King Arthur II: The Role-Playing Wargame - Valve
Updates to King Arthur II - The Role-playing Wargame have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Major changes include:

King Arthur II – The Role-playing Wargame v1.1.02

-Fixed crashing battles (Pict armies and Fomorian raiding armies)
-Adventure and diplomatic quest fixes
-Modified skills (Chain lightning, Summon skills, Power of Sacrifice)
-Fixed experience level display and reduced experience required for higher levels
-Fixed some artifact drag and drop issues in heroes’ inventory and Artifact Forge inventory
-Modified Leadership bonuses of artifacts
-Increased Leadership value (Warlord class - level up choice)
-Fixed missing unit images and artifact icons
-Beast Lairs allow two units to be recruited per Lair
-Some of the Morality Lairs allow two units to be recruited
-Lair creatures acquired in quests no longer limit maximum availability
-Fixed ruler naming
-Kingdom of Alba: army behavior fixed
-Added automatic replenishment for Morgana’s core units while questing in the Northern territories
-Fixed experience levels for Sir Galahad’s army
-Fixed hero skill trees (Philbius, Numerius Andronicus)
-Player’s units will be at full strength if battle occurs while replenishing losses
-Removed empty Ring of Gorlois recipe from the Encyclopedia (became an acquirable set item)
- Other minor bug and balancing fixes

Known issues – fixing in progress

-Improved ground units defense against flying units
-Dal’ Riata battle difficulty and enhanced ability to fight dragons
-No Will to Fight values on some units
-Missing unit skills when received at higher levels than 5th
-Issues with closing Nether gates at Tier 4
-Some unit animation bugs
SOL: Exodus - Valve
- Extended joystick support implemented. Saitek X52 and Thrustmaster T-Flight HOTAS X are now supported
- On control settings screen, “Gamepad” renamed “Xbox/PS Gamepad” and will only show up if appropriate controller is connected.
- “Joystick” renamed “Joystick/Gamepad” as most modern gamepads register as joysticks and will only show up if appropriate controller is connected.
- Only 6 default mappings put in for joysticks, down from 12. Y-axis now inverted by default. This change will not affect previously saved settings changes.
- Fixed issue on Mission 7 where the user would not always get points for destroying the CoD Temple.
- Fixed performance issues on M7.
- Shortened M1 and M7 a bit due to pacing issues.
- Shortened Prologue a bit due to pacing issues. Heroic action requirements also reduced (25 fighters -> 15)
- Further improved Atlas turret effectiveness.
- Elite AI behaviors further improved.

Serious Sam 3: BFE - Valve
o Added support for AlienWare LightFX effects. o Fixed a number of issues (mainly related to HUD and menus) when using stereoscopic 3D rendering. The game should now look good in stereo 3D.
o Added GPU quality profiles for ATI Radeon HD 7000 series. o Voice chat now uses internal protocol with Speex compression. This lowers the bandwidth requirements for the voice traffic and makes voice transfer less bursty.
o Different screen layout configurations can now be chosen when playing in split-screen.
o Reworked a number of models by adding some more LODs for them, optimizing their geometry, fixing some errors etc. This should improve performance and used memory somewhat.
o Created some more swimming animations for player character.

o Fixed crash that occurred when kicking a Soldier enemy with multithreaded rendering enabled. o Sniper zoom now works correctly regardless of aspect ratio. o When generating crumbs, normals and tangents are not created if source model's shaders don't need them. o Fixed some crashes related to text rendering when multithreaded rendering is used.
o Added cvar 'mdl_bMorphedShadows' for controlling whether morph animations will be applied in casted dynamic shadows or not. (Default is disabled since it boost performance noticabely, while quality remains almost the same since morphs are used only for small model deformations and speaking.) o Fixed unresponsive safe area sliders in gfx options when adjusting window size. o Refactored implementation of font outline rendering to use a several times lower number of rendering calls.
o The option 'prefer 3rd person view' is now taken into consideration to set appropriate avatar view mode. Manual command for toggling 3rd person view overwrites the cvar linked to menu widget, but this is temporary (i.e., not saved in player profile). o Sniper no longer shows crosshair in versus games. o Added cvar 'ogl_iStaticBuffersType' for selecting which buffer type to use for static buffers under OpenGL. (For performance testing purposes mostly.) When changed, cfunc 'gfxRefreshGeometry()' needs to be invoked manually.
o Optimized in-game memory size of some model animations.
o Fixed a possible crash occurring if player disconnects or dies while using Mutilator to get pulled by a Werebull. o Fixed an issue causing rocket launcher to appear unloaded (missing rocket attachment) if weapon is brought up immediately (such as when starting game at chapter with rocket launcher already equipped). o Enemies without assigned foe player were scheduling moving too often. Now they use less CPU.
o Removed redundant changes of active texture unit in OpenGL.
o Fixed issues with wrong filtering of some textures in some cases.
o Reduced cases where rendering buffers get reallocated, e.g. for SSAO, haze, refraction, distance, sub-sampling and other aux buffers.
o Fixed a rare crash happening when player disconnects while some enemy is having him as foe and doing obstacle avoidance.
o Fixed an issue where picking up a weapon while already having full ammo of its type would not display a message to player to indicate ammo is full. o Tweaked HUD resolution-scale graph to fix an issue where certain HUD elements would overlap in low resolutions (800x600 and 640x480). o Fixed wrong trilinear dithering of shadows under OpenGL. ('ScreenPos' pixel shader input register doesn't have integer coordinates!) o Prevented appearing puppets from colliding with existing puppets and falling through floor upon appearing (common problem with "DigOut" spiders). o Implemented scriptable enemy despawning in case player is doing speed run. It is used on the last level for now.
o Fixed an issue allowing player to move while performing spinning attack with sledgehammer. o Relaxed cases when puppets force their physics to activate, so enemies standing still on uneven terrain can use less CPU.
o Fixed an issue causing Scrapjack's head to remain equipped on third person player model even if melee was interrupted before completion. o Optimized performance of flocking algorithms used by enemy in AI.
o Fixed missing polygons on stairs used on IbnTulun level near mosque.
o Fixed implementation of "Coin-op Co-op" achievement: player needs to finish all levels to get the achievement and is not required to be playing with other players. o Achievement completion checkboxes are now shown for all achievements which must be performed on all levels. o When storing level stats, all available level stats will be stored and all completed levels will be unlocked in profile. This is necessary as it sometimes happens that player profile doesn't get saved correctly (but stats are still stored in save game). o Statistics menu screen now shows statistics for all levels available in current game stats, not only for unlocked levels, as it happens that sometimes levels don't get unlocked even though they should be unlocked (probably a crash before profile was saved). o Optimized smart blur used with ambient occlusion.
o Setting cvar 'prf_bShowFPS' to 4 now shows frame-rate variation for given timing interval. (Just below average FPS.) o Significantly improved performance in several different aspects of AI code in presence of a large number of active entities. E.g. when player spawns a lot of enemies while doing speedruns.
o Fixed cases where too much memory was used if menu background level rendering was disabled.
o Voice encoding quality can now be changed on the fly using svm_iVoiceEncodingQuality cvar. o Voice chat streaming sound limited to buffer at most 1 second of data (otherwise it was possible for it to accumulate lots of data while application was in background).

Dungeon Defenders - Valve
7.16 Update Notes
* Added "Assault Mission Pack" premium content, free for owners of the 'Lost Eternia Shards Complete DLC'
* Added "Barbarian Hero Class" premium content
* Added "Hardcore Mythical Defender", "Dungeon Raider", and "Mythical Dungeon Raider" Accomplishments & Steam Achievements
* Added one-button "Sync All Items to DefenderStore.com", and no longer pops up Steam Overlay after you login to the site!

* Added 'Mythical Defender' reward! 'Outlander' costume with special ability
* Added Item-Box/Hero-Shop "Folder" support (& subfolders too), and Item Drag-&-Drop support
* Added "Q" key to toggle "Front View" mode where you can view the front of your character and rotate around them for tasty pics
* Added "H" key to Toggle HUD visibility
* Added UI Option to disable controller rumble feedback

* Made Hardcore mode available in all Difficulty settings
* Hardcore mission completions now save and are visible in your completion stats
* Fix for network bandwidth issue involving high-attack-rate projectile towers: tower projectiles are now locally spawned and locally-calculated client-side, completely elminating their bandwidth cost.
* Spider Webbing no longer stacks on players, you can only be webbed once-at-a-time
* 'Group Hug' Achievement can now optionally be earned using the corresponding Gender-Swapped Heroes
* Fixed bug where Squire's Blood Rage damage resistance calculation was inverted, erroneously making him take MORE damage as the Blood Rage stat was level updated. This is resolved, and now e.g. 1800 point Blood Rage will cut incoming damage by about 50%, enabling better Squire tanking especially on the high-end.
* Reduced Healing Ramp Cost by 20% (less Healing Cost per HP increase), and reduced Healing Cost by a straight 40% in NM
* Darkness Trap now strips mobs of elemental immunity, and reduced DU cost to 5
* Player Shop Maximum Item Sale Cost is now correctly 200,000,000 (the UI was previously erroneously limiting the number to 8 digits, preventing reaching this maximum)
* Fixed the cost of upgrading "Halloween Spooktacular!" items, now is the same as other equivalent items
* Fixed another kind of 'Return-To-Tavern-Crash' (perhaps the last)
* Buffed Squire Circular Slice damage ramp by 15%, Reduced its cooldown by 1 second, and increased its animation speed by 25%
* All Squire Towers HP buffed by 60% in NM, Harpoon Turret rotate speed increased by 40%
* Eliminated Speed Boosts in NM Assaults
Men of War: Assault Squad - Valve
Change-list

General

• Changed Royal Engineers to have one fortification kit each
• Changed melee to be much more lethal
• Increased fire rate of ZSU-37
• Increased fire rate of 61-K
• Increased health of engineers
• Increased speed of engineers
• Increased speed of flamers
• Increased mines of Royal Engineers
• Increased CP of attacker in frontlines from 160 CP to 180 CP
• Increased capture points in frontlines from 1000 to 2000
• Reduced resource income of attacker in frontlines from 800 MP to 500 MP
• Fixed sound of Puma
• Fixed sound of T20
• Fixed sound of ZiS-30
• Fixed sound of Steyr RSO
• Fixed sound of Bren Carrier
• Fixed wrong ammo of SNLF AT-rockets
• Fixed stamina of various engineers
• Fixed perks of various engineers


Multiplayer

• Added slight defender score in Frontlines
• Added small defender refund in Frontlines
• Changed defender budget from 3000 MP to 2000 MP in Frontlines
• Changed Day of Victory to use Competitive mode
• Changed Frontlines to use Competitive mode
• Reduced timer for engineers on Frontlines from 2:00min to 1:00min
• Reduced price of Su-75 from 350 MP to 280 MP
• Reduced price of ISU-122 from 900 MP to 850 MP
• Reduced price of M10 Wolverine from 650 MP to 600 MP
• Reduced price of M36 Jackson from 1100 MP to 1000 MP
• Reduced price of Wirbelwind from 350 MP to 300 MP
• Reduced price of M4A3E8 from 850 MP to 825 MP
• Reduced price of M4A4 Firefly from 900 MP to 875 MP
• Reduced price of Comet from 850 MP to 825 MP
• Reduced price of Hummel from 1100 MP to 1000 MP
• Reduced price of Ho-Ro from 1000 MP to 900 MP
• Reduced price of M12GMC from 1100 MP to 1000 MP
• Reduced price of M7 Priest from 900 MP to 850 MP
• Reduced price of Bishop from 850 MP to 800 MP
• Reduced price of Wespe from 900 MP to 850 MP
• Reduced price of Ho-Ni 2 from 750 MP to 700 MP
• Reduced price of ISU-152 from 1400 MP to 1350 MP
• Removed miners for attacker side on Frontlines
• Fixed Custom mode selection for Competitive mode
• Fixed Cromwell in no infantry

King Arthur II: The Role-Playing Wargame - Valve
Updates to King Arthur II - The Role-playing Wargame have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Major changes include:

King Arthur II – The Role-playing Wargame v1.1.01

- Fixed issue with armies spawning on top of each other with no deployment
- Fixed stone circle teleporting, both in main and prologue campaign
- Fixed loops, incorrect texts and other bugs in quests
- Fixed issues with diplomatic actions
- Changed spell penetration level for several spells (e.g. Meteor Strike, Enchanted fog)
- Decreased effectiveness of Resurrection spell to reasonable level
- Decreased combat stats of Changeling/Sidhe units to reasonable levels
- Fixed emergence order of Shard abilities
- Fixed difficulty level issues in regard the Mad Emperor’s army
- Casting unit abilities applies to all units selected
- Improved general game performance, added option to disable multi GPU optimization
- Other minor bug and balancing fixes
SOL: Exodus - Valve
Patch 1.9 is a large update that includes a major bugfix that resolves the crash issues some users were reporting, as well as a large number of balance adjustments and improvements based on customer feedback.

• User files now saved in three separate parts, Profile.bin, VideoAudioSettings.bin, and ControlSettings.bin
• Fix for user settings sometimes becoming broken after editing items on the control settings screen
• Much improved user targeting when firing at a target's lead indicator
• Incoming missiles may now be immediately targeted by the 'Cycle Closest Enemy' hotkey
• Incoming missiles have their targeting triangle rapidly blink now
• 'Virtual Mouse Joystick' control mode implemented in a beta phase. Use the console command 'ToggleVirtualMouseJoystick' to have the mouse simulate an analog joystick for ship motion. This can be compared to mouse controls in games like Freelancer. Note that this feature is currently in the beta phase.
• When the current target is lost and a new target is automatically targeted, the closest target is chosen, regardless of priority
• When using the 'Target in Reticule' hotkey, if there is no ship in the reticule, the closest enemy to the user is selected, regardless of priority
• Capital ships are no longer a prioritized target for cycling
• Tab key is now mappable
• Deadzone and Sensitivity settings no longer affect joystick throttle controls
• Fixed issue with CoD Elite fighters not firing in the correct direction when they perform a maneuver to fire in reverse
• Fixed issue with CoD Elite fighters not having their lead indicator out in front all the time
• Some text clarification on the Control Settings screen
• Various visual fixes (both the Saturn and Titan levels received visual upgrades)
• AI improved
• Health of base fighters and elites improved
• Score penalty for docking has been eliminated
• ADD drilling time has been increased
• Prologue/Tutorial has been overhauled

Jan 27, 2012
Oil Rush - Valve
Version 1.01

* Fixed memory leak induced crashes.
* Fixed loading saved settings by the launcher.
* Better compatibility with Mesa on Linux (improved support of open source video drivers).
* Steam overlay notifications are moved to the left bottom corner.
* Changed default video mode to fullscreen with native screen resolution in Steam version.
* Fixed sound on/off logic.
* Fixed minor GUI layout problems in Russian version.
* Slightly increased level loading speed.
Jan 27, 2012
RACE On - Valve
- (Finally) corrected Race On's Volvo C30 weight and inertia
- Updated Formula Masters' final gear ratio to prevent reaching the limiter on tracks like Monza
- Fixed a false cut warning that occured on Curitiba when rolling start was enabled
- Tweaked the location of smoke emission when breaking the Camaro engine
- Slight adjustment to the tyres grip properties
Stronghold 3 Gold - Valve
Stronghold 3
Version - 1.8.28566
Patch Notes

Patrol added – Troops can now be set to patrol between 2 patrol points (see below for more information).

Barracks Assembly Points added – Individual troop types can now form up at designated assembly points (see below for more information).

Reworked wall system to prevent small sections of wall remaining after deleting walls (This is fixed for newly placed walls, some pre-placed walls will still have occasional issues).

Fixed an issue with the walls occasionally causing hoarding/rolling/stairs to change/disappear.

Fixed an issue involving Woodcutters occasionally getting stuck in the stockpile.

Fixed the issue with troop’s stance automatically changing to aggressive.

Fixed a crash related to rain and video memory on the ATI 1950 video card (might have affected other videocards too) in military mission 6, 11 and economic mission 2.

Fixed an issue with the Lord returning from the dead when loading a save game in Military Mission 15.

Fixed an issue that made troops invincible in Freelook mode.

Fixed an issue where projectiles remained in Freelook mode.

Objects embedded in the wall which was of varying height is no longer too high/low for the wall.

Several issues resolved with Military Campaign Mission 14 with troops stuck on and in walls.

Fixed issue when entrances to certain tunnel entrances on towers wouldn't work.

When moving troops in formation use single right click to move troops at the same speed (all move at speed of the slowest troop) and double right click to move troops at their default speeds.

Boiling oil no longer kills your own troops when dropped from the gatehouse.

Stopped the music from changing when animal invasions or troop reinforcements are triggered. (Affects Military mission 2 in particular.)

Fixed issue with audio from troops attacking walls (as well as some other sounds) cutting each other off causing audio distortion.

Fixed an issue with not being able to place walls in multiplayer custom maps & The Deadshore.

Fixed an out of sync in Multiplayer related to walls.

Fixed an out of sync related to Knights on Horses attacking.

Fixed an out of sync in 4 player Multiplayer related to the type of Lord chosen by players 3 and 4.

Mangonels and other tower siege equipment can no longer attack during peacetime in Multiplayer.

After loading a save game all the previous missions will now be unlocked in the campaign menu.

Scores have been fixed for user-created Military based maps.

Fixed a crash when loading a savegame with fire (thanks to Bob, MK & Kostas for sending us their savegames).

Various crashes have been fixed.

Patrol:
- Select troops and left-click on the Patrol button in the slide-out command drawer.
- Right-click on terrain or walls to set the patrol destination.
- The troops will march back and forth between their starting position and the patrol destination.

Barracks Assembly Points:
- Select the Barracks, and right-click on a troop build button.
- A rally point banner will appear on the cursor. Place it by right-clicking, or left-click to cancel.
- Troops of that type will now march to the rally point automatically when they are recruited.

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If you experience odd problems after updating please verify your Steam cache files.
Problems such as: Odd characters in the menu. Buildings cannot be placed in-game. Language speech is missing or anything you had in the game before but don’t after updating the game.

To verify your Steam cache files:
1. Open Steam > Library
2. Right click on Stronghold 3 and select Properties
3. Select the Local Files tab and then click Verify Integrity of Game Cache
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