Sword of the Stars II: Enhanced Edition - Valve
r22600b
------

Critical fixes:
+ Fixed a post-combat crash related to node cannon effects.


Other fixes:
+ Made general optimization passes to speed up turn times, AI processing and star system selection responsiveness.
+ Zuul no longer immigrate to other factions.
+ Population Manager and Comparative Analysis buttons are now disabled between turns.
+ Corrected 'pirate encounter freighters destroyed' news event messages.
+ Fixed graphical glitch caused by moving defense assets.
+ Battle riders destroyed by node cannons no longer continue to tie up
carrier space.
+ Fixed ownership display of systems in sensor range.
+ Corrected intel result rolls.
+ The intel success rate is now correctly reflected in the UI.
+ Fixed some cases where fleets were spawning at the wrong locations in combat.
+ Diplomacy panels are now disabled for defeated empires.
+ Fixed some odd behavior with ship rolling in combat.


Other changes and additions:
+ Factions now get population bonuses when immigrating.
+ The F key now functions as an alternative button for focusing on the
object under the mouse pointer in combat.

r22508d
------

Critical fixes:
+ Fixed crash related to station construction.

Other fixes:
+ Addressed issues related to combat stance behavior and sensor range.
+ Immigration rate now affects corruption.

Jul 30, 2012
Waves - Valve
Changes:
• Added "Ambient Mode" to Audio Settings. Once enabled all game sounds become musical instruments. Turn down the music and voice volume for maximum effect.
• This update will cause your graphics settings to reset to defaults.
Steel Storm: Burning Retribution - Valve
Summary:
=======
+ updated the game engine (fixes sound issues on Mac OS X, improves mesh collisions)
+ improved collisions with the terrain on Burning Sands
Dota 2 - Valve
GAMEPLAY
- Fixed being able to miss Vendetta
- Fixed Meld sometimes not hitting if you moved quickly after attacking
- Fixed some FOW issues with Spirit Form Illuminate
- Fixed Soul Assumption gaining charges from Illusions
- Fixed some movement formation issues with Familiars
- Fixed Stone Form stun not going off if a Familiar died while casting it

DOTA 2 BOTS
- Fixed bots never using Cheese.
- Fixed bots never using TPs to get back to base.
- Bots will no longer figure out illusions based on the damage the potential illusion is doing.
- Lowered bot farm desire at low health.
- Lowered retreat desire just to pick up items.
- Added a mild distance factor to Roshan desire.
- Baseline push desire is now calculated using the opposing team's total offensive power rather than a constant value (so bots will want more power later in games).
- Bots now just want to equalize power when defending, rather than overwhelm.
- Capped maximum defend desire so that it doesn't trump their attack desire.
Dota 2 - Valve
HIGHLIGHTS:
- Added Nyx Assassin, Keeper of the Light, and Visage to the Matchmaking Hero Roster and Captain's Mode!
- Added a cooldown to being able to find a match when a player declines or abandons a game.
- Added notification for when a Tournament has a live game currently running.

GAMEPLAY:
- Beastmaster: Fixed Wild Axes working with Refresher.
- Beastmaster: Wild Axes no longer provide vision when they aren't flying.
- Naga Siren: Fixed Dust of Appearance not working against units slept by Song of the Siren.
- Naga Siren: Fixed Ice Blast debuff not getting added to units slept by Song of the Siren.
- Naga Siren: Fixed Weave not affecting units slept by Song of the Siren.
- Phantom Lancer: Fixed Doppelwalk illusions not correctly replicating their inventory item slots.
- Rubick: Fixed Wild Axes being left around when another ability is stolen.
- Sand King: Neutrals can now be damaged by Sandstorm.
- Templar Assassin: Fixed Meld initial attack doing too much damage.
- Slardar: Fixed Bash working while doomed.
- Neutrals damaged by an invisible enemy will now try to run away.

SPECTATING:
- Multiple tweaks to director events and framing.
- Fixed particle effects sometimes not drawing while in Player Perspective mode.

UI:
- Added notification for when a Tournament has a live game currently running.
- The kill card now shows a randomly selected item that the killer is wearing. Also reduced its size.
- Fixed equipping an item in the backpack not jumping to the correct hero in the loadout
- Added Buyback to the spectating stats dropdown.
- Added a cooldown for being able to find a match when a player declines or abandons a game.
- Fixed Storm Spirit Mega-Kill announcer having the incorrect equip slot.

VISUALS:
- Fixed Rubick retaining incorrect skins from stolen abilities when returning to his normal model.
- Meld damage display is now only shown for successful hits.

BOTS:
- Significant revision of how bots determine their high-level desires
- Roshan desire has been significantly reworked. It's now based on how quickly Roshan can be killed given the available heroes and how quickly enemies can show up.
- Evasion desire is now more granular. Things like Blade Fury now cause a range of evasion desire based on the bot's current health.
- Fixed case where bots were trying to path to an invalid location when defending their base.
- Made bots more aggressive about attacking when defending a lane.
- Cleaned up inferred human modes for pushing and defending lanes.
- Made bots less concerned about distance when considering an attack on a pinged target.
- Fixed bug that made pinged towers less likely to attract allied bots that were doing other high-priority stuff.
- Tuned retreat desire values when hurt and close to the fountain.
- Made bots somewhat more likely to buy a flying courier.

WORKSHOP:
- Added a new Import Wearable option to the Publish New Item section of the in-game workshop UI. It will compile, validate, and preview your model before you submit it. When submitting, it also packs the files into a format that makes it much easier for us to bring it into the game.
Psychonauts - Valve
- Fixed missing music
- Fixed flickering terrain textures
- Fixed incorrectly rendered fire and other particle effects on some systems
- Fixed uninitialized textures causing rendering artifacts
- Fixed collected figments in HUD not fading away after a few moments
- Fixed several crashes and other bugs
Garry's Mod - Valve
Updates to Garry's Mod have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Fixed some HTML panels not showing up
- Fixed HTML panels being distorted
- Fixed HTML panel clicks being offset
- Added update notice to menu screen
Gratuitous Tank Battles - Valve
version 1.015
=============
1) Updated the sound library
2) Fixed a bug in division management
3) Rebalanced 2 scenarios
Might & Magic: Heroes VI - Valve
Offline / Online saves compatibility first implementation:
- Currently only the progress of unlocking the campaign maps gets synchronized.
- Only progress that has been achieved while playing online will get synchronized. Campaign progress unlocked in offline mode is not synchronized. Progress that has been achieved while being offline is only available on that specific machine.
- The progress will only be synchronized if it has been achieved with a default (online) hero. Progress that has been made with heroes whose affinity has been switched (e.g. from blood to tears) or with custom heroes will not be synchronized.
- The progress of heroes (reputation/skill/level) within a campaign will not be saved/synchronized.

Pirates Of the Savage Sea Adventure Pack - The Fortunes of Captain Hack map:
- Fixed the trigger for the dialog after the battle with Jon
- Reduced the amount of obligatory battles against the Elementals in the northern tunnels
- Fixed the final cutscene: Crag now appear on his horse instead of on foot
- Fixed the trigger for the achievement "The seas run red".

Pirates Of the Savage Sea Adventure Pack - The King of the Savage Sea map:
- The dialogue triggering the bonus reputation quest now appears in the course of the map, not right at the beginning.

Artifacts:
- Pendant of Conflux - Inconsistency between the tooltip and the behavior for the Pendant of Conflux artifact
- The "Bracers of the Druid" artifact tooltips are incorrect.
- The "Gauntlets of the Khan" artifact's second ability (+1 to friendly creatures might damage) doesn't work
- The Cloaks that increase magic defense by 10 for each magic school don't work
- The "Frozen Chrysanthemum" Artifact doesn't work
- The "Boots of the Waverider" does not grant "1 creature movement on sea"
- The "Winterwind Peace Circlet" Artifact doesn't work
- The "Flamegold Shield" artifact does not award fire resistance.
- The "Pendant of Mastery" does not award a bonus to the racial gauge as stated in its description.
- The "Shantiri Armor" does not grant magic defense against the Prime magic school even though it is stated to do so.

Units:
- The growth for the "Harpy" unit is 7 instead of 8
- The growth is 11 instead of 12 for the Demented.
- The growth is 8 instead of 9 for the Maniac.
- The Maximum melee damage of the "Fury" unit is 8 instead of 9
- Vampire Lord weekly growth reduced to 6 units instead of 5
- The Skeletal Spearman unit has the maximum ranged damage 7 instead of 6

Abilities / Spells:
- The chilled effect provided by the "Eternal Winter" ability is increased by 1 instead of 2
- The "Toughness I" ability does not increase the maximum health of the hero's units by 5%.
- The "Toughness II" ability does not increase the maximum health of the hero's units by 4%.
- The "Toughness III" ability does not increase the maximum health of the hero's units by 5%.
- The "Mentoring" ability gives a 75% increase in experience instead of 50%
- The "Arcane Exaltation III" spell gives 4 points instead of 5
- Lich's dark embrace passive ability has been buffed to 30% instead of being reduced to 15%
- The "Blizzard" spell has a 2 turns duration instead of 3
- The "Fire Ball" spell has an Area of effect of 3x3 instead of 4x4
- The "Chain Lightning" spell has a cost of 65 mana instead of 50

Others:
- Tree Of Plenty - The player placed on the first slot starts with the Main Hero on the central island.
Total War: SHOGUN 2 - Valve
General fixes

• Fixed cavalry exploit where players could engage infantry with minimal losses and cause unit to rout.

• Fixed issue where blood would not appear on face and left arm of units in Blood Pack DLC.

• Various audio fixes.

• Correct banner is now shown by Tosa standard bearers.

• Fixed morale bug that could cause the player's army to rout if a reinforcing army had enough Gatling guns.

• Fixes for additional multiplayer campaign desync occurrences where identified.

• Fixed graphical clipping issue with Shinsengumi’s cape.

• Revolver Cavalry is now capped at 4 per army in multiplayer.

• Hosts should now correctly leave a multiplayer campaign when client quits after a battle.

• Fix for certain Daimyos portraits being stretched.

• Saga's clan attributes should now be working correctly.

• Pro-imperial clans should now be able to recruit Shogitai after changing allegiance.

• Clan Development "Modern Rifles" and the trait gained from "French Military Mission" will no longer affect artillery units.

• Daimyo retainer's "British Naval Engineer", "British Railway Engineer", "Francois Leonce Verny" and "Inudstrialist" should now be working correctly.

• Daimyo retainer's "Logistics" and "Scourge" should now correctly stack to provide a 15% replenishment rate.

• Daimyo retainer "Over-ambitious mistress" should now have an effect on Daimyo honour.

• Daimyo retainer "Sir Harry Smith Parkes" should now have a description attached.

• Dilemma "Koyosha" now correctly decreases research rate, rather than increases research rate.

• Various typographical fixes.

• Event "Security Matters" should now have a relevant penalty.

• Mission "Developing our potential" should now be correctly displayed when skipping the first cut-scene.

Unit rebalancing

• Katana Hero units used to cost 1500 Koku, now cost 1300 Koku.

• Yari Hero units used to cost 1100 Koku, now cost 1000 Koku.

• Naginata Warrior Monk Hero units used to cost 1500 Koku, now cost 1300 Koku.

• Bow Hero units used to cost 1400 Koku, now cost 1250 Koku.

AI improvements

• Naval AI will now repair damaged fleets in battle.

• Improvements to AI defending to take into account distance and relative strength between AI and human units when selecting targets.

• Improvements to AI defence when AI has missile superiority.

• AI non-missile/cavalry units will now more frequently move through missile units defending the front line of a battlegroup if they are being charged by a player.

• Further improvements made to reinforcing army AI to limit idle army behaviour.

• Fixed issue where AI would occasionally send in single, unsupported units to attack the player. Units will now co-ordinate better and attack in larger numbers.

• Other AI units will attack player-friendly units that are protecting the flanks of the AI’s primary target unit.

...

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