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high rated
Bloodshed has just been released on GOG today (Offline & GOG Galaxy, 40 achievements included) and today is also the day the game left Early Access. Here's what's new for the 1.0 version:

1.0.2 (May 22, 2025)
New playable characters

• Malachias: Brought to life by the Cult and forced to carry out their malicious misdeeds, this formidable gargoyle broke free from its chains and now fights alongside the resistance against its former masters. Perform air-jumps and execute a devastating ground pound to shatter your enemies. Malachias is voiced by Ryan Cooper.
• Pinchmaster: A mythical warrior risen from the murky depths of the Dead Sea, wielding a massive crab claw that crushes foes in an instant. He joins the forces of the resistance and reigns supreme on the battlefield, leaving a trail of defeated enemies in his wake. Use his special move to execute a devastating shell charge, and make tactical use of Pinchmaster's unique anatomical features, which increase your maneuverability when running sideways. As a special guest appearance, the Pinchmaster is voiced by popular YouTuber Bob Lennon - merci beaucoup !

New Spells

• Burdocks: Summons vicious burdocks that latch onto enemies and explode in a deadly burst.
• Pestilence: Unleash an infectious aura around you that damages and poisons enemies in your immediate vicinity.
• Axe of Vengeance: Summon a deadly throwing axe that soars outward, striking down all foes in its way with relentless precision.
• Fireball: Unleash a fiery orb that scorches through enemies, leaving a trail of inferno in its wake.

New Weapons

• Rocket Launcher: A high-explosive weapon that fires devastating missiles, perfect for clearing out groups of enemies or taking down heavily armored targets.
• Tesla Cannon: A powerful electrical weapon that shoots bolts of pure energy, capable of frying enemies with its shocking power.
• Furthermore, we've changed the classic pistol to the Dual Pistol - guns akimbo, anyone?

New Relics

• Five new relics are making their way into the game:
• Three special relics, the Icon of Banishment, Icon of Retention and Icon of Regeneration allow you to access the brand-new level up-modifier system (see below)
• Emergency Injection: Allows you to revive your character.
• ??? - A top secret icon that unlocks a special game mode after you have defeated the root of all evil!

UI and Headquarters

• Added a new achievement overview to the Headquarters, allowing you to check your progress directly in the game
• Finalized the (now extra large-scale!) mission map
• The option menu and several other menus have been visually improved.
• The overall readability of text has been improved.
• Savegame slots now display all collected types of items in the global inventory of each slot
• You can now buy special consumable items in the Upgrades menu (after unlocking them via Relic items, of course)
• New tracked values have been added to the Statistics menu

New Objectives

• We have added 19 new objectives to the mix

Localization

Thanks to the friendly bunch of translators at Lockit QA (and quite some technical prep on our side!) we now added support for additional languages to Bloodshed - you can now choose to play the game in:

• English
• German
• French
• Spanish (LATAM)
• Brazilian Portuguese
• Polish
• Japanese
• Korean
• simplified Chinese
• Russian

Level Up Modifier System

With the full version launch we're introducting the new Level Up Modifer System - now you can directly influence the selection of items offered in the level up screen.
There are three different types of actions you can perform, each requiring the use of consumable items from the Headquarters' Upgrade menu:

• Banisher: Allows you to remove a certain item for the rest of the run
• Holder: Can't decide? This item allows you to bookmark an item so it will appear again in the next level up selection
• Magic Dice: Sometimes there's just not the right item in the selection - use this item to reroll the complete selection of items

Emergency Injection

• You can now purchase emergency injections in the Upgrades menu. When going down, use them to bring your character back from the dead. Yes, these things are expensive and thus very valuable - but it's always a good idea to keep some of them up your sleeve, just in case. Use them wisely!

New Enemies

The new update will expand the Bestiary to a whopping number of 43 enemies in total! And that's an absolutely crazy amount of 5.734 individual animation frames, in case you're wondering (big shoutout to our friends at Artcode Productions). Here are our newcomers:

• Skeleton Blade Master: A swift and deadly foe, the Skeleton Blade Master's skeletal frame conceals incredible agility and precision with his twin blades. This nimble warrior poses a formidable threat, especially in large numbers.
• Necromant: A twisted, levitating figure clad in tattered robes, the Necromant commands the forces of death and despair, twisting mortal souls with his gnarled fingers and unleashing a barrage of foul, crackling spells that reek of the grave.
• Elite Necromant: The Elite Necromant is an incredibly powerful undead sorcerer who commands legions of the undead. With a mere gesture, he can summon all kinds of undead to do his bidding.
• Chameleon Creature: A hulking Scalebound creature from the Trespassers, the Chameleon Creature's horn-plated skin allows it to blend seamlessly into its swampy environment, ambushing unsuspecting foes.
• Armored Demon: The Armored Demon embodies raw, primal power with its hulking physique draped in torn, charred remnants of ancient armor.
• Flesh Hive: The Flesh Hive, a deviant Mouldkin creature, constantly spawns a swarm of drones to overwhelm the player. Its bulbous form is a ticking time bomb and must be eliminated in time.
• Blood Drone: Swarming, parasitic Blood Drones emerge from the Hive, driven by a ravenous hunger. These small, disgusting creatures scurry and crawl, seeking to latch onto the living and feed.
• Violent Abomination: The Violent Abomination is a brutal, demonic creature with little intelligence but immense physical strength. Wielding an oversized, heavy hammer, this monstrous abomination relentlessly smashes and crushes anyone who dares cross its path.
• Gargoyle: A sinister stone creature with sharp, jagged features, a hulking body, and bat-like wings. Its fiery eyes and fanged mouth exude an aura of malevolence as it relentlessly hunts its prey in packs.
• Thanatos: This head represents the raw, undying power of the undead, a harbinger of death and decay.
• Infernos: This head embodies the corrupting influence of pure evil, the temptation to succumb to darkness.
• Necros: This head symbolizes the ravaging effects of sickness and disease, a harbinger of weakened defenses and deteriorating vitality.
• Hydragos - the root of all evil: Hydragos, the multi-headed abomination, is the ultimate challenge. With multiple malevolent heads, each possessing unique abilities, this unholy fusion of demon and deity awaits during the final battle.

Audio

• Added new mission music with three intensity-layers for Stilted Skirmish and Sanctum of Shadows
• Added new music for the new Episode II challenge levels

New Passive Abilities

• Ascend: Increases your character's jumping height.
• Avarice: Increases the value of gems you collect in a run.
• Cooldown: Reduces the cooldown duration between shots - and thus, allows you to shoot faster.
• Amount: Increases the amount of projectiles cast by spells.
• Peril: Increases amount, speed, damage and frequency of enemies - sure, that's a dangerous choice, but it also potentially allows you to level up faster thanks to more XP orbs to collect!

Global Upgrades

• Avarice: Permanently increases the value of gems you collect.

Challenge Levels

• We've added three new challenge levels to the game - and as usual, you will need a bunch of golden skull coins to access them. Which again means you're in for another round of hunting the illusive Gold Spiders that we've carefully hidden in the Episode 2 main missions.
• The new challenge levels include a mysterious maze, a ghastly temple filled with all sorts of cultists and demonic creatures and another boat ride with some fresh new targets and rooms to explore.
• And as usual, we've added leaderboards to all of them, and we're already looking forward to see your best times!
• And for all the treasure hunters among you, we've hidden a new type of critter throughout all the optional bonus and challenge levels. Track them all down, collect their loot and eventually unlock the mysterious Pinchmaster!

Achievements

• Achievement collectors will be able to sink their teeth into a new set of 16 new achievements that will definitely keep you busy for a while!

Enemy AI

• AI behaviour for flying enemies has been improved.
• Flying enemies are now able to find their way to narrow passages like doors or windows
• Flying enemies can now move through opened doors or destroyed parts of the level geometry.

Miscellaneous

• A nifty Quick Swap function has been added by popular demand. Default mapping: T/Q (Keyboard), or D-Pad up (Gamepad). Key assignment can be customized via the options menu.
• Enemy waves have been fine-tuned for all main missions, and the new enemies have been added
• Voice audios are now loaded on demand (i.e. when the respective character has been activated) to improve loading times
• Loading times in menus have greatly been improved
• Turret Spell: The turret is now passable for player characters. Also, its projectiles will not inflict damage on player characters anymore.
• Fixed mouse view smoothing; not affected by framerate anymore
• Improved Fire Buff FX
• Flynn's special ability now pushes enemies even further away
• Fixed enemy debuffs not resetting their attack-block after they expired (Stun, Ice), which could potentially have resulted in less and less enemies attacking the player the longer a run lasted.
• All texts in the controls editor are now fully localized
• General balancing adjustments and minor bug-fixes
Post edited Yesterday by Berzerk2k2
high rated
Eternal Strands

Updated to 1.0.13.9394 (Galaxy & Offline Installer)

Changelog from SteamDB:
[PATCH NOTES] Version 1.0.13.9394

Hello again, Weavers!

Today's small hotfix includes:

• Added "What's New" pop-up to the Main Menu
• Celestial Scope power now target all limbs of an Epic more accurately
• Lingering drones are now destroyed when you are defeated by the Ark of the Nova and return to the same area
• Trophy and achievement description for "Titan, Fall" has been updated for accuracy
• Changing key binds now show input icons instead of key strings in the PC Options menu

The hotfix should be rolling out across all platforms as of the time of this post.

Stay tuned, as we'll be sharing more details about our Summer Update in the coming weeks!

In the meantime, if you want to report a bug/crash please follow these guidelines.
If you want to see the status of a known issue or of community feedback, you can check out our live board.

Until next time,
The Yellow Brick Team
high rated
Foundation

Updated to 1.10.3.8 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch 1.10.3.8 is live

Hello everyone,

Patch 1.10.3.8 is now available. Of particular note is the GPU/CPU sync optimisation that will improve performance up to 30%.

Optimisations

• Optimise GPU/CPU synchronisation (Up to 30% improved performance)

Fixes

• Crash when reloading while the window of a farm is open and the field paint tool was selected
• Crash when destroying a Service Counter with a Wall
• Crash when destroying a building while multiple parts selected
• Stuck agent teleporting could keep an interactive location reserved forever
• Benches were being used as Church entrances
• Bridges - It was possible to place and build a bridge outside of owned territory
• Building Placement - The red highlight could remain if the part is rotated into a valid placement from a non-valid one
• Military might values could change after a reload
• House Density 3 - If the tier 3 houses had no patrol, they could briefly downgrade before being re-upgraded
• Shift-Clicking already placed parts would add 2 undo operations when editing a Sub-Building
• The Effects section of Edicts and Privileges did not refresh when effects were added/removed
• Some sub-buildings like Great Hall, Bailiff or Castle Keep could get blocked if selecting them, then selecting another building edit button
• Visual - A shadow circle area was following the Monastic Emissary.
• Visual - Fixed various text, localisation and alignment issues in the UI
• Visual - Fixed missing wind animation on wheat fields
• Visual - While painting fields, the fertility area could show the grass in a red highlight
• Visual - Fix for a lighting and terrain artefact when the GPU driver forced anisotropic filtering

Localisation

• Updated and improved official translations
     ○ Due to the large changes to in-game texts, some community translations are still to be completed

Modding

• Fixed SUBTRACTIVE blend mode when overriding textures
high rated
Workers & Resources: Soviet Republic has been updated from 1.0.0.19 to 1.1.0.7.
Changelogs found on Steamdb ( https://steamdb.info/patchnotes/16882722/ , https://steamdb.info/patchnotes/18565655/ ) (hope I haven't made a mistake in copy/paste, but everything should be here).


1.0.0.20

- Fixed the "Getting Resources" tutorial.
- Optimized tree textures to save rendering time and video memory.
- Fixed an issue where trains were unable to leave cargo stations when "Wait Until Loaded" was enabled.
- Grocery kiosks can now purchase meat.
- Fixed an issue on the East Germany map where a custom house was incorrectly placed.
- Fixed an issue on the British Island map where vehicles could use roads outside the borders.

1.0.0.21
- Changed Production Queue Behavior – The production queue for production plants is now cyclical. When a vehicle is built, a new task is added to the end of the queue, as long as the “Stop production after queue ends” checkbox is unchecked.
- Fixed “Nature Lower” Achievement – The Nature Lower achievement can now also be obtained via separation at container stands.
- When removing a building, the game now checks if any factory or conveyor connections remain. If they do, the building cannot be removed until those connections are also removed.
- Fuel Supply for Train Waiting Station – Fixed an issue where the train waiting station’s fuel was being supplied by the Rail Distribution Office.
- “Cableway Lover” Achievement – Fixed an issue that prevented the Cableway Lover achievement from unlocking.
- Mirrored One-Way Liquid Load/Unload Stations – Fixed an issue with mirrored one-way liquid load/unload stations for vehicles.
- Ship Exhaust Particles – Added exhaust particle effects to ships.
- Fixed an issue where Technical Offices and Distribution Offices sometimes failed to account for extra space when waste dumps or container stands were connected.
- It is now impossible to purchase track-building machines in the Rail Distribution Office.
- “Sell All Vehicles” Button – In the Rail Distribution Office, the “Sell all vehicles” button is now visible even if only wagons are present.

1.0.0.23
- Changed behaviour when cancelling auto purchase
- Added new CIV building for landscape editor
- Functional new tokens for building placement tolerance: $TOLERANCE_EXTEND_AREA_WHEN_BULDING_ZPOS / $TOLERANCE_EXTEND_AREA_WHEN_BULDING_XNEG

1.0.0.25

- When construction vehicle is returning from construction, a new task will not be assigned when the vehicle is on the panel road with tram track (to avoid vehicles getting stuck in a loop)

1.1.0.6
- Fixed problem of displaying mixed waste while waste management is disabled in the list of all resources the player has
- Fixed an issue where track builders would sometimes reset signals to red when FPS was low
- Large custom house now has better throughput
- Corrected modded power plants sorting in the bottom menu
- Distribution offices can now unload bio waste on storages which contain fully transformed bio waste to fertiliser
- Fixed issue where Russobalt flatbed truck could not load any vehicles
- Added code to prevent container unpacking facilities from loading train wagons with resources
- Fixed issue with replacing multiple locomotives from storage
- Removed red cross references from vehicles and UI
- Fixed code to prevent auto-replacement of vehicles loaded with UF6 containers
- Extended vehicle availability screen to 1930
- Changed behaviour when cancelling auto purchase
- Added new CIV building for landscape editor
- Functional new tokens for building placement tolerance: $TOLERANCE_EXTEND_AREA_WHEN_BULDING_ZPOS / $TOLERANCE_EXTEND_AREA_WHEN_BULDING_XNEG
- When construction vehicle is returning from construction, a new task will not be assigned when the vehicle is on the panel road with tram track (to avoid vehicles getting stuck in a loop)

1.1.0.7
- Fixed orientation issue when a vehicle is purchased at a large custom house
Post edited 13 hours ago by Splatsch
high rated
Warhammer 40,000: Gladius - Relics of War

Standalone installer updated: [Windows, Linux] 1.15.01 ⇒ 1.16.00.
v1.16.00 – 22nd May 2025
"Da big wun! DATZ MINE. WAAA-"
— Beastboss Guzbag Urtgit, shortly before his consumption by a Hierophant bio-Titan

① New Units (Onslaught Pack DLC)
• Sicarian Ruststalkers (Adeptus Mechanicus) [Tier 5] - Doctrina Imperatives elite melee infantry unit that excels in prolonged battles.
• Attilan Rough Riders (Astra Militarum) [Tier 5] - Fast melee infantry unit.
• Rubric Marines (Chaos Space Marines) [Tier 5] - Elite infernal infantry unit.
• Vypers (Craftworld Aeldari) [Tier 4] - Fast reconnaissance skimmer unit with a multipurpose missile launcher.
• Mandrakes (Drukhari) [Tier 2] - Light skirmish infantry unit that causes fear and teleports to disrupt enemy formations.
• Canoptek Reanimator (Necrons) [Tier 2] - Support walker unit that regenerates friendly Necrons units.
• Squighog Boyz (Orks) [Tier 6] - Heavy infantry unit that excels at taking down large prey.
• Norn Emissary (Tyranids) [Tier 8] - Elite Synapse monstrous creature bred to annihilate strategic enemy targets.

② General
• Technologies in research tiers are now always split into at least 2 columns.

③ Bug Fixes
• Fixed missing population not affecting loyalty output from non-headquarters buildings.
• Fixed not being able to progress to the next research tier if the required technologies per tier setting is too high.
• Fixed an error in the Spanish translation of barks, causing some to appear in English.

④ Modding
• Added `opponentAccuracy` and `opponentDamage` attribute effects, see SingularPurpose.xml.
high rated
Interstellar Space: Genesis

Standalone installer updated: [Windows] 1.6.2 ⇒ 1.6.3.
Version 1.6.3 - Full Release Note

① NEW
• New combat special system 'Inertial Destabilizer' added. Targeted ship is torn apart and spins randomly. 4-8 damage to structure points multiplied by the size class of the ship. Shields and armor can't protect the ship and are not damaged. The destabilizer has a range of 30 squares. 1 turn cooldown.
• New combat special system 'Gravity-well Projector' added. Exerts a gravitational pull that creates 'holes' in the space-time continuum disrupting any attempt at FTL travel. Enemy ships cannot flee from the battlefield as long as this system is operational.
• New option for 'Fewer' Planet Specials found in systems, between 'Few' and 'Average'.

② GAMEPLAY
• Now possible to choose a higher level eco-engineering development if the technology is available to allow for it. There is no need to develop eco-engineering in sequence now (e.g. Enhanced Ecology -> Advanced Ecology -> Gaia Uplift).

③ UI / GRAPHICS
Base-Game
• The 'Representative Solar System' option choice now persists. If player sets to 'OFF' it will remain so, until set to 'ON' again.
• Now possible to decrement (and not only increment) the number of players in the 'New Game' setup screen. Holding the 'Shift' key while left-clicking with the mouse decrements the number of players.
• Now also possible to decrease and cycle back on the difficulty level and galaxy size in the 'New Game' setup screen, also by pressing and holding the 'Shift' key while clicking.
• Now, the 'Score Victory' shows "unlimited turns (Score Victory off)" in the 'New Game' setup screen when this victory condition is disabled. Before, it was not obvious the game could have unlimited turns when the 'Score Victory' was disabled.
• Changed the 'Quick' leader trait's text from "+1 Initiative on Level up" to "+1 to Initiative Level ups", to clarify that the level ups occur each time the 'Initiative' skill is increased.
• Changed the 'Genius' leader trait's text from "+1 to Primary Skill of Choice on Level up" to "+1 To Primary Skill Level Ups", to clarify that the bonus is obtained on each level up to a primary skill of choice and not a freely assignable second primary skill point level up on a different skill.
• Note added to the 'Galactic Knowledge Exchange' wonder tooltip to clarify that the benefit of obtaining technologies from others requires the technology to have been actively researched by the other empires. i.e. researched by the players and not obtained by other means.
• On-leave leaders now displayed at the end of the leaders' list in the 'Leaders Management' screen.
• Note added to the "Research Treaty" tooltip to clarify that technology exchange becomes possible when a research treaty is established. The same goes for the "Trade Treaty". The tooltip explains that trading strategic resources between the two empires also becomes a possibility when a trade treaty is established.
• The ETA for a project with no production allocated to that project, but that could finish in one turn, now shows "1 turn" to finish when enough production overflow is available. It showed "--" before.
• Game manual updated to clarify that to win a Science Victory an empire has to reach a combined ultra tech level, by researching the most advanced technologies in each research field, a certain amount of times. The player may choose how many levels are required at game setup time. The default setting is 6 levels, or as many combined 'Ultra' research breakthroughs, from any research field.
Evolving Empires
• The notification on a minor civilization just being surveyed now clarifies the immediate bonus is obtained exclusively by the empire which finished the surveying (surveyed reward). It also clarifies that the new permanent bonus is the 'surveyed bonus', which is shared with anyone who who access to the minor civ.
• Note added to the 'Random Culture Perks' option in the 'New Game' setup screen to clarify that every player in the game will have a culture tree which is arranged differently from the other players.
• Moltar affinity's 'Extreme Transformation' tooltip now clarifies that the bonuses apply to all colonies of the empire, regardless of the species that lives there.

④ BUG FIXES
Base-Game
• Fixed a bug that was allowing the 'Chaos Chain' unique derelict tech to be found more than once, in ruins and/or through galactic events.
• Fixed an issue that was causing the end of game score to not match the score shown in the 'Hall of Fame'. This discrepancy was present in all victory conditions except for 'Election victory'.
• Fixed a bug that could sometimes display 'Defeat' in the 'Hall of Fame' when the player actually won an alliance victory.
• Fixed a glitch that was causing the text label on distance between star systems ('distance measuring tool' feature) to appear behind some icon graphics in the galaxy map.
• Fixed a bug that was causing the AI to stop firing some weapons in auto-combat in rare occasions.
• Fixed a series of bugs involving the 'Salvage' combat operation. First, the auto-resolve action issued from inside manual combat was producing double the results for the winner. Secondly, money and techs were not being added to the player who did the actual salvaging operation in combat (only what was left in battlefield was added, and only if the player won). The 'Salvage' operation now works as intended.
• Also related with the 'Salvage' bug above, leaders are now salvageable from combat, as designed, and now working properly. During combat, there's a chance a leader will drop in their pod after their ship is destroyed, and can be captured.
• Fixed a glitch that was sometimes causing the "allowed movement positions" of a ship to not be updated after destroying an enemy ship, which would not allow a ship to immediately move to a position where the rival ship once was.
• Fixed a bombardment report issue where the number of population killed would be under-reported by one when the colony was destroyed.
• Fixed a rare game freeze when the planet's last POP was bombed in very particular circumstances.
• Fixed a rare game freeze caused by a the 'Galactic Council' convening when everyone else had surrendered, and only the player was left in the game. The game was over at that point, but deciding to continue playing the game did not disable the 'Galactic Council', as it should.
• Fixed an issue that was allowing the 'Leaders Management Screen' (F6) to open in the background when the 'Ship Design' screen was already open, but nothing was shown to the player.
• Fixed a rare glitch that could cause a minor civilization to be shown as present in a system when in fact it had been assigned to be removed by the game in the game generation process but not actually cleared from the system, as it should.
• Fixed a glitch that could show a possible sabotage job on a system where one wasn't possible. This was a UI glitch from a previous showing of a real sabotage job possibility on a different system, the player clicked before the glitched one.
• Fixed an issue that was causing the 'Asteroid Belts" overview panel to reveal the identity of an AI player with whom the player has not made contact yet. Now the asteroid belt name in the system view shows "unknown empire"; the asteroid belt name in the asteroid belt overview panel shows "unknown empire"; and the outpost icon, also in the asteroid overview panel, also displays "unknown empire".
• Fixed an issue when displaying a notification group of multiple minor civilizations being detected in the same turn. A blank icon would appear when grouping notifications ('Settings' -> NonCritical Notifications -> Grouped). Now displayed correctly when the notifications are grouped and when de-grouping them.
• Fixed a glitch where the Wan Ironshard colony leader could be displayed slightly outside frame in the leaders' management screen.
• Fixed a typo in the 'Violent Tectonics' planet special. Extra ")" at end of sentence removed, and more emphasis was given to the note explaining how the special can be removed from the planet.
Evolving Empires
• Fixed a bug in the 'Multi-dimensional' evolution perk tooltip. Now the tooltip informs the morale penalty obtained from the specific empire towards the player's empire, and not of said empire towards another. Also, the player now receives the penalty from that specific empire, and the penalty the AI empire is receiving from the player.
• Fixed a rare bug that could block game progression when the 'Investigation' unique ability was used by the player. Erroneous notifications could appear as a result of the decision of dismissing caught leaders.
• Fixed a bug where sometimes a player could receive a notification informing a minor civilization had been surveyed by another empire when the minor had already been destroyed.
Terrains Pack
• Fixed a major issue in the Terrains Pack DLC that was causing some terrains to be preferred over others for newly founded colonies, which could result in not all terrains being seen in a given game, as they should. Now the algorithm picks different terrains from the ones already in the game randomly, as was intended by the design.
• Fixed a colony visual glitch in one of the Terran terrains where a building could be "half buried in a rock".

⑤ Compatibility and finishing an ongoing game
Due to the extension of the changes, saves from previous versions may not be compatible with the 1.6.3 update. For a better experience, it is advisable that you start new games to enjoy the new features and improvements fully, and to not have bugs

On GOG Galaxy choose the previous 1.6.2 version by choosing Options -> Manage Installation -> Set "Automatically update to newest version" to off and choose the 1.6.2 version.
high rated
Field of Glory: Kingdoms

Standalone installer updated: [Windows] 1.06.00 ⇒ 1.06.01.
Field of Glory: Kingdoms - patch V. 1.06.1 is out now

Hi all,

we've implemented a range of new features and fixes across the game, with significant improvements to the User Interface, Regions and Buildings, Nations and Characters, Warfare, and AI. We've also made several adjustments to the Setup.

See here the full change log:

① User-Interface
• Added an option to change overlay saturation (5 choices).
• Changed the red tone used in many texts to a lighter one. Fix to relationships values in the political overlay being missing. Specific message added when a bandit lair appears because of mercenary being disbanded. Added temporary status message (top of the screen) when you order a sortie. Minor improvements to keywords in the Building Browser, § changed to @ for them. Shortcut for Regional Decisions Button is now shift-R, prevent an issue with the Building Browser. Fix to structure upkeep not shown in the structure detail panel when coming from the Edict screen. Bigger trade goods icons in the trade overlay. Do not color foreign regions regarding their missing goods. Improved a few texts for clarity.

② Regions, Buildings
• Summer and Winter Palace provides one extra capital allowance each (and they are capital).
• All rituals (which are temporary but can last a few turns) are now 0-slot structures.
• Garrisoned village (Tribal/Nomad building) will allow more structures, Bowyer and such.
• Iqta Land grant bug fixed.
• Fixed a mix-up in the religious building upgrade chains for TN nations.

③ Nations and Characters
• Fix to some characters living for too long.
• Fixed HRE integration being too lax (patching the game will eject some nations like France and England from the HRE).
• Fixed a bug in the Indian decision to send troops eastward.

④ Warfare
• Fixed an issue where besieged armies performing a sortie were incorrectly treated as defenders due to combat checks occurring before exit orders were applied.

⑤ AI
• AI will sortie more often and more logically.
• AI will value more Wargoals region.
• Fixed an unintended AI aggressivity increase caused by the November 2024 AI aggressivity option.

⑥ Setup
• Added more nations with possible War Campaigns and Great Trades (these are no longer fully exclusive to Nomads and Tribals). Check them out!
• Khazars have now Hebrew as state religion (as Simien, the ultimate challenge).
• Fix to several religions issues for some nations in the DLC campaign.
• Fixed settlers (Teutonic Order) in the Nevsky scenario not being German.
high rated
Foundation

Updated to 1.10.3.9 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix 1.10.3.9 is live

Hello again!

We isolated a crashing issue with the previous patch that introduced a crash caused by some shader compilation. This also highlighted some shader compiling errors with older GPU drivers that were causing previously undiagnosed minor visual issues to the brewery liquid effect and wind animation.

This hotfix fixes the newly introduced crash as well as those minor visual effects affecting some older GPU drivers.

Thank you to those that sent in the crash reports!
high rated
A new magic update for Wizordum is now available (Offline & GOG Galaxy).

v1.0.06.3 (May 23, 2025)
Fixes

• [E2L06] Lore Scroll can't be collected (again)
• [E2L03] Invalid/placeholder lore scrolls outside the level bounds
• Some user (older) levels have no textures
• Corrupted user-level definition triggering black screen on startup
• Chaos Staff secondary description removed
• Using the Holy Nova spell or scroll reverts your health to max health if you have health overflow
• Lore scroll typos
• Finding the secret level in Episode 2 or 3 awards an achievement for finding the secret level in Episode 1
• Grimoire and Staff share the same HUD icon despite having different ammo

Updates

• Magic Maps added to (E3L05) Lava Pits & (E3L06) Dark Citadel
• Moving walls will be less likely to push you out of the level & insta-kill you (Arcane Shield is ignored too)
• Arcane Rocks ammo pickup amount decreased from 4 to 3
##########################################################################################

A small hotfix update for Project Warlock has just appeared (Offline & GOG Galaxy).

Version 1.1.0.20 (May 23, 2025)
Hey Warlocks!

Following yesterday's update, we've identified and fixed an issue where player movement became inverted, causing players to move in the opposite direction of their input.

This should no longer be the case, and movement should now respond correctly to your controls at all times.

Enjoy, and see you in the next one!
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Bloodshed has been updated from version 1.0.2 to version 1.0.5. There is no changelog available but from what I was able to read this update fixes a issue with some placeholder textures appearing during the second boss fight.
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Myst III: Exile
Standalone installer updated:
[Windows] 1.27 RVM ⇒ 2.0.2
[Mac] Myst 25th Anniversary Release ⇒ 2.0.2

Myst Masterpiece Edition
Standalone installer updated: [Windows] 1.0 SVM update 4 ⇒ 2.0.1

Riven (1997)
Standalone installer updated:
[Windows] 1.2 SVM no_launcher ⇒ 2.0.2-nolanguageselect
[Mac] Myst 25th Anniversary Release (Lang Select) ⇒ 2.0.2
Legacy Titles 2.0 Update

Hi all,

We’re thrilled to announce that our “2.0” patches for Myst: Masterpiece Edition, Riven: The Sequel to Myst (1997), and Myst III: Exile are now out!

The 2.0 patches for all three games contain major quality-of-life improvements, including (but not limited to): more robust controller support, better save game support, and better platform support for both Windows and Mac. This also includes an official Steam Deck verified status for all three titles on Steam.

Here is the full list of changes between all three games:

① Global
• Updated ScummVM to version 2.9.0
• Updated the SDL2 library used by ScummVM to version 2.32.6
• Multiple stability, performance, and compatibility improvements
• Controller support added to emulate mouse interactions
• User settings now persist between game launches

② Windows Only
• Windows executable is now 64-bit
• Updated the taskbar icon
• Save games are now stored in AppData/Roaming/ScummVM. Existing saves are automatically copied over to the new location
• Windows 7 64 bit and above is now required to run the game

③ Mac Only
• Added native Apple silicon executable
• Workarounds for opening the Mac binary on various modern macOS versions and chipsets are now no longer necessary
• Fixed the issue with the system mouse cursor visibility on MacBook models with a notch
• Fixed the issue with the game asking to receive keystrokes from other applications
• Save games are now stored in Library/Application Support/ScummVM. Existing saves are automatically copied over to the new location
• Decreased min-spec to macOS 10.9.5 from 10.13 (yes, that means folks on older Macs can play these games now!)

④ Steam Only
• Steam Deck verified status added
• Steamworks SDK 1.62 added
• Custom gamepad and Steam Deck mappings have been added to make playing with a controller on Steam even easier
• A keyboard will appear on the screen when prompting users to enter a save game name when in big picture mode

⑤ Game-specific changes
• Myst III: Exile is now using ScummVM instead of ResidualVM to run
• Fixed the freeze on startup in Myst III: Exile on some systems

64-bit requirement note: Please note that this update removes 32-bit support for all three titles. This change really only applies to folks who have been playing these games on extremely old operating systems. If you are one of those users and wish to keep access to those builds, you can find them in the “last_32bit_release” beta branch on Steam or GOG for each game, which should be available without needing to enter a beta code.

If you encounter issues with this latest patch, please contact support@cyan.com.
Post edited 8 hours ago by surfer1260