Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted:

[STABILITY]
- Fix for various rare crash bugs

[MODDING]
- Re-enabled LUA library unused in the core game. It was removed because we didn’t think modders were using it, and apparently many, many are using it.

[GAMEPLAY]
- Fixed bug where as Siam, food from Maritime City States didn't provide the expected result.
- Make a few more negative promotions not pass through on upgrades
- Made the Mandekalu mounted unit have the same negative vs city as the other mounted units
- Increased the chance that the AI will improve sea plots

Blood Bowl - Legendary Edition - Valve
Updates to Blood Bowl: Legendary Edition have been released. The updates will be applied automatically when your Steam client is restarted:

Blood Lust:
  • It is now possible to re-plan the Action after a failed Blood Lust roll.
  • A sound is played when a Vampire fails the Blood Lust roll.
  • The log entry " uses skill Blood Lust" will now only be displayed on failed rolls.
New pause system in Internet play:
  • Only the acting team can now pause the game.
  • There is now a timer after each pause to prevent the player from pausing the game too much. The timer increases after each pause and resets to its minimal value after a certain amount of time without pausing.
Bribes:
  • It is now possible to use bribes on KO'd Secret Weapon players.
  • It is now possible to use more than one bribe on a single player.
General Changes
  • Teams' details are now displayed on the loading screen.
  • It is now possible to run Matchmaking with multiple teams.
  • The reconnection timer should now be properly displayed in cutscenes.
  • Disturbing Presence: now applies to bouncing ball catch attempts.
  • Changing Weather: the ball will now only bounce twice when the weather is Nice.
  • Foul Appearance: now also checked before throwing the 2nd Block of Frenzy.
  • Piling On: now cannot be used when player has Taken Root.
Fixes
  • Fixed an issue with Multiple Block automatically used in multiplayer games.
  • Fixed an issue with Frenzy allowing the player to throw 3 blocks in some situations.
  • Fixed a possible match lock up when using Dump-Off.
  • Fixed a possible match lock up on some Kick-Off events.
  • Fixed an issue with Stab preventing the player from using Dauntless or Multiple Block.
  • Fixed the Necromancer.
  • Fixed the timer in the Pre-Match sequence in multiplayer.
  • Fixed a treasury issue in Blitz Campaign/Competition.
Monday Night Combat - Valve
Monday Night Combat Product Update 2

Fixes
• Fixed scrollbars on all scrollable UIs.
• Fixed a display issue in the Playbook.
• Fixed game crash on non English languages
• Fixed sound for 7.1 audio devices
• Fixed not seeing Blitz servers in the server browser.


Adjustments
• Improved the chat and console font.
• Colorized team chat to match your team’s color.
• Increased the time to start a Blitz match in order to give more time for players to get on the server. Game can still by started earlier by toggling ready.
• Improved server lists and crashing associated with multiplayer.
• Reduced the overall number of bots in Crossfire.


Balance Changes
• Decreased the amount of damage a Firebase takes while it’s deploying.
• Decreased the recovery time of level 2 and 3 Airstrike.

Monday Night Combat Product Update 1

Fixes
• Fixed sensitivity sliders so that the minimum value is no longer 0.
• Fixed the actions in the death scene to be rebindable.
• Fixed several crashes at the end of Blitz rounds.
• Fixed wrong Challenge Names showing up when browsing for a Blitz game.
• Fixed the Server Browser map filter and set the default to “All”.
• Fixed getting ‘cash on hand’ back after purchasing a custom class.
• Fixed a crash on dedicated servers.
• Fixed Chat and Team Chat


Adjustments
• Refactored the code that displays player counts in the Server Browser.
• Changed some UI text size for higher resolutions.
• Changed the Server Browser tabs to be more legible.
• Changed the Server Browser to default to ‘Internet’.


Balance Changes
• Increased the amount of bots spawn for some pros that purchase bots at a bot spawner.
• Reduced the amount of juice Lazer Blazer turrets give to deployed Tanks and taunting Pros.
• Increased clip size of Tank’s Rail Gun.

Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Fixed an engine crash caused by too many precached models in some community maps.
Day of Defeat: Source
  • Fixed an exploit where clients could prevent weapons from recoiling properly.
Team Fortress 2
  • Added several crafting recipes for new weapons.
  • Added a ton of items to the store.
  • Added a ton of items to the random drop list.
  • The following hats are now paintable or have had their paintability improved: Pyromancer's Mask, Detective Noir, Madame Dixie, Buckaroos Hat, German Gonzila, Flipped Trilby, Coupe D'isaster
  • Fixed a spelling error on the "Pyromancer's Mask".
  • Corrected the name of the "Claidheamh Mòr" to the joy of our Celtic players.
  • Made "Le Party Phantom" a misc slot item.
  • Fixed a client crash caused by custom stats panels.
  • Fixed a bug where some new items weren't being dropped correctly.
  • Removed displaying the top 10 players in the leaderboard if you have never won a duel.
  • Updated the localization files.
  • Fixed a regression in Tournament Mode item whitelists.
    • Also added "mp_tournament_whitelist", a convar that allows servers to specify a whitelist file to use.
Emergency 2012 - Valve
Updates to Emergency 2012 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
  • Fixed issue preventing people from completing "Moscow" mission.
Star Ruler - 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:
  • Dry Docks could get stuck fetching resources from another planet in the system.
  • Asteroids in normal systems would be destroyed instantly instead of when they ran dry.
  • Missiles were not consuming proportionate amounts of ammo.
  • Multiplayer clients could crash when holding alt.
  • Default level health gain was 1.25 instead of the intended 0.25.
  • Repeat mode was crashing after completion.
  • Choosing to auto-update would crash the game.
  • Multiplayer clients were not loading the galaxy map.
  • Certain xml files would not load from mods.
  • Certain AI designs did not have enough power and would go disabled.
  • Ships would sometimes run out of control even though they had a surplus available.
  • Internal Defenses subsystem would not get unlocked.
  • Fixed various designs being mis-localized or unstable.
Changed:
  • The IRC window can now be minimized.
  • Updated translations: French.
Added:
  • /who can be used to list users in the IRC.
  • The IRC can now be opened via the escape menu.
Balance:
  • Computers generate a bit more control to make up for their large power consumption.
  • Torpedo bays no longer gain bonuses from coolant systems / targeting sensors.
Removed:
  • Legacy 1.0.1.2 and 1.0.1.4 games are no longer supported.
The Polynomial - Space of the music - Valve
Updates to The Polynomial have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
  • Free Christmas-themed content.
  • Added a button to pause music.
  • Bugfixes for older ATI cards.
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:

Garry's Mod
  • Fixed crashing on startup
Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Improved sv_pure:
    • Materials / Models / Sounds / Animations are more comprehensively protected.
    • Switched from CRC to MD5 hashes for stronger per-file validation.
    • Fixed some issues between custom files and server whitelists over level changes.
  • Added HL2:MP to the list of dedicated server games when starting a server via the Tools tab in the Library

Team Fortress 2
  • Added Medieval Mode, a game mode where players are restricted to using olde weapons.
  • 'Your Eternal Reward' changes:
    • Spies can now change their disguise weapon via 'lastdiguise' while using 'Your Eternal Reward'
    • Already-disguised 'Your Eternal Reward' Spies are no longer forced to switch to displaying the melee weapon when they make a kill
    • Spies no longer play speech lines when making a kill with 'Your Eternal Reward'
    • Sentries no longer track 'Your Eternal Reward' Spies after they backstab someone
  • 'Natascha' changes:
    • Spin-up time increased.
    • Slowdown-on-hit effect is reduced over distance.
  • Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The Expert's Ordnance' item sets.
  • Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy Cane', and 'The Jag'.
  • Added 20 new hats.
  • Added a prototype item testing map, and associated functionality, for contributors to test their work. Further details in an upcoming blog post.
  • Spies can now see TargetID's of players and objects regardless of their own disguise status.
  • Fixed some speech lines continuing after the speaker changes class
  • The Spy 'Sap Auteur' achievement now increments in cases where the Spy was the assister in the building destruction.
  • Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit.
  • Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
  • Throwing the Jarate or Milk now returns you to your previous weapon, instead of your Primary.
  • Added leaderboard to track duel wins.
  • Added ability for players to donate money directly to the creators of their favorite community maps.
  • Increased backpack size by 100 slots.
Star Ruler - Valve
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

An IRC has been added to the game to allow players to network, major aspects of the game have been rebalanced (research, weapons, defenses, etc.), analyzers now capture blueprints from disabled ships, the new game window has been greatly overhauled, the game has been greatly optimized resulting in a large boost of FPS, and some new subsystems have been added to the game (listed in the full patch notes).

Fixed:
  • Multiple colonizer modules on one ship now correctly sums the structure count.
  • Crash on return to main menu for mods using tag{} blocks in shipsets.
  • Ships moving to a target that gets destroyed flying towards the quasar.
  • Disabled ships getting station icon on load.
  • Ships following a planet after a transfer order.
  • Loading a game with 0 research rate would lead to an empty sub system / structure list.
  • Crash when constructing ships on a planet / dry dock in deep space.
  • Ships with control but without fuel could still use their thrusters every second tick.
  • Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
  • Space port trade now happens in the planet tick, leading to less wasted trade rate.
  • Fetch orders were not leaking control to subsequent orders until fetching for the first time.
  • Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
  • Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
  • Ringworlds were being constructed at the wrong position.
  • Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
  • The ringworld structure size bonus was not applying correctly.
  • Using a jumpdrive could render the jumping ship unselectable.
  • Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
  • Offline planetary structures could not be removed.
  • Asteroids and comets were not working for multiplayer clients.
  • Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
  • Capturing another empire's design will no longer spam duplicates each time.
  • Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
  • Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
  • Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
  • In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
  • We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
  • Sub-menus in the right-click menu will no longer move off screen.
  • Objects could push each other to ridiculous speeds.
Changed:
  • Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
  • Objects larger than scale 3600 are now visible everywhere to everyone.
  • The system window's build on best algorithm now prefers shipyards over other structures.
  • The main menu planet now chooses a random texture.
  • Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
  • The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
  • Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
  • Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
  • You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
  • When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
  • Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
  • The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
  • You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
  • You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
  • Sped up base panning speed.
  • Updated Translations: Polish.
Balance:
  • Shields are now more effective, particularly for larger ships.
  • Planetary shields are now much stronger.
  • Increased power cost of middle-tech weapons.
  • Power generators produce significantly less power.
  • Bridges and Computers produce significantly less control.
  • Increased mass of armor.
  • Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
  • Missiles and Torpedoes now have longer range.
  • Increased overall laser damage to compensate for their short range.
Added:
  • The blueprints tab now displays statistics for the currently selected design.
  • The loading screen displays random gameplay tips from a moddable / localizable list.
  • "Stockpiling Protocol" civil act: makes space ports keep resource levels at 95% instead of 50%.
  • Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
  • AI Personalities may now specify a shipset for the AI to use.
  • "Refresh Automation" option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
  • Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
  • Added three new tracks by Artem Bank.
  • Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
  • Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
  • New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
  • Lobby System to Multiplayer and Singleplayer.
  • Detailed Statistics sub-window for the Blueprints window.
  • Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
  • "Give Vision" clause for treaties. Does what it says on the tin.
  • Ability to set teams between players before starting the game.
...