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Field of Glory: Kingdoms

Standalone installer updated: [Windows] 1.04.03 ⇒ 1.06.00.
Field of Glory: Kingdoms - Companion patch out now

① UI/UX, Map
• Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
• Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
• Changed draggable thickness to 50 px in several UIs.
• Edict panel supports cultural variations for buildings.
• Fix to a labeling issue with provincial mercenaries in the recruitment interface.
• Fix to some missing links between eastern regions.
• Extra column in the ledger for legacy.
• A few unit scale fixes.
• Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
• Icons showing bonus XP levels and flat XP in the region panel.
• In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
• Added options to disable rumored sites.
• 50+ new sounds for buildings and impediments.
• Fixed a few non-working achievements.
• Improved trade filter.
• Help panel can be closed with ESC.

② Warfare
• You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
• Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
• If you lose a sortie but still have units inside, the city is not lost.
• Cultural militias.
• Battle: Unit positioning refined further and more contextual.
• Fix to newly split army within a city being considered outside.
• Archers and crossbowmen levies don't require a bowyer.
• Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
• Fix to some armies being repulsed wrongly when two opposing armies march against each other.
• Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
• No militia should be allowed to fly anymore (broom broom…).
• Siege values in nation shield tooltip on unit panel.
• Authority loss from lost SAUs did not work properly (beware!).
• Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
• High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).

③ Buildings, Regions, Trade
• Some buildings are dynamically replaced in setup if using a missing resource.
• Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
• Flax Fields and Legume Fields can now be built in arid lands.
• Made tribal/nomad ritual descriptions clearer.
• Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
• New building: Underground Fortress, which is an extension to existing castles.
• AI improves Tier I to Tier II much better and more frequently.
• In some cases, populations were created without a culture.
• Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
• Village Green is not removed at 20 population.
• Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
• Fix to negative-production buildings being affected by productivity-reducing modifiers.
• Fix to Master Herbalist and a few other buildings missing modifiers.
• Secret Cult added as an “improved” Cult Site—you’ll like it.
• Fix to buggy rituals.
• Gypsy event building.
• The first two fortifications for many tribals and nomads appear spontaneously only.
• Fix to Dungeon Prison not working.
• Fix to some units with malformed modifiers.

④ Religion
• Fix to First Muslim not properly removed from previous bearer.
• Improved religious distribution in the DLC campaign and Manzikert scenario.
• Only ROTB religions get a penalty from other religion piety-producing buildings.

⑤ Dynasty, Nation-Level Features, Diplomacy
• More mercenary impacts on coups for Byzance.
• Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
• Parties don't deploy as leaders.
• Max demesne size for progress increased from 2 to 3 for mini nations.
• You can always DOW a vassal, even if already at war with their liege.
• HRE: New members can join and existing ones can be expelled.
• Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
• Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).

⑥ Byzantine Civil Wars change
• The delay is longer the more civil wars have already occurred.
• Intensity increases with the number of previous civil wars.
• Each rebel comes from a disloyal character, if possible.
• The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
• If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).

Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.
⑦ Setup
• Scotland has a more credible initial army in the main campaign.
• Scottish burghs are rarer.
• Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated—fixed.
• Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
• Nations starting as Khanates now start as Grand Hordes.
• Seljuqs are not restricted anymore to some provinces.
• Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
• Alans are Orthodox.
• Smaller scenarios always feature a boost for AI at higher difficulty levels.

⑧ Decisions
• Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
• Develop Region RGD always provides bonus food and infrastructure.

⑨ Various
• New seasonal turns possibility (modding, extra scenarios).
_______________________________________________________________________


Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.9 ⇒ 4.0.10.1.
Stellaris 4.0.10 Patch

① Improvements
• Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds.
• Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
• Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.

② Bugfix
• Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
• Wilderness Empires will no longer be offered Gene Seed Purification
• The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
• Wilderness Biomass is now more likely to gain the Bloomed trait
• Democratic Transference will no longer be granting hundred times more efficiency than expected.
• Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
• Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
• Updated the "Weak" trait tooltip
• Fixed outdated Overtuned Traits tooltips
• Restored icons to the "Win a War" Focus Card
• Total War Empires can now complete the "Win a War" Focus Card
• Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
• Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
• Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
• Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
• Fixed Clear Design for space fauna duplicating components and not clearing anything.
• Fix some incorrect text in civics tooltips during empire creation
• Slaves and purged pop groups no longer listed as being demoted
• Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
• Fix some modifiers missing from job production tooltips.
• Fix to Tiyanki Graveyard animation
• Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
• Adjustments to Xeno Mediator to be correct for 4.0
• You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support
• AI will stop losing colonies due to resettlement
• AI will stop resettling from and into planets being colonized

③ Balance
• Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
• Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
• Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.

④ UI
• Significantly improved Pop Job's production tooltip and details panel
• Buildings in the Planet UI do not escape their frames anymore.
• Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
• Updated the District Cap Background size and also the district slots padding.
• Added more padding and even margins for the Planet UI.
• Updated the look of Planet Production and Planet Deficit section of the Planet UI.
• When opening the leaders view, the Available Positions window will now always start closed.

⑤ Performance
• Reduced the amount of pop groups by adding a mechanic for merging smaller similar ones.
• Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
• Prevented monthly job assignment from triggering again the next day
• Reduced memory allocations between monthly job distributions
• Tweaked the grain size for planetary threaded updates

⑥ Stability
• Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
• Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
• Fixed crash when opening leader level up message if there is no trait to pick.
• Fix CTDs related to Behemoth
• Fixed OOS due to ship designer using synchronized random

⑦ Modding
• Add can_be_automated token for jobs that cannot be automated
high rated
Pathfinder: Wrath of the Righteous

Updated to Windows 2.7.0x Release

Changelog from SteamDB:

Update 2.7.0x

Hello, crusaders!

An update 2.7.0x is here!

Quests:

• Fixed a critical bug that made it impossible to continue the events in Kenabres celebration square in A Dance of Masks DLC if the player had previously completed the personal Ember's quest to an evil ending.
high rated
The new big S.T.A.L.K.E.R. 2: Heart of Chornobyl 1.4 update is available on GOG now (Offline & GOG Galaxy). The changelog is long again and doesn't fit into a single post.

You can find all of it here:

Patch 1.4 - Part 1: https://www.gog.com/forum/stalker_series/stalker_2_heart_of_chornobyl_changelog/post1
Patch 1.4 - Part 2: https://www.gog.com/forum/stalker_series/stalker_2_heart_of_chornobyl_changelog/post2
high rated
Fabled Lands
+ both DLCs - Lords of the Rising Sun and The Serpent King's Domain


Offline/Standalone Installers updated to v2.1.4

Changelog can be found over at Steam;
https://steamdb.info/patchnotes/18490834/
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.7.35

Changelog from SteamDB:

Patch 1.7.35 Nerfs magic turrets a little in low challenge regions

We’re back to updating after a break of about a month. This update fixes a couple of bugs, but also adjusts the gameplay a little: in lower difficulty regions turrets will fire fewer missiles, for example.

Gameplay Changes:

• You cannot enter the training area with a character that is wounded or weary.
• Magic turrets shoot less frequently in lower difficulty regions.
• When you strike a magic turret, it is disabled much longer.
• Harvestable plants that will not yield anything no longer prompt you to interact with them.
• Small chests (that only hold one item) no longer prompt you to open them when they are empty and have their lid opened to indicate they have been looted long before.

Big Fixes:

• When you are in combat using mouse and keyboard with the auto face option off, the direction of the mouse takes priority over the direction of your movement in determining which direction you face.
• When retrying a mission the correct wayfarer is spawned.
• Fixes an issue with tidings spawning incorrectly.
• You cannot try to disarm the traps in the training area when you have not learned about fortune tests yet.
• Potential fix for blurry freeze after switching characters.
• Kin are not regarded as allies when checking to see if you can offer an alliance to a clan. (But they are still treated as allies in all other regards).
• Clan guards have learned that they sometimes guard a mine.
• Prevents campsites from spawning in wide river fords.
high rated
Frostpunk 2

Updated to 1.3.1_RC2 (Galaxy & Offline Installer)

Changelog from Steam:
Free Major Content Update Hotfix #1

Hello Citizens,

Below you will find the full list of recent improvements in the latest update:

Gameplay

• It is no longer possible to make any Negotiation promise without getting votes as a reward
• Fixed game freeze on weather change if heat auto allocation was enabled
• Fixed Rail Hub not affecting Food District properly (fix will apply only to newly constructed hubs)
• Fixed some max-upgraded Settlements being disabled during Whiteout
• Fixed Surplus Heat narrative event appearing without Council having been built
• Fixed Heat demand reduction from Adaptation Cornerstone being displayed in the tooltip as working for buildings
• Fixed Secret Police affecting homeless numbers in the City
• Fixed hubs range calculating issue after loading a save file
• Fixed infinite heatstamps exploit on district reactivation
• Fixed Catastrophic Cold objective of Depleted Cores Tale always failing the game if Cold reaches Catastrophic
• Fixed District Insulation bonus not applying if upgrade was completed on turned-off district

Interface

• Added freezing animations for frozen district panels
• Fixed Lily May being obscured by text on some occasions
• Fixed Area Trait outlines remaining visible after deselecting the district for construction with the opened construction panel
• Fixed proximity trackers flickering when hovering over
• Fixed top HUD not showing proper information about fuels after changing the currently viewed city
• Fixed the wrong tooltip on deactivated district after resolving the Protest
• Fixed wrong modifier being displayed in Hospital research panel after choosing first or third option in "Give me your tired and poor" lens in Beacon of Hope challenge
• Fixed visibility issues of Generator Panel in Dark mode
• Fixed Generator sending critical overdrive warning on the UI at all times
• Some minor UI fixes and tweaks

Art

• Citizens are now visible in the Heat Management overlay
• Fixed rally props being visible on the heatmap
• Fixed some minor Idea Tree visual issues
• Fixed artwork for fallback policies
• Fixed freezing postprocess not working properly for temperatures between -90C and -120C
• Fixed faction portrait always displaying the default image during negotiations
• Some minor art polish and tweaks
• Main District will no longer be elevated during some playthroughs

Other

• Fixed the empty input issue
• Added warning message about balance changes regarding pre-1.3 saves
• Updated FSR4 and DLSS3 libraries
• Localization fixes
• Fixed Survivor save sometimes not being created upon returning to the Main Menu
• Fixed rare crash on demolishing a big number of districts at the same time
• Fixed crash in DLSS denoiser when using FSR on some GeForce GPUs
• Some minor Analitycs tweaks

Thank you for your ongoing feedback!

Stay warm,

~ 11 bit studios team
high rated
EVERSPACE 2

Updated to 1.4.48035 Wrath Of The Ancients Hotfix1 (Galaxy & Offline Installer)

Changelog from the official website:
EVERSPACE 2 – Patch 1.4.48035

Bug fixes and tweaks for community-reported issues in EVERSPACE 2 and Wrath of the Ancients

Greetings, pilots!

It’s fantastic seeing so many of you enjoying EVERSPACE 2: Wrath of the Ancients! We can’t believe that some of you have already completed 4000 lunacy rifts!

We’ve got a small patch for all you pilots planning to play this weekend. This patch is focused on fixing a number of bugs early Wrath of the Ancients players have encountered.

Read on for a full list of changes.

1.4.48035 Wrath of the Ancients Hotfix

Tweaks

• UI: No longer auto-enable DLSS-RR when enabling Lumen while DLSS is active
• UI: Integrated community suggestions for translation improvements from Crowdin and our community testers
• [WOTA] Reduced Destabilizer Mines damage
• [WOTA] During “The Peace of the Ancients”, the guiding light will now stop if the distance to the player becomes too large
• [WOTA] Disabled auto-aiming for bigger Ancient Swarmer units
• [WOTA] Improved Okkar station energy VFX

Bugfixes

• Fixed view distance of Redemption 2-set bonus particle effect
• Fixed that re-rolling attributes after locking could cause a crash in some rare cases
• Fixed ARC9000 showing lightning arcs to player drones
• Fixed spawned debris not being removed after the “Ghost Fleet” boss fight
• Fixed that damage and overheat conditions would sometimes get removed prematurely
• Fixed that sounds remained muffled when loading a different save game while underwater
• Fixed that blueprints would still drop as loot despite having all of them unlocked
• Fixed that energy cores were too difficult to pull out from weaponized mining turrets
• Fixed that Outlaws were attacking stations in Union Bridge and Ceto Transit Gate although they were not supposed to
• Fixed a missing CVar setting for DLSS-RR
• UI: Fixed wrong amount of maximum blueprints to be found in data/collectibles stats screen
• UI: Fixed that world codex quick jump icon “new” indicators were not updated after “mark-all-as-read” action
• UI: Fixed that data tab fade-in-out animations could get stuck in some rare cases
• UI: Fixed that world codex background image would initially disappear when entering multiple times
• UI: Fixed that you needed to hit the back button twice to close modal equipment crafting menu when using gamepad
• UI: Fixed several smaller layout issues of item statcard in space
• [WOTA] Fixed an issue which caused Ghost’s ship to vanish and block the mission due to using the Spatial Bypass in Prescott Starbase during “A Different Ending”
• [WOTA] Fixed that all dockables could be disabled during mission “A Different Ending”
• [WOTA] Fixed a conflict between “Close Encounters” and “Tipping the Scales” that lead to being unable to leave Ceto Transit Gate in time and dying due to Kaion radiation if both missions were active
• [WOTA] Fixed a case in which “Far and Beyond” and “In Imroth’s Name” side missions failed to start if a manual save was created at an inconvenient time
• [WOTA] Fixed an issue which could prevent the mission “Parasite III” at Navia Orbit from progressing correctly
• [WOTA] Fixed “The Wraith” side mission not completing properly under certain conditions
• [WOTA] Fixed an edge case that could lead to a post-processing effect getting stuck during “The Peace of the Ancients”
• [WOTA] Fixed that a part of the conductor puzzle, the Ancient Jar, was not spawned in “Khaït Heliosphere”
• [WOTA] Fixed that there was no supralight music in Aethon system during parts of “A Different Ending”
• [WOTA] Fixed that you could re-enter the closed portals from the chase in the “Far and Beyond” mission after loading a checkpoint
• [WOTA] Fixed an issue where the waypoints in the mission “Relic Hunt” were not updating correctly
• [WOTA] Fixed an issue where multiple copies of an NPC ship were present in the side mission “In Imroth’s Name”
• [WOTA] Fixed an issue where Okkar units would stay hostile when re-entering a location, even though the wanted state had expired
• [WOTA] Fixed that the large Ancient Swarmer would mix attack patterns if you interrupted its beam laser attack by flying behind it
• [WOTA] Fixed that Brood Mine swarms interfere with Trinych and Cave Crawler movement
• [WOTA] Fixed that Hexaspatial Catalyst could not be installed on equipped shield that has the Peripheral Catalyst installed while legendary equipment limit is reached
• [WOTA] Fixed that ascendant catalysts did not count towards the Ascendancy set bonus when applied to a shield that had the Hexaspatial catalyst installed
• [WOTA] Fixed Ancient Swarmer boss being revivable by the “Wrath of the Fallen” legendary
• [WOTA] Fixed that active wingmen would still try to fly in formation with player while being docked
• [WOTA] Fixed that engine trails of wings would remain after Okkar Prime Split Fighter ejected its wings
• [WOTA] Fixed that sometimes there were too few mines around Okkar ships in distress calls of type “mine field”
• [WOTA] Fixed missing location challenge text for “Aethon Freight Depot” on the map
• [WOTA] Fixed missing location challenge text for “Towers of Herat” on the map
• [WOTA] Fixed missing HUD marker text for a secret at “Portal Hub” location
• [WOTA] Fixed that there were visible tunnel gaps in “Trial of the Minds”
• [WOTA] Fixed that the sound of wormholes opening during a sequence of “The Old Man and the Universe” side mission would play even though sequence was skipped
• [WOTA] Fixed a tunnel gap in “Portal Hub”
• [WOTA] Fixed an issue where some of the bigger Okkar stations would play the wrong “pulsing” sound
• [WOTA] Fixed that damage smoke of the G&B freighter that jumps away from G&B Refinery during “Close Encounters” remained in location
• [WOTA] Re-inserted a German voice line
• [WOTA] UI: Fixed that Golden Ace location indicator was missing when pointing at the location in Supralight
• [WOTA] UI: Fixed multiple minor typos within codex descriptions
• [PS5] [WOTA] Fixed that “A Different Ending” did not start in rare cases when played on a previous, accidentally available update

We very much appreciate when people take time to report issues in the ROCKFISH Games Discord. Though Wrath of the Ancients is our last game content release for EVERSPACE 2, we will be keeping an eye on issues reported by the community for future bugfix updates.

If you’ve been enjoying our expansion or the base game, make sure to leave a review! If you’ve already reviewed everything EVERSPACE, awesome! Pick a favorite indie from your library and give them a thumbs up. It’s always appreciated and helps teams like ours immensely.

Lee and your ROCKFISH Games Team!
StarVaders update for 16 May 2025
from version 1.0.4 to 1.0.6. No changelog.



Train Valley 2 update for 16 May 2025
from version 1.7.1 to 1.8.8. No changelog.
Post edited 5 hours ago by FlockeSchnee
high rated
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Geralt_of_Rivia: Wild Country

Update to V1.0.0.6.1.
They've released a changelog today...


+++
PATCH NOTES - VER. 1.0.0.6.0

Hey, everyone!

Below you will find the patch notes for Ver. 1.0.0.6.0!

CAMPAIGN CHANGES

CHARACTERS

Johnathan Trim has received a visual update to distinguish him from other characters.

QUESTS

Jet Valentine’s indicator has been repositioned to the correct location.
• Completing the encounter with Jet Valentine now correctly progresses Real Card Blues.
Janice’s fail state now resolves correctly.
• A new icon has been added for the Dash Hound Derby.
Taco Tim no longer gives infinite fruit tacos (sorry).
• Completing Lemonade Is Life now removes lingering lemonade cups.
Putting on a Play can now be completed as intended.

GAMEPLAY CHANGES

Cards

• Buildings under construction no longer apply penalties while being built.
• The Bouncy Castle now correctly applies its discount effect.
• The Taco Truck now becomes permanent after a level-up, as intended.
• The Ice Cream Truck now freezes a building at the start of your turn, giving players more time to strategize with its effect.

OTHER FIXES & TWEAKS

Rival turns are now approximately 50% faster, making matches flow more smoothly.
• Players now always win the first coin flip against Hawthorne in the tutorial. This change is intended to support early-game consistency.
• The D21 collectible can now be picked up, as intended.

& many more minor bug fixes and QoL improvements.

UNTIL NEXT TIME!

Keep exploring, keep discovering, and most importantly—have fun.

Thanks for reading, and see you soon!

Beck Snow
Design Director on Wild Country
Post edited 5 hours ago by Hustlefan