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Emperor of the Fading Suns - Enhanced:

Version 1.5 --> 1.51

(massive) Changelog:

available under: Emperor of the Fading Suns Enhanced --> More --> Changelog
Post edited February 20, 2023 by BreOl72
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BreOl72: Changelog:

available under: Emperor of the Fading Suns Enhanced --> More --> Changelog
...for those who own the game... At least you wrote the version so we can search whether that is up to date and what it brings to the table.

Not meaning to be negative as you are doing a lot of good here so thank you.
high rated
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BreOl72: Changelog:

available under: Emperor of the Fading Suns Enhanced --> More --> Changelog
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Themken: ...for those who own the game... At least you wrote the version so we can search whether that is up to date and what it brings to the table.

Not meaning to be negative as you are doing a lot of good here so thank you.
The devs put up a summary in the game's forum

What are the Main Changes?

* We have reduced how aggressively the AI builds new structures and units on its worlds.

* Units have been rebalanced for cost and effectiveness. This means that units requiring higher levels of technologies are more dangerous, and some starting units take longer to build. This also increases the value of combined-arms tactics.

* Most technologies take longer to research and require you to build (and protect) more labs.

* We have doubled the number of relics you can find in ruins.

* The combat screen now displays more of the combat modifiers in each encounter.
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twifight:
Good enough for me.
high rated
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Themken: snip
Emperor of the Fading Suns Enhanced - Complete 1.51 changelog

Update 1.51 (February 20th, 2023)

Thanks for enjoying Emperor of the Fading Suns! We appreciate all the feedback and are glad you found it both a lot of fun and very stable. That said, this patch addresses the bugs you did find, provides more balance to the AI, and improves the modding tools. This document addresses some significant gameplay changes for which players asked.

How Do I Get Started?

• If you are a new player, we strongly recommend you start play with the historical map, and with all Houses (yours and the AI) set to “Beginner.” Yes, we grognards know we can beat any strategy game on its highest difficulty level the first time out, but trust us on this one - historical and beginner.
• If you are a returning EFS Enhanced player, we have listened to your feedback and modified some of the gameplay significantly. If you do not have any saved games you want to continue, just jump right back into play. We hope you like the fixes and changes.
• If you want to continue an existing EFS Enhanced game, please copy any saved games you want to continue playing into a new folder before you download the new version. After downloading this patched version, copy those .sav files into the SAV folder in the MOD/LEGACY path. To continue using old unit stats and game settings, enable the Legacy mod by editing the mod.ini file in the root EFS folder. You do this by changing the mod setting from “0” to “1” and removing the semicolon in front of “mods_folder=Legacy”. When you are ready to play with the new settings, return the mod setting to 0 and put the semicolon back in front of mods_folder=Legacy

What are the Main Changes?

• We have reduced how aggressively the AI builds new structures and units on its worlds.
• Units have been rebalanced for cost and effectiveness. This means that units requiring higher levels of technologies are more dangerous, and some starting units take longer to build. This also increases the value of combined-arms tactics.
• Most technologies take longer to research and require you to build (and protect) more labs.
• We have doubled the number of relics you can find in ruins.
• The combat screen now displays more of the combat modifiers in each encounter.

Why Do You Call It EFS 1.51?

• Emperor of the Fading Suns was version 1.5 of the game, making this patch 1.51. That said, you can just call it the EFSe patch and have fun

Important Notes

• Emperor of the Fading Suns Enhanced (1.5) saves are compatible with this patch (1.51).
• 1.5 had an issue where save files eventually become corrupted. These save files can be loaded in 1.51 and the game can be continued as if nothing was wrong in the first place.
• Due to gameplay changes, we recommended that older 1.5 saves should be placed in the MOD/LEGACY/SAV folder. You cand enable the Legacy mod by editing the mod.ini file in the root EFS folder.
• For an improved experience, you should play new games without using the Legacy mod.
• Random galaxies are much harder than the Historical galaxy, even if choosing the same difficulty levels.
• Difficulty level affects Ruins and Random galaxy generation based on the average difficulty of all players, so setting your difficulty low and all other houses high gives a harder random galaxy.

Important bug fixes including (but not limited to)

• Fixed a bug where Engineers are expended but failed to build cities.
• Reduced frequency of crashes related to alt tabbing
• Reduced frequency of crashes during AI turns
• Fixed a crash that happened when merging a sentried cargo pod
• Fixes League and Church voting in Elections
• Fixes Relics becoming nonfunctional after being captured from another owner
• Fixes Accuracy relic not working correctly
• Fixes Firebirds correctly being consumed when building and canceling units
• Fixes inability to overwrite save files with "save as" button
• Fixes church inquisition burning labs that research proscribed techs
• Plague bombs no longer appear on easier difficulty random maps

New features

• Unit stats have been rebalanced so that higher tech units are much tougher than earlier units, and cost more in maintenance. Techs take longer to research, proportional to the value of the technology. Direct and Close attacks can now both target the same ground units.
• Added 10 new relics
• Hidden units that weren't spotted or hit in combat remain hidden during and after combat
• Autosave files are now placed in the SAV/AUTOSAVE folder, instead of the main SAV folder.
• Starbases now act as a repair station, and add health regen to space units in the same stack
• Naval Destroyers now act as carriers for Helicopter type units (Gunships)
• Vau Fighter and Symbiot Spitter no longer require refueling
• Pestulator Artillery now causes tactical plague (unit targeted by Pest Art can become infected with plague)
• Plague Bombs now automatically die at the end of combat (presented as Psych damage at end of combat)
• Due to their performance enhancing drugs, Chem Shock Legions now have a chance to suffer some health loss, experience loss, loyalty loss, and Psych damage at the end of combat.
• Environmental tech agility bonuses now show up in the Bonuses/Minuses list in combat screens
• The church now has a chance to unproscribe certain techs based on game difficulty and patriarch sect
• Players can now ask the church to unproscribe techs for money
• The historical galaxy is now more balanced for each Sect, increasing the possibility a Patriarch from outside of the orthodoxy may claim the role

to be continued..
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Themken: snip
Emperor of the Fading Suns Enhanced - Complete 1.51 changelog ..continued

Full List of Changes:

Bug Fixes:

• Game crashes in the Load Dialog if the player clicks something in the Folder Pane (Right Pane) and then OK
• The Tyranny Trait now works similar to the positive loyalty traits and is permanent throughout the game in the -10% Loyalty Reduction to Cities and Units
• Corrupted Save Games can now be reloaded and continued
• Engineers, Symbiot Nesters, and Vau Workers are no longer disbanded at the start of the game by the AI
• Only the current player’s production is seen when right clicking on a city (other player’s production could be seen before regardless of treaty)
• Jump and Space Units that are cargo can now be unloaded in a city
• Right clicking on an empty city controlled by another player no longer jumps back to the current / next unit
• All orbiting stacks of other players can now be selected (this dealt with the League, Church, Symbiot, Vau, and Ministries)
• Firebird purchase message when trying to build a unit with insufficient credits no longer appears
• May fix errors with EnumDisplayMode - Failed on some portable systems including OneXPlayer
• Ruin Gift rewards due to shared data structures are now given correctly
• When deducting credits for building a unit, the correct player’s treasury is now used (was only Li Halan’s before)
• Environmental Techs now correctly show their bonus during the Combat Screen
• The Empty Lab Tech button could interfere with the city’s text - the button has been moved so this no longer happens
• Overwriting Save Game files are now written to the correct folder (and actually overwrite the existing Save Game file)
• Fixes unit list issues that could cause corrupted games / save games
• Prevents crash if a unit’s spotting in UNIT.DAT is set too high by a MODder (max value allowed is 80)
• Issues with city building and not showing “Missing Required Tech” (the Cathedral was one city where this didn’t work correctly)
• Game no longer crashes if units that cannot move onto a specific terrain type are automatically unloaded if a Jump or Space transport is attacked
• The Church failed to send Inquisitors to Labs researching proscribed tech
• The Historical Galaxy is now MOD-aware and will be loaded if the player selects Historical when playing a MOD
• Randomly-generated Galaxies now use a MOD’s Historical Galaxy (GALAXY.GAL in the MOD\YourMod\GAL folder) when creating new Galaxies
• The House AutoSave files now use the correct month / date
• When giving the player with the lowest score Technologies, their score is updated immediately so that they may not necessarily be the player with the lowest score
• Any space move-type unit can now be unloaded in space if aboard a transport
• Alt-TABbing away from the game should now crash less frequently if at all
• The game’s in-game videos are enabled by default
• The game used the incorrect treasury when trying to build cities with Engineers, causing the Engineer to be consumed, but the city to not be built
• Incorrect Weapon Bonuses were shown in the Unit Dialog
• The Church & League now give votes based on how much they like a player and properly cast promised votes
• Space Units (Gate, Jump, Lander, Mech, & Space) now obey TARGET.DAT rules
• Relics now properly transfer ownership when captured
• Relics (accuracy bonus and others) now work correctly
• When razing a city a sound is now played
• Symbiot Butchers are now longer immune to Direct & Close Space Weaponry
• For Random Galaxies, Shields on Vau-Controlled planets are now properly controlled by the Vau
• When changing a contract, money is properly returned to the player
• Structure damage is now correctly shown during combat when no units are targeted
• Ground units should no longer appear in space without a transpor
• Difficulty Level modifiers are now calculated more accurately (no more truncated values)
• Control of a structure’s ability to build units is now via STRBUILD.DAT so that Rebels will no longer build units from resource markers (unless explicitly specified)
• Turns til the next patriarch is now properly reset even if no patriarch has been found
• Game should no longer crash if bombarding an empty city
• Tech Research & Unit Build specific owner requirements should now work correctly

Enhancements:

• Added 10 new Relics
• The Advisor now has updated / corrected information when the Tutorial is ON
• Game Folder Structure Re-Organization: The SCENARIO folder has been moved to be under the GAL Folder
• All Terrain and Scenarios for the Historical (GALAXY.GAL), Dark Ages, and Lost Worlds Galaxies are now in the GAL\SCENARIO\GalName folder for that Galaxy File
• Improves game robustness, reducing the number of crashes, and allowing games with issues to potentially be reloaded from the latest save and continue
• Adds new option (disabled by default) that allows the unit’s movement rate value when being reset to be affected by the unit’s current health (this allows units to suffer reduced movement penalties if they have been badly damaged - note that there is a floor based on percentage that can be set so that units cannot have less than 25% of the original movement, for example)
• Combat has been changed when unspotted units are involved - units only reveal themselves if they were actually targeted during combat although Ranged Space attackers always reveal themselves
• A new column in UNIT.DAT has been used to assign a Unit’s Functionality for MODders - this removes the unit’s function defined by its unit slot. For legacy purposes, the unit slot / kind are still used for Nobles, Officers, etc. and the Cargo Pod unit slot is still specific for Cargo Pods
• The DAT files have been updated to improve overall gameplay - the previous V1.4 DAT files have now become the Legacy MOD and are in the MOD\Legacy folder. Players can still play the original V1.4 game files by enabling MODs in MOD.INI and setting the Mod Folder to the Legacy Folder. Note that it is recommended to do this if continuing a save game from V1.5.
• All “hard-coded” techs have had their numbers moved to EFS.INI to allow MODders to change those values for expanded Tech Trees in their MODs
• A new owner delineation has been added so that House Humans can be distinguished from House AI to allow MODders to allow only the AI or Human House players to build certain units
• New functionality: Air Units that don’t die when running out of fuel
• Clergy now have the following functionality:
• When a unit or city is considering changing to a new Sect, their chance to change is affected by the following:
• Their chance is lowered by 10% (specified via EFS.INI) if the Cathedral on the planet is their Sect
• Their chance is increased by 10% (specified via EFS.INI) if the Cathedral on the planet is the Sect they are changing to
• Their chance is lowered by 1% (specified via EFS.INI) for each Clergy of their Sect on the planet
• Their chance is increased by 1% (specified via EFS.INI) for each Clergy of the Sect they are changing to on the planet
• For Religious Rebellions - the chance to rebel is reduced by the square of the number of Clergy on their planet that is their Sect (1% for 1, 2% for 4, 3% for 9, etc.)
• For the Tithe Skim - the skim is increased by 1% (specified via EFS.INI) per Clergy on the planet
• The generation of units for Random Galaxies has been updated to reduce the frequency of Plague Bombs
• PTS units defending against attacking Ranged Space or landing units are now added to the Player’s Combat Report if it is turned ON
• The Church can now Unproscribe Tech if they don’t find a Tech to Proscribe
• Players can now request for the Church to Unproscribe a Tech
• The Historical Galaxy (GALAXY.GAL) has been updated to balance the House Sects, remove Alien Ruins appearing in water, and fixing Vau structures on Vau planets to be properly controlled by the Vau (instead of Neutral)
• Updates the Galaxy File INI override system to be more robust and fault tolerant for MODders
• The following agility bonuses are now MODable (in EFS.INI)
• Bonus if unit is hidden
• All 3 individual Tech Bonuses
• The random camouflage modifiers are now MODable (in EFS.INI)
• When Space & Jump units land outside of cities, the amount of damage is MODable (in EFS.INI)
• Complete MODding of the Combat Mechanics for the To Hit System (via EFS.INI)

Other Changes:

• Update Credits for those who playtested the close beta - thanks!

Map Editor:

• Units that can be placed on water no longer have to be in a city or within 1 hex of a city - as long as the hex contains water the unit can be placed there.
• Air units can be placed on any hex - just be sure to place a structure or naval carrier of the same owner nearby so they don't die after the first turn (no need to worry if they are set not to run out of fuel).
• Random Galaxy generation now works correctly
• Structures that cost money can now be placed
• Random Galaxies no longer delete Reserved Cities / Units
• Can now add units up to the maximum tLvl of 12 if they exist in UNIT.DAT
• Able to correctly load .GAL, .SEN, & *.TER files from different folders
high rated
Flashout 3

Updated to 1.0.7 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
Patch 1.06

- small physic fixes
- small balance improvements
- small localization fixes
+++
Patch 1.07

- Improved depth in VR mode
- Small graphical improvements
- Fixed issue with incorrect position after ship explosion
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.60.4 (Offline installers updated)

No Changelog
high rated
The latest Turbo Overkill update is finally available (Offline & GOG Galaxy).

Episode 2 Update 0.33 (February 01, 2022)
Headline features

• Endless mode added

Balancing

• Paradise Lost: Reduced ammo drop count
• Toxin Refinery: Reduced ammo drop count
• Teratek Factory: Slightly reduced ammo drop count
• Outskirts: Added a wall to stop secret breaking
• Outskirts: Reduced ammo drop count
• The Wastes: Raised Vista arena armor more in the air, requires more skill to acquire.
• The Wastes: Reduced ammo drop count
• Pressure Point: Reduced ammo drop count

• Light Bullets now grant 8 bullets on pickup instead of 15
• Reduced Ion Blaster alt fire charge time from 8 seconds to 5
• Decreased Ion Blaster ticket usage to 15
• Ion Blaster max ammo increased from 40 to 45
• Ion Blaster no longer can fire multiple alt-fires, thus wasting ammo
• Ion Blaster gives back ammo if player changes weapon before using it
• Ion Blaster consumes ammo slightly slower on its primary fire mode
• Boomer shotgun slightly flies you into the air if you are airborne and shoot downwards
• Chainsaw leg now correctly captures all enemies inside damage radius, making it much more effective
• Rebalanced health in Jazz fight
• Reduced the amount of bullets Jazz fires

Map Changes

• Syn: Fixed acid pool hurting players when they slide along it
• Syn: Added objective marker to help new players chainsaw slide
• Syn: Added correct teleport triggers
• Emergence: EXEC voiceover tweaks
• Battle Alley: Added wallrun platforms to assist players in where to go
• Battle Alley: Added more objective markers
• Open Season: Fixed enemies in intro cinematic not firing on the car
• Rooftops: Added a Vehicle Recall station to the first tunnel
• Napalm Blitz: Fixed Maw navigation mesh issues
• Napalm Blitz: Maw Boss fight, added a checkpoint between phase 2 and 3
• Napalm Blitz: Can now 100% kills on this level

Quality of Life

• If on fire, an enemies flinch threshold is greatly reduced
• Fixed interactives so they only work if you are looking at them
• Projectiles despawn on cinematics
• Meatballs show up on telefragger scope
• Added I-frames after you take damage, reducing the chance of having health reduced by a barrage of bullets
• If you already have the augment from a Teratek crate, it will be inactive when you load the level
• 'giveall' console command in console really gives you everything
• Fixed a lot of Profile selection inconsistencies
• Cleaned up how First-Person/Third-Person vehicle camera perspectives are handled (in the options menu)
• 1360x768 resolution added
• Fixed a bug where Ripper would sometimes get stuck on the ceiling
• Added a tutorial explaining how the Weapon Wheel works
• Added a tutorial explaining how Quicksave/Quickload works
• Difficulty displayed on end screen
• In no-clip you can hold down shift to speed up
• You can now kill Security Drones with the chainsaw leg
• Added option to disable grapple hook crosshair

Bugfix

• Crosshair information now displays when using the dot or cross crosshair options
• Fixed bug where a progress bar would get stuck on the players UI
• I-frames added after respawn/shop usage
• Telefragging enemies will no longer break wave progression
• Fixed Waster error where it would be invisible sometimes when going from Level 2 to Level 1 upgrades
• Rain now renders on Open Season
• Teddy no longer spins while he is dead
• Toxin Refinery: Fixed red key skip
• Fixed shop screens breaking in secret levels
• Fixed explosive damage making players float when they're locked in a lift
• The car UI no longer renders through the car when in third-person
• Improvements to how grapple target is rendered
• Fixed water FX switching on and off on lower framerates
• You will no longer float in the air if you use a shop while jumping
• Disabled problematic projectiles from being grabbed

Audio/Video

• Anti-Aliasing added to options menu (graphics)
• Made wood more shiny
Episode 2 Update 0.32 (November 22, 2022)
Additions

• Added all enemies to the bestiary
• More bestiary camera controls (zoom with other arrow keys)
• Added difficulty selection to secret levels
• Rebind for weapon switch (projectile/microwave)
• An objective marker has been added to Rooftops to help new players

Bugfix

• Turbo-Time ammo now gives you plasma ammo
• Fixed Ripper fight roof collision
• Fixed exploit where plasmagun could be used to climb walls
• Fixed Artifact-Zero collision in boss arena
• Rebaked Viper Den occlusion
• Fixed an out of bounds bug on Emergence
• Disabled mouse rotation when opening console
• Corruption warning no longer shows up in pause/photomode
• Respawn point on Toxin Refinery near start has fixed respawn position, preventing falling into acid
• Fixed a hole in world geometry in Toxin Refinery
• Exodus, can softlock if rocketlauncher hits switch in sewer onfoot section
• Subtitles toggle in options menu now works
• Tracers no longer stop mid-flight when selecting the Micro-Missile Launcher
• Fixed buggy wallrunning platform on secret level 'Collapse'
• Fixed unlimited ammo bug in secret level 'Viper Den'
• Fixed floating lamp in 'Paradise Lost'
• Fixed jittery Ion Blaster aiming
• You can no longer use a shop while you are dead
• When using the No Drops techchip, Kites will now self-destruct on death as intended
• Player zoom target gets reset upon death
• Console can no longer be toggled in pause menu
• Fixed overlapping UI widgets when erasing profiles
• UI menu buttons no longer bleed into the 'Return' button (was happening on some menus)
• Turbo-Time now drops health/ammo on levels that don't use Zhen (mostly secret level stuff)
• You can now pickup Cassette tapes on the bike
• Fixed faulty collision on flamethrower fire

Quality of Life

• "Exit and apply settings" in main menu
• Changed Instagibber on Magnums sound effects to be less high pitched
• Fixed Instagibber on Magnums to be linked to sound mixer
• Added plasma ammo and tickets to vending machines
• Shrunk skip cutscene prompt size
• Skip cutscene prompt now has a half a second delay before appearing
• You can now change difficulty mid level
• Virgin Blood is slightly easier
• Ability to add an onscreen timer
• Ghost Techchips and Cassette Tapes now appear if you've already collected it
• If you die a lot in a quick amount of time, you will be given the option to chug some Turbo Juice
• Multiple weapons can now be assigned to the same key via the Weapon Group system
• You can now trash keybindings by pressing Backspace or Delete while hovering over a control
• Improvements made to key rebindings, you are now prompted if you want to override another key
• Teratek Factory softlock fixed with grapple area
• Surgeon augment now works with bike health pickups
• You can now rebind the scroll wheel to select specific weapons
Post edited February 21, 2023 by Berzerk2k2
high rated
Field of Glory II

Standalone installer updated: [Windows] 1.6.6 ⇒ 1.6.7.
v1.6.7 – 20th February 2023

Bug Fix:
• Fixed MP force selection bug caused by the new rule disallowing Heavy Artillery in MP open battles. Unfortunately fixing the bug has entailed reverting to allowing Heavy Artillery in MP games for now.
• Fixed Gamemenu language issue.
high rated
Death Trash (In Development)
Death Trash Demo

Updated to 0.8.7.8 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
0.8.7.8

- give experience points for unlocking doors (skill or key) similar to other skill actions; adjusted xp for these skill actions
- player movement: slower movement speed when walking backwards while targeting (experimental)
- fixed minor delay in ranged enemy red pointer warning
- fixed stealth attacks sometimes missing target
- fixed additional issues with point and click commands for stealth attacks
- hard difficulty: made ranged warning duration more generous but increased melee attack speed for enemies
- don't cancel point and click walk commands when opening inventory
- show 'Stealing' headline on loot container if appropriate
- local co-op: allow walk commands through map UI similar to singleplayer
- local co-op: fixed a few issues with using the shortcut travel markers
- fixed a few pickpocketing issues when targeting walking characters
- fixed some NPC reactions to stealing
- improved NPC waypoint handling
- fixed a few other smaller NPC issues throughout the game
- Fleshface in Tauris can also be activated now by puking next to him
- fixed Bunker17 not yielding exploration xp
- allow selling Nano Health
- fixed input conflict between back button and other actions on custom button bindings
- world map travel speed: allow toggling back to slow while traveling
- added some missing German text
- several major framework additions and changes behind the scenes (should hopefully not break anything)
- replaced random loot calculation (should have similar results, was updated for better data analysis)
- additional minor bug fixes and improvements
high rated
dV: Rings of Saturn

Updated from 0.606.1 to 0.606.8 on Windows. (Mac and Linux undoubtedly to follow shortly.)
Same for the demo, except there all three platforms are already present.

Changelog posted in the forum by the developer:
0.606.8 - Black Holes

- The astrogation transfers within rings between specific locations used to cause a big hole to be burned on the departure spot. It was dependent on both the starting location and your destination.
- Fixed disproportional resource depletion when mining in dense, rich areas. Destroying asteroids created by shattering bigger rocks counted towards depletion of the field, while it should not have. While the effect was mostly negligible in sparse areas, in deep veins and propellers, it could cause more rocks to disappear on subsequent visits than they should.
- The game will now remember all the extra rocks you create when excavating a dense ice field. If you create a cloud of small debris, you will find it when you return to the same spot. This excludes ore chunks, which move fast enough to be lost.
- Re-set the asteroid depletion map to remove holes created by the in-ring transfer bug.
- Reworked the launch dive screen. It now fits better in small resolutions.
- You can now pick a known astrogation location as your dive entry target on the station.
- Videos on the Enceladus billboards load just before they are played and are freed as soon as they are over, working around codec-related issues some players were experiencing.
- Additional in-universe ad.
- Updated translations.
high rated
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gogtrial34987: dV: Rings of Saturn

Updated from 0.606.1 to 0.606.8 on Windows. (Mac and Linux undoubtedly to follow shortly.)
Same for the demo, except there all three platforms are already present.

Changelog posted in the forum by the developer:

0.606.8 - Black Holes

- The astrogation transfers within rings between specific locations used to cause a big hole to be burned on the departure spot. It was dependent on both the starting location and your destination.
- Fixed disproportional resource depletion when mining in dense, rich areas. Destroying asteroids created by shattering bigger rocks counted towards depletion of the field, while it should not have. While the effect was mostly negligible in sparse areas, in deep veins and propellers, it could cause more rocks to disappear on subsequent visits than they should.
- The game will now remember all the extra rocks you create when excavating a dense ice field. If you create a cloud of small debris, you will find it when you return to the same spot. This excludes ore chunks, which move fast enough to be lost.
- Re-set the asteroid depletion map to remove holes created by the in-ring transfer bug.
- Reworked the launch dive screen. It now fits better in small resolutions.
- You can now pick a known astrogation location as your dive entry target on the station.
- Videos on the Enceladus billboards load just before they are played and are freed as soon as they are over, working around codec-related issues some players were experiencing.
- Additional in-universe ad.
- Updated translations.
avatar
gogtrial34987:
Linux and Mac versions are updated now.
high rated
Vagrus - The Riven Realms

Updated from 1.1251003L to v1.1300221S for Windows, Linux and Mac.

Changelog posted by the developer in the forum:

Today we are releasing a large patch with features that we’ve been talking about for some time, most of which are a reiteration from the post we released about a public Beta weeks ago. With that Beta now over, you can now scroll down to see all of the details regarding our implementation of **full controller support, UI and text zooming, improved initial game loading times**, and much, much more. Alongside these, we have also implemented a new pop-up window for players to see what’s new when they load up the game, and a DLC catalog, which lets you see what content you already own.

Patch notes v1.1.300221S - Codename: Magnificatus est Controls

Content Changes (SPOILER ALERT)

- Knowledge victory questline: Increased the drop rate for Pristine Crystals in the Crystal Archives
- Slightly better price for Spice in Larnak, should you bring some from Tectum Carvos when it becomes available


New/Updated Features
- Controller Support! Now you can also use your controller to conquer the wasteland.
- DLC status can be checked on the updated Extras screen.
- A new pop-up window has been added so you can see what’s new in Vagrus.
- Dissonance mode has become a little easier.

User Interface Improvements
- Revamped Bug reporting screen (and backend integration on our side).
- A new, Full UI Zoom feature can be activated in the Video Settings. It makes the game’s texts easier to read and manage on smaller screens.
- Tutorial windows have been resized and repositioned while UI zoom is active.
- Players can zoom in on an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
- A button has been added to check the location info of newly acquired Rumors.
- We replaced the “Hold Space” text with a button which you can use to go to the next step of the tutorial. You can still hold space as before.

Bug Fixes
- The game no longer freezes on the Throw-out pane after a Mount-up + Dismount Outrider combo
- Fixed a bug where Movement Points were not refreshed on a new day after inventory overflow
- A number of tooltips that were disappearing have been fixed
- Predicted Authority can no longer exceed 6
- Fixed a bug where Event texts were chopped off on resolutions higher than 1080p (Full HD)
- Fixed a bug where the Heat Shielding Crystal was not working in some cases
- Some UI inconsistencies in ‘Pilgrims of the Wasteland’ have been fixed
- Reenabled shadow effect on Load Game/Save Game screens
- Fixed a bug that caused certain Companion Combat preparation animation phases to be missing
- Fixed a bug where the decals of DOT Skills were missing
- The name field of the description in Companion Combat is now empty when there’s no character to show the description of
- Fixed a bug where sometimes the combat background was black if Companion Combat was triggered in a settlement
- Finndurarth’s missing Skill SFX has been added
- Fixed a visual bug where the positions of the frames in the key bindings menu were off
- Fixed the issues with the Autoscout feature’s chance to find Events and/or fights

Known Issues
- There are still some inconsistencies with UI zooming and the new tutorial windows
- Sometimes escort/rescue Tasks do not work correctly
- The character sheet pictures are sometimes not correct in Companion Combat
- Sometimes Gear is shown to be still used by a Companion who has already left the comitatus

Coming Up Next
- Controller support /Beta/ refinements
- Obstacles in Companion Combat

Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
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high rated
BROK The InvestiGator

Updated to 1.2.9 (Galaxy & Offline Installer, Windows)

Changelog posted by the developer in the game forum:
1.2.9
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- Improved performance when calling the same event repeatedly
(especially was a performance issue in front of the hologram in Drumer Street on lower performance systems)
- Fixed: Unable to load immediately after unlocking extras if we don't exit the menu first (on asynchronous systems)
- Fixed: Localized the message informing about Mania difficulty unlock.
- Fixed: Ott's colors during the concert.
- Fixed: Brok could fall during cutscene near the end according to player position.
- Fixed: Player could stay displayed at an angle if grabbed and the ally character interrupts the grab.
- Fixed: Graff hovers over the ground in one of the endings.
- Fixed: Lives counter was incorrect size if the OS language was China (or another Asia territory)
- Fixed: Graff could not jump high enough on the balance plates to reach the top platform unless doing an "uppercut".
- Also adjusted Chinese font for names to fit the HUD better.
- Updated Ott's parents look during the fair.
- Spanish localization fully proofread (thanks to Inspector Arai)
(Rvs 17761)