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high rated
Another Roboquest update has arrived (Offline & GOG Galaxy).

1.6.0-353 (January 17, 2025)
General

• Each friendly bot you complete the quest of will now be appearing at the Basecamp. Stop by and say hi!
• Added unused tracks “Sector”, “Entropy” and “Destination” to the random track list in the Endless Run
• “Corrupted Cells” (in Endless Mode) now have a clearly different shape
• The Corrupted Healbot has been completely removed from the game, RIP!
• You can now upgrade your weapon to “Fantastic” rarity in Endless Mode at the cost of 10 powercells (at Willy Wonders)
• Reduced the price to improve a weapon to “Epic” rarity at Willy Wonders from 10 to 8
• Smithing Ted now always appear at the start of the second level in Endless Mode
• Added a "Return to Basecamp" button that appears if you're stuck in the loading screen for a while

Bugfixes

• Fixed issues with several perks not properly saved when using the “Save & Quit” feature and loading your game
• “Goliath Diggler” and “Goliath Digglet” will now properly undig if they spend more than 6 seconds under map
• Fixed an issue preventing the uncrouch input to be properly recorded when opening a menu in the basecamp or during a multiplayer game
• Updated the position of weapon pickups when you drop them to avoid them ending up underground or inside a wall
• Duke Nuker can no longer propel you inside a wall or underground when you use grappling hook on him
• Fixed an issue with player or enemy feet going CRAZY when stepping on doors
• Picking up sub-choice of upgrades or perks will properly register them as “Discovered” and show them in the class selector
• Rerolled bazar items now have the right price (and not the price of the previous item at their slot)
• Fixed an issue with the Endless Portal collision at the basecamp where you could get stuck inside
• Note: Version numbers are different on Xbox than other platforms, but it doesn't have any impact on cross platform multiplayer
high rated
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MarkoH01: WARNING

Alan Wake offline installers are now also updated. Since the update does remove a song of the game DO NOT ARCHIVE THIS UPDATE AND KEEP YOUR OLD ONE SAFE!
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viperfdl: Are there other changes in the update than just removing licensed music?
I have compared the relevant game files (only English version) by content for Alan Wake from the previous GOG version 1.0_hotfix_(24778) with the current version 1.1_music_fixed_(75607). The files have the same file size but different content. Only the that song Space Oddity by David Bowie is removed in the new version.

Differences
<GAMEFOLDER>\data\ep999-000.rmdp
<GAMEFOLDER>\data\ep999-000-en.rmdp
<GAMEFOLDER>\data\ep999-001-en.rmdp
<GAMEFOLDER>\data\ep999-002-en.rmdp
<GAMEFOLDER>\data\ep999-003-en.rmdp
<GAMEFOLDER>\data\ep999-004-en.rmdp
<GAMEFOLDER>\data\ep999-006.rmdp


File content differences of ep999-006.rmdp

Old Version
<text style="h1">Remedy Entertainment Ltd</text>
<text style="h2">Space Oddity</text>
<text style="h3">Performed by David Bowie, courtesy of RZO Music. Words and Music by David Bowie;</text>
<text style="h3">published by TRO - Essex Music International, Inc. (ASCAP). All Rights Reserved. Used by Permission.</text>
<text style="br"/>

New Version
<text style="h1">Remedy Entertainment Plc</text>
Post edited January 17, 2025 by Bridgekeeper
https://www.reddit.com/r/AlanWake/comments/1f9t43i/the_song_space_oddity_is_being_removed_from_the/#lightbox

Music is no deleted but replaced by other music for alan wake. New music replace the original music.
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MarkoH01: *snip*
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Bridgekeeper: *snip*
Thanks for the information. :)
high rated
Northgard

Update to V3.6.45.40947.

No changelog.
high rated
Old World has been updated to version 1.0.75717 (GOG update number 79269).

Changelog from the developer's website:
Changes Overview

Difficulty settings renamed, to make the difference between presets and individual settings clearer. Settings outside the presets are now shown as ‘Custom’ difficulty in game with a breakdown of the individual settings.
Increased variety of crowning ambitions. This should make winning an ambition victory easier and more varied.
Grand Vizier rework (Behind the Throne). A big change to Grand Viziers based on player feedback, they now act as governors in all cities without a named governor and only control production in these cities.

Design

Difficulty rename:

The Advanced Setup Difficulty setting is now called Prosperity
The Simple Setup Difficulty presets remain as they were
Difficulty components are grouped together and indented under difficulty mode in the game parameters tooltip
Difficulty will be listed as Custom for combinations outside of the simple difficulty presets
Distant raids are now tied to Tribe Level instead of Difficulty
Achievements related to difficulty are now tied to Difficulty instead of Prosperity

Changes to Ask to Declare War mission:

Ask to Declare War mission now requires a Leader with the Schemer archetype. Removed mission tech requirement and lowered opinion needed to Cautious. Disabled mission for allies
Ask to Join War mission added, where you must already be at war with the target. This requires Pleased opinion
With Ruthless AI enabled, war requests will be denied if the player is close to victory

Other design changes:

Removed family preferences from crowning ambitions. Most crowning ambition events now allow three choices of ambition instead of two. Along with some bug fixes this should give a much higher variety of crowning ambitions offered
Alliance Victory is now a setup option. The default is off
Upgrading a unit now keeps its fortification state
Gifting, converting, hiring, or recruiting a unit can no longer result in it being in territory where it should not be
Can now upgrade units inside your team’s cities, even if they are not your own cities
Achievement ‘Alexander the Great’ no longer requires the Great cognomen, just have to destroy Persia as Alexander
Removed restriction on marrying Libyans in Rise of Carthage scenario 1
The Random Improvements option now allows any combination of shrine effects instead of picking a set from a random nation
Launch Offensive can now be used from a unit with a rout cooldown and it removes rout cooldowns from adjacent units
Pathfinder trait now gives 50% bonus to Camps and Nets as Governor and 20% as Leader instead of 100/50%
Swapped maintenance costs of Philosophy/Engineering and Professional Army/Volunteers
Neutral territory is now defined as either unclaimed, anarchy (city being captured), or owned by a nation or tribe you are not at war with
Fort defensive bonus, road and exploration river movement, Hero and Fort healing, Scout tree invisibility, all require neutral or friendly territory
Road and Fort construction requires friendly, unclaimed, or Anarchy territory
Added regular reminder to complete Influence goal in Learn to Play 3
Characters with a religion trait (Clergy, Mani etc.) can no longer be targeted by conversion missions
Conquered cities can no longer be given to a family that has not yet been founded
Grand Vizier now acts as a governor in cities without a governor and controls production only in those cities. Removed all other Grand Vizier yields (Behind the Throne)
Grand Vizier managed cities can no longer rush buy (Behind the Throne)
Grand Vizier courtiers are no longer giftable in MP (Behind the Throne)
Unpopular trait now gives nationwide 5% rebel spawn chance (Behind the Throne)

Programming

AI performance optimization
AI builds fewer duplicate roads
Improved AI retreat vs attack decision making
Added more logging for AI unit priority comparison failure
Hall of Fame games now store the active player so that when you load them the player stays the same
Improved replay so that it still works if there is data only from the current turn
Removed improvement dynamic text object from each tile to save some memory
Bonuses and EffectCities give only EffectUnits, not Promotions. Promotions are only for units that can gain XP
Unit effects that come from disabled promotions can now be assigned by bonuses and city effects
Disabled implicit subject conversion for DiplomacySubjects bonuses
Turn Lock function removed

UI

Character tooltips no longer show trait effects
All attacks now listed under Units Attacked notifications (previously kills were not shown)
Free promotions are now indicated in the city production list and unit type tooltip
“Death of governor” decision now auto-invalidates if the city can no longer have a governor
Defeat status now shown when the active player is eliminated in MP even if the game is still ongoing
Event browser story preview improvements
Law strategy notes updated
Added minimize toggle to player goals/ambitions display
Inverted red/green warning text in some cases for negative yields
User assigned hotkeys now have more flexibility. Assignments can use previously reserved keys and conflict with non-assignable hotkeys
Crowning ambitions are now indicated with the legitimacy crown icon
Added some missing keyboard shortcuts to button help
Improved Choose Governor tooltip
Pillaged permanent improvements now show a pillaged icon
Encyclopedia improvements

Bugs Fixed

Fixed invalid moves adding undo points
Fixed some events failing to appear with the Ruthless AI setting enabled
Fixed player connection state UI for single-player network games
Fixed Thracians in Learn to Play 4 being visible before they should be
Fixed server games preventing eliminated players from joining one last time to see what happened, and for the game to be saved locally as a loss
Fixed bug where client could be in a different language to the active player
Fixed Hall of Fame bug where regenerating was replacing Scenario specific text with Generic game text for Nation, Leader names, and Difficulty
Fixed Hall of Fame difficulty sorting
Fixed network messages being sent out of order
Fixed achievement text that referred to Kushite Cavalry instead of Mounted Lancers
Fixed Ten Crowns achievement incorrectly counting regents twice
Fixed improvement pings not appearing when law requirements are not met
Fixed vegetation help text to correctly state a ranged attack penalty
Fixed possible array out of range for bad event links
Fixed bug preventing some Crowning Ambitions from appearing
Fixed bug allowing ambitions to appear in events with random ambition selections that should only appear in specific events
Fixed cycle button position not updating shortcut keys and not getting saved
Fixed some road pathfinding issues
Fixed player start location bug in the desert map script and made start location picking more robust in general
Fixed illegal urban tiles placed in mirror maps
Fixed character ratings appearing with a divider in some cases
Fixed research popup closing after using Redraw
Fixed null ref in encyclopedia
Fixed duplicate Hall of Fame entries when reloading a completed cloud game
Fixed character suffix bug where a ruler would get the II suffix if a parent had the same name but never was a ruler
Fixed incorrect suffix on Ptolemy II
Fixed event system bug that can very rarely lead to valid subjects being deemed invalid
Fixed tooltip expansion when hotkey changed
Fixed order yield rates not updating when starting/finishing construction
Fixed broken Civ Fanatics forum link on main menu
Fixed AI movement null reference
Fixed several Portrait Editor bugs
Fixed load/save bug for mods that give bonus effectUnits
Fixed duplicated Hittite portrait
Fixed errors when loading saves with deprecated promotions
Fixed wrong memory display when giving a conquered city to a family
Fixed opinion and legitimacy bonus from founding a family seat getting applied more than once in some cases
Fixed enlist effect not getting cleared after use
Fixed cases when opinion and legitimacy for founding a family seat could get applied more than once for the same family
Fixed spymaster context menus sometimes not appearing
Fixed agent missions and networks menus appearing on foreign spymasters
Fixed formatting of tile and city tooltips
Fixed improvements from inactive DLC showing up in build menus
Fixed invalid improvements sometimes appearing under Valid Improvements filter
Fixed goals display spacing
Fixed AI modified collection exception
Event audio fix
Fixed trait loss causing unrelated events
Fixed tribal invasions getting stuck
Fixed Rise of Carthage scenario 2 goals sometimes not getting offered
Fixed Rise of Carthage scenario 2 and 3 olive-counting goals
Fixed Rise of Carthage starting heirs not being Royal and therefore not tutorable
Fixed Macedonia not getting family promotions on their starting units in Heroes of the Aegean scenario 6
Fixed bug in Heroes of the Aegean scenario 6
Fixed Pharaohs of the Nile scenario 2 event triggering multiple times
Fixed Grand Vizier traits not affecting the cities where they are acting governor (Behind the Throne)
Fixed some UI instances where the acting governor was being treated as the actual governor (Behind the Throne)
Fixed unit widgets failing to display icon and shapes not included in their respective default sprite atlases (affects mods)
Fixed General not getting removed when upgrading a unit to a type that cannot have one (affects mods)
Text and event fixes

Notes for Modders

EffectCity.aeFreePromotion becomes EffectCity.aeFreeEffectUnit
Promotion.aeGrantsEffectUnit is replaced by EffectUnit.aeKillGrantsEffectUnit
Bonus.aePromotions no longer exists, bonuses should grant EffectUnits instead
high rated
The Witcher 3 REDkit:

Allegedly updated to 4.0.114968_0

However: that's the same version number I already downloaded on December 07, 2024.
No clue, what's new to this - gogdb is still showing December 6, 2024 as the last update.
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.7.25

Changelog from SteamDB:

Patch 1.7.25 adds an extra section to Haven's training area

This week we have been working on the training area and onboarding experience. We’ve added, but not quite finished, a new room where you can learn about magic. Outside the Haven’s temple a new Travel Master npc can teach you about traveling. They will also provide you with the necessary travel gear if you are about to set out on the prologue mission.

Gameplay Changes

• When you enter the game the first time the prompt explaining movement appears.
• Adds a travel master outside the temple in Haven. In the first run of the prologue they approach you and give you travel gear.
• Adds a warning when you try to journey with unequipped travel gear that could have been equipped.
• Starts a new room in Haven’s training area to learn about magic.

Bug Fixes

• Standing on or behind a teleporter doesn’t trigger the automatic camera change.
high rated
Updates for Going Medieval and Northgard

Going Medieval

update for 14 January 2025
Offline installers updated to 0.22.22-REL

Changelog from SteamDB:
Greetings, medievalists! The newest patch (0.22.22) is now live on all platforms. Save your progress and restart your game to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Quality of Life improvements
- Underground water sources have been added to valley and hillside map types, but you’ll have to start a new game to find them (go through layers of your terrain to see their position). Mountains and marshes don’t have underground water.
- Enemies now have a different pathing when approaching your base. They should act a bit more natural and not go in one line when attacking. They will try to function and path more like a group.
- Enemies will be spawned in something akin to a square formation. They should no longer spawn in very long lines when in large groups.
- Enemies will no longer idle and will stand and have a battle ready stance while they wait for one of them to get through the door.
- Temperature dealing damage to buildings has been further optimized and should work better on large maps with a lot of structures.
- Fps drop should be less intensive when a huge fire spreads.
- Javelin and axe throw animations have been improved.
- Particles that appear during oil blob destruction has been changed,
- Barrels fill up faster when under the edges of the roof.
- Combat perception is now 10 instead of 20, thus making the default stance for melee settlers a bit less unpredictable - they should not react to distant enemies as much as they used to.
- Six settlers can use a single well simultaneously when extinguishing fires.
- Up to six settlers can now use a single well simultaneously when fetching water for production.
- You can now order a settler to bring water to a barrel via right click.
- Embers and smoke effects have been added to flames.
- Added construction skill level in the building selection panel.
- Added information about stability in the info cursor when placing structures like walls and floors.

Bugs and Fixes
- Fixed the issue where stomping animation always played on settlers in certain situations.
- Fixed the issue where buildings that required no construction resources wouldn’t properly reset if its construction failed. Also, no foundation was shown when placing them.
- Fixed the issue where ranged settlers would chase enemies during the hold ground stance.
- Fixed the issue that allowed beams to be placed in the middle of the tall gate.

Known issues
- Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don't sleep with owners.
- Some items are missing icons and localization values.
- Player-triggered events don't have sound effects.
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
_____

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Geralt_of_Rivia: Northgard - Update to V3.6.45.40947.
No changelog.
Northgard

update for 16 January 2025
Offline installers updated to 3.6.45.40947

Changelog from SteamDB:
Gameplay &Balancing
- Turtle Clan is now available in ranked multiplayer!
- Njörd dodge chances is now 30%>15%
- Befriending a faction now grants 100%>50% of the influence they had with Miklagard.
- Added a buffer on ready button

Turtle clan - Quality of Life
Based on the feedback you’ve provided we’ve made changes to increase the quality of life playing the Turtle clan.
- When giving the order to a Caravan to deploy on a zone, a pre-visualisation of the placement is now displayed on the position until the Caravan deploys to help keep track of where it is going.
- A counter of current and max number of Caravans is now displayed with the other resources of the clan to help keeping track of Caravans.
- The tooltip displayed on the villager recruitment button now also displays the current Pop-Growth bonus to make the impact on villager price decrease easier to understand.
- When packing a Caravan in a zone that would lead to buildings or units loss, a warning pop-up is now displayed.
- A new option is available in the settings to enable or not all warning pop-ups (previously mentioned caravan warning, as well as woodcutter warning when not enough wood).
- Quarantine conquest mission - Villager will spawn on each Town Hall when recruited and caravan bought will spawn on the selected Town Hall

bugfixes
- Expedition/Achievement - Fixed new Trade victory not counting for Achievement/Expedition
- Expedition - Fixed victory count not counted in the expedition
- Bifrost - Fixed invite button being greyed out
- Bifrost - Fixed SFX on Gulveig final form not being played at the correct time
- Bifrost - Fixed Endless Tide not working for other clans than the Kraken
- Bifrost - Fixed displayed timer from feast caused by Goat conquest bonus
- Bifrost - Fixed Gulveig permanently running in first and second phases
- Unit - Fixed scout stuck at the scout camp when assigned
- Cross of Vidar - Fixed mission 4 Squirrel feast victory when starting the mission with cinematic
- Raven/Snake - Fixed raids/scorched earth granting too much resources on caravan tile
- Snake - Fixed issue with Skirmisher when attacking caravans
- Boar - Fixed Bartering no increasing relation with Miklagard when trading Krown with the Market Place
- Turtle - Fixed villager being transported with caravan if packed when one was assigned
- Turtle - Fixed an issue when trading ore
- Turtle - Fixed multiple ghost preview of caravan deployment not appearing in certain conditions
- Lobby - Fixed lobby creation showing the wrong menu on certain conditions
- Text - Fixed text relation gain when befriending a neutral
- Text - Fixed french localization on Fox burrow conquest when selecting a Fox den tile
- UI - Fixed little square on sheep/fish/crow/deer when a fight occurs on tile with this animals
- Neutral - Fixed Jotunn champion not granted for other player when the first player to befriend them is killed
- Gameplay - Fixed the last foes of a tile not granting effect (bonyard, pyre, etc) when killed from fire damage

Known Issues
- Befriending a neutral faction after another player will not grant 50% of their remaining influence with Miklagard
- Missing localisation
- Previous known issues not mentioned in bugfixes
Post edited January 20, 2025 by bjgamer
high rated
Arctico

Standalone installer updated:
[Windows] 2.3w ⇒ 2.3am
[Mac] 2.3m ⇒ 2.3amac
Claudio Norori [developer] 18 Jan @ 7:10pm

>>> Originally posted by Banished Privateer:
>>> What are the recent updates and changes???

hello, multiple bug fixes in the co-op mode, I'll post the changelog soon
Source
high rated
Broken Sword - Shadow of the Templars: Reforged

Updated to 1.1.7 (Galaxy & Offline Installer)

Changelog from SteamDB:
Update #5

OVERVIEW

• Reprocessed Audio: English, French and Spanish speech
• Frame Pacing: for a smoother experience on various monitors
• MacOS: Xbox controller support
• Gamepads: triggers now adjust cursor speed


Let’s get to the bit you’re probably most curious about…


REPROCESSED AUDIO

We went back to the original low quality source recordings, and reprocessed tens of thousands of speech lines, using a mixture of new methods and settings best suited to language and character performance.

10 thousand?
Yes, per language! Inspired by your passionate feedback, and with careful guidance from native speakers, we manually reviewed each character and their different recording sessions and tried to improve quality and achieve a consistent sound across all dialogue lines.

So what’s changed?
For some lines, not a huge amount, and expectations were realistic. Yes, some audio files in a vacuum could be pushed further, but with diminishing returns, and at the cost of sounding really incongruent with the rest of the cast.

However, overall background noise has been reduced and significant distortions have been addressed, for a cleaner more balanced sound that best preserves the nuances of the original actor performances.

It might not sound drastically different in some cases, but it should sound a lot more enjoyable now, especially over longer gaming sessions with headphones on.

Some interesting things that factored into this process
    • While the original voice lines from 1996 were recorded at 44kHz, they had to be reduced to 11kHz because of memory limitations at that time. That doesn’t sound like a big difference, but it sounds like a big difference!
    • At least twice a day someone will perform a flawless Hello George, what can I do for you now in the office.
    • If you try to routinely compare thousands of audio files in a collaborative database your browser freezes. This is a clever design that forces you to take breaks before everything starts sounding the same.

Conclusion
All in all we’re still glad we chose preservation of these original audio performances over re-recording them. This has been a subjective and exhausting process, we have learned a lot, and are pleased with the end result. We really hope you enjoy it too.

FRAME PACING

Some of you reached out to us about uneven frame rates. And unfortunately, there was a delay in that feedback reaching the tech team. Ironic. Anyway, some effort has finally been spent fixing this up.

The game should now detect your monitor refresh rate and automatically deliver a smooth and efficient experience! Even if you drag the game window to a different display. Hurray!

If you prefer your settings manual - or just wanted to fiddle about with our “creaky OpenGL backend”, there are some new vt7.ini config values to play with too:
// Automatically adjust swap interval and frame rate limit for current display
video_frame_pace_auto=1

// GPU synchronisation
video_swap_interval=-1

// CPU FPS limiter
video_frame_rate_limit=60

// Latency/performance tradeoff
video_pipeline_mode=1

// Show debug overlay
video_performance_widget=0
MACOS XBOX CONTROLLER SUPPORT

Fixed support for wired XBox controllers on macOS 15 Sequoia.

We use a brilliant library called SDL - Simple DirectMedia Layer. Libraries are chunks of 3rd party code that teams can use to avoid having to re-invent the wheel! Super practical, very common! We noticed that since our last update, they released a fix for something that some of you reported in our game. So now we’ve updated to the latest version of SDL which includes fixed support for wired XBox controllers on macOS 15 Sequoia. So if you were trying to use a wired XBox controller on macOS 15 Sequoia then this is for you! How exciting!

GAMEPAD CURSOR SPEED

Holding down the gamepad triggers now adjusts cursor speed.

Honestly, this one goes out to our community on Discord. Someone asked for this to be included in a future update, and when we looked into it, it was easy enough to include last minute, so we did Here are the few lines of code it took, for those curious.

Updated Credits
We also took this opportunity to add a couple more of our Kickstarter backers who've sent in their preferred name in credits, and made an effort to include all of the change requests we received since launch!

Hope you're having a wonderful start to the year!

JOIN US ON DISCORD

discord.gg/revolutionsoftware

We always love reading from all of you, and one of the best ways to get in touch with us directly is through Discord!

Whether your reason for joining is to let us know about issues with our games, finding community with fellow adventure gamers, or simply to say hi - we'd love to meet you!

As always we look forward to hearing your thoughts on this update!

Love from us all at Revolution
high rated
Sovereign Syndicate

Updated to 1.1.29 (Galaxy & Offline Installer)

Changelog from SteamDB:
Update - Jan 17, 2025

• Added Turkish language support
• Added Brazilian Portuguese language support
• Fixed some glossary issues in Chinese languages
high rated
Endzone 2 (Early Access)

Updated to 0.8.9146.30060 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix | V 0.8.9146.30060 #3587869d7

Survivors!

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

We’ve identified issues that could cause freezes and crashes when using Vulkan. As a result, we’ve optimized the DirectX 11 version to deliver comparable performance and improved stability. DirectX 11 is now the default launch option. If you’ve experienced freezes or crashes, please try running DirectX 11. Vulkan remains available but is currently considered unstable.

FIXED

Minimap: Fixed an error that might have occurred when pings on the minimap were removed.
Buildings: Fixed free workforce at worker amount slider displaying 0 when clicking on a production building for the first time in a game session.
System: Fixed several potential memory leaks, especially when creating new sessions while a session was running.
Expeditions: Fixed Endzone expedition not being finishable.
Camera: Fixed errors when the camera was following an entity that does not longer exist.
Graphics: Fixed DX11 water rendering.
System: Fixed crashes and freezes (please use/try DirectX 11 version, which should now be the default).
Savegames: Fixed corrupted "fog of war" states in savegames.

TWEAKED

Camera: Camera edge scrolling is no longer possible when following a moving entity.
System: DirectX11 is now the default rendering solution for the game (Vulkan is now deemed unstable).

Your Teams from Gentlymad & Assemble | 0.8.9146.30060 #3587869d7
high rated
The Invincible

Updated to 1.6.1 (Galaxy & Offline Installer)

Changelog from Steam:
The Invincible - One For All update

Hello, Astronaut,

Today’s update celebrates human connections!

During the astromission on Regis III you are looking for your crew, lost somewhere in the otherworldly landscapes. Your connection to your crewmates, your friends, and your natural curiosity of astroscientist is what is driving you towards lifting the veil of human cognition.

In today’s update One For All, we wanted to celebrate the determination coming from human connections, both strong and fragile bonds that we have, that keep us focused on survival and what really matters. Now you can get the game and merge two realities - of The Invincible and The Alters - by personalizing your astrorover with a brand new skin.

If you haven’t checked out The Alters yet, we highly encourage you to get to know another space traveler, Jan Dolski, and his crewmate, Jan Dolski, and his another crewmate, Jan… Have you ever wondered how it would go, living together with different versions of yourself?

- Starward Industries & 11 bit studios
Post edited January 20, 2025 by Hustlefan
high rated
UBOAT

Update 2025.1
Dear captains,

We hope that you had a good start to the New Year 2025!

We are happy to announce that the next update for UBOAT is now ready to download.

Below is a quick overview of the changes shipped with it.

Damage simulation
Following popular demand, this version reworks the damage model used for enemy ships. While the U-boat's damage model has always been developed quite well, it was simplified for other ships. This version changes that by adding damage simulation to various parts of a ship:

Engine rooms. They are usually located behind the funnels, towards the stern. Damage here often leads to a major fuel oil or lubricant fire and immobilizes the ship.
Ammunition storages. Damage may trigger a powerful secondary explosion that often seals the fate of a ship.
Boilers. They are always located beneath the funnels and may explode with a burst of hot steam when damaged. In addition, disabling all boilers on a steamship, immobilizes it.
Cargo holds. Hitting cargo holds can have varying effects depending on the cargo. For example, if a ship is carrying coal, there is a chance of starting a fire.
Armor. The largest ships in the game, such as cruisers and battleships, now have protective steel armor belts that can block most shells. They also provide a limited protection from torpedoes.
Torpedo belts. These are also present only on the largest warships and provide an additional protection from torpedoes.

With these changes, your attacks will be much more varied in their effects. In addition, identifying your target's weak spots may help you sink it using fewer torpedoes.

There are also various other upgrades related to the enemy ships:

There are now two sinking physics simulation presets, "Quick" and "Realistic," available in the realism settings for a new campaign. Both presets provide a more realistic sinking simulation than previous versions of the game but differ in the speed at which wrecks sink and how often partially sunk wrecks remain afloat.
All ship classes in the game now have their real-world compartments recreated in the data structures used by the simulation, making their sinking behavior more convincing and realistic.
Each ship has a randomized build quality. Ship classes that were known to be rushed or are older are more likely to deviate from their design specifications than others.
Enemy crews now perform active damage control, as long as the ship is not evacuated. While they can't repair torpedo damage, they may patch up small breaches caused by shells and use pumps.
Bulkhead states on enemy ships are now tracked, and enemy crews open and close them depending on the ship's overall alertness or damage level. If you launch a surprise attack, there is a high chance that some bulkheads will be left open, allowing incoming water to quickly flood a substantial portion of the ship, sinking it in a matter of minutes. On the other hand, it's harder to sink a ship that is ready for combat.
When internal bulkheads break due to water pressure, audible water inflow sound effects can be heard on the hydrophone.
Fire and smoke effects on ships have been rewritten for improved visuals, performance and consistency.

Career statistics
We've also been working on a detailed career statistics screen that will hopefully increase your satisfaction after a successful career! It tracks stats such as your GRT totals and the longest successful attack distance.

Please note that many of these statistics will only start being counted for pre-existing save files after updating the game, since they weren't tracked in earlier versions.

Historical leaderboard
There is also a historical leaderboard now in the game that allows you to compare your successes with those of historical commanders. This leaderboard is updated dynamically as the war continues, with the GRT totals of historical commanders increasing on the dates of their historical sinkings.

Realistic periscope views
This version improves several aspects of periscope and UZO views.

We've added a new realism setting that lets you choose either a realistic or an extended magnification mode for the periscopes and UZO. The realistic mode ensures that all observation devices use their historical magnification modes, while the extended mode allows for wider magnification ranges for convenience.

Additionally, we've ensured that the graticule scales are correct and can be used to estimate the distance to a target, as long as the target's height or length is known.

If you're interested in exploring how to do this, it was explained very well by Maciek (SnakeDoc) in his article on tvre website: link.

Lastly, we've improved the light propagation effects inside the lens to make the graticule look more natural and immersive.

Navigation lights
All U-boat types now have functional navigation lights that are automatically used by the crew whenever the boat is near a friendly port or unit and no enemy is in sight.

Ship summary
Another addition is a ship summary screen that displays various technical parameters of the U-boat, as well as all installed upgrades, making this information accessible while at sea for a quick reference.

Misc changes
We've also introduced a bunch of minor tweaks and bug fixes. Here are some of the most notable ones:

High Command is now more likely to send the player to patrol areas involved in active campaign objectives rather than to squares not part of any current operations.
Previously used console commands can now be recalled by pressing the up and down arrows on the keyboard.
We've improved the camera shake effect in response to explosions.
A long list of fixes and improvements to hull cracking behaviour of all ship classes present in the game.
Tweaks to sky and clouds based on the feedback that are aimed at improving realism.
Resolved an issue with NPC ships that continued to slowly move for a prolonged time after stopping their engines.
Manually positioned tools now retain their position on the screen after adjusting the UI scale.
We've increased ammunition to historical values on Type 1934 destroyers that protect German convoys.
A bug fix in tutorials #2 and #4 - if player ordered an officer to switch a device rather than the sailors, tutorial script wasn't detecting that order and wasn't progressing.
HE shells are now consistently more effective than AP shells at starting fires.
Sunk warship tonnage is now counted in your boat's tonnage statistics and towards GRT achievements.
Improved physical behavior of damaged ships and wrecks when a high time compression is used.


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Also - looks like there is an update pushed for VTM Redemption via Galaxy (offline installer is not updated yet).
Have absolutely zero idea what is it for.
Post edited January 20, 2025 by Edward_Carnby