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high rated
Darwinia - 10000th Anniversary Edition

Updated from 2..0-292-g7eaef84c to 2.3.0-25-g6d1ea493 for Windows, Linux and Mac.


Darwinia 2.3.0 changelog from SteamDB:

There have been several changes since the previous release, v2.2.0-296.

Major changes:

Vulkan/Metal: Multi-sampling Antialiasing (MSAA) performance is dramatically improved on some systems. When supported, we now use Multisampled Render To Texture (MSRTT) instead of a render followed by an explicit blit to resolve. This benefits tile-based rendering GPUs especially (e.g. Apple M1/M2, etc), since Vulkan and Metal can both use very fast temporary “memoryless” textures for the multisampled color and depth buffers.
Vulkan/Metal: Apple GPUs can now use lossless compression for textures and framebuffers, which dramatically reduces memory bandwidth and improves performance.
Vulkan: AMD GPUs can now use lossless compression for textures and framebuffers (DCC, or “Delta Color Compression”), which improves performance.
Vulkan/Metal/Direct3D: On systems with multiple distinct GPUs (e.g. laptops with integrated graphics + discrete GPU, or with external GPUs), you can now select which device you want to render on in the Screen preferences.
Vulkan/Metal: Fixed some awful-looking incorrect shading results around the edges of primitives affected by lighting. There seems to be either a shader compiler or hardware bug causing this, but we have worked around the problem by setting a [[sample_mask]] output in the Metal shader (even when multisampling is off). Unfortunately, this same bug is still present in Apple's built-in OpenGL-on-Metal implementation, and a workaround is impossible there since we have no influence on the generated Metal Shading Language code. It's strongly recommended to only use the Vulkan/Metal renderers on macOS.
OpenGL: Fixed a bug where glTexStorage* calls were incorrectly being used on OpenGL 3.3-compatible systems which did not have the GL_ARB_texture_storage extension.
Direct3D: Enabled support for DirectComposition, to allow using the D3D "Flip" model.
SMAA/FXAA: Fix sampler bugs on some systems, which resulted in a completely black screen when either of these antialiasing methods were enabled.
Sound: Fixed some significant channel mapping bugs if using fewer channels than the device supports (e.g. 2-channel on 7.1-channel hardware)
Renderer: Shaders are now pre-compiled on startup, which should eliminate a lot of random frame hitches.
Renderer: Textures are now pre-loaded on startup, which may eliminate frame hitches when previously unused textures are required.
Renderer: Implemented caching for shader binaries and render pipelines.
Renderer: Worked around a long-standing Windows AMD Vulkan graphics driver bug that caused the game to crash whenever alt-tabbing out of full screen mode.
Renderer: Borderless Fullscreen mode now respects the resolution preference, and scales the image to fit the desktop resolution.
Renderer: Reduced memory usage for several textures that internally require only one or two color channels.
Windows: The FPS overlay (Shift+F5) in the top left now can display system and GPU memory utilized by the game.
Windows: Fixes for filesystem unicode path handling on Windows versions older than Windows 10 build 17134.
macOS: Improved performance on Apple Silicon.
Windows: Improved audio latency.
Camera: Fixed some FOV bugs with cutscenes.
Camera: Fixed some movement bugs when skipping cutscenes.
Darwinian: FIxed some bugs with Darwinians not detecting nearby enemies quickly enough.
Darwinian: Now will recognize certain building types as enemies and flee from them.
Spiders: Made spiders look less ridiculous when landing after a jump.
Gun Turret: Now will recognize certain building types as enemies and attack them.
Fixed broken savegame behavior for Launchpad (the Prologue game map).
Modified automatic UI scaling to better handle ultrawide aspect ratios (e.g. 21:9).
Fixed another bug where Spiders might stetch in weird ways to attempt to attack Air Strike units.
Greatly improved performance of the sphere world's "Internet" render.
Sound system performance is much better and more consistent.
Updated game controller database.
Updated contributing libraries (MoltenVK, ANGLE, SDL, etc).

Known issues:

macOS: On MacBook Pro 14"/16" with 120Hz displays (or in fact any Mac with > 60Hz displays) there is stuttering in full screen mode. I have not found a programmatic workaround to this problem, as it relates to the "Direct-to-Display" feature in Metal which cannot be opted out of. Players can work around this by running the game in Windowed mode, or by using a fixed <= 60Hz refresh rate in the system's Display preferences. We have an open bug with Apple about this problem and will continue to look for a better solution.
Windows: Some applications (e.g. Overwolf, RivaTuner Statistics Server, etc) may inject Vulkan layers into the game process, even if those applications are installed but not actually running. Some of these layers are known to cause occasional crashes when using the Vulkan renderer. To work around this, either uninstall those applications or use a different renderer in the Screen preferences (OpenGL or Direct3D 11).
Windows: You may experience crashes on Intel graphics drivers. The cause of these crashes isn't known yet.
Windows: The Vulkan renderer may appear to stutter when running in windowed mode on NVIDIA graphics cards. NVIDIA is investigating this problem.
Windows: There is a bug in the AMD graphics drivers that causes the Vulkan extension VK_EXT_full_screen_exclusive to be enabled in "application controlled" mode when not requested. This causes unexpected Vulkan error codes to be reported when alt-tabbing out of full screen mode. There is a workaround in this release to deal with the driver bug, but it is strongly recommended that users upgrade to AMD graphics driver version 22.10.3 or later, which has the fix for this issue.


Darwinia 2.3.0-25 hotfix changelog from SteamDB:

This update contains some urgent fixes for bugs introduced in the 2.3.0 release.

Major changes:

FIxed a heap corruption bug that was causing numerous other difficult-to-analyze failures.
Fixed a crash caused by changing input bindings.
Windows: Fixed a possible crash in the sound system when changing the output device in Windows sound settings.

Minor changes:

Fixed some gesture input rendering bugs, and increased the visual resolution of drawn gestures.
Fixed a jarring camera jump when leaving the Gestures task manager view.
Fixed the initial Officer vertical spawn position to always be at the landscape level.
Fixed the behavior for the "Chat Log" input binding.
Fixed the behavior of the "Restore Defaults" button in the input binding settings window.
Improved texture quality of mouse cursors and landscape wireframe.
Updated contributing libraries (SDL, MiniAudio, etc).

Known issues:

macOS: On MacBook Pro 14"/16" with 120Hz displays (or in fact any Mac with > 60Hz displays) there is stuttering in full screen mode. I have not found a programmatic workaround to this problem, as it relates to the "Direct-to-Display" feature in Metal which cannot be opted out of. Players can work around this by running the game in Windowed mode, or by using a fixed <= 60Hz refresh rate in the system's Display preferences. We have an open bug with Apple about this problem and will continue to look for a better solution.
Windows: Some applications (e.g. Bandicam, Overwolf, RivaTuner Statistics Server, etc) may inject Vulkan layers into the game process, even if those applications are installed but not actually running. Some of these layers are known to cause occasional crashes when using the Vulkan renderer. To work around this, either uninstall those applications or use a different renderer in the Screen preferences (OpenGL or Direct3D 11).
Windows: You may experience crashes on Intel graphics drivers. The cause of these crashes isn't known yet.
Windows: The Vulkan renderer may appear to stutter when running in windowed mode on NVIDIA graphics cards. NVIDIA is investigating this problem.
Windows: There is a bug in the AMD graphics drivers that causes the Vulkan extension VK_EXT_full_screen_exclusive to be enabled in "application controlled" mode when not requested. This causes unexpected Vulkan error codes to be reported when alt-tabbing out of full screen mode. There is a workaround in this release to deal with the driver bug, but it is strongly recommended that users upgrade to AMD graphics driver version 22.10.3 or later, which has the fix for this issue.
high rated
The Slormancer updated from In Dev 0.4.6fa to In Dev 0.4.91a

Changelog from SteamDB:

Hello everyone!

The Luxuriant Update Part I is now avaliable!

To be clear (before anyone asks): This Update does introduce a new Environment: "The Luxuriant Gardens", but does not introduce a new Act or new Missions.

Now onto the Patch Notes:
New Enemies

5 new foes will strengthen the armies of The Slormancer:

The Pudding Hermit.
The Zombie Peasant.
The Shepherd.
The Unstable Imp.
The Plague Doctor.

New Environment

A new environment: The Luxuriant Gardens will be available in Battlefield Expeditions.
Superior Elites

Superior Elites have been added into the game. These Elites will have a chance to spawn in Battlefield Expeditions. They have a superior Life pool and come with up to 4 Elite Affixes.
20 Elite Affixes have been added.

New Cataclysms

5 new Cataclysms have been added into the game:

Fire Strike: Granting Fire Damage to attacks and a Chance to Burn.
Ice Strike: Granting Ice Damage to attacks and a Chance to Chill.
Lightning Strike: Granting Lightning Damage to attacks and a Chance to Shock.
Light Strike: Granting Light Damage to attacks and a Chance to apply Daze, Broken Armor, Broken Elemental Resistance or Slow.
Shadow Strike: Granting Shadow Damage to attacks and a Chance to apply Shadow Confusion.

Cataclysm Changes

Assimilation: The wording of "Assimilation" has been changed to "Enemies receive X% Decreased Damage for each yard between you and them." (instead of the "damage's source").
Assimilation: Regardless of the distance, enemies affect by "Assimilation" will now always receive at least 10% of the Damage dealt.
Reincarnation: In Battlefield Expeditions, enemies now have 25% Chance to be revived (instead of 100%).
Shadow Curse: After receiving Shadow Curse Damage, you become immune to Shadow Curses for 1 seconds.
Replicant: Enemies now have 30% Chance to summon a copy of themselves (instead of 100%).
Jetlag: Has been reworked and now reads: Every second, enemies have 10% Chance to become Invulnerable for 0.5 to 2 seconds.
Explosive: Enemies now explode after 3 seconds, instead of 1.5 seconds. And the explosion now deals damage based on Base Max Life instead of actual Max Life.
We talked about a 5 second delay in The Slormite Chronicles but changed it back to something a little more challenging after further testing.

Life / Mana Leech Reworks

Life & Mana are now Leeched over a 5 second duration.
Life & Mana stored over time cannot exceed your missing Life. The excess is not stored.
There is also a Leech cap of 1% of your Max Life per second per Leech instance (except for Primordial Aiondee) but no instance limit.

Craft Reworks

Life/Mana On Hit/Kill

Life Regeneration roll (on a Level 60 Epic Item) has been increased from 11-23 to 23-46.
Life on Hit / Mana on Hit rolls (on a Level 60 Epic Item) have been increased from 2-4 to 11-23.
Life on Kill / Mana on Kill rolls (on a Level 60 Epic Item) have been increased from 15-30 to 30-61.

Alternate Slormeline Recipes
We've added alternate Recipes for Magic, Rare, Epic and Legendary Slormelines: Slormelines can now be crafted using 10 Slormelines of the previous tier.

Epic Stats

Epic Stats are now chosen from a pool of 38 Stats instead of 78.
These Stats differ depending on the current Equipment you're trying to craft.

Slorm Reaper Changes

Primordial Reaper of Vindictive Slam: Holy Ground can no longer stack above each other.
If an Holy Ground area was supposed to stack on top of another, it refreshes the duration of the other instead and increases its damage.

This change was done to drastically reduce the noise onscreen and improve performance.
The Great Forge

Obelisk of Transmutation now reads: "While Obelisk of Transmutation is active, everytime an enemy dies, it restores Life equal to its Max Life to another random enemy." instead of "to all other enemies within a 5 yard radius."

The Slorm Temple

The Temple Keeper and his Traps should be slower overall on Floor 100 and Floor 150.
The Bridge from The Slorm Temple should rise faster.
The size of each floor has been reduced by about 30 to 40%.
Pure Slorm rewards for each floor remain about the same, so Pure Slorm should be 30 to 40% faster to acquire.
The value of random Pure Slorm drops have been multiplied by 6 and now properly scale with the Floor Level.
The Pure Slorm rewards of Floor 50, 100 and 150 are now properly displayed.
The Pure Slorm rewards from Floor 50, 100 and 150 have been reduced by 40%.

Bugs Fixed

The Mighty Knight:

Critical Retribution should now properly increase Critical Strike Chance.
Porcupine should now properly increase Critical Strike Chance.
Effects affecting your "next Skill" such as Exposed Armor will now properly end when Whirlwind ends.

The Fierce Huntress:

Fairy Dust should now properly avoid Shadow Seal Damage from the Shadow Curse Cataclysm.
Wandering Arrow should now trigger properly after changing rooms.

Slorm Reapers:

Reaper of the Untouchable: Untouchable Dash should no longer allow you to move outside the map.
Reaper of Retaliating Foresight should no longer trigger on friendlies.
Primordial Reaper of the Trainee should now properly scale with Affinity.
Fixed a crash with Reaper of Alpha and Omega.
Reaper of Necromancy / Reaper of the Temple Keeper: Summons will now spawn properly after changing rooms.

Legendaries:

Young Phoenix Feather should now properly work with Primordial Aiondee.

Runes:

Thornbite Rune should now display the proper Shield value.
We are aware that some runes are currently overpowered. We were short on time to fix them in this Update but a fix is coming.

Various:

Storing then retrieving Spirits in your Stash should no longer cause them to stack in the Fragments slots.
Player's Area of Effects are now slightly more discrete and create less noise on screen.
Great Forge Challenges should no longer appear blurry.
Codex Menu should no longer move out of window.
Fixed a couple of crashes.

Synergy Loops:

Added a global system to help prevent Loops.

Armor of Illusion (Armor -> Evasion)

Indomitable Mountain (Evasion -> Armor):
Armor of Illusion doesn't benefit from Armor gained with Indomitable Mountain.

Evasive Magic (Evasion -> Max Mana)

Elemental Lock (Mana Lock (so Max Mana) -> Elemental Damage)
Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion):
Evasive Magic doesn't benefit from Evasion gained with the SYNERGY of Primordial Reaper of the Untouchable One IF Elemental Lock is equipped.

Toughness 15 (Armor -> Elemental Resistance)

Elemental Sorcerer (Elemental Resistance -> Elemental Damage)
Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion)
Indomitable Mountain (Evasion -> Armor):
Toughness 15 doesn't benefit from Armor gained with Indomitable Mountain IF Elemental Sorcerer and Primordial Untouchable One are equipped

Good Crop (Deals Damage based on Reaper Damage + Increase Raw Damage based on Damage dealt)

Savagery 60 (Raw Damage -> Reaper Damage basically)
Savagery 60 doesn't benefit from Raw Damage gained through Good Crop.

Performance:

Improved performance when Area of Effects are hitting lots of enemies at once.
Improved performance when lots of Goldus coins are being displayed on screen.
Also improved performance everywhere else. :o

As always, if you find a bug, post it on our Steam Forums or on Discord.
Cheers!
high rated
Moonscars updated from 1.4.007 to 1.4.008

No changelog.
high rated
ΔV: Rings of Saturn updated from 0.567.6 to 0.571.0 for Windows, Linux and Mac.

Changelog:

0.571.0 - Heavy Duty

New hardware approved for ring use
Previously limited to large-scale asteroid harvesters and military vessels, heavy-duty containers for kinetic ammunition, nanodrone components and enhanced fuel tanks were finally approved for use on selected vehicles. Captains of heavy ships, including the popular Cothon series and Antonoff-Titan K225, welcome the ability to extend their average mission duration. While market analysts warn about a possible spike in consumable prices following increased demand, no such increase was detected at this time.

Tighter exhaust emission limits
Following the discovery of an increased buildup of radioactive exhaust residue on surfaces of stations and habitats in the Saturnian region, Enceladus Corp tightened the emission limits on thermal rockets around inhabited regions. While initial tests indicate that the typical thermal thrusters improve efficiency when operating in propellant-lean mode, engineers are concerned about compromising the longevity of engines.

Macroscopic quantum tunnelling debunked
The famous macroscopic quantum tunnelling experiment allegedly performed at the Pheobe research station was debunked today. After multiple unsuccessful attempts to replicate the experiments by researchers, a new meta-analysis of the data in the paper discovered jitter patterns characteristic of floating point precision errors, which might indicate that the entire paper is based on fabricated data. With the outrage of the scientific community, original researchers requested their paper to be retracted from multi-journal.

Maintenance Logs
- Ships can now have limits on what kind of hardware they can install.
- New hardware options for big ships - bigger propellant tanks, more nanodrone and kinetic ammunition storage.
- Changed the in-game video codec to an older one, which has a bit bigger download sizes, but uses a lot fewer resources to play, making the playback consistent on all platforms, even when the movie is used during loading and initializing the game. This affects both the intro animation and the in-universe ads displayed on billboards on Enceladus Prime station.
- Performance enhancements - collision precision testing is now dynamically adjusted based on the physics tick rate, increasing the precision when it’s most crucial. This will improve CPU performance on mid to high-range hardware, and on low-end hardware, it will prevent cargo from phasing through ship hulls.
- Optimized exhaust gas simulation. This will improve performance when multiple thrusters are operating, specifically when there are multiple ships nearby.
- The plume detail slider will not only control the display of rocket plumes but now will affect the detail of the exhaust simulation. This will improve performance -significantly on low-end machines when you limit the details.
- Additional steps for detail sliders in the Settings/Details menu will allow you to fine-tune the performance and appearance of your game to better suit your preferences.
- Morale adjustment indicators on Enceladus Prime are now updated each hour instead of once a day. This fixes the indicators not appearing immediately after visits to The Twins.
- Fine-tuned AI and detection range for the racing team, so it’s much harder to outrun them to the point where the race is considered cheating. While the racer is still obeying the same physics rules as you, it will be able to fly more recklessly if necessary to keep up.
- You can now enable the in-game performance profiling tool using the F11 key.
- Internationalization polishing - consistent number formatting. All the numbers are now displayed in locale-specific format, including dynamically generated content.
- Updated translations - Spanish translation is now 100% complete.
- Updated translations - Hungarian translation is now available, 34% complete.
high rated
The Chronicles Of Myrtana: Archolos updated from 1.2.7 (Spanish) to 1.2.8

Changelog:

Patch 1.2.8 is available now!

This is mainly localization maintenance release.

The issues listed below did not affect all players.

Here is a list of changes:
- Fixed localization issues in Polish, English, Italian, Spanish, Russian and German
- Fixed minor issues in some quests

---

Łatka 1.2.8 jest już dostępna!

Łatka naprawia głównie błędy w tłumaczeniach gry.

Nie wszyscy gracze doświadczyli opisanych poniżej błędów.

Oto lista zmian wprowadzonych wraz z aktualizacją:
- Poprawiono wiele błędów językowych, ortograficznych, literówek w wersji polskiej, angielskiej, włoskiej, hiszpańskiej, rosyjskiej oraz niemieckiej
- Poprawiono mniejsze błędy związane z niektórymi zadaniami
high rated
Tunguska: The Visitation updated from 1.56-7 to 1.56-9_2

Update 1.56-8 Patch Notes from SteamDB:


Fixed an issue with landming exploding before you have a chance to defuse it

Halloween is now happening every 7 days. The portal to Valentin is still open at all times until you have visited him.

Update 1.56-9 Patch Notes from SteamDB:

· View all patches · Build 9928248 · Last edited 20 hours ago by Wendy
Patchnotes via Steam Community

Further slowed down the landmine triggering time if player has the defuse perk while sneaking

Fixed a exploit where swapping the raven helmet with a regular helmet doesn't remove the auto health restore

Fixed a bug where loading a save errors out (clock showing 99:00:00)

Fixed a bug where player is able to jump while still falling in midair
high rated
Dead Cells updated from 1.22.0 to 1.22.1

No changelog.

Out There: Oceans of Time updated from 1.2.0.14 to 1.2.1.1

No changelog.
Post edited November 14, 2022 by (ø,ø)
high rated
Project Zomboid updated from 41.77.9 to 41.78.7

41.78 changelog from SteamDB:


NEW

Added a prompt for the updated Terms of Service as we are a big boy game now and have to fit in with the other biggerer boys.

Added sandbox option to disable Fake Dead Reanimation. Disabled Fake deads in MP by default.

Added more control over fake dead behaviour to the sandbox options; having zombies that were "killed" having a chance to become fake dead is an option that is off by default.

Added sandbox option that allows Corpse Maggot spawning to be disabled or limited to corpse inventory.

Added sandbox option that allows poisoning food to be disabled, or for poisoning food with bleach to be disabled.

Added sandbox option to disable the Tainted Water Tooltip/Warning for hardcore play

Added sandbox option for enabling/disabling XP multipliers affecting passive skills, which is false by default.

Added sandbox option that prevents survivor vehicles from spawning.

Added sandbox option "Light Bulb Lifespan". This does not affect Light Bulbs in vehicles, only in light fixture tiles.

Added "Randomize" options to Zombie sandbox options for Memory, Sight, and Hearing.

Added loot rarity settings "Incredibly Rare" and "None", as well as a "Super Low" option for Fuel Pump content.

Items from table stories/randomized stories/etc will still spawn when loot rarity is set to none.

Renamed Item "Weight" to "Encumbrance" in the UI and context menu.

Added an Accessibility Option that makes the player character automatically walk to a click container within a short radius of 3 tiles.

Added the ability to set custom "Good" and "Bad" highlighting colours in the Accessibility Options menu. This is applied to things like traits, tooltips, and the aiming outline.

Added an option to bind "Walk To" to a key instead of having to go through the RMB menu.

Added highlighting to clicked Crates so it's easier to tell which crate is selected. This can be enabled or disabled in the in-game Options.

Added a Context Menu entry that enables/disables Auto-Drink.

Tiles that are being disassembled will now be highlighted in the "bad colour", red being the default.

Resolutions higher than 1440p will have their zoom levels adjusted to allow closer zoom-in, bringing it more in line with lower resolutions.

Disabled some Randomized Survivor Safehouses from occurring in instances where a building has over 10 rooms, or is a spawn location.
The limit is 10 for some and 20 for other Randomized Survivor Safehouses.
This also means the Toilet Paper story is now disabled in buildings that have over 10 rooms or are spawn locations, which will likely reduce the amount of Reddit posts about it by 50%.

Added a check to prevent any of the randomized burnt building stories from occurring if the building is a spawn location.

Changed ISCloseVehicleDoor to play the door closing sound when the action is completed instead of its start. This is to provide better feedback for players in cases where they have unwittingly cancelled this action.

Added "HasMetal" tag for items. This tag was added to food and water items in metal containers, which will now set microwaves on fire when microwaved.

Adjusted the mechanics UI so that both the Battery Charge and Condition are included in the Battery entry in the list of parts.

Modified the vehicle mechanics UI to prominently feature the % of a full tank of gas it has, in addition to the battery charge.

Added a few more existing clothing options to the character creation.

Added the ability to destroy only one wall when selecting corner walls.

Replaced the bucket world static model textures with metal icons and textures and not plastic ones, as buckets are now metal and not plastic.

Updated the BucketEmpty and BucketWaterFull scripts with tooltips and IsCookable to reflect that they are now metal and not plastic.

Changed the icon of the Watering Can With Water to match the Empty Water Can and the Watering Can models.

Added a stale tooltip for perishable food to display, when appropriate, that such food is neither fresh nor rotten.

Added tooltip to Club Hammers and Mallets explaining that they are unsuitable for driving nails.

Flatpack model is applied to movable items that use the Flatpack icon.

Made more food items capable of being added to tacos and burritos.

Bell Pepper can now be added to Stews.

Added a check so cooked eggs cannot be used for inappropriate non-evolved recipes.

Removed the requirement for hot water to make a bowl of oats.

Changed the Violet FoodType to NoExplicit.

Trash tiles (Movable items) and Plastic Bags can now be used as tinder and fuel for fires.

Changed the Sawed-off Shotgun recipes to only use the hacksaw, and not the garden saw; a wood saw would be unable to cut through the metal barrel of a shotgun.

Added the Meat Cleaver to the Slice Onions recipe. Removed it from the Jack-o'-lantern recipe.

Changed the Cigarettes script to prioritize using Matches before a Lighter if both are in the same inventory.

Added a new Doctor's bag and military duffel bag.

Renamed "Hemophobic" trait to "Fear of Blood".

Vehicle Spawn Chance rate can now be a float value instead of just an int.

Added a check to prevent items that "weigh" over 50 units from being put in vehicle seats.
This is an ongoing issue with bags/containers that are modded over capacity, which get stuck once placed in vehicle seats when the bag + contents have an Encumbrance of >50.

Changed translation strings to make bottle names more consistent.

Changed IGUI_HouseKey from "House Key" to "Key" to avoid issues with non-residential keys.

Removed the numeric information tooltip provided when selecting eat all/half/quarter food item context options.

Commented out the tool definitions in ClothingRecipesDefinitions as they currently are nonfunctional and serve no purpose aside from confusing modders.

Commented out the WoodenLance in the safehouse weapons distro lists; that item is redundant vs SpearCrafted, and also doesn't work with spear recipes. SpearCrafted already spawns with safehouse weapons.

Replaced AmmoStraps in the safehouse armor distro list with AmmoStraps_Bullets and AmmoStraps_Shells.

Changed the display name translation string for the wearable AmmoStraps items to Bandolier on account of consistent confusion with the weapon attachment that is also called Ammo Straps.

Changed the display name translation string for firearm magazines to use the firearm it is for, and not the caliber, as the prefix. Solves having two .308 Magazines, for both the MSR788 and the M14, and also that's how they're named in real life.

Added a tooltip to firearm magazines that displays the ammunition type that it accepts.

Added missing models for Candy Corn, Candied Fruit Slices, Hot Sauce, Fountain Cups, JuJubes, Nettles, Shrimp Dumplings, Poached Eggs, Scrambled Eggs, Packaged Corn, Pickled Ginger, Sugar Cookies, Fish Sushi, Radio Receivers,Radio Transmitters, Gummy Bears, Gummy Worms, and Tent Kits.
high rated
MULTIPLAYER

Added server option "KnockedDownAllowed" to enable/disable the PVP knockdown.
This is a stopgap change to give servers an option to make PVP combat less frustrating before we can address PVP combat more directly in the future.

Adjusted Type 3 and 5 Anticheat to reduce false-positives.

Added auto-completion for player nicknames when pressing TAB while typing in the Chatbox.

Added RCON command "checkModsNeedUpdate" to check for mods that need to be updated.

Allow other non-admin permission levels to delete items in inventory/containers.

Added Checksum logging for MP servers, enabled by default for now.

Extended NetChecksum logs:
Client dumps logs into checksum.txt.
Client sends logs to server.
Server dumps logs into checksum.txt.
Server dumps client's logs into checksum- .txt.

Multiplayer clients will now retry the GettingServerInfo request 3 times.

DB Viewer userlog will now have the amount field increased for repeated counts of suspicious activity.

When sorting the relative paths of scripts and Lua files to determine load order, the relative paths are first converted to lowercase. This is to fix platform differences breaking checksums in multiplayer. It also fixes the issue where the same file might be loaded more than once if mods use different capitalization for the same file or folder.

Fixed the multiplayer "whisper" command corrupting the Lua environment due to multithreading.

Fixed being unable to claim a safehouse unless standing on the ground floor.

Fixed not checking upper floors for other players or zombies when claiming a safehouse.

Fixed an exception on the server when food rots into a new item in a container that isn't in the world any longer.

Fixed new stubble getting added to remote players after each appearance change.

Fixed text annotations not appearing on annotated maps in multiplayer.

Fixed Endurance sync in the Admin Health Tool.

Fixed a bug that didn't display mods in the mod list of a server in the ESC menu.

Fixed admins being unable to remove car hoods while inside the vehicle.

Fixed players being unable to interact with Radios they placed themselves.

Fixed a safehouse owner always respawning in their safehouse when the option to do so is unchecked.

BALANCE

Modified the M16 & M14 critical values to be more consistent with other rifles.

M16 CriticalChance changed from 30 to 25.
Added CritDmgMultiplier 10
Added AimingPerkCritModifier 12

M14 CriticalChance changed from 0 to 30.
Added CritDmgMultiplier 10
AimingPerkCritModifier 15

Disabled the cumulative slowdown until the next shot when firing the M16 in automatic mode. Firing the M16 in automatic mode will cumulatively reduce the chance of a critical with each additional shot. This is intended to represent the loss in accuracy due to recoil.

Set some traits to be mutually exclusive to remove exploits or illogical combinations.

Hot-Wiring a vehicle will have a low chance of causing a car alarm. The chance for this is decreased further for higher electronics skill levels.

Zombies pushing up against a previously unentered stationary vehicle have a chance to set off an alarm.

Removed the undesired RNG check that made vehicle alarms go off only 20% of the time.

Fixed car hoods being unable to trigger vehicle alarms.

Disabled being able to make melee attacks while inside a vehicle with the window rolled down.

Randomized the fall damage that zombies take. This randomized spread will average out to the previous damage before it was randomized; this will have a minor impact (hohoho) on the damage that zombies that fall suffer, but slightly more of them will be able to be killed by this than before.

Made it so groin injuries from not-crawler zombies are less common, and that crawlers can also inflict uncommon groin injuries.

Increased the yield of metal parts when scrapping wrecked vehicles by 33%.

Added a new procedural container, "CratePropane", to garages and shed.

Increased the spawn rates for Propane Tanks in the distributions.

Increased the spawnrate of Thread and added the chance of Sewing Kits to spawn in gloveboxes.

Trailer capacity now reduces slightly when damaged, as there was no point in repairing them before.

Changed Bowling Ball Bag capacity from 2 to 8.

Increase number of Plaster uses to 10, same as Paint.

Allow plastic bags and money to be used as tinder

Adjusted duration of the stationary Pistol Whip animation, it's now the same length as the shove animation.

Adjusted the capacities of pistol and revolver cases from 7 down to 4.

Adjusted Encumbrance of the sturdy stick item to 1 to be more consistent with other items.

Adjusted Encumbrance of fire extinguishers to 2, to be consistent with other items.

Decreased Encumbrance of Walkie-Talkies.

Adjusted Encumbrance of the TreeBranch item to match that of a crafted spear, to 1.7 from 1;
The Encumbrance discrepancy has been remarked upon repeatedly, and this also serves in making item Encumbrance more consistent.

Adjusted the amount of fuel that spawns in fuel pumps at Low and Very Low.

Updated the nutritional value for Canned Evaporated Milk. Calories 472; Carbs, Lipids, and Proteins at 23.6

Changed the days until rotten for Bagels from 2 to 6.

Gave the Stir Fry and roast script items a default hunger value of 10. This was previously reported as a bug when players spawned the item in instead of making it via the evolved recipe.

Maggots are slightly more poisonous.

Fewer maggots spawn, especially in spring and fall (maggots don't spawn during winter).

Maggots are now a default item in the world item removal lists. Added a comment for the world item removal lists explaining that Base.Maggots should stay in the list due to corpse maggots.

Additional safeguard to prevent errors when using mods that remove maggots altogether.

DEBUG / MODDING

Added a search bar to the LootZed cheat panel.

Added vehicle distributions to LootZed.

Improved inventory check-in Check Stats panel.

Right-clicking on a fuel pump in debug mode will display the amount of fuel in the pump in the right-click context menu.

Added logging of player injuries caused by zombies to the console when in debug mode.

Added isStartValid function check for BaseTimedAction. Allows checking if an action is valid before the action starts.

Added saving ModData from IsoGameCharacter to IsoDeadBody and from IsoDeadBody to IsoZombie.

Added "OnPlayerGetDamage" event.

Added event "OnWeaponHitThumpable" (Args: character, weapon, object)

Added a trigger for the OnFillContainer Event when vehicle part containers are filled.

Added the tag "CarBattery" which can be used with mod item car batteries so they can be charged with the vanilla car battery charger.

Added the event "OnThrowableExplode", which transmits the IsoTrap and IsoSquare when one detonates.

Added a toggle option in the vehicle debug context menu that will show if a vehicle's alarm is enabled or disabled.

Changed Fast Move cheat in debug. Players can now levitate on different height levels via the PageUP/PageDown keys, and move around via the Arrow Keys on the different height levels.

Made ImageScale, SeatOffsetY and SeatOffsetX global and not local in ISVehicleSeatUI.

"Missing translation", "ignoring invalid ItemPicker item type", and "VEHICLE MISSING CONT DISTRIBUTION" console messages will now only appear when using debug mode.

Exposed the MediaData.MediaLineData class.

When the Sound.WorldSound.Render debug option is enabled, world sounds are rendered according to the Hearing sandbox option.
For Hearing=Random (where each zombie may have a different radius) sounds are rendered using the Hearing=Normal radius.
This does not mean that their hearing radius is not randomized, it only means that a world sound radius cannot be rendered on a per zombie basis in debug mode.
For Hearing=Pinpoint/Normal/Poor, meta-zombie hearing radius is handled properly.

FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder.

Fixed characters in godmode still changing body weight.

Fixed instances of the Cheat Menu not working after a player died.

Fixed removing bodies via Horde manager not working in SP.

Fixed being stuck in a vehicle after trying to uninstall/install a car part through the Mechanics Cheat, when a character was inside the vehicle.

Fixed bug with health panel: Fully healing a body part now also removes its muscle fatigue.

Fixed mod texture packs being loaded before Core.TileScale was set based on the double-sized-textures option. This would result in 2x texture packs being loaded instead of 1x texture packs.

Fixed issues with the Tile picker:
Fixed being unable to lock Doors placed via Tile Picker.
Fixed Tree Tile issues.
Fixed electronic tiles (TV, radio, generators, etc).
Fixed Garage Doors.
Fixed Street Light tiles.
Fixed Search Bar issues.
Fixed Light Switches.
Fixed not showing all tiles.
Fixed Fireplace objects.
Fixed Wells and Lights.
high rated
FIXES

Fixed only being able to add Maple syrup to "PancakesRecipe" and not to "PancakesCraft" or "Pancakes".

Fixed not being able to make 2 or 4 bowls of Rice or Pasta with a Saucepan anymore.

Fixed lipstick not being appliable when player had Foundation Makeup in inventory

Fixed Make-Up not being appliable when in a car.

Fixes and changes to item categories.

Fixed destroying a wall with a Lightswitch on it not destroying the Lightswitch too.

Fixed making 2/4 bowls from a Saucepan returning a Cooking Pot.

Fixed putting a hat on a Mohawk resetting hair growth timer.

Fixed not being able to make a Molotov with an Empty Beer bottle.

Fixed repeatedly building/disassembling some carpentry objects increasing the number of Planks sometimes.

Fixed Sand/Gravel Bag wall behaviour when built at an angle.

Fixed selected part of a garment in the "Inspect" UI being too faint.

Fixed Shirts and other clothing items getting auto-removed from the world.

Fixed unnecessary extra Muffin recipe. United the two existing Muffin recipes into one.

Fixed being able to make Cake Batter using rotten ingredients below level 7.

Fixed unused Zombie Decomposition sandbox option still being listed.

Fixed NullPointerException in bThump animation variable when the object isn't loaded.

Fixed being unable to click on open doors in an adjacent room.

Fixed the starting house in "A Really CDDAy" challenge sometimes not being on fire.

Fixed possible Lua error in MOBarricade.lua when a barricade sprite is on the east or south edge of a chunk.

Fixed minor issues in ISZoneDisplay UI and text colours.

Fixed Foraging icons rerolling when a search focus was selected.

Fixed ISSearchManager check for valid zoneData when loading icons.

Fixed not being able to rip Jeans/Leather Jackets when they're on the ground instead of the player inventory.

Fixed disassembly of Favourited items.

Fixed randomized crashed cars not having the correct car keys spawned for them.

Fixed Mouse Trap related collision.

Fixed sound issue when pressing W and S at the same time.

Fixed sound issue when switching Seats while Cruise Control was enabled.

Fixed Refill tool not updating the container visually.

Fixed incorrectly named recipe for making Wooden Box Traps.

Fixed several tile and cutaway issues.

Fixed Lighters draining completely when used with a Molotov.
When a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them.

Fixed evolved recipe error in scripts for Lemons and Lime.

Fixed Machetes not losing condition when used to craft spears from branches/planks.

Fixed Empty Beer Bottle using the wrong icons.

Fixed the space before commas in evolved recipe item names.

Fixed missing recipe for Opening Canned Fruit Beverage.

Changed "Canned Condensed Milk" to "Canned Evaporated Milk" because people are really passionate about milk in can lore.

Fixed melted ice cream not rotting.

Fixed house keys spawning with a long string of numbers in their display name.

Fixed climb sheet rope speed.

Fixed water collision bug when placing Stairs on water.

Fixed missing textures for Flatpack model.

Fixed ISInventoryPaneContextMenu.doEvorecipeMenu error.

Fixed the on-screen keyboard returning asterisks instead of the actual text when entering passwords.

Fixed microwaves not stopping the StoveTimer sound when turned off.

Fixed missing context menu translation string for "Item Water Capacity".

Fixed missing movables translation strings for Oak Bars.

Fixed missing translation string for foodtype cocoa.

Fixed wrong tooltip for Onion Slices.

Fixed pies and cakes being able to be sliced when uncooked.

Fixed frozen ice cream cones causing boredom and unhappiness; added the "GoodFrozen" tag for such items that should still be enjoyable when frozen.

Fixed characters not limping when they had their groin bitten.

Fixed being able to fill a square over its capacity by using the Place Item interface.

Fixed cooking rotten eggs producing fresh boiled eggs; now if food is rotten and has a "replace on cooked" value, it will not be replaced but will still be cooked, i.e. you will get a cooked rotten egg when you cook a rotten egg.

Fixed Propane Torch not being used for disassembling objects.

Fixed Walking and sprinting not burning more calories than standing still.

Fixed NullPointerExeption when throwing a bomb from above ground level with a controller.

Fixed not being able to pick items that were dropped to a removed seat slot.

Fixed being stuck on a seat when trying to change seat twice in different places.

Fixed being able to do Fitness during sleep and while sitting in a car.

Fixed the eternal fire after destroying a lit campfire with a sledgehammer.

Fixed Map objects disappearing when a player aims at a stealthing player.

Fixed bug with item icons in halo text when foraging.

Fixed a bug with locking/unlocking doors inside buildings.

Fixed different values between standard and evolved recipes for Soup.

Fixed an issue where the interaction between the two different separate zombie population sandbox settings was inconsistent between singleplayer and multiplayer sandbox setting interfaces.

Fixed equipping "Bandana (face)" placing the bandana on the head.

Fixed not being able to get a key ring. Some zombies will now have their house or vehicle key in a key ring, and key rings can also sometimes be found in store displays with watches.

Fixed that it was impossible for a randomized name to be "Pat Bren".

Fixed adding poisonous berries or mushrooms to an evolved recipe did not make the product poisonous.

Fixed missing icon for Scrambled Eggs.

Fixed currently nonfunctional bayonet and gunlight items not being commented out in the distribution files.

Fixed missing models/textures for Fountain Cups, Recipe Pizza and Recipe Bread.

Fixed missing "Obsolete" parameter to BakingTrayBread as it's an unused test item without a model.

Fixed missing checks to prevent buildings with inappropriate randomized dead survivor stories from being alarmed.

Fixed being able to use the place item option to place infinite items in a floor square.

Fixed cut and paste error in the unused function HandWeapon.getToHitMod.

Fixed an exploit where players, especially ones with desensitized, were able to sleep immediately after breaking LOS with zombies.

Fixed a couple of inconsistencies between the default MP settings and the Apocalypse setting on account of the loot setting changes.

Fixed CannedMilk not having the parameter CannedFood = TRUE.

Fixed only pouring 50 units when selecting the option to put 100 units of water into a farming plot.

Fixed an issue with the vehicle alarm debug tool, BaseVehicle.setAlarmed also needed to set previouslyEntered to false for the vehicle when enabling an alarm.

Fixed car horns continuing when switching seats while honking.

Fixed being able to hold down keys while AFKing to grind nimble; now a check is made to ensure that the character has actually moved before awarding XP.

Fixed error with broken glass script name in distro files.

Fixed hazmat suit missing blood locations.

Fixed being able to put uncooked bacon into tacos and burritos.

Fixed Pink Hair Dye not being in the distribution lists.

Fixed not being able to put Black Beans into a salad.

Fixed Strength XP levels causing slower Sheet Rope climbing at certain levels, especially at level 10.

Fixed bugged interaction with building metal objects and the Propane Torch.

Fixed not being able to disassemble car wrecks due to a missing Propane Torch, even though it was in inventory. This needs Balance feedback since the usage per Torch was also changed.

Fixed interaction when pressing shift+e near passenger seat to move to the drivers seat.

Fixed ISBuryCorpse action validity check.

Fixed using a firearm to repair another firearm evaporating the ammo, magazine, and attachments of the first weapon. The items will now be placed in the player's inventory.

Fixed being unable to read in a car when the engine was running.

Fixed zombies spawning inside buildings when the zombie populations is set to 0.

Fixed missing world static model for Bag_ShotgunDblSawnoffBag.

Fixed search window tooltips still appearing on hover when the world map is open.

Fixed player able to walk away while equipping items to scrap or destroy an object to perform the actions from afar.

Fixed dismantling floors with the character on top by moving character to an adjacent square where possible.

Fixed disassembly context menu issue: Added highlighting of target object in world and object texture in disassembly tooltips.

Fixed reflective and shooting glasses having reversed icons.

Fixed some events of ZomboidSoundMP.bank not playing for remote clients. This is to potentially fix sounds cutting out when several players are together.

Fixed players being unable to fire guns from inside vehicles under some circumstances.

Fixed firearm damage being affected by the distance to the target.

Fixed the infinite timed-action progress bar being displayed for actions that set useProgressBar=false.

Fixed recently introduced bug that caused sounds to attract zombies from too far away.

Fixed WorldSoundManager.getSoundAttract() not using IsoZombie.hearing.

Fixed masking problems with Hoodie and Poncho being worn together.

Fixed transparency issue with trouser texture.

Fixed the rate of moodle and the heart (health panel) icon wiggling not handling ui offscreen rendering and uncapped framerate.
Post edited November 14, 2022 by (ø,ø)
high rated
Fixed incorrect pathing for masks on some clothing items which should fix clipping issues.

Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies.

Fixed not-crawler zombies sometimes injuring the feet or legs.

Fixed assorted errors in food items' EvolvedRecipe parameters.

Fixed error with randomized zombie senses.

Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes.

Fixed sawing off a Double Barrel Shotgun not changing its encumbrance.

Fixed not being able to host locally with a nonsteam server.

Fixed zombie hearing radius being too large.

Fixed being unable to rip Varsity Jackets.

Fixed ripping all clothing unintentionally ripping clothing worn by the player.

Fixed zombie Pinpoint hearing not working as intended.

Fixed not being able to empty rotten sacks of produce.

Fixed infinite Propane Torch glitch when disassembling items.

Fixed Encoding of Radio and TV content for Chinese languages.

Fixed lightbulb lifespan sandbox value error.

Fixed in-game map position of a shed in cell 35,32.
high rated
Master of Magic - Caster of Magic for Windows

Standalone installer updated: [Windows] CMFW 1.04.05 ⇒ CMFW 1.04.06.
Caster of Magic for Windows - v1.04.06 Update available now!!

Bug fixes, gameplay, general
• Fixed bug : Rarely, units on sea might drown even if they have Flying.
• Fixed bug : When in fullscreen mode, if a teleporting unit is selected to move and the mouse leaves the playable screen area on the left side, the game crashes.
• Arrow keys can now be used to scroll the map on the Surveyor and Geomancer UI.
• It is now possible to use the keyboard for the "Ok" and "Cancel" buttons on the road building UI. (Enter or O for Ok, Esc for Cancel)
• Added option to specifically swap left and right mouse button for the overland map and unit movement in Keys.INI
• Added option to specifically swap left and right mouse button for the combat map and unit movement in Keys.INI
• Adjusted the default colors used in overland Grassland tiles.
• Fixed bug : When "Random" is selected for the number of opponents, the setting isn't stored as "Random" and gets replaced with the rolled random amount.
• Fixed bug : Doomsday fails to reduce population growth by 200 on enemy cities exceeding their maximal population.

Modding
• When a script reports an error, the text showing the code at the location of the crash is now converting the commands back to the original text instead of displaying the internally used version.
• Bonus To Hit chance granted by magic weapons is now adjustable in Modding.INI
• It is now possible to assign a default starting spell for each retort in Spells.INI
• GetStat and SetStat can now read/write the Healer unit ability flag.
• The default pixel colors for overland Grassland terrain is now in Terrain.INI
• The default pixel colors for combat Grassland terrain is now in Terrain.INI
• Fixed bug : the ! character in comments caused scripts to malfunction.
• Fixed bug : fractional numeric constants in scripts sometimes caused the game to crash.
• Spell casting costs are now calculated by the CCost.CAS script file. This should allow implementing new effects that modify costs. The cost modifiers have been removed from Modding.INI, edit the script to change them.
• It is now possible to enable Item Teleport on heroes who already ended their turn in Modding.INI
high rated
Solasta Crown of the Magister
17 New Feats (Free):
Arcane Appraiser: Magical Items are automatically identified when put in your inventory
Badlands Marauder: Gain +1 CON, resistance to poison damage and advantage on rolls against being poisoned
Forest Runner: Gain +1 DEX and +2 cells movement speed
Mightly Blow: When attacking with a melee two-handed weapon, deal additional damage equal to half your Strength modifier (rounded up)
Cloak and Dagger: After hitting an enemy with a light weapon, gain +2 AC until the start of your next turn (doesn't stack)
Distracting Gambit: After hitting an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack)
Forestalling Strength: Gain +1 AC while wielding a two-handed weapon
Mender: Stabilizing an ally with a Medecine checks heals them by 1 HP
Blessing of the Elements: When taking fire, cold or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn (once per short rest)
Trip Attack: Enemies hit by a melee Ready Action must make a contested roll (against shove) or be knocked prone
Daunting Push: Successfully shoving an enemy makes them lose half of their movement speed until the end of their next turn.
Ready or Not: Gain advantage on attack rolls when using Ready Action
Toxic / Melting / Burning / Icy / Electrifying Touch: The first time you deal damage with an unarmed or weapon attack each turn, deal additional poison / acid / fire / cold / lightning damage equal to your proficiency bonus (can't select Touch feats multiple times)

3 New Backgrounds (Free):
The Ascetic : Gain 1 language and proficiency with Survival, Insight and the Herbalism Kit
The Artist: Gain 1 language and proficiency with Persuasion, Deception and Performance
The Occultist: Gain 1 language and proficiency with Arcana, Deception and the Scroll Kit
Note: Unlike previous backgrounds, these 3 new backgrounds do not have a special quest in the Crown of the Magister campaign.

Gamepad Support (Free):
You can now play with controllers on PC! Hurray!

Dungeon Maker Improvements (Free):
Boss Monsters can now be used in the Dungeon Maker. Legendary actions included. In case you didn't suffer enough.
Many monsters and items which were previously missing have now been added too!
Honestly though, for those of you who haven't already - go try out some Custom Dungeons made by the community. Most are really great!

3 New Classes (Inner Strength DLC required):
Detailed information about each subclass can be found in the following threads:
Bards: College of Lore, College of Hope, College of Heroism, College of Tradition
Monks: Way of the Open Hand, Way of Survival, Way of Light, Way of Freedom
Warlocks: The Fiend, The Hive, The Timekeeper, The Tree

1 New Race (Inner Strength DLC required):
Everyone say hello to the Dragonborn! These fellas get +2 Strength, +1 Charisma, Damage Resistance and a Breath Weapon linked to their Draconic Ancestry. For example, a Black Dragon grants resistance to Acid and an Acid Breath, while a Gold Dragon grants resistance to Fire and a Fire Breath.

General Improvements (Free):
Enemies who are immune to certain conditions will now display a text feedback instead of leaving the player to wonder if they are immune or if the spell is just bugged.
Clicking the "Light" button shortcut (bottom left) while having a light active will now extinguish it.
Four types of instruments can be found for the Bard to use as spellcasting focus: a Flute, a Lute, a Drum and a Horn.
Added a "Toggle" Icon for Sorcerers' Metamagic. While toggled off, you will no longer be asked to select a metamagic option every time you try to cast a spell.
Unidentified magical weapons will now properly inflict magical damage. The fact of not knowing its nature does not make it any less magical, after all.
Ready Action will now trigger when invisible enemies come out of invisibility to attack you.
Added Eldritch Blast, Viscious Mockery, Hellish Rebuke, Malediction, Dreadful Omen and Hilarity spells to the game (Bard & Warlock)
Added a "Fast Loot" system: looting crafting components out of bushes / flowers no longer opens a loot window.
Buffed most Kindred Spirits base AC, HP and damage as they were a little too weak.
Added some missing Primed Weapon / Armor to merchants in CotM and Lost Valley. If some are still missing, please do reach out to us!
Post edited November 15, 2022 by Ruvika
high rated
Solasta Crown of the Magister Part 2
General Bug Fixes (Free):
Fixed new Temporary Hit Points overriding old value even if the previous amount of Temporary Hit Points was higher. It should now always keep the highest amount.
Fixed a rare bug where Kindred Druids could no longer summon their pet until they leveled up
Fixed Heat Metal not working properly after the first few rounds. Now you can get back to cooking those Veterans alive, you monster.
Fixed a couple of range miscalculations where a spell's range would be slightly lower than intended.
Fixed Shield of Faith preventing the caster from casting Shield. "Because that would be too many shields, and THAT'S ILLEGAL!" - no it isn't, get back to casting Shield you dumdum.
Fixed a rare instance where shoving could cause an error. Shove off, error.
Fixed AC stacking incorrectly in some instances. Bygone are the days of Barbarians running around in their fancy Empress Garb for crazy amounts of AC.
Fixed allied NPCs sometimes making ranged attacks by hitting air with their melee weapon. That's... that's not how it's supposed to work Beryl. Use your crossbow.
Fixed some tooltips which were showing duplicate and/or empty strings
Fixed multiple Hunter's Mark (from multiple Rangers) not stacking properly on the same target
Fixed Greenmage's Leaf Scale feature activating when they get counterspelled. Which made no sense.
Fixed Bracers of Archery granting damage bonus on melee attacks. AGAIN. HOW MANY TIMES MUST WE FIX YOU.
Fixed Ranger Marksman's Reaction Shot not triggering against spells.
Fixed Greenmage's Leaf Scale also not triggering properly against spells.
Fixed Dragons missing their Blindsight feature
Fixed Shapeshifting as a Balance Druid while another character is dead to suddenly trigger a game over if no one else could cast Revivify. Basically the game went "wait, Druid can revivify, but Bear no can revivify. Druid now Bear, so revivify not possible now. Dead person no can be saved, game over". Oh game, you did your best.
Fixed Law Cleric's Holy Retribution text string - and hopefully it should no longer randomly deal damage to the Cleric instead of the attacker.
Fixed an issue where Confrontation (Lost Valley) could become impossible to complete if Karelia was killed
Fixed an issue where The Lost Apprentice (Lost Valley) could bug out if Lysantir died before reaching Orenetis or Hasbrudal
Fixed an issue which could prevent the completion of The Lost Book (Lost Valley)
Secret Report (Lost Valley) will now properly fail if you previously killed Cafrain's contact
Fixed Berserker Barbarians' saving throw against Frenzy not taking into account their magic items' bonus
Fixed bonus cantrips gained from subclasses being into account in the total number of cantrips known when leveling up (preventing the spellcaster from learning more cantrips)
Fixed Confusion's area of effect not increasing when upcasted
Fixed Marksman Ranger's Recycler not working properly while traveling on the World Map
Fixed several issues with Chinese and Russian where some text wouldn't appear
Barbarian Rage should no longer work when wearing Heavy Armor
Fixed an issue where Wind Druid's Sheltering Breeze could only be used once per long rest
Fixed an issue where Hunter Ranger's Whirlwind Attack would do absolutely nothing when used. Well that was disappointing.
Fixed an issue where... alright where do I start with this one. If your character falls unconscious while you had their inventory open, and you then use an item from there while unconscious, game goes boom. Congrats to that one guy for finding this bug.
Slashing, Piercing and Bludgeoning damage inflicted by spells should now be correctly considered "magical damage" for the purpose of overcoming resistance and immunity. Because one could argue that spells are, I don't know, magic?
Fixed a weird interaction between Rogue's Evasion and Draconic Sorcerer's Elemental Affinity that would prevent Evasion from triggering.
Fixed Marksman Ranger's Fast Aim being completely busted and targeting every enemy you hit previously on your turn. It should now correctly only target the last enemy you attacked.
Fixed Giant Crows' disease not doing ANYTHING AT ALL. Y'ALL SHALL NOW SUFFER AT THE HANDS OF THE GIANT CROWS.
Fixed Barbarian's Rage not correctly ending when they don't attack nor take damage for a round. C'mon they're strong enough already in Solasta, no need for freebies.
Fixed an issue where some Kickstarter backers' names were overlapping in Caer Cyflen's monument
Fixed an issue where ability scores would sometimes be unable to go above 20 even when intended (like with a Potion of Cloud Giant Strength)
Fixed Judgment Paladin's Aura of Righteousness not providing its bonus correctly on spells with multiple projectiles
Creatures under the effect of Hideous Laughter will now properly roll a saving throw with advantage when damaged
Fixed a case where characters would not become immune to Dragons' Frightful Presence after succeeding their saving throw
Fixed A Giant Step (Lost Valley) being stuck if you free Rugan after failing a Persuasion check
Fixed Grappled / Constricted conditions not being correctly removed if the character is forcefully moved (teleport / shove / etc). GET DOWN MISTER PRESIDENT!
You know how in most tactical games, flyings units take extra damage from bows? Well apparently, in Solasta flying units' weak point was... doors. They would INSTANTLY DIE if you close a door on their face instead of being shoved away. That should no longer be the case. The door meta is over, time to find another exploit against flying units.
Fixed a rare case where Kindred Druids' pet would lose their damage bonus. C'mon they are already weak enough :(
Fixed a couple of animation delays that would occur in special circumstances with opportunity attacks, prone opponents etc.
Fixed an issue where The Prisoner (Lost Valley) could soft lock if you killed Orenetis prior to starting the quest
Failing to convince Orenetis in an important dialog towards the end of the game will trigger the battle as intended
Attacking Marin Ving at the end of the game will teleport Cafrain to the combat so he no longer blocks the fight by being out of reach
Fixed Oblivion Cleric's Herald of Pain's saving throw to trigger at the end of the enemy's turn instead of the beginning.
Spells cast from inside a Globe of Invulnerability can longer be counterspelled from outside
Fixed crafted item disappearing if the crafter is over-encumbered when the crafting completes
Fixed being able to cast Black Tentacles in the air
Fixed not being able to leave Black Tentacles' area of effect after failing a saving throw once. What is it with you, Black Tentacles? Why are you causing so many problems?
Fixed some calculations which made certain spells range slightly lower than intended
Fixed Pass Without Trace missing from the Druid's spell list
Fixed a bug where Mardracht would be missing from his own cutscenes (wut?)
high rated
Solasta Crown of the Magister Part 3
Multiplayer Fixes / Improvements (Free):
Fixed a bug where items could disappear when using "Loot All" if it would make the character over-encumbered
Fixed a desync that could occur when a player triggered fast travel while already moving through the blueprint
Fixed more desyncs that could occur when manipulating items in the inventory
Fixed a rare issue where the party could get stuck in a location if the host tried to leave the area exactly when another player started interacting with something else
Fixed another desync that could happen when giving items to the different factions
Fixed an issue that could prevent players from joining a lobby when the password was more than 20 characters. Wow those are some long passwords you got there.
Fixed a desync that could occur if a narrative sequence triggered while one person is still loading
Fixed a funny bug where if a shop is opened while you're checking another player's inventory, both character models would fuse into some nightmarish amalgamation. Ed...ward?
Fixed an item duplication exploit which could trigger when multiple players had their inventory open at the same time
Clicking on a player's position icon will now move the camera to them
Fixed pinging on controller sending multiple pings at once

Dungeon Maker Bug Fixes / Improvements (Free):
When playing Custom Campaigns, the game will now also auto-save after changing location / finishing a long rest (5 min cooldown)
Fixed the camera behaviour while in dialog in Custom Dungeons
It is no longer possible to name a Custom Monster with an existing internal monster name, which would cause other custom campaigns using the same monster to be hidden. That one took some time to find out, thanks to every creator involved!
Mana Lamps can now be set as on or off in the Dungeon Maker
Fixed loading screens between locations always being the same
Fixed an issue where a dialog could be stuck if no matching role was found within the party
Added many monsters that were previously hidden in the Dungeon Maker
Added many items that were previously hidden in the Dungeon Maker

Known Issues:
There is a long delay whenever quitting the Dungeon Maker before returning to the main menu.
The Kindred Spirit Druid has a bugged Spirit option with a weird name - do not pick it, it's a placeholder we'll remove in a hotfix!
Kindred Spirit's description text still show the old AC, HP and damage values instead of the buffed values
Some test characters we played with decided to stick around and made their way into the pregen category, they will be dealt with soon. Those characters are: Corthyn Dosa, Jane Storm, Iela Olfborn, and at higher levels the aptly named Lore08 Bardy and Hope08 Bardy. There are also 4 level 12 characters Burg Dormer, Esbery Dudley, John Guert and Ros Hasting that shouldn't be there because... well who's going to play with max level characters anway?
Monks don't get their bonus action attack when attacking while holding a torch. Apparently kicking with a torch in hand is not considered a Martial Art?
When picking up loot from the ground, you will often see the message "some items can't fit the inventory" - don't worry, that's a text bug. Unless your inventory is truly full, the items are actually picked up.

Alright folks, time for you head back into Solasta! If you're looking for people to play multiplayer co-op with, make sure to drop by our Discord Server to meet new friends!
Post edited November 15, 2022 by Ruvika