Product Update - Valve
Updates to ARMA 2: British Armed Forces have been released. The updates will be applied automatically when your Steam client is restarted.

ARMA 2: British Armed Forces

========================================================
VERSION 1.01 HIGHLIGHTS
========================================================
* Brand new grenade launcher optics
* Doubled quality of BAF-Lite experience
* Broad range of fixes and tweaks

---------------------------
A2: BAF changelog 1.00-1.01
---------------------------

* Fixed: Tripod bags bug preventing BAF static weapon completion
* Fixed: SUSAT GL has working alternative optic
* Fixed: Reverse faces on FV-510 driver hatch
* Fixed: Permanent muzzle flash on Chinook door gunner
* Fixed: Chinook left-gunner-chief position is rotate-able
* New: Auto-registration of BAF addons (preLoadAddons)
* Fixed: Wrong proxy position of pilot in BAF models
* Fixed: Missing proxy of Jackal GMG's crew shadow LOD
* Fixed: gunnerCanSee was broken by BAF for static weapons
* Fixed: non-working GL rangefinder
* Fixed: cfgMod correction
* Fixed: IED deactivation issues
* New: New addon config parameter isLite for BAF-Lite
* Fixed: DR.Haladik is not mystified with world directions anymore
* Fixed: invisible bag bug
* Fixed: IEDs have theirs proper names and actions
* Fixed: Adjusted FV-150 cannon strength
* Bonus: Textures quality for BAF-Lite doubled
* Bonus: Sound quality for BAF-Lite doubled
* Bonus: Brand new grenade launcher optics to fit ballistic trajectory
Nov 12, 2010
Arma 2 - Valve
Updates to ARMA 2 have been released. The updates will be applied automatically when your Steam client is restarted.

ARMA 2

========================================================
VERSION 1.08 HIGHLIGHTS
========================================================

* Numerous stability and functionality fixes and improvements
* Added many new scripting commands and event-handlers
* Various visual optimizations
* AI behaviour related fixes and improvements

---------------------------
Engine 1.07-1.08 Changelog
---------------------------

* New: Free camera can be locked to plain objects like trees.
* New: New MP UI for Create Game (both host and remote).
* Fixed: Fps degradation when vehicles collided with rocks (http://dev-heaven.net/issues/2490)
* New: -skipintro command line option to disable loading menu cutscenes.
* Optimized: File cache memory handling is now faster.
* Changed: foreach variable _index renamed to _forEachIndex
* Fixed: Stop firing at vehicle crew once it is dead. (http://dev-heaven.net/issues/5183)
* Fixed: Rpt file no longer created in local settings when -profile is used (http://dev-heaven.net/issues/13308)
* Fixed: Some texture or model files not loaded from mod paths starting with @. (http://dev-heaven.net/issues/14039)
* Fix: Flooding of RPT file by "Cannot find Object" and similar messages after client disconnection.
* New: Scripting command HostMission.
* FIX: Engine crash with diag_log versus %
* New: MP Diagnostics logged into the mpStatistics.log file at the end of mission.
* New: VSync config option
* New: GetResolution script function
* New: forEach: variable _index added to retrieve the position of _x within the Array
* New: getVariable: default value can be defined
* Changed: Preprocessor error no longer terminates the game.
* New: getTerrainHeightASL script function
* Fixed: Reduced z-fight in scopes.
* New: event handler "fired" returns magazine name and object of projectile.
* Fixed: Slow animation step on some buildings (doors on LHD,..)
* Fixed: Alpha blend in fog.
* New: mergeConfigFile script function
* Fixed: Heads of distant soldiers were sometimes invisible (http://dev-heaven.net/issues/4023)
* Fixed: Fired EH (http://dev-heaven.net/issues/13971)
* Fixed: Person - helicopter collision not cause heli damage, (http://dev-heaven.net/issues/12107)
* New: setSimpleTaskTarget script function
* Fixed: SetIdentity (relate to 73319)
* Fixed: Ammo created with createvehicle inflicts no "hit" damage
* Fixed: My own shots no longer causing a stress.
* New: WeaponAssembled, WeaponDisassembled events
* Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now.
* Fixed: AI helicopters hovering too high when deploying troops on transport unload WP.
* Improved: Animation interpolation no longer shortening hands.
* Fixed: Relative formation command (advance/fallback/flank) now working as expected.
* Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster.
* New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher.
When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod.
* New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal
* Improved: Improved helicopter AI formation flying and collision avoidance.
* Fixed: MPEvents were not synchronized to clients after respawn.
* Fixed: leaveVehicle no longer unassigns units from other groups (http://dev-heaven.net/issues/3476)
* Changed: Event handlers evaluation, EH are now processed after simulation.
* Fixed: AI soldier unable to fire at targets below or above itself (http://dev-heaven.net/issues/13668)
* New: addBackpackCargo script function
* New: Multiplayer Event MPRespawn synchronized on all clients but triggered only on the client where respawn happens.
* Fixed: Client had problems taking weapon from remote vehicle (supply target was handled localy)
* New: Multiplayer Event Handlers MPKilled and MPHit.
Their event handlers are synchronized over network to be the same on all clients.
Moreover, when the MPKilled or MPHit event occurs it is triggered on all clients, ie. it works in global manner.
Use them by new scripting commands addMPEventHandler, removeMPEventHandler and removeAllMPEventHandlers.
* Fixed: Join group changes unit's side
* Changed: Airplanes parallax HUD disabled, can be enabled by "enableParallax" in config
* Fixed: execVM with a zero sized file has freezed the game.
* Fixed: Switching vision mode with fire mode
* Fixed: AI equipped with TI see through smokes
* Fixed: Commanding units with aiming deadzone
* Fixed: crash on server when loading ban.txt
* Fixed: crash in Ka52 while player as gunner
* Fixed: Shadows sometimes disappered, esp. when sun was behind a player.
* Improved: changed tank AI driver behaviour
* New: Better clients bad CDKey checking on server.
* Fixed: Crash with AI leaving vehicle with GetOut EH (http://dev-heaven.net/issues/11011)
* Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.
* Fixed: Airplanes HUDs projected into infinity.
* Improved: Tracers visible in all directions.
* Fixed: Unable to connect to servers with equalModRequired.
* Fixed: AI stuck while in combat/stealth mode
* New: Explosive shells penetrate bushes;
* Fixed: FireAtPosition aimpoint
* Fixed: Multiplayer on LAN was crashing when GameSpy server was unavailable.
* New: GameSpy modhash key contains list of mods hashes and is used to check there are additional mods on server missing on client (yellow icon in UI).
* New: Mods contents hashes are compared instead of mods lists when equal mods are required on server.
* Fixed: Commandline -mod behavior, active Mods list in UI, ModLauncher UI dialog with better mods detection and handling.
* Fixed: Terrain shadows were too short (http://dev-heaven.net/issues/12328)
* New: getWeaponCargo, getMagazineCargo, getBackpackCargo script commands
* Experimental: TCMalloc used as a memory allocator.
* New: Aircraft now auto-trims at high speed to prevent climbing.
* Improved: More 3D/2D resolution ratios (8:7 and 6:5) added.
* Fixed: Transport waited for dead unit to get out.
* Fixed: NV tracers visible in TI (http://dev-heaven.net/issues/11608)
* Fixed: Decreased tank sliding.
* Fixed: Sonic Cracks and Tracers not working in multiplayer
* Optimized: Frame rate stutter near complex walkable objects (like low rock walls) caused by grass computations.
* Fixed: crew getting killed in vehicles driving from hill/slope
* Fixed: Audio unsupported sample frequency error
* Fixed: IRStrobe (http://dev-heaven.net/issues/11852)
* Fixed: 3D editor - creating of logic center failed (http://dev-heaven.net/issues/11876)
* Fixed: Unit in vehicle could not open gear in map.
* Fixed: client freezes when accessing ammobox (http://dev-heaven.net/issues/11577)
* Fixed: No volume drop on distance with weapon click, car horn and etc. (http://dev-heaven.net/issues/11689)
* Fixed: Dead player bodies disappeared after respawn.
* New: Repair vehicle and deactivate satchel charge action for enginner.
* Fixed: EEIncomingMissile event parameter
* New: Added scripting function disableTIEquipment.
* New: Artillery computer; Fire at position AI command; enableEngineArtillery script command
* Fixed: Surface sound in infinite terrain (http://dev-heaven.net/issues/11430)
* Fixed: AI vision was not affected by light sources.
* Fixed: Birds were heard inside of a closed vehicle.
* Fixed: Scripting command isFlatEmpty did not work with non-zero third coordinate. (http://dev-heaven.net/issues/11704)
* Fixed: TI was red instead of B/W with some settings and graphics cards.
* Fixed: Night vision simulation was not simulating color sensitivity and blue shift in dark scenes.
* Fixed: Disabled debugging message "Added texture headers from file"
* Fixed: Av8 unable to takeoff from Chernarus NE airstrip (http://dev-heaven.net/issues/3240)
* Fixed: Fog and sky colors did not match when dark.
* Fixed: Moon rotates when moving camera (http://dev-heaven.net/issues/8051)
* Fixed: Stars no longer visible through terrain with low view distance (http://dev-heaven.net/issues/8374)
* Fixed: Improved game stability with a small page file.
* Fixed: Gun recoil in ironsights view was missing kick-back (http://dev-heaven.net/issues/4401)
* Fixed: possible crash after mouse click to Prev/Next button in DisplayConfigureAction

For full information about the included changes between versions 1.00 and 1.08 please visit http://community.bistudio.com/wiki/ArmA_2:_Version_History
Arma 2: Operation Arrowhead - Valve
Updates to ARMA 2: Operation Arrowhead have been released. The updates will be applied automatically when your Steam client is restarted.

ARMA 2: Operation Arrowhead

========================================================
VERSION 1.55 HIGHLIGHTS
========================================================
* Numerous stability and functionality fixes and improvements
* Reworked MP SP/MP Mission Selector
* Various visual optimizations and fidelity additions
* Added many new scripting commands and event-handlers
* AI behaviour related fixes and improvements

---------------------------
Version 1.54-1.55 Changelog
---------------------------

Engine
------
* Fixed: Subordinates would ignore their leaders' GetIn/GetOut commands in some MP situations.
* Fixed: Tanks were jumping a lot when driving over stones far from a camera (http://dev-heaven.net/issues/1707).
* Optimized: Improved performance when wheeled or tracked vehicles are moving (related to ground trace maintenance).
* Fixed: Possible player desync after DeleteVehicle command when player is a gunner.
* Fixed: Audibility of the VoN direct channel and conversations are now based on the player camera position, instead of the unit position.
* Improved: Tree LOD blending is now smoother in many situations.
* New: Free camera can be locked to plain objects like trees.
* New: New MP UI for Create Game (both host and remote).
* Fixed: Fps degradation when vehicles collided with rocks (http://dev-heaven.net/issues/2490)
* New: -skipintro command line option to disable loading menu cutscenes.
* Optimized: File cache memory handling is now faster.
* Changed: foreach variable _index renamed to _forEachIndex
* Fixed: Stop firing at vehicle crew once it is dead. (http://dev-heaven.net/issues/5183)
* Fixed: Rpt file no longer created in local settings when -profile is used (http://dev-heaven.net/issues/13308)
* Fixed: Some texture or model files not loaded from mod paths starting with @. (http://dev-heaven.net/issues/14039)
* Fix: Flooding of RPT file by "Cannot find Object" and similar messages after client disconnection.
* New: Scripting command HostMission.
* FIX: Engine crash with diag_log versus %
* New: MP Diagnostics logged into the mpStatistics.log file at the end of mission.
* New: VSync config option
* New: GetResolution script function
* New: forEach: variable _index added to retrieve the position of _x within the Array
* New: getVariable: default value can be defined
* Changed: Preprocessor error no longer terminates the game.
* New: getTerrainHeightASL script function
* Fixed: Reduced z-fight in scopes.
* New: event handler "fired" returns magazine name and object of projectile.
* Fixed: Slow animation step on some buildings (doors on LHD,..)
* Fixed: Alpha blend in fog.
* New: mergeConfigFile script function
* Fixed: Heads of distant soldiers were sometimes invisible (http://dev-heaven.net/issues/4023)
* Fixed: Fired EH (http://dev-heaven.net/issues/13971)
* Fixed: Person - helicopter collision not cause heli damage, (http://dev-heaven.net/issues/12107)
* New: setSimpleTaskTarget script function
* Fixed: SetIdentity (relate to 73319)
* Fixed: Ammo created with createvehicle inflicts no "hit" damage
* Fixed: My own shots no longer causing a stress.
* New: WeaponAssembled, WeaponDisassembled events
* Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now.
* Fixed: AI helicopters hovering too high when deploying troops on transport unload WP.
* Improved: Animation interpolation no longer shortening hands.
* Fixed: Relative formation command (advance/fallback/flank) now working as expected.
* Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster.
* New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher.
When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod.
* New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal
* Improved: Improved helicopter AI formation flying and collision avoidance.
* Fixed: MPEvents were not synchronized to clients after respawn.
* Fixed: leaveVehicle no longer unassigns units from other groups (http://dev-heaven.net/issues/3476)
* Changed: Event handlers evaluation, EH are now processed after simulation.
* Fixed: AI soldier unable to fire at targets below or above itself (http://dev-heaven.net/issues/13668)
* New: addBackpackCargo script function
* New: Multiplayer Event MPRespawn synchronized on all clients but triggered only on the client where respawn happens.
* Fixed: Client had problems taking weapon from remote vehicle (supply target was handled localy)
* New: Multiplayer Event Handlers MPKilled and MPHit. Their event handlers are synchronized over network to be the same on all clients.
Moreover, when the MPKilled or MPHit event occurs it is triggered on all clients, ie. it works in global manner.
Use them by new scripting commands addMPEventHandler, removeMPEventHandler and removeAllMPEventHandlers.
* Fixed: Join group changes unit's side
* Changed: Airplanes parallax HUD disabled, can be enabled by "enableParallax" in config
* Fixed: execVM with a zero sized file has freezed the game.
* Fixed: Switching vision mode with fire mode
* Fixed: AI equipped with TI see through smokes
* Fixed: Commanding units with aiming deadzone
* Fixed: crash on server when loading ban.txt
* Fixed: crash in Ka52 while player as gunner
* Fixed: Shadows sometimes disappered, esp. when sun was behind a player.
* Improved: changed tank AI driver behaviour
* New: Better clients bad CDKey checking on server.
* Fixed: Crash with AI leaving vehicle with GetOut EH (http://dev-heaven.net/issues/11011)
* Fixed: Client with bad CD key is kicked off from server instead of being politely asked to disconnect.
* Fixed: Airplanes HUDs projected into infinity.
* Improved: Tracers visible in all directions.
* Fixed: Unable to connect to servers with equalModRequired.
* Fixed: AI stuck while in combat/stealth mode
* New: Explosive shells penetrate bushes;
* Fixed: FireAtPosition aimpoint
* Fixed: Multiplayer on LAN was crashing when GameSpy server was unavailable.


Data
----
* Tweaked envelope and landing speed of L39.
* Fixed respawn weapons for some TK soldiers
* Renamed faction CZ - > ACR.
* Tweaked airplanes radars.
* Parallax airplane HUD projection.

For full information about the included changes between versions 1.50 and 1.55 please visit http://community.bistudio.com/wiki/ArmA_2:_Operation_Arrowhead:_Version_History
Alien Breed 2: Assault - Valve
Updates to Alien Breed 2: Assault have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Alien Breed 2: Assault
  • Fixed Crash to desktop when remapping controls
  • Fix to ensure Mia continues on her path during mission 3. Should resolve the soft lock some people encountered when she stopped pathing
  • Incorporated all network fixes made to Impact and during Descent development
  • Fix to scoring to remove random leaderboard entries
  • Japanese font fixes
  • Numerous minor fixes and tweaks based on Steam forum feedback
Alien Breed: Impact - Valve
Updates to Alien Breed: Impact have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Alien Breed: Impact
  • Fixed Crash to desktop when remapping controls
  • Numerous fixes and tweaks to improve Network game set up, quick matches and custom match search should no display invalid lobbies.
  • Fixed Network game start code to ensure elevator doors open correctly when the client is on a low spec machine
  • PDA text should now appear when using the latest NVidia drivers
  • Vista and Win7 Games Explorer fixes
  • Numerous minor fixes and tweaks based on Steam forum feedback
Product Release - Valve
Farming Simulator 2011 is now available for the MAC.

In this sequel to the best-selling hit Farming Simulator assume the role of a farmer experiencing the challenge of 18 hour days running a new farm in the middle of beautiful rolling countryside.

Nov 12, 2010
Portal - Valve
Updates to Portal have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Portal
  • Added engine support for improved NVIDIA OpenGL multisampling options available in Mac OS X version 10.6.5
Left 4 Dead 2 - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Left 4 Dead 2
  • Encore Mutation: Taaannnkk!!!
  • A vote-kick ban is now applied to players even if they disconnect during voting
  • Additional script commands are cheat-protected
Star Ruler - Demo - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Fixes>
  • Fixed a major bug in single threaded mode that prevented ships from leaving systems.
  • Object icons were messing up in Medium & Low texture quality.
  • Fixed some minor issues with the tutorial.
  • Crash when selecting a shipset.
  • Remnants no longer run out of fuel.
  • Changed order for movement updates to prevent a one-frame delay in motion prediction.
  • Clients in multiplayer were shown the victory message before joining an empire.
  • Governors no longer build structures that are not unlocked yet.
  • Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
  • Pirates with money troubles weren't buying pillagers because marauders were cheaper.
  • Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
  • The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
  • Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*
  • Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
  • Fixed fleet icon not showing after load and not disappearing when docked.
  • Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
  • Structures with non-natural levels (farms) could not be renovated manually.
  • Zoom to cursor checkbox was saving incorrectly.
  • Planet orbits were sometimes stopping after loading a save.
  • Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
  • Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.
  • The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
  • Treaties would randomly crash in multiplayer.
  • Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
  • Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
  • Goto object orders weren't being saved/loaded.
  • Order lists were being loaded in reverse.
  • The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.
  • Sending chat messages with the # character in them no longer causes weirdness.
Changes
  • Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.
  • Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
  • Empire names and colors are now moddable the same way system names are.
  • Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
  • Removed unnecessary window generation and resource loading during script testing.
  • The tutorial can now be localized.
  • An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
  • The AI now periodically retrofits its obsolete ships.
  • Slightly sped up locking in general, and reduced overhead related to creating those locks.
  • AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
  • Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
  • Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
  • Objects now register themselves instantly during map creation, significantly improving map generation speeds.
  • Empty strings no longer allocate themselves on the heap.
  • Star Ruler's icon has been replaced with a higher resolution version.
  • Mods can now add their own Locales that are loaded after and can override the base game's.
  • Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
  • Updated French, Russian and German translations.
  • While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.
  • Objects are destroyed on-demand when the game exits, speeding up game exit times.
  • Planetary rings now have ambient lighting.
  • Planetary rings are now more common.
  • Timed game effects are now allocated on a pool. Improves performance in combat.
Additions
  • An optional toggle in the system window to display stored resources for planets in the list.
  • Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
  • Added support for ttf fonts and locale-specific fonts.
  • Added basic per-system minimaps.
  • Add Require:Tag to restrict subsystems to blueprints that have that tag.
  • Script bindings for Irrlicht's quaternion.
  • Relative military strength bars for pinned systems/stars and systems in the system window's system list.
  • "Zoom to object" buttons in planet window, pinned list and the system window's planet list.
  • The clusters map now has separate options for flattening the overall map and the clusters themselves.
Removals
  • Removed duplicate ship designs from the tutorial mod.
Call of Duty®: Black Ops - Valve
Updates to Call of Duty: Black Ops - Multiplayer have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Call of Duty: Black Ops - Multiplayer
  • Friends fix for join in progress and Friends tab in server browser
  • Performance improvement for dual and quad core systems
...