Announcement - Valve
The Steam Summer Getaway Sale continues!

Today's Daily Deals include:

Also, buying discounted games now earns you an all-new collectible in the form of Trading Cards. Collect, trade and craft over 50 new sets of cards, including 10 Summer Getaway Trading Cardsthat can only be earned during the sale. Each set can be crafted into badges, backgrounds, emoticons and other rewards.

The Steam Summer Getaway Sale will run from now until 10AM PST, July 22nd. Complete information on Daily Deals, Flash Sales, Community Choice Voting and more can be found at http://www.steampowered.com. For more information on our new Trading Card feature, please visit http://steamcommunity.com/tradingcards.

Smash Cars - Valve
• Added support for gamepad layout configuration with predefined setup for XBox 360 Controller

• Added support for pressing Enter or Escape to skip intro

• The game has been recompiled against newer DirectX version with more optimization options

Strap yourself in for more RC car mayhem with the latest patch to Smash Cars! Updates and new features added in this patch include additional support for gamepad layouts including a predefined setup for Xbox 360 controllers, added support for skipping the games intro (Enter or Esc), and finally a recompiling of the entire game using the latest DirectX version which allows for greater optimization options. Update your game today and hit the ground running as you execute dazzling stunts, rack up points, and race to the finish in Smash Cars!

As an added bonus, for the remainder of the Summer Sale, Smash Cars will be available at an 80% discount.
Announcement - Valve
The Steam Summer Getaway Sale continues!

Today's Daily Deals include:

Also, buying discounted games now earns you an all-new collectible in the form of Trading Cards. Collect, trade and craft over 50 new sets of cards, including 10 Summer Getaway Trading Cardsthat can only be earned during the sale. Each set can be crafted into badges, backgrounds, emoticons and other rewards.

The Steam Summer Getaway Sale will run from now until 10AM PST, July 22nd. Complete information on Daily Deals, Flash Sales, Community Choice Voting and more can be found at http://www.steampowered.com. For more information on our new Trading Card feature, please visit http://steamcommunity.com/tradingcards.

Jul 16, 2013
Gnomoria - Valve
General
• When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance.
• Added Gameplay option to adjust how much food/drink nourishment effects a gnome's decision. Moving the slider to 0 will cause gnomes to always pick the closest food/drink. When multiple options are equidistant, they will choose the best. Moving the slider to 100 will allow gnomes to travel much farther for the best food/drink. Default is 50.
• Allow grass to grow up or down 1 level
• Gnomes no longer try to maintain distance from squad members while training
Fixed
• Crash when completing Fill Hole and items are inside the hole.
• Performance issue with lots of unreachable jobs
• Sometimes falling down a 1 tile deep hole and immediately moving back out, ie enemies falling down a hatch and immediately teleporting back up to the top
• Liquids not updating properly when a tile is dug down that has liquid on it
• Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc.
• Tinker Benches not respecting assigned worker
• Being able to replace the floor underneath a sapling
• Food/drink HUD text not initializing red when a game is loaded with 0 food or drink
• Displaying a negative amount of gnomads arriving. Now it correctly displays 0
Day of Defeat: Source - Valve
An update to Day of Defeat: Source has been released. The update will be applied automatically when you restart Day of Defeat: Source. The major changes include:

  • Fixed clients not being able to run the game in languages other than English
  • Fixed server CPU spikes caused by compression of string tables and packets.
  • Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars for investigating server performance
  • net_compresspackets_minsize default value increased to 1024. This convar now also determines the threshold to determine when a "fragment" (logical game network message, before being broken up into network packets) is compressed.
Product Release - Valve
R.I.P.D.: The Game is Now Available on Steam!

Based on the 3D supernatural action-adventure film, R.I.P.D., you and a partner will take up the holsters of two lawmen dispatched to the otherworld to protect and serve the living from an increasingly destructive array of souls who refuse to move peacefully to the other side. Top-notch teamwork and an arsenal of badass weapons are the keys to defeating your enemies and bringing order back to the world.

Jul 16, 2013
Client Update - Valve
We had an issue with a beta update of the Steam Client escaping into the wild last night, you may have noticed an update last night and a new one this morning reverting that change.

You can use the "File->Check For Steam Client Updates" to verify you have the most recent Steam build. If you wish to opt into Steam Client Beta updates then use the File->Settings dialog.
Announcement - Valve
The Steam Summer Getaway Sale continues!

Today's Daily Deals include:

Also, buying discounted games now earns you an all-new collectible in the form of Trading Cards. Collect, trade and craft over 50 new sets of cards, including 10 Summer Getaway Trading Cards that can only be earned during the sale. Each set can be crafted into badges, backgrounds, emoticons and other rewards.

The Steam Summer Getaway Sale will run from now until 10AM PST, July 22nd. Complete information on Daily Deals, Flash Sales, Community Choice Voting and more can be found at http://www.steampowered.com. For more information on our new Trading Card feature, please visit http://steamcommunity.com/tradingcards.

Jul 16, 2013
Arma 3 - Valve
FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 Beta
ACTIVITY: Game Update: 0.72 (Interface layout options, Steam invites, Fatigue feedback, Fixathon)
SIZE: ~885 MB

CHANGELOG

DATA
Added: Ability to set starting time of Defend Kamino (MP)
Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
Firing Drills: Now using symbology on selector targets
Firing Drills: Ability to immediately quit at the end of CoFs added
Firing Drills: CoF Green - updated to reflect changed magazines for sidearm
Firing Drills: Times of day tweaked to match new Stratis configuration
Firing Drills: Use of color was inconsistent for non-medal times
Firing Drills: Restarting within a CP would leave the IGUI element active
Firing Drills: Medal icon sometimes shown using Training rules
Firing Drills: Added audio cue when going over the next medal time
Firing Drills: Conversations all switched to radio again
Showcase time of day tweaks to match Stratis sunrise configuration
Showcase SCUBA now uses Titan launchers instead of RPG-42
"Interface Layout" configuration tool added to Game Options
Added: More heads to select from in user profile
Interface clock control replaced with an improved version in map, editor, briefings and tasks
AI icons in role assignment screen are not deformed anymore<
Fixed: Cargo cannot take control from commander
Gunner and driver of class "Car" and its children now use optics to detect targets
Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds.
Tweaking of wheels and suspension of both APCs (floating in air)
Adjusted agility of helicopters
Added parachutes to light helicopters
Passengers of all helicopters are now able to eject and paradrop
Added cargo parachutes for supports
Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
Adjusted radius of Zamak's destroyed wheels
Zamak now has the correct wheels destroyed (by shooting)
Doors of Mi-48 are closed by default now
Fixed getting in UH-80 as pilot for more players simultaneously
Gunners of UH-80 should be able to switch seats
Added day camouflage variant of Ghost Hawk
Weapons of CH-49 cargo no longer stick out of the roof
Tweaked hit points of the CH-49 Mohawk
Disabled levitation of the Strider's wheels
Fixed glass on doors of Ifrit
Green faction assault boat has its own texture
Green faction has its SDV now
Marid's crew should now abandon vehicle when all steerable wheels are gone
Fixed: Marid should have correct names of weapons
Fixed: Path to sounds of Speedboat
Speedboat's water friction has been tweaked
Engines of armed Strider hit points now have correct names
Fixed: AMV map icon was too small
Fixed: HEMTT exhaust right next to passenger head
HEMTT now has correct destruction of cargo part
Fixed: HEMTT windshield destruction
Fixed: HEMTT various descruction issues
Adjusted AH-9 missile burst for AI
Basic collimator optics should have the same zeroing
Iron sights of SOS optics now have correct zeroing
Tweaked basic setting of the direction of grenade throws
Fire mode switches are now animated for most weapons
GM6 rate of fire has been adjusted
Katiba variants are back
Flares light intensity tweaked
Changed magazine for Green faction pistol in equipment
Aiming of the ACP-C2 has been adjusted
ACP-C2 uses .45 magazines
Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
Improved ASRAAM behavior
Tweaked recoils for Scorpion and Vermin
Fixed: OPFOR Recon should have their weapons back
Fixed: Tweaked dispersion of mortar shells
Fixed: PCML and RPG-42 use unguided missiles
Careless AI are no longer stuck in prone after crawling under an obstacle
Parachuting soldiers are not sad anymore (death pose removed)
Adjusted vulnerability of character heads
OPFOR helmet heads-up displays retracted
OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts
Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences.
Fixed: OPFOR Recon inventory loadout
Adjusted Stratis' world coordinates (affects time of day effects)
Fixed: No units on certain Sites
Animal Sites enabled
Animal Sites generation reworked into a function
Animal Sites MP support added
Changed: Minefield Site now rotates all mines in the direction of the Site module
Fixed: Support type no longer available without any usable providers (Supports module)
Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
Added: Dialog for custom init code for virtual providers in Supports module
Added: Dialog for custom supply crate init code for supply drop in Supports module
Added: Custom HQ parameter for Support Requester module
Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false;
Added: "Create diary record" module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as "Create task" module have). This should simplify MP mission configuration.
Added: Module for setting a group callsign, can be found in "Group Modifiers" category.
Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks.
Added: "Headquarters" module, assigning HQ speaker with specific callsign for the given side.
Added: Scripted event handler "ticketsExhausted" is now called when number of respawn tickets reaches 0.
Fixed: Error messages when placing certain modules without input parameters
Suffocating PP effects disabled for animals
Fixed: Error in BIS_fnc_arrayShift (http://feedback.arma3.com/view.php?id=10276)
BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units"
Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn't maintained anymore.
Fix: respawnDelay entry was ignored when defined as a string, not as a number
No more infinite clicking if space is held to skip titlecards or establishing shots
No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing
Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player's side, existing respawnTemplates param is used instead.
Added: In CfgFunctions, 'forced' entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to 'preInit', and new entry 'postInit' provides option to execute the function right after objects were initialized.
Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now.
Notifications now support independent definition of picture color and picture text color
Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
Fixed: Selections of windows on airport control tower
Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
Fixed: Mortar sound reload spectral edited

CHANGED CLASSES
ACP-C2 now uses 9Rnd_45ACP_Mag magazine and a new muzzle_snds_acp sound suppressor
Vermin SMG now uses 30Rnd_45ACP_Mag_SMG_01 and 30Rnd_45ACP_Mag_SMG_01_tracer_green magazines and a new muzzle_snds_acp sound suppressor
Green faction has received its SDV with class I_SDV_01_F
Green faction has received its Supply create with class I_supplyCrate_F

ENGINE
Support for Steam friend invites / joins
Added: Wind synchronization in MP
Disabled loading screen when switching closing map
Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore
AI use Thermal Imagery to detect enemy when available
Removed warp when reloading in 3D optics
Improved thread synchronization of object drawing
Recognition of damaged part of body has been improved
Fix and slight optimization of detection of Simul Weather optimization
Fixed: Brightness of nearby objects in the first frame after map display is closed
Fixed: Items disappearing during inventory operations
Fixed: Unable to take weapons from non-local containers
Fixed: MP: Unable to throw grenades after taking vest from ground
Fixed: Magazine not being removed for other clients if a player loads it directly into their gun
Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground
Fixed: Headgear no longer displayed after leaving a multiplayer game
Fixed: Players could not access vehicles that cannot move
Fixed: Helicopters don't wait with another burst of CounterMeasures
Fixed: Helicopter collective ascent / descent rates were not consistent among devices
Fixed: GET IN waypoint - AI went for wrong seats in the helicopters
Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
Fixed: Text alignment support for map icons
Added: Scripting commands for tree interface control
Fixed: Command enableEnvironment to toggle off all ambient wildlife
Fixed: setAmmo command description
Fixed: AI turn limitation while aiming

Tales From Space: Mutant Blobs Attack - Valve
Tales from Space: Mutant Blobs Attack Update Released
Rev: 77919

General Fixes:
- Major update: Addition of a new visual hint arrow & focus highlighting system for players using Telekinesis with a gamepad
- Minor modification to initial English gamepad-telekinesis focus tooltip in level 3 (to improve clarity)
- Update to have mouse start at the center of the screen when playing in full-screen mode
- Fix for rare/hard-to-reproduce crash-on-death issue

Level-specific Updates:
- Visual adjustment of misplaced Telekinesis-control point in level 7
- Minor level-design adjustments to levels 4 & 6 to improve gamepad controls for a few Telekinesis-enabled objects in those levels
- Minor tweak to point placement near the beginning of level 2

...