yu2056 (Juri S.) - Russian
Quriosity - Russian
Hoshungen (Hosh) - Turkish
SuNightFox - Ukrainian
schriftform (Max) - German
CrabHead - Polish

One or more parts of the following languages came up uncredited.
Please contact me or post in the Steam Community if you did any of these:
(N/A) - French
(N/A) - Simplified Chinese
(N/A) - Traditional Chinese

- Improved kill icons for various weapons.
- Improved the icon for the OICW.
- Fixed an exploit in dm_lockdown where players could escape through a hole at the top of the map.
- The Turret's hologram color will now glow orange if the weapon detects if it's too far to place the turret.
- Extended the placement range for turrets from 128 hammer units to 192 hammer units.
- Fixed a bug where turrets can't be placed in some locations (such as parts of dm_lockdown).
- Improved the visibility of turret holograms.
- You can now adjust the opacity of turret holograms.
- Added the ability to rotate the turret aiming angle by pressing the secondary fire.
- Added a spawner at the highest level of dm_powerhouse.
- Improved NPC handling of the Sniper Rifle and the Railgun.
- Fixed a bug where the Shop's music could stack.
- Added an option to toggle a previous Store fix.
- Added a unique Knife pin sound.
- Added unique icons for decapitation and explosive headshots.
- Added an option to enable headshot kill logs with normal weapons.

Be sure to join our Discord server at \[url]https://discord.gg/4MfShzF\[/url] for more future updates!

Stickman Adventures - derpindustries1
~~~~ ABOUT LEVEL 2.... THE FOREST LEVEL. ~~~~ːsteamfacepalmː

I've recently gotten some feedback regarding level 2. I've heard that people can't even beat it on fragile mode, and it makes the game unplayable.

Well....

I'm thinking of nerfing level 2. I know I know, I'm not supposed to care, but heh... I'm only human after all.....

Comment on this if you CAN NOT beat level 2. ːsteamhappyː

MineGeon: Renegades - kickstonestudio

The MineGeon: Renegades Playtest is now LIVE!
This is our very first public test, and we’re incredibly excited to finally let you explore the depths of our chaotic sci-fi roguelite.

This playtest will be available for a limited time: From June 7 to June 20, so don’t miss it!

Here’s what’s included in this early slice of the game:

  • The first biome with a full, handcrafted path

  • One playable class: Gunslinger Trevor

  • One boss and one Scavenger miniboss

  • Special rooms, minigame, and combat

  • Music and SFX

  • Playable solo or in co-op!

Tried it already? We want to hear from you! What did you enjoy most, and what could we improve?

  • There’s a survey available directly from the game’s main menu. Your feedback will help us shape the future of MineGeon.

  • Found a bug? You’ll also find a bug report form in the main menu or you can report it directly via our Discord.

If you enjoy what you see, don’t forget to wishlist MineGeon: Renegades on Steam. It helps us a ton and makes sure you won’t miss any updates or the full launch later on!

Snail Simulator - Snail Simulator


Join the Discord Event

- Get the 100+-snails-online achievement! 🐌
- Bask in the chaos of hundreds of snails saying HULLO and HUP-HUP-HUP!
- Travel in a giant herd of snails!
- New additions to the game!
PreStrafe Playtest - Dementei
General
  • Fixed up player start collision when placing in level editor
  • Added more varied lights to level editor
  • Added new prototype gamemode: Infection

Infection
  • Play Infection on alternate map: Hangar_Tag
  • Requires two players to start round
  • Chooses a random player to be the initial infected
  • Press [LMB] to attack/tag Human players as a Zombie
Magic Rune Stone - dojidoji111
Dear players,
Our joint game "Witch & Bun Cats" is on sale! First release -40% super discount, Magic Rune Stone players enjoy an additional -10% discount!
https://store.steampowered.com/app/2591360/_/

Our update will also be launched in the next two days.
Our update will include the following content, mainly survivor mode adjustments:
1. Adjustment of artifact charging value to avoid the full screen special effect of charging too fast
2. Automatic attack in character survivor mode!
3. Monster value adjustment: slow down the movement speed and increase the blood volume
4. The survivor endless mode is calculated by the number of layers

Thank you for your continued support~
Skyblocker - pitchfork2025
-Improved optimization of lighting for better performance.
Byte of the Dead - rdfairfax

I've been working on a few reported bugs and some minor changes. Here is the list of changes going into this patch:

  • fixed weapon upgrade text not in the right spot.

  • added camera shake when swinging crowbar

  • moved spawn point at creates so health will spawn correctly.

  • added lights to the building's interiors.

  • fixed AK ammo not assigned correctly.

  • added text to fence upgrade sign.

  • added/ fixed audio cutting off on the AR-15. (still working on the rest of the guns)

  • fixed vehicle spawner location no collision.

  • I've also discovered a bug where the building upgrades aren't saving properly. The buildings save but it still says you can upgrade. I'll be pushing out a patch as soon as this one is fixed.

...

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