Alright folks! Another patch is here, along with some sweet sweet European servers! Servers will be down from 5pm-6pm EST for the patch. Here are the notes:
Version 2.2.10.810 - September 26th, 2013 **NOTE** - Previous versions MUST patch in order to play games, you will not be able to join a match without patching your client.
Features: - European servers have arrived! You can choose your server region in the lobby settings. For testing purposes, matchmaking games will be played only on North American servers. - Grouping for matchmaking has been re-enabled. Joining a lobby will cause you to leave your group. - You can now disable chat popups for each channel, settings are saved on a per channel basis.
Changes: - Changed the spectator free camera to use a RTS style control scheme instead of an FPS one. - Emotes no longer lock a players movement, and will be cancelled upon movement. - All players in a lobby can now invite another player, not just the host. - The events menu now shows how much time is left in the event or league, rather than dates.
Fixes: - Corrected a database issue causing some users to get stuck on "authenticating" or not being able to log in at all. - Fixed lobby invites not going through. - Fixed lobbies being incorrectly flagged as custom settings. - Per Game Boosts now properly subtract from games. - Per Day Boosts will not improperly be removed from user accounts. - Elite boosts now stack properly, for a max of 4X XP/CC with per game and timed boosts. - Create Game button in the lobby menu properly layered now. - Alliance leaders can now properly disband an alliance. - Alliance level 20 badges will now be unlocked if your alliance is level 20. - Alliances that appear stuck at level 19 now are leveled to 20. - Notifications won't continuously show up when leveling from alliance level 19 to 20. - Users stuck in an alliance that no longer exists is fixed. - Destroyer and Champion bot AI updates. - Netcode improvements for slower connections. - Lots of minor menu fixes.
We have updated the public release of Half-Life Deathmatch: Source. This update contains all the changes from the recent beta, thanks to the whole community for their help with testing and suggesting new features.
Changes in this update are:
Converted Half-Life Deathmatch: Source to the new SteamPipe content system, for optimized delivery of the game
Added support for Linux and Mac OS X operating systems
Numerous bug fixes contributed by community members
We have updated the public release of Half-Life Deathmatch: Source. This update contains all the changes from the recent beta, thanks to the whole community for their help with testing and suggesting new features.
Changes in this update are:
Converted Half-Life Deathmatch: Source to the new SteamPipe content system, for optimized delivery of the game
Added support for Linux and Mac OS X operating systems
Numerous bug fixes contributed by community members
A major update is now available : 26-09-2013 - 2 - We have added 11 graphics option in the menu - Fix for the pickup system - Fix panther quest - Add auto save after missions
Hello! Gun Monkeys is FREE and 50% off all weekend.
If you've been struggling to find games, and haven't been able to join the regular Scheduled Events, now's a great time to hop on and shoot some monkeys in the FACE.
SMASH PLANETS. Build on other planets. This is still work in progress, and you will see a great deal of iteration in the coming weeks and months. Go forth, Commanders, take over the solar system, fling asteroids at your enemies, dominate the skies.
Borderless full screen now supported! Alt-Enter (rebindable) to enter the mode. The game will now remember window position and what mode you're in - full screen, windowed, window-maximized, etc.
Significant changes to client performance. If you haven't been able to play much, now is a good time to try again and post in our beta forums with details about your experiences, ESPECIALLY if it's worse for you now.
Major overhaul to metal denisty and clustering. Still very work in progress. Reduces overall metal. The actual placement still needs more iteration, as the current system results in too many unusable metal spots.
Overhaul of the system editor. Play around with it. Much improved flow, saving, loading and customization of planets and solar systems.
Big changes to landing selection. Still a work in progress. Small games should typically guarantee more reliable metal for all. Larger games can still result in limited immediately available metal. This will continue to be iterated.
Major changes to how we use video memory. In most cases, you should see a significant improvement in your video cards memory usage. This helps visuals, frame rate, etc.
Orbital: In addition to units being fleshed out quite a bit, orbital landers now work. With the lander selected, press L to move it to the ground and "load", select the unit you want to load and right click on the lander to get on board (only some units currently support this - land fabs and the commander), then target another body. Keep in mind, celestial travel isn't fast. Plan accordingly! Also, don't let your commander die while on a lander. Game over man! Game over!
Tons of new art. Orbital units, updated land units, Delta V planet movers, and more.
The community bug tracker can now be opened in game by selecting Ctrl+F10 (Rebindable)
Water shader has more transparency now. Should make it easier to see some of your underwater units.
Torpedos work now. However, they don't submerge yet.
ENERGY MATTERS. If you are running at an energy deficit, you'll notice stuff that requires energy to work won't, or will work much slower. We don't have specific notifications about this currently, so keep a lot of energy storage or simply don't run negative. You'll regret it.
Features are now destructible. Sorry, you can't see them start on fire yet.
Reclaim, wreckage and overkill are now all using a dynamic system, rather than hard coded numbers. The amount it will take to reclaim a live unit, or wreckage, are components of their total build cost, health and wreckage stability. Fabbers reclaim at a lower rate than they build at.
AI now builds air scouts
AI will seek out targets before sending bomber patrols; It will also wait to send a bombing run until it has enough to do an effective run
AI now builds radar
Significant Balance Changes - too many to list
Tanks currently can't shoot at air. We're testing this change to see how it feels in comparison.
More units now can be built on land and water ; We don't have a visual way to show this yet
Advanced radar satellite is really worth building now