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high rated
Astrox Imperium

Update to V0.0130a.

Changelog for 0.0130, 0.0130a seems to be still missing (from forum):

Build 0.0130
- Fixed afterburner auto disable when gps is locked onto station. With station, afterburner will stay on.
- Fixed screen fade bug when first loading game with warp fx disabled causing fade screen stutter.
- Fixed bug with texture quality and high res textures options not loading text label properly.
- Fixed a bunch of old ship stats for consistent value format across all ships in MOD/ships folder.
- Fixed a few typos on a few sandbox option descriptions.
- Fixed bug preventing sandbox tax rate from adjusting market items base tax rate.
- Fixed bug with wormhole generation and pathfinding gps when exiting wormhold gate via galaxy map.
- Fixed bug causing storage item exported directly from refinery to have wrong root storage locker id.
- Fixed bug causing null reference error in structure admin panel.
- Fixed bug causing strange rotations of modules when swapping module placement in garage.
- Fixed bug with unassigned orbit data not defaulting to base data when missing in player_data file.
- Fixed bad station template data being copied to new station when upgrading from large energy generator.
- Fixed cloak generator operation skill requirements.
- Fixed issue with title options graphics quality setting to loading last saved selection from save.
- Adjusted module load code to drop modules into cargo if skill requirements fail on module install.
- Adjusted ranging system for all beam , miner, salvage and tractor modules.
- Adjusted missile AI and flight time calculations along with base mass, drag and angular drag.
- Adjusted repair drone base energy drain when launched but not repairing a target.
- Adjusted torpedo max range calculations.
- Adjusted a number of small UI elements for sizing uniformity and consistency.
- Adjusted npc tactics for agro when attacking an npc unprovoked.
- Added delete preset option to the sandbox presets overview.
- Added ablilty to disable random title screen images. Unchecking this option will lock the title screen to the last screenshot.
- Added progress bar to cargo ship capacity on cargo panel.
- Added ability to hold CTRL key while clicking select all MERCS on FLEET panel will deselect all mercs.
- Added ability to hold CTRL key while clicking select all DRONES on FLEET panel will deselect all drones.
- Added option on market Buy Item panel to purchase into storage instead of ship cargo.
- Added new sandbox panel to display starting options for your pilot.
- Added ability to adjust starting credits, skillpoints, level, and xp in sandbox.
- Added ability to add skills to the new pilot from the sandbox start panel.
- Added ability to add cargo to the new pilot ship from the sandbox start panel.
high rated
Underrail

Standalone installer updated: [Windows] 1.1.4.5 ⇒ 1.1.5.6.

[Part 1/2]
Hi guys,

Today we're releasing our last major free content update for Underrail. It's been just a bit over six years since the full release of the base game, and I think that's a nice and round number to rest at. After this we're going to transition to working at about 95% of our collective capacity on our next project known under codename Infusion. You can see what's this project about and follow its development here: stygiansoftware.com/infusion. We should start posting dev logs there more regularly soon.

However, this does not mean that we're completely done with this game. We intend to support it as long as we exist as a company and also periodically release small content updates which will mostly feature mechanical tweaks, as well new items and abilities. We have quite a robust system for creating interesting items at this point, which we intend to use to further extend Underrail's playstyle catalogue so to speak.

Also we have some bigger features planned for the future, such as better adapting the game's UI and controls to Steam Deck, creating tools for community translation projects, potentially porting the game to other platforms, and more.

Another distinct possibility is an additon of a small paid DLC for Underrail, as there are some substantial gameplay mechanics that we initially planned to add in the second DLC (following Expedition), but were left in a state of limbo after we decided to move onto Infusion instead.

Exactly when any of these things will come about, I do not know. They will mostly require me to spend my programming time on them, which I will not have much to spare as Infusion is going to occupy most of it in the coming years. So don't expect rapid progress in any of the things mentioned above.

Now, without further ado, here's the list of changes and additions that come with this update, minus the secret stuff, of course:

MAJOR STUFF
• Implemented, new slightly visually touched up, UI that is available in 3 sizes; classic UI still available
• The game will now automatically be zoomed on higher resolutions (which can then be changed through manual zooming if it's enabled)
• Introduced a brand new Core City questline as an alternative to joining an oligarch
• Improved nearly all unique and some rare weapons and armor - go check them out
• You can refurbish your old world firearms at one of the firearm enthusiasts
• Characters can now save up to 10 action points at the end of their turn and add those to their next turn
• Base ability values are no longer capped at 20, but instead the maximum bonus on top of the base value that you can accumulate is 10

UI
• Implemented borderless windowed display mode
• Item's special abilities/attacks will now have icon in the item's tooltip next to the description
• Fixed character's speech bubble and health bar offsets when zoomed in
• Zooming step changed to 25% (down from 50%)
• Added an option to follow the player character (default hotkey: F3). This is kind of an experimental feature, so be sure to let me know if you discover any bugs

Feats
• Opportunist - description now specifies it only works against living targets
• Pummel - will now list the action point cost
• Fend - Base action point cost changed to 60% of normal attack ap cost (down from 100%)

Specializations
• Fend: Action Point Cost - Ap cost reduction per point changed to 8% (down from 10%)

Quests/Zones/NPCs
• Increased t-boss health on dominating difficulty, and his damage resistance on all difficulties
• Expanded upon Motion and Motioners; this drug is now both better and worse
• You can now bring Gorsky high-quality energy shields from other sources as an alternative to raiding Port Zenith
• Added an agility check that allows you to climb up and down between the Caerus Residential Block square and SW building second floor
• Added fireplaces to certain locations in Deep Caverns
• Added a hacking check to Cytosine Outpost storeroom
• Added more hydraulic fluid canisters to Deep Caverns
• Certain gate components can now be found at multiple locations in Deep Caverns
• You can now use electronics skill to optimize Arke power plant turbine output for more total power
• A certain important encounter with the Faceless will now feature some of them having their infusions active from the start (only on Dominating difficulty)
• Added an extra Thought Control check to the DC mindreading that allows the player to conceal his mischievous behavior
• You can now bring super steel refining data to Bernard in order to improve the quality of super steel plates; also raised the max quality from 160 to 180 for players who have Expedition installed
• Leonie will now offer the Infused Leather blueprint as soon as you show her you have super steel plates (currently you have to do the melting process with Bernard first)
• You can turn metal scraps into low-quality steel plates at Leonie's
• Added more ways to learn about a certain Foundry arms merchant
• Added more entries to the super secret organization database, and placed some of the existing ones behind higher access levels
• Added more options to save Maura
• You can now borrow (or "borrow") AK from Kokoschka
• Becket now also offers psi inhalants alongside psi boosters when giving you your equipment package
• Added Underrail Express tickets which can be pickpocketed from NPCs and used for a single ride
• New models and portraits for Jon the Beautiful, Sergio the Wizard, and some super secret folks
• New random events, some of them seasonal, and some related to the player's house
• Introduced Jookhela's drawing skills to the world
• Increased requirements for achieving Brutalizer/Brutalette gladiator nicknames, so they shouldn't be so predominant now
• The Black Crawler now drops an oddity item when killed
• New entries in the Institute of Tchort library, some of which contain blueprints and will require a special card
• New skill checks for Octavia, Vuk and Kiro that will unlock certain items for trading
• [Expedition] Naval mines will now be heard detonating in the distance when someone attacks the camp
• [Expedition] Added ways to break yourself free from a certain man's mechanical grasp
• [Expedition] Added certain dialog options to Doc Savage and Marcus that were only available through navcom
***CONTINUED BELOW***
high rated
Underrail

Standalone installer updated: [Windows] 1.1.4.5 ⇒ 1.1.5.6.

[Part 2/2]
Items
• Item effects (such as poisons and gun oil) will now display a small icon in the corner of the parent item
• You can now use poisons to coat suitable melee weapons if you have the required Biology skill level; the poisoned weapons will then apply that poison in a certain number of attacks; you can coat a weapon with only one poison at a time
• Added Sharpening Stone - Can sharpen a bladed melee weapon, increasing its damage by 10% for the next 30 strikes, but permanently reducing its max durability by 5%
• Added Firecracker Cap item enhancement that can be applied to sledgehammers and crowbars to cause an explosion on the next hit
• All-in now decreases intelligence by 3 instead of increasing it
• Commando Belt moved to static loot
• [Expedition] Frogfish biology requirement changed to 50 (up from 25)
• [Expedition] Add a new unique spear and sword that can be found before going to Black Sea

Ammo
• W2C bullets now ignore 35%-45% of mechanical damage resistance depending on bullet caliber (down from fixed 65%), threshold interaction remains he same
• 5mm Shock Round - Damage changed to 8-15 (up from 5-10) and now has 3% chance to daze target for 1 turn
• 7.62mm Micro-shrapnel Round - The damage that penetrates the armor is increased by 25% against organic targets
• 8.6mm Incendiary Round - Now also deals 10-20 heat damage on impact
• 9mm Acid Round - Acid damage changed to 15-30 (up from 10-20)
• .44 Explosive Round - Heat and mechanical explosion damage changed to 23-45 (up from 15-30)

Crafting
• Steel and tungsten plates requirement is now capped at 30 mechanics when crafting bullets
• W2C Bullets blueprint now requires hexogen instead of raw tnt and produces 20 bullets (down from 30)
• JHP Bullets blueprint now produces 20 bullets (down from 30)
• Changed enriched health hypo critical chance to 10% (up from 5%)
• Large intestine biology requirement changed to 45 (down from 50)
• Taurine biology requirement changed to 45 (down from 50)
• Anglerfish biology requirement changed to 90 (down from 100)
• Fusing Enzyme biology requirement changed to 90 (down from 100)

Tweaks
• Optimized faction data relations serialization which should improve save/load times of mid and late game savegames somewhat
• Fixed the pathfinding prioritization to prevent player from getting stuck in place when a lot of NPC pathfinding is taking place
• Being in turn-based mode will now count as being in combat for purpose of changing equipment

Bugs
• Game will no longer accept mouse clicks in windowed mode when the game window is not focused
• Fixed the bug that would cause the carried weight to not immediately update when consuming/expending items in a stack
• Pseudo-spatial Projection will now properly affect Spear Throw
• Fixed the bug that allowed some items to make the player's mechanical resistance sometimes exceed the normal limit
• Fixed the bug that cause the item tooltip to not correctly indicate which effects are unavailable due to unmet requirements when the item is not currently equipped
• Fixed the bug that would cause Bone Breaker to trigger irrespectively of the amount of damage dealt
• Negative effects of equipped items will now still properly apply even if you do not meet the item requirements
• Fixed the bug that would cause assault rifle burst attack and pistol rapid fire to calculate each burst hit with the wrong bullet from the magazine (it was offset by 1)
• Fixed the bug that would cause the Needler's Piercing Shot to hit the pass-through targets twice
• NPCs will now properly use crossbow to fire special bolts instead of switching weapons when they are out of regular bolts
• You can no longer trigger Escape Bonds when you're completely encumbered
• Plasma Beam will now properly hit all targets in the target tile (the ones highlighted when targeting)
• Fixed the bug that caused psi beetles to try to neural overload force fields
• Fixed some esoteric explosion bugs
• You can no longer climb a certain ladder before releasing the very, very bad gas in an under-passages hideout (unless you kill the person supervising you)
• Captain Rastko will no longer charge double for a single ride
• Fixed the Green Galaxy furniture set not appearing when switching between it and other bought sets
• Fixed not being able to report Newton's death if he was killed in certain ways
• Attacking Jack Quicksilver will now properly register who attacked him and will not instead be attributed to the player for certain quest purposes
• Killing Vivian at a certain location will now fail the quest and prevent the player from doing certain things which might get them permanently stuck
• [Expedition] Spear guard triggered from spear attacks will now properly replace a more powerful existing spear guard effect if the latter is about to expire
• [Expedition] Spear throw will now destealth the thrower after the throw instead before
• [Expedition] Fixed Improved Naval Combat checking for effective instead of base Agility value in Razor's dialog
• [Expedition] Fixed a bug which in certain cases prevents players from sleeping in the camp bed more than once
• [Expedition] Fixed Aran not despawning when he should in certain cases
• [Expedition] Fixed Ferryman being stuck in the "I'm moving out." phase and not wanting to talk to the player
• [Expedition] Fixed Dude sometimes not having certain dialogue options when waiting for the player to find something important in his cave home
• [Expedition] Fixed Briggs getting stuck at the "Shouldn't you be looking for a microchip implant?" line in certain very specific instances
• [Expedition] Fixed Professor Oldfield not following you when he should
• [Expedition] Fixed receiving certain NavCom messages if you stole/looted it but never joined the expedition
• [Expedition] Fixed being able to sail across certain cliffs in the Mutie Refuge zone
• [Expedition] Fixed wrong closing sounds for one type of Lemurian boxes
• [Expedition] Fixed infinite Black Eel jet skiers bug

Let us know how you like the additions and changes.
***END***
high rated
Kathy Rain: Director's Cut

Updated to v.1.0.3.5225 (Galaxy & Offline Installer)

Changelog from Steam:
Patch v.1.0.3.5224 released!

Changelog:

- Fixed a black screen on launch on some systems with low end GPUs
high rated
Another update (Offline & GOG Galaxy) for Dread Templar is available.

Dread Templar Update 0.951f
New "Hit Marker" feature

• "Hit Marker" will allow you to see when you deal damage to an enemy and will change color when you perform a headshot.

Picking up non key card items

• The non key card items will be shown on the screen after you pick them up, so you can now clearly understand what you got.

Side Area stats

Level stats and level summary panel now show the "Side Area" stats.

Mouse sensitivity settings improvement

• Some players in the community requested to be able to enter more decimal places to get a higher precision mouse sensitivity. Now you can press Enter to call out the input field and enter mouse_sensitivity 0.0000 to adjust this parameter.

New weapon behaviour

• "Unarmed Strike" is now available after you throw katanas. For a long time, it has been set to be unable to use melee attacks after throwing the katanas. Players sometimes had to switch their katanas from throwing mode to melee mode. Now, you can finally make unarmed attacks during the cooldown.
high rated
* No Man's Sky
Offline installer updated to 3.82_Sentinel_83585

Changelog:
https://www.nomanssky.com/2022/02/sentinel-patch-3-82/
" Sentinel damage levels have been tweaked slightly to provide a more even escalation of danger as players become stronger.
Fixed a number of issues with Sentinel navigation in caves and buildings.
Fixed an issue that could cause an invisible blocker to prevent access to settlement buildings.
Fixed an issue that could result in players being placed outside of the Space Station when quick warping to specific station models.
Fixed an issue that caused organic companions to generate partially robotic names.
Fixed an issue that caused untranslated text in base part colouration options.
Fixed an issue that caused weapons to leave unrepairable terrain impacts within a settlement.
Implemented a recovery for players who have ended up with duplicated core technology in their Exosuit inventory.
Fixed an issue that caused a duplicate teleporter to appear in the Catalogue.
Fixed an issue that prevented building mode crosshairs from appearing when building on a freighter.
Fixed an issue that could overwrite Space Anomaly NPC dialog for the A Trace of Metal mission, preventing mission progress.
Fixed an issue that caused the A Trace of Metal mission to override all mission notifications if the player does not immediately return to their settlement.
Added steps to the automated repair and install pinning instructions to assist players who need to locate an additional Radiant Brain.
Fixed an issue that prevented Radiant Brains from appearing in the Catalogue.
Fixed an issue that caused the Cloaking Device effect to overly darken the screen in VR.
Fixed an issue that caused some planetary shops and stations not to offer the same Multi-Tools as before 3.80.
Fixed an issue that caused the Expedition Mode Select to display ‘Download Failed’ when the expedition has not yet begun.

Introduced a number of navigation optimisations.
Fixed a crash that occurred when warping in someone else’s freighter.
Fixed a crash related to repair drones.
Fixed a rare crash related to weapon reloading.
Fixed a crash related to building on a freighter.
Fixed a crash related to calculating starship takeoff costs. "
...................................................................................................

* Talisman: Digital Edition
Win & Mac offline installers updated to 77806

Don't know what was updated.
Post edited February 22, 2022 by karnak1
high rated
Hi all,

I got blue update flags for the following games which, to the best of my knowledge, were not mentioned in the previous posts. Unfortunately I don't know what the changes are.

The Riftbreaker: Prologue 1.3 (47891) -> 1.5 (53557)
Coffee Talk Demo 0.92.59 (32093) -> 1.0.40 (46157)
Sam & Max Save the World 1.0.9 (52004) -> 1.1.0 (53520)
high rated
avatar
Cymepa: Hi all,

I got blue update flags for the following games which, to the best of my knowledge, were not mentioned in the previous posts. Unfortunately I don't know what the changes are.

The Riftbreaker: Prologue 1.3 (47891) -> 1.5 (53557)
Coffee Talk Demo 0.92.59 (32093) -> 1.0.40 (46157)
Sam & Max Save the World 1.0.9 (52004) -> 1.1.0 (53520)
https://store.steampowered.com/news/app/1440440?emclan=103582791468617051&emgid=3099043193818490106

Sam & Max Save the World 1.1.0 Update
Based on the longstanding bug "Sam teleports wildly when players ceaselessly mash both mouse buttons with the gun drawn"
Sam & Max Save the World has been updated to version 1.1.0, an alarming version number that implies we could one day ship a "version 2.0.0" of this thing, which is confusing since this is already basically the 2.0 version. I guess we'll find out 90 patches from now. In the meantime, enjoy these little fixes we've made throughout the game. And as usual thank you to everyone who has pointed out these increasingly esoteric bugs and glitches in the game!

Patch notes for today’s Sam & Max Save The World update (version 1.1.0):

Game-wide:
Fixed Sam teleporting when clicking both mouse buttons at the same time while gun is drawn. (PC only)
Fixed game not pausing correctly while pause menu is open if the player got there by mashing escape & spacebar in wild and rapid succession. (PC only) Respect to the person who spent a bunch of time wildly pressing buttons on pause screens until something happened.
Fixed Sam's hand sometimes clipping into Max's head during "Do you have any..." dialog chores in Bosco's.
Fixed spelling of "Pharaoh" on billboard outside Sam & Max's office.
Fixed pop caused by Sam's walk animation playing briefly when entering an interactive dialog.
Made Sam path to Bosco when using price list in Store to fix pops.
Fixed Sam walk animation pop and camera drifting after turning Office television off.
Fixed power lines not connected to anything on the far edge of the street (visible in episode end cutscene).
Fixed pause menu button text not being perfectly centered. We can all relax now.

Episode 1:
Added collision handling to NPC vehicles so you can't do this anymore.
Fixed ghosting at the edge of transparency in Brady painting textures.
Fixed Jimmy's ear clipping with rat hole during opening cutscene.
Fixed not being able to send Max into the bathroom after talking to Bosco while Whizzer is whizzing.

Episode 2:
Updated tabloid textures to use new models.
Fixed animation and lighting pops in opening cutscene (SM1-1509).
Fixed using price list initiating Bosco "buy" dialog when you're supposed to be chasing the Skinbodies.
Changed subtitle to match Myra VO when talking to her in Game Show.
Fixed camera pop when taking shaving cream in Bosco's.
Fixed Sam & Peepers animation pops during interactive dialog in Embarrassing Idol.
Fixed Max's hand clipping into judge's stand after Sam sings in Embarrassing Idol.

Episode 3:
Updated Whack Da Ratz "1 token" textures to match season two font and resolution.
Fixed Sam's hat flickering during opening cutscene.
Fixed card pops while playing poker in Casino.
Fixed bad camera cut and Max animation that was causing pops when using bug on Leonard in the Office.
Fixed teddy bear legs sticking out of package after placing it on the table in Bosco's.

Episode 4:
Fixed Max pop after using the storage door in the White House exterior.
Fixed phone floating when returning to White House after Superball is no longer on hold. Sorry to Superball's ghost who has been removed from the game.
Fixed Chuckles floating and Lincoln's hand clipping into podium during Lincoln intro.
Fixed Max sliding when examining campaign slogans in inventory.
Fixed camera pop when using television in Office.
Fixed black sky visible in Lincoln chase intro cutscene. The sky shouldn't turn black until Max's third or fourth presidential term.
Fixed secret service agent's foot popping off screen during War Song.
Fixed Bosco talking about funding after he's been funded when you ask him about his missile defense system.
Fixed spelling of "Do svidaniya" in Bosco dialog.

Episode 5:
Fixed a small pop in Sam's animation when using Sludgie machine in Bosco's.
Added military drumroll music and fixed Sam clipping out of the walkable area when using bug on COPS in Lefty's.
Fixed Slime being visible after running away when attacking with boxing glove in VR Bosco's.
Fixed Slime not moving all the way off screen when it flees in VR Bosco's.
Changed text to match Jimmy VO when pushing him into cannon in Bosco's.
Fixed Bosco distracted animation playing when taking binoculars while he's using VR goggles.
Fixed Bosco not staying distracted when saving & loading after distracting him.
Fixed Jimmy VO not playing in Street when examining cannon in inventory.
Fixed dialog UI hand being visible during interactive dialog after combat.
Fixed Sam popping back to combat position after fleeing in Street & Bosco's VR.

Episode 6:
Made note on dartboard in Office double-sided (it's seen from the back during opening cutscene).
Fixed Max's fingers sticking through boxing glove, floating characters and shadow pops in closing credits.
Fixed spelling of "Fascist" in Moon Retreat.
Fixed Sam sometimes obstructing the camera when looking at magazines in Bosco's.
Fixed Sam clipping into camera when talking to COPS in Moon Retreat.
Fixed Hugh animation pop when looking at statues in the Inner Sanctum.
Fixed Green Max pop when feeding him in Bosco's.
Fixed Bob being visible after Max has returned him when helping Lincoln get a date in Moon Retreat.

That's all for now! For a complete history of our patches you can visit the Skunkape support website. And as usual if you find a bug please point it out in the appropriate forum and we'll do our best to fix it in a future patch!

avatar
karnak1: ................................................................................................ ...

* Talisman: Digital Edition
Win & Mac offline installers updated to 77806

Don't know what was updated.
I was confused by the lack of the new DLCs but user JamesBond007 reports these changes (I am quoting direcly):
https://www.gog.com/forum/talisman_digital_edition/changelogs/post7

"New update 77806 just showed up.

I don't have the full changelog, but two changes that I found are:
1. It is no longer possible to access the game's debug menu. At least in build 77644, it was possible to do this with the ALT key.
2. The title screen mentions The Frostmarch Legendary Deck (this deck, alongside Sacred Pool, City and Blood Moon) are four new DLCs). They should be available to purchase soon."
Post edited February 22, 2022 by Dogmaus
high rated
More blue update flags which, to the best of my knowledge, were not mentioned in the previous posts:

Dead Age 2 1.111_(52354) -> 1.112_(52621)
Simon the Sorcerer 25th Anniversary Edition 1.0.2.1_(20408) -> 1.2.0_(53608)
Sacred Fire Demo 2.5.8_windows_demo_(52384) -> 2.5.9_windows_demo_(53081)
Stranded Sails - Explorers of the Cursed Islands 1.4.6_(50315) -> 1.4.7_(53059)
high rated
Two days ago I had a flag for Death's Gambit: Afterlife, no changelog.
high rated
avatar
seppelfred: Two days ago I had a flag for Death's Gambit: Afterlife, no changelog.
It got some DLC.

https://www.gog.com/game/deaths_gambit_afterlife_ashes_of_vados
high rated
Stellaris

3.3 Libra Update

The Stellaris Team is proud to announce our second free Custodian update, the 3.3 “Libra” Update is Now Available!

The free 3.3 “Libra” update brings with it a plethora of new bug fixes, AI and performance improvements, more uses for the Unity resource, and a new civic for owners of both MegaCorp and the Necroids Species Pack.
AI Improvements

3.3 “Libra” AI is better at managing jobs, dealing with bio-trophies, choosing techs, as well as the ability to specialize planets over time. These changes, along with improved economic plans for the AI, mean that the AI is much better at scaling its economy into the late game, including alloy and consumer good production.

As well, the AI allies will now respect the “Take Point” command, and will always prefer to follow Player fleets while this command is active - even if their empire is actively being attacked.

Our internal testing shows that the 3.3 AI performs much better past year 100 than the 3.2 AI. How does it work for you? Let us know in the comments or on the forums!
Performance Improvements

The 3.3 “Libra” update also includes many optimizations to the game in terms of overall game speed increases. We have seen up to a 50% decrease in the time it takes per year at the start of the game.

These performance improvements were gained by further optimizing pop job weight calculations, as well as changing some settings in the engine which allows more powerful computers to do extra “ticks” per render frame. Additional performance improvements were gained by optimizing the algorithm used when calculating the cost to upgrade fleets.

Like the increased Performance in 3.3 “Libra”? We want to hear from you!
Now Hiring for Permanent Employment

Owners of the MegaCorp and Necroids Species Pack DLCs will get a new civic introduced in the 3.3 “Libra” update: Permanent Employment.

“This Megacorporation has ensured that its employees will never be out of a job. Ever. After the employee’s time is up, they will be repurposed for simpler tasks so they can still provide for their families and pay off their debts.”

-Permanent Employment flavor text

A variation of the Reanimators Civic for the Corporate Authority, Permanent Employment allows the construction of Posthumous Employment Centers, as well as the ability to reanimate Leviathans.

At the Posthumous Employment Center, pops working Reassigner jobs generate organic pop assembly from the carcasses of indebted citizens. The resulting assembled pops have the Zombie trait.

The Zombie trait gives -25% resources from jobs, but reduces Pop Upkeep by 100%. Zombies also cannot produce leaders, have no happiness, are infertile and can only work Worker Strata jobs.

They also forgo their annual review and salary increases. Have a screenshot of Zombie pops in action? Share it with us on Twitter or Facebook!
Unity Rework

All means of increasing Administrative Capacity have been removed, and Empire Sprawl has been renamed to Empire Size. While there are ways to reduce the Empire Size generated by various sources, this will be used to help differentiate gameplay between different empire types. Empires will no longer be able to completely mitigate Empire Size penalties. Penalties and Empire Size generation values have been significantly reduced. As a result of feedback on this system from the Open Beta, Empire Size values under 100 are ignored.

Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types, and jobs are produced from the empire equivalent of Administration Offices.

Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.

The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Size. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.

Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes. The Leader pool for recruitment now refreshes every year, to reduce the need for “leader cycling” when searching for specific leader traits.
Influence Changes

Several systems that used to cost Influence are now paid in Unity.

Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
Resettlement of pops. Abandoning colonies still costs Influence.
Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.

Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Size.

Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).
Planetary Ascensions

Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by expending Unity. In normal empires, they represent the active will of the people supporting your government and giving a little extra to do things the way they’ve always been done. In machine and hive empires, it’s more the well-oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice.

In either case, an Ascended planet does whatever it focuses on better.

Once you’ve unlocked three Ascension Perks (you do not need to actually spend them for this feature), you can Ascend each of your planets to Ascension Tier 1. This increases all of the effects of the planet’s Designation by 25% - whether it be Technician Output from a Generator World or Trade Value on a Commercial Ring World.

Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend planets up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects.

Ascending a Planet costs Unity, and this cost is heavily affected by both Empire Size and the total number of Ascension Tiers you have across your entire Empire.

How do you feel about the Unity rework? Let us know in the comments or on the forums!

Thanks for playing Stellaris, and remember the galaxy is vast and full of wonders..
high rated
Murder Mystery Machine

Updated to 1.0.3 (Galaxy & Offline Installer)

Changelog from Steam:
Update 1.03 - New mindmap features, case replay, rank changes

Welcome back DCA detectives! A couple of months ago we released a roadmap for future changes and have been working on new features and designs ever since. We're glad to announce a number of fun additions to Murder Mystery Machine, including new deduction tools, case replay, hint changes, and a ranking re-design.

Workspace extensions

We heard players sometimes would disconnect the right deductions and find themselves confused if they were doing the right thing. So, we've added locked deduction links for easy tracking, and a deduction counter to know what's left to solve.

If you preferred the original system, or find this too simple, you can disable workspace extensions at any time in the game settings.

Case replay

This was one of our most requested features, and now you have it! Instead of waiting until the end of the game to replay cases, you can now replay cases once you've finished the episode. If you've missed that A+ rating or forgot a plot moment you can visit the MMM in the office, and pick them back up from previous episodes.

Ranking re-design

Some of you felt a little misled by the ranking system, not knowing that hints or failed attempts would affect the rating and were unable to redo it. Now you can replay cases, but also better understand your score!

We've redesigned the UI so that hints and failed attempts are the focus of ranking - you won't lose score if you don't gather every item or deduction (unless you're wanting the 100% achievement). This combined with our next change should make things crystal clear.

BEFORE

AFTER

Hint changes

Finally, we've changed the hint icon to be more recognizable, as some of you either pressed it thinking it was something else, or pressed it by accident. It's now a classic question mark, but also comes with a confirmation step so you know it's a hint, and that it will affect your rating. Continue at your own risk!

That's everything! Thanks for your patience while we worked on this, and feel free to give feedback on how you get on in-game. Make sure to follow our Twitter, or join our community on Discord. So, why are you still here? Don't you have murders to solve?

Best,

Blazing Griffin Games
Post edited February 23, 2022 by Hustlefan
high rated
Vagrus - The Riven Realms | v1.020 codename: Guilder


Hey everyone,

we have a new patch for Vagrus, which is incidentally the first to add sizable new content - namely, the faction leader NPCs and interactions for the Loaders' and Carpenters' Guilds, something that has been lacking compared to other factions. Each of them can give you a new quest to further get into their good graces (and get a little something-something for yourself in the process, of course). Below are the detailed patch notes.

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our [Discord server](https://discordapp.com/invite/vagrus).

--------------------------------------------------
Patch 1.0.20 - Codename: Guilder

New/Updated Content
* Carpenters' and Loaders' Guild bases of operation, their Faction Leaders, and a faction quest each were added

New and Tweaked Features
* Loyalty feedback: the game log and Event results now show what companions like and dislike (but deliberately do not expand on how much they like or dislike the choice)

* Dissonance mode difficulty was further lowered in several ways
* Simply trading Goods on the Market is now slightly more profitable
* Faction Tasks now pay slightly more
* Supplies now cost less in certain regions
* The chance of running into Crew Combat encounters is now slightly lower
* Working and defending crew requirements got a bit lower

User Interface Improvements
* New, unique Deputy art assets on the Deputy screen for each role
* Added "and" and "or" in event dependencies to clarify them
* "Not" dependency tooltips have been added
* Mercenary/Trade Task tooltip on Chart was added
* Faction descriptions were streamlined
* Chart default position added when opening for the first time
* Keyboard zoom on Chart was implemented
* Overlapping Markers now shuffle
* Added a new button in the Codex that opens the Chart for Point of Interest entries
* Vagrus creation text lengths altered to fit boxes
* Deputy tooltip now shows the available characters for that role
* Relevant Camp UI tooltips also show up on the Crew UI
* Leadership Perk tooltips now indicate the Resourcefulness cost of use Renown gained from reaching
* Faction standing thresholds are now indicated in the game log
* Cargo throw-out visual was polished
* Companions screen visual was polished
* Crew Details box visual was polished
* Deputy screen buttons were improved
* Campaign map radial menu buttons now react to hover and clicking
* Main menu options colors were adjusted
* Journal visual was polished
* Market Buy and Sell buttons were improved
* Camp UI's End Day button was improved
* Chart text outline was tweaked to be more legible

Bug Fixes
* Incorrect Ward (defense) calculation in Crew Combat was fixed
* Beast Swap and Slave Sell buttons' tooltips are updated and indicate the real reason when inactive
* Various Proficiency-spending-related bugs have been fixed
* Chart text corrections
* In restricted settlements, hotkeys will not open Mansio/Market anymore
* Force Shield III now grants buff to Finndurath as it supposed to
* Perks going negative after Gear swap issue fixed
* The stickyUI stuck on the screen (pun intended) issue resolved
* Wind shaman icon asset resolution fixed
* Criminality feedbacks are now hidden everywhere as was always intended
* Fixed some broken Codex links in events
* Broken Crew Combat enemy and comitatus mini-flags fixed
* Avernum smelting yield was rebalanced
* Average price shows up on Goods tooltips in settlements on both the Market and Cargo sides
* Sell button tooltip fixed
* Grit calculation has been fixed

Known Issues
* Companion Combat performance drops
* Escort Task-related anomalies
* Occasional disappearence of the slides from Equipment and Item lists

Coming Up Next
* User Interface improvements and bug fixes
* New Comapnion Free-LC

As you can see above, next up is a whole new Companion, so expect news about him soon. Stay tuned and conquer the wasteland!

The Lost Pilgrims Team

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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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Now I have a flag for Foxtail, but no changelog.