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high rated
AI War 2 has just received another update, taking it from 5.517 to 5.518 for Windows, Mac and Linux.

5.518 Conveniences And Quickstarts
(Released October 1st, 2022)

* Removed some frustration when trying to build structures or placing outguard. Now if the location overlaps something, it just places it as close as possible, rather than preventing it. This means its not needed to move your ships or engineers to build turrets, for example, or placing a lot of mines on top of a wormhole or super terminal is just clicking a bunch on top of it.
* Fortress Baron AI no longer builds 'Zenith Trader Fortress' without presence of trader.
* Fixed incorrect description in the Orbital version of several defensive structures.
* New entity tag 'explicit_kite_distance'.
* Lost Spire Frigate with the sniper railgun will now kite to be in range of its beam as well.

Spire Enhancements

* When you would build a Spire City, looking at the build menu tooltip in Full Detail mode will now tell you exactly how many planets you own.
** Badger struggles to remember how many how many more planets he needs to capture for his next Spire City.

* The Spire Empire can now specify the strength of the AI's response to your spire forces
** For the Fallen Spire, you can change the Intensity of the AI's response to your spire forces. The Spire Empire has been just using "the strength of the strongest AI".
** This was causing problems for some weak players (like Badger) who can face a difficulty 7 AI, but not a Fallen Spire Instensity on 7)

Quickstarts

* Add several new Quickstarts to the game under Community; these mix concepts from all the expansions
** The Elder Badger pits your Spire Empire against two low intensity but brutal AIs. The AI has several powerful neinzul allies
** The Utmost Badger has a human empire vs two Zenith themed AIs and a major Dark Zenith invasion. The Dark Zenith have some neinzul allies to help them defend.
** The Spiralling Badger features two challenging level 7 AIs and a Splintering Spire war, with a powerful alliance of Scourge, Marauders and Elderlings waiting in the wings to take advantage of any weaknesses.
** The Invading Badger has two weak AIs and a extremely powerful minor faction coalition. Can you face down the Nanocaust, Scourge, Dark Zenith, Elderlings (and other friends) all at once?

Balance

* Damage shift adjustment for Polarizers. Currently they are a bit too good versus anything with any appreciable amount of armor. So they are getting a major damage cut with an added multiplier against larger ships. Still good for pulling down larger ships, but no longer quite as reliable against regular strikecraft.
** Base damage reduced from 125 to 35
** Added new 3x multiplier against targets with 5tx or more mass

* Also carried over Polarizer weapon changes to both the regular and royal guardian versions the AI can use. These have had their base damage reduced by 2/3 but have gained the multiplier versus larger ships.
** Polarizer Guardian base damage 450 -> 150, added x3 multiplier versus 5tX or higher
** Royal Polarizer Guardian base damage 900 -> 300, same added multiplier against 5tX or higher

* Adjusted Dire Lightning Guardian and Royal version
** Primary damage lowered, but secondary target damage normalized to match.
*** Base damage 22,000 -> 16,000
*** Royal base damage 33,000 -> 24,000
** Reload time reduced from 7 to 3 seconds.
** Anti-bubble shield bonus moved from primary weapon to an added sub-weapon.
*** Sub-weapon does 10x to bubble shields and heals for twice the amount of damage done.

* AI Spire ships typically employed by Spire Hammer AI have received a variety of adjustments:
** Frigates lost 10 armor (180 -> 170), and have 1 less engine power (22 -> 21)
** Cruisers gained 10 armor (180 -> 190), and now possess tractor beams
** Battleships gained 30 armor (180 -> 210), and have a gravity core
** Dreadnoughts gained 65 armor (180 -> 245)
*** Overall frigates are slightly more controllable. Cruisers and battleships now have a secondary system since they don't have another weapon system. And both Battleships and Dreadnought are more vulnerable to Polarizers by being valid for an additional multiplier step or two.

* Small nerf to Jammer Mines since they have a significantly higher armor range they can jam compared to the turrets. Base jam time reduced from 10s to 5s per attack, and maximum added reload time is now 15s instead of 30s. An entire field will still very quickly defang attackers.

* Increased the odds of improved strikecraft variants appearing within ARS picks. They are still most likely to be found if at all within randomly generated fleets you can capture. Now they are just five times rarer than standard ARS picks instead of ten times rarer.

* Corrected oversight where MLRS guardpost didn't have the updated damage modifiers other MLRS entities have.

Mods

Generator
* GridEx generator has a new option 'Swirl' which does some fake gravity simulation to mix things up.
* Rings generator has a new option 'Invert' which changes some or all of the shape outlines into a point with spokes instead.
* Rings generator is a bit slower but now does a better job maintaining an expected density.
* Scatter generator's 'Outline' option is now performed at the end, so it does not influence other types of planet linkage.

Dyson Sidekick
* Move the District Upgrade Techs to the top of the tech menu to correctly reflect their importance for the player.
* Fix a bug with building the Zenith Dyson Sphere
* Players had had some confusion with what it would take to build the dyson sphere. This is now explained in a number of additional places in the game
** The Income Screen (clicking the metal portion of the resource bar) now clearly spells out what's needed to build a Dyson Sphere
** The Dyson Sphere is always shown as a buildable for the Dyson Sidekick. Trying to build it before you've unlocked the Districts will give you some UI feedback about needing more Districts, and a message to click on the Income Screen.
* Some journal and setting text improvements
* Modify some dyson sidekick icons so there's less clash with the fallen spire
high rated
A new update for Prodeus just appeared (Offline & GOG Galaxy). This update focuses on improving things for the multiplayer.

Multiplayer Lobby Update (October 8, 2022)
We've made some updates to the multiplayer lobby browser.

- All multiplayer games in all regions will now be displayed in the lobby browser.

- In progress games and full games will be displayed at the bottom of the list with their buttons redded out.

-Private games are not shown in the lobby browser.

- Games are sorted based on distance from the region you first connect to, so games in regions closer to your "home region" will be listed first.

Hopefully this will streamline joining multiplayer games and show players that they are not alone in the Prodiverse.
high rated
Terraria just updated to version 1.4.4.5 (offline installer, without showing update sign)

changelogs: https://terraria.fandom.com/wiki/1.4.4.4
Post edited October 09, 2022 by S_H_O_D_A_N
high rated
The Chronicles Of Myrtana: Archolos

Standalone installer updated: [Windows] 1.2.6 ⇒ 1.2.7 .
Patch 1.2.7 is available now!

This is 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, Russian and German
• Fixed minor issues in some quests
⯇ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯀ ⯈


Sanitarium

Download added: [Linux] Version 1.0 SVM.
high rated
No Man's Sky

Updated from version 3.99.1 to 4.03. No blue dot.

Changelogs can be found on the No Man's Sky site for 4.0 and 4.03. I confirmed both URLs exist on archive.org to ensure longevity.
Post edited October 10, 2022 by gogtrial34987
high rated
DYSMANTLE

Offline installers updated to 1.1.1.22 (Win) & 1.1.1.23 (Mac)

No changelog.

New DLC available: DYSMANTLE: Underworld
high rated
Stellaris

Standalone installer updated: [Windows, Linux, Mac]: 3.5.2.1 ⇒ 3.5.3.

Stellaris 3.5.3 "Fornax" Update now available!

Hello,

We have another patch ready for you all, addressing what we believe to be the remaining issues coming out of the 3.5 + Toxoids release.

Plus of course a plethora of tweaks and improvements also done by the team, relentlessly industrious as they are.

3.5.3 is available now for download!

#################################################################
######################### VERSION 3.5.3 ##########################
#################################################################

❶ Improvements
• You will no longer get alerts about envoys dying.
• AI will now research debris.

❷ Balance
• Shared Burden now doubles the unity gained from the egalitarian faction.
• Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
• Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
• Capped Noxious happiness bonus at 40%.
• Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.

❸ Planet Automation
• Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
• Clarified the tooltip explaining when planetary automation will create new jobs
• Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
• Added a Planet Automation setting which allows for construction even during resource deficits
• Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use

❹ Bugfix
• Fixed Toxoid presapients having Aquatic portraits.
• Fixed gateway tags not showing up in the solar system map.
• Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
• Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
• Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
• All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
• Fixed farm appendages bonus from “Damn the Consequences” edict.
• Fixed low maintenance to be an actual bonus.
• Added the actual effect of Damn the Consequences to its effect tooltip.
• Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
• The Debris Field anomaly will now reliably fire an event when you research it.
• Fixed copy paste error in Toxoids 3 name list (male regnal names).
• Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
• Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
• You can now only consecrate one habitat per activation of the Toxic Maw.
• Updated the tooltip for requiring additional activations of the Toxic Maw.
• The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
• Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
• Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
• Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
• The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
• Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
• Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
• Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
• Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
• Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
• Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
• Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
• Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
• Added missing effect to the tooltip of the Psionic Archive relic.
• You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
• Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
• Science ship modifiers are no longer doubled in the tooltip.
• You should no longer be able to have multiple monuments on a single planet (again).
• Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
• Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
• Chemical Bliss no longer states that it causes unemployed pops to produce unity.
• Fixed various crashes.

❺ AI
• Increased the monthly random chance that an AI will decide to start preparing for war.
• AI empires will now bring their assault armies towards the enemy during war preparation phase.
• Reduced the maximum AI war preparation period from 60 months to 30 months.
• Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
• Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
• Fixed AI sometimes not hiring enough scientists to keep researching.
• Fixed some cases where AI would inexplicably spam admirals.
• AI hive-mind will no longer destroy hive warrens.
• Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
• Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
• Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
• Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
• Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
• Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
• Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
• Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
• Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
• Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
• AI empires who do not use food will no longer build hydroponics on starbases.

❻ Modding
• Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
• Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
• Fixed the script profiler (previous results using it should be disregarded)
• Added ability for planet automation to forbid and allow jobs
• Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded

Thanks for playing Stellaris!
Post edited October 11, 2022 by surfer1260
high rated
Into the Breach updated from version 1.2.83 to 1.2.86

No changelog.
high rated
In Sound Mind

Standalone installer updated: [Windows] 1.013 ⇒ 1.016.
In Sound Mind update 1.06

Hello fellow Desmonds,

Just two weeks ago, we celebrated 1 year since release of In Sound Mind. We're still here, and we still watch you play, and read your reviews and admire your awesome fanart. Thank you so much, again, for playing and for your support <3

Today we release ISM version 1.06. This update brings an even smoother overall gaming experience with much improved game balance, hints, and some stability fixes to some rare bugs. Find the complete list below.

Please remember to follow us and leave a review to support the game!

Follow our Twitter and join our Discord to explore more awesome community art. Feel free to add more in the comments to this post.

CHANGELOG
In Sound Mind 1.06.0929

General
• Improved shadow updates in several areas in the game, previously causing some shadows to remain even when their original shadow caster has disappeared. For example, Dave’s shadow in the locker room.
• Fixed a rare issue causing some collected pills to not count properly and prevent the “Well Medicated” achievement from being triggered. In this scenario, players would receive all 5 individual pills achievements (one per area) but not the 6th for collecting them all (“Well Medicated”). New saves should not have this issue anymore. Existing saves that have experienced this issue will need to go into each tape at least once more through the office (go into the level after the transition area, and then hit “back to office” - no need to replay the entire tape) and then back into the hub. This will mark each level and trigger the fail safe fix and get the final achievement.
• Tutorials should now properly clear when going through doors.
• Fixed a bug causing the ranged Inkblots to miss the player 100% of the time in some cases.

Hub (Building)
• Fixed a rare issue causing the elevator to remain locked forever, causing a progression blocker. Going up to the rooftop should now properly reset the entire floor and prevent this scenario.
• Fixed an issue causing the basement flood to not correctly drain in some older migrated saves.
• Added a save point near the office.
• Fixed the flare ammo spawner next to the Bull’s apartment.
• The bombed photo from the Homa Mart photo booth now appears in Desmond’s office after interacted with.
• Various game balance and user experience improvements around all hub floors.

Homa Mart (Supermarket)
• Fixed a rare issue causing the haunted carts to break.
• Fixed an issue causing the collectible pill in the vending machine near the locker room to spawn below the floor.
• Fixed a rare issue causing The Watcher to not get scared. The Watcher now behaves correctly when scared.
• Fixed an issue causing the brother doll to be highlighted twice in the mirror.
• Various improvements and balance fixes in the supermarket level.

Icarus Point (Lighthouse)
• Fixed a few rare bugs causing the Shade to not properly respawn during the warehouse and wharf sequences.
• Fixed a few issues with the rolling collectible pills near the cliffs sometimes appearing when already collected, and incorrectly being highlighted in the mirror.
• Made the jump from the moving container ramp in the wharf a little easier.
• Fixed a trigger that prevented players who fell from the crane to die. Nobody survives that jump, not even Desmond.
• The Shade should no longer be able to trigger the darkness and barrels inside the lighthouse with his projectiles, causing a softlock.
• Few visual improvements to the bossfight at the top of the lighthouse, making it easier to understand what to do.
• Burnt house back door will now properly open after the finale for easier exploration.
• Various balance and user experience improvements in the lighthouse level.

Old Factory
• Fixed an issue causing some tutorial tips to appear and never go away.
• Fixed issues allowing the ram wagon rotation to be stored in incorrect angles, making it float in the air and cause all kinds of shenanigans.
• The Bull will now roam farther away from the trainyard center, giving players a bit of space when solving the first chip electricity puzzles.
• Added an orange state indicator to the power chip boxes.
• Chips will now highlight in the mirror much farther distances, so it’s easier to find where you left them when needed for a puzzle.
• Better indications about where the suitcase needs to go in the conveyor belts room.
• Fixed issues with the suitcase teleporter in scenarios it rolls off its tracks (resetting its position).
• Streamlined a few tracks and blockers in the conveyor puzzle.
• Added a save after solving the conveyor belts puzzle. It’s really annoying to die after a puzzle!
• Added a small gap in the drain station so it’s easier to see the purpose of draining the quarry.
• Pump stations can now be seen more easily from afar, shining through fog.
• Added signs in the hanger showing which direction is the quarry.
• Various improvements and game balance updates to the factory level.

Elysium Park (Forest)
• Fixed a few stutters caused by the flashback memories.
• Softened the Radio Device’s sound pitch.
• The rotating platform in the WTF area is a bit bigger and easier to jump.
• Added some hints about looking at the stars at the WTF tower.
• Fixed a rare issue causing the flashback and helmets to not correctly trigger near the watchtower gate.
• Fixed an issue causing some flashback war effects to remain forever unintentionally.
• The flare appearing next to the bunker entrance, after the visitor center sequence, will now remain to help point the player back to the bunker later on.
• Added saves in the tents, next to collecting Lucas’s recorded memories. Prevents losing side quest progress when dying to the Flash.
• Improved the Flash AI, giving the player a bit more space and varying his behavior.
• Fixed a rare bug causing the lamps in the cemetery to not clear out darkness when activated.
• Fixed a rare issue causing the gate after the radio tower sequence to remain blocked, now clearing it correctly.
• On the last star sequence before forming the bunker code, the number 1 changed slightly to look less like 7.
• Fixed an issue causing the Flash weak points to stay during the bossfight.
• Antennas during the boss fight will now blink to make it clearer and draw attention as they should be triggered with the Radio Device.
• Fixed a few rain triggers causing the rain to incorrectly start or stop.
• Various forest level improvements and user experience updates.

The End (Finale)
• Initial platforming will now become slightly easier after failing the jumps twice.
• Rainbow’s homing barrels should no longer spin around the player endlessly.
• On Easy difficulty, there were not enough homing barrels to use to ram the gates. All difficulties now have the same amount of barrels.
• Added direction hints about backtracking after the first Watcher tape.
• Removed a drug puddle that was a bit too close to a save trigger near the Flash area.
• Various Rainbow boss fight game balance and improvements, including spawned items and other helpers.

If you are reading this you are awesome. Thank you for supporting our small indie operation. Don't be a stranger and check our Discord community, or our Twitter page for any more updates and news from We Create Stuff.

Thank you ♥️

Team We Create Stuff
high rated
Prison Architect - Psych Ward: Warden's Edition [Part 1/2]

Standalone installer updated: [Windows, Linux, Mac] The_Crowbar_Hotel_10195 ⇒ The_Kickstand_10390.
The Kickstand Patch Notes

Whether you're a fan of the undead or not, October 11th is still an exciting day for Wardens in Prison Architect! For coming to the base game is the FREE update: 'The Kickstand'!

The Kickstand is the FREE update that is accompanying the Undead DLC on October 11th! It Contains multiple bugfixes, some QoL improvements, new quick rooms and two new furry friends.

❶ The Kickstand

---• New Dogs - We always love new dogs so of course we needed to give you some more in the form of a sweet little corgi and a ball of love in the form of a Siberian husky, who is the best girl. No bias.
---• New Quickrooms - 3 more quickrooms have been added to help ease your prison creations, with a new Security, Kennel, and Parole quick room.
---• Camera Improvements - cameras can now be locked in place and have their monitors given a priority for guards through a new policy, which will also prioritize other security items.
---• Empty Room - Following a lot of feedback and suggestions we've added a new empty room which can be used to help you in sectioning your prisons into different sectors without needing to wall everything off.

❷ Full Changelog:

⯈ PC
---• Non-host players in multiplayer can on longer overwrite the base game quick builds with their own builds
---• Multiplayer Host’s saves for quick builds are no longer nonexistent to the other players.
---• Report Tooltips have been taught that, while important, we don’t need to see them in Bureaucracy, Graph or Prison Grading tab
---• You no longer need a microscope to view certain texts in some languages.
---• The Play Button has been glued down. It no longer moves when rescaling premade prisons UI.
---• Overlay text when building a foundation is fixed
---• Female prisoners have been allowed to show their hands properly when angry/fighting
---• Cleaning Graffiti now properly allows objects to be moved in the room.
---• Personal Sprite Prisoners are considered cool enough now to be in a gang.
---• Custom saved quick builds are not available for selection due to it being locked by bureaucracy
---• Deaths caused by execution will no longer take over your prison log
---• Clicking the top part of the report will now properly open the report
---• "Staff Category" no longer changes into "Prisoner Category" when adjusting the 'Needs' window
---• Inventory view buttons no longer disappear
---• Rats are no longer part chameleon and able to hide under gang graffiti
---• Utility menu and Green Power Energy Sources are no longer flickering in campaign "Palermo"
---• The Prison and Prisoner Logs have been taught that all deaths are important enough to record.
---• Highlight box is no longer missing while holding left click or right click and dragging.
---• Text overlap present in various menus in multiple languages has been fixed
---• The Prison Log now understands we only need to hear about a new gang fight once
---• Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
---• The Staff Icons in the Job Tab now show correctly.
---• Prisoner no longer leave this plane of existence by simply stepping on a ferry.
---• Player can no longer change Gang Difficulty between 'legacy' and 'enhance' via map setting mid game
---• Staff have decided to once more eat a balanced diet. No more do they munch on snacks alone.
---• Psychologists have stopped shapeshifting in the staff menu and when hired
---• An audit has occurred. Now prisoners in the reminder message are once more the same as the number stated in the ‘Needs’ report.
---• Criminally Insane can now comfortably rest in Coffin Beds as they’re now included in the room requirements for Padded Cells.
---• Padded Cells are only for the Criminally Insane Prisoners once more. No more assigning others to there.
---• Minor text overlap in Intake menu when players enable criminally insane prisoner intake without having any padded cell has been fixed.
---• Prison Log is no longer accessible when using certain methods when Free for Life DLC is disabled.
---• Certain contraband no longer has placeholder property 'contraband_ExtraContraband' in the Dangers view
---• Save Cloned DLC Room are no longer still visible and placeable even if the related DLC content pack is disabled
---• Prisoners no longer hang out in cells when they’re having shower time.
---• Medical Beds have had their resurrection abilities removed.
---• Visitors are given a age and that's it with no name age shouldn't matter they're dead
---• Infection event Doctor call has 'strangely' spelled correctly now
---• Wall prices apply once more when placing foundations
---• Prisoners with Babies have been shown how to do Breathe Therapy properly
---• When on resolution 1600x1024 in the policy menu it no longer cuts off some of the text
---• In multiplayer the non-host players can now access Guard Rank
---• Privilege Policy now works properly for all programs.
---• The flooring sprite tile on the original door position no longer seems to be rotating based on the state of the door
---• Debug menu to trigger a calamity is now working properly
---• Chief and Armed Guard are no longer always in Freefire mode, even though Freefire is not active in the Chapter 5 Bootstraps campaign.
---• Serving tables no longer overlap certain other sprites.
---• The drinks can, when searched as contraband, is no longer weirdly oversized
---• Editing one type of object from the "Utilities" no longer causes destruction of another type
---• The player can now manually assign laundry distribution to multiple sectors
---• The demand and supply bar for prisoner meals now no longer exceeds the black box when the eating schedule starts
---• Reoffended prisoner's name is no longer missing on the sent back message
---• Prisoners needs speech bubbles are now translated
---• The name of the Rooms and Quick Build items now has spacing between the items above and below on the menu
---• Staff have now been shown how to properly wash trays once more on certain pre-made maps.
---• '*X' can no longer be observed behind Prisoner name in the Released Prisoners menu
---• Workmen are no longer able to become noncorporeal and walk through closed jail doors in search of food waste to clear.
---• DLC exclusive Saved Preferences can no longer be loaded when those DLC are disabled
---• Some minor UI issue when sentence period become negative no longer occurs
---• Tall Fridge contents no longer turn visible after being moved
---• Saved quick build presets now transfer between save files
---• The prison creation menu has been further simplified.
---• The tainted flooring no longer defies its own name and lets plants grow on it
---• Repeated crashes no longer occur and make by no the game unplayable
---• The Pull-Up bar now casts a properly sized shadow upon the ground
---• 2 polaroids are no longer unlocked automatically whenever the player boots up the game
---• Mutators are now included in the save preference
---• Barbed Wire can no longer be placed on fences in ways which define logic and the rules of physics
---• All Policies are now carrying over to newly created prisons
---• Prisoners have had their privileges restored. Please carry on with making them work for their keep
---• Water, Water (Shallow) and sand floor tile can't be cloned on PC
---• The non-host players in multiplayer can now enable or disable 'Allow Staff Keys' option, even if the host is the first to enable or disable it.
---• Allow Staff Key option is now updated for the host when client enable or disable it.
---• Prisoners are now clued into the fact that Work/Lockup regime is actually still work for 'Prisoner Demand Less Work' event
---• If a C.I. happens to die during a guard investigation then the investigation will still continue
---• Prisoners (Player) in escape mode can no longer hide their dastardly deeds by filling in their own dug tunnels.
⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ CONTINUED BELOW ⤵︎
high rated
Prison Architect - Psych Ward: Warden's Edition [Part 2/2]
⯈ LINUX
---• Reports tooltips have been taught that, while important, we don’t need to see them in Bureaucracy, Graph or Prison Grading tab
---• Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
---• Keys 'W, A, S, D, Q, E, R, 1' and spacebar no longer gain the lazy trait and decide to stop working periodically
---• Wall prices once more apply when placing foundations
---• Editing one type of object from the "Utilities" no longer causes destruction of another type
---• Saved quick build presets now transfer between save files
---• Prisoners are no longer barred from aging as the aging feature is now available. As it should be.

⯈ MAC
---• Inventory view buttons no longer can play peek-a-boo and disappear on you
---• Create new prison menu is now scaling properly in 5k resolution screen
---• Prison Labour Rooms can become completely unusable for Prison Labour when placed next to certain other Rooms
---• Keys 'W, A, S, D, Q, E, R, 1' and spacebar no longer gain the lazy trait and decide to stop working periodically
---• Editing one type of object from the "Utilities" no longer causes destruction of another type
---• Saved quick build presets now transfer between save files
---• Prisoners are no longer barred from aging as the aging feature is now available. As it should be.
⚠️ Former Updates:
---• the_tower_8770 -&gt; kite_9502
---• kite_9502 -&gt; kite_9569
---• kite_9569 -&gt; The_Crowbar_Hotel_10195

⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ END ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎ ⛔︎
high rated
Lost Ember

Standalone installer updated: [Windows] 1.1.0 ⇒ 1.2.4.

WARNING: The optional Windows 7 and 8 compatible version is removed from downloads, according to GOGdb.

Small patch notes for Patch 1.2.0.14762

We fixed some minor issues some of you reported with the last patch, such as:

• The final achievement did not trigger correctly for everyone. That should now be fixed and update once you restart the game
SteamVR launched automatically even if not playing the VR version
• the invert camera options in the menu were reset to the default value automatically
• font sizes and colors in some menu areas were updated for better readability on SteamDeck

If you find more issues and bugs, please continue to report :)
Post edited October 11, 2022 by OhOhOh0
high rated
dV: Rings of Saturn

Updated from 0.559.4 to 0.561.4 on Windows, Mac and Linux. No blue dot.
Same for the demo.

Changelog posted in the forum by the developer:
0.561.4 - Binary Safety

- New action icons for gamepad and mouse controls were made to be more readable on handheld displays.
- Improved performance of ore and asteroid despawning when away from your ship.
- Improved safety protocol for PDT turrets to take account of the cone of fire and range of your weapon. This will prevent accidental fire on unintended targets when safety protocol is active, including your own ship, but can reduce the rate of fire as the PDT computer needs to ensure a proper target lock. Disable safety protocol in the Tuning menu to restore reckless behaviour.
- Adjusted cargo bay area detection of AT-K225 to prevent ores hitting the front of the ship from being momentarily accounted for as cargo.
- The autopilot lock on an ore nugget captured by another ship is now disengaged automatically.
- When leaving an area with an established point of interest, some of them could re-spawn in front of you.
- Fixed keyboard and gamepad controls in the pilot tabs, which sometimes prevented you from haling ships until you left and got back to the pilot tab.
- Fixed keyboard and gamepad controls in the setting menu, which could skip some options if you navigated down.
- New achievements.
- Updated translations.
high rated
Chasm The Rift has just been released and there is already a patch for it available (Offline & GOG Galaxy).

Patch #1 (Oct 12, 2022)
• DirectX11 set as a default renderer due to observed issues with Vulkan on old hardware
• the game now generates chasm_confing.txt upon its launch
• improvements to weapons models and their render when invisible
• improvements to the monster's AI
• fixes to the game's behavior when changing active display
• fixed 'Inverted Look' setting
• several fixes across the levels (blockers, etc.)
• various stability improvements
high rated
AI War 2 has just received another update, taking it from 5.518 to 5.519 for Windows, Mac and Linux.

5.519 Ethereal Tachyons
(Released October 12th, 2022)

Bugfixes

* Fix a bug with the AIP history not showing recent events
** Thanks to Vrishnak92™ and Dismiss for reporting

* Fix a bug where the 'Defeat Dark Zenith' achievements weren't firing
** Thanks to Risuga for reporting and providing an excellent save game to reproduce the problem
** Note that these achievements only trigger for Dark Alliance DZ; minor faction teams won't work

* Attractive Matrix Fortress now shows on galaxy map, like eyes/etc do.
* Fix a bug where scrapping the remains of a human command station was still generating a shark b exo wave.

* Fix a bug where the Claim Spire Cruiser Achievement was not firing
** Thanks to Echthelon for holding my paws to the fire on this one ;-)

* Fix a bug where recently bailed out flagships which are also paralyzed (like from a bailout) would not unload their units or cancel any active hacks
** Thanks to Lord of Nothing for reporting

* Fixed an issue where ships bailing out would sometimes leave their contents behind, and sometimes carry them to safety. Now when crippled ships directly unload both fleet ships and drones, always leaving their contents behind.
** This also makes unloading due to being crippled react directly instead of only being done when the next second ticks over, and now also affects drones.
** Thanks to CRCGamer for reporting.

* Fix a bug where minefields could permanently lose cloaking if the planet is Tachyon Blasted. When an entity is only remains, it loses the Tachyon Blast decloaking debuff.

Balance

* Nerf to the Ethereal Cruiser's upper mass limit for paralysis.
** Ion Disintegrator paralysis limit reduced from anything under 13tX to anything under 10tX. This still leaves the majority of things in game as valid but removes the option to hard shutdown extremely high end targets like the AI Super Fortress, or AI Spire Dragons, and AI Golems.

* Fixes applied to Vanguard Hydras and their sub-unit heads
** Vanguard Hydra acid reduced to match regular Vanguard application value. 20 + 5 per mark instead of 20 + 7 per mark.
** Vanguard Hydra Head acid value has been removed! This actually means their shots benefit from acid being applied to targets for higher damage.
** Vanguard Hydra Head base damage reduced from 220 to 50. The heads actually have a reload of 2 seconds instead of the default of 8 seconds on the primary unit. So even though they only fire one shot instead of 8 per reload the damage being dealt was considerably higher.
*** With these changes each head very slightly out DPSes an intact Vanguard Hydra as long as there is acid applied for them to gain additional damage from shooting at.

* Rescue Spore dropped by the Orchid Ark will no longer load for transport if the Ark happen to fly close enough.
** This is really a bug fix since there is no benefit to them ever loading and can in fact not ever unload.
** When sitting in a system with enemies in load for transport mode the drone gun would continue firing then instantly load the spore building up infinite fake strength in your fleet that you cannot ever free.

Mods

Dyson Sidekick

* Cuendillar Asteroids are worth a bit more cuendillar, and district upgrades are a bit cheaper

Points of Interest

* New phenomena: Fairy Grotto, Null Field, and Flux.
** Fairy Grotto hosts native life that joins with visitors to grant them shields.
** Null Field orbits the planet and destroys shields of anything nearby it.
** Flux orbits the planet and randomly teleports anything nearby it.
* New settings allows you to control how prevalent features are in the galaxy.
* Rocketeer AI type is now tuned and ready to be played! Lots of custom defenses and a ships, everything with rockets.
* Fixed a rocketeer ship sometimes appearing as a wormhole projector defender.

Reclaimers

* Constructor will now prefer planets with less recent constructor presence when wandering. This should help it cover more area on maps like solar snake.
* Settings now allow you to adjust the time interval deep space outposts move, the max number of scrap boxes, and the number of research outposts.
* Implemented a 'Jump Transport' which can relocate itself to a planet up to 2 hops away via a 5 HaP hack. There is one jump transport seeded somewhere in the galaxy.
* Scrapyard now has an additional hack 'Reclaim Transport for Science' worth 750 science.
* New hackable alien ship line 'Anti-Drone Sniper Frigate' was previously added never appeared as a hackable.

Generator

* New settings for Rings lets you choose the shape size and/or invert them.