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high rated
Another S.T.A.L.K.E.R. 2: Heart of Chornobyl update appeared today (Offline & GOG Galaxy).

Patch 1.1.3 (December 23, 2024)
• Fixed an issue when [redacted] could disappear from the Enerhetyk Palace of Culture during the The Road to the Foundation mission.
• Added temporary solution to avoid crash on shader compilation by skipping shaders warm up.
• Fixed a few ACCESS VIOLATION ERROR crashes.
• Fixed an issue when invert axis options could not be saved after restarting the game.
• Fixed an issue when controls could be lost after shooting, reloading and then examining the artifact.
high rated
Earth 2140 Trilogy:
Updated from 1.0 to 1.1

Possibly new language versions?
(E, G, I, Rus)

Janosik:
Updates for the Mac and Linux versions - to 1.8.06a
Attachments:
Post edited December 23, 2024 by BreOl72
high rated
avatar
BreOl72: Earth 2140 Trilogy:
Updated from 1.0 to 1.1

Possibly new language versions?
(E, G, I, Rus)
Yeah. Looks like it.
Maybe next batch of preservation updates incoming ?
high rated
Workers and Resources: Soviet Republic

has been updated from v1.0.0.17 to v1.0.0.19

[changelog gathered from developper's Discord]

1.0.0.19
* Blank map variants have been added for the World Maps DLC.
* DLC maps are now better visible if the user does not have them purchased.
* Fixed the railway tutorial objective with Rail CO.
* Added landmark - Mostar bridge into Yugoslavia map.
high rated
Warhammer 40,000: Gladius - Relics of War

Standalone installer updated: [Windows, Linux] 1.15.00 ⇒ 1.15.01.
Warhammer 40,000: Gladius - 1.15.1 - Patch Notes

We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.

The team is currently hard at work. We'll have news about new content soon.

Changes since 1.14.3

① General
• Tweaked death sound timings and weapon sounds.

② Balance
• Removed Bolt Weapon trait from Twin Iracus Ironhail Heavy Stubber.
• Added Skimmer to Primaris Repulsor Executioner.
• Fixed Primaris Repulsor Executioner Twin-Linked Heavy Bolter having 1 attack instead of 3.
• Increased Primaris Hellblaster grenade attacks from 1 to 2.
• Increased Heavy Laser Destroyer attacks from 1 to 2.
• Increased Primaris Repulsor Executioner cost and upkeep by 33%.
• Added Power of the Machine Spirit ability to Primaris Repulsor Executioner.
• Added No Escape trait to Flamestorm Gauntlets.
• Added Assault trait to Flamestorm Gauntlets.
• Changed Twin-Linked to also work on melee weapons.
• Changed Close Quarter Firepower from armour penetration to ranged armour penetration.
• Added Turbo Boost ability to Primaris Invader ATV.
• Reduced Primaris Aggressor from Very Bulky to Bulky.
• Reduced Primaris Inceptor from Very Bulky to Bulky.
• Reduced Primaris Hellblaster from Bulky to non-Bulky.

③ Bug Fixes
• Fixed a crash that would occur when killing an Umbra in a game started before 1.15.0.
• Fixed a crash that could occur when processing damaging traits.
• Fixed missing Armory requirements.
• Fixed missing additional pilots in Storm Speed Thunderstrike.
• Fixed Aquila Macro Cannon counting against the Rubicon Primaris achievement.
• Fixed missing Simplified Chinese Ultima Founding translation.
• Fixed missing French Ultima Founding achievement translation.
high rated
Empires of the Undergrowth

Offline installers updated to 1.000419

Changelog:
Just in time for the holidays! This major update introduces a brand new arcade mode - Remix. With it, you can play just about any level in the game with just about any combination of colony members (ants and termites)! Want to know how bullet ants fare at raking in The Harvest? Go for it! How about sending traitorous big-headed ants after their own kind in Cold Blood? The possibilities are practically endless.

https://www.youtube.com/watch?v=6tglFD103Ys

You can also build custom colonies in custom games, using the same system. Just choose ‘custom’ from the species selection as you go through your game setup.

Speaking of custom games - there are also 2 new custom game maps to play, set in the heat of the savannah. Grasslands is specifically designed for Matabele vs termite scuffles, but of course any colonies can be played. Drive Them Back (custom game version) takes the same layout as the campaign level - this has been long-requested, and if the reception is good we might do more custom game versions of campaign levels in the future.

We have made some balance changes to creatures that will only affect custom games, since these generally have slightly different balance requirements to the campaign. All detailed below.

The final headline feature of this update is the long-awaited tier 5 achievements pack! We’ve added a whole bunch of new achievements, some easier and some more devious, for tier 5 and for tier 4 challenge modes. Achievements can now be attained in New Game Plus mode as well as the base story.

Full (and extensive) patch notes are at the bottom of this news post.

We hope you enjoy! As always, your support means everything to us. Thank you so much for playing Empires of the Undergrowth in our release year - we’ll see you next year for even more!

Headline Features
- New game mode: Remix
* Can play almost any level with almost any combination of ants or termites
* Custom colonies will adopt the feeding habits of the selected queen
* Accessed from the Arcade area of the main menu
* Some combinations disallowed for technical reasons

- New custom game feature: Custom Colonies
* Allows colonies to contain virtually any ant or termite in the game
* Can be selected in colony setup
* Workers will match the queen

- New custom game maps - Grasslands & Drive Them Back (custom game version)
* If playing as termites, will spawn in mounds otherwise in regular nest entrances
* Non-colony fodder termites will otherwise spawn from unoccupied mounds if Matabele ants are in play

- Tier 5 & Tier 4 Challenge Mode Achievements
* 8 new achievement for tier 4 levels with challenge mode
* 45 new achievements for tier 5 levels
* Can now be achieved and earned in New Game Plus


Changes - Story & General
- 5.1 nighttime invasion changes:
* On easy and normal, the sun spider’s stun duration has been reduced to 2.5s (down from 5s) and damage reduced to 5 (down from 8)
* On easy and normal, the sun spider’s confuse duration has been reduced to 2s (down from 4s) and damage reduced to 4 (down from 7)
* On easy and normal, the giant African centipede’s venom pool damage per tick reduced to 4 (down from 8) and initial target damage reduced to 200 (down from 400)
* On easy and normal, the giant African centipede’s body slam area of effect reduced to 200 (down from 300), damage reduced to 30 (down from 40)
* On easy to extreme, the emperor scorpion’s attack damage reduced to 20 / 20 / 35 / 40 / 45 (down from 45 on all difficulties)
* On easy and normal, the emperor scorpion’s stun has been reduced to 1s (down from 2) and confuse reduced to 2.5s (down from 5)

- In 5.2, extra soldier tiles reduced on easier difficulties to 5 / 3 / 1 / 0 / 0 (down from 7 / 4 / 1 / 0 / 0)
- In 5.2, casualties required for victory increased on easier difficulties to 120 / 135 / 150 / 150 / 150 (up from 100 / 125 / 150 / 150 / 150)
- In 5.3 challenge mode:
* The challenge scorpion now maintains its health between days but heals 10% life each day
* The challenge scorpion no longer gets its abilities back when it respawns or moves underground (abilities that happen at 25%, 50% and 75% health)
* The challenge scorpion will no longer attempt to walk away when it performs a ground thump
* The challenge scorpion will only run away if engaged underground; if on the surface it will continue to fight so long as there are enemies to fight
* The challenge scorpion now only escapes when termite sun damage is in progress

- In 4.1 New Game Plus, enemy colonies now receive more food storage at the start of the game and more workers (based on how high NGP is set). The little black ant colony also gets more starting resources
- Matabele anaesthetist revival time reduced to 7s (down from 10s)
- Increased range of fire ant’s Last Laugh ability to 300 (up from 200)
- Mounted creatures are thrown off when a large creature starts to move through a nest exit
- Changed final objective in 1.2 Subjugation to say raid instead of wave
- Added an extra harvesting slot on woodlice for faster food collection
- Stink ants can no longer climb smaller climbable creatures


Changes - Custom Games ONLY
The following changes only apply to custom games. They are likely to be subject to further tweaking down the line, but the thought process here is that balance in custom games has different requirements to the campaign due to its increased variance.

- Black ant soldier hatch cost reduced to 3 (down from 5)
- Black ant soldiers take no more than 40 damage from a single attack
- Black ants now have armour (0/1/2, up from 0/0/0)
- Big-headed ant major soldiers have a new ability - adrenaline. This reduces damage taken by 60%, 20% increased movement speed and 80% increased attack speed for 20s (10m cooldown)
- Big-headed ant major cost increased to 35 (up from 25) and egg hatch cost increased to 4 (up from 2)
- Leafcutter media harvest quantities increased to 20 / 24 / 30 (up from 17 / 19 / 22)
- Leafcutter media health reduced to 80 / 95 / 110 (down from 100 / 115 / 130)
- Leafcutter media damage reduced to 4 / 5 / 6 (down from 4.5 / 6 / 7)
- Leafcutter media build cost reduced to 65 (down from 80)
- Leafcutter colonies will start with 200 fungus (up from 100)
- Termite’s lignocellulose landmarks will now spawn 3 new nodes every 3m and will not despawn when empty
- Limited lignocellulose nodes per landmark to 15
- Increased time between termite spawns on the lignocellulose landmark (now every 6-30s, up from 4-20s)
- If a lignocellulose landmark has no mulch, termites spawned to harvest from it will despawn
- Fire ant Vigorous ability damage reduction buff is now 15% (down from 25%) in custom games
- Large giant African mantis and large hermit crab will no longer invade nests
- Earwig nymph should no longer invade nests
- Earwig juvenile, earwig and alligatorback scorpion juvenile added as possible cavern creatures in custom games
- AI colony queen workers are only sent out for the first 10m and return faster for smaller amounts of food. If harvesters are dead queen workers can go out again
- Timid AI colonies are less likely to invade and will harass less frequently
- Reduced AI colony food dropoff build priority (except for leafcutters and termites)
- Increased chance that Matabele soldiers will be built in AI colonies
- AI wood ant colonies make more melee tiles
- AI ereptor colonies likely to make more balanced build choices, not always favouring larger ants
- AI colonies receive damage reduction to patrols (differs based on cheat settings). This tapers off over time
- AI little black ant, black ant and fire ant colonies will make more soldiers than they used to (unless they are docile)
- Dead fish landmark replaced with map-appropriate large food sources
- Large food source landmark will spawn opposing ants that are map-appropriate
- Added Aloe Version of aphid plants for savannah custom games


Other Changes
- Achievements can now be completed on New Game Plus!
- Hovering over achievement in the achievements menu will show the highest difficulty it was achieved on
- The Nian Beast and Festive Spider levels can now be accessed at the appropriate times of year
- Festive Spider now uses the same music as Hibernation
- Festive Spider now uses the updated rotten log textures
- It will now snow in the Festive Spider level!
- Extra levels The Culling, The Culling 2, Tug Of War (1, 2 and 3) and Cramped will now use custom game stats rather than story stats
- Environmental textures will now be more detailed due to an extra ambient occlusion pass allowing for deeper apparent recessing
- Tile hover window now displays a message when tiles have been locked out
- Graphical updates to Tug of War 3
- Game engine updated to Unreal Engine 4.27 - please keep an eye out for any weirdness here
- DLC menu added to the main menu in preparation for future content such as the Kickstarter reward (Myrmecia ereptor worker skin)
- Updated the Slug Disco logo on the main menu
- Many, many localisation updates


Fixes & Optimisations
- Fixed a bug where AI was sometimes unaware of underground invaders in freeplay
- Bullet ant attack damage increases from minor improvements should now work against targets that are not executed by their attack
- Fixed an issue that could cause Matabele ant medics to get stuck at the queen
- Fixed an issue in The Culling 2 where floating seeds were not falling in a small section of the map
- Fixed an issue that could cause resources to not count towards score in some levels
- Fixed an issue with Imprisoned where termites sometimes could not path to where the water would be
- Narrator in custom games should talk about termites more when they are fighting, rather than calling them ants
- Fixed an issue where termite kings would be removed in custom games if landmarks are set to random
- Fixed green lynx spiders being culled if they start climbing whilst in combat
- Fixed a missing subtitle related to earwigs
- Moved some unharvestable leaves in 3.2 to be reachable
- The Other Foot progress bar will now only display its tooltip when visible
- If the 5.3 challenge scorpion is killed on the surface its dialogue no longer plays on defeat (as it mentions being killed underground)
- Can no longer click to enter an enemy nest if it is unopened
- Down arrow will no longer show on enemy nests on hover if it is unopened
- Assassin bugs will now despawn after 10s like other creatures in 5.1 and 5.2
- Final objective in 1.2 Subjugation now marks as finished on victory
- Wave spawn should now continue after play more is pressed in custom games
- Prevented multiple versions of the hybrid fight sequence occurring
- Fixed a crash related to creature climbing
- Ants fighting titans when the titan dies are less likely to be automatically killed
- Pheromone markers in enemy nests now respond to the smoke visual option
- Prevented destructible barriers from being inspectable with the Inspect tool
- Fixed an issue where two voice lines were showing as the wrong scientist
- Fixes for UI scaling
- Minor optimisations to large creatures and queens
- Memory use reduction (more things should only load into memory as needed)
- Loading screen corrected for several extra levels
high rated
Factorio

Updated to 2.0.28 for Windows, Linux and Mac.

Changelog from SteamDB:

Factorio version 2.0.28 released as stable

Minor Features

• Added radar minimap visualization for roboports and cargo landing pads. https://forums.factorio.com/117994
• Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
• Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
• Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
• Factoriopedia now shows recycling recipes for each item.
• Re-added the sandbox scenario questionnaire.
• [space-age] Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
• [space-age] Added camera views to Space platform tooltips.

Balancing

• [space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. https://forums.factorio.com/122574
• [space-age] Land mines on space platforms now damage the space platform tiles in a radius.

Changes

• Attack groups containing stompers or strafers will now contain fewer units.
• Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
• Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
• Large egg rafts will try to have at least one stomper or strafer spawned at a time.
• Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. https://forums.factorio.com/124377
• Reverted fix for god controller being able to zoom out to map view. https://forums.factorio.com/123675
• Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
• Space age mods no longer count as "has mods" in the server browser. https://forums.factorio.com/117812
• Tweaked how entities are selected in remote view when using a gamepad. The entity directly under the crosshair is much more likely to be selected.
• Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.

Graphics

• Aquilo icebergs have longer shadows to integrate with the world better.
• Asteroid collector tentacles have less colourful rainbow effect on them.
• Changed the Rocket part icon to look more like a part of the rocket.
• [space-age] Changed the Space crafting category icon to look like a cargo pod instead of rocket silo.

Optimizations

• Improved GUI performance when logistics status diode is part of the structure. https://forums.factorio.com/124660
• Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. https://forums.factorio.com/118736
• Improved asteroid update performance by up to 20%.

Bugfixes

• Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. https://forums.factorio.com/123380
• Fixed 'import from' option changing when setting requested item quality on platforms. https://forums.factorio.com/120354
• Fixed Space platform position indicator not updating in some cases. https://forums.factorio.com/120447
• Fixed Space platform tooltip flickering for 1 tick when another platform schedule/location changes. https://forums.factorio.com/122021
• Fixed a consistency issue related to loading script rendered animations when animation is no longer available. https://forums.factorio.com/124044
• Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. https://forums.factorio.com/124177
• Fixed a crash on Mac when driving a car in multiplayer when the player has no character. https://forums.factorio.com/123682
• Fixed a crash when a recipe has a research-progress result. https://forums.factorio.com/124509
• Fixed a crash when a robot tried to move in the same tick as it was deactivated by script. https://forums.factorio.com/121718
• Fixed a crash when building terrain in remote view. https://forums.factorio.com/124420
• Fixed a crash when clicking give-item technology modifiers in the technology GUI. https://forums.factorio.com/124525
• Fixed a crash when copying logistic filters into blueprints. https://forums.factorio.com/123606
• Fixed a crash when deleting a space platform which had cargo bays built in a specific order. https://forums.factorio.com/124433
• Fixed a crash when demolishers are killed as a direct result of attacking something. https://forums.factorio.com/123308
• Fixed a crash when drawing EntityButtons with entities with inverted selection boxes. https://forums.factorio.com/121455
• Fixed a crash when fast-replacing the platform hub. https://forums.factorio.com/123802
• Fixed a crash when interacting with modded equipment ghosts. https://forums.factorio.com/123973
• Fixed a crash when loading new modded tips and tricks with a "dependencies met" trigger but no dependencies.
• Fixed a crash when mining closed power switch. https://forums.factorio.com/124455
• Fixed a crash when mods cancel deconstruction of a rolling stock while it's being marked for deconstruction. https://forums.factorio.com/123296
• Fixed a crash when mods set ItemRequestProxy::active to false. https://forums.factorio.com/124022
• Fixed a crash when mods use fixed recipes with surface conditions in machines that don't have surface conditions. https://forums.factorio.com/124224
• Fixed a crash when opening a planet with empty cliff generation settings in Factoriopedia. https://forums.factorio.com/121735
• Fixed a crash when opening an audio stream encounters a filesystem error. https://forums.factorio.com/124578
• Fixed a crash when opening the console while a platform tooltip was shown. https://forums.factorio.com/124061
• Fixed a crash when reordering time-based wait conditions in multiplayer. https://forums.factorio.com/119933
• Fixed a crash when super force building blueprint with belts and external wires in latency. https://forums.factorio.com/122211
• Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI. https://forums.factorio.com/121692
• Fixed a crash when trying to set infinity chest filter with non zero count but empty name. https://forums.factorio.com/123824
• Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.
• Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. https://forums.factorio.com/124608
• Fixed a desync related to building rails with rail planner in latency. https://forums.factorio.com/123181
• Fixed a desync related to cargo landing pads trash inventory when playing without Space Age.
• Fixed a desync when changing force friends/ceasefire. https://forums.factorio.com/121499
• Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation. https://forums.factorio.com/123501
• Fixed a performance issue when exiting the game while large modded entities exist. https://forums.factorio.com/121313
• Fixed a performance issue when rendering radar minimap visualization. https://forums.factorio.com/124400
• Fixed a rare crash in CargoPod code when loading a Space Age save file with Space Age disabled. https://forums.factorio.com/122504
• Fixed assemblers with parameter recipe would not flip correctly. https://forums.factorio.com/122112
• Fixed asteroid background rendering black lines when graphics driver forces anisotropic filtering. https://forums.factorio.com/116707
• Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. https://forums.factorio.com/122190
• Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted. https://forums.factorio.com/123759
• Fixed bonus from research of character health is now showing in factoriopedia. https://forums.factorio.com/121607
• Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. https://forums.factorio.com/121758
• Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. https://forums.factorio.com/124016
• Fixed cargo pods with passenger would select landing spots using incorrect bounding box. https://forums.factorio.com/123754
• Fixed cars and tanks would keep their speed through a ghost when dying. https://forums.factorio.com/124122
• Fixed consistency issue when power switch was destroyed leaving a ghost. https://forums.factorio.com/122282
• Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. https://forums.factorio.com/123638
• Fixed control settings menu sometimes growing in size when interacting with it. https://forums.factorio.com/123442
• Fixed copying display panel would copy icon and text regardless of control behavior being active. https://forums.factorio.com/123007
• Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. https://forums.factorio.com/123284
• Fixed cryogenic science pack recipe was incorrectly considering entire fluoroketone input as a catalyst. https://forums.factorio.com/123797
• Fixed current research tooltip would show incorrect progress values. https://forums.factorio.com/124133
• Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. https://forums.factorio.com/123751
• Fixed demolisher in vulcanus crossing menu simulations would sometimes render health bar. https://forums.factorio.com/121990
• Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. https://forums.factorio.com/120351
• Fixed fish breeding recipe was applying productivity to catalyst. https://forums.factorio.com/123819
• Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created. https://forums.factorio.com/124142
• Fixed fluid parameters were not showing when selecting fluids for wait condition. https://forums.factorio.com/123748
• Fixed gleba tree sprites still had blue line at their upper edge under some conditions. https://forums.factorio.com/119943
• Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.
• Fixed inserters could in some cases interact with elevated cargo wagons. https://forums.factorio.com/123544
• Fixed loader was able to insert items into asteroid collector. https://forums.factorio.com/124025
• Fixed long logistic group name pushing delete button out of view. https://forums.factorio.com/121857
• Fixed many smaller GUIs still not supporting non-English search https://forums.factorio.com/123923
• Fixed mods could specify an assembling machine with fixed quality without specifying fixed recipe. https://forums.factorio.com/123072
• Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. https://forums.factorio.com/122753
• Fixed nuclear reactor was heating tiles farther than it would heat entities. https://forums.factorio.com/122005
• Fixed parametrization of selector combinator would propose variables not relevant due to current mode. https://forums.factorio.com/123321
• Fixed parametrization was not covering inserter, assembler and reactor signals. https://forums.factorio.com/123416
• Fixed pipes and pipe shadow graphics on flipped biochamber. https://forums.factorio.com/117390
• Fixed pipette of hazard concrete tiles would not set correct build direction. https://forums.factorio.com/123406
• Fixed production-entity-list showing values for space age when only quality mod was enabled. https://forums.factorio.com/122566
• Fixed railgun turret would not draw out of power when ammo was inserted. https://forums.factorio.com/122329
• Fixed rapidly changing platform schedule would make it impossible to view that platform. https://forums.factorio.com/120886
• Fixed recycler showing greater than 300% productivity in the tooltip. https://forums.factorio.com/122619
• Fixed research was not correctly counted in total item production statistics. https://forums.factorio.com/121799
• Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology. https://forums.factorio.com/122723
• Fixed rocket silo control behavior would not update outputs when connecting wire. https://forums.factorio.com/122053
• Fixed rocket silo in "automatic requests" mode not trashing spoiled items. https://forums.factorio.com/123629
• Fixed rocket turrets not shooting spawners with capture robots. https://forums.factorio.com/122257
• Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. https://forums.factorio.com/122338
• Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. https://forums.factorio.com/123992
• Fixed shortcut bar GUI clipping off screen in remote view. https://forums.factorio.com/123143
• Fixed some recipes would give items of wrong quality when changing quality effect. https://forums.factorio.com/122685
• Fixed station list could be sometimes sorted incorrectly. https://forums.factorio.com/123125
• Fixed that "auto requests for space platforms" was not preserved in blueprint strings. https://forums.factorio.com/124121
• Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia. https://forums.factorio.com/123695
• Fixed that Factoriopedia would close if a GUI behind it was changed. https://forums.factorio.com/117404
• Fixed that Gleba generated cliffs when they were disabled. https://forums.factorio.com/120536
• Fixed that LuaPlayer::opened did not work with equipment grids. https://forums.factorio.com/123922
• Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. https://forums.factorio.com/123535
• Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. https://forums.factorio.com/124188
• Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
• Fixed that a thruster deactivated by script still rendered the exhaust flames. https://forums.factorio.com/121817
• Fixed that any tag being changed would refresh any active tag-edit GUI. https://forums.factorio.com/124220
• Fixed that assemblers without fluid boxes were incorrectly considered rotatable. https://forums.factorio.com/123966
• Fixed that burner inserters would load too much fuel when fed by inserters. https://forums.factorio.com/123927
• Fixed that changing "send to orbit automatically" on rocket silos did not work when in ghost form. https://forums.factorio.com/123700
• Fixed that clicking the sort buttons in the save-map GUI would reset the save name field. https://forums.factorio.com/123926
• Fixed that disabling Space Age mod removed Space Age achievements when playing a non-modded game. https://forums.factorio.com/116020
• Fixed that downgrading an entity ghost didn't remove invalid item insertion requests. https://forums.factorio.com/118959
• Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine. https://forums.factorio.com/122481
• Fixed that fog of war was not rendered while dead. https://forums.factorio.com/124251
• Fixed that ghost building electric poles did not always space them correctly. https://forums.factorio.com/122831
• Fixed that hidden planets still showed in the map preview GUI. https://forums.factorio.com/124471
• Fixed that higher quality pumpjacks would produce less oil. https://forums.factorio.com/123234
• Fixed that importing save files in the map editor would crash the game. https://forums.factorio.com/123402
• Fixed that it was possible to click the update selected mods button while update data was being fetched. https://forums.factorio.com/124094
• Fixed that items could be inserted into rocket inventory while the silo was in "automatic requests" mode. (https://forums.factorio.com/118442, https://forums.factorio.com/123172)
• Fixed that layered quality icons did not work correctly in recipe overlays. https://forums.factorio.com/122184
• Fixed that logistic network content tooltips didn't show nice numbers. https://forums.factorio.com/123982
• Fixed that opening the technology GUI while dragging the map would continue to drag the map. https://forums.factorio.com/117950
• Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused. https://forums.factorio.com/120701
• Fixed that pumps would run endlessly if the input fluid was incompatible. https://forums.factorio.com/120461
• Fixed that quality science packs would show "100%" remaining. https://forums.factorio.com/123076
• Fixed that railguns could get stuck switching targets and not fire. https://forums.factorio.com/123146
• Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. https://forums.factorio.com/123332
• Fixed that robots could enter roboports marked for deconstruction. https://forums.factorio.com/120107
• Fixed that rocket silos would not launch quickly when there were platform requests that couldn't be satisfied. https://forums.factorio.com/122321
• Fixed that some damage tooltips were incorrect. https://forums.factorio.com/124208
• Fixed that stack inserters could deadlock in some cases. https://forums.factorio.com/118138
• Fixed that the asteroid collectors circuit condition referred to inserters. https://forums.factorio.com/118721
• Fixed that the cursor theme was not being respected when running on GNOME Wayland. https://forums.factorio.com/113202
• Fixed that the mod manager would not account for mods hidden by search when browsing dependencies. https://forums.factorio.com/119498
• Fixed that the open-factoriopedia hotkey did not work in some cases. https://forums.factorio.com/121411
• Fixed that the personal logistics area would render incorrectly when the game was paused. https://forums.factorio.com/123438
• Fixed that the pump would lose its filter when fast-replaced. https://forums.factorio.com/119256
• Fixed that writing invalid font names to custom GUI elements would crash the game to desktop. https://forums.factorio.com/124162
• Fixed trashing logic would not run after cancelling deconstruction of entity. https://forums.factorio.com/123596
• Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force. https://forums.factorio.com/121360
• [space-age] Fixed fulgorite pieces icon had empty mipmaps. https://forums.factorio.com/121347
• [space-age] Fixed some asteroid graphic variations were defined twice. https://forums.factorio.com/123453
• [space-age] Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. https://forums.factorio.com/122446

Modding

• Added CharacterArmorAnimation::mining_with_tool_particles_animation_positions.
• Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.
• Added FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.
• Added InserterPrototype::starting_distance.
• Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.
• Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.
• Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.
• Added heating_radius to ReactorPrototype and HeatPipePrototype.
• Added minimum collision box restriction to cargo bays, cargo landing pads and space platform hubs. https://forums.factorio.com/124079
• Added support for Opus audio codec.
• Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
• Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
• ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
• TipsAndTricksItem requires at least one dependency if it has a dependencies-met trigger.
• UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by https://forums.factorio.com/120452)
• Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.

Scripting

• Added LuaBootstrap::get_event_id.
• Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
• Added LuaCustomEventPrototype::event_id read.
• Added LuaCustomInputPrototype::event_id read.
• Added LuaEntity::is_freezable read and frozen read.
• Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
• Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
• Added LuaSpacePlatform::last_visited_space_location read.
• Added LuaSpacePlatform::paused read/write.
• Added LuaSurface::ignore_surface_conditions.
• Custom events and custom inputs defined by prototypes are given constants inside of defines.events.
• Unified parsing of event types into LuaEventType. Made it possible to specify custom events and custom inputs by providing prototype instance.
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.91-4_1

Changelog from SteamDB:

More Controller Enhancement!

First of all this patch fixes a bug introduced in the previous patch, where a AI database caching problem caused NPCs to not respond to thrown rocks in some circumstances.

With the enhancements to controller in the last patch, I feel there's still more player friction. So I decided to do away with the "hold LT to enter grid cursor mode", and instead, as soon as you hover the cursor over an inventory grid, it'll automatically enter the grid mode. To exit from that, you simply move the grid cursor to the edge of the grid as if it's the actual cursor, and then the real cursor will show up there. I think this change makes inventory management a lot more enjoyable than before.

But you can still hold LT or use the Dpad while in the grid cursor mode. This will ensure that the cursor doesn't "leave the grid" when at the edge, and the movement is slightly slower to help you pinpoint the position.

This fix has been a... nightmare to implement, so to speak :) So I hope there's no issues with it, but if you do, please let me know in the forums :)

Other fixes included in the patch:

• Kicking won't shake the camera if you aren't hitting anything with your foot

• While holding an item in grid cursor mode, the entire item is highlighted instead of just showing the grid cursor at the bottom left corner of the item

• You won't be able to enter grid mode if the inventory grid is not accessible for the item you are holding
high rated
TerraScape update for 23 December 2024
Bugfix 1.1.1.2

- Fixed UI Scaling sometimes not applied to resource, preview and buildings overlay
- Improved behavior of news panel: turns off when any other panel is open




Astrea: Six-Sided Oracles update for 22 December 2024
Bug Fixes - v1.2.156

- Fixed Reduction dealing more Purification than it should when decreasing two dice Corruption.
- Fixed Haunted Chalk triggering when Enhancing a die that one of the actions is a Purify with a different value from 1, and the other action is value 1, but is not a Purify.
- Fixed Anomaly ? appearing on Daily Run and making player fight two bosses in a row.
- Fixed Anomaly ? second boss not appearing sometimes.
- Fixed enemy Self Hidden die action with keyword Unforgeable.
- Fixed Shiny Black Hole and Diceless Anomaly modifiers being able to appear at the same time.
- Fixed softlock on Draw Phase when there is no dice to roll.
- Fixed wrong keyword tooltip on some actions and blessings that uses Chanting.
- Fixed Calm applying less Light Shield than the expected when played on a Virtue or Sentinel Die.
- Fixed Chest appearing with Crimson Aurora enabled when Stellar Heritage was enabled as well.
- Fixed sentinel Infinity Boost not working with Vile Repair.
- Fixed mask that player already have appearing as a reward option on Dusty Amphitheater.
- Fixed Artisan Staff not applying Infinity Boost to the sentinel when Recycling a non-Broken sentinel.
- Fixed softlock when player encounters the Ancestral Forge event without any die.
- Fixed Spiritual Burst, Dune Surfing and Desert Protection not appearing on Chapter 1.
- Fixed Wave Purification not triggering other enemies Wave when it would drop their Corruption below their Wave amount.
- Fixed Wave not triggering when Tamed Remora applied Wave to a point where Wave amount would be higher than Corruption.
- Fixed Wave not triggering when applying it to the same enemy for the second time and it already triggered before, but didn't defeat the enemy.
- Fixed softlock when playing with Austra on Corrupted Meissa battle and Saiph would deal Random Purify.
- Fixed Saiph's Help and Virtue Eater effects sometimes not triggering at the right moment.
- Fixed Saiph's Help effect with wrong name and description.
- Fixed Outbreak activating twice sometimes.
- Fixed being able to pick up dice/Virtues during Outbreak animation causing the dice/Virtues to get stuck on weird positions or to the mouse.
- Fixed softlock when player has Boost and Bottled Aurora reroll triggers Arcanist’s Orrery overdrawing an Epic Die that triggers Boost Purification, then Boost Purification defeats an enemy and another stay undefeated.
- Fixed softlock when entering an Unknown Location in Astrea's Heart.
- Fixed Unpredictable not triggering Rolling Stars.
- Fixed Amplify description with wrong Area Purify value.
- Fixed Twisted Scroll sometimes not loading correctly the postion of the Virtues.
- Fixed Dice Gorger and Fission Expertise activation feedback triggering on wrong moments.
- Fixed forging a Chaotic++, that was created by Invoke Gale, modifying permanently the die that was copied.
- Fixed created dice through Invoke remaining on consecutive battles like Astrea first phase to second phase.
- Fixed being able to shuffle sentinels through Multiverse Cube infinitly when coming back from choose sentinel to be replaced screen.
- Fixed dice appearing as a reward on wrong Chapters.
- Fixed modded Sentinel Die being randomized into a new die when the first face of the die is an Invoke, Ominous Conjuration, Invoke Gale, Solar Cradle, Pseudo Sun, Resplendent Sun, Massive Sun or Gargantua Sun action.
- Fixed Mod Settings button not appearing when going to the Main Menu from a run.
- Fixed Clamor Pact, Shamanic Contemplation, Inner Peace and Illuminating Compass not working when trying to mod them due to a misspelling in the system.

Localization Fixes

- Fixed Outbreak and Wave typos in english.
- Fixed Floating Cauldron typo in english.
- Improved Resonant Buzz, Vendetta, Hatching Chrysalis and Aphotic Instinct description in english.
Post edited December 23, 2024 by FlockeSchnee
high rated
Stoneshard

Updated to 0.9.1.8 for Windows and Linux.

Changelog from SteamDB:

Hotfix 0.9.1.8 - Changelog

• Simplified the requirements for certain Caravan Upgrades.
• Added a line to some items’ hover about their possible use in Caravan Upgrades. This line will disappear once all the relevant Upgrades are installed.
• Added an automatic line to the hover of all items that can be transformed into Fodder, which will appear after gaining access to the Caravan.
• When used for crafting Fodder, herbs will now yield slightly more of it, and berries, straw, and fruit - slightly less.
• Smoking Mix no longer requires a Crafting Bench.
• The effects of the Ranger Brew and Leif’s training now count as Mental.
• Wigmar will now trade during the evening.
• Possibly fixed the issue with the “Finding the Quartermaster” quest, which didn’t correctly track its stages after leaving the Sentian Company’s Camp.
• Fixed the incorrect order of lines in the Brynn Book Printer’s dialogue and added a few lines for avoiding his politics talk.
• Fixed the bug with Leif remaining in the Camp after using his “Supply Run” perk.
• Updated the checks for detecting whether Leif and Alda are present in the Caravan when attempting to move it.
• Updated economy hovers to improve the readability of some price modifiers.
• Fixed the crash connected to saving items inside containers.
• Fixed the situational crash caused by transferring arrows into quivers.
• Fixed the crash caused by acquiring Sea Pearls from Sea Shells with no free inventory slots available.
• Fixed the crash caused by triggering a dialogue while moving items inside containers.
• Fixed the crash caused by moving between certain locations.
• Fixed Bern still using Village Elders’ dialogue lines.
• Fixed the “Around Aldor in a Day” and “The Real Treasure AND The Friends We Made” achievements.
• Fixed “Yes, Chef!” and “DIY or Die” treating basic recipes and schematics as newly learned.
• Followers-related achievements will be retroactively granted to all players who’ve recruited them before the fix.
• Numerous text fixes.
• Added special log line for waking up in the area affected by the “Nightmares” Situation.
• Fixed cloaks not protecting against “Wetness” as intended.
• Fixed “Special Spices” slowing food spoilage in the Caravan Storage by 25% instead of the intended 75%.
• Fixed the Lion Banner not granting its Health Restoration bonus.
• Reworked the Brynn Alchemist’s stock.
• Fixed the situational crash caused by using “Flexible Defense”.
• Fixed the possibility of using the Messenger Pigeon with Alt+Click in situations where it shouldn’t be allowed.
avatar
BreOl72: Earth 2140 Trilogy:
Updated from 1.0 to 1.1

Possibly new language versions?
(E, G, I, Rus)
avatar
Edward_Carnby: Yeah. Looks like it.
Maybe next batch of preservation updates incoming ?
Looks the game was update to the HD version that was on steam. I don't remember GOG ever having the HD version, unless I'm wrong.
high rated
Travellers Rest 0.6.7.0 -> 0.6.7.2

Patch v0.6.7.1
Changelog from Steam:
- Fixed a bug that caused the Christmas Window to be replaced by a different window upon reloading the game.
- Fixed an error with the inventory that caused lost items.
- Fixed a bug that caused Christmas Tickets to expire if the game was reloaded with the Christmas event deactivated.
- A bug in the waiter's pathfinding system has been fixed.
- Fixed a bug that caused an outdated version of the French localization to show in the game.
- Translations updated.
Patch v0.6.7.2
Changelog from Steam:
- This patch fixes an issue that caused dialogs to appear in English in some languages.
avatar
BreOl72: Earth 2140 Trilogy:
Updated from 1.0 to 1.1

Possibly new language versions?
(E, G, I, Rus)
That is in fact the case. According to another thread they also shortened the introduction for some reason.
It seems that The Dark Eye: Chains of Satinav and the night of the rabbit (both games form Daedalic) have received 2 updates the last two days. Does anyone know what was updated?
Post edited December 25, 2024 by alexandros050
high rated
avatar
alexandros050: It seems that The Dark Eye: Chains of Satinav and the night of the rabbit (both games form Daedalic) have received 2 updates the last two days. Does anyone know what was updated?
The Dark Eye: Chains of Satinav

Changelog from Steam DB:
MAJOR update for 23 December 2024 - Patch 3.0.351
Added linux/steamdeck support.
Added gamepad support.
Activated cloud saves.
Updated engine.
Reworked codebase.
Reworked pathfinding.
Major and minor bugfixes.

update for 24 December 2024 - Hotfix for Patch 3.0.351
Fixed black screen on startup
Fixed missing sd videos

update for 25 December 2024 - Hotfix #2 for Patch 3.0.351
Fixed steam achievements not working
-----

The Night of the Rabbit

Changelog from Steam DB:
MAJOR update for 23 December 2024 - Patch 2.2.312
Added linux/steamdeck support.
Added gamepad support.
Updated engine.
Reworked codebase.
Reworked pathfinding.
Major and minor bugfixes.

update for 24 December 2024 - Hotfix for Patch 2.2.312
Fixed black screen on startup
Fixed missing sd videos