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high rated
Womanizer

Standalone installer updated:
[Windows] 1.15_win_gog ⇒ 1.16_win_gog
[Linux] 1.15_linux_gog ⇒ 1.16_linux_gog
[Mac] 1.15_mac_gog ⇒ 1.16_mac_gog
Small bugfix
We removed some bugs, you've reported

Hi guys,

Womanzier has been updated.

① Changes:
• fixed small visual inconsistencies reported, like the portrait of the girls in Victor's room, while other girls visiting.
• implemented test version of Rollback function during using the in-game phone. I assume it needs more testing, so plaese report if you meet the problems while using. Please check Setting for activation.
• fixed disappearing of text window after opening save/load screen
• fixed disappearing of text window and phone icon after using "Tab" key to reach save/load screens

Thank you for information you provide and your patience.

Regards,
KamtiGames
high rated
avatar
BreOl72: War for the Overworld

Update from:
setup_war_for_the_overworld_v2.1.0f4_(64bit)_(55093)
to
setup_war_for_the_overworld_v2.1.1_(64bit)_(73573)

Both versions: 32 bit and 64 bit
Changelog (shamelessly copied over from steam):

Improvements & Changes

Units

Permanent spirit workers (spawned by the Artefact of Workers) have been renamed to Soulbound workers and have a new appearence to differentiate them from temporary spirit workers



Visuals & Art

The following rooms have had dynamic shadows enabled on their light sources:
Barracks & Empire Barracks
Archive & Empire Archive
Garrison & Empire Garrison
Lair & Empire Lair
Slaughterpen & Empire Slaughterpen
Beast Den
Severral Stone Bridges

New Wall Decor has been added to the following rooms:
Barracks & Empire Barracks
Garrison & Empire Garrison

Additional wall meshses have been added to the empire version of the Slaughterpen.
An additional option has been added to the shadows option to enable more shadow casters on room and other lights
Spirit Workers & Soulbound Workers will no longer cast shadows (because they're ghosts)
Spirit Workers & Soulbound Workers now also feature worker lights with their team colour



Bug Fixes

Gregor Valench should now be placeable again in the map editor and god mode
Fixed incorrect shaders used on Slaughterpen Floor
high rated
Creeper World 4

2.4.9 to 2.5.1.

Updates:

Added additional RPL scripting commands to support new custom map features.
Added support for images instead of just text to main menu new area.
Fixed a few bugs in custom scripting and core game.

-----------------------

Bug Fables: The Everlasting Sapling

1.1.2 to 1.1.3

"A surprise Bug Fables update has dropped, adding Russian language to the game!"
Post edited May 23, 2024 by Blackdrazon
high rated
Songs of Syx

Updated to 0.66.47 for Windows, Linux and Mac.

Changelog from Steam:
(This is from a month old preview update. The patch notes wasn't listed in the newest update since it was already listed in this old one.)

MISC
• Campaign engine.
• The tutorial converted into a campaign.
• Selectable scripts when generating random game.
• Different "scenario" options. A scenario is a save that you can distribute with mods. Battles for instance.
• Trait system remade and reworked to work both or royals and subjects.
• Military equipment has efficiency based on race, added as a modding request. I've added some malus to the Argonosh.
• All kinds of racism is now connected in the world and your city, and other factions.
• Save resilience. Saves should now be able to be opened with different mod configurations, if the mods are not too exotic. Custom maps also have a good chance to work all the way to 1.0 as well.
• 14 new sountracks. The soundtrack is now complete.
• A nifty little property saver that saves for instance wall-type in room construction to your profile. Can be used to save many such QoL, suggestions are welcome.
• New menu background
• New Titles: The Undefeated, The Incompetent, The Merciful, The Merciless, The Wise, The Bureaucrat, The Clumsy, The Gourmand, The Entertainer, The Drunkard, The Caretaker, The Pleasurer, The Uniter

CITY
• Admin and knowledge now have sticky production, meaning values will not swing back and forth during the day.
• Accidents are back. Also some panic when accidents occur.
• Pimped the Embassy. Made it more space efficient. It now needs jewellery and fabric, although it's optional as the admin.
• Sick and injured people no longer counts as workforce, enabling you to control work priorities properly.
• Soldier fulfilment based on total number of soldiers, not per race.
• Grave mourners now stand beside the grave.
• Market rooms keep their settings when copied.
• Pasture output tiles capacity increased.
• Overtime now has significant penalty to happiness.
• Water pumps can now only be placed on ground water. You must plan for the canals.
• Data for resources and credits are now per day instead of per season.
• Resource piles have much greater capacity, reducing their amount and potential lag if the map becomes filled with them.
• Rooms listed in construction order
• removed entrance check when building rooms, allowing you to build in mountains.
• Saved blueprint now moved to the construction screen of individual rooms. Saved blueprints made more robust.
• Made some small changes to the bottom menu. I know you don't like this, but it's for the better. Some small changes might occur next patch, but after, I'm done.
• Food preference improved. You'll get a slight value when there is one out of many.
• Service overlays now better.
• Entertainment buildings keep better count of available services.
• Services such as food stall and restaurant now count to fulfilment by themselves. Restaurants are on average used ever 8th food stall day.
• Tree regrowth rate halved, and woodcutter production boosted.
• Auto employ removed from crafting buildings.
• More road types, and they look better.
• Road access remade. Now remade into preference, which works the same as the building materials.
• Hospitals now offer fulfilment to citizens.
• Multiple drink types. I only have two. Tavern has been pimped, and has an upgrade. Drink preference works just as food preference.
• Massage parlour added. What happens in there is up to everyone's imagination. In practise, it is just another service, but reduces health slightly.
• New room "stockade" is a holding place for prisoners. It is dirt cheap, and it is not a punishment. Prisons are now purely a punishment.
• Law is remade, so it starts at full fulfilment, then climbs down as crime starts appearing.
• Added escape events to stockades and prisons.
• Work priorities and the assignment mechanics got some love, and now work better, even when priority is 0.
• -Logistics remake-
• Two new major things to know about. Fetch and deliver orders. These are set per room. They are similar to the old "empty to" functionality.
• The warehouse have 4 available fetch orders. In addition, it also has a toggle for "regular fetch", and a true store function. It also has a limit that decides how much other storage fetchers may fetch from it.
• The hauler has the same things, but only two fetch orders.
• The old fetch mechanics is thus retired. Warehouses will only grab stuff from the ground and from production rooms, if no fetch orders are issued.
• Logistics are nerfed a bit. They have less radius, and less carry capacity. The carry capacity is based on race and can be upgraded. Garthimi sucks, Dondorian and Cretonian excel.
• Transports have 4 delivery orders available. Their capacity is now 60, and they will depart more regularity. Their speed is slower than a regular pleb, but they obviously carry a lot more. They are good for moving big numbers of resources. For few numbers, a warehouse will do.
• Export depots and military supply depots work similarly to warehouses, in that they grab resources on the ground, and also have pull orders.
• The "export when over" is thus scrapped and replaced by the power of the pull orders.
• The army supply works like a warehouse with 2 fetch orders available.
• Exposure tweaks. You must now provide wells and hearths all over the city, as everyone will become cold and hot. Clothes will only decrease the frequency of getting cold/hot, thus making the city more efficient.
• Divisions when sent out to an army will take some time to return.
• Option to send out divisions even if they're not fully trained.
• Raids pimped up. They no longer spawn an army, they attack directly. You have a chance to fight them on the field.
• Raid chance is reworked. Now based on riches (resources, slaves and credits) and your military power. Also your military reputation.
• Raids no longer scale as you defeat them until you're faced with impossible odds. Instead they are randomized each time.
• Raiders have a captain and a name.
• There are a number of unconditional raids added that you can't avoid.
• Roundness is now an addative value.
• Made some visual changes to walls.
• Some 20+ techs added and tech tree restructured.
• Refined how slave submission works.

WORLD
• Generation now tries to base the size of the region on capacity, meaning larger, infertile regions.
• Roads made a bit more pronounced.
• Some color and sprite changes.
• Editor. To share maps you make, make a mod and put the save from the editor into custom folder.
• Havens now have lower requirements in order to join you. More will join if you exceed the requirements though.
• Build points removed. World buildings rebalanced.
• "Organisation" a new world thing and is based on how much workforce you have allocated. Replaces distance, although distance is still there.
• Organisation lets you either expand though upgrades or through region amounts.
• Building buildings now has a new flow. Loyalty and health is based on the population target, not current population. Enables you to know exactly what to build.
• Building buildings is done in bulk that lets you experiment with different configurations without spending money.
• Prosecution in you capitol also affects regional happiness.
• Representation of species in your capitol affects regional happiness.
• Representation of nobles in your capitol affects regional happiness.
• Prices have been fixed all over, and is now derived from the prices of goods. For instance slaves cost their food and upkeep during breeding, and mercenaries their equipment and training.
• Region generation improved.
• Battle stats for armies and factions. Military reputation based on your prowess. Affects AI factions and in-city stats.
• Mercenary rework. Scales with your size, and have a long cooldown when disbanded, and low replenishment. Also correctly prices, more than it will cost you to train your own.
• Raid stance added for army. Allows you to get slaves and resources.
• Artillery is now an army supply.
• Only rations and clothes are mandatory, drinks improve morale.

FACTIONS
• Opinion "threat" now reworked. Based on population vs Ai's population, meaning small states will hate you more/faster. Some additional stats added.
• UI of opinion enhanced.
• Reworked emmisaries. Now a diplomatic point system. Points allocated will stick to the court when someone dies. Better UI for this.
• New "sabotage" diplomacy option in order to get a faction to attack you without getting a betrayal penalty.
• Betrayal added. If you act like a jerk, you will be severely punished by all factions.
• Factions will not attack you simple because they do not like you. They will make sure they can beat you in auto resolve.
• Factions with low opinion will secretly convince other factions to attack you with time.
• New diplomatic options available:
• Alliance -> a military alliance, you will share enemies. You can get a cheap alliance by helping someone out that is at war.
• Colleague -> a non aggression pact. Promise to not attack each other.
• Vassal -> become, or make a vassal. A vassal pays a yearly tribute to its overlord, and is protected by it. As an overlord, you can pick what kind of tribute you want, and as a vassal, you'll pay 15% of your shit each year.
• Protector -> above reversed
• Join Federation -> Unite. Pay a hefty sum to have a faction join yours without bloodshed.
• New trait system for royalties. Shapes a unique personality that has a large impact on your relations. Hopefully this will prompt you to assassinate more.
• All factions now has an army. These armies grows slightly as you expand.
• Initial generation of factions makes sure you will have nice progression. The neighbouring factions are immune to events, and will stay there until you're ready to expand.
• Slave trade.
• War diplomacy fixes.
• The betray system hopefully fixes exploits, such as selling a region and then attacking it shortly after.
• Opinion has less impact on trade prices.

SOUND
• Reworked the sound engine.
• Added multiple new sounds in theory, but I haven't added much of the actual sounds.
• Sounds that you can be added by modding:
• -Room ambiance
• -Room on click
• Furthermore, there will be a variety of sounds coming from the subjects themselves, but I'm saving these until after 1.0, as it will not affect saves.

MODDING
• Some changes to scripts. Now there are selectable scripts, and forced scripts. Forced scripts can be adding ui tools or whatnot, selectable is a traditional script. Scripts are selected on a new random game.
high rated
Vagrus - The Riven Realms

Updated to 1.1660517H for Windows, Linux and Mac.

Changelog from SteamDB:

A New Build is OUT - Patch 1.166 - Codename: Dissonant

Hey everyone,


This time, we come to you with a nice package of changes to the game. The first order of business:

The Prologue (Demo)

This scenario offers players a fixed timeframe within which they can play Vagrus without purchasing the game. Since its release in May of 2023, we’ve been eyeballing it for quite some time, and have finally overhauled it with many of the quality of life improvements the main game has seen. See our Steam post here for more information.

And now, onto the patch for the open-world campaign:

Patch Notes 1.166

As part of an ongoing effort to address any concerns players may have, improve the game across the board, and offer hotfixes to any issues that have cropped up, we’re releasing another build today. Scroll down to the patch notes section to see exactly what smaller issues we have fixed and read on if you wish to know about some of the more significant gameplay changes.

Dissonance Mode Changes

As part of the lead-up to our coming Old Acquaintances DLC, some members of the team have been taking on board the feedback regarding certain aspects of the game’s difficulty, and thus, we have decided – along with a slew of other things – to revamp Vagrus’s Dissonance Mode. Most importantly, once we release this update, players will be able to switch their Wasteland Mode savegame into Dissonance mode at any time. After the switch, if they then save the game, two copies will be available in the Main Menu: one will contain the old Wasteland save and a fresh, new Dissonance mode savegame. Players only need to click the new icon (circled below) and they will be taken to a transition screen where they can confirm the change.

We’re also working on adding several additional elements to Dissonance Mode, but before we get into that, let’s talk a little bit about the goals of the game mode.

It is no secret that Vagrus - The Riven Realms simulates a difficulty more often found in old-school RPGs, which is why we knew at release we’d have to implement a mode that would be a little more forgiving. That mode was and still is Dissonance Mode. While Wasteland Mode simulates dynamics closest to what we feel is the reality of the Riven Realms, its alternative is set up to give players various advantages and make things slightly easier. It is, by no means, an “easy mode”. Dissonance Mode confers the following benefits to players:

• The vagrus receives a hidden advantage in Tests and other percentage rolls
• Companions heal at a faster rate while resting
• Reduced enemy Accuracy in Companion Combat
• Respeccing Companions can be done an unlimited amount of times
• Trading is, as a whole, slightly more profitable
• Supplies are cheaper
• Hunting or Foraging have higher yields
• There are greater breaks between random Crew Combat encounters
• The player has more favorable odds in Crew Combat encounters that occur randomly
• Penalties for missing crew are less harsh
• In general, the game is more forgiving to players from the start of a playthrough and for a longer time

Those benefits are already in play, but the trouble was that players could only begin a new campaign in Dissonance Mode. Consequently, if a player was struggling to survive there was no way out; they simply had to start a new campaign. With the mode now accessible during a playthrough, those players will be able to curb some losses and effects through Dissonance Mode. It is important to note that once a savegame in Dissonance Mode is made, there is no going back in that game; this would cause too many issues and exploits. The player can, however, return to their old Wasteland Mode save. We are also considering offering some further optional benefits when the switch happens to somewhat set off the previous hardship, some of which are immediate. These are subject to change but currently include:

• Stat boosts for comitati (Nutrition, Vigor, Morale, and Obedience)
• Upfront coin to help propel a vagrus’s operations
• A workforce boost to help the comitatus along (especially so if the comitatus is already dangerously low)

After this has been implemented, all players will need to do is select any savegame already in Wasteland Mode and load it into Dissonance Mode. Doing so will give a number of warnings (most notably that it is a one-way change), but after you click through, both immediate bonuses and long-term benefits will be accrued moving forward.

Now let's jump into the patch details:

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.

Patch 1.166 - Codename: Dissonant

New Features :gift:


• The ability to switch Wasteland Mode savegames to Dissonance Mode is now available.
• Introduced a tooltip mode for controllers, albeit it is incomplete as of now.

Bug Fixes :bug:

• From now on, players will always gain the Insight reward for every tenth Codex entry (the fix was for an edge case related to saving and loading a game when the Insight was awarded).
• The Outpost’s overseer is now more aware of what is going on at the Outpost and won’t nag the player upon leaving the Outpost to fix things that were not broken in the first place.
• All Custodia type enemies are now visible again.
• Fixed a number of bugs connected to the Outpost, most importantly one that stole money from the Outpost (yikes).
• The Goods and pieces of Equipment whose effects on the Outpost were removed will no longer be visible in text-based Outpost interactions.
• Fixed some edge cases that caused players to be unable to continue their savegames from the Demo in the main game.
• Improved some Glossary entries to be more helpful and more informative.
• Fixed a number of typos and textual errors in Events.

Stay tuned and conquer the wasteland!
Post edited May 24, 2024 by (ø,ø)
high rated
Rimworld

Update to V1.5.4104_rev415.

No changelog.
high rated
Rimworld

From Steam Page

Changelog
Adjusted render node worker to support multiple graphics per node without dirtying/reaching the render tree.
Thoughts for each genetic chemical dependency are tracked independently instead of lumped together into a single confusing thought.
Remove deathless regeneration coma on resurrection.
Tweak some Anomaly incident occurrence rates so that they're less prevalent in ambient mode.
Clarify the label for "anomaly disabled" mode.
Added labelNoParenthesis rule symbol to pawns and things.
Updated Spanish LanguageWorker.
Ghouls can now be ordered to rest in medical beds.
Pawns will now satisfy genetic chemical dependencies when in caravans if their drug policy allows it.
Harbinger trees now consume corpses part by part even if they have no nutrition.
Adjusted distance ranges on some sounds.
Replaced gender-specific words with symbols in schematic texts.
Don't store virtual relationship records which can never imply another relationship.
Changed fade shadows to not multiply together.
Remove healer mech serums from animal operation options.

Fixes
Fix: Minor grammar irregularity with addiction counsel.
Fix: MechbandDish description typo.
Fix: StaggerDurationFactor stat does not work without Biotech.
Fix: Arresting beggars auto-fails.
Fix: Genetic chemical dependency thought not properly nullified by mind numb serum.
Fix: Remote repairer hediff can be duplicated.
Fix: Autobongs making non-organic entities high.
Fix: Creepjoiners have entity faction when enslaved
Fix: Increased carried thing layer to resolve some apparel issues.
Fix: Beam verbs and incinerator hitting cells without line of sight.
Fix: Headgear not always rendering correctly when crawling.
Fix: Preferred xenotypes not working correctly between prisoners and slaves.
Fix: Incorrect label argument used in activity suppression tooltip.
Fix: Various specific save/load errors with awoken corpses and hypnotized pawns.
Fix: No “missing bed” feedback for “take to bed” warden order.
Fix: Mech booster is rotatable.
Fix: Apparel without CompColorable causes errors in styling station.
Fix: High Mechtech can be selected in research without building a multi-analyzer.
Fix: Message spam when capturing an enemy during a psychic ritual siege.
Fix: Left behind pawns dying counts towards "colonists killed" stat if they die.
Fix: Becoming a shambler incorrectly taints utility items.
Fix: Feedback for sky-lantern participants who can't reach any wood, added better ritual feedback functions.
Fix: Unnecessary loading warning appearing for transport pods without colonists.
Fix: Creepjoiner letters not using gendered kind labels.
Fix: Suspending lovin' causing errors.
Fix: Ritual dialog tooltip slightly cutoff.
Fix: Refugees can send leaving messages multiple times.
Fix: Misleading extra warnings if complexes were previously activated before entering
Fix: Some circumstances where temp factions wouldn't be properly hostile to anomaly entities or insects.
Fix: Unable to place non downed pawns in a cryptosleep pod.
Fix: Error when entity dies during bioferrite extraction.
Fix: Error on inspect pane for ghouls without hunger needs.
Fix: Herd animals trained to attack won't target shamblers.
Fix: Psychic ritual failing when invoker gets psychic shock.
Fix: Farskip not working on colony ghouls.
Fix: Several scenarios where collapsed roofs can destroy pit gates.
Fix: Hediff and mutant abilities not saving cooldown.
Fix: Fleshmass stomach not preventing gut worms letter.
Fix: Colony mechs and ghouls can't be selected in split caravan dialog.
Fix: Modded violent work types disabling ghoul melee skill.
Fix: HediffDef aptitudes displaying as active without Anomaly installed.
Fix: Recluse thoughts not nullified properly by mind numb serum.
Fix: Inhumanized not nullifying childbirth related memories.
Fix: Biofuel refinery accepts dye as organic matter, but it doesn't have any nutritional value.
Fix: Sunlamp light radius inaccurate.
Fix: Error using "Damage until down" method on pawn with shield belt.
Fix: More consistent handling of ActivitySuppressionToggleTooltipDesc and ActivitySuppressionTooltipDisabled translation keys.
Fix: High activity alerts display HP percent.
Fix: Activation inspect pane string has hardcoded "s".
Fix: Inconsistent text 'Start' vs 'Begin' bestowing ceremony.
Fix: Newborn babies can generate with parents' PawnKindDefs startingHediffs.
Fixed some scenarios where skyfallers would drop through mountain roofs.
Fixed some situational issues with creepjoiners leaving after being ghoulified.
Fix: Genes and traits that increase skills on growth moment stack.
Fix: Schematic generation error if only remaining projects are excluded.
Fix: Activity suppression and studying not respecting allowed areas when selecting an interaction cell.
Fix: Some undesired behavior with creepjoiner letters.
Fix: Include common book symbols in book doer rule pack grammar requests.
Fix: Relaxing socially not respecting standard seat reservations.
Fix: Lay down driver sometimes causing errors on load.
Fix: Having "give psylink" debug action on debug palette without royalty active causes errors.
Fix: Deadlife shamblers opening doors.
Fix: Unable to place non downed pawns in a cryptosleep pod.
Fix: Error when entity dies during bioferrite extraction.
Fix: Errors for ghouls without hunger needs.
Fix: Sun/Edge shadows not always drawing if off-screen to the right.
Fix: Tending pawns get medicine after using initial stack even if they have more.
Fix: Security doors count as 2 doors for prisoners, reducing their prison break mtb by 50%. Added informative text explaining that having only security doors in a prison multiplies escape mtb by 110%.
Fix: Error when turning pawn with ideoligion role into a ghoul.
Fix: Harbinger tree provocation not working on ambient horror mode.
Fix: Pawns leaving allowed area to rope animals.
Fix: Luciferium addiction doesn't cause a medical emergency alert when a pawn is deathless.
Fix: "BlockedByRoof" translation key in Royalty instead of Core.
Fix: Scaria isn't removed on shambler resurrection.
Fix: Colony mutants in buildings don't show on the colonist bar.
Fix: Auto activate monolith scenario part doesn't have edit interface.
Fix: Some music sequences ending harshly instead of fading out.
Fix: Luciferium addiction remains on turned mutants.
Fix: Turret packs can replace other turrets when throw misses.
high rated
Justin Wack and the Big Time Hack

Updated to 2.2.0

Looks like the same bug fixes as mentioned here:-

- Fixed a bug that under some circumstances enabled Kloot to get past the guarding agent in the office.
- Fixed a bug that under some circumstances enabled Justin to get past the dodo too early in the game.
high rated
Black Forest Update 2.3

This is the first of a two-part major update to the game. I am re-focussing on the core gameplay and removing elements that distract from it.
That includes the night watch option for villagers and the armoury, weapons and guard posts. The game was always meant to be unique in that you don't have combat as a serious option, and having these elements in the game creates the false impression that this is how you could (or should) defend your village, when it was only ever meant to be a small part of your total strategy.


New building: Barn - you can't build it but most maps come with one set up already. It serves no purpose and is only for decoration (though it does block monster attacks)
New building: Waypost - use it to guide the dynamic paths that some buildings automatically create.
New building: Harvest stuff - a decoration item showing crates, sacks, etc. full of harvested fruits, grain, vegetables. Also added some of these to several maps.
Gameplay change: When a building construction finishes and the building can have people assigned to it, the game will automatically assign workers. No longer do you have useless buildings because you forgot to assign peasants.
removed the armoury and guard post from the buildable items. They will still exist in saved games, but will be removed with the next update
removed weapons from smithy, market, storage and manual
removed archers from the tavern. Rangers and Guardians remain.
Walls have been reworked. More variety with procedural generation and reduced cost in resources and workers.
Known issue: When building a wall with the new wall builder while the game is paused, the wall will show up as if finished immediately, then begin construction when unpausing
Carpenter and Mason will now provide a construction speed bonus to wood and stone walls - 10% per Carpenter/Mason you have.
Steward will now rebuild destroyed walls when you click the "repair walls" button
updated manual and various UI texts to reflect the above changes
Added a small random bonus to wall construction speed just to break it up visually.
Removed the map editor
Small updates to most of the maps
Big update to the Schramberg (and tutorial) map, with new vegetation
Peasant visuals update: Now using tools (hammer, bucket, etc.) when building, digging a new field, harvesting wheat or carrying water
Major update to how Guardians work. They now target monsters directly, emerging from the tavern when a monster is spotted.
Slightly extended the length of the day on maps Castle, Farmstead, Friedmarkt and Ziegwald
Reworked the monster spawn timings to be more interesting and predictable
Loading screen will now show loading progress instead of just pulsating
Context menu will now stay over the building you selected
Several small UI improvements
Balance: Buildings recover their "soak" value slightly faster
Balance: No monster spawns the first two nights on easy levels, or the first night on medium levels
Balance: Increased the score for monsters
Balance: Changed some monster spawnings on some maps, just small adjustments
Balance: Slightly raised the amount of monsters on the doomed map "Calm Village"
Balance: Slightly increased the amount of starting resources on easy maps
Fixed: Kobolds attacking as orcs (damage and log texts)
Fixed: Pathfinding monsters (such as rats and kobolds) should no longer walk through walls in some instances
Fixed: Reduced volume of the chapel bell
Fixed: Smithy sound effect
Fixed: Made sure repairs can never require more resources than the initial construction cost
Fixed: Herbalist should now actually go to the herbalist hut to work
Fixed: Vegetation masks and dynamic paths now show up correctly when loading a game
Translations: Added translations for Tavern UI and option toggles
Translations: Added missing translations for monster spawns and construction completion
Also updated the Unity engine to the latest version, which might fix some bugs and give small performance improvements
high rated
Wildermyth

Updated to 1.16+539 Omenroad Hotfix for Windows, Linux and Mac.

Changelogs from SteamDB:

1.16+538 Omenroad Hotfix

• Terror's Talons ability now allows moving unit in any direction
• Added "stunts" to Omenroad results screen
• Can now click Peril button to make peril and odes screen stay up
• Can now view character sheets on nodemap by pressing back button on controller
• Thuuedra Fling ability now always shows on ability bar
• Adjusted some npcs to not spawn with combat modifiers
• Wolves can no longer lunge while pinned
• His One True Knife can now use teleport ability when hidden
• UI spacing adjustments, especially for smaller resolutions using "Bigger" UI size and translations; improved dialogs include Odes selection, in-game Peril + Odes view, results screen
• Fixed bug where Wisdom showed Omenroad text in all cases
• Fixed bug where A Walk in the Unlight page 1 capstone plot heroes could end up with negative health after being maimed
• Fixed bug where "The Artist" portrait achievement couldn't be unlocked
• Fixed bug where defeating Malthides wouldn't unlock item and achievement
• Fixed bug where saving a game during a comic after a choice but before a mission starts would result in an endless "Constructing mission" message on load
• Fixed bug where Beguiling Fanatic map would end before collecting rewards
• Fixed bug where ability shrine choice popups showed level up stats
• Added another fix for Starwing causing a crash
• Several German and Chinese translation fixes
• Typo fixes, various comic adjustments

1.16+539 Omenroad Hotfix

• Phantasmal Step no longer blocks turn end
• Fixed bug where subtracting an Ode down to zero could still allow that Ode
• Fixed bug where Abjure "deafened" effect wouldn't actually reduce enemy damage
• Fixed bug where max enemies killed in one turn wasn't always counted correctly
• Another fix for Starwing crash bug
• German translation updates
avatar
(ø,ø): Wildermyth

Updated to 1.16+539 Omenroad Hotfix for Windows, Linux and Mac.

Changelogs from SteamDB:

1.16+538 Omenroad Hotfix

• Terror's Talons ability now allows moving unit in any direction
• Added "stunts" to Omenroad results screen
• Can now click Peril button to make peril and odes screen stay up
• Can now view character sheets on nodemap by pressing back button on controller
• Thuuedra Fling ability now always shows on ability bar
• Adjusted some npcs to not spawn with combat modifiers
• Wolves can no longer lunge while pinned
• His One True Knife can now use teleport ability when hidden
• UI spacing adjustments, especially for smaller resolutions using "Bigger" UI size and translations; improved dialogs include Odes selection, in-game Peril + Odes view, results screen
• Fixed bug where Wisdom showed Omenroad text in all cases
• Fixed bug where A Walk in the Unlight page 1 capstone plot heroes could end up with negative health after being maimed
• Fixed bug where "The Artist" portrait achievement couldn't be unlocked
• Fixed bug where defeating Malthides wouldn't unlock item and achievement
• Fixed bug where saving a game during a comic after a choice but before a mission starts would result in an endless "Constructing mission" message on load
• Fixed bug where Beguiling Fanatic map would end before collecting rewards
• Fixed bug where ability shrine choice popups showed level up stats
• Added another fix for Starwing causing a crash
• Several German and Chinese translation fixes
• Typo fixes, various comic adjustments
https://minimilitiamodapk.com/
avatar
(ø,ø):

1.16+539 Omenroad Hotfix

• Phantasmal Step no longer blocks turn end
• Fixed bug where subtracting an Ode down to zero could still allow that Ode
• Fixed bug where Abjure "deafened" effect wouldn't actually reduce enemy damage
• Fixed bug where max enemies killed in one turn wasn't always counted correctly
• Another fix for Starwing crash bug
• German translation updates
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(ø,ø):
high rated
Justin Wack and the Big Time Hack

Updated to 2.2.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Minding the Garden 05-25

• Fixed some scaling issues in the menus
high rated
AI War 2

Updated to 5.601

Changelog from the developer's website:

5.601 More Sidekick
(Released May 25th, 2024)

Dyson Sidekick

• Saves will be broken in the next patch for the Dyson Sidekick Mod
• Updated the entity names of the DS Neinzul units
• DS Wisps are now fortified 25% (reduces damage to it to x% of its HP)
• DS Harpies now take reduced damage from distant targets
• Added the Manticore to the DS Neinzul. Medium Frigate Cap (6). Cloaked with burst fire attack and Quill-Youngling launcher. Returns to cloaking between firing
--Manticore Quills: A deadly melee Youngling launched by the Manticore. Ignores most crowd control effects and takes reduced damage from distant sources.

Dark Zenith Sidekick

• The Nadir will now get Spawners as well. Spawners will create some low-tier Nadir ships
--Spawners can be destroyed for science, but also hacked to generate DZ resources (Octiron, Thaumite, etc). These resources go on the flagship, and can be deposited at epistyles with a hack

• There's now a new form of DZ flagship that can be claimed, these focused on healing

• DZ Sidekicks flagships now upgrade a bit more cheaply
high rated
Tunguska: The Visitation

Updated to 1.83-6_1

Changelogs from SteamDB:

Update 1.83-6 Patch Notes

• In this patch I'm beginning the migration of save game format from binary to JSON. This is because the .Net binary serialization that I've been using is going obsolete, so I must move to a newer format. You will see new .json save game files being generated as you play the game. You can actually modify these files with a text editor, but be sure to save a backup. Note that due to the fact that JSON format is text based, the save game files will be much bigger than the binary format.

Please let me know if you notice any problems with loading the game, since the format change required quite a lot of change to the code.

• Added in-game options to adjust grass render distance and density. You can lower these settings for slightly higher frame rates.

• Added a cheat code to generate a custom NPC into the game for your entertainment. You can actually write your own dialogue file with simple quest scripting. Later I will write a guide on Steam community to explain how to use it:

https://steamcommunity.com/sharedfiles/filedetails/?id=3255383110

Quick Bug Fix

There's a bug caused by 1.83-6, where your serum boost wasn't properly loaded and it causes your character stats to set to 0. After installing this new update which fixes this bug, please delete any .json file previously created and load the game.
high rated
The Thaumaturge

Updated to 0.0.72719_ship_20240524_000922 (Galaxy & Offline Installer)

Changelog from SteamDB:
Polish dubbing now available!

Hello everyone,
We couldn't be more excited to introduce the latest Patch 1.1 for The Thaumaturge which, among other things, adds one of the most requested features - a full Polish dubbing!

Listen to the new Polish voices

To maintain the Slavic flavor of The Thaumaturge's narrative, Polish voice actors recorded the English dialogues, and the same actors have reprised their roles for the Polish dub of the game. With writing taking full advantage of the realities of the Warsaw setting, using the period vocabulary and expressions that are no longer in today’s everyday speech, The Thaumaturge with Polish voice-over gives its players an even more immersive and true-to-life experience.

Below's a list of all improvements that come with the latest Patch 1.1.

Overall Stability and Steam Deck improvements:

• Added an option to tweak Community Density which should reduce CPU load;
• Added Screen Resolution Percentage option for ability to further tweak graphics options;
• Added an option to tweak Volumetric Clouds to improve performance;
• (Steam Deck) Major optimization changes to achieve stable performance on Steam Deck;
• (Steam Deck) Reduced number of community to improve performance in problematic areas;
• More improvements to overall stability that should reduce instances of random crashes.

General issues and improvements:

• Added support for controller vibration;
• Postcard from Łódź now has a proper picture;
• Fixed the issue where opening tutorial list as soon as tutorial screen appeared resulted in an unresponsive state;
• Fixed the issue with black screens sometimes displaying instead of tutorial videos;
• Fixed the issue where rapidly switching between different UI tabs led to lighting change;
• Fixed the issue where it was possible to move character while the game was paused;
• Fixed the issue where Undo Changes option was not functional;
• Fixed the issue where some quests were missing hyperlinks to corresponding districts in Journal;
• Fixed the issue where notification about the ability to tame Salutors was not intractable;
• Fixed the issue where highlighting an ally in combat incorrectly showed the most effective Salutors against the ally;
• Fixed the issue with missing certain community at Port Praski location;
• Fixed the issue where part of UI on the far right could be cut off during certain combat encounters;
• Fixed the issue where interaction prompt did not disappear upon interacting with a pawn shop readable at Powiśle location;
• Fixed the issue where new entries for Points of Interest and Urban Secrets quests could not be accessed with a controller;
• Fixed the issue with lighting changes when at barbers’;
• Fixed instances of missing translations;
• Improvements for animations and clipping issues across multiple scenes;
• UI improvements;
• Navigation improvements;
• Collision improvements.

Quest related issues:

• Fixed the issue where multiple clicks on clues that triggered dialogues could have led to a blocker during certain quests;
• Fixed the issue where manipulation option could become unresponsive after completing Upyr’s Vision in the same persistent;
• Fixed the issue where one of the objective could not be completed if the player completed it beforehand during The Reptilian Bash main quest;
• Fixed the issue where The Price of Friendship quest could remain active despite being completed which could have led to black screen if Player interacted with Voronin again;
• Fixed the issue where player could see out of boundaries when defeating enemies during All our Curses main quest;
• Fixed the issue with redundant copy of quest NPC remaining after completing Veiled with Holiness side quest beforehand;
• Fixed the issue where trail to Powązki Cemetery viewpoint appeared only when in close proximity to the cemetery;
• Fixed graphical issues that could occur with certain NPC spawns in The Mermaid City's Son main quest;
• Fixed the issue where there was a conversation with the bookmaker missing after making a bet during To Dust, You Shall Return main quest;
• Fixed the issue with the logic of a certain dialogue in The Story of One Lecture side quest that did not take into account a completion of Cognitive Function side quest;
• Fixed the issue where background was missing in a fight with burglars during What We Leave Behind main quest;
• Fixed the issue where community did not disappear and remained during combat in They’re Alive side quest;
• Fixed the issue where redundant Bukavac model persisted if combat was invoked despite manipulation being available during Bastards of the Night main quest;
• Fixed the issue where quest marker did not appear until in close proximity to Czesław in Higher Education side quest;
• Fixed the issue with missing trail for “Talk to Chajat and Feldman” objective after certain steps in All Our Curses main quest;
• Fixed the issue with misleading trail during Dangerous Friends main quest if objectives were completed in certain order;
• Fixed the issue where lighting became corrupted upon skipping certain dialogue during A Rod for the Hero side quest;
• Fixed the issue with incorrect sign being displayed when manipulating Mieczysława in They’re Alive side quest;
• Fixed the issue with missing VO line during Close to the Apple Tree main quest;
• Fixed the issue where Player could interact with candles for the second time during They’re alive side quest;
• Fixed the visible gap in the ground during dialogue with Abaurycy in Here We Go Again side quest;
• Fixed the issue with incorrect lighting in some scenes in To Dust, You Shall Return main quest;
• Fixed the issue with incorrect information described in Journal about certain decisions in Here We Go Again side quest;
• Fixed the issue with redundant Wiktor’s chats about telephone ringing during The Mermaid City's Son main quest;
• Fixed issues with Wiktor’s incorrect face models during certain epilogue;
• Fixed the issue where redundant area map pin remained during All Our Curses main quest;
• Fixed the issue with missing link in the Journal about certain conclusion in The Mysteries of Faith main quest;
• Fixed the issue with redundant The Mysteries of Faith main quest being active when it should not later in the game;
• Fixed the issue with a redundant objective trail in the dungeon during To Dust, You Shall Return main quest;
• Fixed the issue where Player could repeat the same dialogue option in Front Page side quest;
• Fixed the issue with duplicated icon to Javier’s barge on map and mini map during To Dust, You Shall Return main quest;
• Fixed the issue where objective was not automatically tracked after obtaining The Story of One Lecture side quest;
• Fixed the issue with redundant icon for Property Deeds clue in Children of Satan main quest;
• Fixed the issue where autosave for a combat encounter in Front Page side quest was missing location name;
• Fixed the issue where one of the crucial lines in dialogue was not marked accordingly during Front Page side quest;
• Fixed the issue where two of the dialogue lines during Front Page side quest could be repeated endlessly;
• Fixed the issue with incorrect trail leading to Wanda during certain objective in Dangerous Friends main quest.

Take care,
Fool's Theory and 11 bit studios