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high rated
Old World has been updated to version 1.0.74622 (GOG update number 77268).

Changelog from the developer's website:
Changes Overview

Shrine Rebalancing: Adjustments to shrine effects.
City Damage: Now affected by critical hits.
Modded MP Games: Easier to start thanks to relaxed version checking.
UI Improvements: Various interface updates.

Design

Shrines of Water: (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
Shrines of Healing: (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
City Damage: Now affected by critical hits.
Improvement Build Times: Now take 1 extra turn to build per 5 points of Worker damage (+1 turn at 15-19 HP to +4 turns at 1-4 HP).
Undo Functionality: Re-enabled for strict(teams) turnstyle cloud games. After starting to play a turn, it must be completed before other players on the team can take their turn.
Law Switch Costs: First switch costs 200 Civics, with each subsequent change costing 100 extra.
Power Comparison: Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
Unit Upgrade Restrictions: Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
Fort Building: Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
Rally Defense: Now only activates on killing promotable military units (i.e., not Militia).
Unit Spawning from Improvements: Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
Punic Duel Balance Pass: Adjustments made to the premade map.
Drunk Trait: Now gives -20 opinion to religious and family heads, down from -40.
Event Options Delay: Added turn delay to most event options with random traits or relationships.
Mission Costs: Slander, High Synod, and Trade missions now cost Money instead of Civics.
Competitive Mode (Behind the Throne): Grand Vizier position disabled.
Beja Archers: No longer have the Pierce effect (Pharaohs of the Nile).
Scheme Against a Rival Mission: Reduced chance of an event from this mission (Behind the Throne).

Programming

Relaxed Version Checking: Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
Version Mismatch Warning: MP players without identical mods will see a “Version Mismatch” warning in their tooltip.
Simultaneous MP AI Turns: AI now waits for all human players to end their turn, or for the turn timer to nearly expire, before taking its turn.
Event Processing Optimization: Performance improvements.
Raider AI Improvements: AI now prioritizes building roads, connecting cities, and exploring more.
AI Code Cleanup: General improvements and optimization.
Ctrl-Shift-X Functionality: No effect when it’s not your turn in cloud games.
Modio Errors Suppressed: Suppressed “Invalid Token” errors on game start.
Mac Terrain Rebuild: Removed unneeded terrain rebuild on application focus for Macs.
Mod Support Updates: Added support for new diplomacy types and dynamic improvement names.
Yield Price Calculation: Now moddable via XML.
Map Editor: Max map size increased to 180×180 (modifiable via XML).
XML Changes: Updates to units and event links (see Notes for Modders section).
New Event Triggers: Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
New Statistics: Added STAT_CHILDREN_COUNT.
City Luxuries Info: Added InfoGoal.miCityLuxuries.
Script Support: Old World no longer supports runtime compiled scripts; standalone compiler removed.

UI

Mission Target List Sorting: Characters now sorted by importance in mission target lists.
Shift-Click Improvements: Shift-clicking on recommended improvements now adds them to the worker’s queue.
Shrine Pings: Shrine improvement pings can now be placed even if the shrine already exists.
Improvement Pings: Improved accuracy of yields for out-of-territory improvements.
Luxury Management Menu: Now scrollable for easier management.
Unit Tooltips: Now scrollable, with unit effects ordered alphabetically.
Cloud Game Tooltips: Now show the elapsed time since the last upload.
Yield Icons: Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
Legitimacy Graph: Added to the Records screen.
Family Unit Banners: Family unit banner shape now shown on the family tab panel.
Specialists on Pillaged Tiles: Existing specialists now shown on pillaged tiles.
Replay for Team Games: Improved functionality.
Resource Removal Warning: Added for Add Urban action.
Project Help Text: Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
Opinion Yield Rate Help Text: Moved from potential to main effects.
Contact Event Truce Flags: Made more consistent in event options.
Religion Icon on Unit Production: Now shown on unit production buttons when applicable.
Religion Tooltips: Simplified for clarity.
Character Pinning: Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
Trait Display Order: Reordered for clarity.
Scenario Screen Arrows: Category toggle arrows no longer select scenario class.
EffectPlayer and EffectCity Help Text: Total yields display removed from most entries to simplify tooltips.
Foreign City Widget: Clicking on the nation name now selects the nation.
Game Log Graphics: Re-aligned for improved presentation.
Mod Folder Display: Mod folders that begin with “.” are no longer displayed.

Bugs Fixed

Fixed religious improvements being affected by other religions’ theologies.
Fixed workers stopping rout of African and Turreted Elephants.
Fixed double religion indicators on tribe widgets.
Fixed raycasting issues on tribe widget and character list religion icons.
Fixed former regents affecting succession in some cases.
Fixed yield rates not updating when units move to/from improvements.
Fixed minimized decision UI not working for diplomacy decisions.
Fixed effectCity improvement yield help text.
Fixed unit yield consumption estimate for effectPlayer to show yields saved instead of new yields consumed.
Fixed yield preview overlays getting stuck.
Fixed ally declared war event trigger.
Fixed monitor option setting.
Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
Fixed missing damage preview for civilian units/ships if they are the only unit in a city.
Fixed Passive AI attacking cities when it shouldn’t.
Fixed EffectCity terrain yields being counted twice.
Fixed fog reveal animation not clearing tiles it has already animated.
Fixed unit animations freezing.
Fixed bad player start placement asserts.
Fixed hidden units not getting bounced when hostile borders expand to include their location.
Fixed unexpected click behavior on city screen.
Fixed multiplayer replay for games where multiple players can take their turns simultaneously.
Fixed mission results not appearing in target player’s turn summary (e.g., city damage from treachery).
Fixed tribute bug which sometimes allowed tribute while at war.
Fixed issues starting multiplayer games from the mods screen.
Fixed unloading mods when toggling off “Use Mods” in the MP setup screen.
Fixed null check for notification help text.
Fixed exception when right-clicking the empty head of a not-yet-founded religion.
Fixed AI unit protection calculation and possible divide-by-zero errors when attackers can’t do any damage (affects mods).
Fixed missing trait in Hanno II’s dynasty tooltip (Wonders and Dynasties).
Text and Event fixes.

Notes for modders

Units in unit.xml:
Add a bRegular flag (after bGeneral in the order) to denote a “regular military” unit. The flag makes the unit count as “regular military” in the stats, and the AI assumes that non-regular units are worth less.

Event Links in eventLink.xml:
aeSubjectClasses is no longer needed. The link will save all subjects in the triggering event and figure out the classes by itself.
If you only want some subjects saved, put iNumSubjects on the link (in eventLink.xml) to save that many subjects.
Use iNumSubjects = 0 if you don’t care about any subjects and are only using the link as a shortcut to trigger something else.
For immediate event links, tag the link with bImmediate = 1 in eventLink.xml. Use EventLinkAdd in eventOption.xml. EventLinkStart will be removed in the future.
high rated
(from Steam)

Wildermyth update for 25 October 2024
1.16+552

- Fixed bug where enemy group for generic campaigns wasn't applied
- Fixed bug where heroes with spelltouched and Deepist tattoos would become transparent in some cases
- Tools: Fixed Mod Injection bugs with adding to arrays, and adding RewardTemplates or ExtraRewardTemplates to dungeons
Post edited October 26, 2024 by FlockeSchnee
high rated
Factorio

Updated to 2.0.11 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 2.0.11 released as stable

Features


• [space-age] Asteroid collector filters can be modified by blueprint parametrisation.
• Programmable speaker can be modified by blueprint parametrisation.
• When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.

Changes

• [space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start.
• [space-age] The "Custom minimum payload" slider for orbital logistics now offers more sensible values.
• [space-age] Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter.
• [space-age] Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.

Optimizations

• Improved performance of technology GUI when viewing only essential technologies. more

Bugfixes

• Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. more
• Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. more
• Tips simulation fixed with minor changes to texts (https://forums.factorio.com/116394 https://forums.factorio.com/116854 https://forums.factorio.com/116442)
• Fixed that the map editor couldn't change the spawn point of a force after it was set. more
• Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. more
• Fixed incorrect pump speed reporting when pumping into a fluid wagon. more
• Fixed that pumps could not pump into a fluid wagon at full speed. more
• Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. more
• Fixed a performance issue with ghost building. more
• Fixed achievement nucear-power to require building nuclear reactor. more
• Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. more
• Fixed that players in remote view were unable to open menu when the game was paused. more
• Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding.
• Fixed position of car driven by local player would be delayed on minimap in multiplayer.
• Fixed a crash related to rocket silos when adding and removing mods. more
• Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values.
• Fixed a crash when reading cursor record of a character not assigned to a player. more
• Fixed that building with modded items did not work correctly in all cases. more
• Fixed a crash when merging forces related to chart tags. more
• Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings more
• Fixed a crash when setting roboport requests to a negative value. more
• Fixed RecipePrototype::maximum_productivity was allowed to be negative. more
• Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. more
• Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right)
• Fixed technology GUI not updating technology cost label if the technology didn't have any science packs. more
• Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. more
• Fixed modules technology icon when quality mod is disabled. more
• Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. more
• Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. more
• Fixed use-item-groups had no effects. more
• Fixed a crash when trying to render a surface which doesn't exist in a simulation. more
• Fixed crashes caused by calling missing library symbols on older macOS versions. more

Modding

• Added AssemblingMachinePrototype::disabled_when_recipe_not_researched.

Scripting

• Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write.
• Added removal_plan parameter to LuaSurface::create_entity for item request proxies.
high rated
Going Medieval

updated 25 October 2024
Offline installers updated to 0.20.16REL

Changelog from Steam DB
Greetings, medievalists! The newest patch (0.20.16) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes

- Fixed several crash occurrences.
- Fixed the issue where a warden would attack prisoners in certain situations.
- Fixed the issue that prevented the copy/paste function of fuel consumers to work as intended.
- Fixed the issue that prevented a prisoner from partaking in the execution event because they were sleeping.
- Fixed the issue where decomposed clothes on a settler during their sleep would break their sleeping animation, causing the settler to stand still.
- Fixed the issue where hidden roofs would be visible upon loading, if you turned hidden roof off, saved game, then turned it on. The game should have remembered the last toggle before the save, not the one after it.
- Fixed the issue where prisoners would turn aggressive if the relationship with their faction suddenly turned hostile.
- Fixed the issue that allowed raiders/settlers to pass through closed portcullises in certain scenarios.
- Fixed the issue where in some scenarios settlers wouldn’t tend wounds, find medicine, find food, etc., despite having everything properly set up.
- Fixed the issue where settlers wouldn’t prioritize closing/opening gates order in some scenarios.

Quality of Life improvements
- “Sharpen” slider has been added in the game’s Graphic Options. It controls… game’s overall graphic sharpening.

Known issues:
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Marking a sleeping prisoner for hanging will result in them not going to the event.
- Some items are missing icons and localization values.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
_____


Ostriv

updated 24 October 2024
Offline installers updated to 0.5.9.3

Changelog from Steam DB
Fixed:- Temporary problems with hemp production
_____


Travellers Rest

updated 25 October 2024
Offline installers updated to 0.6.6.5

Changelog from Steam DB
- Fixed a bug that caused guest room orders not to count towards quest completion.
- Fixed a bug that could cause the game to freeze in the city.
- Fixed a visual error with the coffin (Halloween item).
- Fixed a bug that caused some items not to contribute to comfort.
- Fixed an issue that prevented all items from showing up in Gass's shop.
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.90

Changelog from SteamDB:

Gameplay Improvements

• Fixed an issue with throwing knife where player's arm strength is not properly applied

• Improved the NPC behavior when player throws a rock:

• When you throw the first stone, a guard/patrol nearest to the stone's first impact will immediately look at the stone. fire-side resting NPCs will ignore it

• When you throw the second stone, a guard/patrol will walk there to investigate. 2-3 Fire-side resting NPCs will also stand up and walk there to investigate

• When you throw the third stone, whoever are already investigating will pull out the weapon and investigate on high alert

• If you throw a stone at anyone and it lands very close to that person (<1 meter) he will immediately get up and look for threat

• When you are in a place with radiation that's above your radiation defense (the red zone on your geigercounter), you will immediately lose health. To help with the "Unscathed" achievement, this type of health damage will not be counted against your effort.

• Traders will replenish more money in NG+ modes
high rated
Slay the Princess — The Pristine Cut

Updated to 1.0p for Windows, Linux and Mac.

Changelogs from SteamDB:

Note: GOG version can probably ignore all the EDIT's in the patch notes, as it's most likely all been fixed by the time the game gets updated here.

Pristine Cut Hotfix 5

EDIT — I SPOKE TOO SOON. This patch introduced a crash that I have now rolled back. Please download the rollback patch ASAP

Achievement for filling out the gallery should be fixed. To trigger it assuming your gallery is already complete, just go through the motions of unlocking any one gallery item (so finish a chapter?) Let me know if there are still issues with that one.

Added a check at the beginning of the game to see if players have previously earned the "Our Song" achievement. If they have, automatically unlocks the gallery. Should ease some confusion on how to access it for returning players.

I'm still trying to map out a one-time check to partially sync gallery progress to what achievements a player has already mapped out to see how viable/helpful it would be. Since so many items in the gallery aren't tied to achievements, and achievements tend to be less granular than gallery items, it's unclear how much a partial solution like this would actually save time for players, and I'm wary of the risks making any mistakes in its implementation would introduce.

So... still leaning towards no for trying that, but wanted to give you all an update and to let you know that I am earnestly looking into it.

Cheers, and thanks so much for a fantastic Pristine Cut launch!

Pristine Cut Hotfix 6

EDIT — Granting achievement early to players. Rolling back and pushing the other changes while I take a deeper look into this one.

EDIT 2 — New update. Gallery hovering and other buxfixes implemented. Finish the gallery achievement temporarily disabled until we drill down the issue. Sorry about that folks and sorry for everyone who was accidentally granted it early.

When something is broken but nobody else would realize it isn't working.

It looks like a tweak to Ren'py we introduced to improve controller UX for sliders in the preferences menu broke the hover effect in the gallery. We've rolled back that Ren'py tweak, which means sliders won't retain a "hovered" color when selected, but now thumbnails and icons in the gallery should correctly display their hovered variants.

Looking into finding a way to make both work at once, but for now, the gallery UI takes precedence over slider UI.

This hotfix also includes a couple of things mentioned in Hotfix 5, but that should now work properly (instead of get immediately rolled back)

They are: If you've finished the game and are returning for the first time, we check to see if you've earned the "Our Song" achievement, and if so, we automatically unlock the gallery. This should clear up some confusion on how to access it.

The achievement to finish the gallery should now function properly.

Thanks so much for your patience as we work all of this out.

Pristine Cut Day 2 Patch 1

Hey folks!

Quite a few little changes here.

The gallery will now continue to display "hints" when you hover over thumbnails for CGs, even after you've already unlocked them! A lot of folks requested this change and it was a good idea, so in it goes!

Sliders now correctly change color when selected on controller.

For the shifting mound [wait forever] sequence, the game now deletes the quick save it creates after you've rebooted. This should avoid a rare issue where manually loading that save after the fact introduced issues with persistent data.

In simplified chinese, we have replaced the narrator/voices font with one that is more legible. hope this helps!

and then there's a number of other assorted fixes.

Note: the "finish the gallery" achievement is still broken. we're actively investigating it - hopefully we have a fix soon. (and regardless, you won't lose progress on the achievement, since it will check against your current unlocks.)

we have also updated a few things with the supporter pack:

1. it's now been reduced to two primary folders in the game directory — one for music, one for art.
2. for music, we've added an mp3 option for the pristine cut OST (as opposed to lossless)
3. we've added hd versions of the gallery chibis to the art side of the supporter's pack

Thank you all so much for playing!
Tony

Finish the Gallery achievement should be fixed.

EDIT: NO IT'S NOT. ROLLING BACK. This achievement is my path in the woods. I fear I may never leave.

Title.

The achievement to finish the gallery should now be working as intended. If you've already finished the gallery, just start a new game and get to the first menu in the woods, and the achievement should go off for you.

A few other fixes — including compressing some images for the new "leave with the shifting mound" ending that make it more performant on windows.

And for those of you who missed the earlier patch notes today, we updated the supporter's pack with more stuff, including high res chibis of each princess :)

Fixes should be a decent place at this point, gonna slow down and take it a lil easy.

Thank you for your patience and for playing our game!
Tony

You're on a path in a gallery. And at the end of the path is an achievement fix.

Okay folks! I think we finally got the gallery achievement working. If your gallery is finished, you really just need to boot up a new game it'll trigger right away. I also changed the flag for the achievement so, if you were accidentally granted it last time, you can use one of those third party tools to wipe your achievement progress without it automatically resyncing.

If you want to wipe the incorrectly given version of the achievement, its API name is: "ACH_GALLERY" (no quotes)

A few other fixes:

For Simplified Chinese, it turns out I'd accidentally gotten the Princess' spooky and normal fonts (pink and red) swapped. I've switched them back. Please let me know if this leads to any issues and I will fix it right away!

For Steam Deck, a display issue was causing the volume sliders in the preferences screen to flow off the screen and become unusable. The Steam Deck is rendering the preferences menu in a weird counterintuitive way. While I look into this further, I've disabled some redundant preferences (parallax which doesn't currently work on deck; and auto-forward) so that the sliders display properly and those tools are usable.

We've fixed a number of other small issues as well.

Thanks so much for your patience while we sort this out.
high rated
Driftmoon Enchanted Edition:

Windows version updated from 1.9.9 to 2.0.1

Linux version updated from 1.8.6 to 2.0.1

Once again: no changelog that I could find.
Attachments:
high rated
(from Steam)

Deck of Souls update for 28 October 2024

A new chapter and a new boss! Will you be able to defeat him?

Greetings!

The penultimate Deck of Souls Early Access update is ready! We're almost at the finish line, and the game will soon enter its full release.

This is your last chance to grab Deck of Souls at a devilish discount, as the price will increase after this update. Do you have what it takes to close the gates of Hell?

The latest update will include:

- The fourth story chapter;
- A new boss with two phases;
- Two smaller bosses;
- New locations specific to Chapter 4;
- 6 new combat encounters;
- 7 new random events.



Necroking update for 15 October 2024
Update 1.3.7 with a new mode

We’re excited to roll out the Necroking update with a new game mode and several improvements. Please ensure you have the latest version (1.3.7) of the game.

List of Changes:

- Added a new ‘Strategy’ mode. In this mode, most cards added to your deck will burn away permanently after each battle, and you’ll need to rebuild your deck from your reserves after every fight. You must manage your deck carefully to make it through the entire run. The mode unlocks after defeating the final form of the King.
- Added 4 new achievements.
- Changed controls for gamepad/Steam Deck during battles. Instead of holding a button for several seconds to draw cards, you now just double-tap the same button.
- Made some minor UI improvements.

Thanks for playing Necroking! Enjoy the new mode, and keep the feedback coming! Stay tuned for more updates.



Necroking update for 28 October 2024
Update 1.4.4 with New Content


The latest update, including a small pack of new content and several bug fixes, is here! Please make sure you have the latest version (1.4.4) of the game.

List of Changes:

- Added a new Halloween-themed biome and boss. The new biome unlocks once the player unlocks the Swamp biome. If the player has already completed the game, starting a new run will grant access.
- Added new units and single-use cards.
- Added new soundtracks for various biomes.
- Added two new achievements.
- Fixed an issue with the save system to prevent conflicts with antivirus software for some users.

Enjoy the new content and Happy Halloween!
Post edited October 29, 2024 by FlockeSchnee
high rated
Bullet Runner: The First Slaughter

Standalone installer updated: [Windows] 1.0.3 ⇒ 1.0.4.

No Changelog

_______________________________________________________________________


Kentucky Route Zero: PC Edition

Standalone installer updated: [Windows, Mac] Citation Mustang RC2 ⇒ v27 – Ultramarine Walrus.
Mysterious fixes for mysterious bugs [Aug 28, 2024]
• Fix mysteriously relocating save data on macOS.
• Fix mysteriously invisible text.
• Fix mysteriously unlit overworld map locations.
Mac users: if your save data is currently missing, please
check the folder (deep breath): "~/Library/Containers/KentuckyRouteZero/Library/Application Support/CardboardComputer/KentuckyRouteZero"
The save files in that folder are named "save.krz"
(maybe also "save-1.krz" and "save-2.krz"). You can
copy these to their correct folder: "~/Library/Application Support/CardboardComputer/KentuckyRouteZero". Sorry for the inconvenience!
xoxo
cc
You're not dreaming: Kentucky Route Zero now has an "anti-aliasing" option! [Aug 20, 2024]
We've just published an update to KRZ including the following:
• Advanced line rendering. Thin lines are now legible on arbitrarily high-resolution displays. It's future-proof! (We should be so lucky.)
• You're not dreaming: Kentucky Route Zero now has an "anti-aliasing" option!
• Change the font weight and line thickness together by adjusting the "Lines" option in the new "Era" menu.
• Shadowy repairs to the mysterious "Wrongler."
• Many bug-fixes and text corrections.
Special thanks to the legendary Freya Holmér for helping us work out the new line renderer!
Sound-lovers, check your install folder for a new mp3 care package courtesy of composer & sound designer Ben Babbitt.
thank you for playing!
-cc
Fixes for Windows 7 and 8 [Aug 28, 2024]
This patch fixes an issue on Windows 7 and 8 that could cause a crash, black screen, or a missing cursor. Stay strong, paleo-computers! Your refusal to upgrade in the face of planned obsolescence is an inspiration to us all.
_______________________________________________________________________


Through the Ages

Standalone installer updated: [Windows, Mac] 2.19.993 ⇒ 2.19.1018.

No Changelog
high rated
Stellaris

Standalone installer updated: [Windows, Mac, Linux] 3.13.2.0 ⇒ 3.14.1.
Stellaris 3.14.1 'Circinus' Preliminary Release Notes

① Improvements
• Renamed Shattered Ring "Irreparable Damage" to "Reparable Damage" as once you have researched Mega Engineering. You can now restore it via decision.
• Setting AI Empires to 1 and enabling Randomize will now generate 0-1 empires instead of always generating 1.
• Special Project research order selector from system view now checks all possible projects for the location

② Balance
• Made the Nexus storm chonkier
• Significantly reduced storm effect on fleet pathfinding
• Doubled Ranger science to 4
• Subjects that are released from a country now copy the ascension perks of that country

③ Bugfixes
• Fixed strange boxes around technology icons
• AI should now utilize leader assigned science ships
• Corrected Technology Frames
• Archaeological site Green Skies now requires Cosmic Storms DLC - you should no longer get Storms without the DLC enabled.
• Fixed the Machine Worlds AP accidentally doubling the jobs and housing giving by Generator districts on Shattered Ringworlds
• Reuniting the Pod project now resets tiyankis hostility before and after the project
• Fix tiyankis potentially fleeing the system in Reuniting the Pod
• Cybernetic leader portraits immediately change when the trait is gained
• Fixed Regnal Names for the Fungoid 4 name list. All hail Emperor Globbelius!
• Democratic and oligarchic Storm Chaser empire names can be randomized
• Fixed some event leaders found in anomalies claiming that they were previously employed on your capital on their resumes
• The Operation Exposed event (operation.5037) text no longer uses your country's name instead of the operation's name.
• Added the correct icon to the job_researcher_upkeep_mult modifier
• The Nu-Baol once again spawn with the Hive Mind trait and with the Phototropic Trait if the proper conditions are met.
• Caravaneers cannot ask for a science ship that is exploring an Astral Rift
• Saved StormVisuals as a .txt file
• Synth ascended and Individualist Machine empire can now set the migration rights for mechanical and machine species
• Virtual pops in synth ascended empires are now allowed to auto-migrate
• The Event Eat or be Eaten will no longer select machine pops to be the most delicious in the galaxy.
• Renamed the Government View to Empire View so it is no longer easily confused with the Government UI introduced in Galactic Paragons.
• Fixed the Khan's starbases not showing a correct construction entity
• The Unity tooltip now says Unity can be used to ascend Planets.
• Guided Sapience and Natural Design are now mutually exclusive
• Hid an unlocalized flag inside of the "Rorganize Leviathan Parade" button
• Marauder Fleets now count as mercenaries for the purpose of being in breach of the Neutral Defenders Resolutions
• The Imitator will no longer generate with the Hoarder trait causing immediate consumer goods deficit for gestalt empires.
• Fixed a number of Cybernetic traditions not giving the correct effects if The Machine Age is not active
• Empire generation now will be able to generate random Machine Intelligence empires.
• The relic Crystal of Odryskia uses the correct trait name in the tooltip
• Added the Researchers Upkeep modifier icon
• Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
• add_random_technology_option effect now correctly checks techs weight
• Fixed ships not entering the correct animation state after a combat if there was any incoming projectile animation
• Auto-mod swapped traits won't disappear when loading a save
• Made Genesis Guides and Natural Design mutually exclusive
• Fixed assorted typos in script
• Fixed assorted syntax error in script

④ AI
• The AI now has a set limit on the maximum number of habitats it should have, determined by galaxy size and difficulty setting. This limit is doubled for the Void Dweller and Void-Forged origins.
• AI empires and Auto-Best feature now consider adding additional power sources to ship designs if there is no better component
• When in combat, ships stay with their targets a bit longer, reducing the amount of ships flip-flopping on targets and ending not attacking anything.

⑤ Performance
• Updated the way ship modifiers are checked for tooltip display using a static cache

⑥ UI
• Polish for Game Setup UI
• Changed icon for Exploration Vessels.
• Fixed some ship types using the wrong icon in the fleet and combat UIs.
• Game settings for DLC-specific features are now hidden if you don't have the DLC.
• Reworked game setup UI.
• Fixed triggered icons tooltip hitbox in event options

⑦ Modding
• planet_damage for bombardment stances is now a scripted value
• Added on_ship_engulfed on_action
• Added on_specimen_acquired on_action
• Added is_last_acquired_specimen trigger
• Added give_specimen effect
• Allow to override technology name, description, icon and effects based on trigger conditions
• Added centerPosition member to buttonType.
• Smooth listbox's borderSize now affects the list's scrollable length.
• Fixed listboxes' borderSize using X value for both X and Y.
• Starbase building & module icons now use triggered description to allow it to be dynamic
• spawn_planet_effect orbit_distance_offset parameter can now read variables and values
• Concept tooltips can now be auto-generated for static modifiers using the modifier: prefix
• Starbase buildings can now use scripted_effect_cooldown and scripted_effect_cooldown_flag fields to display cooldowns for a scripted action
• export_modifier_to_variable can now be used with dynamic modifiers
• Added on_fauna_capture_ended on_action, fired whenever a capture attempt ends no matter the outcome
• Bombardment stances can now use scripted localization with a base scope of fleet
• create_ship effect now supports rarity argument
• Added is_last_acquired_specimen_rarity trigger
• Starbases now support timed modifiers
• Added ship_size_cost_resource_percent trigger
• Added create_smaller_size_creature_in_fleet effect
• Added component_lifesteal_add modifier
• Added has_dna trigger
• Section templates can now use compatible_with_all_ship_sizes instead of ship_size
• Added mutation_slot_add modifier
• create_nebula effect now generates nebula graphics in the galaxy view without needing to reload the current game
• remove_point_of_interest effect now localizes the point of interest's name key if possible
• Added age parameter to create_ship effect
• Added evaluate_scripted_value console command
• Added planet scope to distance_to_capital trigger
• Added is_ship_category trigger
• Added support to inline_scripts in event files
• set_mia = mia_emergency_ftl now does a complete emergency ftl instead of just going mia, displaying the associated vfx
• Added handled_by_event_tooltip parameter to special projects requirements allowing special projects to not being possible to complete manually
• Added country_specimen_selling_cost_mult modifier
• Added num_exhibits trigger
• Added on_exhibit_unlocked on_action
• Added space_fauna_growth_rate_mult modifier
• Added ship_damage_against_boss_mult modifier
• Added months and years parameters to event firing effects like country_event
• Added monthly_loyalty_from_synthetic_subjects and monthly_loyalty_from_organic_subjects modifiers
• Add detailed description to add_relic effect
• Add trigger field to message variables
• Added "has_any_flag" trigger
• Added graphical_culture_fallback to create_ship effect in case graphical_culture targets an invalid GFX culture
• Added is_core_component_set to component_sets, forcing the use of the core component icon in the technology view
• Added on_colony_destroyed_by_bombardment on_action
• Added timed_flag_days_left trigger
high rated
Factorio

Updated to 2.0.12 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 2.0.12 released as stable

Bugfixes

• Fixed rocket silos requesting more items than necessary. more
• Fixed a crash when reading owner_location on simple item stacks. more
• Fixed mini-tutorial scripts crashing or not granting items if player switched to remote view.
• Fixed that LuaControl::opened write did not work for several GUI types. more
• Fixed that elevated rail entities would still work without owning space-age. more
• Fixed that the admin "other player" GUI would open the other player's remote controller invenory instead of physical inventory. more
• Fixed a crash related to quickbar interaction with any-quality spawnable items. more
• Fixed a crash when building (faulty) blueprint with two hazard concrete tiles in one space (https://forums.factorio.com/117108 and https://forums.factorio.com/117071)
• Fixed game state GUIs being automatically closed when the game was paused. more
• Fixed several possible errors related to smart belt building. (https://forums.factorio.com/116660, https://forums.factorio.com/117119)
• Fixed that disconnecting and reconnecting while personal robots were working did not preserve their quality. more
• Fixed that cargo pods dropped players to a random location which could make them stuck. (https://forums.factorio.com/117461 and https://forums.factorio.com/117408)
• Fixed that alert icons were rendered into the galaxy of fame.
• Fixed a desync related to space platform hubs reading content and repair packs merging due to inventory sorting.
• Fixed ribbon world preset having too many cliffs on Nauvis. more
• Fixed that blueprint parametrisation value formula evaluation didn't work for negative numbers. more
• Extended blueprint parametrisation to work on fluid recipe parameters.
• Fixed lua deconstruct_area crashing when deconstructing a ghost more
• Fixed inserter status showing "Target full" when swinging towards a belt more
• Fixed that drag building context was not carried properly between normal view and remote view. more
• Fixed combat robots bobbing. more
• Fixed a crash when defining a recipe that does not always produce an item. more
• Fixed that filters of a ghost turret could get corrupted in latency when upgrading it with upgrade planner. more
• Fixed that re-bound crafting keys did not work correctly. more
• Fixed that chat icons didn't include layered icons. more
• Fixed a crash when super-force-building electric poles in latency state. more
• Fixed a debug visualization render crash when the given force no longer exists. more
• Fixed visual noise caused by parameter recipes drawing as not researched. more
• Fixed selector combinator's constant index was not covered by blueprint parameters. more
• Fixed arithmetic combinator was not showing red and green inputs separately in tooltips. more
• Fixed superforced overbuilding logistic and non-losistic chests did not transfer limits more
• Fixed underground pipe in cursor would sometimes not rotate when rotation key pressed right after placement while playing in latency.
• Fixed loading save files with some entities on planets with lighting when those entities were removed.
• Fixed a crash in multiplayer if you were wearing armor and the force you were on was deleted.
• Fixed some of the quirks of drag building. Whenever there is nothing to build from in the cursor, the drag building logic is interrupted. more
• Fixed that the mine-entity technology trigger did not work if the resource entity produced multiple or variable results. more
• Fixed that asteroid collectors could get stuck if the inventory limiter was used. more
• Fixed a missing value in the prototype explorer. more
• Fixed that smoke-with-trigger could teleport to 0,0 on a map if it was previously following a specific entity. more
• Fixed rail ramp health bar position. more
• Fixed wait condition "station is full" and "station is not full" would report incorrect progress. more
• Fixed crash related to blueprint parametrisation and drag building button being held and moved after the dialog appeared. more
• Fixed lamp would keep using color when circuit wire was disconnected. more
• Fixed copy settings undo could fail to restore control behavior settings if they were originally at default values. more
• Fixed that the map editor couldn't set filters in some cases. more
• Fixed that LuaRecord methods did not work correctly. more
• Fixed crash when building parameterised blueprint with dependent ingridient used in another machine being a fluid. more
• Fixed missing blueprint parametrisation logic for the loader. more
• Fixed a crash when migrating blueprint library content in a save that had that blueprint GUI open. more
• Fixed that items could be put into ghost inventories. more
• Fixed playing too many sounds at once at the start of certain tips and tricks simulations. more
• Fixed a crash when setting RoboportPrototype::charging_station_count_affected_by_quality to true. more
• Fixed generic interrupt false positives with certain interrupt conditions. more
• Fixed main-menu music mode not working correctly in-game. more
• Fixed a crash when trying to open Technology GUI from Factoriopedia while the game was being saved. more
• Fixed clipping that could occur in some variable music tracks. more
• Fixed that set recipe on assembling machine circuit controls could buffer items indefinitely. more
• Fixed inconsistency in belt power replace through corner when going backwards and forwards. more
• Fixed a train consistency issue when interrupt triggers inside of another interrupt in certain cases. (https://forums.factorio.com/116845, https://forums.factorio.com/117585, https://forums.factorio.com/117717)
• Fixed space platform losing its paused state when it arrived to a planet drifting backwards. more

Modding

• Added LoaderPrototype::frozen_patch_in and frozen_patch_out.
high rated
Going Medieval

updated 29 October 2024
Offline installers updated to 0.20.20REL

Changelog from Steam DB
Greetings, medievalists! The newest patch (0.20.20) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
- Fixed the issue where some NPC merchants and folk with roles wouldn’t partake in your events.
- Fixed the issue that caused walls/buildings to float in the air in some situations.
- Fixed the issue where in some situations a settler upon completing fishing and starting hauling of the fish would drop their healing kit in the process.
- Fixed the issue where prisoners that come with merchants would trigger “settlers are starving” message.
- Fixed the issue where in some cases you were not able to put a socketable building on a wall with the game saying that the space is occupied, even though it wasn’t.
- Fixed the issue where a Warden wouldn't recruit prisoners if there was another prisoner with labor turned on.
- Fixed the issue where settlers couldn't construct floors over holes that are right in front of doors, citing they can't find a path to it.
- Fixed the issue where shelf forbidden indicators wouldn’t show up in some cases upon loading the game.
- Fixed the issue where prisoners would sleep/rest with a stand animation.
- Fixed the issue where a settler wouldn’t eat food in some situations.

Quality of Life improvements
You can now strip prisoners via right-click prioritization.

Known issues:
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don't sleep with owners.
- Some items are missing icons and localization values.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
_____

TerraScape (Halloween Special)

updated 29 October 2024
Offline installers updated to 1.0.1.8

Changelog from Steam DB
Spooktacular Halloween Surprises in TerraScape!

Greetings, Scapers! As Halloween approaches, we invite you to embark on a haunting adventure in TerraScape! Our mysterious Halloween world is back—now in an improved version! Expect eerie decorations, a Halloween quest, and an atmosphere that will both frighten and fascinate you!

The best part: a companion Halloween challenge will put your skills to the test, allowing you to unlock exclusive rewards. These Halloween treasures will only be available for a limited time—so grab them before they vanish into the shadows!

Have fun and enjoy your spooky explorations, Scapers!
_____

Travellers Rest

updated 29 October 2024
Offline installers updated to 0.6.6.6

Changelog from Steam DB

- Fixed a crash that occurred when doing the barn tutorial with a level 3 barn.
- Fixed a crash in the tutorial that could occur when opening the tavern before the tutorial requested it.
- Fixed an issue that prevented interaction with some crafters when certain items were selected in the action bar.
Post edited October 29, 2024 by bjgamer
high rated
Medieval Dynasty (Halloween Special)

updated 28 October 2024
Offline installers updated to 2.1.1.4

Changelog from Steam DB
Get ready for a honk-orrific Halloween!
Honker is back, but something’s terribly off... Could this be his evil brother, or has Honker entered his dark era? With glowing red eyes and sleek black feathers, this killer goose is not the Honker you remember.

The night is dark. The goose is angry... Can you survive the most haunting time of the year?
Get the special Halloween update now!

Kind regards
Render Cube and Toplitz teams
_____

Northgard

updated 29 October 2024
Offline installers updated to 3.5.44.40084

Changelog from Steam DB
Bugfixes
Servers - Added tools to investigate the servers issues
Bonus - Fixed similar conquest bonuses overlapping each other
Bonus - Fixed free upgrade amount granted from theses bonuses
Bifrost - Fixed finished saves being loadable
Bifrost - Fixed a crash when selecting a Paladin from the clan of the Lion while carrying a relic
Rig’s Saga - Fixed crash on mission 8 when loading the save and attacking a Wyvern (will not fix the current save, you need to restart or avoid attacking the Wyvern)
Hound - Fixed Boarskin ability healing soul animals

Known issues
Bifrost - Owl branch on ally territory will not grant the lore

_____

Old World

updated 29 October 2024
Offline installers updated to 74722

Changelog from Steam DB
Hotfix 1.0.74722

UI
- Improved resolution of icons on family list
- Added stability warning popup for i9-13900K CPUs

Bugs Fixed
- Fixed Timeline map display after game is completed
- Fixed Offer Tribute for Truce and Demand Tribute for Truce missions silently failing
- Fixed Map Editor cursor position
- Fixed issue with load dialog not working in some cases
Post edited October 29, 2024 by bjgamer
high rated
Tintin Reporter - Cigars of the Pharaoh

Updated to Cigars_2024100901_GOG (Galaxy & Offline Installer)

Latest changelogs from Steam:
Patch 1.0.7 is now live

Hello Reporters,

A new patch has just been deployed to improve your adventure:

Improvements

• Improvement regarding Snowy always following Tintin when possible
• General fixes of objects linkings on characters
• General audio fixes
• General fixes to avoid object popping through the levels
• General improvement of NPC placement during the Asylum chase
• General improvement of phrases to avoid them being cut before being finished
• General fixes of missions to ensure they are displayed properly
• Added several autosaves to improve accessibility
• Added Intro and outro animations for the slide sections
• General improvement of title screens
• Improved the spinning of the airplane propellers

Bugfix

• Fixed a possible crash at the end of the mummy drugs cinematic
• Fixed Sarcophagus character incorrectly showing a different avatar in the cruiser (No pants avatar)
• Fixed an issue where the Trophy ”Tintin Reporter” would unlock incorrectly
• Fixed an issue where some Game Over phrases were not able to be heard
• Fixed an issue where subtitles would not be shown when showing a game over screen
• General review and improvement of game over screens to add texts to the ones that were missing
• General fix of disappearing photo collectibles
• General fix of phrases being said in English when playing in other language
• Fixed an issue when failing during the last part of the plane would display an incorrect game over screen
• Fixed an issue where Tintin and Snowy could fall through the floor in the temple
• Fixed an issue where the enemy in workshop would move without animation
• Fixed an issue where the trophy “Eyes Shut” would unlock incorrectly
• Fixed an issue where Snowy could get blocked when jumping
• Added UI to Snowy in sections where the snowy HUD was missing (motion sickness dot)
• Fixed an issue where you could escape the map during the Plane sequence
• Fixed issues where the hotspots would not be visible throughout levels
• Fixed an issue where the Grand Master could get stuck during the climax chase
• Fixed an issue with several sailors not patrolling in the Cruiser section
• Fixed the trophy “Cookie accomplished” which was unlocking incorrectly
• Fixed a blocker that could occur after losing several times during the military queue
• Fixed issues where the conversation UI would not fit in the screen
• Fixed an issue where the game over screens would not show the correct text in russian and chinese
• Fixed issues where Snowy would flicker during cutscenes
• Fixed an issue when losing in the workshop throws sequence that could cause a block
• Fixed an issue where the Thompsons would sometimes be in A pose when pursuing the train
• Difficulty adjusted in Nightmare Chase to avoid losing incorrectly
• Fixed issues where Sarcophagus’s avatar would cause his clothes to go through his skin
• Fixed several issues that would allow the player to take wrong paths while sneaking out of Abudin
• Improved Leaves placement while following Sarcophagus
• Fixed music issues where the wrong ambient music would be played in several levels
• Fixed throw outline to always showcase when items are available to be hit
• Fixed an issue where Snowy was incorrectly hidden until we interacted with the boat while looking for Sarcophagus in the Cruiser
• Fixed an issue where some hidden areas where not accessible to Snowy
• Fixed an issue where the beetle that Snowy is chasing would spawn behind Snowy
• Fixed a possible blocker when chasing the Grand Master and losing
• Fixed a possible crash after completing the statue puzzle in the Temple
• Fixed a possible crash after completing the first chase in the Temple
• Fixed a possible crash after completing the Cruiser level
• Fixed a possible crash after completing the first Chase sequence
• Fixed a possible crash when interacting with the ham trophy in the Cruiser
• Fixed a possible crash when finishing the Snowy stealth sequence in the Cruiser
• Fixed a possible blocker where the AI could stop moving while sneaking out of Abudin
• Fixed an issue where a post process would remain active after the car driving sequence
• Fixed issues where objects would have incorrect textures
• Fixed an issue where the quest prompt button would show in moments that it could not be pressed
• Fixed an issue where Tintin’s face would look incorrectly when walking
• Fixed an issue where strange poppings would occur when changing cameras
• Fixed general stability issues
+++
Patch 1.0.8 is now live

Hello Reporters,

A new patch has just been deployed to improve your adventure:

• Improved handling of Tintin
• Various interface and navigation improvements
• Improved Snowy’s sense of smell
• Added the horseriding sequence
• Added a hint system for puzzles
• Added Tintinologist Mode
• Added Character Gallery
• Bug fixes
high rated
Endzone 2 (Early Access)

Updated to 0.8.9067.28954 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix #8 | V 0.8.9067.28954 #dfc1c645c

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

FIXED

Bulidings: Fixed a bug when displaying the production tooltip for buildings that produce or require energy.
Buildings: Fixed error when demolishing buildings with unfinished power poles in the vicinity.
Buildings: Fixing cells for buildings that require cells for production not being placable in some cases.
Buildings: Fixing storage in radius check for several buildings.
Buildings: Fixing storage ruin not having correct values.
Buildings: Fixed bug with energy creation.
Missions: Fixed possible error for random event.
Tutorial: Fixed error at the end of the tutorial (bridge event).
UI: Fixed error when outputting invalid percentage based values.
Savegames: Production buildings now get the correct energy values in older savegames.

Your Teams from Gentlymad & Assemble | 0.8.9067.28954 #dfc1c645c