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Syphon72: Both versions Hero's Hour got update. Anyone know what got updated?
Hero's Hour

Updated to 2.7.2b

Changelog from Steam:

v2.7.2b CHANGE LOG

ADJUSTMENTS:

• Changed Pain Aura so it now actually doubles damage taken in combat instead of applying a -50% rallying aura. This is also a nerf
• Now the game remembers the last picked map so when exiting a map and opening the New Game menu, it automatically selects the last picked map
• Added a slight bit of variability in the power of Potent Soul, making it so that a unit such as the Shadeamander now sometimes will be able to resurrect units it previously would not because they were just beneath the cost threshold
• When several heroes are dead, the Tavern will now offer the highest level hero first, instead of the order being random and potentially different when saving and reloading
• Changed the code so the gold spawned after a battle always is spawned by the feet of the victorious player
• Standardised outcomes for gold spawned after combat
• Bloodwarping now scales better for rank II and rank III, to offset the difficulty of ranking it up as a subskill
• Torblok now has Bearguards as unit for players without Rogue Realms instead of Militia
• Creativity can no longer offer Infest, Tinker, Exploitation or Crystal Assembly for players who do not own the RR DLC
• Adjusted the power of the Reap spell down by about 20%

MAP GEN:

• Made sure the "Check Missing Coastal" subroutine during map generation does not only work for docks placed automatically, but also for docks in forcelists or docks in map elements
• Made sure the "Check Critical Failure" subroutine also activates to restart map generation in case a map-element-created structure is not possible to be placed on the map
• Readjusted the placement of map cells during map generation to make them slightly better spread across small maps
• Readjusted the code for connecting cells to make it more accurately connect cells supposed to connect together together
• Fixed a bug that would sometimes allow the rare sea town to be generated on the bottom edge of the map, leaving an inaccessible town
• Adjusted map generation to make it less common that part of areas aren't connected such as on maps like Mare Nostrum
• Reduced time before giving up on clear-pathing to objects
• Adjusted placement of water encounters to avoid cases where some of the resources would end up being placed on the coastline
• Fixed Order units spawning at sea for players playing without the RR DLC on some maps

BUG FIXES:

• Fixed a bug preventing AI from using Monuments correctly, leading to the AI not being able to play maps like Exile correctly. This should also make the AI slightly stronger on other maps by more effectively being able to use the offered map opportunities
• Fixed a bug that made the Underdog skill prevent heroes from bringing in single-battle entourage units
• Fixed a bug that made the Underdog skill sometimes calculate the relative difficulty of a fight differently than the overworld difficulty estimation
• Made sure the AI won't cast Regroup! at random
• Fixed Cult Recruiter being able to convert heroes
• Banditry will now give Mercenaries if the player does not own the Rogue Realms DLC. This is a temporary work-around until a more appropriate solution can be implemented in v2.8
• Reworded the Skirmish achievements to detail which Skirmish had to be fought to get them
• Turn Living can now no longer affect Hexed units
• Fixed several players starting as Random Rogue on the same map always ending up as the same hero
• Fixed minor typos in map descriptions
• Fixed only a single Raffe Rest getting restored even if the hero had picked up several Raffes before entering battle
• Reworded the Industrial Smithy perk to better reflect its effect
• Fixed units with Lash sometimes standing too far away to hit their intended target, making it look like they repeatedly miss their opponent
• Temple of War now ranks up Grudge/Soul of the Earth for Stonemasons/Runecarvers even if they do not already know Grudge/Soul of the Earth
• Heroes with a high number of warmachines will now have the icons for said warmachines resized instead of the list overflowing in the army overview UI
• Fixed tooltips getting cut off at the top of the screen with screen resolution aspect ratios far from 16:9
• Fixed an issue where buildings placed on the top row of tiles of the map would sometimes not draw their sprite
• Fixed a visual glitch related to Gold Veins which would be obscured by the terrain features when saved and reloaded
• Added a maximum distance for casting Gold Digger (24 tiles)
• Fixed Patience achievement not working when playing in other languages than English
• Fixed an exploit allowing you to start as any hero while using the Arcane town
• Fixed a bug related to Entourage units being sent as reinforcements
• Fixed a nerf for Coil of the Dead for Life Reapers not working as intended
• Fixed certain Adventure Map buildings not registering being discovered when touched
• Fixed the Scrying achievement not unlocking correctly
• Fixed a bug that would make the After Combat results page show the wrong numbers if attacked by the AI during their turn
• Fixing an issue with enemy AI, making it sometimes avoid good possibilities because the AI would think it had to fight its own armies to get to places
• Fixing an issue with the AI where it sometimes would correct for the danger of a nearby enemy several times when picking a goal
• Fixing a bug that made the AI move one tile less far for every 50 potential goals it was thinking about reaching, potentially locking heroes out of moving altogether on very large maps
• Fixed a bug that made Ritual of Power not give XP in case you had too few units for a full levelup
• Fixing evolution turning high-tier units into lower tier units
• Doppelgangers spawned at sea now have boats. When they leave the water, their boat disappears
• Fixed the Legend set and similar artifact set bonuses naming the unupgraded unit but creating the upgraded unit
• Fixed Blight Monstrum being considered a Draconic unit for players not owning the RR DLC, as well as some other strange unit living assignments for boss units, such as the big dragons being beasts
• Fixed Forlorn Cloister only keeping a single artifact post transformation
• Fixed the non-DLC version loading and then just hiding the DLC maps, instead of not loading the DLC maps at all
• Fixed achievement "God" only being granted when the hero ranks up a skill during level-up, thus becoming impossible in v2.7
• Fixed a bug that made the Haberdashery crashed when using two times by the same hero
• Fixed a typo in Morale's tooltip

MODDING:

• Added Raffe Rest as a building placeable in the tilemap editor
• Hero Replacement mods will now keep the default hero rarity modifier, allowing changing hero portraits for alt heroes and still keeping their town dwelling replacement mechanic
• Added a new Hero mod tag "Replace Town Dwelling" to mimic the function of normal alt heroes to replace the town dwelling with their unit
• Fixed "endai" variable only toggling off part of the AI code
• The "endai" variable can now hold any number, and it will turn off ai for 10 frames for each 1 value it has
Post edited January 08, 2025 by (ø,ø)
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.7.24

Changelog from SteamDB:

Patch 1.7.24 kicks off the new year with a handful of bug fixes

Here is the first patch of the new year! We are getting back into the groove of weekly updates. This week there are only a handful of bug fixes. For next week we plan to keep improving the tutorial area in the Haven.

Bug Fixes

• Save games automatically recover if the game crashes in the game over screen after you died.
• Ropes cannot be duplicated on spots where you can climb down, but cannot climb back up again.
• Repairs a missing rumor text (“tiding.triava.kaban”).
• The quest to claim a keep is no longer offered when you arrive at a keep. You must commit to such a quest with a clan leader.
• When a game is restored lingering quest data is removed more effectively.
• The map reflects the possibility of picking up quests at adventure sites more accurately.

We wish you all a wonderful and adventure-filled 2025!
avatar
Syphon72: Both versions Hero's Hour got update. Anyone know what got updated?
avatar
(ø,ø): Hero's Hour

Updated to 2.7.2b

Changelog from Steam:

v2.7.2b CHANGE LOG

ADJUSTMENTS:

• Changed Pain Aura so it now actually doubles damage taken in combat instead of applying a -50% rallying aura. This is also a nerf
• Now the game remembers the last picked map so when exiting a map and opening the New Game menu, it automatically selects the last picked map
• Added a slight bit of variability in the power of Potent Soul, making it so that a unit such as the Shadeamander now sometimes will be able to resurrect units it previously would not because they were just beneath the cost threshold
• When several heroes are dead, the Tavern will now offer the highest level hero first, instead of the order being random and potentially different when saving and reloading
• Changed the code so the gold spawned after a battle always is spawned by the feet of the victorious player
• Standardised outcomes for gold spawned after combat
• Bloodwarping now scales better for rank II and rank III, to offset the difficulty of ranking it up as a subskill
• Torblok now has Bearguards as unit for players without Rogue Realms instead of Militia
• Creativity can no longer offer Infest, Tinker, Exploitation or Crystal Assembly for players who do not own the RR DLC
• Adjusted the power of the Reap spell down by about 20%

MAP GEN:

• Made sure the "Check Missing Coastal" subroutine during map generation does not only work for docks placed automatically, but also for docks in forcelists or docks in map elements
• Made sure the "Check Critical Failure" subroutine also activates to restart map generation in case a map-element-created structure is not possible to be placed on the map
• Readjusted the placement of map cells during map generation to make them slightly better spread across small maps
• Readjusted the code for connecting cells to make it more accurately connect cells supposed to connect together together
• Fixed a bug that would sometimes allow the rare sea town to be generated on the bottom edge of the map, leaving an inaccessible town
• Adjusted map generation to make it less common that part of areas aren't connected such as on maps like Mare Nostrum
• Reduced time before giving up on clear-pathing to objects
• Adjusted placement of water encounters to avoid cases where some of the resources would end up being placed on the coastline
• Fixed Order units spawning at sea for players playing without the RR DLC on some maps

BUG FIXES:

• Fixed a bug preventing AI from using Monuments correctly, leading to the AI not being able to play maps like Exile correctly. This should also make the AI slightly stronger on other maps by more effectively being able to use the offered map opportunities
• Fixed a bug that made the Underdog skill prevent heroes from bringing in single-battle entourage units
• Fixed a bug that made the Underdog skill sometimes calculate the relative difficulty of a fight differently than the overworld difficulty estimation
• Made sure the AI won't cast Regroup! at random
• Fixed Cult Recruiter being able to convert heroes
• Banditry will now give Mercenaries if the player does not own the Rogue Realms DLC. This is a temporary work-around until a more appropriate solution can be implemented in v2.8
• Reworded the Skirmish achievements to detail which Skirmish had to be fought to get them
• Turn Living can now no longer affect Hexed units
• Fixed several players starting as Random Rogue on the same map always ending up as the same hero
• Fixed minor typos in map descriptions
• Fixed only a single Raffe Rest getting restored even if the hero had picked up several Raffes before entering battle
• Reworded the Industrial Smithy perk to better reflect its effect
• Fixed units with Lash sometimes standing too far away to hit their intended target, making it look like they repeatedly miss their opponent
• Temple of War now ranks up Grudge/Soul of the Earth for Stonemasons/Runecarvers even if they do not already know Grudge/Soul of the Earth
• Heroes with a high number of warmachines will now have the icons for said warmachines resized instead of the list overflowing in the army overview UI
• Fixed tooltips getting cut off at the top of the screen with screen resolution aspect ratios far from 16:9
• Fixed an issue where buildings placed on the top row of tiles of the map would sometimes not draw their sprite
• Fixed a visual glitch related to Gold Veins which would be obscured by the terrain features when saved and reloaded
• Added a maximum distance for casting Gold Digger (24 tiles)
• Fixed Patience achievement not working when playing in other languages than English
• Fixed an exploit allowing you to start as any hero while using the Arcane town
• Fixed a bug related to Entourage units being sent as reinforcements
• Fixed a nerf for Coil of the Dead for Life Reapers not working as intended
• Fixed certain Adventure Map buildings not registering being discovered when touched
• Fixed the Scrying achievement not unlocking correctly
• Fixed a bug that would make the After Combat results page show the wrong numbers if attacked by the AI during their turn
• Fixing an issue with enemy AI, making it sometimes avoid good possibilities because the AI would think it had to fight its own armies to get to places
• Fixing an issue with the AI where it sometimes would correct for the danger of a nearby enemy several times when picking a goal
• Fixing a bug that made the AI move one tile less far for every 50 potential goals it was thinking about reaching, potentially locking heroes out of moving altogether on very large maps
• Fixed a bug that made Ritual of Power not give XP in case you had too few units for a full levelup
• Fixing evolution turning high-tier units into lower tier units
• Doppelgangers spawned at sea now have boats. When they leave the water, their boat disappears
• Fixed the Legend set and similar artifact set bonuses naming the unupgraded unit but creating the upgraded unit
• Fixed Blight Monstrum being considered a Draconic unit for players not owning the RR DLC, as well as some other strange unit living assignments for boss units, such as the big dragons being beasts
• Fixed Forlorn Cloister only keeping a single artifact post transformation
• Fixed the non-DLC version loading and then just hiding the DLC maps, instead of not loading the DLC maps at all
• Fixed achievement "God" only being granted when the hero ranks up a skill during level-up, thus becoming impossible in v2.7
• Fixed a bug that made the Haberdashery crashed when using two times by the same hero
• Fixed a typo in Morale's tooltip

MODDING:

• Added Raffe Rest as a building placeable in the tilemap editor
• Hero Replacement mods will now keep the default hero rarity modifier, allowing changing hero portraits for alt heroes and still keeping their town dwelling replacement mechanic
• Added a new Hero mod tag "Replace Town Dwelling" to mimic the function of normal alt heroes to replace the town dwelling with their unit
• Fixed "endai" variable only toggling off part of the AI code
• The "endai" variable can now hold any number, and it will turn off ai for 10 frames for each 1 value it has
avatar
(ø,ø):
That was bigger update than I thought. Thank you.
high rated
Endzone 2 (Early Access)

Updated to 0.8.9139.27297 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotifx | V 0.8.9139.27297 #58738bdcd

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

FIXED

Expeditions: Fixed cause of a freeze when starting a new expedition.
Traders: Trader missions that want the player to pickup something from a ruin are now checked correctly in the UI.
Traders: Minimap pings of trader missions are now correctly toggled when started/finished.
Missions: Fixed goals not updating correctly in mission window.

Your Teams from Gentlymad & Assemble | 0.8.9139.27297 #58738bdcd
high rated
Neverwinter Nights: Enhanced Edition


Hello again Neverwinter Nights players!

This release was developed for personal enjoyment and out of goodwill for our fellow players and creators by unpaid software engineers from the NWN community:

- clippy, Daz, Jasperre, niv, shadguy, Soren, tinygiant, virusman

With thanks to:

Cormyr Dalelands players and staff for testing this build and providing invaluable feedback.
Thomas Dubier at Synacktiv for vulnerability reports.
All NWN authors and players keeping this game alive. <3


You are cordially invited to join the NWN community developer Discord, here: https://nwn.beamdog.net/discord/

Key Features

Multisample anti-aliasing and anisotropic filtering now built in
Tracy profiler with an extensive collection of instrumentation points now compiled in and available to all players and server admins
Many new NWScript functions
New logging framework
Major networking code improvements
Major performance improvements
Script compiler improvements from the open-source release
Toolset quality of life improvements


Tracy documentation can be found here: https://nwn.wiki/display/NWN1/Tracy

See https://nwn.beamdog.net/docs/ for the full list of over 100 changes.
high rated
Brigand: Oaxaca

Version 15.3

Fixed some minor bugs thanks to Wick, iakampa, and zf13448. The biggest annoyance was the dialogue window not aligning properly on high resolutions with large font (now fixed). Also, restless loa are now automatically concealed when they spawn.

If you haven't already, please help get Brigand to 500 Steam reviews so it will get more visibility. Thank you.


Complete list of changes:


SOURCE:

-Fixed bug on high resolutions with large font where text wasn't properly aligned with window.


SCRIPTS:

-Restless Loa are now automatically concealed as soon as they are spawned (INIT script).
-(PANAMA) Clams only give pearls in PANAMA story now, to prevent variable bugs in other stories.
-(PANAMA) Osito now tells you about the waterfall being haunted at "midnight" (instead of just "night").
-(PANAMA) Added window that says main objective failed if Bella or Cherub are killed before Ch.2 in PANAMA story.
-(NIGHTMARE) Invisible boxes now spawn in NIGHTMARE to block off shortcuts on Freeway 175 and South of Pochutla maps.
-Fixed final typo of all time (thanks to iakampa on Discord).
high rated
Stoneshard

Updated to 0.9.1.15 for Windows and Linux.

Changelog from SteamDB:

Hotfixes 0.9.1.12-0.9.1.14 - Changelog

• Fixed the issue with the system for background contract completion that wasn’t functioning as intended in previously unvisited settlements. Increased the rate of successful background contract completion.
• Further adjusted heavy armor stats: slightly reduced the penalties and increased the Protection values.
• Increased the rate at which Repair Kits lose effectiveness when attempting to fix moderately and heavily damaged equipment.
• Potentially fixed the issue with enemies using their “Dash” from extremely long distances.
• Fixed “Disengage” granting a penalty to Magic and Nature Resistance to characters with negative Dodge Chance.
• Fixed “Revelation: Losses” ignoring the use of some consumables.
• Fixed the bug allowing enemies to counter melee attacks from a tile away (mostly as a result of being knocked back on the same turn).
• Fixed the bug allowing free attacks against enemies while they use “Sic!”, “Onslaught”, and “Hooking Chop”.
• Fixed the issue with some supposedly fire-resistant items being burnable.
• Fixed “The Real Treasure AND The Friends We Made” achievement requiring only one artifact instead of three.
• Fixed the “Trapped Entrance” Condition sometimes failing to actually block the dungeon’s exit.
• Fixed Brynn Craftsmen not having a Markup on their Repair Prices. Slightly reduced Darrel’s Markup.
• Fixed Bears and Bisons using incorrect icons for Injuries.
• Fixed “Sprint Training” not affecting the Range of NPCs’ Charge skills.
• Fixed the hover of NPCs’ “Dash” displaying incorrect Range.
• Fixed the bug causing enemies to act twice when attacking them with “Flurry of Strikes” while under the effect of “Enough for Everyone”.
• Fixed the “red hand” icon disappearing from stolen items when placing them in Coin Purses.
• Fixed “Unyielding Defence” not granting a stack of “Elusiveness”.
• Fixed the issue causing enemies to not lose their “Elusiveness” stacks.
• Fixed the incorrect duration and number of stacks of “Elusiveness” after reapplying it on top of the already active effect.
• Fixed the issue with spellcasting still being treated as a crime inside settlements even when targeting enemies.
• Fixed the bug preventing the Rotten Willow contracts from increasing Brynn Reputation.
• Added a minimum threshold for Max Energy.
• Fix the bug with duplicating artifacts, this time for certain.
• Fixed a number of dialogue-related crashes.
• Fixed the incorrect Agility scaling of some Ranged Weapons skills.
• Removed the possibility of bringing enemies to the Manticore arena.
• The Ancient Troll is no longer hostile towards Young Trolls.
high rated
The Dark Eye: Chains of Satinav

Updated to 3.0.351.5509 (Galaxy & Offline Installer)
Mac version added (Galaxy)

Changelog from SteamDB:
Patch 3.0.351.5509

• Fixed videos on linux
• Fixed videos on mac
• Fixed a rare crash when loading an old savegame
• Fixed a rare crash when starting the game
• Fixed an issue that caused flickering fonts on steamdeck
• Fixed an issue that prevents unlocking picture 6 and 7 in the extras menu (you have to progress through the game or load/continue a late savegame to get them unlocked)
• Fixed an issue that caused no interaction possible when skipping to fast in first cutscene
• Fixed an issue that caused Gleeman not clickable
• Fixed missing dialog when talking to Gram
• Fixed an issue near the end of the game (no spoiler here)
• Removed Visionaire Configuration Tool from starting options

The Visionaire Configuration Tool was made as a little helper for technical issues many years ago. Most of the settings are handled ingame or by the engine itself now. As the tool is not needed anymore for daily use, we decided to remove the tool from the starting options and just keep it in the local game files.
high rated
Endzone 2 (Early Access)

Updated to 0.8.9140.27121 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix | V 0.8.9140.27121 #ac26fc1ce

Survivors!

today we release a small hotfix consisting of bugfixes and stability improvements.

FIXED

Traders: Fixed error that occurred when timer of "finish trader quest" dialog runs out without user interaction.
Minimap: Electricity-button underneath minimap is no longer highlighted when tutorial wants player to create a trade route

Your Teams from Gentlymad & Assemble | 0.8.9140.27121 #ac26fc1ce
high rated
Northgard

Updated to 3.6.28.40864 (Galaxy & Offline Installer)

Changelog from Steam:
Patch notes for 09/01/2025

v.3.6.28.40864

Bugfixes

Cross of Vidar - Fixed multiple spawn of Advisor when starting a mission
Cross of Vidar - Fixed torch not working when loading a save or checkpoint in mission 6 (If you have a save on that mission, you'll need to restart it for the fix to work)
Turtle - Fixed infinite villager spawn when the Town Hall tile is under attack
Wolf - Fixed Plunder healing military unit when an ally tile is decolonized
Bifrost - Fixed reward not showing the same on objective tiles for all players
Bifrost - Fixed invite button clickable even if no slot were up
Hounds - Fixed Berserker not counted as a Warchief in Age of Vampire conquest mission
Hounds - Fixed convert cost when sending more than 2 villager fight
Conquest - Lynx and Kaïja can be summoned from Shaman camp in Age of Vampire conquest Mission
Achievement - Fixed Megastore not being unlocked by other clan
Bifrost - Fixed portal objectives reappiring when done once (may not affect saves from previous version of the game)
Menu - Fixed issues due to the Expeditions tab of the main menu

Known Issues

Localisation - Missing some localisation
Menu - Crashes when opening the multiplayer tab may still happens (investigating for next patch)
misc - Previous Known issues not mentioned here
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.92

Changelog from SteamDB:

La Zone En fran&ccedil;ais! Also, Regarding Language Support

French Translation

Much thanks to these kind folks who have worked tirelessly, French localization is now available! :)

s_e_b_87
Ricorama
Tixije

Thank you so much!

Tunguska has a staggering 70,000+ word count (sometimes I hate myself for writing so much, haha) in dialogues, journals, notes, books, item descriptions, and UI elements, translating it to any languages is a colossal effort. With the help from our community, Tunguska is now available in eight languages!

Of course, if you notice any issues with the French translation, please let me know. I tested it as much as I can and made corrections/improvements, but I have only learned French for one semester 15 years ago in college :) And then I tried to survive in Paris for 3 days while speaking French only. Between getting drunk and passing out in the Louvre, and missing the flight home, I think it went pretty well :P

Future Language Support?

To be honest, supporting eight languages is already driving me crazy, even if all the translation work is already done. I have to do a lot UI adjustments to fit the text in, a lot of testing to find errors and bugs, and then whenever I make any little changes to the game, I have to duplicate this change across all the languages, AND test each one of them... I think I'm pretty much at the top of my capacity now, because I'm now starting to work on the sequel, and really don't have much spare time to expand Tunguska 1 further.

But I would really appreciate if folks who need new languages can understand my challenges. I don't ever say never when it comes to feature requests, so even if I say I can't support more languages right now, it doesn't mean I won't ever. I just have to let God decide when the time comes. So if you would like to suggest me to include another language, please open a thread in the community forum, and see how many players will follow and bump it. That's basically how we achieved French and German localization! This really is the best way to drive feature request with any developers, not by leaving negative reviews to force me or blackmail me.

Although many AAA companies might not care about their reviews (after all they just want the profit), for us indie devs, the review score mean everything to us. We work very hard to listen to the feedback and implement any improvements requested, hoping to raise and keep the score we achieved. Nothing devastate us more than getting unfair negative reviews.

Thank you for your support always :)
high rated
Some updates that, to the best of my knowledge, have not already been mentioned:

GAMES
======

Tavern Master
2.0.2_(69418) -> 2.2_(64bit)_(79114)

The Dungeon Of Naheulbeuk: The Amulet Of Chaos
1.6_27_47881_(64bit)_(76857) -> 1.7_51_47889_(64bit)_(78279)

Caves of Lore
1.7.0.1_(77608) -> 1.7.2.0_(79006)

Songs of Conquest
1.4.10_967940f7ee_3002_(78614) -> 1.4.11_a56e2e9ed1_3013_(78972)

Biped
1.6_(39586) -> 2.5_(78087)

DEMOS
======

Craftomation 101 Demo
0.85.7_(77918) -> 0.87.3_(78755)

Crystal Project Demo
1.6.2.0_(64bit)_(77804) -> 1.6.3.0_(64bit)_(79056)
high rated
The Dark Eye: Chains of Satinav

Updated to 3.0.351.5510 (Galaxy - Windows, Mac & Offline Installer - Windows)

Changelog from SteamDB:
Hotfix #1 for Patch 3.0.351.5509

• Fixed unlocking extras picture 6 and 7 when loading a late game savefile
• Hopefully fixed an issue near the end of the game
high rated
Parkitect

Updated to Version 1.11c (Galaxy & Offline Installer)

Changelog from SteamDB:
1.11c Update

This months update contains the following changes:

Version 1.11c:

• added a way for mods to store data per object in savegames
• fixed a single guest was spawning immediately whenever a savegame was loaded

December 2024 Build Challenge Results

There were so many amazing submissions this time that we just had to pick a few more than usual - here are the winning entries:

These workshop items are now included as default blueprints in the game

Cookie Corner

Approximate Cost: ~$1,675.38

+++

Turkey Leg Tavern

Looking to satisfy guest hunger on your medieval map? Download the Turkey Leg Tavern, perfect for those hungry peasants & Happy Co. Royalty!

Approximate Cost ~ $2,237.39

+++

Diplomatic Ministry

Approximate Cost: ~$2,533.17

+++

Tokyo Tea Garden

Includes Bubble Tea, Chinese Food and Toilet

Approximate Cost: ~$2,691.79

+++

Gazebo (for + path junction)

Approximate Cost: ~$1,460.09

+++

Just a Rest Room

Approximate Cost: ~$567.12

+++

Happy Taco

Approximate Cost: ~$2,618.27

+++

PUTT PUTT KING mini golf

Approximate Cost: ~$4,596.20

+++

Coaster's Drive-In

This restaurant is closely based on the one at Knott's Berry Farm in Anaheim, California. I didn't even realize when coming up with the idea, that there are several of these in different parks around the States. This is a happy accident because it means more of you will know it and be able to enjoy it! When looking up pictures, I discovered the other ones and love that they have some insane 40's and 50's cars parked out front; so I added a couple to mine.

It is as close to scale as I could get it, with the in-game one being slightly smaller. I put my own twist on it to keep it unique for the challenge including: slight changes to the lights, window design, and pink trim around the top. It was a lot of fun figuring this one out and decorating it!

Thanks for looking!

Approximate Cost: ~$5,878.80
100% Generic Scenery

+++

Cosy Cafe (with Vending Machine and Toilet)

Approximate Cost: ~$940.99

+++

Drinks at the Sunset Deck

Welcome to the Sunset Deck! This tropical rooftop bar features a Soft Drinks, Ice Cream and Juices on our upper level, plus Burgers, Snowcones, Hot Dogs and a T Shirt shop at ground level. This area includes benches, trash bins, decorations, and lighting for your guests convenience. Parkitects looking to expand will find two additional shop stalls on the side of the building, and designated areas for both a supply depot and staff room in the building's interior. All contained within a tight 5x9 footprint.

Approximate Cost: ~$3,537.12

+++

The Botanical Gardens

A signature building fit for Maple Meadows. It features plenty of benches for your guests to relax and recharge, with lots of details inside and out to keep them exploring.

Approximate Cost: ~$5,697.64

+++

McHappy Burger

Approximate Cost: ~$4,355.62

+++

Gift Shop

Approximate Cost: ~$1,108.79

+++

Bagdad Cafe

Approximate Cost: ~$1,018.77
Post edited January 11, 2025 by Hustlefan
high rated
Heads Will Roll: Reforged

Standalone installer updated: [Windows, Linux] 2.02b ⇒ 2.03a.

Technical patch 2.03

Hello guys!

I'm happy to inform you that the game has been updated to the version 2.03. This is a technical update that is aimed primarily at fixing bugs and dealing with some balancing issues.

Changelog:
1. Fixed the buggy interaction with the wandring knight\crusader when they attempt to join your party.
2. Fixed the issue with Virtue not falling lower than -10 (now it should go down to -200).
3. Fixed a rare bug in the Maidstone tavern brawler fights where the enemies sometimes became invisible.
4. Lowered the stats of assassins in Rouen (kept them as they are in Prestige mode though). This even will be further updated in the future content patches.
5. Fixed the issues with Knights Last Hope and Justice Sword incorrectly applying bonus damage from player's virtue.
6. Fixed the broken travelling cloak DIY craft.
7. Ending 26 should now correctly trigger Eva's marriage achievement for those who have the first DLC.
8. Fixed a lot of issues with Burgundian polehammer's incorrect moveset, missing tooltips etc.
9. Maces' Batter and Overhead strike attacks now ignore a percentage of target's armor equal to the third of attacker's strength. Smite attack also ignores armor but equal to the half of attacker's strength. Maces now longer have an increased injury chance.
10. Fixed the issue with 'Back' button in Character tab in the Kingdom fo London section sometimes breaking the game.
11. Fixed the issue with the 'lifetime_killed_enemies' error message popping up for some players.
12. Fixed the issue with the player still being able to treat injuries for free in the first chapter of the French campaign.
13. Updated the formula for enemies' armor bypass calculation which should result in player's armor working more reliably and blocking more attacks.
14. Fixed a bunch of issues with inconsistent visual numbers for prices with the Haggler talent and economic zones enabled.
15. Fixed the bug with the wolf's teeth necklace prolonging bleeds by 9 turns instead of 0.
16. Battle blessings no longer reset after the first combat encounter and instead only disappear when the player is back in camp.
17. Lowered the threshold for low virtue punishment for the Man of God civic talent.
18. Fixed the issue that allowed the player to keep assembling forces in Windsor even after the earl relieved him of command.
19. Reworked Parrying dagger trinket. It now provides guaranteed evasion charges based on players' coordination.
20. Attempted for fix the issue with Wallace's claymore unlock not working for some players.
21. Added automatic enemy model update in case of accidental shield drop injury triggering.
22. Fixed the issue with enemies who were not supposed to have poison shield on spawning with it anyway.
23. Updated injury application mechanic in camp. Now there should no longer be situations where two events that apply penalties for untreated injuries trigger simultaneously one after another. Same with toxicity penalty for searching too many bodies - the penalty-applying even should only trigger right after it if there's no more time left in chapter. Otherwise it should automatically be postponed, giving the player a chance to heal themselves.
24. Fixed the issue with the wanted poster losing its value due to new economic zones mechanic. Now it should always sell for full price.
25. Community-made characters will now start with level 5 and should level up on par with other recruitable characters. Their equipment, however, will not update automatically.
26. Fixed a lot of other smaller issues and incorrect interactions.
*Keep in mind that some of the item\mechanics changes will take effect at the start of a new playthrough

What's next?
As previously promised, my next goal is to release a couple of content updates for the Threads of Destiny DLC that will make its scope even bigger. Most likely there will be three updates in total, each dedicated to its own story branch. The first update should be arriving sometime around the end of January.

As always - big thanks to everyone who reports the bugs and helps me fix them - your cooperation is greatly appreciated. Sorry to everybody who's been affected by the technical issues. If you need any help - don't be afraid to reach out to me directly either here or on Discord and I will try to help you if I can.

Cheers!

1917 Studios
Post edited January 13, 2025 by surfer1260