Announcement - Valve
Dear Everybody,

Dash's mom showed up to give us a ride home. Cyl had a bag. I had a bag. Tappet had a seven foot pile of crates and trunks like some sort of Duchess boarding the Titanic. Nobody's sure where it all came from, but Lady Tappet won't leave it. Dash's mom gave up and left us to figure it out. We decided to temporarily stow the big stuff at camp and go rent a truck. The good news is Marty was still around to drive us into town in his lightning car. The bad news is this must be Amish country or something, because nobody in town seems to know what a truck is. Or a phone. Or twenty-seven of the fifty states. Back on the good news side, though, stamps are only a penny!

Your Pal,

Sir Roderick

Announcement - Valve
Dear Everybody,

We survived Steam Summer Camp for one more year! Even though Tappet almost died from an arrow through the head and Cyl might actually be dead, I’m sad to see it end. On the other hand, thanks to the great deals in the canteen plus Cyl’s gambling problem, all three of us are broke, so it’s probably just as well. I told the wolf-fighting swim instructor that I’d see her next summer. She winked and said maybe she’d see me this winter. They don’t have camp in the winter, so guess who probably has a girlfriend!

Your pal,

Sir Roderick

Announcement - Valve
Dear Everybody,

Remember the totally silent kid from last year whose parents let him come to camp in a spacesuit? Well, something must have happened over the winter, because he's a real chatterbox now. Right off the bat, he tells us he's a minor. Cyl says it's summer camp and we're all minors, so, you know, big deal. Then the kid asks us if we want to hear a very scary story. Cyl says psh, very scary for your mom maybe. But then when the kid actually tells the story it turns out to be very scary for Cyl too, and we have to go wake up one of the counselors so Cyl can call his mom at 2am. Then Tappet decides to call his mom. And I figure, as long as we're scared and near a phone, maybe I should too. Needless to say, there were a bunch of moms pretty annoyed with this kid.

Your Pal,

Sir Roderick


Dungeon Siege III - Valve
Updates to Dungeon Siege III have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Dungeon Siege III
  • Keybinding has now been implemented into Dungeon Siege III
  • Added two new controls that will allow the players to move left or right. This is included on the keybinding screen.
  • Fixes an issue where the gamepad would default to on, even if you have no gamepad plugged in.
  • Fixed an issue in Multiplayer where if either the host or the client is using a gamepad and are playing with someone who is using the mouse/keyboard, the host hangs when switching to the ending cutscene.
  • Fixed an issue with certain graphic cards where it would occasionally display large black pixels in the middle of the screen.
  • Fixed a potential crash when players try to reconnect after disconnecting during a conversation.
  • We've implemented a fix that will revert the A/D reversed issue for people that are still reporting this issue.
  • Fixed a potential crash when players would join a Multiplayer game in a certain order.
Steel Storm: Burning Retribution - Valve

  • the Message of The Day notification system
  • scores now send to clients at a 1 at a time basis instead of updating all scores at once even if most of them are unchanged
  • added ping to the scoreboard
  • added damage dealt and accuracy to the scoreboard (damage dealt exists in old scoreboard files)
  • fixed a bug that was drawing Storm Shield hits wrong against objects with shields
  • fixed a bug that was not saving player profile/config after the game updates their profile
  • fixed a bug that was setting revision wrong for new profiles
  • floored some values in the scoreboard to avoid decimals
  • decreased font size on the scoreboard to fit more stats in
  • increased size of the scoreboard
  • rewrote major portions of the scoreboard code to easily allow more stats and more game modes to be added
  • scoreboard columns now adjust to the scoreboard stat titles to avoid translated text overlapping each other
  • fixed a bug that was setting the end game flag always true on showing end mission scores
  • fixed a bug that was checking the wrong variable when preparing scoreboard stats
  • fixed a bug that was checking the wrong variable for mission end when drawing mission score options
  • fixed a bug that was displaying time left below 0 when viewing end mission scores and the server is slow
Announcement - Valve
Dear Everybody,

Well, other than the name, Steam Camplympics went off without a hitch. More or less. The two kids who run the camp book - which means they take bets - had an outlaw line - which is basically early odds - that Cyl managed to get into so he could straight bet a dime on the three worm - which in this case just means three actual worms. You're probably thinking, wow, those must be some fast worms! They're not. Cyl just has a gambling problem. The biggest part of the problem is that none of us owns a gambling dictionary, because it turns out "dime" actually means "one thousand dollars". The sports book kids say they're going to "break" Cyl's "legs", which we're pretty sure is Gamble-ese for "have a good laugh about this misunderstanding", because Cyl doesn't have legs.

Your pal,

Sir Roderick

Hearts of Iron III: For the Motherland - Valve
Full Changelog from 3.03:

- fixed issue with auto peacing out when using default fallback goal
- fixed issue with GiE effect taking temporary control of friends
provinces which could make them surrender
- fixed issue with mixed scripted goals not firing in correct order
- fixed crash in theatre view when theatre lackshq unit (like luxemburg)
- Moved some VPs in FIN around.
- LIT no longet gets Polish land from Molotov–Ribbentrop pact.
- added text for population_crisis
- better check on when SOV can demand eastern Poland
- set some missing Molotov–Ribbentrop flags in SOV's history file
- End of winter war event should fire only once
- Added missing provinces to western france region
- Fixed nuclear effect to be positive (heavy water and uranium tooltip).
- Fixed exploit - it is now impossible to manually cancel rebasing order when the unit is already on it's way.
- fixed possible crash in wargoal listing on diplomacy view
- we surrender message now pauses by default
- fixed issue with much too aggressive starting laws
- GiE will now peace out properly from event spawning war goals
- SCW victory event now has correct text and sets Madrid as capital
- Fixed tutorial - incorrect tabs was highlighted in all tutorials, except basic.
- Fixed tutorial - it was possible to close the tab with keyboard numbers, leaving empty rectangles and arrows.
- Fixed shortcuts in tutorial, so using F1,F2,F3,etc is locked, the same as corresponding buttons.
- add wargoal effect tooltip now always display correct involved countries
- fixed random crash with deleted expeditionary forces in invasions
- province tooltip in political mode also shows terrain type
- coups now replace ruling party also
- coup is much harder vs someone in a faction
- if in faction when suffering a coup you drop out of any faction and
ideology alignment change towards the coup's mastermind.
- threat mission a bit stronger
- Fixed "Undeclared War Region effect" description, so it doesn't require $REGION$ tag which was missing.
- Fixed AI Garrison management bug, causing the units shuffle around between the provinces forever.
- Fixed bug - constructing unit as reserve, save and reload caused that practical ability bonus was applied without "modifier reserve penalty".
- Fixed the deployment view, so the scrollbar value is remembered when deploying multiple units.
- fixed issue where supply would be drawn from capital instead of
acting capital when capital is under enemy control
- End of winter war event should fire only once, I mean it this time
- Choosing to continue the WW adds the annex goal
- add wargoal cooldown reduced to 1 month
- the_continuation war2 has title/desc (same as the_continuation war)
- coups no longer end wars
- Align towards faction modifiers now have text

Team Fortress 2 - Valve
Updates to Team Fortress 2 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)
  • Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to prevent client cheats
  • Fixed a bug with playback of SourceTV demos

Team Fortress 2
  • Fixed a bug where Medics using the Quick-Fix could easily identify disguised Spies
  • Fixed a bug where healing a Scout while they change class in the spawn room would allow the Medic to keep the Scout speed
  • Fixed a bug with honorbound weapons allowing themselves to be holstered before getting a kill
  • Improved matchmaking logic
    • Fixed a case where players were being matched to full servers
  • Updated the localization files
  • Updated Pl_Barnblitz
    • Reduced Blue respawn time at cap 1
    • Fixed cart not allowing overtime when it has to stop at the turn table
    • Fixed players getting stuck in spawn doors when blue captures a point
    • Fixed spawn doors staying open when points are captured
    • Various clipping and exploit fixes
Announcement - Valve
Dear Everybody,

The camp's new swim instructors are really good at lifeguarding because Tappet took one look at them and immediately almost drowned seventeen times until two of them finally banned him from the lake while the third one FOUGHT A WOLF! Later, Highpockets showed some teeth when one of them tried to get floaties on her.

Meanwhile, the canoe is still missing, but we have new kayaks that the counselors brought in. The kayaks come equipped with minnow nets and beaver bats. The counselors seem a little freaked, they keep to themselves a lot and have taken to staying upriver. Intro to kayak class had one of them run off shouting “STAY ON THE BOAT, MAN! STAY ON THE BOAT!” Wow! The horror, the horror…

Your pal,

Sir Roderick

Fallout: New Vegas - Valve
Updates to Fallout: New Vegas have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

  • New feature: system save is automatically created prior to endgame sequence. After credits, user is prompted to load save game. This will allow single save players to play DLC without creating a new game.
  • Fixed issue where Minigun audio could get stuck/keep playing indefinitely when fired out of VATS.
  • Script fix to restore destroyed ED-E. This should address issues players have with attempting to use certain companions (e.g. Rex) or when the player needs to clear his or her companions before entering an area (e.g. Zion / Honest Hearts).
  • New “Companion Dismissal Terminals” added to Gun Runners and Lucky 38. These will allow players with lost companions from earlier patches to force-fire if they are experiencing problems attempting to get into DLC or areas that prevent companions from entering.
  • Arms no longer lifted above head when sneaking with certain weapons.
  • Fixed sound cutting out after extended playthroughs.
  • Massive world optimizations in major areas for better stability/performance with multiple DLCs installed.
  • Players can now have six or more DLCs installed without encountering an infinite “loading DLC” message on startup.
  • Navmesh fixes/NPCs no longer getting stuck.
  • Scripts added to keep certain NPCs who were marked as dead from respawning.
  • Extensive world optimizations for Hoover Dam.
  • Fixed lockup with Ranger Grant’s forcegreet at HD/NCR path.
  • Fixed NPC AI packages so they don’t get stuck at HD.
  • Fixed bug where upgraded ED-E could be killed in non-hardcore mode.
  • Post-assassination Kimball now gets removed prior to Hoover Dam battle.
  • Fixed navmesh around Camp Searchlight to improve performance over long soaks.
  • Searchlight Troopers don’t bump into each other as often.
  • Fixed navmesh on HD Observation Deck.
  • New teleport locations for Legion path through Hoover Dam. Improves performance.
  • Radio stations will work properly now if DLC is uninstalled.
  • Fixed instances where it was possible to fast travel during Hoover Dam battle.
  • Fixed case where recruited Remnants were hostile to player during HD battle on Independent and House paths. They will still turn hostile if you shoot them too much though.
  • Two vending machines in Hoover Dam were facing the wrong way.
  • Made it so Big Sal/Nero no longer accepts yield if the other is already dead.
  • Removed Brotherhood objectives when ED-E is given to the Followers.
  • Fixed rare instance where Cachino turned hostile on the player if player attacks Big Sal/Nero prior to Cachino entering the room.
  • Fixed crashes in Ultra-Luxe.
  • Fixed Alpha Squad snipers getting stuck when told to support player.
  • Fix for Lily’s weapon being displayed oddly on her back..
  • Improvements to navmesh and pathing in Great Khan Longhouse. Fixes crashes.
  • Plasma Spaz now gives 20% AP reduction (was 10%).
  • Fixed crash after hearing certain ED-E dialog triggers.
  • Fixed instance where Boone would constantly holster his rifle in combat if player had lost rep with the NCR.
  • Veronica no longer waits for player to speak to her before leaving after Hidden Valley is destroyed.
  • Extensive optimizations in McCarran.
  • Optimized NPC packages at Camp Golf to improve performance. Misfits now stay in a normal radius.
  • Arcade now properly rants against Caesar (once).
  • Motor-Runner Helmet now properly 0 weight. Also removed after quest completes.
  • NCR Heavy Troopers will now attack player if you attack Hsu.
  • Vulpes (and Alerio) now properly forcegreet if you somehow fast travel before their initial forcegreet fires.
  • Killing hostages while helping Khans no longer fails quest.
  • Gilbert/Ackerman now properly stay dead if murdered.
  • Mr. New Vegas will only mention failed NCR attack on Powder Gangers if Troopers are dead and Eddie is alive.
  • Fixed case where player could break quest with Orris if they fast traveled after he shoots thugs, but before forcegreet.
  • Generic Powder Gangers now set as Aggressive (previously Very Aggressive).
  • Fixed rare case of black screen during dialog at REPCONN facility.
  • Fixed phantom quest marker remaining on Major Knight after he’s killed.
  • Fix for incorrect dialog if player meets Bryce Anders after killing Motor Runner.
  • Player can no longer isolate the BoS virus by hitting “isolate virus” three times on a single console.
  • Fixed crash related to Arcade leaving the Remnants bunker.
  • Fixed Nightkin encounter at Tumbleweed Ranch to occur after user reloads a save.
  • Arcade will no longer attempt to initiate his quest during Hoover Dam.
  • Hoover Dam Boomer Bombing Run now works properly after save/reload.
  • Cass now only barks once per gameday and not every two gamehours.
  • Fixed XP exploits with MantisForeleg.
  • Massive optimizations in Westside, North Vegas and The Thorn. Improves AI pathing and performance with high uptimes.
  • Optimizations in Vault 19.
  • Fixed issue where Oliver Swanick would respawn after three days if killed.
  • Pathing improvements to The Strip and North Sewers.
  • Moved teleport doors on The Strip so NPCs don’t collide with players or other actors that stand in front of doors.
  • Ethel, Walter, and the Station Merchant no longer wander or patrol to avoid collisions with other NPCs.
  • Separated NPCs in the North Sewers.
  • Fixed issue where window in Vault 19 let player see through the world.
  • Greasers from Crandon’s quest now become disabled when the player leaves the area.
  • Fixed a Legion melee NPC near Nelson that was under the terrain.
  • Modified Legion and NCR hit-squad NPCs to use new level lists. They now have a smoother leveling curve that takes into account new level caps. Legion and NCR hit squad spawning was also
  • revised to make their appearance more consistent and less memory-intensive.
  • Fixed issue where Omerta thugs wouldn’t leave Freeside if you killed Joana and Carlitos.
  • Cazador Poison Effect sound no longer plays globally if someone, somewhere gets stung. Only plays if the player is hit.
  • Player can no longer repair the Grenade Launcher with the minigun.
  • Fix for companions going into unconscious/conscious cycle over and over again when stung with Cazador poison. In normal mode (or against companions), Cazador poison now lasts 8
  • seconds, doing 18 points of damage per second. It is, in fact, even deadlier than the normal version, but lasts 1/4 as long. In hardcore mode or against the player, poison remains 30 seconds/5 damage per second.
  • Casino slot scripts altered so their max bets do not produce game economy-ruining levels of cap overflow
  • Hit the Deck and Stonewall now properly work with player’s weapon condition. Hit the Deck is now +25 DT vs. Explosives instead of +50% vs. Explosives.
  • Adjusted Deathclaw fatigue to make them less exploitable with certain attacks. Inconsistent health values for Deathclaws were also corrected (in favor of stronger Deathclaws).
  • Cazadores are now properly flagged as fliers, so they won’t set off mines.
  • Increased radii for plasma and pulse grenades.
  • Fixed bug where rescued Powder Gangers would return to the legion camp.
  • Added Followers of the Apocalypse supplies to three areas of Hoover Dam if you gain their support and fight on independent or NCR paths. This also enables the FoA + NCR "good" ending through Julie Farkas.
  • Optimizations for Westside.
  • Fixed issues with Recharger Pistol animation.
  • Fixed issue where Aba Daba Honeymoon wouldn’t update if the player was running O My Papa simultaneously.
  • Typo: “Night Stalker Blood” changed to “Nightstalker Blood”
  • Yes-Man now checks both Loyal and Pearl’s status before the player can tell him the Boomer leaders are dead.
  • Removed “Intelligence” flag from Int<=2 check at REPCONN HQ, as engine doesn’t support checks that low.
  • Fixed scripting on Lonesome Drifter barter check so player doesn’t get next objective with Tommy Torini if they fail.
  • Legion Assassins moveto script no longer occurs every frame (frees up memory).
  • Added recipe so player can now break down 12.7mm ammo.
  • Four Eyes now works with ball cap with glasses.
  • There is now always an option to give ED-E to Lorenzo, even if player has said no the first time.
  • Mister Sandman no longer works on The Forecaster (XP exploit).
  • Ultra-Luxe doors no longer disable player controls if player is an enemy of the White Gloves.
  • Fix scripting conflict between “Cold, Cold Heart” and Mojave Ghost with Vulpes/Benny.
  • Fixed issue where player could become control locked in Gommorah if they had installed Yes-Man.
  • Player can now re-hire Arcade if ED-E is in the party.
  • Ultra-Luxe now properly pays out in Legion and NCR money.
  • Veronica’s companion perks (as in the ones Veronica gets, not the player) now properly assigned.
  • Waiting companions will no longer get teleported by the Vault 22 elevator.
  • Changed objectives for How Little We Know to better reflect branching paths.
  • “Return to Yes-Man” objective no longer reopens if player tells him to go to Lucky 38 in Wild Card: Change in Management.
  • Player can no longer pickpocket Button Man to break the scene where he shoots Cachino.
  • Player can no longer ask Cachino about plans if Bosses are already dead.
  • Fix for ED-E combat dialog.
  • Ranger Helmet now has weight/value.
  • Fixed Gomorrah holdout scripting to properly affect companions.
  • Lily now properly uses Stealth Boy when player is sneaking if told to keep it during her quest.
  • Fixed exploit where player could get infinite XP for punching Big Sal’s corpse.
  • Fixed scripting for For the Republic II where exposing Karl would prematurely complete the objective to destroy the Khans.
  • Fixed instance where fast travel was disabled when creating new game post-credits.
  • Inventory will now show cumulative weight of item stacks instead of weight of a single item.
  • Missile projectiles will no longer show in player’s target HUD.
  • Player will now unequip a weapon if consuming it in the crafting menu (fixes crash).
  • Weapons with recharging ammo now display ammo properly.
  • Fixed rare instance where player could be control-locked if loading an autosave created while lockpicking a transition door.
  • Beamsplitter mod fixed to proper DAM/DPS.
  • Crafting can no longer create weapons/armor at 100% condition.
  • Repair kits can no longer repair to 100% condition.
  • Throwing weapons can no longer take damage, and are dropped when shot at 100% condition.
  • DT Perks that increase DT based on enemy weapon should function properly.
  • Weapons using multiple rounds of ammunition per shot fired now show proper VATS damage estimate.
  • Fixed rare case where broken stick of dynamite could crash game if thrown.
  • NPCs will now play face cards on player’s stack in Caravan.
  • Various tweaks to audio system to improve memory performance.
  • Fixed issue where looping reload weapons would get stuck, causing VATS camera to point to the ground.
  • Fixed clock/calendar so that it doesn’t reset on a fresh load.
  • Fixed .45 auto pistol displaying incorrect condition/value on modding screen.
  • Both DAM and DPS now display on workbenches when creating explosives.
  • For ammo that reduce spread (like 12ga) effect is now properly applied to spread, not wobble.
  • Fixed crash when attempting to enter DLC1 with equipped quest items.
...