Orcs Must Die! 2 - Valve


Robot Entertainment today announced that Orcs Must Die! 2 now supports Steam Workshop! When it released last summer, Orcs Must Die! 2 gave players a broad new Spellbook filled with new and old traps and hundreds of upgrades. Robot Entertainment is now giving War Mages the tools to expand their magical arsenal even further.

Have you been yearning for a crossbow that shoots freezing bolts? Now you can make one. Craving a special tar trap for the Sorceress? You’ve got it. Combine all of the game’s traps, visual effects, and stat effects with your own custom textures and Spellbook art to custom-build your new favorite traps, trinkets, and weapons. Once you’ve put them to the test, upload your custom items to the Workshop to share with thousands of War Mages and give the Order a plethora of new ways to slaughter orcs!

Orcs Must Die! 2 Workshop Features:
  • Craft New Traps, Trinkets, and Weapons – Using existing Spellbook items, War Mages can construct a dizzying array of new traps to take into battle. Combine existing 3D models with new textures, new stats, new upgrade designs, and new visual effects to craft and share your best orc-maiming ideas.
  • New Onslaughts – Modify the creatures and timing for waves in existing Orcs Must Die! 2 fortresses and caves to create new and challenging experiences. Did you already beat the game on Nightmare? Now you can create your own ultra-Nightmare Mode to put your skills to the test. Share your custom onslaught levels and campaigns with the community on Workshop.
  • New Costumes – Replace the textures on any of the sixteen War Mage and Sorceress costumes in Orcs Must Die! 2. Create a huge closet of intimidating new costumes to strike fear into the hearts of orcs!
Get started with the Orcs Must Die! 2 Workshop here.
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

General:
  • Added over 60 Gold Star community-submitted Workshop items
  • Summer Claim Checks can now be redeemed for Summer Coolers
  • Summer Cooler Keys are now available in the Mann Co. Store
  • Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
  • Reduced intensity of Bleed and Jarate screen effects under DX8
  • Added text search functionality to the backpack and the store
  • Added tf_hud_show_servertimelimit to display the server’s per-map time limit on the in-game HUD
  • In MvM, if all team members unready, the pre-round countdown will stop
  • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
  • Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
  • Double-clicking a crate will now take you to the appropriate key in the store
  • By default, items with non-standard qualities (i.e., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
  • Unusuals and Stranges no longer stack in loadout equip pages
  • Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
  • Fixed a bug that would cause the popular items page in the store to not always update correctly
  • Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
  • Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
  • Fixed a bug where crouch animations would not properly play while in humiliation state
  • Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
  • Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
  • Fixed level 3 dispensers missing geometry
  • Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
  • Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
  • Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
  • Fixed characters in the loadout page sometimes appearing as if they were cloaked
  • Weapon attributes will now show in the same order in-game and in Steam Community
  • Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
  • Added support for the Oculus-native distortion function via the "oculus_use_ovr_distortion" convar in VR mode
Maps:
  • Added cp_standin and cp_process
  • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
  • cp_badlands
    • Fixed jumps being ruined by small rock ledge near spiral
    • Fixed prop collisions
    • Fixed clip smoothing
  • cp_dustbowl
    • Fixed players building in Blu's first spawn
    • Fixed players shooting through rocks in stage 2
    • Fixed collision in tunnels in stage 2
    • Fixed textures not displaying properly in Pyrovision
    • Fixed lighting on cliff faces
    • Fixed skybox error in stage 3.
    • Fixed players getting killed through the ceiling under stage 2 cap 1
    • Adjusted ceiling height in stage 3 tunnel for better clearance
    • Cleaned up prop collision
  • cp_egypt
    • Fixed clip brush exploits
    • Players can no longer build on top of arches and high ledges
  • cp_gorge
    • Players can no longer build in Blu's first spawn room
    • Changed scale of water texture
  • cp_granary
    • Fixed improper orientation on arrow signs
    • Fixed players getting above red forward spawn
    • Fixed players building on cargo containers inside spawn room
    • Fixed holes in skybox geometry
    • Removed collision from hanging lamp over Red spawn
    • Removed collision from security cameras above Red and Blue spawns
    • Mirrored fence alcove from Blu final cap arena to Red side
    • Balanced collision of rocks in final capture arenas
    • Re-ordered spawns in the first spawn room to be consistent between Red and Blu
  • cp_gravelpit
    • Clipped roof of building over cap A
    • Removed helthpack under terrain
    • Added decals under health kits and ammo packs
  • cp_gullywash
    • Fixed players getting out of the map near the middle capture point
    • Fixed collision exploits near middle capture point
  • cp_mountainlab
    • Fixed collision issues on the ladders and hill that lead to the first point
    • Fixed static prop lighting
  • cp_steel
    • Fixed players blocking Blu's spawn exit door leading to capture point B
    • Fixed collision on ledge near capture point B
    • Players can no longer build inside Red spawn room.
    • Blu spawn point over grate removed.
  • ctf_2fort
    • Fixed building inside of spawn doors
    • Fixed clipping exploits on battlements
    • Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
    • Cleaned up prop collision
    • Smoothed clipping on wagon wheel and other props
  • ctf_well
    • Fixed players jumping out of the map
  • koth_king
    • Health and ammo packs now match on Red and Blu sides of the map
    • Players can no longer build in spawn doors
  • koth_lakeside
    • Fixed rockets passing through terrain near the capture point
  • koth_viaduct
    • Players can no longer build in spawn room rafters
  • mvm_bigrock
    • Fixed players building on rock in cave section
  • pl_badwater
    • Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
    • Fixed player clip smoothing
    • Fixed fence collisions
    • Fixed floating rocks in skybox
    • Fixed lighting on props
    • Fixed lighting on canyon vista
    • Handrails no longer collide with bullets and projectiles
    • Performance increase through poly reduction, model collision reduction and model fade distances
    • Players can no longer build inside Blu spawn room
    • Players can no longer be trapped with teleporters under the sign by the first capture point
    • Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
    • Players will now be crushed by closing doors upon the capture of point 2
  • pl_barnblitz
    • Fixed building in the skybox above Red's final spawn
    • Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
  • pl_frontier
    • Fixed spawn doors not working properly after second capture.
    • Players can no longer build inside kill volumes
    • Players can no longer build inside of Blu's second spawn room
    • Red players can now enter the Blu team spawn upon round win
  • pl_goldrush
    • Fixed collision on props and clip exploits
    • Fixed buildings being prohibited from construction in the garage near the end of stage 3
    • Players can no longer block the cart through the wall in stage
    • Players can no longer build in spawn exits
    • Players can no longer build on the shack roof near the end of stage 3
    • Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
    • Players can no longer build on the perch in stage 1
    • Handrails no longer collide with bullets and projectiles
  • pl_thundermountain
    • Fixed gate visible through ceiling in stage 3
    • Fixed clipping in stage 3 Blu spawn
    • Prevented players from building in the cliffside kill zone in stage 1
  • pl_upward
    • Fixed exploit where Blu team could be trapped in their final spawn room
    • Fixed gap in collision which allowed Blu players to be shot in their first spawn
    • Fixed fade distances on props in Blu spawn
    • Fixed players building under catwalk on the ledge of the final pit
    • Fixed clip brush exploits
    • Players can no longer be trapped by teleporting under stairs near final capture point
    • Players can no longer build inside of Red's final spawn room
    • Players can no longer build inside of spawn room doors
    • Players can no longer be trapped inside of the capture point sign
    • Prevented Blu team from entering final spawn room while it is neutral
    • Smoothed clipping collision
    • Collision performance increases
    • Handrails no longer collide with bullets and projectiles
    • Replaced floor texture in Red team final spawn room
  • plr_hightower
    • Fixed clip brush exploit above building on cliff edge
  • plr_nightfall
    • Fixed players jumping outside of the map
    • Reduced prop collision
  • plr_pipeline
    • Fixed invisible faces
    • Handrails no longer collide with bullets and projectiles
  • tc_hydro
    • Fixed clip brush exploit where players could get out of world
    • Fixed players getting on top of monument.
Items:
  • The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
  • "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
  • Cursed Soul items (Halloween zombie skins) are now renameable
  • Strange Bacon Grease can now be gift-wrapped
  • Added LODs to the Airborne Armaments set items
  • Fixed Bison/Pomson projectiles getting stuck on doors
  • Fixed Baseballs and Jars sometimes going through thin geometry
  • Crit-A-Cola
    • Removed: Damage taken mini-crits
    • Added: Damage taken increased 25%
  • Shortstop
    • Added 20% bonus healing while deployed
    • Added 80% vulnerability increase to all push forces while deployed
  • Winger
    • Added +25% Jump Height bonus when active

  • The Special Delivery (set)
    • Removed: +25 max health on wearer
    • Added: Leave a calling card on your victims
  • Battalion's Backup
    • Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
    • Rage is now generated from damage dealt instead of damage received
  • Black Box
    • Rocket explosions now use correct sound

  • Beggar’s Bazooka
    • Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
    • Misfired Rockets now remove one loaded rocket from the clip
  • Concheror
    • Rage is now generated only from damage dealt
    • Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
  • Cow Mangler 5000
    • Reduced clip size (from 5 to 4)
    • Removed -10% damage attribute
    • Removed 5% slower reload attribute
    • Added missing "sets players on fire" description text
    • New particles and sound
  • Escape Plan
    • Players receive the Marked-For-Death effect after deploying, and for a short period after holstering
  • Liberty Launcher
    • Removed: 25% reduced clip size penalty
    • Added: 25% reduced damage penalty

  • Original
    • Rocket explosions now use correct sound

  • The Tank Buster (set)
    • Removed: +20% Sentry damage resistance on wearer
    • Added: Leave a calling card on your victims
  • Phlogistinator
    • Fixed "Mmmph" progress resetting after touching a resupply cabinet
  • Powerjack
    • Added: 15% increase move speed while deployed
    • Added: 20% damage vulnerability to all sources
  • The Gas Jockey's Gear (set)
    • Removed: +10% faster move speed on wearer
    • Removed: +10% bullet damage vulnerability on wearer
    • Added: Leave a calling card on your victims
  • Chargin' Targe
    • Added: Afterburn immunity
  • Loose Cannon
    • Range no longer affects direct cannonball impact damage
    • Reduced charge time to 1 second
    • Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
    • Double-Donk damage now mini-crits
  • The Expert's Ordnance (set)
    • Removed: +10% fire damage resistance on wearer
  • Buffalo Steak Sandvich
    • Removed: Damage taken mini-crits
    • Added: Damage taken increased 25%
  • Dalokohs Bar
    • Increased amount of health restored per-bite from 15 to 25
  • Gunslinger
    • Fixed a bug that caused mini-sentries to heal while being constructed
  • Rescue Ranger
    • Minor increase in damage per bolt
    • Increased building healing from 50 to 75 per bolt
  • Short Circuit
    • Ammo cost reduced when an attack destroys a projectile
  • Wrangler
    • Slightly reduced accuracy of manually-controlled sentry at long range
    • Protective shield now fades 1 second after the owning Engineer dies
  • Crusaders Crossbow
    • Changed arrow projectile to a large syringe
    • Added new trail effects
    • Smoothed out reload animation (DPS unchanged)
    • Fixed being able to heal players that are using items that block healing
  • Quick-Fix
    • Added 50% Overheal
    • Über now affects the medic when there's no heal target
    • Shotguns with pushback (Force-A-Nature) no longer affect players under the effect of Quick-Fix’s Über
  • Vaccinator
    • Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
  • Bazaar Bargain
    • Fixed the starting charge rate being -40% instead of -20%
    • Capped the max charge rate to 200%
  • Cozy Camper
    • Removed movement penalty.
    • Added: Damage taken increased by 20%
  • Darwin's Danger shield
    • Added: Bullet damage taken reduced by 15%
    • Added: Explosive damage taken increased by 20%
  • The Croc-o-Style Kit (set)
    • Removed headshot immunity
    • Added: Leave a calling card on your victims
  • Dead Ringer
    • When under the effect of Feign Death, damage taken decreases the duration of the effect
  • L'Etranger
    • Added: 40% increased cloak duration
  • Spy-cicle
    • Fixed a bug that would cause the charge meter to not reset when the spy was killed
  • The Saharan Spy (set)
    • Removed: Reduced decloak sound volume
    • Removed: 0.5 sec longer cloak blink time
    • Added custom particle effects when taunting
RaceRoom Racing Experience - Valve
RaceRoom Racing Experience has been updated.

- Re-enabled stats such as time spent and laps driven. They were frozen for a few days while we were investigating the problem. We apologize for the inconvenience and thank you for you patience.
- Fixed an issue with stats where time spent in the main menu was getting added as time spent on a track.
- Fixed an issue where game would not detect resolutions with higher refresh rate properly.
- Fixed a rare issue where VRP's were not getting awarded if there was a timeout from Steam Servers.
- Fixed an issue where in a class based leaderboard challenge, the all time best laptime was showing the selected cars best time even if it wasn't the best in the class.
- Fixed an inconsistency where the in-game position bar was showing a different LB position than the LB in portal.
Shadow Warrior Classic Redux - Valve
Shadow Warrior Classic Redux Bug-fix Update Released
Version 1.0.1
  • Fixed random crashes on Windows XP
  • Fixed FOV value not being stored after quitting the game
  • Fixed wrong "enemies idle" sound playback
  • Minor bug fixes and improvements

Super House of Dead Ninjas - Valve
Super House of Dead Ninjas has been updated to include Steam Workshop!

Create and share custom levels using the in-game map editor, and find community creations from the Steam Workshop!

Other updates include new enemies, 10 additional Steam achievements and 50 new rooms to the tower!

Super House of Dead Ninjas uses ninja magic to generate every tower randomly, so no two adventures are the same! Descend a seemingly-endless tower as the fearsome Crimson Ninja and face over 50 types of enemies using dozens of ninja weapons and magic!

Jul 9, 2013
Gnomoria - Valve
General
• Added gameplay option to pause and move the camera to new gnomads on arrival

Fixed
• Crash with Training Grounds when loading
• Crash when moving a job type down in the priority list causing a custom profession to be created
• Crash exporting military/profession settings with illegal filename characters
• Game potentially freezes when completing some jobs
• Gnomes trying to use the same bed and sleeping on the floor
• Windmills not properly turning on/off when it changes to outside/inside
• Gnomes sometimes not pasturing livestock if an unreachable animal exists
• Several cases of inside/outside status of tiles not properly updating
• Scout perk increasing vision more than intended
• Bone Shirt and Skull Helmet not storing in crates
Guns of Icarus Online - Valve
Content
- New ship, the Mobula - an more advanced attack ship with 5 front facing gun and no guns on side or back. It has good vertical movement, but it is more difficult to repair in the heat of battle.
- New gun, the Phobos Light Mine Launcher - A strange addition to airship arsenals, this found-technology shoots a proximity mine that will deploy a balloon after once it reaches its arming time (3s). Each gun can only maintain 5 concurrent mines at a time, if any additional mines are placed then the first laid will explode! For more, read on to the Mine Launcher FAQ!
- New costume bundles on sale, with some costumes discounted and/or converted to multi-class
- Expanded beginning Gunner tutorial
- New progression achievements (level cap is now 15)
- Updated in-game manual

Features
- Added crew formation: ability to assemble a group of up to 4 ship crews before entering a match. Crews can be added from friend list or party. For more, check out the Party and Crew Formation FAQ below!
- Added parties: invite players to your party, then invite your whole party to a match or crew formation lobby. For more, check out the Party and Crew Formation FAQ below!
- Options screen now available from header
- Matches now have their own chat channels
- Chat in the lobby split between “Global” and “Match” tabs
- Chat window now has 2 sizes - short and tall - switchable at the press of a button
- New camera shake when explosions hit the ship, when you collide into other objects, when the ship accelerates, when the ship hits max speed, and when turning at high speeds.
- Redesigned in-game store
- Combined “Look” and “Role” screens into new “Character” screen, with ability to zoom in and out on your character preview.
- Redesigned Social page with player profiles, recent crew list, and account management tools
- Added player profiles with public stats, badges, and recent achievements
- Added character rename feature, with up to 2 free renames
- Added clan tags
- Added badge inventory system

Gameplay

GUNS
- NEW WEAPON! Phobos Light Mine Launcher. A strange addition to airship arsenals, this found-technology shoots a proximity mine that will deploy a balloon after once it reaches its arming time (3s). Each gun can only maintain 5 concurrent mines at a time, if any additional mines are placed then the first laid will explode! Airship mechanics still don’t understand why but they do know it deals 125 direct piercing dmg and 100 impact dmg in a 60m radius for devastating AoE! Mines can chain detonate so watch out. You can shoot both the mine and its balloon for interesting effects.
- Gatling Gun: 3.5 degree jitter (from 3), 5s reload time (from 4.25s)
- Mortar: 50 degree yaw speed (from 30), AoE 8m radius (from 6)
- Flare Gun: Fixed bad damage and ignite values. 10 fire direct dmg with 100% chance to apply 10 fire charges.

SKILLS
- Any Projectile Speed augmentations now successfully adjust the range of raycast weapons (gatling and carronade)
- Extinguishing now respects all cooldown effects. If a component is cooling down, it cannot be extinguished or repaired until the cooldown has finished.
- Extinguisher: cooldown time 3s (from 7s)
- Chemical Spray: cooldown time 5s (from 3s), lasts 20s (from 15s)
- DynaBuff: Balloon buff refactored to respect new ship flight model. 7s buff time, lasts 90s, -25% vertical drag, +100% lift force
- Heavy Clip: no recoil, -25% clip size
- Lochnagar: -90% rotation (from no rotation), no effect on projectile speed (from -20%), -60% arming time, -50% AoE, +125% dmg (from +150%), 250 damage per shot (from 175)
- Incendiary: -25% clip size (from 30%, fixing a rounding error on 2 clip size guns)
- Fixed Kerosene vs. Phoenix Claw turn issue to respect new flight model.
-- Phoenix Claw: +300% longitudinal drag (from -35%), +50% thrust, actually deals 13 DPS to engines
-- Kerosene: +300% angular drag (from +50%)

SHIP
- NEW SHIP! Mobula! The Mobula has a unique upside-down design that facilitates increased balloon protection as well as superior vertical mobility at the cost of slow turning and large top-down profile. With 5 front mounted guns (fanned out across its hemispherical design) it can potentially deal high amounts of damage. However, its repair points are tucked away in its interior. 550 Armor, 600 Hull health.

MAPS
- Fjords: Red spawn points adjusted to prevent spawning too close to oncoming blue players.
- Desert Scrap: Adjusted blue spawn points and stationary sandstorms to increase field of view
- Paritan Rumble: Slightly smaller map size, adjusted spawn points to decrease bad spawns

Fixes and Optimization

GAMEPLAY
- Suicide (with tar barrel or mine launcher) awards a kill to the last hostile source of damage, if any
- Fixed a missing collider in Flayed Hills and Canyons
- Fixed continuous repair input lag
- Fixed a bug that might prevent Pilot achievements with an “on helm” requirement from being completed
- Fixed rejoining 2 slots at once bug

NETWORKING
- Removed misleading spike from traffic graphs when they are first opened
- Client-side networking makes better use of multiple threads (should improve framerate in high-traffic situations, particularly on multicore machines)
- Fixed lag spike caused by another match being started on the same server

RENDERING
- Improved performance of cloud rendering, particularly when they are affected by multiple lights (flares, explosions, etc)
- Fixed a shader bug that caused some lights to affect clouds more intensely than intended
- Fixed a bug with flare shadows that could cause the shadow to be offset from the original model
- Flare shadows now draw on target dummy ships
- Buffed and fireproofed effects no longer render on top of clouds when the part in question is inside the cloud
- Fixed reload animation bug (animation no longer plays twice)
- Prevent muzzle flash from playing when the primary fire button is held down right after the end of reload
- Fixed Field Gun barrel texture
- Fixed hat positioning and clipping

Mine Launcher FAQ

How many mines can I lay?
- The technology behind the Phobos Mine Launcher is still shrouded in mystery. It seems to be only capable of maintaining 5 simultaneous mines. Each additional mine causes the oldest mine to self-detonate.

Can I shoot the mine?
- Yes, the balloon and the mine itself can be destroyed. Shooting the balloon causes the mine to drop. Shooting the mine causes the mine to explode as if you collided with it.

Can I get hurt by my own mine?
- Yes, once mines are deployed they behave like level terrain. You, your teammates, and opponents can trigger the mines and take damage from them. This also means that anyone can shoot the mine.

Party and Crew Formation FAQ

How do I form a crew?
- Go to “Form Crew” from the main menu. Use “Ship Count” to select the number of ships you have to crew (up to 4). Invite crewmates by clicking on their names in your Friends or Party list, and select “Invite to Match.” If you have a party already formed, you can use “Invite All” to bring along the entire group. Once your crews are assembled, select “Match List” to find or create a new match lobby, or “Quick Match” to automatically join a suitable one.

How do I form a party?
- Parties are formed similarly to crews, but without needing to enter a separate screen. To form a party, simply click on the name of each person you wish to add and select “Invite to Party.” As with crews, they must click on your name and select “Join Party” to join you. Every member of your party will be listed on the Party tray in the upper right of the screen.

How do I join a party or crew?
- When you are invited to a party or crew, you will receive a notification in chat. To accept, you must click on the name of the person that invited you and select “Join Match” or “Join Party.”

How do I talk to my party?
- You can communicate with all members of your party no matter where they are using [H] for text chat, and [Z] for voice chat.
Rogue Legacy - Valve
Rogue Legacy v1.0.12c

General fixes:

- Forgot to actually disable DInput controls when turning it off in the options menu.

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

Rogue Legacy v1.0.12b

General fixes:
- Fixed bug where game would crash if the DirectInput device was removed mid-game.
- Fixed bug where running the game with a DirectInput device was causing slowdown.
- Fixed bug in a 1x3 room where you could not fall through a specific platform.
- Fixed bug where game would sometimes crash when dying (again).

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

Rogue Legacy v1.0.12a

General fixes:
- Added error trapping to handle crashes when the DirectInput device was not being initialized properly.
- Fixed bug where deadzones were accidentally disabled from the last patch.
- Game no longer goes into screensaver mode while active.

Balance Changes:
- Lowered the cost of upgrading Haggle by a small amount.
- A few spelling fixes to make the Lich's abilities more clear.

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

Rogue Legacy v1.0.12

Major Changes:
- Added support for DirectInput controllers (toggle-able from options screen).
- Alexander will now spawn higher level mobs on NG+ and above.
- All bosses now break Paladin secret move, not just the final boss.
- Fixed bug where controller hardware was being polled too often, resulting in significant lag for some systems.

General fixes:
- Optimization tweaks to rendering. People should find a small improvement to framerate.
- Typo fixes to profile card crit chance.
- Fix to game sometimes crashing during Alexander fight.
- Fixed bug where beating the game with Calypso's compass would crash the game.
- Fixed bug where architect fee could carry over to NG+
- Fixed bug with architect fee text overlap on NG+ bonus.
- Typo fixes in Journal, and Paladin, and Translocator spell description.
- Alexander boss floor and roof lowered to prevent him from going too low.
- Enemies that are split during timestop are now immune to timestop until it's reactivated (Feature).
- Enlarged projectile pool.

Balance Changes:
- Architect fee raised from 30% to 40%.
Expeditions: Conquistador - Valve
Version 1.4
- Added Italian localisation and localised cutscenes!
- Implemented the ability to set a long-distance path by clicking on a map icon! We're pretty stoked about that.
- Equipment slots now act as buttons so you can just click once to assign however much equipment you want.
- Added timed victory conditions (Eliminate enemies in X turns and Escape in X turns) for certain battles in Mexico to force aggressive play.
- Added 3 new guard failure events, two of which will only trigger during Mexico, each of which has a battle with a new little twist.
- Added 2 new Tinkering random events.
- Added 2 new Travel random events (both of which are nasty, of course).
- Added 1 new Patrol random event with an optional battle.
- Added 1 new Treatment random event.
- Added 5 new personal random events (for Bernardo, Enrique, Gabriela, Sierra, and Teresa).
- Increased enemy ranks, equipment, and in a few cases even numbers in battles all throughout Mexico.
- Reduced the amount of Peccaries and Herbs that spawn in Mexico.
- Changed hunting so the result no longer scales with the size of your expedition, and your Survival skill now affects the result.
- Made the World Resources difficulty setting no longer affect the result of the hunting task.
- Critical success in camp failure checks are no longer possible in Mexico - there is now a 10% chance of attack in Mexico instead of the previous 5%.
- Implemented a "Very High" camp task difficulty level and used it for the three terrain types that are unique to Mexico.
- Implemented a subtle Bloom to give the game a brighter, more Central American look (you can turn it off in the Options if you don't like it).
- Implemented a cap to how many items of each type that you can bring into a battle depending on your Tactics skill.
- Tied the item placement radius in combat to your Tactics skill as well.
- Raised the material costs of constructing all items.
- Made a follower's Tinkering skill determine how many materials they spend on constructing items.
- Critical hits will now always destroy 1 point of equipment from a randomly selected slot.
- That enough difficulty for you? Huh? Happy now? Careful what you wish for, amigo!
- Being within the range of a light source now displays the "Illuminated" debuff during night battles.
- Furthermore, pre-placed light sources (torches, campfires, car headlights) and lantern fire now also illuminate nearby characters.
- Reduced the range of Torches from 3 to 2.
- Fire now provides partial cover in the hex it's burning on.
- Increased the amount of Valuables you get if you steal from the Ancient Temple from 2500 to 6000.
- Fixed bug that would occur when going to Mexico from Hispaniola and then going back to the main menu and launching Mexico.
- Fixed the cheeky loading screen non-hint for Aguirre being displayed even when not in Aguirre difficulty.
- Fixed a logic glitch that was causing the Conspiracy quest in the Aztec storyline to be infinitely repeatable.
- No more preparation phase in the Ruined Temple battles (since you don't have traps yet at that point anyway).
- Moved the free move zone around Tenochtitlan so it's no longer possible to rest on the causeway between battles during the siege.
- Added a couple of missing "Begin battle." choice nodes in the Jungle Hunters event and reduced the equipment you get from the Higuey Village fight.
- Reduced the XP rewards for the quests at the end of Hispaniola, as well as for a few of the exploration events and side quests.
- Added the morale number after the morale level description for each follower in the camp management window.
- Added an indication to the troop selection menu for battles of whether or not there will be a preparation phase.
- Put a 10 day deadline on the Abduction event to occur.
- Prevented the Tribal Attack event from playing until you've earned at least 600 Total XP.
- Added missing diacritics to a bunch of the Spanish follower names.
- Fixed MayanBanditsQuestCompleted flag being set instead of MasayaVillageHostile if you attacked the Masaya Village and won.
- Fixed the goal text of "Gutiérrez's Fate" sending you north when in fact you should be heading towards the south-west.
- Fixed a logic glitch where Coyotl or Citlalli could participate in the Pearl Fishers event even if they weren't in the party.
- Fixed "The Poisoned Spring" goal description asking for 10 herbs when in fact the quest requires 25.
- Fixed a thing where you could spend movement points without moving if you kept clicking under your own horse.
- Fixed a hex under a house in Papantla being walkable so you could walk right through the corner of the building.
- Fixed a bug that would allow you to promote three Sergeants if one of them was injured.
- Fixed a bug where the Governor would not be registered as dead if Leandra won the battle for Santo Domingo.
- Made it so you only have to camp once before Santo Domingo is restored after the battle.
- Made sure the Tournament won't be added back to the map after the battle for Santo Domingo if Noriega is dead...
- Made extra special sure that Coyotl and Citlalli won't leave AFTER the battle for Tenochtitlan, and that they'll leave even if they're injured.
- Added 30 new placeholder events to Mexico that modders can hook into in order to add new content if they want.

Steel Storm: Burning Retribution - Valve






Version 3.00.03101 - A.M.M.O. mod for Steel Storm: Burning Retribution

CHANGES:
+ Update: Heavy tank now retains its turrets after respawning.
+ Update: Switching from a heavy tank to a lighter one should no longer
give the latter extra turrets sticking out from its chassis.
+ Update: Multiplayer should now show the correct chassis models being
used by all other players.
+ New: Respawning will now restore you to your last loadout.
+ New: Terminals are now activated by proximity.
+ New: Blue team will now spawn green models. Solely for the purpose of
testing and feedback.

-- Known bug: Switching chassis' very quickly still causes the extra turrets... next build will implement a timer to avoid this condition.

-- Known bug: Steam Overlay can cause crashes or texture loss...
It is suggested especially for AMD/ATI users to turn off Steam overlay for this build.
...