Community Announcements - TomB
Today we’ve Greenlit another batch of 75 titles to advance through Steam Greenlight, and be offered worldwide distribution via Steam.
http://steamcommunity.com/sharedfiles/filedetails/?id=263961759

These titles were selected on the same criteria we have been using in the past: Votes in Greenlight give us a hugely valuable point of data in gauging community interest along with external factors such as press reviews, crowd-funding successes, performance on other similar platforms, and awards and contests to help form a more complete picture of community interest in each title.

While they were Greenlit today, these titles will be released independently in the weeks or months ahead, as they complete development and integrate any Steamworks features they are interested in utilizing.

Make sure to stop back often to vote; the lineup continues to change quickly and new submissions are posted daily.
May 28, 2014
Community Announcements - Happy Wars Team
A steam network issue has occurred, making it difficult for some players to access the service and installation at the moment.

We are very sorry for the inconvenience this may cause, but please wait until the issue is solved.
Damned - 9heads
Stages
- Fixed Mary spawning below the floor;

GUI
- Automatic login if username and password were saved previously.
- Added options button to the login window.
- Added checkbox to the login window to save username and password.
- Added log off button to the title window.
Damned - 9heads
Stages
- Fixed Mary spawning below the floor;

GUI
- Automatic login if username and password were saved previously.
- Added options button to the login window.
- Added checkbox to the login window to save username and password.
- Added log off button to the title window.
Chivalry: Medieval Warfare - DaGGyzo




<span style="color: #ff8c00;">Chivalry: Medieval Warfare Patch 27</span>

***Focus on Fixes and Improvements!***

<span style="color: #ff8c00;">Gameplay
</span>

  • Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
  • Fixed archer bots on server. They will actually hit players now with ranged weapons.
  • The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.
<span style="color: #ff8c00;">General
</span>

  • Boiling oil splash now shows on servers
  • Fixed 1p double axe sprint animation
  • Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
  • Players would experience a crash joining a match after having visited the customization menu
  • Fixed a variety of carried weapons visibility in 3rd person
  • Reverted back to old Mason brown primary colour.
  • Re-positioned Mason barb archer helmet to prevent clipping
  • Brightened mason vanguard barb metal chest plate for better emblem visibility.
  • Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
  • Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
  • Korean translation: Steam build scripts updated, localization .ini added
<span style="color: #ff8c00;">Maps</span>

<span style="color: #ff8c00;">Outpost</span>
  • Fix for players being able to skip the breakable objective
  • Replaced the blaze mesh with a barb
  • Outpost Objective Tweaks.
    • Playspace modifications around falling log.
    • Capture Volume and Barbarians killed required to win now.
    • Condensed Objective Text. Changed language on Outpost to support final objective.
    • More safety checks for the final capture volume
    • Changed outpost chieftains to be wearing cow skull helmets.
<span style="color: #ff8c00;">Coldfront</span>
  • Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
  • Improved Cull Distance Volumes on Beach and in the Castle.
  • Removed Ice Rock from "Boat Ramp" path.
  • Removed spec off of the landscape material which should help performance
  • Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
  • Lowered number of materials on the keep meshes
  • Coldfront ocean material have significantly fewer instructions, may help performance
  • Replaced all bsp with meshes
  • Added epic blocking volume in harbor area for the floor
  • Replaced fracture mesh doors with static meshes.
  • Added minor Set dressing inside castle walls.
  • Added collision to back wall in throne room
  • Refined playspace around Courtyard.
    • Cover Pass
    • Added more props
<span style="color: #ff8c00;">Hillside</span>
  • Made spectral echo ghostly again
  • Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
  • Added some barrels in caves to prevent stuck collisions
  • Tweaked arch collision
  • Put the breaking wall on precomputed lighting
  • Aligned flames with stationary torch meshes
  • Minor fixing of a couple ruined meshes
  • Garbage cleanup on variant levels
  • Replaced unclothed flags with static mesh versions with lightmaps
  • Created lightmap UV for broken lighthouse
<span style="color: #ff8c00;">Battlegrounds</span>
  • Minor optimization: Replaced a few skeletal meshes,
  • Adjusted some culling distances
  • Removed a few background assets.
<span style="color: #ff8c00;">Darkforest</span>
  • Minor optimization: Non-gameplay relevant particles only show up on medium settings now
<span style="color: #ff8c00;">Stoneshill</span>
  • Removed floating arrows in village
<span style="color: #ff8c00;">Citadel</span>
  • Visual improvements to the broken wall
  • Added culling for all particles
  • Reduced particles for low settings
  • Added in a cheaper tower mesh with 3 rather than 6 material IDs and replaced instances in the background with it.
  • Made changes to the kismet so that the broken wall mesh does not matinee up it just toggles collision off and on
Chivalry: Medieval Warfare - DaGGyzo




<span style="color: #ff8c00;">Chivalry: Medieval Warfare Patch 27</span>

***Focus on Fixes and Improvements!***

<span style="color: #ff8c00;">Gameplay
</span>

  • Adjusted the low health Post Process chain to not desaturate your screen as much. This is to help people not hit their teammates as much while they have low health
  • Fixed archer bots on server. They will actually hit players now with ranged weapons.
  • The reach for the halberd and quarterstaff now displays properly in the weapon selection menu.
<span style="color: #ff8c00;">General
</span>

  • Boiling oil splash now shows on servers
  • Fixed 1p double axe sprint animation
  • Fixed crash caused by a reference from an uncleanedup AOCView_Frontend_Customization into the world
  • Players would experience a crash joining a match after having visited the customization menu
  • Fixed a variety of carried weapons visibility in 3rd person
  • Reverted back to old Mason brown primary colour.
  • Re-positioned Mason barb archer helmet to prevent clipping
  • Brightened mason vanguard barb metal chest plate for better emblem visibility.
  • Added original Chivalry Helmets to Barbarians but omitting some of the too small/beard clipping ones
  • Also added DLC2 helms, default basic helms, and knight dlc helms to barbs.
  • Korean translation: Steam build scripts updated, localization .ini added
<span style="color: #ff8c00;">Maps</span>

<span style="color: #ff8c00;">Outpost</span>
  • Fix for players being able to skip the breakable objective
  • Replaced the blaze mesh with a barb
  • Outpost Objective Tweaks.
    • Playspace modifications around falling log.
    • Capture Volume and Barbarians killed required to win now.
    • Condensed Objective Text. Changed language on Outpost to support final objective.
    • More safety checks for the final capture volume
    • Changed outpost chieftains to be wearing cow skull helmets.
<span style="color: #ff8c00;">Coldfront</span>
  • Optimization. Set Barb NPCs to ragdoll as opposed to gibs. Destruction after 5 seconds
  • Improved Cull Distance Volumes on Beach and in the Castle.
  • Removed Ice Rock from "Boat Ramp" path.
  • Removed spec off of the landscape material which should help performance
  • Deleted a few meshes that weren't needed in order to lower drawcalls by a very small amount
  • Lowered number of materials on the keep meshes
  • Coldfront ocean material have significantly fewer instructions, may help performance
  • Replaced all bsp with meshes
  • Added epic blocking volume in harbor area for the floor
  • Replaced fracture mesh doors with static meshes.
  • Added minor Set dressing inside castle walls.
  • Added collision to back wall in throne room
  • Refined playspace around Courtyard.
    • Cover Pass
    • Added more props
<span style="color: #ff8c00;">Hillside</span>
  • Made spectral echo ghostly again
  • Added some blocking volumes on a few exploit spots and adjusted some see-thru wall collisions
  • Added some barrels in caves to prevent stuck collisions
  • Tweaked arch collision
  • Put the breaking wall on precomputed lighting
  • Aligned flames with stationary torch meshes
  • Minor fixing of a couple ruined meshes
  • Garbage cleanup on variant levels
  • Replaced unclothed flags with static mesh versions with lightmaps
  • Created lightmap UV for broken lighthouse
<span style="color: #ff8c00;">Battlegrounds</span>
  • Minor optimization: Replaced a few skeletal meshes,
  • Adjusted some culling distances
  • Removed a few background assets.
<span style="color: #ff8c00;">Darkforest</span>
  • Minor optimization: Non-gameplay relevant particles only show up on medium settings now
<span style="color: #ff8c00;">Stoneshill</span>
  • Removed floating arrows in village
<span style="color: #ff8c00;">Citadel</span>
  • Visual improvements to the broken wall
  • Added culling for all particles
  • Reduced particles for low settings
  • Added in a cheaper tower mesh with 3 rather than 6 material IDs and replaced instances in the background with it.
  • Made changes to the kismet so that the broken wall mesh does not matinee up it just toggles collision off and on
A Story About My Uncle - GoneNorthGames
After working hard for almost a year we have finally released A Story About My Uncle to the world! From a small prototype in 2012 to a full release now in 2014, it has been quite the journey, but we are now ready to set it free for you all to play.

We like to thank all of you for your fantastic support during the development process, your kind words were the biggest motivation that kept us going during the late-night sessions and struggles with bugs.

We hope you will love the game just as much as we do, and have a fantastic time experiencing the world we worked so hard on creating.

Have fun!

Sincerely,
- The Gone North Games Team
A Story About My Uncle - GoneNorthGames
After working hard for almost a year we have finally released A Story About My Uncle to the world! From a small prototype in 2012 to a full release now in 2014, it has been quite the journey, but we are now ready to set it free for you all to play.

We like to thank all of you for your fantastic support during the development process, your kind words were the biggest motivation that kept us going during the late-night sessions and struggles with bugs.

We hope you will love the game just as much as we do, and have a fantastic time experiencing the world we worked so hard on creating.

Have fun!

Sincerely,
- The Gone North Games Team
Minimum - NormNazaroff@HH
We'll be doing another of our developer live streams today! Join us to ask any questions you have and chat with us about the future of Minimum. As usual, the stream will go live about 30 minutes before we actually begin.

Hope to see you all there, and tell your friends!

http://twitch.tv/humanheadstudios
May 28, 2014
Wargame: Red Dragon - [EUG] Wister
<h1>Patchlog (v345)</h1>
  • new Audio option "Ambiance volume" that controls the "background operator voices" volume (yet to be translated).
  • minimum time for infantry units to exit a building increased from 3 to 6 seconds (this adresses the exploit known as "bunny hoping").
  • reducing the chances of critics by 50% for all ground vehicles when driving through forests
  • adding an explanation in the combat debriefing in campaign displayed when the combat ends because no units are able to shoot the enemies (tank vs helicopters for instance)
  • new icon for South Korea's KM132 to better reprensent its flamethrower role
  • increasing ERYX's minimal range. They were able to shoot on their own position and crash the game.
  • fixing A Maze in Japan map preview that was not displaying the starting zones colors

This patch is for Windows version only. The Linux patch will come soon.
...