Arma 3 - Valve
CHANGELOG

DATA
  • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
  • Comprehensive lighting tweaking (details)
  • Environmental tweaks: sun, lens flares, material changes for changed lighting
  • Lights optimization
  • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
  • Increased light intensity of muzzle flashes
  • Added: dedicated combat radio protocol
  • Added: dedicated stealth radio protocol
  • Fixed various radio protocol issues
  • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
  • Alarm sound now also configured under CfgSounds, as “Alarm”
  • Improved Ka 60 fire geometry
  • Various types of lights on the Ka 60 improved (placement, parameters)
  • Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka 60 rotor collisions)
  • Fixed: http://feedback.arma3.com/view.php?id=1219 (wrong Ka 60 horizon indication)
  • Adjusted mass distribution of MH-9
  • Fixed: Position lights of helicopters have been adjusted
  • AI helicopter handling improved
  • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  • Speedboat (minigun) now uses correct muzzle points
  • Fixed: http://feedback.arma3.com/view.php?id=7584 (top-speed gear change for the Hunter)
  • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  • Tweaked MRAPs' maximum light radius to improve performance
  • MRAPs should have tracers every third shot now
  • Fixed: http://feedback.arma3.com/view.php?id=8384 (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
  • Launcher AI settings and weapon performance configuration tweaked
  • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  • Material penetration properties modified
  • Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor)
  • Holosights have been replaced by ACO for Katiba
  • 12.7mm HMG Rate of Fire fixed
  • Tweaked missiles for AH-9 to be better used by AI
  • Adjusted DAGR locking cone and adjusted its AI characteristics
  • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
  • Fixed: MXM and MX SW handles have better materials
  • Range Master character added
  • All chest rigs should be of better visual quality
  • BLUFOR marksman's has changed its color to match his uniform
  • Removed hand grenades from helicopter pilots and crew
  • Diver UW magazine count modified
  • Automatic rifleman shouldn't have a tracer round every bullet anymore
  • Removed little cubes from BLUFOR rifleman's right wrist
  • Fixed: Missing texture of backpack has been re-mapped
  • Movement speed tweaking and unification deployed
  • Various little tweaks and fixes on common houses
  • Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction)
  • Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions)
  • Added numberOfDoors parameter to structure configs
  • Added numberOfHatches parameter to structures configs
  • Reduced durability of reflectors and markerlights on structures
  • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
  • Last / distant LOD for plants improved
  • Fixed: various bush material / alpha shaders
  • Smoke shell effect tweaked
  • Rocket effects tweaked
  • Blood hit and fire dust effects tweaked
  • Added small settlement near Kamino firing range
  • Stratis bridges improved for characters and vehicles
  • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  • Tweaks to Stratis lamp placements
  • Fixed: Sandbag barriers adjusted on Stratis
  • Added: New system for displaying scenario overview information
  • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
  • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  • Added tooltips to CListBox and key presets
  • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
  • Welcome Screen no longer shown for new profiles made during the same session
  • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
  • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  • Fixed: Quick command linked to the old communications menu
  • Added: Correct cursor for supports communications menu
  • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
  • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
  • Added: Communication menu manager
  • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
  • Fixed: Functions viewer was not working when launched from mission editor
  • Added: Adding new control presets and their tooltips
  • Fixed: Notification area is now wider
  • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
  • Field Manual Commanding / Move hint improved
  • BIS_fnc_arrayShuffle added to functions
  • Fixed: BIS_fnc_infoText was using obsolete sound
  • Added: A notification is displayed when a new communication menu item is added
  • Fixed: allowFunctionsRecompile description.ext param had no effect
  • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
  • Optimized: BIS_fnc_selectRandomWeighted
  • Added: Variable header added to local functions
  • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
  • Fixed: Chromatic aberration remained when camera was launched from the pause menu
  • Removed: pauseOnLoad.sqf redundant script
  • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
  • Added: Error message will now interrupt loading screen
  • Fixed: The default editor template was still calling functions
  • Fixed: Feedback FSM optimization
  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
  • Added: Correct ETA for mortar support in SCUBA mission
ENGINE
  • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
  • Updated to Physx3.2.4
  • Fixed several MP synchronization issues
  • Fixed several crash opportunities in SP and MP
  • Several inventory interaction and stability fixes
  • Removed destroyed buildings from PhysX simulation
  • Fixed: Wheel speed in damaged or destroyed state
  • Dynamic light influence to AI visibility tweaked
  • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  • Fixed: Hard limit usage while performing light sorting
  • Added: New hard limits implemented into particle lights
  • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
  • Fixed: Starting scenarios from subfolders did not work correctly
  • Fixed: Audio distance curve
  • Added: Radio filter / effect
  • Fixed: MX UGL had a displaced crosshair
  • Added: Loiter waypoint
  • Fixed: AI will not eject before player
  • Fixed: Taking additional ammo for pistol would play reloading sound
  • Fixed: Certain magazines could not be moved to another container from backpacks
  • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  • Fixed: Texture flickering on wrecks
  • Fixed: Tooltip crash in MP sessions listbox
  • Fixed: http://feedback.arma3.com/view.php?id=7673 (crash when trying to bind controls - drag and drop)
  • Added lbSetTooltip script command
  • Removed redundant CfgFirstAid >> firstAidScript
  • Small optimization of face mimics
  • Fixed: enableFatigue command was not working
  • Fixed: Manual control for locked missiles works again
  • Added: Most detailed shadow lod is now displayed in view pilot
  • Fixed: Helicopters engines now are damaged correctly upon contact with water

Warframe - Valve
Update 8 is officially here and loaded with TONS of new content, including the highly anticipated Dojo, awesome new tile sets, and so much more!

- THE DOJO: In Alpha, test out your Dojo with your Clan!
- GRINEER GALLEON TILE SET: At last we reveal Grineer ships -- vast, rusted chambers with new vicious enemies
- OROKIN VOID TILE SET: Explore the hidden, but dangerous, fortress of the Ancient Orokin
- OVER 20 NEW WEAPONS: Energy weapons, Biological Toxins and High-Impact explosives await discovery!
- NEW MODS: Including 3 created by the Design Council
- PLUS, tons of FIXES & MORE!

Visit the forums for full Update Notes and watch our Update 8 video that covers all the features in more detail.
Insurgency - Valve
We've been hard at work on an update for Insurgency and are excited to give you guys something new to play with over the weekend!
Added new coop game mode: Checkpoint. Checkpoint is an objective-based coop mode with 4 objectives that must be secured one by one. After capturing the second objective, your team receives reinforcements and anyone who is dead gets to respawn. Checkpoint is currently supported in Uprising_Coop, Siege_Coop and Market_Coop.

Firefight is now using a new reinforcement mechanic. Instead of players respawning infinitely, reinforcements are only triggered when a point is captured, distinguishing it from Occupy and incorporating some of the intensity of Elimination into objective-based gameplay.

Battle now supports moving spawn points. When your team captures the middle point, your spawn point moves up giving your team momentum and making it less of a stalemate.
Market and District now support Push game mode.

Fixed a bug in Push and Battle where the defending team could not block enemy capture.

Implemented new server and client controlled ragdoll manager that will limit ragdolls for the client depending on FPS.

Added new convar "sv_vote_kick_quorum_ratio" (default value 0.8) to help prevent "gang-banning." Instead of requiring 60% of the vote (which is the default), it now takes 80% of the vote to kick/ban someone, to decrease instances of people being unfairly kick-banned from servers.

Added new convars "bot_health" (default 1.0) and "bot_damage" (default 0.6) to allow server admins to modify bot health and damage.

Updated realism mode scripts.

Bots can no longer see through smoke.

New gameplay sound cues related to objectives and receiving supply.

Point captures are now displayed in the upper left along with death notices, and display each player involved in the objective capture/neutralization.

Moving while prone in iron sights will put down your weapon and allow you to move instead of force-restricting player movement.

Player stats are no longer reset after each round.

Reduced cost of RPG and C4 to 1 supply now that supply rate is slower than it was previously.

Increased fuse time on Flashbang.

Increased the rate of fire of burst mode for M16A3 and MP5K.

Removed spark particle from muzzle flashes.

New Mini-14 and Mosin Nagant textures.

New character animation improvements - players no longer run in place, smoothed idle -> run transition, new idle animations.

First person spectator is now the default for Coop. In the future we will make it the ONLY supported spectator mode in Coop, however we need to fix leaning and laser sight in spectator mode before doing so.

Potentially fixed ragdoll UFO abduction bug. Don't want to claim we've fixed it officially, as it's a latency related issue and requires more testing. However, if any of you still notice this bug or notice less of it occurring, we would very much like to know!

Starting to evolve environment art a little more (see barber shop in Siege/Contact as an example of what we will be doing to all of our environments in coming weeks/months ahead).

Fixed a crash in the ClientLeafSystem that caused a crash whenever IsLeafMarker was hit in AddRenderablesToRenderLists.

Fix the following problems in hammer: 3D Shaded Textured mode for the 3D viewport not working, displacement texture blends not showing up in 3D Shaded Textured mode, and texture blends on non-displacement surfaces being glitched in 3D Textured mode.

Siege bug fixes and new art

Ministry map cleaned up and playable - no more missing textures.

Heights map cleaned up with more spawn exit options for Security

We will be hosting a Play with the Devs event later today at 4pm Pacific for those interested in joining us for some INS action. We look forward to getting more detailed feedback from you all on the changes!
May 24, 2013
Lunar Flight - Valve

Lunar Flight Update Version 1.8



Lunar Flight has been updated with new Multiplayer modes and many more new or improved features. New Difficulty options make it more accessible than ever before ensuring anyone can make progress and become a thrust vectoring master!



  • Weapons Systems with Countermeasures
  • 2 Multiplayer Modes (Mission Score & Deathmatch)
  • Up to 16 Players
  • A New Multiplayer Leaderboard
  • Integrated Server Browser
  • New Difficulty Options
  • New Skill Based Scoring System
  • 10 New Multiplayer Specific Achievements
  • Performance Improvements Upto (25%) Faster Rendering
  • Improved UI
  • Improved Special FX
  • Miscellaneous Polish & Bug Fixes

Dota 2 - Valve
GAMEPLAY
- Elder Titan: Fixed Natural Order not upgrading on Elder Titan.
- Elder Titan: Fixed Ancestral Spirit waking up units that were hit by the Spirit Stomp.
- Elder Titan: Fixed Ancestral Spirit having the wrong radius while returning after it expired.
- Fixed Shadow Blade incorrectly revealing its owner on secondary attack types if they occurred after the fade time.

UI
- The combat log is now localized.
- The Watch tab will now default to the Tournaments sub-tab if there is a live match.
- Added an automatic "(idle)" tag in Rich Presence for players that are AFK.
- Tournaments are now sorted by their last game played.
- Fixed a bug where notifications of item purchases didn't work if the courier did the purchase.
- Fixed bug where chat ban notifications weren't displaying hours left correctly.

PERFORMANCE
- Reduced memory usage.

AUDIO
- updated Nightstalker ult, made global for teammates.
- fixed Mana Leak target sound.
- fixed Dust sound
Super Puzzle Platformer Deluxe - Valve
Super Puzzle Platformer Deluxe is Now Available on Steam and is 25% off

Take one part falling block puzzle game, combine one part old-school platformer, add a couple thousand pixels, blend and serve. Why match colored blocks when you can just shoot the hell out of them? Play single player or local head-to-head multi-player and try to survive as long as you can across 6 different game worlds.

*Offer ends May 31st at 10AM Pacific Time
Giana Sisters: Twisted Dreams - Valve
Today's Deal: Save 75% on Giana Sisters: Twisted Dreams!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

Jet Set Radio - Valve
Changes
- Setup screen can now be navigated with a gamepad, giving the game full controller support.
- Added Retry screen after finishing a stage.

Fixes
- Fix to avoid audio stuttering in-game on heavily fragmented drives.
- Several rare crashes present in the original game code have been fixed.
- Fixed an issue that caused some enemies not to appear until the player turned their back (in Fight or Flight and other areas).
- Multiple minor graphics fixes relating to drawing order and transparency (for example, the electricity in Grind Square would cause some objects behind to become transparent).
- Fixed an issue that caused music to occasionally not play in the tutorial.
Rush Bros. - Valve
Rush Bros. is Now Available on Steam and is 10% off.

Rush Bros is a pulse-pounding, music infused Platform Racing Game that features a single player and a competitive multiplayer either split-screen local or online between two simultaneous racers. Rush through over 40 unique levels jam-packed with puzzles, obstacles and power-ups in a race to the finish line where the victor can literally crush his competition.

*Offer ends June 1st at 10AM Pacific Time

Dust: An Elysian Tail - Valve
Dust: An Elysian Tail is Now Available on Steam and is 10% off for the first week of launch!

Immerse yourself in a gorgeous hand-painted world on a search for your true identity. As the mysterious warrior, Dust, your action-packed journey will take you from peaceful glades to snowy mountaintops and beyond. At your disposal is the mythical Blade of Ahrah, capable of turning its wielder into an unstoppable force of nature, and the blade's diminutive guardian, Fidget. Battle dozens of enemies at once with an easy-to-learn, difficult-to-master combat system, take on a variety of quests from friendly villagers, discover ancient secrets and powerful upgrades hidden throughout the massive, open world, and uncover the story of an ancient civilization on the brink of extinction as you fight to uncover your own past.

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