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	<title>Nuclear Dawn</title>
	<atom:link href="http://www.nucleardawnthegame.com/feed" rel="self" type="application/rss+xml" />
	<link>http://www.nucleardawnthegame.com</link>
	<description>Combining FPS with RTS without diluting either side</description>
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		<title>Nuclear Dawn Update 6.9</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-9?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-update-6-9</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-9#comments</comments>
		<pubDate>Wed, 19 Dec 2012 14:54:57 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[nucleardawn]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=721</guid>
		<description><![CDATA[<p>Sittard, The Netherlands, 19 December 2012 – InterWave Studios announces the release of Nuclear Dawn Patch 6.9.</p>
<p>This long-awaited patch for the award-winning FPS-RTS hybrid Nuclear Dawn features a major update to gameplay, with the implementation of the Player Levelling Systems.</p>
<p>As of Patch 6.9, players will be able to gain levels, and unlock an upgrade of their choosing with each level reached.  Not only will they be able to increase their health and weapon damage, but also to unlock features such as access to Siege Classes, which were previously only unlockable by the Commander.</p>
<p></p>
<p>Further enhancements brought by 6.9 include game controller support for both game and in-game menus, positional audio for Mumble clients, and a reworked, extended server browser that implements much of the community’s feedback.</p>
<p>There is of course more, including bug fixes and  community mod support. For a full list of changes in 6.9, head over &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>Sittard, The Netherlands, 19 December 2012 – InterWave Studios announces the release of Nuclear Dawn Patch 6.9.</p>
<p>This long-awaited patch for the award-winning FPS-RTS hybrid Nuclear Dawn features a major update to gameplay, with the implementation of the Player Levelling Systems.</p>
<p>As of Patch 6.9, players will be able to gain levels, and unlock an upgrade of their choosing with each level reached.  Not only will they be able to increase their health and weapon damage, but also to unlock features such as access to Siege Classes, which were previously only unlockable by the Commander.</p>
<p><img class="wp-image-722 aligncenter" alt="ND Update 6.9" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/12/413416_10150822991064405_972187880_o-1024x640.jpg" width="467" height="292" /></p>
<p>Further enhancements brought by 6.9 include game controller support for both game and in-game menus, positional audio for Mumble clients, and a reworked, extended server browser that implements much of the community’s feedback.</p>
<p>There is of course more, including bug fixes and  community mod support. For a full list of changes in 6.9, head over here on our <a title="IW Forums" href="http://forums.interwavestudios.com/topic/4731-nuclear-dawn-patch-69-november-2012/" target="_blank">forums</a>.</p>
<p>With this update, InterWave continues its post-release commitment to supporting our community, to whom we owe so much for believing in Nuclear Dawn from the very earliest of days.</p>
]]></content:encoded>
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		<title>Class Wars: The Assault</title>
		<link>http://www.nucleardawnthegame.com/blog/dev-diaries/class-wars-the-assault?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=class-wars-the-assault</link>
		<comments>http://www.nucleardawnthegame.com/blog/dev-diaries/class-wars-the-assault#comments</comments>
		<pubDate>Sat, 10 Nov 2012 14:13:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Dev Diaries]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=467</guid>
		<description><![CDATA[<p>The most important facet of Nuclear Dawn’s tactical combat experience is the way player classes interact with each other. No class has been designed to rule over the others, and each comes with a set of strengths and weaknesses that distinguish between various combat and support roles.</p>
<p>As Nuclear Dawn classes go, the Assault may at first appear to be the least interesting of all. Assaults can’t cloak to turn invisible, they are not covered in inch-thick robotized armour, and they definitely don’t come with their own Easter grenade hamper – so why choose to play one?</p>
<p><a href="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_avenger_firing_720.png" rel="shadowbox[sbpost-467];player=img;" title="Class Wars: The Assault"></a></p>
<p>Versatility would be the first reason. Assaults, in their various kit configurations, are the only class that can efficiently engage an enemy at just about every range, from long to close quarters, and stand a chance of surviving.</p>
<p>Team coordination would be another. The <strong>Camaraderie</strong> bonus applies to Assaults only, and increases weapons &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>The most important facet of Nuclear Dawn’s tactical combat experience is the way player classes interact with each other. No class has been designed to rule over the others, and each comes with a set of strengths and weaknesses that distinguish between various combat and support roles.</p>
<p>As Nuclear Dawn classes go, the Assault may at first appear to be the least interesting of all. Assaults can’t cloak to turn invisible, they are not covered in inch-thick robotized armour, and they definitely don’t come with their own Easter grenade hamper – so why choose to play one?</p>
<p><a href="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_avenger_firing_720.png" rel="shadowbox[sbpost-467];player=img;" title="Class Wars: The Assault"><img class="alignleft size-full wp-image-469" title="" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_avenger_firing_720_small.png" alt="" width="555" height="155" /></a></p>
<p>Versatility would be the first reason. Assaults, in their various kit configurations, are the only class that can efficiently engage an enemy at just about every range, from long to close quarters, and stand a chance of surviving.</p>
<p>Team coordination would be another. The <strong>Camaraderie</strong> bonus applies to Assaults only, and increases weapons damage as Assaults in formation employ team tactics to more effectively take down their objectives.</p>
<p>Finally, killing Stealths is another sweet reason. The Assault is the only Nuclear Dawn class equipped with the <strong>Tactical Visor</strong>, which can reveal cloaked Stealth players. Having an Assault in your squad is the only way to make sure you don’t all end up as notches on a Sniper’s rifle stock. Or on an Assassin’s knife.</p>
<p><a href="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_shotgun_reloading_720.png" rel="shadowbox[sbpost-467];player=img;" title="Class Wars: The Assault"><img class="alignleft size-full wp-image-471" title="" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_shotgun_reloading_720_small.png" alt="" width="555" height="155" /></a></p>
<p>Assaults come in <strong>Soldier</strong>, <strong>Marksman</strong> and <strong>Anti-Armour</strong> varieties. While each carries a different primary weapon, they all come equipped with a medium and short range weapon as well, and carry either grenades or mines to top up their destructive potential.</p>
<p><strong>Assault Soldiers</strong> on either side of the conflict carry a powerful assault rifle to pick off enemies at great distances. A single Soldier can take down just about anything but an Exo in an open fire fight.</p>
<p><a href="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_sniper_sniping_720.png" rel="shadowbox[sbpost-467];player=img;" title="Class Wars: The Assault"><img class="alignleft size-full wp-image-473" title="" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_sniper_sniping_720_small.png" alt="" width="555" height="155" /></a></p>
<p><strong>Assault Marksmen</strong> are the ultimate Stealth-killing machines. They may not be able to clamber on pipes to reach sniping positions as the Stealths do, but they sure can spot them even when cloaked, and then pick them off with their sniper rifles.</p>
<p>Finally, <strong>Assault Anti-Armour</strong> players are the layman’s version of the Exo destroyer. Equipped with the same siege class weapon that their armoured colleagues carry, Anti-Armours maintain the mobility of a foot soldier, but without the additional protection of bulky armour.</p>
<p>Every Nuclear Dawn class fulfils a specific, clear tactical role, and the Assault is the all-purpose jack of all trades of destruction, able to effectively counter most scenarios, with a little skill.</p>
<p><a href="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_sniper_walking_720.png" rel="shadowbox[sbpost-467];player=img;" title="Class Wars: The Assault"><img class="alignleft size-full wp-image-475" title="" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/06/assault_sniper_walking_720_small.png" alt="" width="555" height="155" /></a></p>
<p>With this class, you won’t be a silent ninja assassin or a walking tank, you won’t heal or lob grenades like they’re candy, but you certainly will be able to survive most of those hazards if you’re willing to substitute skill and reflexes for artificial aids.</p>
<p>Never, ever judge the Assault’s apparent lack of cool – they have bullets, thermal Stealth detection, and team spirit on their side.</p>
<p>As ever, feel free to discuss the Assault and its characteristics <a href="http://forums.steampowered.com/forums/showthread.php?p=19347270#post19347270" target="_blank">over here on our forums!</a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Nuclear Dawn patch 6.8: Skirmish time</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-patch-6-8-skirmish-time?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-patch-6-8-skirmish-time</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-patch-6-8-skirmish-time#comments</comments>
		<pubDate>Fri, 09 Nov 2012 13:21:47 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Media Releases]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[deathmatch]]></category>
		<category><![CDATA[nucleardawn]]></category>
		<category><![CDATA[skirmish]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=702</guid>
		<description><![CDATA[<p>SITTARD, THE NETHERLANDS– November 9th, 2012– InterWave Studios announces the release of Nuclear Dawn patch 6.8, which brings a new game mode, Steam Workshop support, and several improvements, all at a reduced price of 9.99USD.</p>
<p><a href="http://steamcommunity.com/workshop/browse/?appid=17710" title="Steam Workshop"></a>As well as fixing several exploits and updating the localizations, we introduce Skirmish, a Team Deathmatch game mode for players itching to sample Nuclear Dawn’s class-based tactical combat without the intricacies of RTS gameplay.</p>
<p>Two teams, four classes and a whole lot of weapons and ammo should make for some interesting, brutal and visceral matches. Skirmish stars its own release map, sk_metro, based on the homonymous Warfare location, tweaked for even closer combat.</p>
<p>It’s not all war and destruction, however, and Patch 6.8 also includes full Steam Workshop support for the distribution of custom, community-made maps and content. Now is the time to finish up those maps to share with the world!</p>
<p>It would have &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>SITTARD, THE NETHERLANDS– November 9th, 2012– InterWave Studios announces the release of Nuclear Dawn patch 6.8, which brings a new game mode, Steam Workshop support, and several improvements, all at a reduced price of 9.99USD.</p>
<p><a href="http://steamcommunity.com/workshop/browse/?appid=17710" title="Steam Workshop"><img class="wp-image-709 alignright" title="Steam Workshop" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/11/Steam_workshop.jpg" alt="" width="265" height="76" /></a>As well as fixing several exploits and updating the localizations, we introduce Skirmish, a Team Deathmatch game mode for players itching to sample Nuclear Dawn’s class-based tactical combat without the intricacies of RTS gameplay.</p>
<p>Two teams, four classes and a whole lot of weapons and ammo should make for some interesting, brutal and visceral matches. Skirmish stars its own release map, sk_metro, based on the homonymous Warfare location, tweaked for even closer combat.</p>
<p>It’s not all war and destruction, however, and Patch 6.8 also includes full Steam Workshop support for the distribution of custom, community-made maps and content. Now is the time to finish up those maps to share with the world!</p>
<p>It would have been wrong to provide two major goodies without a third. Therefore, Nuclear Dawn’s price has as of today been lowered to 9.99USD, and the equivalent amount in your local Steam currencies.</p>
<p>To celebrate the new release, Nuclear Dawn will be <strong>75% off today only</strong>, in a <a title="Steam Store" href="http://store.steampowered.com/app/17710" target="_blank">Steam daily deal</a>.</p>
<p>Looking to start your own Nuclear Dawn server? The guys at Hypernia are our preferred partner for gameservers, and you won’t be disappointed by their pricing, or service: <a title="Hypernia" href="http://hypernia.com/game-server/nuclear-dawn" target="_blank">Check it out</a>.</p>
]]></content:encoded>
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		<title>Nuclear Dawn update 6.8 released</title>
		<link>http://www.nucleardawnthegame.com/blog/news/nuclear-dawn-update-6-8-released?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-update-6-8-released</link>
		<comments>http://www.nucleardawnthegame.com/blog/news/nuclear-dawn-update-6-8-released#comments</comments>
		<pubDate>Thu, 08 Nov 2012 20:00:06 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[nucleardawn]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=700</guid>
		<description><![CDATA[<p>A new update is now available on Steam for Nuclear Dawn. This update brings Skirmish mode to Nuclear Dawn which basically is Team Deathmatch. In this gameplay mode there will be no commander, no rts elements and no resources or capture points available. Down below the full changelog:</p>
<p><strong>Nuclear Dawn 6.8</strong></p>
<p>- Added new Skirmish team deathmatch game mode.<br />
- Added new Skirmish map sk_metro.</p>
<p><strong>Server</strong><br />
- Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to disable and use only mp_roundtime.<br />
- Added support to execute a cfg/gamemode_skirmish.cfg or cfg/gamemode_warfare.cfg at map start if existing.<br />
- Added support to execute cfg/<br />
.cfg at map start if existing after mode cfg.<br />
- Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and mp_roundtime variables as Warfare.</p>
<p><strong>Other fixes</strong><br />
- Fixed spawning-related glitches that could occur if pressing spawn button multiple times.<br />
- Fixed issues where server tags displayed improperly in server browser &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>A new update is now available on Steam for Nuclear Dawn. This update brings Skirmish mode to Nuclear Dawn which basically is Team Deathmatch. In this gameplay mode there will be no commander, no rts elements and no resources or capture points available. Down below the full changelog:</p>
<p><strong>Nuclear Dawn 6.8</strong></p>
<p>- Added new Skirmish team deathmatch game mode.<br />
- Added new Skirmish map sk_metro.</p>
<p><strong>Server</strong><br />
- Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to disable and use only mp_roundtime.<br />
- Added support to execute a cfg/gamemode_skirmish.cfg or cfg/gamemode_warfare.cfg at map start if existing.<br />
- Added support to execute cfg/<br />
<mapname>.cfg at map start if existing after mode cfg.<br />
- Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and mp_roundtime variables as Warfare.</p>
<p><strong>Other fixes</strong><br />
- Fixed spawning-related glitches that could occur if pressing spawn button multiple times.<br />
- Fixed issues where server tags displayed improperly in server browser for some servers.<br />
- Fixed average rank in server browser not always adjusting after a player leaves.<br />
- Fixed an exploit that could allow a commander to use actions on enemy structures.<br />
- Fixed a server crash related to bots.<br />
- Updated localizations.</p>
<p><strong>Workshop and custom content</strong><br />
- Skirmish maps are now accepted.<br />
- Added sk_metro map source to sdk_content.<br />
- Updated hammer fgd file with new skirmish and spawn point entities.<br />
- Skirmish maps do not require rts camera info in map script.<br />
- Skirmish maps do require spawn points for both Consortium and Empire are required.<br />
- Skirmish maps may not have resource points. Structures will not spawn on skirmish maps.<br />
- Map overview script is now marked as required for all maps.<br />
- BSPZIP now auto-corrects slashes for internal paths when adding files to avoid confusion.<br />
- Added -deletefile option to BSPZIP to remove files from bsp.<br />
- Fixed client crash when loading custom map having description but no title.<br />
- Fixed map loading background not being shown if vtf file was named differently than vmt file.<br />
- Added support for bots in custom maps without structures or resource points </p>
]]></content:encoded>
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		<title>Nuclear Dawn update 6.7</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-7?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-update-6-7</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-7#comments</comments>
		<pubDate>Thu, 25 Oct 2012 21:00:31 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[nucleardawn]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=693</guid>
		<description><![CDATA[<p>Nuclear Dawn just got another update on Steam. This version brings Steam Workshop support for custom maps and lots more. Checkout the full changelog below:</p>
<p><strong>Enhancements</strong><br />
- Added support for Steam Workshop for maps.<br />
- Added average player rank to server browser and Play Now calculation.<br />
- Sprays and kit/gizmo preferences now sync with Steam Cloud.<br />
- Improved alt-tab handling under Windows Vista and Windows 7.</p>
<p><strong>Other fixes</strong><br />
- Fixed occasional &#8216;stuck&#8217; bug after spawning.<br />
- Fixed ammo counter on daisy cutter for CT Assault &#38; Support and Empire Support.<br />
- Fixed ammo counter on CT Stealth.<br />
- Fixed an issue where chat would not show to commanders until they clicked the chat box.<br />
- Fixed crash on game launch if squad talk key is pressed during start.<br />
- Fixed glitch where research-restricted kit could show as selected even if unusable.<br />
- Fixed squad chat not working if mega menu &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>Nuclear Dawn just got another update on Steam. This version brings Steam Workshop support for custom maps and lots more. Checkout the full changelog below:</p>
<p><strong>Enhancements</strong><br />
- Added support for Steam Workshop for maps.<br />
- Added average player rank to server browser and Play Now calculation.<br />
- Sprays and kit/gizmo preferences now sync with Steam Cloud.<br />
- Improved alt-tab handling under Windows Vista and Windows 7.</p>
<p><strong>Other fixes</strong><br />
- Fixed occasional &#8216;stuck&#8217; bug after spawning.<br />
- Fixed ammo counter on daisy cutter for CT Assault &amp; Support and Empire Support.<br />
- Fixed ammo counter on CT Stealth.<br />
- Fixed an issue where chat would not show to commanders until they clicked the chat box.<br />
- Fixed crash on game launch if squad talk key is pressed during start.<br />
- Fixed glitch where research-restricted kit could show as selected even if unusable.<br />
- Fixed squad chat not working if mega menu was open.<br />
- Fixed exploit allowing research/structure pre-reqs bypass for building.<br />
- Fixed a con_logfile ConVar exploit.<br />
- Fixed an issue with localization of disconnect messages.<br />
- Fixed an issue with bullet particle effect on some weapons.<br />
- Fixed command bunkers decloaking own team&#8217;s Stealths.<br />
- Fixed another joinclass command crash exploit.<br />
- Fixed console error when reloading shotgun.<br />
- Fixed some intermittent client and server crashes, including crashes related to multi-core rendering being enabled.</p>
<p><strong>Community requests and mod support</strong><br />
- Added Sketchup Tools to ND Authoring Tools.<br />
- Added a Reset input to resource point entities for map scripting.<br />
- Changed Warfare win condition to All bunkers eliminated instead of one bunker eliminated by request for custom maps.<br />
- Unlocked sv_gravity and cl_show_self_hypospray_effect ConVars by user request.<br />
- Fixed further issues with load order between disk files, map files, and vpk files.<br />
- Fixed bspzip&#8217;d map backgrounds and map scripts to be read correctly.<br />
- Fixed vpk.exe always implying -M and -v options despite documentation.</p>
<p>Note to map makers: The preliminary version of the Workshop requirements for mappers has been posted.<br />
<a title="" href="http://forums.interwavestudios.com/wiki/index.php/Workshop_Requirements">http://forums.interwavestudios.com/wiki/index.php/Workshop_Requirements</a></p>
<p>Essentially, you just need to make sure you have a loading background and overview image made, as well as the script with map name/description and rts camera settings. They must all be zipped up into the map with bspzip.</p>
]]></content:encoded>
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		<title>Nuclear Dawn update 6.6 released</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-6-released?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-update-6-6-released</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-6-released#comments</comments>
		<pubDate>Thu, 27 Sep 2012 13:53:34 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[nucleardawn]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=688</guid>
		<description><![CDATA[<p>We have just updated Nuclear Dawn to version 6.6.<br />
This version is mostly a bug fix and tweak update that changes the following:</p>
<p><strong>Gameplay and Balance</strong></p>
<p>- Slightly lowered NX300 damage output against players.<br />
- Slightly raised Sonic Turrent damage output to balance with Flame Turret&#8217;s extra fire damage.<br />
- Lowered Machine Gun Turret cost to 2500.<br />
- Commanders now get points for a critical assist if player-initiated artillery strike kills an enemy.<br />
- Empire commander ability poison is now differently colored to distinguish between it and Consortium&#8217;s.<br />
- Commander poison ability now matches description and no longer hurts teammates unless friendly fire is enabled.<br />
- Fixed NX300 not hurting teammates with friendly fire enabled.</p>
<p><strong>Client</strong></p>
<p>- Updated Report a Bug link.<br />
- Added invert mouse wheel zoom option to Options panel.<br />
- Fixed bad password connect error box using lan server error text after a recent update.<br />
- Fixed &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>We have just updated Nuclear Dawn to version 6.6.<br />
This version is mostly a bug fix and tweak update that changes the following:</p>
<p><strong>Gameplay and Balance</strong></p>
<p>- Slightly lowered NX300 damage output against players.<br />
- Slightly raised Sonic Turrent damage output to balance with Flame Turret&#8217;s extra fire damage.<br />
- Lowered Machine Gun Turret cost to 2500.<br />
- Commanders now get points for a critical assist if player-initiated artillery strike kills an enemy.<br />
- Empire commander ability poison is now differently colored to distinguish between it and Consortium&#8217;s.<br />
- Commander poison ability now matches description and no longer hurts teammates unless friendly fire is enabled.<br />
- Fixed NX300 not hurting teammates with friendly fire enabled.</p>
<p><strong>Client</strong></p>
<p>- Updated Report a Bug link.<br />
- Added invert mouse wheel zoom option to Options panel.<br />
- Fixed bad password connect error box using lan server error text after a recent update.<br />
- Fixed a bug that allowed malicious servers to execute restricted console commands on players.<br />
- Fixed a bug that allowed malicious servers to prevent players from executing console commands.</p>
<p><strong>Server</strong><br />
- Added sv_allow_addon_override (default 0) to block client addon vpks from overriding game files.<br />
- Added mp_winlimit cvar.<br />
- Added sv_namechange_cooldown_seconds, to throttle clients from changing their name too rapidly. (Defaults to 20 seconds)<br />
- Added check to prevent player names from containing color codes.<br />
- setinfo console command will now reject attempts to set / change convars with any unusual characters<br />
- Tweaked team balancer logic to be smarter about when and whom to move.<br />
- Fixed some exploits where a malicious client could intentionally crash a server.<br />
- Fixed typo in name of research_complete event; added research completion logging.<br />
- Added rate limiting for connections and added the following convars, sv_max_connects_sec, sv_max_connects_window, sv_max_connects_sec_global.</p>
<p><strong>Other</strong></p>
<p>- Fixed being able to use some weapons (mostly throwables) while on ladder or sprinting.<br />
- Fixed in-chair commanders being unable to chat at round end.<br />
- Fixed some issues with wall and barrier collision performance.<br />
- Fixed a bug that allowed server browser network activity to continue after choosing a server.<br />
- Fixed missing effect console error when reloading Avenger.<br />
- Fixed sv_offline console error when going into Offline Practice mode.<br />
- Marked mem_force_flush as a cheat to prevent client exploits.<br />
- Fixed a packet injection exploit in the client/server streams.<br />
- Updated localizations.</p>
<p><strong>Mapping / Modding</strong></p>
<p>- Added numerous functions to the vscript api (see https://developer.valvesoftware.com/wiki/List_of_ND_Script_Functions).<br />
- Added OnResearchUnlockedConsortium and OnResearchUnlockedEmpire outputs to nd_logic_custom ent.<br />
- Added OnConditionAdded and OnConditionRemoved outputs to player. See wiki for value meanings.</p>
<p><strong>Hydro</strong></p>
<p>- Fixed commanders being able to deploy structures outside of the level in some areas.</p>
<p><strong>Clocktower</strong><br />
- Fixed commanders being able to deploy structures in the parking garage.</p>
<p><strong>Gate</strong><br />
- No longer in beta.<br />
- Updated overview.<br />
- Updated loading screen.</p>
<p>If it doesnt auto update, restart Steam!<br />
Server administrators can update their servers with the SteamCMD tool.</p>
]]></content:encoded>
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		<title>Happy birthday, Nuclear Dawn</title>
		<link>http://www.nucleardawnthegame.com/blog/happy-birthday-nuclear-dawn?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=happy-birthday-nuclear-dawn</link>
		<comments>http://www.nucleardawnthegame.com/blog/happy-birthday-nuclear-dawn#comments</comments>
		<pubDate>Tue, 25 Sep 2012 13:16:28 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[birthday]]></category>
		<category><![CDATA[nuclear dawn]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=667</guid>
		<description><![CDATA[<p>A year ago today, we were manically refreshing our web browsers, trying to catch the first glimpse of Nuclear Dawn on the <a title="Steam" href="http://store.steampowered.com/app/17710/" target="_blank">Steam store</a>. It was release day, and many of us were slightly swaying on our feet, exhausted from a gruelling last minute development crunch.</p>
<p>Today, Nuclear Dawn is a year old, and looking back on those earlier development builds is a little like watching early toddler pictures of your child. Except that our baby comes with murderous classes armed to the teeth with weapons of mass annihilation. And turrets. And things that go boom.</p>
<p><a href="http://www.nucleardawnthegame.com/blog/happy-birthday-nuclear-dawn/attachment/175793_10150258241219405_1354039_o" rel="attachment wp-att-668" title="Nuclear Dawn"></a></p>
<p>A strong community gathered around Nuclear Dawn, and would not let it sink when it could have. You guys have been great, and took our love for Nuclear Dawn and made it your own, and are now as much a part of the game as the code and levels itself.</p>
<p>Our journey slowed &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>A year ago today, we were manically refreshing our web browsers, trying to catch the first glimpse of Nuclear Dawn on the <a title="Steam" href="http://store.steampowered.com/app/17710/" target="_blank">Steam store</a>. It was release day, and many of us were slightly swaying on our feet, exhausted from a gruelling last minute development crunch.</p>
<p>Today, Nuclear Dawn is a year old, and looking back on those earlier development builds is a little like watching early toddler pictures of your child. Except that our baby comes with murderous classes armed to the teeth with weapons of mass annihilation. And turrets. And things that go boom.</p>
<p><a href="http://www.nucleardawnthegame.com/blog/happy-birthday-nuclear-dawn/attachment/175793_10150258241219405_1354039_o" rel="attachment wp-att-668" title="Nuclear Dawn"><img class="alignnone  wp-image-668" title="Nuclear Dawn" src="http://www.nucleardawnthegame.com/wp-content/uploads/2012/09/175793_10150258241219405_1354039_o-1024x576.jpg" alt="" width="526" height="295" /></a></p>
<p>A strong community gathered around Nuclear Dawn, and would not let it sink when it could have. You guys have been great, and took our love for Nuclear Dawn and made it your own, and are now as much a part of the game as the code and levels itself.</p>
<p>Our journey slowed down somewhat, we’re raising other babies (the next one has acid shotgun shells), but Nuclear Dawn’s development is still close to our hearts. Starting at the end of this week, we’ll be pushing a series of updates that address several much requested features, along with a couple of bug fixes, and maybe a new way or two to enjoy the game.</p>
<p>It’s just the first year. What did your kids do in their first year? Ours grew extra classes, new levels, shields, and ammo packs. Saboteurs, and new Commander research options and abilities. It grew its own lovably backwards AI, and started teaching people how to play with it. Imagine what another year will do.</p>
<p>Here is a <a title="Forums" href="http://forums.interwavestudios.com/topic/4670-nuclear-dawn-patch-66-september-2012/" target="_blank">preview of the changelog</a> for the first update that is coming end of this week.</p>
]]></content:encoded>
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		<title>Dedicated Server change coming</title>
		<link>http://www.nucleardawnthegame.com/blog/dedicated-server-change-coming?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dedicated-server-change-coming</link>
		<comments>http://www.nucleardawnthegame.com/blog/dedicated-server-change-coming#comments</comments>
		<pubDate>Mon, 16 Jul 2012 15:43:28 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Dev Diaries]]></category>
		<category><![CDATA[server]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=653</guid>
		<description><![CDATA[<p>A heads up for server administrators and providers&#8230;..</p>
<p>Very soon the method to install and update the Nuclear Dawn dedicated servers will be changed. We will soon use Steam&#8217;s new byte-patching command line client (just like CSGO) instead of the older file-based HLDSUpdateTool (which is no longer maintained). This will bring Faster, smaller downloads and a faster way for us to push out updates.</p>
<p>We will keep the community informed about this through our forums, in <a title="Forums" href="http://forums.interwavestudios.com/topic/4529-dedicated-server-change/" target="_blank">this topic</a>.&#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>A heads up for server administrators and providers&#8230;..</p>
<p>Very soon the method to install and update the Nuclear Dawn dedicated servers will be changed. We will soon use Steam&#8217;s new byte-patching command line client (just like CSGO) instead of the older file-based HLDSUpdateTool (which is no longer maintained). This will bring Faster, smaller downloads and a faster way for us to push out updates.</p>
<p>We will keep the community informed about this through our forums, in <a title="Forums" href="http://forums.interwavestudios.com/topic/4529-dedicated-server-change/" target="_blank">this topic</a>.</p>
]]></content:encoded>
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		<title>Nuclear Dawn Update 6.5</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-5?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-update-6-5</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-update-6-5#comments</comments>
		<pubDate>Thu, 12 Jul 2012 19:28:57 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=650</guid>
		<description><![CDATA[<p>We have just uploaded another update for Nuclear Dawn on Steam, bringing it to version 6.5. Apart from the new community made map Gate, lots of bug fixes which you can find below:</p>
<p><strong>New Content</strong><br />
- Added new map, Gate, one of the community mapping contest winners</p>
<p><strong>Enhancements</strong><br />
- Added option to disable sniper auto-rezoom.<br />
- Added sound to notify when a vote appears.<br />
- Added community-contributed loading screen tips.</p>
<p><strong>Fixes</strong><br />
- Fixed gizmo effects sometimes taking a second spawn to apply.<br />
- Fixed sorting in gizmo selection window to show the “no gizmo” option first.<br />
- Fixed gizmo selection panel sometimes being stuck open.<br />
- Fixed radar kit viewmodel not going invisible when stealthing.<br />
- Fixed HTML server motd messages not displaying on Macs.<br />
- Fixed What’s New update news screen not working on Macs.<br />
- Fixed Mac http custom content downloads timing out when system is configured to &#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>We have just uploaded another update for Nuclear Dawn on Steam, bringing it to version 6.5. Apart from the new community made map Gate, lots of bug fixes which you can find below:</p>
<p><strong>New Content</strong><br />
- Added new map, Gate, one of the community mapping contest winners</p>
<p><strong>Enhancements</strong><br />
- Added option to disable sniper auto-rezoom.<br />
- Added sound to notify when a vote appears.<br />
- Added community-contributed loading screen tips.</p>
<p><strong>Fixes</strong><br />
- Fixed gizmo effects sometimes taking a second spawn to apply.<br />
- Fixed sorting in gizmo selection window to show the “no gizmo” option first.<br />
- Fixed gizmo selection panel sometimes being stuck open.<br />
- Fixed radar kit viewmodel not going invisible when stealthing.<br />
- Fixed HTML server motd messages not displaying on Macs.<br />
- Fixed What’s New update news screen not working on Macs.<br />
- Fixed Mac http custom content downloads timing out when system is configured to use a proxy server.<br />
- Fixed rank name for rank 58, “Lieutenant General First Class”.<br />
- Fixed sound not playing for “Destroy” radio command.<br />
- Fixed checkbox and radio button glyphs not displaying properly in some dialogs on Mac.<br />
- Fixed Mac showing Half-Life 2 icon when running the game.<br />
- Fixed numerous cases where a building hologram would get stuck on the build grid.<br />
- Fixed issue with invalid build button grid and unbuildable builds when first selecting assembler, then selecting control group containing units that no longer exist.<br />
- Fixed resource counter showing incorrect amount to spectators.<br />
- Fixed “no commander” message always displaying to spectators even when spectated team had commander.<br />
- Fixed issues with NX300 flame sometimes persisting too long in spectated view.<br />
- Fixed a case where unpowered walls were not properly taking health decay.<br />
- Fixed turret radius display being stuck on screen for commanders if leaving chair during first phase of build.<br />
- Fixed radar kits disappearing on death.<br />
- Fixed being able to move when armory class menu is open if scoreboard is also up.<br />
- Fixed chaingun spinning sound persisting through reload.<br />
- Fixed sniper overlay flash that would occur after shooting when using hold-to-zoom ironsight controls.<br />
- Fixed bots sometimes getting stuck on Consortium transport gates.<br />
- Fixed some cases where the scoreboard or MOTD panel could show over top of the map load screen.<br />
- Fixed hitgroups being ignored on in-chair commander for headshot tracking and armor calculation.<br />
- Fixed bloodspatter not showing on in-chair commander.<br />
- Fixed rare client crash when switching weapon.<br />
- Fixed U23 grenade kills showing and logging as from P12 grenade.<br />
- Fixed area in Oilfield where players could get stuck behind tanker truck near Empire base.</p>
]]></content:encoded>
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		<title>Nuclear Dawn Steam Summer Sale</title>
		<link>http://www.nucleardawnthegame.com/blog/nuclear-dawn-steam-summer-sale?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nuclear-dawn-steam-summer-sale</link>
		<comments>http://www.nucleardawnthegame.com/blog/nuclear-dawn-steam-summer-sale#comments</comments>
		<pubDate>Thu, 12 Jul 2012 17:33:35 +0000</pubDate>
		<dc:creator>Michiel</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.nucleardawnthegame.com/?p=648</guid>
		<description><![CDATA[<p>The annual Steam Summer Sale starts today and lasts through Monday, July 23rd, 2012. Gamers will find amazing deals on thousands of games. The Summer Sale will again feature more than straight discounts, offering Daily Deals, Flash Sales, and “Community Choice” Sale. The latter allows gamers to vote for a title on a given list to be put on special price for a limited time.</p>
<p>Nuclear Dawn is also part of the Summer Sale and is now available for less then 8$ with a 67% discount on Steam! This is a chance for everyone to get their hands on our game so if you haven&#8217;t done so yet&#8230;. now is the time  </p>
<p>Get it now: <a href="http://store.steampowered.com/app/17710" rel="nofollow nofollow" target="_blank">http://store.steampowered.com/app/17710</a>&#8230;</p>]]></description>
				<content:encoded><![CDATA[<p>The annual Steam Summer Sale starts today and lasts through Monday, July 23rd, 2012. Gamers will find amazing deals on thousands of games. The Summer Sale will again feature more than straight discounts, offering Daily Deals, Flash Sales, and “Community Choice” Sale. The latter allows gamers to vote for a title on a given list to be put on special price for a limited time.</p>
<p>Nuclear Dawn is also part of the Summer Sale and is now available for less then 8$ with a 67% discount on Steam! This is a chance for everyone to get their hands on our game so if you haven&#8217;t done so yet&#8230;. now is the time <img src='http://www.nucleardawnthegame.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Get it now: <a href="http://store.steampowered.com/app/17710" rel="nofollow nofollow" target="_blank">http://store.steampowered.com/<wbr>app/17710</wbr></a></p>
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