ArcheBlade™ - [Codebrush] Jay
- CHICAGO -

Map Name / Server Name
-------------------------------------------
NetherDale TISEIRA
UnderSiege SEVEN’S LEAGUE
UnderSiege QUEEN’S LAND

NetherDale FIELD OF LOCAL BARBONS
UnderSiege FELLED LAND
UnderSiege KIGNDOM OF ALHANDRA

NetherDale ROCKFORD & MECHA
UnderSiege KINGDOM OF INSHUERRA
UnderSiege RILENTRIA

NetherDale HIGHNELLA
UnderSiege EMPIRE OF VISHELL
UnderSiege ICE CREAM DOUBLE
--------------------------------------------------------

- BUFFALO -

Map Name / Server Name
-------------------------------------------
NetherDale GANGNAM
UnderSiege CODEBRUSH
UnderSiege ARCHEBLADE

----------------------------------------------

- SEOUL -

Map Name / Server Name
------------------------------------------
NetherDale KOREA
UnderSiege DOKDO
UnderSiege GUROKER

ArcheBlade™ - [Codebrush] Jay
- CHICAGO -

Map Name / Server Name
-------------------------------------------
NetherDale TISEIRA
UnderSiege SEVEN’S LEAGUE
UnderSiege QUEEN’S LAND

NetherDale FIELD OF LOCAL BARBONS
UnderSiege FELLED LAND
UnderSiege KIGNDOM OF ALHANDRA

NetherDale ROCKFORD & MECHA
UnderSiege KINGDOM OF INSHUERRA
UnderSiege RILENTRIA

NetherDale HIGHNELLA
UnderSiege EMPIRE OF VISHELL
UnderSiege ICE CREAM DOUBLE
--------------------------------------------------------

- BUFFALO -

Map Name / Server Name
-------------------------------------------
NetherDale GANGNAM
UnderSiege CODEBRUSH
UnderSiege ARCHEBLADE

----------------------------------------------

- SEOUL -

Map Name / Server Name
------------------------------------------
NetherDale KOREA
UnderSiege DOKDO
UnderSiege GUROKER

Zombie Panic! Source - Tatsur0
Our guys have made it to PAX Prime - Seattle and are currently setting up for tomorrow when the doors open to those who were lucky enough to grab tickets before they sold out and those with connections.

We have 4 rigs and a dedicated server for those visiting our booth located on Level 6 #6417 and wish to play our final Alpha Build. Those not attending are following the event closely but also working hard on Beta with all our new 3rd party tools, features, polish, maps, additional content, and of course revealing all our hard work cooperating with Valve.

We look forward to hearing reactions from those playing the Alpha Build (Source 2007) at PAX and then again later those playing our updated Beta when we make it public in the near future.

For those attending PAX we hope you'll visit our booth!

For more information visit - http://www.monochrome-games.com/forums/showthread.php?t=575
Zombie Panic! Source - Tatsur0
Our guys have made it to PAX Prime - Seattle and are currently setting up for tomorrow when the doors open to those who were lucky enough to grab tickets before they sold out and those with connections.

We have 4 rigs and a dedicated server for those visiting our booth located on Level 6 #6417 and wish to play our final Alpha Build. Those not attending are following the event closely but also working hard on Beta with all our new 3rd party tools, features, polish, maps, additional content, and of course revealing all our hard work cooperating with Valve.

We look forward to hearing reactions from those playing the Alpha Build (Source 2007) at PAX and then again later those playing our updated Beta when we make it public in the near future.

For those attending PAX we hope you'll visit our booth!

For more information visit - http://www.monochrome-games.com/forums/showthread.php?t=575
AI War: Fleet Command - Josh "Spikey00" Y.
<a href="http://www.arcengames.com/aiwar_features.php"/><img src="http://arcengames.com/img/side_aiwar.png"</img></a>
Looking for a game? <a href="http://steamcommunity.com/games/aiwar/announcements/detail/1803941024835434436">AI War Summertime Sortie 2012</a>
<i>AI War <a href="https://www.facebook.com/AIWarFleetCommand">Facebook page</a>
Arcen Games' <a href="https://www.facebook.com/arcengames">Facebook page</a>
Tidalis <a href="https://www.facebook.com/Tidalis">Facebook page</a>
A Valley Without Wind <a href="https://www.facebook.com/pages/A-Valley-Without-Wind/164979970229916">Facebook page</a>
Our <a href="http://www.arcengames.com/forums/index.php">community forums</a></i>
Report bugs and suggestions: <a href="http://www.arcengames.com/mantisbt/">MantisBT</a>
<a href="http://www.arcengames.com/aiwar_irc.php">AI War web IRC</a> / irc.appliedirc.com / #aiwar
<b><a href="http://arcengames.blogspot.ca/2012/08/ai-war-beta-5074-focused-forces-released.html">Please see the original post here</a></b>
<b><a href="http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta#Prerelease_5.074_Focused_Forces">Changelog may be found here</a></b>

This one includes some key enhancements to the base game we wanted to get in with enough testing time left before 6.0.

Players have been telling us for a while that the AI's Special Forces units were basically... irrelevant. They used to be far more significant but many changes over the years have resulted in a mechanic that just doesn't make a lot of difference in most games. So we rewired it.

Now the galaxy's AI Special Forces will act as a sort of defensive response force, pushing back whenever you attack a planet the AI cares about (which is not all of them). In testing this produced a pretty cool feeling of maneuver and counter-maneuver, but as always we'll really see if it works out when the players get their hands on it. I think it's a step in the right direction, at least.

Speaking of AI defense, here's another thing the players have been asking for: now each AI planet picks three typs of ships to "focus" on when spawning reinforcements. In one sense this reduces the distinct number of ships you're likely to encounter in large numbers in the midgame (in the early game they still start with the same distribution as before), but actually increases the gameplay variety as each planet's mix will be different.

Mere balance changes seem mundane compared to mechanics changes like the above, but there are some pretty important ones to starships and the triangle: The six "combat" starship lines have been given another balance pass. K costs are now more in line with what you're getting, notably. And the fighter is now faster than the bomber was (and the bomber slightly slower) and has more of a role on the attack due to several guardians being switched to hull types that are vulnerable to the fighter. All in all, none of the balance changes are earthshaking, but they're one more step in the right direction.

The release has a couple bugfixes, as well.

<i>If you are looking for an AI War, give the latest <a href="http://steamcommunity.com/games/aiwar/announcements/detail/1803941024835434436">AI War Summertime Sortie 2012 Bulletin</a> a look!</i>

<i>This is a standard update that you can download through the in-game updater itself, if you already have 5.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 5.000 or later, you can download that <a href="http://www.arcengames.com/aiwar_buy.php">here.</a></i>
AI War: Fleet Command - Josh "Spikey00" Y.

Looking for a game? AI War Summertime Sortie 2012
AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
A Valley Without Wind Facebook page
Our community forums

Report bugs and suggestions: MantisBT
AI War web IRC / irc.appliedirc.com / #aiwar
Please see the original post here
Changelog may be found here

This one includes some key enhancements to the base game we wanted to get in with enough testing time left before 6.0.

Players have been telling us for a while that the AI's Special Forces units were basically... irrelevant. They used to be far more significant but many changes over the years have resulted in a mechanic that just doesn't make a lot of difference in most games. So we rewired it.

Now the galaxy's AI Special Forces will act as a sort of defensive response force, pushing back whenever you attack a planet the AI cares about (which is not all of them). In testing this produced a pretty cool feeling of maneuver and counter-maneuver, but as always we'll really see if it works out when the players get their hands on it. I think it's a step in the right direction, at least.

Speaking of AI defense, here's another thing the players have been asking for: now each AI planet picks three typs of ships to "focus" on when spawning reinforcements. In one sense this reduces the distinct number of ships you're likely to encounter in large numbers in the midgame (in the early game they still start with the same distribution as before), but actually increases the gameplay variety as each planet's mix will be different.

Mere balance changes seem mundane compared to mechanics changes like the above, but there are some pretty important ones to starships and the triangle: The six "combat" starship lines have been given another balance pass. K costs are now more in line with what you're getting, notably. And the fighter is now faster than the bomber was (and the bomber slightly slower) and has more of a role on the attack due to several guardians being switched to hull types that are vulnerable to the fighter. All in all, none of the balance changes are earthshaking, but they're one more step in the right direction.

The release has a couple bugfixes, as well.

If you are looking for an AI War, give the latest AI War Summertime Sortie 2012 Bulletin a look!

This is a standard update that you can download through the in-game updater itself, if you already have 5.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 5.000 or later, you can download that here.
Steel Storm: Burning Retribution - motorsep
I would like to let everyone know that there are user-made missions available, and the missions are being updated.

<b><a href="http://forums.steampowered.com/forums/showpost.php?p=30359892&postcount=8">Get more of user-made missions !!!</a></b>

Please visit the link above (which will take you to the appropriate post on our Steam forums), give it a try and let the author know what you think about it !
Steel Storm: Burning Retribution - motorsep
I would like to let everyone know that there are user-made missions available, and the missions are being updated.

Get more of user-made missions !!!

Please visit the link above (which will take you to the appropriate post on our Steam forums), give it a try and let the author know what you think about it !
Community Announcements - Rockstar Games
<img alt="" src="http://media.rockstargames.com/rockstargames/img/global/news/upload/maxpayne3_paynekiller_640x400%281%29.jpg" style="width: 444px; height: 278px" />

We've switched over from GTAIV to Max Payne 3, and MaxPayneDev1 is online in the Social Club Multiplayer Event playlist in <b>Free Aim</b>.

Be sure to join in, or watch, chat and enter to win prizes on the Social Club multiplayer events page:
<a href="http://socialclub.rockstargames.com/multiplayer-events/index.html">http://socialclub.rockstargames.com/multiplayer-events/index.html</a>
Mount & Blade: Warband - Napoleonic Wars - FSE_Vincenzo
http://forums.taleworlds.com/index.php/topic,245565.0.html

To show appreciation to our fellow contestants we would like you to take your time and select three of your favourite maps by voting in the above poll. It takes hours or days for a level designer to complete his scene and it would only take you a few minutes to vote!

Remember kids, VOTE OR DIE!
http://www.youtube.com/watch?v=pMGu4pbivkY
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