Counter-Strike 2 - Valve
Release Notes for 12/24/2012

[ MISC ]
* Added the ability to commend and report players from the player details view that can be accessed in the scoreboard.
* Number of competitive wins, and unique commendations are now shown in the main menu along with skill group.
* Competitive scoreboard will show number of competitive wins needed to display your skill group if you have not displayed it yet.
* Fixed movement on ladders ignoring the walk button. Now climbing ladders while holding walk is slow and silent, which fixes previous exploit of being able to climb ladders at fullspeed without making sound.
* Fixed failure to fire after weapon switching away from a reload and back (fake-reloading).
* Whitelisted tv_password convar to set GOTV password.
* Reduced fps in main menu when not connected to a server from 300 fps to 120 fps to help with laptops and desktop video cards doing excessive work. Exposed fps_max_menu convar to control fps in main menu.
* Added one more minute of grace period for players to reconnect to their competitive match before a cooldown for failing to reconnect is assigned. Cooldown for failing to reconnect is now assigned after player has remained disconnected for at least 4 minutes, not counting the round of disconnection and not counting the round in which 4 minutes grace period elapses.
* Fixed Hammer crash on exit.
* Added some holiday cheer.
Warlock - Master of the Arcane - Valve
Patch Notes 1.4.1
(!) Fixed frequent crash on some hardware configurations.
* Fixed bug with disappearance of some game news after long game session.
* Fixed crash with hero resurrected after he died in a boat.
* Fixed crash with perks after enemy capital surrender.
* Fixed bug when side units got more damage from cleave attack then middle one.
* After Great Mage’s death all perks made by him should now disappear.
* Food bonus on life land tiles was decreased
* New hotkeys (actual buttons now are visible in hints):
**Rest: R
**Sentry: F
**Next city for building: Ctrl+Tab
**Prev city for building: Ctrl+Shift+Tab
** camera selection focus with “HOME” button
* Perks mechanics of “Frenzy” and “HitAndRun” was fixed
* Unit doublehealing bug fixed
* Conquered city name is now correctly reflected in the list
* AI became better with negotiating
* Minor bugs with unit info screen fixed
* Unit maximum cap increased
* Some new SFX added
Dec 24, 2012
Fantasy Wars - Valve
Fantasy Wars, a fantasy turn-based 3D wargame developed by Ino-Co and published by 1C Company, has been updated to the latest version and is now available in eight languages: English, Russian, French, German, Spanish, Italian, Polish and Czech.
Triple Town - Valve
v1.01 of Triple Town on Steam is now live

v1.01 of Triple Town has been made public. Change log as follows:

* There were a bunch of minor bugfixes under the hood (and one major fix for the rarely-reported-but-scary corrupted save file bug).

* Additionally, in this version, we have changed the Capital City so that its rewards are dependent upon score instead of time. In other words, rather than waiting eight hours to receive your next farm tier reward, you must earn 40k points to earn your next reward. So if you're one of those people who plays Triple Town obsessively, well, you're going to earn a lot more rewards than you used to. If you don't play very much, you're going to earn less.

* Lastly, the prices of several items in the main game store and in the capital city store have been slashed. The most important of these are the capital city expansion tiles, which now cost just 50% of what they used to. This should make it a lot easier to grow and enjoy your capital city. In the main store, all of the specialized items (like the time machine) have also had their prices slashed.

We're glad we were able to get this out before the holidays were over! :-) Hope you all have a Merry Christmas and a very happy new year!

Love,
Your friendly neighborhood foxes.

Dec 23, 2012
Pid - Valve
A new update to Pid has been released:

We are happy to introduce Easy Mode with the latest patch!

In Pid's Easy Mode we have redesigned nearly ALL levels and maybe most importantly made ALL the boss fights shorter and more simple. We have studied the reviews and playthroughs on youtube thoroughly to determine how we can create a version of the game that can be enjoyed by everyone. We have also reworked small parts of Normal Mode and the difficulty spikes that people ecountered!

You can now also change the difficulty mid-game without having to restart the game.

Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added "Benign infiltration" to the Mann Vs. Machine mission-cycle file for servers
  • Fixed a Dead Ringer Spy exploit in Mann Vs. Machine mode
  • Fixed a regression with mini-crit damage calculation
  • Fixed a client crash in the Medi Gun charge meter when using a custom HUD
  • Fixed Festive Huntsman arrows and Rescue Ranger bolts using incorrect hit boxes
  • Fixed Tough Stuff Muffs not using the correct model for the Engineer
  • Fixed a clipping problem with the Hunger Force
  • Fixed Strange Festive Sandviches leveling up multiple times in a single use
  • Fixed a lighting issue in mvm_bigrock
  • Updated the backpack icon for the Festive Ambassador
Magicka - Valve
1.4.12.1
We'll leave you with one small update before the holidays. Best wishes from the Magicka team!

- Modified levels are no longer listed when hosting a VAC-secure server.
FTL: Faster Than Light - Valve
FTL Version 1.03.1

Changes:
-Colorblind mode (available in options) makes many color pallette changes and adds additional symbols to help out our colorblind players.
I apologize for the delay in getting this into the game!
-Hotkeys added for many actions in the game, customizable from within the Options menu -Indicator for when the enemy is attempting to jump away (and if it's able to) -Cloaking will automatically cooldown in non-danger situations -You can now pause using the middle mouse button -Orange room borders for very low O2 have been replaced with hazard stripes on the floor
-Ctrl+click (customizable in Options) when aiming will allow you to
specify a single weapon to auto-fire (or not auto-fire if auto-fire button is toggled) -Minor balance change: System Repair drones power requirement reduced to 1

Major Bugs:
-Cloaking will provide the +60 evasion even if you don't have a pilot -Beams will correctly damage crew (and start fires if the Fire Beam) -Odd numbered Shield Systems will now properly repower after ionization -Tough Little Ship, Astronomically Low Odds, and all of the Crystal Cruiser achievements fixed -Repair/Anti-Personel Drones will always properly disappear whenever unequipped (or sold) - this will let you unequip them to make room for repair men if you system is destroyed -Potential fix for rare crash when selecting weapons

Minor Bugs:
-Fixed: Zoltan Bonus power wouldn't update while paused for drones -Federation Cruiser Artillery cooldown imagery properly updates during pause
-Fixed: Sometimes incorrectly displays the teleporter/shuttle text when your crew dies after battle -All enemies (including boarders) will now have names -Tooltips will properly clear when events/sub-windows open -System limits/effects caused by events (or nebulas) update upon arrival, not after the event -Cloaking system glow fixed -Zoltan Trade hub event fixed - blue option will actually do something now
-Fixed: Quest beacon tooltips were sometimes innacurate -More Typos/Grammar Fixes
Hotline Miami - Valve
01 – GETTING STUCK BETWEEN FLOORS (IN STAIRS AND ELEVATORS)
For you that have this problem you MUST DO the following! Go to OPTIONS, then ADVANCE and then turn SURFACES to OFF. Now you should be able to enter floors in the game without problems.


CLEAR BLOOD INFO
if this function is turned ON the blood will be removed when it lands. You should try and play the game with this turned OFF first.
If you feel that the game runs slower with SURFACES OFF you can try and switch to ON, to save memory.


02 – GLASS BREAKING BUG (HOT AND HEAVY)
We have limited the amount of sounds that the game can play at once (which was what caused the problem with the game crashing).

Note: Win 8 seems to be more sensitive to this then other platforms, but we think the sound limit we have will be enough, since it worked for those that helped us test this.


03 – SLOWDOWN
It helped our testers to turn SURFACES to OFF and CLEAR BLOOD to ON. That made the game run in normal speed for them, so try that if you have slowdowns.


04 - MISC FIXES
Minor issues like the boiling pot/werewolf bug have been fixes as well.

Serious Sam 3: BFE - Valve
Build 174448 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this. For all others, here is the list of changes:

- Linux: Added log messages for connected gamepads.
- Linux: Added inp_bLogGamepadEvents cvar for logging gamepad events.
- Linux: Fixed crashes on some window managers due to missing Xlib atoms.
- Added support for OpenGL tearing in VSync via 'ogl_bVSyncTearing' cvar. When cvar is on, screen refresh will wait for number of retraces specified via 'gfx_iWaitVSyncs' cvar and if more vertical retraces passed, will not wait for next one, but will do swap as soon as possible.
- Fixed wrong report of utilized OpenGL extensions.
- Slider widgets in color options menu are now enabled/disabled depending on support of gamma-correction also, not only full-screen or window mode.
- Fixed resolution downsizing not downsizing some buffer in-game causing more GPU memory usage than needed.
- Fixed command bindings not displaying properly in spectator view HUD.
- Added news feed to start screen.
- Editor: Fixed crash when exporting textures.
- Editor: Khnum and Aircraft puppets no longer ignore lethal damage. This allows Killer entity as well as macro functions such as DropDead() to affect these puppets.
- Editor: Added a new macro function to base entity: InflictWeaponDamage(). This function deals damage equivalent to one produced by any given weapon.

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