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KeeperFX

1.3.0

- [Maiden](https://keeperfx.net/workshop/item/647/maiden-of-the-nest) (new Creature to use on new maps)
- Reworked [Druid](https://keeperfx.net/workshop/item/766/druid): New look and received a bird summon
- Sentry and Ballista traps
- Added Lua support (advanced mapmaking)
- Many other mapmaker options, including:
- Branching campaigns
- Temporary secret levels
- Place traps and doors through script
- Different game rules on a per player basis
- New creature abilities, including ranged buffs
- Multiplayer stability improvements
- Fixed Power charging in battle menu
- Signed keeperfx.exe by SignPath Foundation, prevents false positive virus reports
- Some Deeper Dungeons levels fixed up
- New included maps (and removed a few unpopular ones)
- Game now available in Ukrainian and Brazilian Portuguese
- [Much, Much more,...](https://keeperfx.net/commits/v1.3.0)
Stellaris

Update to V4.2.3.

Changelog:

STELLARIS 4.2.3 PATCH NOTES

Improvement

Thermophiles can pick the Ocean Paradise Origin

Thermophiles can pick the Aquatic Trait

Thermophiles can pick the Agrarian Trait

Thermophiles can pick the Agrarian Idyll Civic

Thermophiles can pick the Anglers Civic

Adds conditions to get alloys when you extort a Spiritualist Thermophile faction.

Pyromanic Instinct blocks "friendly" Civics and Origins

Rogue Servitor empires now receive an additional Alloys income when having an Infernal subspecies (instead of food)


Balance

Reduced Infernal Livestock output from base 1.5 down to 1 Alloy

Adjusted cost of the "Distribute Living Metal" decision from 500LM to 700LM

Adjusted "Thermal Engineer" councilor (replaced "Research Cost (Engineering) -1%" with "Research Station Output +4%")

Adjusted "Pyromanic Priest" councilor (Job Consumer Goods upkeep from -3% to -2%)

Adjusted "Galvanic Symbiosis" planetary refund modifier from 1 to 0.75

Crisis Path: Adjusted Entropy Conduit ship stats (+2000 Hull +1000 Armor +2000 Shield)

Crisis Path: Adjusted "Entropy Harnessing" edict (Energy Credits from Technicians from -1 to -2.5, Entropy from Technicians from 0.5 to 0.4)

Crisis Path: Terraforming with a “Volcanic Forge” now counts for the crisis objective “Create Volcanic Worlds”

Crisis Path: Colonies buffed by Entropy Conduits now produce more unity

Crisis Path: Upgrading Ember Ships does not require alloys anymore

Crisis Path: Stars stellarformed by Entropy Conduits now gain additional deposits

Crisis Path: Machine Intelligence can now pick the ascension perk

Crisis Path: The amount of required systems for the “Critical Mass” is now shown in the UI (current systems + needed systems)

Crisis Path: Cost of the "Life Seeding" decision changed from 1000 Energy to 2500 Entropy Crystals

Crisis Path: The UI now shows the current amount of owned systems for the “Critical Mass” perk

Crisis Path: Conduits now ignore systems with a Dyson Sphere/Swarm or Quantum Catapult

Adjusted alloy upkeep of Spawning Drones from 2.5 to 2

Adjusted Infernal Livestock output from 1 to 0.75 alloys


Bugfix

Fixed a typo in mercenary dividends relating to Galactic Risk Management

Fixed Regenerative Armor from Galvanic Synthesis civic not auto-upgrading in ship designer when better armor technologies are researched

Stop Quantum Catapult targeting graphics being shown in System view

Fixed Infernal upkeep not being affected by Clone Soldier and Necrophage origin species traits.

Subterranean Empires now have uncapped Mining Districts on Volcanic Worlds.

Fixed issues with psionic assimilation for gestalt empires and individualist machines.

Fixed Ruler clothing for Infernal portrait 5 (shoulder plate for the hedgehog)

Fixed the issue with Black Needle Base no longer being colonizable after assaulting it.

Fixed Augmentation Bazaars not having access to Loyalty Circuits in empire creation.

Fixed Broken Shackles starting with 2k more pops than they should

Migrating Forests modifiers and Special Projects are removed when the planet is terraformed to a Volcanic World.

Eager Explorers now require Scientific Method to unlock Thermotechnic Forums.

Stability from the Unbreakable Resolve trait gets properly applied even if the pop groups with Unbreakable Resolve were later additions to the planet in question

Pops under assimilation no longer have extra upkeep.

Planets with event purges should no longer continue purging after having been recolonized.

Fixed the tooltip for Syncretic Evolution mentioning the wrong number of pops.

Subterraneans can no longer build Industrial Mining Sites without any gameplay effect.

Volcanic World mineral extraction zones can now build Industrial Mining Sites for +2/+4/+6/+8 mineral districts unless they are already uncapped.

Added flag infernal_subspecies for Infernal subspecies (used for some civics/mods)

Fixed event "Star-Crossed Lovers" appearing for Scorched World Heralds

Fixed the "Arcology Project" decision not counting Volcanic World districts

Fixed Volcanic Worlds not having a click sound

Fixed "Spawning Pools" from "Permutation Pools" civic for Hive Mind using food as Infernals

Fixed "Seismic Carpetbombing" creating Volcanic craters on artificial planets

Fixed "Bombardment Stances" not killing the last pops of a planet

Fixed Infernal Livestock not counting for a Evolutionary Predator purge

Fixed Infernal Livestock counting as Specialists

Fixed the starbase building "Gravitational Centrifuge" (crisis path) not being buildable in crisis systems

Fixed Pre-FTL civilizations spawned by the Hyperthermia crisis not ascending into the space age

Pyromanic Instinct blocks other genocidal Civics

Tankbound now gains Overseers from rural districts (Geothermal, Melting) on Volcanic Worlds

AI Empires now build Thermotechnic Districts on Volcanic planets

Fixed the Military Academy adding research output and consumer goods upkeep to soldier and warrior drone jobs.

Military Academy bonus workforce is now empire-wide

Hard Reset is no longer a valid origin for AI empires (that's like the entire narrative!)

Fixed some edgecases when playing unplugged where you could end up with pops who had the old negative traits and never lost them.

Fixed the number of pops affected by the Zoonotic Plague, Enigmatic Fortress, and Numistic Order deals

Terraforming your Homeworld will no longer cause the Terraforming event talking about making a second homeworld to fire.

Re-enabled Devastation from Cosmic Storms at 0.01 per month.

Infernal AI empires colonize properly (even if they don't have any food)

Overclocking setting of the galactic crucible now also persists after loading a save game

You can no longer queue construction of districts while the Arcology Project is underway.

Cybernetic Imperial authorities now give additional noble jobs.

Purging infernal pops gives alloys

Fixed Fallen Empires being able to build "Starfire Cannons"

Fixed Volcanic Forges not being destroyed after terraforming a planet into a Hive/Machine World or Ecumenopolis

Crisis Path: Fixed Conduits damaging own colonies when playing as non-Infernal empire

Crisis Path: Fixed mining & research stations not working correctly when Conduits stellarform a star

FE outposts now rebuild in systems where they have unconquered planets.

Artillery combat computers will now prefer median range instead of max range, allowing Titans to use most of their weapons instead of only their Titan Weapon

Fixed erroneous tooltip for the Cave Dweller concept

Removed the surface quarry and the voltaic production yard from urban zones

the Justicial Complex FE building can now be built on Penal Colonies

Megastructures show correct value in upgrade tool tip for effects applied with the upgrade

Stars stellarformed by an entropy conduit no longer reroll the deposits of the star

Certain special deposits, such as those from the Life-Seeded origin, are now correctly kept upon terraforming into hive or machine worlds.

Fixed being able to issue some fleet orders to unreachable systems if the fleet has a jump drive.

Fixed missing newline for "not in range of Jump Drive" message in the tooltip for the build orbital station command.

Fixed efficiency being able to go negative, causing jobs to run in reverse. As bad as those slave riots or fire cult ruined planets are, Metallurgists shouldn’t disassemble alloys back into their original components.


Performance

Reduced memory allocations in topbar UI updates


Stability

Fixed Mac CTD happening in late game when calculating fleet auras

Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.

Fixed crash in strike craft being damaged by non existing/dead fleet.

Fix an OOS on reconnect where Starbases where blocking fleets path on the server but not on the client

Removed dependency on SetThreadDescription to enable the game to run on ex Windows 10 LTSB 2016.

Fixed CTD that could happen when a special project was completed while no longer valid

Made Stellaris respond to OS events during loading gui types to avoid "freezing" the system at 5% loading for an unknown amount of time (only dx11 backend).

Fixed some more occurrences where file read/write is being blocked by the system and stellaris handling it by crashing.


Modding

Added a new system flag to the Entropy Conduit target script to exclude special stars
Northgard

Update to V4.0.0.43012.

No changelog, but this is the update to the Definitive Edition which also contains the Cross of Vidar Expansion.
Northgard

Updated to 4.0.0.43012 (Galaxy & Offline Installer)

Changelog from SteamDB:
v4.0.0

Content

Clans & Campaigns

• 4 clans have been added to the base game: Snake, Horse, Dragon and Lion
• Cross of Vidar expansion has been added to the base game

Biomes

• New Valhalla Biome:
      ○ Special Event: Valhalla's Feast
      ○ New Unit: Guardian of Valhalla

• You can now play normal games with biomes from Bifrost

Frostbite Mode

• Add modifiers to your Bifrost run and earn more rewards

Conquest

• Added Miklagard victory to Conquest

UI & Treasures

• The shop has been reworked
• New unit skins available
• More decorations available
• New Townhall skins available
• More ornaments available
• You can now check Military Path during clan selection
• New main screen art

AI

• Improvements have been made to the resources production management
• Improvements have been made to the military units management
• AI can now contest Miklagard victory
• Kraken AI has been improved
• Kingdom AI has been improved

Balancing

Generics

Units

• Archer’s range has been reduced. They should now have less range than a Tracker with full Path complete.
• When military units start an attack, they no longer cancel it if the target unit moves out of range.
• Lords’ stats have been adjusted
      ○ Lord: 80/6/8 -> 80/7/9 (hp/atk/def)
      ○ Stoat - Lord Eco: 80/6/8 -> 80/7/10
      ○ Stoat - Lord Military: 80/6/8 -> 80/8/10

Knowledge

Recruitment
      ○ Permanently increases population growth speed by 25% -> 20%.
      ○ You gain an additional 5% -> 4% during 4 months for each unit from your clan killed by an enemy clan or sacrificed (max 50% -> 40%].

Medicine
      ○ Healing units heal 50% -> 60% faster.

Weaponsmith
      ○ Increases all your military units' attack power by 20% -> 15%.

Military Strategy
      ○ Military units gain +5% -> 4% attack for each type of friendly military unit in the zone (max +25% -> 20%).

Spoils of War is the stealable lore from Wolf clan instead of Field Ration
Vow of Chastity
      ○ The food consumption of all units is reduced by 20% -> 15%.

Buildings

Houses
      ○ When upgraded gives you +5% population growth

Shipwrecks & Ruins
      ○ 0 -> 3 tiles away from nearest ally Town Hall: 75 Krown
      ○ 4 -> 7 tiles away from nearest ally Town Hall: 75 -> 175 Krown
      ○ 7+ -> 175 Krown

Shipwrecks
      ○ Gives you 200 -> 150 Wood

Mjolnir
      ○ Global cooldown reduced: 1s -> 0.8s
      ○ Ignore Armor
      ○ Deals 6 ->2 damage
      ○ Can hit up to 6 -> 3 units maximum

Relics
      ○ Gives you 25 Fame when placed
      ○ Time to forge them has been reduced: 16 months -> 12 months, with one worker

Towers/Forts
      ○ Health has been increased to 50% when upgraded

Others
      ○ Colonizing a tile near dwarves reveals them

Stag
Einherjar was a bit behind their paired Warriors. We forgot to update them when we changed Warrior’s stats.

Units

Einherjar
      ○ Stats have changed: 60/10/6 -> 70/11/5

Raven
Raven is a good scout, but slowing them down a bit should be better for the game, especially for early rush strategies.

Knowledge

Rangers
      ○ Scouting speed has been reduced: 50% -> 25%
      ○ Scouts now consume more food: 0% -> 50%

Bear
Bear is our beginner clan if you struggle during winter. We cannot change its identity, but we are trying to give it a direction that should be a clear clan assistant. You can now freely use Borgild and/or Kaija to help your clan. They are no longer needed for your economy.

Clan

Fame 200
      ○ You gain +3 Fame per enemy unit killed in a zone with Borgild or Kaija.
      ○ Shield Bearer Camp increases zone production by 10%

Fame 500
      ○ For every 100 Fame you’ve earned, your military units gain +1.5% attack power.
      ○ Kaija can now enter enemy territory

Boar
We all remember the Relic when it was at +10 and it was a forced relic to make. So we don’t want to go back to this. But we are making it more rewarding to build it. There is no more cost to summon, you have full control of the Giant Boar and it can even go outside your territory. We hope that it will give it a small place in some games.

Clan

• Relic: Cost to summon Giant Boar 150 Lore -> No cost
• Fame 200:
      ○ Knowledge given by this fame counts towards blessings

Units

Giant Boar
      ○ You can control it during combat
      ○ Can go to an uncolonized adjacent zone of your territory
      ○ Stats have changed: 90/11/11 -> 120/16/12

Snake
In our understanding, Snake never mines. That is fine to us, but it is a bit too easy to not do it. So we wanted to delay it a bit. Also, it will be affected by other nerfed lore like Field Ration.

• Scorched Earth will now give less minerals, 3 -> 2

Horse
Horse, Horse, Horse. A lot of changes to try to give it an economic direction without killing its versatility build. We agreed with the fact that chiefs have too much work to do in your territory, so we sped up everything they do. You should be able to do other things with your chiefs now.

Clan

• Ruins and Shipwreck provide -50% -> -25% Krown.

Knowledge

Ancestral Influence
      ○ Replaces Medecine

Great Tower
      ○ Upgraded Tower becomes Great Tower, you have 2 free upgrades tower. Upkeep is the same as an upgraded tower.

Volund Fire
      ○ Increases tools production by 5% -> 7.5%

Units

Warchiefs
      ○ Increases Mining speed, forging speed and building speed by 20% -> 40%
      ○ Building Speed of Etria increased to 30% -> 50%
      ○ Forging Speed of Brok increased to 30% -> 50%

Kraken
We agree with you that Kraken's current growth loop is a bit frustrating. So we sped up the spectral warrior recruitment, making it less punishing to not produce villagers. Also, by investigating the Kraken loop, we saw that Ràn's Blessing spectral’s growth wasn't working properly.

Clan

• We increased the speed of Spectral arrival. They should appear twice as fast.
Relic - We added a protection to attacks from the sea (Mercenaries, Ghost Event)

Knowledge

Endless Tides
      ○ Pop growth and Spectral growth increased by 20%

Ràn's Blessing
      ○ Spectral growth is working correctly, now gives +20%

Units

• Seeress
      ○ Produces +3 -> +3.5 Wyrd
      ○ You can recruit a Valkyrie while being in negative Wyrd

Rat
We understand that keeping your pyres up can be overwhelming, so we are trying to give you more space by giving you a bit more time.

Clan

• Losing a unit gives you 20s -> 30s of purification time
• Earning military experience gives you 25% more purification time

Hounds
We’ve heard that Hounds is in a relatively good place. However, we are not happy with the sustain it has during combat, specifically against players. Also, we want players to choose more carefully which zerkers should be prioritized in terms of level to get lvl3 -> lvl 7. We didn’t change its clearing, but in mass combat you should be more careful about your zerkers.

• Carcass gives 15% more experience; resources given are unchanged
• We have reduced the amount of experience given by kills: 25% -> 20%
• Experience needed to get level 2: 250 -> 225

Turtle
Turtle is a beast when we talk about relationships. It can gain too much fame in a short amount of time. We are nerfing it a bit.

Clan

• The clan earns +30 -> 20 Fame for each positive level of relation with other clans and factions.

Hippogriff
Hippogriff is a monster in mid late game with its Varangian, at least that’s what we wanted, but we didn’t want it to go only Varangian. Varangians should be an elite squad: you convert some and work with other units. So we reduced the camp needed to get some, but we increased the scaling cost of the Varangians.
We didn’t want to touch the “quality” of the units, but make it harder to stack them. So you should be able to make fewer Varangians.

Knowledge

Ember of Prosperity
      ○ Brazier produces +0.75 -> 0.5 Krown, +1.5 -> 1 during Ignite

Units

Varangian
      ○ Camp gives more space for them: 2 -> 3
      ○ Their scaling cost has been increased: 60 + (15 * nb) -> 60 + (45 * nb)

Mods

Map Editor

• You can now assign “Any” to a Town Hall to let players choose their clan in the lobby
• You can set “Free Teams” to let players choose their team in the lobby. You do not have a choice between Lock team or Free Team.
• You can select a neutral faction, if they have a variant, you can choose between them (Jotunn ← → Gayant, Myrkalfar ←→ Lightalfar)
• You can place Marmennills

Mods

• You can now make a mod that is only a script
• You can only have one script at a time per game

Bugfixes

Military path

• Legion - Fixed loss of stats on military units when losing a tile with a military camp

Conquest

• Titanomancy - Fixed an issue where the AI would kill its own Guardian of the Realms
• Wall Will Falls - Fixed an issue where the Dragon could capture units from castle assault.
• Minopoly - Fixed an issue where the Squirrel could not win making the Banquet of Valhöl
• Age of Vampires - Fixed an issue where defeat would not trigger when the Warchief was killed
• Defend the Oppressed - Nerfed AI assault
• Cataclysm - Fixed a bug causing the Apocalypse event to remain active and close all routes to other players
• Quarantine - Fixed an issue where loading a save would reset the life of the Gods’ Messenger
• For Valhala - Fixed an issue where allies could not see the amount of Favors on the Altar of the Gods
• Rough Seas - Fixed an issue where raids did not steal Faith for the Kingdom clan
• Moonlit Betrayal - Fixed a crash when a werewolf was killed in a Brawler Camp after transforming
• War is not an option - Fixed an issue where loading a save reset the player’s life and interrupted Fafnir’s assault
• Fixed a crash that could occur when leaving a Conquest mission

Bifrost

• Raven - Fixed an issue where mercenaries could be transformed into Dragonkin
• Hippogriff - Fixed a crash that occurred when mining with Sindri and a Miner
• Hippogriff - Fixed an issue where Varangians could not be converted with Faith when using the shared start-with of the Lion clan
• Berserker Wrath - Fixed an issue where the Turtle AI sent a caravan to a Brawler Camp
• Kraken - Fixed building prices being displayed on ally non-coastal tiles
• Kraken - Fixed an issue where Hörgrs could be requested by allies or built by the Kraken on ally tiles
• Boar - Fixed the second Conquest bonus not being offered

System

• Fixed an issue where changing the sound device after launching the game would not apply
• Ranked – Fixed clan selection when it was not the player’s turn
• Ranked – Fixed a case where a player could access a lobby while already having a clan selected
• Ranked – Added a safeguard to prevent the “Lobby Found” popup from appearing when you are already in a lobby
• Ranked – Fixed GP/Rank icons not displaying correctly
• Ranked – Fixed an issue where team/all chat did not work correctly
• Building – Fixed colonizing a tile with an enemy Forge from allowing ongoing projects to be cancelled for resources
• Notification – Fixed an issue where warning notifications incorrectly indicated the player was attacked when a scout on an ally’s tile was attacked
• Notification – Fixed military notifications deselecting buildings.
• Fixed decolonization not granting Fame when a sheep or foe was present on the tile.
• Fixed mirrored maps not mirroring foes correctly
• Added security to avoid being disconnected from lobby due to micro disconnection
• Fixed spectator issues
      ○ Corrected fog not updating properly when switching view modes
      ○ Spectators can now see fame information for each clan
      ○ Knowledge tree now correctly shows the clan being spectated
      ○ Not able to join a full lobby
      ○ End game screen correctly displayed

Owl

• Fixed Source of Urdarbrunnr blessing not granting full bonuses from upgraded camps
• Fixed Parasitic Vegetable not reducing food consumption
• Fixed descriptions for Feeling Safe and Legendary Heroes
• Fixed Terraforming Ground giving resources from Brazier production
• Fixed a crash caused by Invasive Fruit when two Owls in the same team give it to each other

Hounds

• Fixed carcasses not being gatherable (new ability for Berserkers)
• Fixed Foxserker freezing when reaching high attack speed
• Fixed an exploit with the conversion cost of Brawlers
• Fixed an issue with Bloodthirst healing not respecting the max health cap

Dragon

• Dragon - Fixed merchant being in no work sometimes
• Dragon - Fixed trading values from thralls with Miklagard
• Dragon - Fixed military path being all unlocked once reaching 3000 military XP
• Fixed enemy captured military units not updating color on the mini map
• Fixed military path icon not displayed in end-game statistics

Southern Kingdoms

• Fixed Catapult not staying selected after being packed/unpacked
• Fixed Catapult SFX not playing when packed/unpacked
• Fixed free Happiness upgrade being incorrectly proposed in Conquest
• Fixed bonuses/knowledge affecting military units not working for Varangians (stat buffs, price reduction, etc.)
• Fixed an issue where mining outside Sindri’s territory could remove ore from the deposit without granting it to the player
• Fixed Catapult not validating clearing of certain tiles (Wyvern, Bifrost Portal, etc.)
• Fixed multiple Sindris being able to mine the same deposit
• Fixed Catapult triggering war against neutrals when attacking them during an assault

Lion

• Fixed second Conquest bonus not working for Paladins
• Fixed female Paladin sometimes playing male SFX

Stoat

• Fixed Sentry cost with March of Brittany knowledge

Goat

• Fixed Warchief ability not usable if an enemy scout is present on the same tile

Raven

• Fixed Guardian’s Tower not granting Lore when scouting

Horse

• Fixed conquest bonus decreasing forging speed not working

Owl

• Fixed an issue where Fertile Soil and Lynx Lure did not allow caravans to produce food from wheat or deer

Turtle

• Fixed trading stopping on caravans if a deposit finished on a tile with multiple deposits

AI

• Snake – Fixed an issue where the AI would send Signy into enemy territory unnecessarily
• Fixed an issue where the AI would not use the Giant hero

UI

• Fixed an issue with filters on the minimap
• Fixed UI overlapping when setting up AI players in custom games
• Fixed end-of-game stats not showing the icon for forged military units
• Fixed UI issue in diplomacy menu with 5 neutrals

Text

• Russian - Fixed a missing letter in localization
• Italian - Fixed Ranger Knowledge localization
• Kingdom - Fixed description for upgraded camps
• Kingdom - Fixed description in Fairground for Marmenill trade route
• Kraken - Fixed Spanish localization in Expeditions
• Owl - Fixed missing localization in Guardian of the Realms’ description
Post edited 46 minutes ago by Hustlefan
Foundation

Updated to 1.11.0.10 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix 1.11.0.10 is live

Hello everyone!

We have just released Hotfix 1.11.0.10, which resolves several crashes that some players have encountered.

• Fix: Crash when moving a Gate near two curved control points that are in close proximity
• Fix: Crash related to Housing creation
• Fix: Crash when destroying all parts of a Monument
• Fix: Crash when using the ‘Esc’ key at the same time as confirming changes that would destroy all parts during Monument editing
• Fix: Gates snapped to an existing wall could cause the wall to appear as under construction upon reload
• Fix: The last separator of a Wall wasn't displayed when a snapped Gate was near
• Fix: Exiting the Wall edit mode with the ‘Esc’ key after moving a Wall could break the recorded Undo/Redo steps and displace the wall to a different location
• Update: Added entrance arrow on input/output of Weaver Hut
• Update: Community translations