Tom Clancy's Rainbow Six® Siege - Ubi_Frog


Intro

It’s been about half a year since our last dev blog on the Rainbow Six Siege war against cheats. For the last six months, the team has continued the fight and we would like to share with you a bit about what’s been happening behind the scenes. While we would love to be fully transparent, doing so could hinder our efforts as it could aid in the creation of new cheats.

Most of our changes will be made on the backend, so you may not see them. To summarize our current status, we are actively reinforcing cheat detection by adding to existing security measures and lessening the overall ability to cheat in Rainbow Six Siege.

Glossary

Throughout the blog we’ll reference a few different groups of exploiters:

- Cheaters: Players using a 3rd party application, script, or macro to obtain an unfair advantage in-game or in a manner that violates the Terms of Service for Rainbow Six Siege.
- Cheat Developers: Those developing cheat applications which they then use, sell, or give to cheaters.
- Hackers: For the context of this article, these are malicious individuals/groups who are taking over accounts that are not theirs and re-selling accounts they do not own.

The Siege Team’s Approach Towards Cheating



In our never-ending cat and mouse game with cheaters and cheat developers, we continue to focus our efforts on 3 core points:

- Detection Improvement
- Increased Barriers to prevent cheaters and novel cheats
- Reduction of Impact of cheats in-game

2020 in Numbers



By the end of 2020, we confirmed we exceeded our previous annual ban number record by 44.73%. Improved detection, detailed reporting, and data sharing with BattlEye were big factors in this ban increase. With a continually growing population and the increased availability of cheats, new cheats and cheaters regularly keep us on our toes.

In August, we started issuing a new type of cheating sanction based on player data—something we will go into more detail on below. We used this new data detection model to ban over 4500 players between August and December. Adding this to our cheating sanctions brings us to a total of 52,69% increase in cheating bans.



A Look Back at 2020 and Where We Are Heading

The June Dev Blog described three important topics for 2020: Detection, Blockers, and Vulnerabilities. These continue to be our focus and we have some updates to report.

1. IMPROVED CHEAT DETECTION

Cheat detection will always be a work in progress, as well as a ‘’hunting’’ process. As cheating is ever-evolving thanks to changing behaviors, the continued bypassing of systems, and more, it will always be impossible to detect 100% of cheaters.

That’s why we are building new cheat detections based on statistics to uncover our most disruptive cheat users.

1.1. USING DATA-BASED DETECTION MODELS FOR EARLY DETECTION AND FLAGGING CHEATS

Bans based on player statistics are still new to Rainbow Six Siege. One of the major goals of data-based cheat detection is to sanction cheaters faster. We are happy with the accuracy of our first model, but we are still operating the ban waves manually. This is causing the process to be slower than we would like. Automation for this first model is planned for the beginning of Year 6.   

New detection models will always launch manually. We start by identifying data that will make our detection model relevant. Next, we launch it on the backend and make sure we are comfortable with the results. The first ban waves are done by hand, allowing us to review each impacted player. This helps us ensure the detections are identifying concrete proof of cheating. We will continue to develop new models that give us better visibility on what is happening live in order to expedite the identification of cheaters and sanctioning them.

1.2. IMPROVING BATTLEYE IN SIEGE

For the last six months, we have been working with BattlEye to improve cheat detections in Siege. We will continue to ensure that our partnership with BattlEye has a positive impact on the Rainbow Six Siege community.

2. INCREASED BARRIERS TO ENTRY AND CHEAT PREVENTION
Cheat detection is only one piece of the anti-cheat puzzle in Siege. We are also working to increase barriers to entry for both cheat developers and their users. Our goal is to cancel any benefit that could be gained from this practice by making it costly for illegitimate players.

2.1. MAKING LIFE DIFFICULT FOR CHEATERS


In our quest to make cheaters' lives as difficult as possible, we included APAC regions in the 2-Step Verification Ranked Lock. This not only deters cheating, but it helps secure a wider array of accounts from being hacked. Increasing the overall security of accounts is an effective way to help fight instances of account stealing or selling, and makes it harder for Cheaters, Hackers, and Cheat Developers alike.

Another tool in the arsenal of cheaters and cheat developers is the creation of burner accounts. To combat this, we have linked BattlEye bans with Steam Vac bans, which prevent banned players from receiving game refunds.

In the upcoming months, we’ll also be keeping a closer eye on leaderboards. We are aware that cheaters are appearing in the highest rankings and will dedicate efforts to manually cleaning the leaderboards periodically.

2.2. MAKING LIFE DIFFICULT FOR CHEAT DEVELOPERS

While we can’t offer specifics on this topic, please know we are working to make it harder for cheat developers to analyze and modify our game. With every update we’ve launched for the past few seasons, we have continued to further secure code, making it more difficult for cheat features to keep up.

Cheat Developers may only be one part of the equation, but they are the source of the problem. We will continue securing our code and eliminating vulnerabilities in order to make the upkeep of cheats more costly and time-consuming.

3. REDUCTION OF VULNERABILITIES, CHEAT OPPORTUNITIES AND IMPACT OF CHEATS

We are continuing to learn a great deal from our battle against cheating as we fight on multiple fronts, from live issues and fires, to planning the future of Siege’s anti-cheat responses, through to making sure we maintain visibility on our vulnerabilities.

3.1. VULNERABILITY ASSESSMENT

Cheat developers take advantage of vulnerabilities to create their cheats. For this reason, we assess our vulnerabilities every season to not only detect current vulnerabilities, but also to predict what new loopholes could be found in the future. We keep the Ubisoft game security team close and use their knowledge to plan our initiatives and understand past and present errors.

3.2. VULNERABILITY FIXES

In addition to using software to discover potential risks, we actively keep an eye on social media and work closely with the community team and customer support to concentrate our efforts on issues that matter to our players.  As soon as we discover vulnerabilities, we get to work on fixing them. In some instances, there are no simple solutions, so we complement prevention with detection.

What is Next?

We have big plans on the horizon for our team and for the game, and have no intention of slowing down. While we can’t go into full detail at this time, we hope this Dev Blog has helped you understand some of the work we do behind the scenes. This work is rarely user-facing and can be overthrown by new cheat iterations, but we’ll keep pushing to improve on all fronts.

In the future, the anti-cheat team plans to remain transparent by publishing Dev Blogs when we have notable updates to share.

Conclusion

For every wall reinforcement that we deploy, Cheat Developers are trying to breach in another room. But it far from deters our will to rid the game of as many opportunists and cheaters as we can. We are dedicated to making Siege secure and fair for everyone. We look forward to sharing exciting new releases in future Dev Blogs. Until then, keep reporting cheaters in-game and stay safe out there.
Feb 3, 2021
Adventure In Aellion - Exo
Hey everyone, this is our first monthly update of the year and we've focused on Quality Of Life updates and fixes suggested by our community!

Our most notable improvement so far has been the Bow, we've reworked the targeting as well as the animations so now it's much more accurate. Another is a QoL for our Early Access players helping us with feedback, a Level Select option on the Main Menu. When you select the play option you'll have the option to either continue or start a new save, from there you can choose to go to the open world like normal or start in one of our dungeons with the items and gear needed, give it a try if you want to get straight into the action!

Other updates include more details being added to dungeons, enemy AI improvements and many fixes to bugs found by our great players, Thank You!

We're not done yet with just this update, some bugs and improvements will take a bit longer to implement and so our next few updates will focus on polishing what has been built so far while we work in the background on new content for the Spring.

We hope you enjoy the update!

Change Log for 0.4.1
• Characters heads now turn to face you in conversation and points of interest
• New Level Select menu - reach the content you want quicker from the main menu
• Bow gameplay Updated
• Dungeons Updated - Improved collisions, scenery detail and some lighting
Bug Fixes
-Fixed conflicts in the shield and bow when aiming
-Removed old conflicting arrow code to allow for new gravity based system.
-Removed old arrow levels
-Recreated arrow spawning code on player
-Fixed issues with equip modes on the player character
-Corrected issue with changing gear while in certain states such as while blocking or aiming
-Fixed bug where aiming would trigger at the wrong times
-Created an override for when aiming without pressing the aim button and changed how aiming works to prevent conflicts
-Cleaned up combo count
-Added cleanup code for the bow for when its finished being used
-Fixed issue with or gate for testing player equip modes when ending use of items
-Added interrupt bow boolean for when bow is interrupted which is used to trigger a cleanup of the bow
-Fixed issue with cleanup of projectile trajectory
-Fixed bug with shield and bow out at the same time
-Fixed bug with equip weapons
-Improved how weapons equip and put away
-Fixed bug with combat timer
-fixed issue with quick aiming and regular aiming cancelling the other
-Fixed issue with interface while aiming
-Fixed issue with animations on main menu
-Fixed material issue with bounding box (was used in Crypts and had been modified, is now back to how its supposed to be and another material has been setup for the Crypts)
-Fixed inter-level portal bug
-Fixed teleport bug
-Fixed two issues with loading gray temple saves
-Fixed issue with saving Rune Tower completion progress
-Fixed issue with Gray temple to Hero’s chamber portal now showing up
Eternal Card Game - Dire Wolf Digital


Target dispatched.

Pre-order Buried Memories starting tomorrow!
The Commission 1920: Organized Crime Grand Strategy - nakayuma


Hi everyone, we are super excited to share that we are participating in the Steam Game Festival which started today! The Commission 1920 demo is now available, check it out when you can and let us know what you think!

Join the devs on discord and for the latest news on the game.

Other Updates


In other news, we are thrilled to announce that the full game will be released Feb. 11th, if you haven’t already remember to wishlist the game. We can’t wait for you to check it out!

https://store.steampowered.com/app/1330960/The_Commission_1920_Organized_Crime_Grand_Strategy/


Grazie,

The 302 Interactive Team
Handball Manager 2021 - netmingames
- Update database under DB_Default - improved various things from the forum
- Year of birth for the player-coach now with limits
- Game info on the game infoscreen
- Transfer list without white color for free players
- crash when player was transfered (Monday)

If necessary copy the contents
of the folder:
DB_Default/Database
to
DB/1/Database
or any other DB-Slot.
Chornobyl Liquidators - LMG_Radek


Chernobyl Liquidators demo version will be delayed - we need to work a little more on optimization, at the moment the game has low FPS on low-end computers, and we don't want that in the demo.



However, we do want you to play the game and let us know what you think For this reason, we are launching the Play Tests for Chernobyl Liquidators right away (pending Steam accept). This means the game will be available to play within a few days at the most.

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/
Vigil: The Longest Night - Stutsies
The Bounty of the Night updates add a trove of new content and improve almost every aspect of the game. We’ve been listening closely to feedback and working with the community on Steam, Discord, Facebook, and Twitter to improve the player experience of Vigil: The Longest Night.

You can see the full patch notes below but we’ve done a full overhaul of the game’s English localization, improved the map, and generally tweaked, improved, and polished every aspect of Vigil: The Longest Night.

We’ve also added 40+ weapons and armor and some new quest rewards too!
We want to thank EVERYONE who left a review (positive or negative!) and everyone who reached out to us with kind words, feedback, or open criticism. This is Glass Heart’s first game and we are genuinely overjoyed by the outpouring of support from fans around the world.
Before we enter the holiday season, we wanted to get this update out to you and make your holidays a little happier!





  • Added: A Large Number of New items and Equipment
  • Improved: Overhaul of English Language Localization
  • Added: New weapon actions
  • Improved: monster drop rate mechanics
  • Map update: Fixed icon errors and issues with maps not revealing hidden areas once found
  • Added a number before every portal's name

  • Modification: Support added for third party controllers (None Xbox, PS, and Switch controllers)
  • Update: NPC dialogues (mostly Nordell and some of the traders)
  • Update: Added names to map( Added names on rooms in the Abandoned Town and the Flooded Area)
  • Update: Tutorial for saving and teleporting are separated now
  • Improvement: The Miner rescue quest will now remind players and show the miner's corpse when failed.
  • Fixed: The enchantment special effects of fire and curse now work as intended.
  • Improved all Leila's actions:
  • Decreased the movement distance of a normal attack.
  • Removed the slow effect when landed from jumping.
  • Improved the third attack of dual weapon's air combo.
  • The combo's triggering time has been changed to 0.25 sec on the keyboard and 0.45 sec on controllers.
  • Fixed: Loading, squatting down, or entering another scene when using the bow and holding the other 3 weapons will cause immediate death.
  • Fixed: Many fall through issues scatters around throughout the game
  • Fixed: Autosave in the Owl Statue will cause some monsters to repeatedly play the death animation
  • Fixed: Now the NPC Alice's name is all changed to Iris.
  • Fixed: The Hand of Glory bug
  • Fixed: Now Hilda won't disappear in the Mill after the apocalypse
  • Fixed: Now the Lower Underground Hall's portal name displays correctly.
  • Fixed: Percival's buff is now effective with all other enchantment effects.


We will see you again in the New Year!

Yours,

Glass Heart and Another Indie

Feb 3, 2021
Jelly Is Sticky - Lunarch Studios
Jelly Is Sticky is A clever puzzle game where you manipulate surprising contraptions made from sticky, deformable jelly blocks. Winner of a puzzle design award from Jonathan Blow and coming in 2021.

Catch a sneak peek of the game's surprising and delightful puzzles in this developer-commentated livestream.
The Last Spell - hegor
Survivors!

We're sure many of you have questions about The Last Spell, its development, its gameplay and many others!

So, this friday at 5PM (GMT+1), we'll be hosting an AMA session on our Discord Server!

Benjamin and Chloé, two of our Game Designers, will answer your questions!

Windjammers 2 - Su
Greetings Jammers,

We're thrilled to announce that Windjammers 2 demo will be playable for FREE during the Steam Game Festival starting today @ 10 AM PST until February 9th @ 10 AM PST.

We are also pleased to confirm that our demo features the long-awaited rollback netcode that our wonderful community requested last year as well as:

Three playable characters: Hiromi Mita, Klaus Wessel, Max Hurricane
Three stages: Beach, Ring (NEW), Stadium
Two modes: Versus (IA & Player) and Online (quick match only)



All feedback is appreciated as long as everyone remains civil and gives constructive reactions. Feel free to share your thoughts with us on the forum or on Windjammers 2 official Discord server: https://discord.gg/rDVyU9W

Please note that Windjammers 2 demo is still WIP, as a result, you may encounter a few known issues that the development team is already investigating and working on.

All known issues are reported and pinned in the subforum "bug report": https://steamcommunity.com/app/1114290/discussions/1/3108016123196620496/

To report an issue that isn't mentioned in the "Known Issues" list please use the subforum "BUG REPORT", start a new discussion and give us as many details as possible:

  • What happened?
  • Where does the issue occur?
  • How often does the issue occur
  • Describe precisely what you were doing the last couple of minutes before the issue occur?

Keep up with the latest news on Windjammers 2 and follow our social media:



https://www.twitter.com/Windjammers
https://www.twitter.com/Dotemu
https://www.facebook.com/Dotemu
https://www.facebook.com/Windjammers
https://www.windjammers2.com
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