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r18757b ------
Critical Fixes: + Fixed a crash that could occur within the strategic AI could not determine which ships to construct for a fleet. + Fixed another crash related to selecting shield options in the design screen. + Mission estimates are back. + Fixed a crash related to fleet selection in the Battle Manager. + Fixed an issue where the star mapo camera could become locked after selecting a system for a diplomatic event. + Fixed a feasibility study crash. + Fixed mine frame rate issues. + Fixed mine audio issues. + Fixed frame rate issues when selecting large numbers of ships in combat. + Fixed an issue where fleet entry positions were not taking advantage of closer control zones. + Fixed the issue where game setup parameters were being lost when reloading a saved game. + Players rejoining hosted saved games will now be moved to their respective slots when possible.
Other Fixes: + Strike missions against stations now require the targets to be in sensor range. + Added missing Ionic and Shield Breaker weapon attributes. + Fixed an issue where Siege Drivers were not causing damage. + Added missing psionic abilities to modules. + Added missing tactical sensor range to colonies. + Fixed an issue that stopped cancelled fleets from being able to be issued new missions right away + Fixed an issue that caused the autosave to save the wrong turn number + Fixed a trigger constraint with the von neumanns + Fixed issues with calculating fleet ranges. + Fixed an issue where the endurance rating for fleets was falling below one turn. + Boarding pods are no longer factored into fleet endurance calculations. + Armor display on the design screen now updates correctly when changing techs. + Fixed an issue where colonization missions would not resume after clearing enemies out. + Fixed the bug where non Zuul factions where getting node line collapse events. + Fixed issues with station module assignment. + Fixed a number of small resizing issues in fleet lists. + Added missing combat fleet placements for neutral encounters. + Fixed an issue where damaged ships entered combat destroyed sections not properly connected. + Fixed various boarding pod issues. + Fixed issues with weapon target leading. + Added missing economic and research efficiency connections. + Von Neumann homeworld starts hidden once again. + Fixed Fire Control and AI Fire Control section effects. + Fixed an issue where all weapons would fire immediately when coming out of overthrust.
Other Changes: + Sensor memory and is now working. + Improved interfaces for all mission types except Station Construction and Upgrade. + Added features to the combat UI. + Introduced a Surveyed Systems view mode for the star map. + Reduced size of tactical star system. + Introduced surrounding behavior to combat AI. + Reduced structure of all ship sections. + Various weapon tweaks. + Made improvements to the research screen interface. + Added tooltips to all tech selections on the design screen.
Key Known Issues: *** This update breaks old save games. *** - Deployed gates are not showing up in combat. - Some moon orbits are still incorrect.
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| | | Version 1.013 Fixed Level 10 components displaying correctly in component viewer Fixed Component unlocking issue causing Stores to display owned components Added automation to fix save games with component unlocking issue. | | | | | |
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| | | Update Notes: Support for 4-Gigabyte Tuning (Large Address Aware) | | | | | |
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| | | The Saints Row: The Third Warrior Pack DLC is now available on Steam!
The Warrior Pack adds four combat-ready outfits to your wardrobe. Antiques never go out of style with the Knight of Steelport Armor, or go for something a little more revealing with the Warrior Princess outfit. Bring out your inner samurai with the Kabuki Warrior Outfit or choose the Intergalactic Warrior Outfit for an out of this world look.
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| | | The Steam Holiday Sale continues today with huge savings throughout the store!
Today's Daily Deals Include:
Don't forget to check back each day, now through Sunday, January 1, 2012 for more great deals!
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| | | X3: Albion Prelude Update 1.0b
The 1.0b update for X3: Albion Prelude features a number of fixes.
Version 1.0b features: - Fixed freeze/crash in Stock Exchange menu - Fixed several mission problems - Fixed achievements "Albion Pride" and "Survivor" - Fixed issues with missile defense - Removed incorrect ships from Race Response fleets
Available Languages: English, French, German, Italian and Russian.
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| | | VERSION 1.03 HIGHLIGHTS ----------------------- * Reduced Ground Effect strength * Small flight model tweaks * Heliport character animations * Czech language support * Benchmark added
1.03 CHANGELOG: ---------
ENGINE ------ * Reduced extreme ground effect. * Picture-in-Picture video setting extended to include levels of quality. Value - Viewing distance (km) - Average time per frame (ms) Disabled - 0 - 0 Very Low - 1 - 8 Low - 2 - 10 Normal - 4 - 13 High - 6 - 15 Very High - 10 - 22 * Fast Approximate Anti-Aliasing (FXAA) support added (http://community.bistudio.com/wiki/arma2oa.cfg). * Better multiplayer support for vehicle doors opening / closing. * Helicopter animation states could mismatch when running on the server. * Custom memory allocator support added (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator). * Ambient traffic was not drawn in PiP RenderTargets. * There now is zero fuel consumption when only starters are on. * The engine no longer stops when you take control from the AI on the ground. * Dedicated server armed helicopter models would change (http://dev-heaven.net/issues/26298).
ENGINE (MERGED FROM ARMA 2: Operation Arrowhead) ----------------------- * [87274] Improved: Airborne airplanes now rendered in larger distances. * [87273] Changed: AI airplane always using lights during landing, taxiing and takeoff. * [87270] Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution. * [87077] New: Ground effect computed for airplanes (0-10% depending on height) * [87075] New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html) * [87073] Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478) * [87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file. * [86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling. * [86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile. * [86944] Added: HitPart event now contains Ammo type name * [86916] New: Player name validation when editing a profile name. * [86882] New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591) * [86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well. * [86876] New: Editor: Visual indication of the selected target for CYCLE waypoint. * [86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668) * [86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702) * [86704] Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422) * [86702] Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466) * [86647] MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48) * [86643] Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48) * [86620] Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449) * [86566] Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927) * [86520] Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752) * [86491] Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435) * [86484] Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control). * [86431] Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323) * [86296] Changed: AI gunner is no longer firing at friendly units when ordered to target them. * [86271] Fixed: Locked MP role slots after BattlEye kick. * [86257] Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458) * [86257] Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players. * [86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162) * [86217] Improved: Thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673) * [86159] Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389) * [86128] Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348) * [86122] Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229) * [86114] Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405) * Fixed: helis not slowing down before doMove destination. * Fixed: helicopters with no waypoint moving slow (http://dev-heaven.net/issues/26814). * Fixed: crash possible when heli was piloted by a unit without a group. * MP: Init event handler using publicVariable failed. * Fixed crash with NULL target list (http://dev-heaven.net/issues/26356). * Fixed: camera simulation of attached objects (first aid animations jumpy).
DATA ---- * Seattle performance benchmark added (Challenges > Benchmark (Seattle)). * Czech language support added. * Japanese character support added (not the translation itself). * More character animations added and implemented into Heliport (de)briefings. * Main menu online news feed added. * Medium: improved torque 3D instrument ranges. * Medium: flight model tweaked. * Light: flight model tweaked (also thanks to community efforts!). * Helicopter head movement limits tweaked. * Helicopter ground contact points tweaked (also thanks to community efforts!). * Special shadow LOD added for interior views of helicopters. * Doors closed by default for luxury helicopters. * Ambient traffic cars now have head and tail lights. * Ambient boats and aircraft have lights at night now. * Roadway LODs added to military ships. * Improved materials for water surfaces. * Various unlocalized texts localized (training scenarios, Time Trials and MP). * Spelling error reported by wOMAC fixed. * Type column in MP server browser was too narrow. * Logitech G940 controller scheme tweaked. * TrackIR scheme improved. * Career Free Flight is no longer ended when disembarking. Instead use "Skip" from the interrupt menu (Esc). * Scenarios would not terminate correctly when an important NPC was killed. * Automatic savegame system tweaked to avoid saving in dangerous situations. * Crashing in training scenarios after failing a stage is now handled better. * Career 08: player was able to get in as copilot. * Career 09: one of the tasks was not marked as completed. * Government 01: suspect lookout would sometimes be on the ground. * Training 07: feedback and IGUI indicators tweaked. * Memory 02: CAS task now is canceled when CSAR takes over. * Memory 02: OPFOR forces now correctly move to the crash site. * Memory 02: CSAR takes longer to get to the crash site, allowing more time to provide CAS. * Memory 02: Crashed crew does not try to complete its mission on foot. * Memory 03: the player now dies when landing on the water surface. * Memory scenarios can now be more easily skipped ("Skip" from the interrupt menu - Esc). * Memory scenarios can now be reverted to a savegame after failing a task. * MP 03: host is now forced to be the pilot. | | | | | |
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| | | v1.10 - December 20, 2011
Technical:
- fixed bouncy + dynamic objects blocking ("flying animation" on mushrooms etc) - fixed Thief and Knight cursors sometimes missing (Happy Holidays, Jukka! :) ) - fixed Wizard's objects breaking underwater (now allowed) - fixed standing on the edge of hatches - fixed experience orbs spawned by enemies sometimes flying into the sky (now directed to the player)
Controllers:
- fixed jump double binding (W/space) issue - fixed menu slider usage on gamepads
Usability:
- fixed ESC/return in Join online game menu - fixed some menu texts (localization)
Mac:
- fixed Mac fonts during cutscenes - fixed some black planes (not all) that appear on some Macs
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| | | Crazy Machines 2: Happy New Year DLC is now available on Steam and 50% off through the Holiday Sale.
Crank up the fun, break out the Champagne and fire off your corks to usher in the New Year! Celebrate with explosive new elements and daring experiments. Use disco balls to deflect laser beams, ignite hopping frog bombs, and set off chains of firecrackers to build the craziest Rube Goldberg style contraptions ever. Get those reactions going and create a pyrotechnic feast with zany new levels like Rocket Fire, The Fireworks Parade, Chilly Champagne, and Weightless on your global countdown tour!
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| | | Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Fixed the Stocking Stuffer candy cane using the incorrect material
- Updated the Brown Bomber so it can be painted
- Updated the festive weapons so they can be gift-wrapped
- Updated the localization files
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