Apr 30, 2013
Towns - Valve
Version v13a

Fix: Control key issue when buying/selling items to the caravan
Fix: Heroes near death won't go aid friends
Fix: Heroes won't go aid other heroes of other parties
Fix: Sacrificing animals to the shrine now works properly

Version 13

Add: Server support for buried maps (townsmod.net server added by default)
Add: You can add text to some items, and bury them!
Add: New writeable wooden signs
Add: New items, books, scrolls and a shrine, an item to revive custom died heroes
Add: Sieges have a chance to come from underground
Add: Death messages for heroes
Add: Heroes choose companions based on their morale. Companions will explore together
Add: Languages now have internal mod loader support
Add: Mods folder tip on the mods menu
Add: Sheep are added to the butcher-for-bones menu
Add: Average happiness added to the UI
Add: New happiness system
Add: Trading panel now shows the remaining trades
Add: The control key can be used like the shift key on several panels. It will add and subtract in amounts of 100
Add: Wild snoat and a snoat farm
Change: Cyclop graphics
Change: Raise and lower speed icons are now disabled when you set the min/max speed
Change: Bamboo trap damage has been reduced to half
Change: The option to pause the game when a caravan comes, now also pauses the game when the caravan is ready to trade
Balance: Fire bow stats are slightly increased
Balance: Eat a fish now fills a bit less
Balance: Fishing set happiness cooldown has been increased
Balance: Monsters' level boosted in lower dungeons
Typo: Bite/bites verbs swapped on the Exploding sprouts and bats
Typo: "it's tiny size" changed to "its tiny size" (iron short sword description)
Typo: Spanish name for the low and burnt cooking fires
Typo: Some 'accesible' words instead of 'accessible'
Fix: Allies combat log colors now are correct
Fix: Planting flowers ID in the right menu
Fix: Lag when you have many non-available orders, has been reduced
Fix: Werepig and throwing rock glitches
Fix: Now the system detects all the low and burnt cooking fires to renew them
Fix: The removal of items from containers doesn't have the "Unknown task" text anymore

Modders: New tag on the items.xml. Possible values are true and false (default). Used to set an item to be writeable (tombs, books, scrolls, signs, ...)
Modders: New tag on the queues of actions.xml. Possible values are item IDs. Used to lock a bench when the action is assigned
Modders: New tag on the queues of actions.xml. It doesn't require a value. Used to reset the dead status of the custom heroes
Modders: New and on livingentities.xml. Value should be a number or a dice. Used on citizens, for the new happiness system
Modders: New and tags on the queues of the actions.xml. Possible values are a dice or a single number. Used to remove coins from the world
Modders: New submenu on the decorations/outdoor for the statues and poles
Apr 30, 2013
Gnomoria - Valve
v0.8.37
Art
• Added workshop table, saw bench, crate with logs, crate with planks, saw horse, chisel, butcher knife, kitchen knife, cloth rolls, scissors, jewelry pile, vise, blueprint, paper, kiln, hammer, market stall, crossbow bolt pile and musket round pile tiles
• Updated tool stand, tools, saw table, weapon stand, water trough tiles
• Updated Sawmill, Carpenter, Woodcarver, Stonecutter, Stonemason, Stonecarver, Loom, Tailor, Butcher Shop, Kitchen, Gemcutter, Jeweler, Forge, Furnace, Smelter, Blacksmith, Metalworker, Armorer, Weaponsmith, Tinker Bench, Engineer, Machine Shop, Leatherworker, Market Stall and Bone Carver workshops

Fixed
• Pickaxe and Felling axe not correctly giving material options in the Uniform
• Brick blocks auto-queueing at Stonecutter instead of Kiln
Guns of Icarus Online - Valve
Features
- New 2v2 King of the Hill map, The Labyrinth
- New Commendation system: at match end, give commendations to fellow players for good sportsmanship, and earn Prizes for commendations received
- Added “Beginners Only” matches for low-level players
- Added basic scripted tutorials for each class
- Revised and expanded contextual tutorial text
- Added actions to Sandbox for summoning stationary, moving, and armed target practice dummies
- New Tutorial, Teaching, and Citizenship achievement categories in “Miscellaneous” tab
- Added new progression achievements and ranks (level cap raised to 11)
- Ship customization screen now shows a 3D preview of your ship
- Holding the mouse button now causes buffing and rebuilding tools to trigger continuously
- Added list of currently online CAs and community group links to Social page
- New hats in the Store
- New gun handles
- New particle effects for Carronade and Mortar
- New flare gun model
- You might see birds

Balance
- Rebalanced ship acceleration/speed profiles
-- Top Forward Speed (fastest to slowest): Squid, Goldfish, Pyramidion, Galleon, Junker, Spire
-- Forward Acceleration (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon
-- Top Turn Speed (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon
-- Turn Acceleration (fastest to slowest): Squid, Spire, Junker, Goldfish, Pyramidion, Galleon
-- Mass (largest to smallest): Galleon, Pyramidion, Spire, Goldfish, Junker, Squid
-- Vertical Acceleration (fastest to slowest, all top vertical speed is 12m/s): Squid, Spire, Goldfish, Junker, Pyramidion, Galleon
- Spire: Upper right gun slot turned slightly forward (allows 2 light and 1 heavy gun on a single target with proper coordination)
- Moonshine: Changed to +200% thrust, -50% longitudinal drag in response to pilot tool fix (see below)
- Ramming damage: Damage dealt and received properly takes into account your ship masses and speed at which the collision takes place. E.g. A large ship ramming into a small ship will deal more damage to small ship and vice versa. Impact damage multipliers still apply.
- Anglean Raiders capture point time increased to 70s from 40s
- Control point multiplier decreased, capturing 3 points in CP points no longer extremely difficult to fight against.
- Mortar
-- Removed spread
-- Increase zoom
- Artemis
-- Increase turn radius
-- Increased projectile speed to 750m/s from 640m/s
-- Increased zoom
- Removed “friendly fire” from ramming damage

Fixes and Optimization
- Scaled mouse sensitivity on Linux to match other OSes
- Fixed a cause of “ghost ships” being left behind on ship death
- Fixed a bug with the way ship angular velocity was inherited by projectiles
- Fixed a bug where ships used different mass values for damage/momentum calculations and for engine acceleration (caused several peculiar situations)
- Fixed a bug with ship collision bounds that could cause ships (esp. the Spire) to get stuck inside other objects
- Made ship collision resolution smoother and more predictable
- Allied ships now always appear on your map, regardless of visibility
- Fixed ship positioning on minimap.
- Fixed a bug with spotting indicators that caused them to scale strangely from some angles
- Fixed several pilot skill effects not being applied correctly (modifications to thrust, damage received, chance of fires)
- Server: Fixed server “hiccups” caused by users joining a game midway through
- Fixed display issue with disabling joystick (thank you Chris Wilson)
- No longer able to unlock an already owned item in Prizes
- Fixed issue with items in store not appearing correctly
- Use Steam’s common redistributables for directx install
- Fixed disappearing wrench sound

Known items for imminent hotfix:
- Adding system persisted lv1-2 matches (there will always be one running)
- Clearer commendation buttons
- Mouse over text positioning on ship customization



Natural Selection 2 - Valve
Optimization
Sped up server start times by pre-computing hashes for files for consistency checking

Improvement
It is no longer possible to spam console commands on the Client
Sound effects are now entity based and inherit the relevancy of their triggering entity
Added custom HUD indication for exosuit thrusters
By default, the consistency configuration file will include all file types except UI textures and View Model assets
Adjusted phase gate engagement point so hydras and other AI units less likely miss their attacks
There is now a warning before auto-concede ends the round
Auto-concede will not kick in for the first few minutes of a round

Change
Only 2 mods will download at a time on the Client while connecting to a Server
Added 1 second cool down to scan to prevent spam
Mods downloaded while connecting to a Server are no longer deleted when you exit the game

Editor
Wireframe/show-edge rendering should be much faster - fixed some inefficiencies
With the line/rect/circle tool, you can now hold CONTROL to ignore existing geometry. Ie. you can create boxes inside rooms without exiting the room.
If anything is selected and a rect/line/circle is active, those will only modify selected stuff
CORRECTION: By default, geo tools will not edit non-selected geometry. Hold CONTROL to edit non-selected geo.
Double-clicking faces should now select orphaned edges as well

SDK
Created new streamlined mechanisms in LaunchPad for creating and publishing mods
Made it possible for multiple people to work on a mod that is managed by LaunchPad
Private is now the default publishing option
Fixed issue where string material parameters could not be set on a RenderModel
Fixed bug where gettign the coordinates of attachment point point in a model with no bones would give the wrong result
Added the ability to specify the target texture size for a camera
Fixed bug where "angles" network fields were inaccessible from script
Fixed crash when calling Shared.LinkClassToMap twice with the same map name
Fixed "reload" parameter in Script.Load() function in NS2
Fixed issue where dofile and loadfile would not use the engine file system
Added support for game://, config://, temp://, and cache:// style file names in Shared.GetMatchingFileNames

Refinery
Fixed exploit of doom
Resident Evil 6 - Valve
Version 1.0.5
----------------------------------------------------------
BUG FIX
- Connection establishment problems during stage loading

----------------------------------------------------------
Counter-Strike 2 - Valve
Release notes for 4/26/2013

[ MISC ]

- Reduced cl_radar_scale minimum from 0.4 to 0.25.
- Fixed a problem where workshop maps included in Operation Payback weren't playable on community servers without Operation Payback Pass.
- Fixed a problem where Operation Payback banner could sometimes show up over friends in Play With Friends lobby.
- Added an explanation to Operation Payback Pass to indicate that Operation Payback is a mapgroup for Classic Casual mode.
1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby) - Valve
April 26th, 2013 Ugly Baby Update -- 011110100110000101110000011001000110111101110100

Michael here, with some more updatey goodness to share with all of you. Check it out:

GAMEPLAY: Stunts have slightly changed. Buzzes now happen whenever you get close enough to any object, exactly how “kisses” worked in AAAAA! Grooves are now only rewarded if you pass by something on your stomach. Rotate with your mouse buttons and orient yourself before you... disorient yourself.

INPUT: We’ve changed how rotation works and feels in the game. How’s it feel to you now?

LEVELS: Dave updated levels 2, 4, 5 and 6. He’s created a new algorithm that blends the patterns that are created based on the stress of the music. This means that similar sections of a song should look similar within the game. Check these levels out again, you’ll find they’re quite a new experience now.

ARTWORK: Jon’s been working hard on some illustrations of our main character. I’ve been working on mockups for the new UI. Check them in our discussion here: http://steamcommunity.com/app/15540/discussions/0/810923021580270621/

Lastly, we think we have fixed the decompression issue a small percentage of users were having. Those who were affected previously, and could not seem to decompress any music, please let us know if this resolves your issue.

As always, tell us what you love, what you hate, and what other awesome indie games we should be playing this weekend.
Fallen Enchantress: Legendary Heroes - Valve
Fallen Enchantress - Legendary Heroes Update Released.

Stardock Entertainment is happy to announce the release of the 0.85 BETA for its upcoming turn-based strategy, fantasy game, Fallen Enchantress: Legendary Heroes. This new update adds a number of new features, bug fixes and balance adjustments.

Features

Added the Cautious Sovereign ability (allows the sovereign to escape from battle)

Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)

Added the Soldier’s Boots (available for unit design, +1 init)

Added the Soldier’s Gloves (available for unit design, +5 accuracy)

Added the Soldier's Cloak (available for unit design, +10 magic resist)

Added the Scaled Cloak (available for unit design, +25% fire resistance)

Added the Warboar monster

Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)

Added Rations (available for unit design, +3 hit points)

Added achievements for winning as Capitar and Umber

New tactical maps added

Fixes

Fixed an issue keeping the Life V icon from showing up

Fixed an issue keeping pikes from upgraded to lightning pikes

Fixed an issue keeping longswords from upgrading to boreal blades

Fixed bow upgrades

Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color

Fixed an issue with the chainmail hood that was keeping it from being recolorable

Lots of fixed stamps from Parrottmath

Lots of updated tactical battles (blocked tiles set)

Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be

Fixed bug where you could get repeat recruited champions after loading a game

Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle. When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map

If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city

Roads will now not pass through wildlands. When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable

Fixed yields on captured Deorcnysse

Fixed a clipping issue on cliff corners

Fixed an issue allowing caravans to be killed even if you have the legacy of serrane

Fixed an issue with the Produce Mana project

Lots of fixed tactical maps

Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)

Fixed an issue keeping Shield Bash from showing the damage

Fixed an issue with guarded strike not proving its defense bonus

Fixed crashes

Balance

Reduced Charge from +3 to +2 and instead the training cost

Scholar moved from a talent to a profession

Padded Breastpiece added as a designable equipment

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Moved the Adventurer’s Guild from Heroes to Breon’s Letters

Arctic Wolf Cloaks no longer require a tech

Removed the Resistance bonus form the ring of embers, of the glacier and storms

Increased the training cost of mounts

Removed the init bonus form the Athican longsword

Decreased the amount that increased production pace increases production

Increased the strength of the bandits from the Bandit Lord ability

Increased the Noble profession from -5 Unrest to -10

Increased the Scholar research bonus from +10% to +20%

Reduced Warlock from +50% spell damage to +25%

Reduced the Fame from quests from 20 to 15

Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points

Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack

Defender gives +10 defense when defending instead of +5

Impulsive gives +2 init instead of going first in battle

Muscle gives +1 to attack and -1 to init instead of just +1 to attack

Strength is no longer a unit design trait

Reduced base trained unit accuracy from 70 to 60

Reduced maces init from -3 to -4

Reduced Battle Axe attack from 15 to 12

Reduced Boar Spear attack from 11 to 10

Reduced Short Sword attack from 10 to 9

Reduced Pike attack from 16 to 15

Reduced Longsword attack from 18 to 14 and +2 init

Reduced Great Axe attack from 21 to 17

Reduced Maul attack from 25 to 22

Removed the Heroes tech

The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)

The army that didn't attack starts in defensive stance in tactical combat

Kasst increased from 1 move to 3

Increased the xp given from combat slightly

Reduced the level and hit points on Hergon Sows

Increased the dragon level int he Ghost Helm quest from 7 to 12

Razing cities does slightly more damage to surrounding terrain

Increased Ascian to 4 moves

Reduced the training cost of the Fast trait form 20 to 15

Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)

Increased all Sharp weapons form +1 crit chance to +5

Increased all Razor weapons from +2 crit chance to +10 crit chance

AI

Monster behavior improvements

Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases

Fixed AI bug where AI would declare war soon after having made peace

Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)

Razing cities does slightly more damage to surrounding terrain

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)

UI

Better looking river banks from Kay

Pedestrians are no loner displayed in tactical battles

Added Mountains back to minimaps

Steam notifications now popup in the upper left corner instead of over the turn button

Added a new quest completion window

Consolidated all the upgrade actions into a single upgrade button

Added a new unit upgrade screen

Added icon category icons to the train screen (so you can see what type of unit they are)

Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen

New texture for Ongr the Unbound

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Battle window now states what city is being attacked, if a city is being attacked

The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected

Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1). Now we display them greyed out all the time. This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)


Prison Architect - Valve
The ninth installment of the Prison Architect Alpha has today been released, and it’s a big one. We’ve tackled some of the big issues that have been on our list for a very long time - prisoner employment, laundry services, family visitation, workshops, and lots more.

Here is our Alpha9 video. Apologies for my distorted voice, I had the levels on my mic set completely wrongly this time around.



Central to the new version is the concept of Prisoner Employment, and we’ve been planning this feature for a long time. Prisoners can now perform a variety of jobs around the prison, saving you money on staff and raising money for you by selling goods manufactured by your work force. Prisoners can work in the kitchen, they can clean the prison, and they can work in the laundry and the workshop, both of which are new in Alpha9.

We have a brand new laundry system, which is entirely prisoner run. Clean uniforms will be distributed around your prison in laundry baskets, and prisoners will change into these after they’ve had their shower. Dirty uniforms will be collected up in laundry baskets and brought back to the laundrette where they are washed. It can take quite a long time to cycle all the laundry in your prison - expect it to take several days to cycle everyone in large prisons.

We also have workshops. These rooms are used to produce trinkets which you can sell for profit - currently car license plates, which the prisoners make out of sheet metal with a couple of new bench tools. It’s up to you if you wish to exploit your prisoners for cheap labour - it will certainly help with the cashflow, and your prisoners will be learning new skills at the same time. (Actually nobody learns anything in alpha9, but they will in a future update)

Prison labour is free right now, but eventually (in a future alpha) you will pay your prisoners a small wage, which they will be able to use to buy essential supplies from a prison shop. And all of these rooms - the kitchen, the cleaning cupboard, the laundrette and the workshop, will bring their own particular dangers to the prison if you chose to use them.

If that wasn’t enough, visitation has also been added in alpha9. Most prisoners now have family, and those family will want to come and visit from time to time. (Note: All bios will be re-generated because of this). Click on any prisoner to see his known family members listed in his rap sheet. Build a visitation room and those family members will come to see their loved one in jail, which makes everyone a little bit happier. However you should enjoy the universal goodness of visitation while it lasts, because in a future alpha it will become a major source of smuggled contraband.

There’s also a number of visual changes: Most noticeably, the main toolbar icons have all been replaced with cleaner, higher resolution versions. You should also notice the grime and dirt and overgrown grass and pathways around your prison look much better (so to speak) - we used to rely on a single crack graphic for everything! It’s now much more obvious when your prison needs cleaning and gardening, and much more satisfying to watch your janitors and gardeners doing that. And of course you can get your prisoners to do most of the cleaning now anyway, which gets the job done much quicker.

This was a major update, adding a load of new “mid game” content to the game. We’ve got big plans for alpha10 as well, which should be another big one. In the mean time, enjoy the latest version.

Dota 2 - Valve
GAMEPLAY
- Enabled Drow and Tusk in Captain's Mode (Tournament Version)
- Enabled Bristleback, Slark and Skywrath Mage in Captain's Mode (Latest Version)
- Brewmaster: Fixed primal splits not always starting with the correct unit selected.
- Skywrath Mage: Fixed hitbox being too small.
- Slark: Fixed Shadow Dance giving Slark flying vision.
- Slark: Fixed Shadow Dance granting passive bonuses to Slark illusions.
- Slark: Fixed an issue causing Shadow Dance's passive modifier to not update in the UI, despite being active.
- Slark: Fixed Dark Pact continuing while Slark is dead.
- Slark: Essence Shift counters on both Slark and enemy heroes will show the total duration ( i.e. the time that the most recent stack will expire.)
- Slark: Fixed a number of incorrect spell interactions with Dark Pact.
- Slark: Fixed a number of horizontal movement ability interactions with Pounce.
- Troll Warlord: Fixed Berserker's Rage bonus damage not being applied as base damage.
- Tusk: Fixed Frozen Sigil not affecting magic immune units.

ECONOMY
- All Defense 2 War Dogs are now Vintage quality.
- Dota 2 Vintage quality items can now be traded on the Steam Community Marketplace.

WORKSHOP

- Added HUD Skins to the Workshop Importer.

PERFORMANCE
- Reduced CPU usage for rendering
...

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