Arma 2 - Valve
Act now and take advantage of huge savings! ARMA II is available at 80% off during the Midweek Madness sale.

In addition, ARMA II: Operation Arrowhead and its downloadable content, Private Military Company and British Armed Forces, will also be available at 40% off during this sale.

All offers end Thursday at 4pm PST.


Fate of the World - Valve

Changes since previous release


Changed: Major change to renewable energy modelling and strengthening of Renewable Energy project. Renewables are now a baseline energy generation method that is always used up to current potential before demands are met by fossil fuels or nuclear. This avoids the scenario where renewables are effectively declined as a side effect of energy efficiency or demand reductions. Renewables project cards have been changed to use this new system. [#2936]


Fixed: Achievements gained before Steam achievements were added in 1.
0.3 should now be considered achieved upon running the game via Steam.
[#2897]


Fixed: Acquiring 2nd or 3rd generation biofuels no longer breaks the 1st gen ban. [#2889]


Fixed: Cards for some space projects will no longer appear after the project successfully completes. [#2777]


Fixed: 'conservation Deforestation stopper' placeholder card is no longer visible after playing conservation cards. [#2894]


Fixed: Graph labels are no longer obscured by the graphs themselves.
[#2796]


Fixed: The 'Doctor is in the House' achievement is now also awarded for the 6 degree win in Dr Apocalypse. [#2846]


Fixed: The effect of the Encourage Consumption card no longer persists after the card has been cancelled. [#2888]


Fixed: The effect of the Market AI card no longer persists after the card has been cancelled. [#2919]


Added: Cards to reduce region's use of a particular fuel in energy generation (Yellow deck). [#2927]


Added: Experimental and optional OpenGL renderer. [#2758]


Added: Minimum sectoral capital to ameliorate largely unrecoverable economic crashes. [#2895]


Added: Preliminary code to support mod packs [#1959]


Changed: As soon as a region ratifies the World Forests Treaty, it will permanently block deforestation from agriculture in the region thereafter. [#2886]


Changed: Clarified the two separate potential win scenarios for Dr Apocalypse. [#2918]


Changed: "Coal-Free Industry" and "Synthetic Feedstocks" are now project cards. [#2925]


Changed: Expand fuel cards will now only affect production, i. e.
will not promote the use of the fuel directly. [#2923]


Changed: Renewable Energy telemetry changed to show a text description of potentials, current expansion rate and current renewable generation level to match with new renewables modelling. [#2959]


Changed: Several instances of text labels have been removed from art assets in preparation for internationalisation support. [#2941]


Changed: Space Solar Array accidents will no longer happen.
[#2892]


Fixed: 2nd generation biofuels no longer produce more emissions than intended in Russia and South Asia. [#2896]


Fixed: Card history year marker no longer blocks tooltips being revealed. [#2662]


Fixed: Fusion expansion will not actively reduce the use of other renewables. [#2924]


Fixed: Gene Plague Omega now ends the game before the "out of money"
condition is triggered by virtue of having no more humans. [#2922]


Fixed: Globe pox should now display on older graphics cards [#2612]


Fixed: Lifting a 3rd generation biofuel ban will no longer affect the rate of production. [#2890]


Fixed: 'Lunar HE3 Extraction' card will no longer appear in regions other than your HQ. [#2891]


Fixed: Playing 'Artificial Biomes' no longer resets any progress you made with the 'Wild-life Conservation' card. [#2893]


Fixed: Playing 'Asteroid Mining' will no longer result in both "success" and "failure" messages being shown. [#2909]


Fixed: Species images on global extinctions are no longer obscured by the temperature change interface. [#2904]


New: 'Global food per capita' number now available from the HQ and on regional Food graphs. Shows the global food supply numbers that trigger non-political famines. [#2962]


New: Medium and low texture settings now use smaller textures on card art to benefit graphics cards with low memory profiles. [#2845]


New: 'Oil Fix It' mission to bridge the difficulty jump between Rise of Africa and Fuel Crisis. The mission gives an idea of what problems they are likely to face, the differing resource needs in different regions and an easier to win scenario. [#2950]


New: Resource Extraction how has a global summary in the HQ. Numbers in both global and regional versions now show the currently accessible remaining endowment of a resource and the current production rates.
[#2963]


Removed: Deprecated properties in card data removed to ease mod support; some unused testing cards were removed as well. [#2784]


Added: Global stat telemetry now shows weighted and mean HDI.
[#2589]


Changed: Policies data no longer contains several deprecated fields on cards and dealers. Likewise, some orphan dealers and cards have been removed. [#2985]


Changed: Very minor starting outlook changes for some regions.
[#2947]


Fixed: RoA-specific tutorial messages no longer appear in other missions. [#2834]


Fixed: You will no longer be awarded an achievement for completing a mission after losing it on the last turn. [#2851]


New: 'Dark HUD' for Dr. Apocalypse mission. [#2934]


Fixed: "News" report button tooltip now refers to the correct report category names [#2821]

Known issues

Game crashes with a "Failed to DrawPrimitive" message.
This most probably means that you do not have enough Video Memory to run the game (you need at least 512MB). Try setting "Texture Quality" to "Low" or "Medium" in the Options screen. [#2726]

Game occasionally crashes when alt-tabbing from fullscreen.
[#2517]


Steam version of the game fails to start with Zone Alarm installed. Workaround: Uninstall Zone Alarm Toolbar.
[#2738]


A few BSoD instances have been reported, though we are still investigating what the cause could be. Updating your graphics and audio drivers is always recommended in such situations. [#2725]

A rare crash when cancelling a card has been reported. If this happens to you please send us a bug report. [#2766]

Game has been reported to quit to desktop after the 'Please Wait'
message on Windows XP. [#2716]


Game UI can be extremely slow if you have ASUS gamingOSD or ASUS smartdoctor installed. [#2757]

Having many saves severely slows down opening the main menu.
[#2943]


In some cases the mouse cursor is not visible. [#2783]

It is possible for resources to be consumed by Energy and Transport before they can be directly used by Agriculture, Industry and Commerce.
This results in a largely satisfied energy and transport need but a large sectoral shortfall; the resultant hit to GDP in Agriculture, Industry and Commerce sectors is often comparable to the amount they'd suffer if energy and transport were short on their resources but nonetheless this causes an undeniable inaccuracy in resource use that requires a fix. [#2778]

Sometimes sound will fail to initialise; restarting generally fixes this but the sound will never recover without a restart. [#2169]

Some types of support gains and losses are not adequately represented on news reports. [#2987]

The game appears to be not responding when loading later saves and sometimes after clicking End Turn - this is only temporary though.
[#2770]


The game will crash when launching from steam if you have a Air Display's virtual graphics adapter running. As a work around you can disable this adapter. [#2780]

UI becomes sluggish after several hours of play [#2695]

'Affordable' card filter does not update after purchasing an agent while in a region. [#2982]

"Avoid megadeaths" bonus is awarded a turn too early. [#2866]

Framerate drops noticeably when card history is open in the region screen. [#2342]

Game manual is out of date. [#2718]

Global announcement of temperature change happens a turn late.
[#2421]


Graphs with both positive and negative values occasionally have alignment issues. [#2709]

Main/save/load menus take a long time to load if there are many late-game saves. [#2944]

Music has been reported to, on occasion, stop after several hours of play; restarting the game resolves this. [#2694]

Population graph does not mention that the value is in millions.
[#2867]


Some resources may show numbers slightly below zero as the amount remaining. [#2621]

Some stages of Antarctic devastation may not be displayed correctly in the Earth Change view. [#2506]

Some statistics will not make a lot of sense with extremely low population (below 1 million). [#2669]

Stacked graphs with negative components do not represent the totals properly. [#2468]

"World is in your hands" achievement now refers to "all four"
missions although there are now more than four missions. [#2986]

Height of stacked graph columns sometimes do not add up to the total for the stat. [#2591]

Instrument predictor pointers animate from 0 rather than from previous turn's temperature/emissions values when loading from a save game, while the '2100' predictor stays at the bottom after loading a game after 2100. [#2673]

Sudden changes from 0 sometimes result in incorrect graphs.
[#2724]


The game is not compatible with MaxiVista software - please turn off the software and/or any devices connected that way before running the game. [#2921]

The globe becomes stretched horizontally after the game has been left idle for a long period of time. [#1836]

The panel last visited in regional Telemetry is preserved when starting a new mission. [#2360]

Transport Emissions graph in regional Transport panel does not show predictions. [#2660]

Annual Emissions Summary tooltips and Temperature/Emission screen predictors react too strongly to changes in the previous turn.
[#2721]

Product Release - Valve
Darkspore is now available on Steam in North America! Darkspore will release to the rest of the world on April 27th at 4pm PST.

Collect and control many heroes, each with their own unique set of special abilities!

Client Update - Valve
A Steam client update is now available. To apply the update, click the File menu inside of Steam and then select "Check for Steam Client Updates...". The specific changes include:

Steam
  • Fixed rare in-game overlay crash starting up with a group chat open
  • Mac OSX - Fixed config loading/saving of steam settings from games
  • Mac OSX - Fixed overlay stopping games from seeing when keys go ‘up’ after the overlay launches
  • Mac OSX - Fixed rare occurrence where overlay did not track the mouse position
  • Mac OSX - Fixed case where overlay could lose the root folder containing layout resources and stop displaying.
Fallout: New Vegas - Valve
Fallout: New Vegas 1.3

This update contains optimizations and stability improvements, as well as the following balance changes:

Guns Changes:

• Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21.

• Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered.

• Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi.

• Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle.

• That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel.

• Hunting Revolver - RoF increased.

• Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased.

• Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased.

• 5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger.

• .308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added.

• Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered.


Explosives Changes:

• Dynamite - Larger explosion radius.

• Frag and Plasma Grenades – DAM increased.

• 25mm Grenades - Slightly increased DAM on the explosion.

• 40mm Grenades - Significantly higher DAM on the explosion.

• Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit!

Energy Weapons Changes:

• Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS.

• Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT.

• Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon.

Melee Weapon and Unarmed Changes:

• Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.

• Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed.


Perk Changes:

• Splash Damage – Functions properly.

• The Professional - 10mm Pistol, SMG added to perk list.
Product Release - Valve
Your Doodles Are Bugged! is now available on Steam!

Use your magic pen to doodle escape plans for your bugs! Do you have what it takes to be a Master Doodler?

Atom Zombie Smasher - Valve
v1.77 changelog
- Gameplay: added "Chooser" gamemode. Select mercenary lineup every month.
- Gameplay: dynamite no longer required for mission start.
- Mods: added FORCE_CHOOSER parameter to force the Chooser gamemode.
- UI: press Enter to end planning phase.
- Fix: fixed Combatant gamemode (was always on).
- Fix: fixed typo in mine_triggertime parameter.
- Fix: fixed "Bookworm" achievement.
- Fix: crash when time values are too large.
- Fix: crash in File Manager.
Dinner Date - Valve
Updates to Dinner Date have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
  • Added Italian as a language option
  • Following critique of being able to finish the game with 10 button-presses, this requirement has now been reduced to 0.
Monday Night Combat - Valve
PC Product Update 7 - 4/22/11

Summary
It’s the Throwback Throwdown in Monday Night Combat! Uncle Tully’s Funland is now available in Crossfire with new game play features! First up we have Chickey Cantor. He will now spawn in Uncle Tully’s Funland. Make Chickey fly away by shooting him and earn a big single-life buff for your entire team! Wait for Chickey to slam the ground and then you can grapple him. Ride him for eight seconds and earn big money! Just be careful, riders tend to be easy targets for enemy Pros. Secondly we’re introducing new bot spawners. These spawners have buttons for specifically spawning Jackbots, Black Jacks, Slims, Scramblers, Gremlins, Gapshots and Bouncers.
We also focused a bit on the server side features of Monday Night Combat. We’ve included reserved slots, easier kicking and some improvements to the All Star Rating system.


New Features
• New Crossfire Map: Uncle Tully’s Funland
• New bot spawn buttons for Uncle Tully’s Funland
• Chickey Cantor now spawns in Uncle Tully’s Funland
• New reserved slots for server admins
• New Action Menu. The Action Menu is an in-game menu for accessing buttons to easily mute players or vote to kick them.
• New animation for all Pros when they use jump pads
• Added in a new random lines from Mickey Cantor during the course of the match
• Reserved slots for players, settable by the server admin. Players are specified by SteamID in the HostileAccess.ini file; in a similar manner to how players are listed for banning. Adding an entry to the "VIPIDs" array (for example "VIPIDs=0x0110000104524662") will cause that player to be a VIP on the server. When a VIP attempts to join a full server, the server will kick the most recently joined nonVIP player to make room for the joining VIP. If a server is full of VIPs, then any incoming VIPs will be rejected as normal. VIPs must still know the server password (if any) to gain entrance. Also, if a VIP is banned, the ban will take priority over VIP status. ALSO, the cooldown period which a player who has been votekicked must wait before rejoining a server has been made configurable. The default value of VoteKickCooldown=10 (minutes) can be modified in the HostileAcess.ini. Note that a player who has been votekicked off of a server must wait VoteKickCooldown*NumberOfVotekicks minutes before being allowed to rejoin, thus further discouraging repeat offenders.


Balance and Adjustments
• Added back the number of juice uses in the end game summary
• Adjusted the way we calculate All Star Rating
• Adjusted the key bindings screen to accommodate the new action menu
• Changed the hit sound for the cardboard tube on the Cardboard Tube Samurai skin for the Assassin
• Reduced ban time from a vote kick
• Increased height of glass barriers in Grenade III Arena



Fixes
• Fixed issue where level 3 Assault charge did not deal enough grapple damage to Bots
• Fixed Sniper’s juice armor obscuring scope visibility
• Fixed high frame rates causing reduced initial movement speed
• Fixed normal maps textures on Assassin’s sword and dagger
• Fixed Assassin’s being visible at distances they shouldn’t be in maps with fog
• Players can no longer be killed after the round has ended
Portal 2 - Valve
Updates to Portal 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Portal 2
  • Fixed and added additional error-handing code for crashes in the renderer
...