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russellskanne: @BenjaminSJockeys
Any eta for the next patch?
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HughSJ: Tomorrow!

We've just finished it, so GoG's staff will get it in the morning for bug testing and then upload. Meantime I'll post the changelog:

Current Update: v1.62
06 / 24 / 2021 — v1.62 — Blood Anniversary Update ptii

Continuing the celebration of the 5-year anniversary of Brigador and the 10-year anniversary of Stellar Jockeys, we've added more content and balance tweaks.

General Notes:
-Added 10 new playable vehicles
-Added [*1-4] campaign levels to freelance
-Added Easter Egg vehicles
-Meat Guns now shoot meat
-Revised level layout on 'Scandal Night'
-Additional performance optimizations
-Double clicking now purchases things in Freelance

New playable vehicles:
-LOYALISTS: Schultz, Rook
-CORVIDS: St. Benjamin, Boris, Stepper
-SPACERS: Hatun, Visch, Balder, Cataphract, Lexov

PROGRAMMING
Fixed: slow loading times when Vsync enabled
Added: refresh rate detection for improved loading speeds on high-refresh
Fixed scaling issue on Macs with retina displays
Increase number of guns mechs can have from 8 to 9
Increase number of lights mechs can have from 16 to 32
Auto-firing guns now show up in the loadout preview
Fix issue with certain GOG achievements not unlocking
In the data editor, guns are now assigned to a mech via a selector menu, rather than a raw text input monitors
Profile.json is now backed up in the bckups/ folder
Dumping the packfile and regenerating no longer crashes
FPS limit can be set at launch with '--maxframerate #'

GAME BALANCE
-Increased Spacer and Corvid kamikaze detonation ranges:
Seeker/Grigori/Civilian/Roadie kamikazes from 2.0 -> 2.6
-Buffed Tinker trample damage from 'Heavy' to 'Superheavy'
-Buffed Vex trample damage from 'Mid' to 'Heavy'
-Buffed Vex turn speed from 125/170 to 140/180
-Buffed Vex move speed from 9/8/7 to 11/9/8
-Buffed Vex HP from 200/250/100 to 225/275/125
-Buffed Prism speed from 9/6.5/6.5 to 10/6.5/6.5
-Buffed Prism HP from 100/200/100 to 100/225/100
-Buffed Tomahawk move speed from 15/13/6 to 17/13/7
-Buffed Raider move speed from 12.5/9/11 to 14/10/11
-Buffed Raider trample damage from 'Light' to 'Mid'

VFX
-Revised lighting to be more legible on:
lighting_dark_special_01
lighting_day_special_02
lighting_sunsetrise_fog_02
lighting_sunsetrise_special_02
lighting_twilight_fog_02
lighting_seg_scandalnight
-Casings now spawn from a weapon's ejector mount

MISC
-Rearranged ordering of Loyalist agravs in menu selection
-Removed out of bounds ground tiles from 'I'll Be What I Am'
-Fixed 'Wildcard' spawn that accidentally used player vehicle variants

AUDIO
-Increased volume of Leviathan, Canary, and Zed Prime horns
-Fixed issue where SNC voice would clip during Awake On Foreign Shores
There is either a delay on GOG's part or there is something wrong on my end, as I am still on patch 1.6 and I cannot get it to update. I tried the verify/repair, check for updates and unchecking auto-update to see if the patch is listed yet (it is not).
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DutchCannonFodder: There is either a delay on GOG's part or there is something wrong on my end, as I am still on patch 1.6 and I cannot get it to update. I tried the verify/repair, check for updates and unchecking auto-update to see if the patch is listed yet (it is not).
TL;DR The delay is on our end. I'm going to pass on Hugh's message to a similar question posted elsewhere.

It's not GOG's fault, rather a combination of how we work all the way down to the wire and how they bugtest *all* game builds that get uploaded to their service. From a developer's standpoint it's awesome that they put this kind of oversight into their platform, and they've helped us troubleshoot some implementations like the GoG achievements. But it also means that they need lead time on any new builds, and that they can only process those builds during working hours in Poland.

So to actually answer your question of when the GOG build will get posted, it'll be sometime Monday morning in the US. It would've gotten posted today but after the initial patch launch on Steam we realized there were some additional fixes we needed to do so we've spent the day working on a hotfix. Since GOG has to review all builds that go through them, we opted to just defer the build review and have them only review the final hotfixed build once then post it Monday.

If we got things done ahead of time this wouldn't be an issue, but ehm, punctuality is not one of my strong suits.

Thanks for your patience in the interim, sorry you've had to wait for the new content.

Cheers,
Hugh
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DutchCannonFodder: There is either a delay on GOG's part or there is something wrong on my end, as I am still on patch 1.6 and I cannot get it to update. I tried the verify/repair, check for updates and unchecking auto-update to see if the patch is listed yet (it is not).
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BenjaminSJockeys: TL;DR The delay is on our end. I'm going to pass on Hugh's message to a similar question posted elsewhere.

It's not GOG's fault, rather a combination of how we work all the way down to the wire and how they bugtest *all* game builds that get uploaded to their service. From a developer's standpoint it's awesome that they put this kind of oversight into their platform, and they've helped us troubleshoot some implementations like the GoG achievements. But it also means that they need lead time on any new builds, and that they can only process those builds during working hours in Poland.

So to actually answer your question of when the GOG build will get posted, it'll be sometime Monday morning in the US. It would've gotten posted today but after the initial patch launch on Steam we realized there were some additional fixes we needed to do so we've spent the day working on a hotfix. Since GOG has to review all builds that go through them, we opted to just defer the build review and have them only review the final hotfixed build once then post it Monday.

If we got things done ahead of time this wouldn't be an issue, but ehm, punctuality is not one of my strong suits.

Thanks for your patience in the interim, sorry you've had to wait for the new content.

Cheers,
Hugh
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BenjaminSJockeys:
So was another hotfix needed or something? BTW excellent game, more people need to play it.
Post edited June 29, 2021 by ACE1918
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HughSJ: *snip*
Thank you very much for the new patch and content. :)
As pointed out by viperfdl, the v1.62 update should be live for GOG now
The patch is live, however the modkit and editor is still at 1.5c and shows as incompatible with the new version. When will this get updated?
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elcid11: The patch is live, however the modkit and editor is still at 1.5c and shows as incompatible with the new version. When will this get updated?
The version compatible with v1.62 is not live on any platform currently but we're hoping to get it out end of this week. The new community compilation that's being added to the Modkit & Map Editor DLC has caused a slight snag but it's being finalized. Short version is, due to the memory ceiling which dictates how much can be added to the game and depending on your operating system, you may need to manually install the compilation one of two/three ways but it's not much hassle either if you're already used to the process.

Once it's out, if you find yourself running into trouble, please hop on over to our Discord server where you'll find the #maps-and-modding channel where there are plenty of experienced users that can help you out.
@BenjaminSJockeys
Any new eta for the next patch (the one mentioned at steam)?
Will it include a fix for the fire at your feet bug?

ps: thank you guys for beeing so active on this forum. It's a rare sight.
Post edited July 05, 2021 by russellskanne
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russellskanne: @BenjaminSJockeys
Any new eta for the next patch (the one mentioned at steam)?
Will it include a fix for the fire at your feet bug?

ps: thank you guys for beeing so active on this forum. It's a rare sight.
We've been on break for the past two weeks but we're back now. We'll be looking into resolving the various issues that have cropped up soon.
Updated to v1.62c (Galaxy & Offline Installer, Windows & Mac)

Changelog from Steam:

Bugfix Notes for August 4, 2021

ZED SPEAKS AGAIN:
- "Rebuke" horns (horns with a vocal component) should once again be audible.

Meatless Loadout Menu:
- Hitting the "Randomize" option should no longer assign you easter egg content when easter egg content has been disabled. SNC Obligate Munitions tenders its apologies.
Though it's not mentioned in the patch notes, the fire at your feet bug is now finally fixed!
Post edited August 16, 2021 by russellskanne
Updated to v1.62d (Galaxy & Offline Installer, Windows & Mac)

Changelog from Steam:

Bugfix Notes for August 11, 2021

Mac Platform:
- Corrected a build tools error which led to achievements being temporarily disabled on Steam for Mac users. Thank you to members of our Discord who were instrumental in reporting the problem.

Menu Links:
- Discord invite link updated. If you had clicked the "Feedback" button and saw an "Invalid invite" link in the last day or two, please try it again.
@Stellar Jockeys/GOG:
Could you please provide changelogs on GOG again? Thanks.
Post edited August 20, 2021 by russellskanne
russellskanne thank you for reposting it. We'll see about formally reposting and bugfix notes to the GOG forum in the future.
My copy wouldn't autoupdate, I had to manually validate the files. Then the 1.62 patch applied.

Saying just incase anyone else doesn't know why there's still says an older version (in my case, 1.5).

I did like the 1.5 loading screen better though. This one is to Mechwarrior/Battletech-ish. :)
high rated
Grave To The Rave Update (28. October 2021)
Game
• Updated to version 1.63 Grave To The Rave for Windows, Mac & Linux
• Six map long non-linear ultra-class focused operation “Grave to the Rave” added to Freelance mode, featuring: Fallow Junction, Bereavement Zone, Soberano Base, Edy & Lazar Private Mausoleum, Mass Grave and The Last Stop Spaceport
• Resign & resume (“save”) function added to Freelance mode
• Resign & resume only works for one operation at a time
• Dying mid-run or successfully completing a run will delete the save file
• The operation save file is stored as a file titled sv and is found in the same folder as the game’s .exe e.g. C:\Program Files (x86)\Steam\steamapps\common\Brigador
• Yes, you can back up this sv file and overwrite it if you’ve been having a good run but then Bad Things Happen; No, you will not be penalized by us for doing so
• Do not lose or delete your profile.json between resigning and resuming a run – this will likely affect your ability to select the operation marked with an asterisk

Stability & Performance
• Forward pref ratio added to all playable vehicles allowing for consistent vehicle behavior when reversing while using Absolute control schemes

UI
• New welcome screen text added
• New splash screen added
• All new interface texts localized into all 11 additional locales

Menus
• INTERFACE COLORS tab added to SETTINGS containing the RGBA values of most of the game’s UI text elements

Modding
• Modkit & Map Editor DLC should now be functional with Brigador version 1.63
• Community compilation updated
high rated
Update Notes, January 26, 2022 - v.1.64 on GOG (build string "b058fd5e" ingame)

Graphics:
- High resolution fix for Retina devices on Monterey. Thanks to Obli on the Steam forums for your help in finding a solution.

Savegames:
- Added safeties on savegame serialization, to avoid potential platform-specific corruption
- Saves disabled on overmaps with only one node

Autoturrets:
- Fix autoturrets not initializing in campaign missions.

Happy new year, Brigadors. May your 2022 be safe and joyful.
Post edited January 26, 2022 by boshi2