Sunday, September 26, 2010
Kings and Castles - Video Blog # 33
In Kings and Castles Video Blog # 33, Chris shows us the fog of war, flowfield technology, shorlines, and camera orientation.
Wednesday, September 22, 2010
Supcom 2 - Patch Notes
Image via WikipediaUpdates to Supreme Commander 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Features
- Greatly Improved AI handling of NoRush games.
- Full fix for jumping/teleporting groups of units and only half of them getting the order.
- Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling.
- Air units now move consistent speeds whether grouped or ungrouped.
- Improved handling of Engineers/ACU when trying to reclaim things beneath them.
- The Cybran ACU should no longer get stuck in an unrepairable state.
- Artillery should once again be able to target things it has had LOS on, but not current radar.
- Artillery can once again target structures under the Fog of War that you have had previous intel on.
- Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.
- XP that was improperly awarded in the above case is now properly awarded to valid recipients.
- Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace
Fixes
- Fix for platoon positions being over terrain that is invalid for some units in the platoon.
- Fix for replays ending when a player prematurely quits the game or loses connection.
- Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.
- Fix for Cybran ACU not getting experience under certain circumstances.
- Fix for Cybran build bots hanging around if an engineer dies while building something.
- Fix for Colossus not having a teleport effect.
- Fix for Rogue Nanite range for real this time.
AI
- Fixed an issue in the Noah Unit Cannon task.
- Fix for 1 AI building so fast that it prevents other AIs from building at all.
- AI will no longer try to create expansion bases while No Rush is active.
- AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.
- AI will build some experimental structures in expansion bases.
- Hardened code for queuing build orders from the AI.
- Improved AI expansion finding.
- Fix for AI Nanites trying to repair things under construction.
- Fix for AI building too many Rogue Nanites.
- Fix for AI bases trying to include Mass extractors that the AI won’t build on.
- AI will now look further for expansion bases to accommodate larger maps.
- Fix for AI wasting tons of mass on nukes.
- AIs will try not to step on each others’ expansion bases.
- AI Engineers in expansion bases will not patrol as far away.
- More AI econ tweaks.
Related articles by Zemanta
- Supcom 2 - Patch Notes (k1dblitz.com)
- Supreme Commander 2 - Patch Notes (k1dblitz.com)
- Supcom 2 - Patch Released (k1dblitz.com)
- Supreme Commander 2 - Patch Notes (k1dblitz.com)
Tuesday, September 21, 2010
Starcraft 2 - Patch Notes v1.1.0
General
- The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
- A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
- A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
- A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
- Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
- (Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
- Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visitwww.nvidia.com/Starcraft3D
Balance Changes
- PROTOSS
- Zealot
- Build time increased from 33 to 38.
- Warp Gate cooldown increased from 23 to 28.
- TERRAN
- Battlecruiser
- Ground damage decreased from 10 to 8.
- Bunker
- Build time increased from 30 to 35.
- Reaper
- Build time increased from 40 to 45.
- Siege Tank
- Siege mode damage changed from 50 to 35 (+15 armored).
- Upgrade damage changed from +5 to +3 (+2 armored).
- ZERG
- Ultralisk
- Ram ability removed. Ultralisk will now use normal attack against buildings.
- Damage decreased from 15 (+25 armored) to 15 (+20 armored).
- Maps
- Desert Oasis
- Destructible Rocks have been added to make natural expansions easier to protect.
- Center Xel'Naga Tower area has been narrowed.
StarCraft II Editor Improvements
- Added new requirement types: Odd, Divide, Mod, Multiply.
- Added a chance field to effect data.
- Added support for the Slider dialog control type.
- Added a trigger to deal damage from a unit.
- Added a trigger event response to provide the amount a player or unit property changes.
- Added a trigger event when an effect executes.
- New Trigger Editor functions:
- Save Data Conversation State Value (Action).
- Load Data Conversation State Value (Action).
- Players On Team (returns Player Group associated with teams in game lobby).
- Unit Owner Changes (Event).
- Old Unit Owner (returns player ID in response to Unit Owner Changes).
- New Unit Owner (returns player ID in response to Unit Owner Changes).
- XP, Level, and Bounty unit properties can now be modified by triggers.
- Banks now save/restore XP, learned abilities, and items.
- Message Window now includes a time stamp for each message.
- An actor event is now dispatched when a missile cannot hit its target.
- When loading documents with Battle.net-only dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
- Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
- The Custom game variant is no longer automatically included when other non-default variants are defined.
- Increased the maximum recharge vital rate for heal effects.
Bug Fixes
- Battle.net
- Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
- Fixed an issue where players would still receive toasts when their status was set to busy.
- Custom Games
- Default race in a game lobby is now properly set to Random.
- Players can now configure the lobby for 1v5 matches.
- The search functionality for map searches has been improved.
- Lobby hosts will now receive a toast when an invited player declines an invitation.
- Custom game lobbies will now remember the game mode chosen under a category.
- Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
- Fixed an issue where custom maps could not be reported from the map preview screen.
- Gameplay
- General
- If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
- Structures damaged during construction will no longer count towards structures lost.
- Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
- Fixed an issue with inventory drop range checks.
- Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card
- Interface
- Queue tooltips now display information about what is in progress.
- Fixed an issue where the back button would not always return players to the score screen properly.
- Terran
- Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
- SCVs will now load into the closest Command Center if multiple are within range.
- Zerg
- Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.
- StarCraft II Editor
- The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
- Loading screen progress bar option now works when using Melee loading screen type.
- Test Document now works properly on maps with Battle.net-only dependencies.
- Publishing a new file using Major revision will now properly set the document version to 1.0.
- Publish dialog now properly remembers the Show Real Name setting from previous publish.
- File preview panel now displays author's real name if that option was set during publishing.
- The Import module will now allow importing an override Assets.txt file.
- Undoing a terrain object modification will now also undo associated terrain changes.
- Editor will display document text from another locale if no text for the active locale exists.
- Copying points with custom models will display the model properly on the pasted point.
- It is no longer possible to have multiple default variants in the Game Variants dialog.
- Removed icon support for attribute and variant definitions, as Battle.net does not display these.
- Fixed issues with invalid map bounds when creating 32x32 maps.
- Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
- Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
- Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
- Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
- Fixed an issue with the Unit Manipulates Item trigger.
- Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
- Fixed preview panel display in Terrain Editor palettes.
- Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
- Fixed initial display of variables in the Trigger Debugging Window.
- Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
- Fixed action list when modifying a Custom Script action without sub-views enabled.
- Fixed loading map dependency data.
- Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.
- Technical Issues
- Fixed an issue where unplugging headphones could cause the game to freeze.
- Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game.
Related articles by Zemanta
- StarCraft 2: Wings of Liberty - Patch Notes (1.0.2) (k1dblitz.com)
- StarCraft 2 - Patch Notes - v0.16.0.15580 (k1dblitz.com)
Saturday, September 18, 2010
Thursday, September 16, 2010
Supreme Commander 2 - Patch Notes
Image via WikipediaAnother round of Supcom 2 patch notes:New Features
- Build mode can now be accessed while holding shift.
- Added Safe and SafeMode command line options as a better alternative to resetting monitor resolution - Using one of these options will start the game at 1024x768@60hz in fullscreen and allow the player to change his options to something else after the game loads.
- Added build mode hotkey for Cybran Mass Convertor. Removed Ctrl-M key mapping for old Cybran mass convert ability, which no longer exists and was causing a crash.
- By popular request, reset Season 2 ELO ratings.
- Quitting a game will stop the replay from recording immediately
Fixes
- Fix for targeting units under the influence of world forces (ie Magnetron).
- Fix for units becoming unrepairable.
- Partial fix for selected groups of units not all Teleporting or Jump Jetting when given the order.
- Fix for Space Temple cooldown being activated even if the beacon was not placed.
- Better handling for units getting stuck in a position when they try to reclaim something directly underneath them.
- Fix for ACU/engineers going on a walkabout when trying to build something that overlaps with their current position.
- Fix for some factories and engineers getting XP for killing things when they should not.
- Fix for units colliding with terrain when boarding a carrier.
- Fix for not adjusting a units health when it recieves a MaxHealth buff on non-DLC side.
- You can no longer use the Magnet Pull, Magnet Push, or Pullinsmash ability while No Rush is active
AI
- Fixed up AI platoon templates.
- Fix for AI platoon sizes.
- Fix for AI platoons "dancing around".
- The AI influence map decay rate for mobile units has been lowered.
- Fix for AI building too many Mass Fabricators.
- Adjusted how much mass a Mass Convertor adds to the AI's Resource Manager.
- AI will only build 1 ProtoBrain.
- AI will attack ACUs more in Assassination mode.
Known Issues/Under Investigation
- Pre-1.21 Replays will not function with 1.21.
- Teleporting/Jumpjetting group fix only partially implemented.
- Memory Management and allocation optimizations.
- Desynch related to VTOL aircraft.
Related articles by Zemanta
- Supcom 2 - Patch Notes (k1dblitz.com)
- Supcom 2 - Patch Released (k1dblitz.com)
- Supreme Commander 2 - Patch Notes (k1dblitz.com)
Battlefield: Bad Company 2 Vietnam - Trailer from Tokyo Game Show
Battlefield: Bad Company 2 Vietnam just made its very first appearance at the Tokyo Game Show. For those of you who weren't able to make it, we'll bring the experience to you. So relax and journey back to the 60's and the infamous Vietnam war with this brand new trailer.
At the heart of this expansion lie four distinct, brand-new multiplayer maps based on the Vietnam war. Each map brings a new gameplay experience and fresh visuals, with characteristics such as foxholes, tunnels and dense jungles from where the enemy can launch surprise attacks. Also, 15 classic Vietnam-era weapons and 6 vehicles are available from the moment you go online.
All four multiplayer game modes from Battlefield: Bad Company 2, including the genre-defining Conquest Mode, will be playable in Battlefield: Bad Company 2 Vietnam. The expansion is integrated with the full game persistence, so no matter what theatre of war you participate in, you will continue to level up your soldier as usual.
To set that unmistakable 60's atmosphere, the audio team at DICE has recorded all-new voice-overs for both sides of the conflict, based on authentic dialogue from the Vietnam war. On top of this, a rocking soundtrack with 2 hours worth of time typical tracks gives the expansion a truly characteristic sound.
For more information, visit the official Battlefield: Bad Company 2 Vietnam website.
At the heart of this expansion lie four distinct, brand-new multiplayer maps based on the Vietnam war. Each map brings a new gameplay experience and fresh visuals, with characteristics such as foxholes, tunnels and dense jungles from where the enemy can launch surprise attacks. Also, 15 classic Vietnam-era weapons and 6 vehicles are available from the moment you go online.
All four multiplayer game modes from Battlefield: Bad Company 2, including the genre-defining Conquest Mode, will be playable in Battlefield: Bad Company 2 Vietnam. The expansion is integrated with the full game persistence, so no matter what theatre of war you participate in, you will continue to level up your soldier as usual.
To set that unmistakable 60's atmosphere, the audio team at DICE has recorded all-new voice-overs for both sides of the conflict, based on authentic dialogue from the Vietnam war. On top of this, a rocking soundtrack with 2 hours worth of time typical tracks gives the expansion a truly characteristic sound.
For more information, visit the official Battlefield: Bad Company 2 Vietnam website.
Related articles by Zemanta
- Battlefield: Bad Company 2 Vietnam Expansion to Debut at TGS (1up.com)
- Battlefield: Bad Company 2 Vietnam getting first showing at TGS (joystiq.com)
- Bad Company 2 Vietnam DLC Video Reveals New Features (1up.com)
- Battlefield: Bad Company 2 Vietnam To Be Revealed At TGS (cinemablend.com)
- EA Showing Off Battlefield: Bad Company 2: Vietnam At TGS [Ea] (kotaku.com)
Wednesday, September 15, 2010
AMD Video Driver Updates on Steam
With today’s exciting announcement from AMD and Valve®, Steam gamers will never again have to worry about finding the most recent ATI Catalyst™ graphics driver. PC gamers can now detect and install the latest ATI Catalyst™ driver for their ATI Radeon™ graphics card directly from within Steam! Gamers using ATI graphics will not only be kept posted on the latest available drivers for their hardware, but with every update they’ll know that they’re getting the overall best possible gaming experience AMD and Valve can provide.
AMD and Valve teaming up to make sure that Steam gamers always have the most recent drivers for their graphics cards is just another way that they are showing their commitment to the promise they developed in their Gamers’ Manifesto.
The first ATI Catalyst driver update that will be available via Steam will be ATI Catalyst 10.9.
Related articles by Zemanta
- AMD ATI Catalyst drivers to be offered via Steam (geek.com)
- Steam to offer automatic driver updates for AMD graphics cards (news.bigdownload.com)
- AMD to deliver Catalyst driver updates via Steam (zdnet.com)
Tuesday, September 14, 2010
Dungeon Siege III - Preview @ PC Gamer
PC Gamer has a preview of Dungeon Siege III. The visuals are impressive, but I can't help but be concerned. It seems like everything Square|Enix has been involved with lately has turned to junk.
The technology is impressive. The dungeon they’re fighting through is miles deep. You can see it spiralling down into the depths. Each little goblin that gets knocked off the ledge can be seen pinwheeling into the river below. This isn’t an off-the-shelf tech solution like the Unreal engine: this is developer Obsidian finally flexing their technical muscles.And that’s the other weird surprise. Hold tight, this is complicated financial stuff. The original Dungeon Siege was developed and created by Gas Powered Games, led by Chris Taylor. The Dungeon Siege games and intellectual property were sold to Square Enix. The same Square Enix that created the Final Fantasy games, and then merged with UK publisher Eidos (themselves the owners of Deus Ex and Tomb Raider). Square Enix, in turn, have contracted out development of Dungeon Siege 3 to Obsidian, the team behind Knights of the Old Republic 2, Neverwinter Nights 2, and in their former iteration, Planescape: Torment and Fallout.
Why is that surprising? Because Obsidian are all about story and lore and detailed moral consequences. The Dungeon Siege games were mostly about turning orcs into piles of guts, and overloading your pet donkey with loot.Which is why when lead designer Nathan Chapman talked about “paying respect to the Dungeon Siege lore,” I had to stifle a giggle. The Dungeon Siege lore is what director Uwe Boll used to make a four hour epic. It’s not exactly Shakespeare. Expect slick cutscenes with Mass Effect style dialogue – they’re not going to hang about making you read pages of quest text. Unless they’re daft.
Related articles by Zemanta
- Dungeon Siege III Gameplay Trailer (cinemablend.com)
- First Screens Of Obsidian's Dungeon Siege 3 [Screens] (kotaku.com)
- E3 2010: We explore and attack in Dungeon Siege 3 (news.bigdownload.com)
- Dungeon Siege 3 Preview (g4tv.com)
- Preview: Dungeon Siege 3 (joystiq.com)
Sunday, September 12, 2010
Kings and Castles - Video Blog # 31
This week in the Kings and Castles video blog, Chris Taylor talks about the mod tools that will be released to the Kings and Castles community. PLUS, we get to see the new Gas Powered coffee machine!
Related articles by Zemanta
- Kings and Castles video blog shows us some items (news.bigdownload.com)
- New Kings and Castles video blog takes us out for burgers (news.bigdownload.com)
- New Kings and Castles video blog talks about mods and more (news.bigdownload.com)
- Kings and Castles dev team gets lots of love in latest video blog (news.bigdownload.com)
Tuesday, September 07, 2010
Supreme Commander 2 - The Monkey Lord Returns!
Supreme Commander 2's Gas Powered front-man, Chris Taylor, has announced some DLC action for SupCom 2 via the trailer below. Fans of the "Monkey Lord" will be glad to know that the beast is back, along with new maps, experimental units, new upgrades and more. Watch for it coming soon.
Related articles by Zemanta
- Supreme Commander 2 DLC coming? (news.bigdownload.com)
- Taylor: "PC is where all the opportunity is" (rockpapershotgun.com)
- Supreme Commander 2 gets massive new patch (news.bigdownload.com)
- Supreme Commander 2 - Patch Notes (k1dblitz.com)
Saturday, September 04, 2010
Kings and Castles - Video Blog # 30
Today we meet a new member of Team GPG! Chris Taylor also takes a stab at some concept art.
Related articles by Zemanta
- Kings and Castles dev team gets lots of love in latest video blog (news.bigdownload.com)
- Kings and Castles' latest video blog is extra-sized for your pleasure (news.bigdownload.com)
- New Kings and Castles video blog takes us out for burgers (news.bigdownload.com)
- New Kings and Castles video blog is, well . . . (news.bigdownload.com)
Labels:
Chris Taylor,
gas powered games,
Real-time strategy
Friday, September 03, 2010
Call of Duty: Black Ops Wager Match Multiplayer Trailer
New game modes, weapons, and a wager system are all featured in the latest Call of Duty: Black Ops trailer. Check it out:
Related articles by Zemanta
- New Call of Duty: Black Ops Multiplayer Modes, Details (pc.ign.com)
- New Call of Duty: Black Ops Multiplayer Modes, Details (ps3.ign.com)
- Call of Duty: Black Ops multiplayer trailer puts its money where its mouth is (news.bigdownload.com)
- Call of Duty: Black Ops 'Wager Matches' revealed (destructoid.com)
Labels:
Action,
call of duty,
call-duty-black-ops,
game,
Treyarch,
Video game,
Weapon
Subscribe to:
Posts (Atom)












