Falling Frontier - Tim@HoodedHorse
We are proud to announce the official E3 trailer of strategy game publisher Hooded Horse, with Falling Frontier appearing alongside fellow space strategy games Terra Invicta and Alliance of the Sacred Suns. You can view our trailer as part of the recorded official broadcast on E3’s YouTube channel, or watch directly here:


https://store.steampowered.com/app/1280190/
Age of Empires III: Definitive Edition - mzcontent


With only one week left, we’re pulling out all the stops and temporarily removed the daily challenge limit to help you more quickly unlock the FREE United States civilization before it ends on June 22nd, 2021. All challenges are NO LONGER LOCKED to 3-per-day!

Thank you!
— The Age of Empires Team
Jun 15, 2021
Left 4 Dead 2 - Kerry
An update has been released for Left 4 Dead 2.

Bug Fixes
- Fixed file path for CricketBat.Miss sound event.
- Fixed muzzle flash occurring if you melee immediately after shooting.
- Fixed a crash on zero-byte VPKs.
- Fixed a startup crash on Linux.
- Fixed some memory leaks in VGUI.
- Fixed text corruption when using emojis in player names or text.
- Fixed some text corruption related to UTF-8 conversion in some instances on Linux.
- Fixed some out-of-bounds reads with weapon indices.
- Fixed fps_max being reset when loading a new map.
- Fixed custom maps with no lights disabling lighting for the rest of the play session (mat_fullbright).
- Fixed addon info being truncated much earlier on Linux.
- Fixed selecting certain audio/video options via navigation via arrow keys or controller.
- Fixed Widowed (No Border) option on Linux.
- Fixed a crash if a script call to QueueSpeak() didn't pass any modifiers.
- Fixed a possible crash if a script-defined forbidden target is destroyed.
- Rebuilt gas can physics to fix an issue with falling through the world.
- Fixed an issue in Rocket Dude with a player getting moved to spectator after a level transition.
- Fixed two malformed player clips in c4m1 and c4m5.
- Fixed some incorrect place names in Cold Stream nav.
- Restored some missing commentary entities in c5m5.

Features and Updates
- Added a Vulkan render backend (currently accessible through the -vulkan command line parameter).
- Better support for ultrawide monitors in the UI and game (requires Vulkan if using Linux)
- Marked the game as DPI-aware for high DPI displays.
- Improved default settings for window size and type.
- Improved full-screen quad rendering performance.
- Made captions anti-aliased
- Marked fps_max and viewmodel_fov as FCVAR_RELEASE.
- Cvars 'survivor_incap_health' and 'survivor_incap_decay_rate' can now be changed after startup.
- New cvar 'charger_pz_claw_damage'; functions the same as equivalent melee cvars for other specials.
- New archived cvar "addons_hide_conflict_dialog" suppresses the warning dialog in the addons screen. Any conflicting addons will still be highlighted in red with conflicts printed to the console.
- Added an FOV slider to the Multiplayer settings.
- Added a +bench_demo [name] <stats output>  command line parameter which will run a demo, and quit after it is finished.
- Added a -bench_settings [name] command line parameter to load a cfg/video_bench_{name}.txt file containing settings to load. There are a set of defaults provided, very_high_4k, very_high, high, medium and low.
- Lobbies that connect via a forced server IP are not considered for "Official Only" Quick Match searches.
- Overhauled UI usability on controller
• Added controller button icons across the UI.
• Made confirmation prompts accessible on controller.
• Now able to select mutations on controller.
• Now able to fully manage lobbys on controller.
• Now able to manage addons on controller.
• Now able to browse achievement details on controller.
• The game instructor (in-game hints) now shows controller buttons and hints.
• Added a flashlight binding to the default controller config.
• Made the intro video skippable by any button on a Steam Controller.

New Scripting Hooks

Global
FindRescueAreaTrigger() - Returns the trigger entity for the rescue area
GetDifficulty() - Returns the current difficulty as a numeric value
GetDifficultyString() - Returns the current difficulty as a string
HasConfigurableDifficultySetting() - Returns true if the mode supports more than a single difficulty
IsMissionFinalMap()
GetScavengeItemsGoal()
GetScavengeItemsRemaining()
SetScavengeItemsGoal()
SetScavengeItemsRemaining()

TheDirector
AreAllSurvivorsInFinaleArea()
AreTeamsFlipped()
GetMapNumber()
IsAnySurvivorBypassingTank()
IsAnySurvivorInExitCheckpoint()
IsAnySurvivorInStartArea()
IsFinale()
IsFinaleEscapeInProgress()
IsFinaleVehicleReady()
IsFirstMapInScenario()
IsPlayingIntro()
IsSessionStartMap()
GetTotalElapsedMissionTime()
IsFinaleWon()
GetMissionWipes()
IsLocationFoggedToSurvivors( vLocation )
GetTimeSinceSpecialZombieKilled( iClass )
GetClosestActivePipeBomb( origin )
RegisterForbiddenTarget( entity ) - Bots avoid damaging forbidden targets.
UnregisterForbiddenTarget( entity )

CTerrorPlayer
IsIT()
IsAdrenalineActive()
IsGettingUp()
IsImmobilized()
IsInCombat()
IsOnThirdStrike()
IsFiringWeapon()
IsStaggering()
IsDominatedBySpecialInfected()
GetSpecialInfectedDominatingMe()
GetAliveDuration() - Returns the time the character has been alive (only valid when alive).
HasEverBeenInjured( team ) - Returns true if the character has ever been injured by a member of the given team.

CBaseEntity
GetCenter() - Get world space center of object - absolute coordinates
TakeDamageEx( hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType )

CBaseCombatCharacter
GetLastKnownArea() - Return the last nav area occupied - NULL if unknown.

NavMesh
GetNavAreaByID( areaID )
GetLadderByID( ladderID )
GetNavArea( origin, flBeneath ) - given a position in the world, return the nav area that is closest to or below that height.
GetNearestNavArea( origin, maxDist, checkLOS, checkGround ) - given a position in the world, return the nearest nav area that is closest to or below that height.
GetNavAreasInRadius( origin, radius, table ) - fills a passed in table of nav areas within the radius.
FindNavAreaAlongRay( startpos, endpos, ignoreAreaID )
GetNavAreaCount() - return total number of nav areas.
GetAllAreas( table ) - fills a passed in table of all nav areas.
GetObstructingEntities( table ) - fills a passed in table of all obstructing entities.
GetAreasWithAttributes( bits, table ) - fills a passed in table of all nav areas that have the specified attribute bits.
NavAreaBuildPath( area, area, goalPos, flMaxPathLength, teamID, ignoreNavBlockers ) - returns true if a path exists.
NavAreaTravelDistance( area, area, flMaxPathLength ) - compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'.
GetLadderCount()
GetAllLadders( table ) - fills a passed in table of all nav ladders.
FindLadderAlongRay( startpos, endpos, ignoreArea )
GetNavAreasFromBuildPath( table ) - Fills table with areas from a path. Returns whether a path was found.
GetNavAreasOverlappingEntityExtent( entity, table ) - fills passed in table with areas overlapping entity's extent.
RegisterAvoidanceObstacle( entity )
UnregisterAvoidanceObstacle( entity )

CNavLadder
GetLadderEntity()
GetID()
ConnectTo( area, dir )
Disconnect( area )
IsConnected( area, dir )
GetBottomOrigin()
GetTopOrigin()
GetBottomArea()
GetTopArea()
GetLength()
GetWidth()
GetDir() - Return the direction the ladder faces (ie: surface normal of climbable side).
GetPosAtHeight() - Return 2D coordinate of the ladder at a given height.
IsInUse() - Return true if someone is on this ladder (other than 'ignore').
IsUsableByTeam( team )

TerrorNavArea
GetID()
HasAttributes() - Nav area attribute bits
GetAttributes()
SetAttributes(
RemoveAttributes()
HasSpawnAttributes( attributes ) - Spawn attribute bits.
GetSpawnAttributes()
SetSpawnAttributes( attributes )
RemoveSpawnAttributes( attributes )
GetPlaceName()
SetPlaceName( name )

GetCenter()
GetCorner( cornerIndex ) - Get a corner position.
FindRandomSpot() - Get a random origin within the area extents.
GetSizeX() - Return the area size along the X axis.
GetSizeY() - Return the area size along the Y axis.
GetZ( pos ) - Return Z of area at (x,y) of 'pos'.
GetDistanceSquaredToPoint( pos ) - Return shortest distance between point and this area.
IsRoughlySquare() - Return true if this area is approximately square.
IsFlat() - Return true if this area is approximately flat.
IsDegenerate() - Return true if this area is badly formed.
IsVisible( point ) - Return true if area is visible from the given point.
IsUnderwater()
IsCoplanar( area ) - Return true if this area and given area are approximately co-planar.
IsEdge( dir ) - Return true if there are no bi-directional links on the given side.
Contains( area ) - Return true if other area is on or above this area, but no others.
ContainsOrigin( point ) - Return true if given point is on or above this area, but no others.
IsOverlapping( area ) - Return true if 'area' overlaps our 2D extents.
IsOverlappingOrigin( pos, tolerance ) - Return true if 'pos' is within 2D extents of area.

GetAdjacentCount( dir ) - Get the number of adjacent areas in the given direction.
GetAdjacentAreas( dir, table ) - Fills a passed in table with all adjacent areas in the given direction.
GetAdjacentArea( dir, n ) - Return the n'th adjacent area in the given direction.
GetRandomAdjacentArea( dir ) - Return a random adjacent area in the given direction.
IsConnected( area, dir )
ConnectTo( area, dir ) - Connect this area to given area in given direction.
Disconnect( area ) - Disconnect this area from given area.
GetIncomingConnections( dir, table ) - Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them).
AddIncomingConnection( area, dir ) - Add areas that connect TO this area by a ONE-WAY link.
RemoveOrthogonalConnections() - Removes all connections in directions to left and right of specified direction.
ComputeDirection( point ) - Return direction from this area to the given point.

GetParent() - Returns the area just prior to this one in the search path.
GetParentHow() - Returns how we get from parent to us.
GetLadders( table ) - Fills a passed in table of ladders in direction.
ConnectToLadder( ladder )
DisconnectLadder( ladder )
IsConnectedLadder( ladder, dir )
GetElevator() - Returns the elevator if in an elevator's path.
GetElevatorAreas( table ) - Fills a passed in table with a collection of areas reachable via elevator from this area.
GetDoor() - Returns the door entity above the area.

IsDamaging() - Return true if continuous damage (eg: fire) is in this area.
MarkAsDamaging( duration ) - Mark this area is damaging for the next 'duration' seconds.
IsBlocked( team ) - Return true if team is blocked in this area.
MarkAsBlocked( team ) - Mark this area as blocked for a team.
UnblockArea()
IsBottleneck()
IsCleared( player ) - Returns true if this area has been cleared for the player.
MarkAreaCleared( player ) - Mark this area as cleared for the player
MarkAreaNotCleared()
GetTimeSinceCleared()
IsValidForWanderingPopulation()
IsSpawningAllowed() - Returns true if spawning is allowed in this area.
IsPotentiallyVisibleToTeam( team ) - Return true if any portion of this area is visible to anyone on the given team.
IsCompletelyVisibleToTeam( team ) - Return true if given area is completely visible from somewhere in this area by someone on the team.
HasAvoidanceObstacle( maxheight ) - Returns true if there's a large, immobile object obstructing this area.
MarkObstacleToAvoid( height ) - Marks the obstructed status of the nav area.
GetAvoidanceObstacleHeight() - Returns the maximum height of the obstruction above the ground.
GetPlayerCount( team ) - Return number of players of given team currently within this area (team of zero means any/all).
DebugDrawFilled() - Draw area as a filled rectangle of the given color.

Defines
"LADDER_UP"
"LADDER_DOWN"
"NAV_NORTH"
"NAV_EAST"
"NAV_WEST"
"NAV_SOUTH"
Brigand: Oaxaca - brianlancaster45
Improved resolution for 2D anims, fixed a script problem where Gaozhong could take off from your party and take both important keys with him. And I added a NEW DLC, BITCHES!

SCRIPTS:
-Gaozhong now drops both Toxic Caves Key and Scumlands Key if they are in his inventory and you dismiss him.
-(NIGHTMARE) Added scripts for DLC called BRIGAND - NIGHTMARE.

RESOURCES:
-Fixed problem where 2D Anims (like explosion) reverted to a very low resolution.
-(NIGHTMARE) Added new textures and objects for DLC called BRIGAND - NIGHTMARE.
-(NIGHTMARE) Added two new achievements for the NIGHTMARE DLC.

STORY FILES: (requires starting a new game)
-(NIGHTMARE) Added new DLC called BRIGAND - NIGHTMARE.
Ostranauts - Blue Bottle Games, LLC
Hey Folks!

Ostranauts v0.6.6.9 is now available on Steam, and your clients should be updating shortly.

It includes several fixes for inventory bugs, a crash and a corrupt save fix, new manuals, and some improvements to AI and crew management.


  • Removed NPC option to quit with no reason.
  • Added 1 hour honeymoon period to new hires, where they won't quit.
  • Added follow and stop following commands to crew.
  • Changed AI to always ignore work tasks generated by context menu when not on work shift.
  • Added log message to alert user why AI is ignoring work task if due to non-work shift.


  • Fixed a bug that caused the inventory ground grid to have incorrect blocker squares, which could result in dropped items being lost.
  • Fixed a bug that caused inventory item rotation to be wrong if non-zero when another item swapped with it.
  • Fixed a bug that caused inventory item to be unplaceable in new position that overlapped old position plus different item.
  • Fixed a bug that caused item to appear on ship even when not inside/part of the ship.
  • Fixed a bug that let crates fit inside crates.


  • Added Environmental Control Systems Certification Guide to manual.
  • Added PDF versions of manuals.
  • Added manuals to loot tables.
  • Changed Polaris and Holden Patch manuals to have logos.


  • Fixed a bug that would create a corrupt save file if container or room had NaN as a temperature change amount.
  • Fixed a bug that caused game to crash due to trying to load music too many times at once.
  • Fixed a bug that caused overdue dockage fees with OKLG to get stuck on the player, repeating forever.
  • Fixed a bug that caused nav station NAV/PAN toggle to get stuck in PAN mode when docked.
  • Added special row for trade UI to represent items that are wanted but player does not have.
  • Fixed a bug that caused coolers to cool when set to AUTO and not connected to a sensor.
  • Added code to help soundtrack chooser avoid repeating same track twice in a row.
  • Changed alarm lights to be brighter, so they illuminate the room a little.
  • Fixed a bug that caused items inside a stack to show context menu options.
  • Fixed a bug that caused hidden objectives to play sound when completed.
  • Fixed a bug in main menu that caused button audio to stop working after first press.

AI should be a little less hair-trigger on quitting now. And work vs. free-time consistency and messaging should be better. Also, you can order them to follow you now!

Several inventory bugs were fixed in this patch, as well. Some would cause missing or misoriented items, others would get stuck, or be inaccessible. This patch should reduce the frequency of all those issues.

We have a manual for environmental systems now! You can find it both in the usual manual UI buttons on the main menu and escape menu, as well as in the shops. Plus, our in-game manuals have PDF versions in the game data folders now, in case you had trouble reading them in-game, or wanted to print them.

Finally, we have several other fixes and improvements to the game, including a crash fix, a save corruption fix, and some pesky docking fees that would persist in error.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
The Monster Breeder - developer.themonsterbreeder
Hi Folks,

I have created a new demo for the Steam Next Fest, which will be available until the end of June. This demo shows the basic game mechanics and is not limited to combat like the previous demos.

In this new demo, you can breed monsters, set up magic treatments, hire and train warriors, upgrade your base and buy equipment. Since I ran out of time alchemy and forging are not included, so weapons, armor and potions can now only be bought, not crafted.

I have reworked the insectoid class monsters, so these improved creatures have been included in the demo. Since I'm reworking the reptile class monsters now, they can't be in it, nor can the carnivora class creatures.

I've improved the UI for combat so that it better shows the status of characters such as fatigue, health, fear, and poison. Of the four arenas of the early access, only one has been completed yet, so all tournaments take place in that arena.

There is help in the demo that shows basic info and game mechanics.

Enjoy the demo!

If you like it, please wishlist the game. Any feedback is appreciated.
Alliance of the Sacred Suns - Tim@HoodedHorse
We are proud to announce the official E3 trailer of strategy game publisher Hooded Horse, with Alliance of the Sacred Suns appearing alongside fellow space strategy games Terra Invicta and Falling Frontier. You can view our trailer as part of the official broadcast on E3’s YouTube channel, or watch directly here:



https://store.steampowered.com/app/1113400/
Topper Carrier - Issedone Studios
In the space of a few months we will make the corrections so that the game operates on monitors above 60hz. In addition, we will make more clues available. The total is 25+ additional provided. We will also put the achievement system in place. The save system is working, and until the end it will be in local mode. Later we will migrate to the Clouds system.

Thank you all!

Livy Arthur
Jun 15, 2021
HudSight - crosshair overlay - CyberDemon
Hello everybody!

We have noted that today's GTA5 FiveM update has broken something and HudSight cannot draw its overlay in this game.

A simple investigation gives the answer - one core dll is blocked by FiveM developers because "it is the top crashed of the game". As we and you already found, the problem is not in HudSight but in ENB software (and NVE software which uses ENB).

Old versions of ENB had a bug which crashed the game when HudSight was active. We have contacted the developer of ENB and he fixed that bug (about a month ago). Also we have contacted the NVE devs and a new June release of this cool software has this fix too.

Unfortunately sometimes gamers just do not update ENB (NVE) and they get the game crash in this case. Crash reports are sent to FiveM devs and, surprise, they see that the problem is in HudSight (no!!!) :( And they block us.

Of course we've sent a message to FiveM developers, but we aren't sure that this will be removed in a reasonable time. That is why we prepared this hotfix.

I hope you will be happy :)
Soran - daniel radcliffe
-Matchmaking updated again to have a faster search loop
-added a fun little ukulele sound to let you know you've found a match
-Grenade object optimization
...