It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
avatar
MarS666: Pathfinder: Wrath of the Righteous

2.2.4p -> 2.3.1b
Changelogs from Steam:

Update 2.3.0bb. Part 1

Hello, crusaders!
An update 2.3.0bb is here!

Highlights:

• New quest and content for the mythical Devil's Path;
• Added new animations to romance scenes across the whole game — enjoy kissing your significant other!
• Brass dragon form ability finally has its own model!
• Level 20 Dragonblood shifter now gains a final form of huge dragon with a unique breath ability.

If you are playing with mods, don’t forget to update them before loading your saves! If the mods have not been updated yet and you want to play on the old version, then switch to the 2.2.4p - old version 2.2 branch under Beta Participation.

Beware of possible plot spoilers below!

Areas


• Fye the Tavern Keeper in Act III now sells fresh jogurt recipe;
• A lot of fixes to the Dragon Burial Ground location have been made. Fixed interactive objects and trophies, added new trophies. Some trophies are now hidden and require Perception skill check;
• A skeleton in the tower fight in the Lord of Nothing DLC will no longer spontaneously become friendly to the party;
• Added Amulet of Mighty Fists +1 to Kerismei in the Lord of Nothing DLC;
• Added Silver weapons to a merchant on the Shadow Plane in the Lord of Nothing DLC;
• Ardin, one of two chief brothers in The Lord of Nothing DLC, has successfully landed, and no longer hovers above ground;
• Camellia is really helpful, but you can no longer find her bone amulet in Sithud's Forgotten ruins;
• Chief Sull no longer comes back from the dead in Kenabres if killed earlier;
• Corrupted Arueshalae won't try to kiss Mythic Lich players at Threshold anymore;
• Daeran could become invisible when he brought roses to the commander – fixed, it was really out of character for him to hide in such a moment;
• Effect from Canniballistic Undertow in the Treasure of the Midnight Isles DLC now has a correct duration;
• Exit from the area is now visible on the map for Storasta after the portal is open;
• Fixed a bug where it was possible to talk to the statue in the tower in the Lord of Nothing DLC even after the ritual quest was complete;
• Fixed a case where in the tower in the Lord of Nothing DLC it was possible to circumvent the cutscene with goblins, going directly into combat. It would later cause a creepy version of the same cutscene with talking goblin corpses;
• Fixed a case where other members of the party in the Lord of Nothing DLC could join the fight with the Cannibalistic Shadow from across the wall;
• Fixed a flickering light issue at Kenabres graveyard in Through the Ashes DLC;
• Fixed an incorrect tooltip and updated visuals for the statue of Aethylia in The Lord of Nothing DLC;
• Fixed an issue with hodag that climbs the cage in the Lord of Nothing DLC;
• Fixed fog of war issues in Storasta;
• Fixed hovering characters and objects in Ineluctable Prison;
• Fixed invisible walls and pathing issues in some Through the Ashes DLC locations;
• Fixed issues with mounted characters in a cutscene in the Frozen Fane in the Lord of Nothing DLC;
• Fixed lighting issues in Blackwater;
• Fixed navigation and pathing in the Dragon Burial Ground;
• Fixed pathing issues in some of the Lord of Nothing areas;
• Fixed pathing issues in Storyteller's tower;
• Fixed some tooltips for buttons to move to another floor and enter or leave buildings in Drezen, which didn't specify where exactly they could take you;
• Fixed the camera movement area at the beginning of the Frozen Fane;
• Fixed the issue with navigation at the Blooming Meadow location, and fixed the issue with its borders being visible;
• Fixed the issue with the camera moving into darkness during the cutscene with thieflings and the giant trap in Gray garrison;
• Fixed various issues with navigation in multiple areas in Chapter 2;
• Improved pathing in Storasta in the Lord of Nothing DLC;
• Improved the navigation in Forgotten Ruins in The Lord of Nothing DLC;
• In Forgotten Secrets, it was not possible to place some slabs that could help with solving the puzzle — fixed;
• In the Inevitable Excess, characters could drown in a pile of stone inside the Threshold fortress – fixed. Your words ring hollow;
• In the Lord of Nothing DLC, you can now open the door to the third floor from the library in the tower with the goblins without picking up the quest with the statue;
• It was possible to avoid triggering the cutscene with the goblin bard in The Lord of Nothing DLC — fixed;
• It was possible to dispel the buffs on the dragon in Storasta in the Lord of Nothing DLC before engaging in combat - fixed;
• It's no longer possible to run away from Barsag the Chief in the Lord of Nothing DLC — he needs to be dead for the exit from the area to appear;
• Kellids in the Lord of Nothing DLC could get lost after helping them with the giants, running in confusion in random directions. We've supplied each of them with proper evacuation plans;
• No more indefinite experience from opening the door in the tower in the Lord of Nothing DLC. Sorry;
• Now Swarm That Walks will always consume crusaders in the Iz camp if such dialogue option was selected;
• On the Shadow Plane in the Lord of Nothing DLC, the Agonizing Pain debuff didn't get removed after resting — fixed;
• Quickly skipping a cutscene in the Ivory Sanctum no longer breaks the game;
• Removed an incorrect overtip near Carrock's lair in the Lord of Nothing DLC;
• The party could walk outside the border of the map in Iz — fixed;
• The passage to the third floor of Gray Garrison no longer disappears;
• We've removed the "hand" icons when interacting with puzzle buttons in Sacred Lands, so it would be easier to see the symbols on said buttons;
• Yaker didn't participate in conversations in the tavern in chapter 5 due to some traumatic experience, no less. We've fixed it, and now he faces the hardships of the crusade as a true Hellknight should;
• You can no longer obtain Amulet of Alchemical Knowledge twice in Storasta;
• You can no longer run through a table in Defender's Heart as if it was not there.

Quests

• A Refuge from the Present quest will no longer start in chapter 5 if you didn't visit the mines in chapter 3;
• After ending the romance with Camellia, she could become stuck in the throne room forever — fixed;
• Dialogue with Irabeth and Regill while in captivity in the Lost Chapel could suddenly end — fixed;
• Fixed a problem with the initial dialogue between soldiers and Regill, due to which the cutscene could have failed to start;
• Fixed a rare issue that blocked The Light Within quest from progressing if the commander failed the check to start on the Legend's path;
• Fixed an issue causing some dialogues with the Storyteller and Klaem (if alive) to break;
• Fixed an issue during the dialogue in the Midnight Fane, due to which Ulbrig might not leave if we drove him away;
• Fixed an issue where it could be impossible to *spoiler, use link to changelog if you want to see it*
• Fixed the difficulty of a skill check in the dialogue with Edric in the Lord of Nothing DLC;
• Fixed the flow of the dialogues with the statue and Norte in the Lord of Nothing DLC;
• Fixed the issue in The Lord of Nothing DLC when it was impossible to obtain Sithhud's Soul Shards from certain defeated individuals;
• Fixed the issue that didn't allow the commander to shapeshift after talking with Anevia during A Noble Intent quest;
• Greybor, if previously killed, could occasionally rise from the dead in chapter 5 and return to avenge himself — fixed;
• Heart of the Fallen Land quest will now complete correctly if you choose to attack Anemora surreptitiously;
• If Lann or Wenduag, who were not previously recruited as companions, join the fight with Savamelekh as NPCs, they can no longer be killed in this battle, and will get up and join the conversation if they were knocked out;
• In some cases, players were missing the epilogue with Irabeth and Anevia when not completing the quest Irabeth in chapter 3 — fixed;
• It is now possible to get rid of Kestoglyr at any time in the dialogue;
• It was possible to exit Valley of Temples during Lann's quest, which could break that quest — fixed;
• Lost Soul quest from the Lord of Nothing DLC was available earlier than intended, making it much harder than it was supposed to be - fixed;
• Once you learn about the dragon's soulshard in Storasta, but refuse to attack him right away, you can choose to attack him without the need to click through the soulshard part of the dialogue;
• Some epilogue slides for Mythic Devil incorrectly considered the player to be dead — fixed;
• Some players didn't receive Penta's story — fixed;
• Starward Gaze quest now fails automatically if the important quest characters are killed by the player;
• The game no longer ends if Lann sacrifices himself during his quest;
• The Traitor quest in the Lord of Nothing DLC now correctly completes should the player choose to side with the Translator;
to be continued...
high rated
Pathfinder: Wrath of the Righteous continued:

• The Wicked Woods quest in The Lord of Nothing DLC will now complete instead of failing if the player opts to attack the dragon instead of Carrock;
• Ulbrig sometimes refused to come to the player for the final romance in Act V - fixed. Simply skip a few days if you had this bug, and he will come;
• Ulbrig will no longer ask you about your meeting in the Blackwing Library if he joined your party in Act III or later;
• We've improved information in the journal regarding the Quarantine quest in The Last Sarkorians DLC, so it will be easier to track the objectives now;
• We've talked sense back into Aivu and returned her to the throne room after coronation;
• You can now select any companions in the battle with Nocticula or the Council as a Trickster;
• You no longer skip the final dialogue with Norte and Aethylia if you win the fight before completing their quests.

Turn-based mode

• Fixed a rare issue with enemies moving into unreachable spots in turn-based combat.

Items

• Added clarification that Pearls of Power can be used for restoring lower level spells;
• Added new loot for Vavakia miniboss in The Treasure of the Midnight Isles DLC;
• After the last update, Archmage Armor sometimes didn't work — fixed;
• Animalistic Perseverance now correctly awards immunities in all forms;
• Axe of silence now forbids spellcasting instead of making it difficult;
• Book of Dreams now correctly increases the number of summoned creatures;
• Bracers of Animal Fury were not giving a +3 enhancement bonus to attacks and damage — fixed;
• Cold Iron Dwarven Urgrosh now deals the correct type of damage;
• Dirge for Sarkoris now has a correct icon and in-game model. It can now also deal piercing damage;
• Expert's Hat didn't have any visuals — fixed;
• Gnome Brave's Helmet now works according to its description;
• Mighty Advisor dwarven waraxe didn't double the insight bonus as described - fixed;
• Quiver of Druchite Ammunition no longer recharges on rest;
• Scroll Of Firebelly had an incorrect icon — fixed;
• Scroll of Winds Of Vengeance can now be crafted;
• The Hammer Fists bracers were not displayed on the character model — fixed;
• Trickster's cloak The Bound of Possibility now works correctly;
• Using the Maddening Gaze ability of the "Seal of Madness" item now takes a swift action, as expected.

Crusade

• Fixed damage prediction for enemies that cannot be flanked;
• Storms Peak quest could fail in the end of act 3 if it hadn't been started – fixed;
• Heavy cavalry units now have trained horses.

Classes & Mechanics

• A lot of feats in the game had a bug to them, where their bonus to the damage of an ability counted as a separate instance of damage, which caused the game to add all external bonuses multiple times;
• Additional damage from Alchemist and Arcane Bomber bombs was multiplying on critical hits — fixed;
• After the death of Sithud, his summoned devourers will now die automatically;
• The Blizzard Servant (the blizzard elemental of the Winter Child Druid archetype) has finally succumbed to our persuasion and is no longer able to select the "Armor Proficiency (Light Barding)" feat
• After the death of Sithud, his summoned devourers will now die automatically;
• All animal companions had their stats adjusted as written in their descriptions. Removed those feats that didn't work correctly, and added new ones. Bear received Grab and a new Bear Hug feat: each time a bear makes a successful grapple check against an enemy, it deals 2d8 + strength bonus bludgeoning damage to the enemy. Boar animal companion has been changed to Dire Boar, received Scent and a new feat – Boar Gore: boar gore attacks cause an enemy to bleed for 1d6 damage per round (2d6 after the 7th level). Giant centipede – added a tail attack with a trip at the 7th level. Dog animal companion has been changed to Riding Dog and received Scent and a new feat – Good Boy: a dog that successfully tripped a foe gives the prone enemy an additional -2 penalty to AC (-4 after the 7th level) for one round. Elk gained a new feat – Tripping Charge: when an elk charges with a gore attack and hits the enemy, it also makes a trip attempt against that enemy. Scent has been added for the horse. Leopard got Scent and Sneak Attack. Monitor Lizard received Grab, Scent and a new feat — Lizard Rush: when a monitor lizard charges, it gains +2 attack bonus (+4 after 7th level). Smilodon lost Rend, but gained Scent, Grab, and Rake. We removed Pounce from triceratops, fixed Powerful charge damage, and added a new feat – Triceratops Charge: when a triceratops charges an enemy with gore attack it deals double damage. Also added Rider Protection: when riding a triceratops, you gain +2 bonus to AC. Riding Bismuth has never been safer! Velociraptor gained Scent and a new feat – Agile Movement: a velociraptor can move through threatened areas without provoking attacks of opportunity. Wolf got Scent and a new feat – Teardown: a wolf gains +2 damage bonus against prone targets (+4 at the 7th level). The Aggressor archetype gained power attack at level 1 once again;
• Arcanist's Armored Mask spell didn't provide information about its duration in the description — fixed;
• Armor now gives a penalty to Trickery, as it should;
• Azata's "Song Of Seasons" ability now works correctly according to its description;
• Azata's Incredible Might ability wasn't displayed on the character sheet and its bonus wasn't multiplied by the Ring of Triumphant advance — fixed;
• BAB (Base Attack Bonus) effects were sometimes stacking incorrectly — fixed;
• Barbarian's Greater Fiend Totem used to deal damage on activation and every round, instead of Barbarian's every turn — fixed;
• Beast Shape IV (Wyvern) granted the wrong number of natural attacks – fixed;
• Bloodragers that choose Arcane bloodline through the Second Bloodline Mythic feat can now properly take Disruptive as their bonus feat;
• Bonus from Armor Training didn't increase with level for Armored Battlemage - fixed;
• Buff from the Aspect of the Wolf now has a correct description;
• Casting the Promise of Power ability of the Bane of Spirit item now takes a swift action, as stated in the description;
• Commander's Banner status effect applied incorrectly in some locations – fixed;
• Concentrated Corrupted Jungle Poison no longer ignores Delay Poison;
• Court Poet's Insightful Contemplation ability used to gain more bonuses than intended from Mythic Inspiration — fixed;
• Crashing Tailwind in the Treasure of Midnight Isles DLC provided bonus only to the main character — fixed;
• Cure spells and inflict spells, provided to an oracle via their mystery, are no longer marked as recommended;
• Demonic Charge no longer teleports you directly into the model of the enemy (which could cause pathing issues) and has a faster animation to prevent missing the target in RtwP;
• Description of the Rapid Spread ability of the Prophet of Pestilence archetype has been corrected, and the "Corruptor" mythic feat now works correctly on creatures immune to stat damage;
• Dhampirs were incorrectly receiving immunities to ability damage, ability drain and spells/abilities with Negative levels — fixed;
• Dragon Disciple's Blood of Dragons didn't recognize the existence of the second bloodline from Crossblooded — fixed;
• Fixed a bug that allowed enemies to sometimes pass through closed doors;
• Fixed a bug where Eldritch Knight's Diverse Training used to count Eldritch Knight's levels not only for the combat feats, but for everything that required Fighter levels or arcane spellcaster levels;
• Fixed a bug where Griffonheart Shifter's Griffon Shape used to count Shifter levels not only for the combat feats, but for everything that required Fighter levels;
• Fixed a bug where Magus Fighter Training used to count Magus levels not only for the feats, but for everything that required Fighter levels;
• Fixed a bug where Warpriest's ability used to count Warpriest levels not only for the combat feats, but for everything that required Fighter levels. It was also incorrectly available from Level 1 instead of 3 — fixed as well;
• Fixed a bug, where under Shifter's Fury you could use Bite and get an additional weapon attack;
• Fixed a discrepancy in the description of Azata's Song of the Second Breath, which referred to "All creatures" and "All companions" at the same time;
• Fixed a few cases of incorrect stacking of bonuses for Mythic Armor and Shield feats with other abilities, which caused higher values than intended;
• Fixed a rare combination of factors causing touch spells to fail if used while mounted;
• Fixed a trap in the DLC 3 that was impossible to reach to disarm;
• Fixed an Earth blessing for warpriest: Acid Strike can be used separately for main hand and off-hand now, and the damage no longer incorrectly multiplies;
• Fixed an issue with Improved Critical — it no longer doubles critical range from all sources, only the weapon's critical range as intended;
• Fixed an issue with Storyteller's Knowledge buff disapearing;
• Fixed Fire blessings for warpriest: the damage of Fire Strike no longer incorrectly multiplies, and it can be used for both hands separately; Armor of Flame now correctly uses a warpriest's level to calculate cold resistance and the description now states it lasts for 1 minute; the damage from;
• Fixed incorrect descriptions of some elemental bloodlines for Crossblooded Sorcerer;
• Fixed issues with forced multiple mythic level-ups in key moments of the story, in cases when mythic ranks weren't levelled up earlier;
• Fixed Paralysis mechanics — it now correctly removes bonuses from Dexterity instead of modifying Dexterity itself;
to be continued...
avatar
BreOl72: Thronebreaker: The Witcher Tales

Apparently, the version has been changed from 1.2 to 3553184.

At least, that's what GOGDB says.

However: I have this "new" version sitting on my HDD since May, 18th 2021, so...I'm not exactly sure what's new here.
Same for me. I redownloaded the files and the file hashes are exactly the same. For some reason they just renamed the files, even though they already had that name. Don't ask me how.
high rated
Pathfinder: Wrath of the Righteous continued:

• Fixed Primalist archetype: Fixed multiple minor issues, rage powers can now be taken correctly, and Focus Strike now correctly interacts with Vital Strike;
• Fixed some cases of incorrect damage calculation for Arcane Bomber bombs;
• Fixed some cases of incorrect display of numbers during level up (it didn't take some feats into account);
• Fixed the issue with cavalier's Shield of the Liege skill, which sometimes incorrectly applied to the mount;
• Fixed the issue with not being able to completely dismiss Black Hole and similar area of effect spells;
• Fixed the issue with Whispers of Madness status effect, which could disappear for good after exiting the dungeons of Drezen and then coming back in;
• Fixed Water blessings for warpriest: Armor of Ice now correctly uses a warpriest's level to calculate fire resistance and the description now states it lasts for 1 minute; the damage from Ice Strike no longer incorrectly multiplies;
• Fixed Weather blessings for warpriest: Storm Strike correctly enchants weapons now, and Wind Barrier uses class level instead of caster level and protects against any ranged attacks;
• For dhampirs, when getting a negative level, the combat log will now display a correct message that they gained a negative level, but they are immune to its effect. Additionally, that negative level will be correctly displayed in their character sheet now;
• Gallu's Aura of Havoc will no longer force two saving throws instead of one on fitting targets;
• Ghost Rider's Frightful Gaze no longer disappears on level 9;
• Greater Carnivorous Crystal's ability was working incorrectly, awarding better stats to the copies than intended — fixed;
• Hagbound witch now can activate their claws at will and they don't disappear until deactivated or another similar ability is activated (like shifter claws);
• Having Improved Unarmed Strike and Shield Bash now allows to execute an attack with both a fist and a shield, like fighting with two weapons;
• Imitator's Master Slayer ability requirements were reworked for it to work correctly;
• Improved Uncanny Dodge was sometimes incorrectly awarded out of nowhere on level 5 — fixed;
• In The Treasure of the Midnight Isles DLC, Tailwind of Spellswords increase both attack and damage after using any ability instead of just spells — fixed;
• In Through the Ashes DLC, fixed an incorrect message when a character attempted to run with a sprained ankle;
• Inquisitor's Judgment — Smiting didn't add the alignment to their attacks for the purpose of bypassing damage reduction — fixed;
• It is now possible to empower and maximize Inflict Wounds spells with metamagic;
• It is now possible to use Extend metamagic on Aeon's Perfect form;
• It used to be impossible to craft scrolls for spells that had variations (i.e. Dispel Magic) — fixed, now you will be able to craft scrolls for Dispel Magic (Point) and Dispel Magic (Target);
• It was possible to cast Trickster's Trick Fate on an enemy target, providing all relevant bonuses — fixed;
• Kinetic Blade no longer gets bonuses for Point-Blank Shot now;
• Kineticist's Charged Water Blast had an extra Channel Negative Energy descriptor — fixed;
• Kineticist's Mud Blast had an extra Siege descriptor — fixed;
• Level 20 Dragonblood shifter now gains a final form of huge dragon with unique breath ability;
• Rageshaper shifter now gains bonus damage on slam attacks with level progression;
• Level of corruption now correctly affects arcane spell failure chance;
• Lich's Eyes of the Bodak spell didn't display negative levels over the target and added 2 negative levels right after use — fixed;
• Mystic Theurge spellbook didn't interact correctly with Hunters, blocking Hunter spells from selection — fixed;
• Mythic Demon's ability, the aspect of Succubus, provided a bonus to Use Magic Device instead of a bonus to Knowledge (world) - fixed;
• Mythical Swarm's Eye of the Swarm ability did not add damage to touch attacks while Swarm Form is active — fixed;
• now the Arcane Armor Mastery feat works as described (regardless of the presence of the Arcane Armor Training feat);
• Only the clones of the Mythic Swarm-that-walks took size of the Swarm into consideration for additional HP and fast healing, not the original Swarm — fixed;
• Order of the Nail Hellknight's Favored Enemy ability now works independently of Ranger's Favored Enemy ability and stacks with it;
• Penta now can correctly mount an animal companion;
• Point blank shot no longer increases self damage from geomancy for Geomancers;
• Prophet of Pestilence can now choose the "Second Spirit" mythic feat;
• Protective Luck now forces enemies to reroll for all types of attacks;
• Selection of feats for animal companions and other more exotic "pets" is no longer based on the owner's prerequisites, and checks the pet's prerequisites instead;
• Shaman and Witch's Protective Luck ability only worked against weapon attacks - fixed;
• Shamans now get the Manifestation ability on the 20th level, thanks to their spirit;
• Shatter defenses no longer works before the target was hit;
• Shieldbearer's Channel Negative Energy — Heal Undead had an incorrect range - fixed;
• Skald's Lesser Beast Totem granted only one claw attack to some animal companions — fixed;
• Some kitsune with charisma score above 11 couldn't cast the Light spell-like ability, granted by Kitsune Magic ability, — fixed;
• Some toggleable abilities could automatically be toggled off during rest. These will now be re-enabled automatically as long as they don't spend any resources;
• Taking 2 classes with an animal companion allowed to have a pet one level above its progressions — fixed;
• Horse animal companion now has a kick attack with hoofs. Don't stand behind it!
• The Bloodrager ability with Fey Bloodline Confusing Critical counted the difficulty of a Charisma-based saving throw instead of Constitution — fixed;
• The damage from the Cone of Cold spell is now converted to negative damage when the Death of elements ability is active;
• The Nobility domain's Inspiring Command ability now correctly grants a bonus to skill checks;
• The Oracle's revelation Whispers of Nature now works correctly;
• Thundercaller's "Incite Rage" ability used to buff all allies, even if they didn't have the "Accept rage" toggle on — fixed;
• Trickster's Microscopic Proportions spell can now make characters smaller than tiny. Big world, beware!
• Urban Hunter archetype couldn't continue leveling up the pets obtained from other classes — fixed;
• Using Lesser Kineticist Rod could delete some abilities from the kineticist — fixed;
• Various sources of Haste were multiplying bonuses as wasn't intended — fixed;
• Warpriest can enchant a weapon in any hand now:
• Warpriest's Blessings are now correctly removed when you retrain a character;
• Warpriest's Protection Blessing Aura of Protection now works correctly when resisting Sonic Damage;
• We've fixed and improved all abilities that allow to recover spell slots and spontaneous spells; now they either correctly replenish spell slots and spontaneous spells, or spell slots from the spell book;
• When playing on Core and above, one Ichor could spawn on the arena near Sithud's altar, not participating in combat — fixed;
• When the Mythic Swarm clone devoured the target, the main character's swarm size did not increase — fixed.
to be continued...
high rated
Pathfinder: Wrath of the Righteous continued:

Update 2.3.0bb. Part 2

UI

• Bloodrager's spellbook progression was displayed incorrectly in some windows - fixed;
• Bug report window will no longer remain on the screen if used during a cutscene in the Prologue;
• Exit points can now be visible on the maps of Wilderness Encounters;
• Fixed a bug where obtaining the Shattered Sword of Sithhud wasn't reflected in the combat log;
• Fixed an annoying reappearing window, that offered to import a DLC5 save, if the player refused to import it;
• Fixed description for Warpriests Zone of Sanctification;
• Fixed incorrect display of spell lists by level for some archetypes;
• Fixed the incorrect glossary tags for Drezen and Elysium in the in-game texts;
• Fixed the issue in The Treasure of the Midnight Isles DLC where quitting the dialogue could break the level up window;
• Fixed the issue when enchantment effects on equipped weapons weren't visible in the inventory;
• In Storasta, the names of Tribe Chief Hovool and Healer Milin now properly display in their overtips;
• Inquisitors and Faith Hunters, who had Judgement ability, didn't have Resiliency (magic) and Smiting mentioned in the list of available Judgements, despite having them;
• Nenio's *spoiler, use link to changelog if you want to see it*
• Paladins are no longer shown as arcane spellcasters in UI;
• Removed the "final chapter to complete this quest" indicator form all The Lord of Nothing quests;
• Resetting UI settings to default during some moments in the game such as cutscenes, could make the interface freeze — fixed;
• Some information was missing in the combat log when using the Disarming Strike feat — fixed;
• Status effects granted by Azata's court now have shiny new icons, praise Desna!
• Trickster's Breath of Money has a shiny new icon now.

Visual

• Added new animations to romance scenes across the whole game;
• Brass dragon form ability finally has its own model!
• Cutscene in the prologue, in which the future commander is carried on a stretcher was not played completely — fixed;
• During the first battle with giants in DLC5, running forward and triggering the hide and seek cutscene could prevent further progression - fixed;
• Fixed a bug with Vescavors disappearing in the Leper's smile;
• Fixed a number of minor visual bugs with The Spinner of Nightmares;
• Fixed a visual issue with ending cutscenes in the Lord of Nothing DLC, where Sendri could have two hats at once;
• Fixed an incorrect camera angle in a cutscene with the giants in the Lord of Nothing DLC;
• Fixed an issue with mounted characters in the cutscene with the Masked Stalker in the Lord of Nothing DLC, where the characters would teleport around instead of walking;
• Fixed flickering visual effects on the demonic barrier in Mutasafen's lab;
• Fixed issues with Bathomet and Hepzamirah animations when a polymorph is applied to them;
• Fixed issues with Ciar's model disappearing after being raised as undead by the Lich, both on the map itself and on the character screen;
• Fixed issues with disappearing textures in Drezen for Lich;
• Fixed minor visual issues on the location with returning evil Arueshalae;
• Fixed some Kellid animations;
• Fixed various visual issues with the cutscene of sacrifice in the Demon's temple;
• Fixed visual issues occuring when some party members are too far away when a cutscene with Sithud is triggered;
• Healed Targona didn't instantly gain her angel wing back — fixed;
• Improved lighting in the Upper city of Alushinyrra;
• Improved visuals for units leaving fog of war;
• Improvements for the cutscene with the goblins in the Lord of Nothing DLC;
• In the Plane of Shadow in the Lord of Nothing DLC, sometimes the selection circles on the characters could disappear — fixed;
• Invisible characters or flying weapons could appear in the Drezen Citadel location - fixed;
• Is some rare cases, an enemy's body could change its size after battle, when it was not supposed to — fixed;
• Lightning strike effects could sometimes proc on locations without the appropriate weather after visiting a location with them — fixed;
• Obtaining a new Lich level in Act VI could cause the mythic appearance to revert - fixed;
• Skipping the cutscene in the battle with the goblin leader in the Lord of Nothing DLC caused the cutscene to freeze — fixed;
• Some cutscenes across the game could look weird or funny when including polymorphed characters — fixed, polymorphs will now be always removed for cutscenes;
• The cutscene with Irabeth and the clone demon has been improved. Also, a bug that could cause the cutscene to fail to start has been fixed;
• Fixed the visuals for the throwing axes and darts — they no longer have incorrect red glow and are rotated correctly in flight;
• Sometimes the ghost horse's glow changed after its resurrection — fixed;
• Fixed the memory cutscene in the Vault of Graves, now the party does not appear in it. Don't mess with the time police!

System

• Fixed a major freeze in a cutscene with Vellexia when she turns the artists into furniture;
• Fixed an FPS drop while activating the Dispeller of Darkness in the Lord of Nothing DLC;
• Fixed crashes and FPS drops caused by Light Shield of Cursed Allegiance.

Misс

• Achievement for obtaining the first shard in the Lord of Nothing DLC now happens earlier, right after obtaining the shard;
• Companions that survived Through the Ashes DLC, that the player can meet in the tavern in the Lord of Nothing DLC, will no longer disappear if the player didn't talk to them;
• Epilogue slides will no longer claim that Anevia left if she was previously consumed by Swarm That Walks;
• Fixed a bug where a dialogue with Kyton could not initiate;
• Fixed the issue that could occur if two characters tried to lockpick and break the same chest simultaneously;
• If you killed Regill in the cave in chapter 2, he will no longer haunt you in the following chapters;
• Now, after a successful assault on the Gray Garrison in the first chapter, the party can properly rest and get rid of negative effects before the next chapter begins;
• The description of the item "Broken Trickster" has been corrected.
high rated
Tomb Raider I-III Remastered Starring Lara Croft

Updated to 1.01 Patch 3 (Galaxy & Offline Installer)

Changelog from SteamDB:
Tomb Raider I-III | Patch 3

Patch 3 is available now for Tomb Raider I-III Remastered on all platforms!

Full Patch Notes

All Games

• Customize your outfit at anytime with the newly added outfit selector
• Outfit selector unlocks after beating each game (I, II, or III)
• All outfits from all 3 games can be selected
• Add the red sunglasses for extra slay
• Using a hotkey does not interrupt running or walking when using a thumbstick
• Various improvements to SFX have been made across all three games.
• Improved combat in Modern Controls in all three games
• Improvements to the Lara model have been implemented
• Added the missing water caustic effects to TR1 and TR2
• Fixed the issue with modern controls showing the sky when the camera goes through corners
• Fixed an issue where Greek translations would show up too wide in some of the menus
• Various improvements have been made to fire FX across all three games
• Fixed game selection icons for UK players
• Added quick save/reload hotkeys for controller players

Tomb Raider 1

• Fixed incorrectly positioned snow in the “Caves” level
• Fixed an issue where bats would sometimes flicker upon death in TR1

Tomb Raider 2

• Fixed an issue where the wrong texture was being used on the snowmobile in “The Cold War” level in TR2
• Fixed an issue in TR2 where part of the geometry was protruding into the level in “40 Fathoms”
• Added explosion FX for “Bartoli’s Hideout” in TR2

Tomb Raider 3

• Posters of Lara Croft in “Sleeping with the Fishes” are now appearing in HD mode
• Fixed the positioning of the Indra Key in the “Jungle” level
• Improved water color in “River Ganges” level in TR3
• Monkey bars are now more visible in “High Security Compound” in TR3
• Added details on all ceiling openings in “Temple Ruins”
• Fixed a missing window in “Willard’s Lair” in TR3 The Lost Artifact
• Fixed targeting enemies while crouched in TR3
high rated
The Chronicles of Myrtana: Archolos

Standalone installer updated: [Windows] 1.2.11 (Russian Voice-over) ⇒ 1.2.11 (Hungarian).
The Chronicles of Myrtana: Archolos is now available in Hungarian!

Big thanks go to Hungarian translators from our community for their hard work!

WARNING: It is not possible to load savegames after you switch to Hungarian language! You need to start new playthrough.

To report translation bugs in the Hungarian version, we recommend posting them on our Discord.

If you want to help translating the game into your own language or help the existing translation teams, get in touch with us on our Discord: https://discord.gg/FHDHweuCVB

Have fun!
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.7.0

Changelog from SteamDB:

Update 1.7: There and back again

This huge update introduces the new wayfarer roster system. Before, there was only one wayfarer in any given world at the same time. Now, if you start a new world you get to select a roster of 1 to 3 wayfarers with different backgrounds to choose from for each individual journey.

As you explore you will get the opportunity to recruit new wayfarers to the roster. If you return to the temple in Haven you can find them hanging out in the temple and you can simply walk up to them in order to switch which wayfarer is currently active. It’s a bit like a truly epic game of tag!

Rosters Bring Back Character Progression
The new roster system allowed us to bring back much of the character progression we had to cut before to deal with individual wayfarer’s accumulating way too much power and wealth. Each wayfarer has a number of skill slots and they automatically learn a new skill upon the completion of a quest. These quests replace the system of deeds we had before.

This progression comes at a price, however. The only way to recover from the Wounded status is to return to Haven and let another wayfarer bear the burden for a while. The new Weary status is similar: you can only recover from it by returning to Haven and rest for a while. You become Weary when your hope runs out and while you are Weary you cannot recover health from eating food.

Wounded and Weary have been designed to force you to invest in multiple wayfarers. Especially because the scars they leave will have a lasting effect on each individual character. This gives each wayfarer a natural life-span. At one point it will become better to retire them altogether. Especially as retirement allows you to pass on one skill from one wayfarer to another, increasing the latter’s potential considerably.

True to the Original Vision
We have chosen to introduce this system because it finally solves the problem we observed that many players would only ever try to play one wayfarer and complete the game without feeling the need to change characters. This was a flaw in the design we didn’t anticipate when we first launched the game. The original vision for the game was that you would embark on shorter quests using a series of characters building up to the moment where you’d think you’d be strong enough to handle the final quest to destroy the Staff of Yendor. Multiple wayfarers, being forced to sit one out once in a while, character progression coupled with lasting scars, and the option to pass on a legacy by retiring brings all of that back into sharp focus.

Streamlined Questing
Another important focus of this update was to streamline the whole experience of playing. This is reflected in many changes: levels got smaller to reduce generation and building times, combat mechanics have been simplified a little so they are easier to understand, and magic skills have been redesigned to make spellcasters a viable background option once more.

The most controversial change in this regard is the new quest system. By default, you can only leave Haven if you commit to a quest. And when you complete that quest you get the option to return to Haven immediately. Haven and the temple in Haven in particular, has become more like a traditional hub location where you choose a new quest and prepare for it accordingly. Each adventure you embark on has clearly defined beginning and ending.

However, for those of you who enjoyed the game for its open-endedness we have added an option that retains much of the game’s original character. This new ‘Open World’ option is available as a difficulty setting when you create a new world. With that option you are no longer required to commit to a quest before you can leave Haven, but you are also never offered a free ride back after you complete one. In this mode you can roam the world more freely and complete any quest goals you might encounter. Each quest will still award you skills, although some quests are only available if you committed to them beforehand.

Looking Ahead
Overall we are very happy with these changes. We genuinely feel the game is in a much better position because of it. Sure, there are still some loose ends: we have more recruitable backgrounds planned, and some of the older content needs to be brought in line with all the newly balanced systems. But we are confident that we can pick these up as we are preparing for the next big milestone: version 2.0!

Our main efforts leading up to 2.0 will be concentrating on the game’s content. The Empire is still underdeveloped. The Serpent Gates and the Spirit World in general haven’t gotten much love over the last few updates, and we need to look at how all recent changes affect the end game.

As always, we are happy to discuss our plans and curious to learn all about your suggestions for this next milestone. Our Discord server is the best place to contribute to the game and its wonderful community of players.

Below you can find a complete breakdown of all the changes going from 1.6.14.1 to 1.7.0:

Rosters

• Replaces character creation with a tab in world creation where you can choose your starting roster.
• The options for your starting roster are initially limited to the Adventurer, Disciple, Vault Warden, Farland Hunter, and the Groundskeeper.
• To switch between wayfarers you walk up to another wayfarer and interact with them.
• When you switch wayfarers, you automatically pass on items that are not equipped or assigned to a preset.
• You can encounter characters you can recruit to your roster in inns, roadhouses, and similar settlements.
• To be able to recruit a character you need to be friends with their clan.
• Recruitable characters you can currently encounter: Farland Hunter, Turnip Farmer, Elder Nomad, Free Sword, Relic Hunter, Dawn Stalker, Adventurer, Chronicler, West Wind Trader, Tinkerer, Crimson Crusader, Sky Summoner, Pyromancer, Groundskeeper.
• Recruiting new wayfarers adds their background as an option to the starting roster permanently.
• To recover from the wounded status, a wayfarer needs to spend time recovering in Haven (you should take another character).
• When you deplete a character’s hope, they gain Weary.
• To recover from the weary status, a wayfarer needs to spend time recovering in Haven.
• If there are no characters available a new rookie wayfarer will join the roster.

Quests

• You start each world inside the temple in Haven.
• You can only leave the temple once you have accepted a quest.
• The Loremaster offers main quests.
• The map in the library can be used to commit to any known quest based on the leads you have uncovered.
• Certain side quests only become available after finding the right leads.
• The First Lorekeeper is now the Keeper of the Codex and offers only diplomatic missions.
• At the end of a successful quest you can immediately pick a new skill.
• When you complete a quest you committed to, your max hope increases by 1.
• Upon completion of a quest the wayfarer gets the option to return to Haven.
• Tasks have been implemented for the Raaf Key, and the Raaf Temple quests.
• All steps of the main quest are now presented as individual quests.
• Many extra missions (to collect sigils or other treasures) are also presented as quests.
• Each quest description indicates a challenge level.
• When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen.
• Clan leaders offer quests.
• Missions to claim keeps and discover possible mines must be accepted as a quest from a clan before they become available.
• Replaces the ‘Raaf Key’ quest with a simpler version that can spawn at a larger variety of locations.
• You can complete any one quest per destination (and gain the rewards) if you are not committed to another quest.
• The legacy chest has been removed from the vault. Legacy items appear in the regular chests should you die.
• The provisions available in the temple are replenished between quests / over time.

Open world option

• Adds an open world difficulty setting that lifts the restriction that you cannot leave the temple without a quest, and that requires you to make your own way back to Haven after completing a quest.
• Completing a quest you committed to gives you 2 extra hope points.

Backgrounds

• The starting equipment of the basic backgrounds has been reviewed and adjusted.
• The skill options of the basic backgrounds have been reviewed and adjusted.
• Each background starts with 3-5 specific skills slots that dictate what type of skills this character might learn while questing.
• The first character in a new world is now the ‘Adventurer’ (formally known as the ‘gate guard’).
• The Vault Warden has a new ‘signature skill’: Quick Retrieval (of thrown weapons)
• The Disciple has a new ‘signature skill’: Raaf Inspired
• Slight changes to the Free Sword
• Characters can have ‘bound’ items, these cannot be discarded, stored or traded away.
• You automatically pick bound weapons up from forges if you move away too far.
• The crimson crusader starts with honorable and regains their honor when they return to Haven.
• Adds a random personality trait to each background that grant an extra option to gain sparks: Scholarly, Challenger, Wildheart, Wrathful, Storyteller, Bookworm, Treasure Seeker, Shrewd, Gourmand, Fortunate, Grit, Sociable, and Belligerent.

Character Progression

• Reduces the standard starting HP.
• Reduces the standard starting Hope.
• Hope traits have been removed. There is only one hope bar.
• Brings back many combat skills.
• Adjusting loot tables so that good weapons and armor drop less frequently.
• Legacy has become a very rare attribute only found on mission critical items.
• Legacy signets have become rarer and only bestows minor legacy.
• Starting characters typically do not have well-made items.
• After you recover from Wounded you will gain one of the following ‘physical scars’: Scarred, Limping, Aching Bones, Brittle Bones, Fragile, Aching Muscles, or Painful Joints.
• After you recover from Weary, you will gain one of the following ‘psychological scars’: Unfocussed, Shaken, Disillusioned, Lackluster, Nervous, No Appetite, or Ragged.
• When your character has no more skill slots, they can pass on a trait and retire by talking to other wayfarers.

Knowledge points

• Returning books gives you ‘knowledge points’ rather than sparks.
• When you start a new world a few rumors in the starting region are automatically unlocked.
• When you start a new world you get 10 knowledge points to spend in Haven’s library.
• Knowledge points can be used to research inside the library (which no longer requires a test).
• Knowledge points can be used to buy leads when you open the map in Haven’s library.
• The range of Haven’s rumors has been extended.

Changes to the prologue

• The old prologue has been removed. You always start in Haven.
• While playing the prologue, only the Loremaster is available in the Temple. The other rooms are locked.
• Only one quest is initially available: a quest to retrieve Marang Machine parts that unlock the other rooms in the Temple.
• During the prologue there are no traveling merchants in Haven.

Regional Quests

• Regions can be much more dangerous and communicate these dangers in the info panel.
• One such danger has been fleshed out: Sentient Trees (which are tied to the presence of Doorn).
• Introduces a new travel hazard: Sentient Trees.
• Sentient trees have a presence on the map.
• Changes the way tributes at forest shrines and the Forest Friend condition interact with Hazards and Sentient Trees.
• Adds a new boon you can claim from Doorn: the Root Spirit Guide.
• Adds a new quest associated with the Dandelion Highlands.
• New quest item: the dandelion highland map.
• Dandelion seeds can be used to avoid hazards in the dandelion highlands.
• Updates the map presentation of Dandelion Highlands.
• Adds a new quest associated with the Broken Plains.
• Updates the cliff fortune.
• Climbing gear no longer has uses.
• To avoid cliff fortunes you need to have climbing gear and rope.
• New quest item: the Staff of the Surveyor
• Changes the way Dry and Sandstorm fortunes work.
• Introduces a new Thirsty status effect.

Magic Abilities

• Adds spell focus items that are designed to facilitate characters with spellcraft. Using the focus you can tap into the magic sprites and other magic sources.
• For every spell skill you learn you get a specific bound spell item that allows you to cast a spell directly or summon a sprite that will allow you to cast the spell using your spell focus.
• Spell skills have a number of charges that are restored when you rest.
• You can use sparks to cast depleted spells.
• Adds new magic skills: Spark Craft, Flame Protection, Flow Protection, Form Protection, Root Protection, Sky Protection.
• New and improved spell skills and associated items for the Sky Summoner, the Pyromancer, and the Groundskeeper

Combat Changes

• Exposed state lasts twice as long.
• The speed at which you can attack again has been lowered.
• Attack speed is affected by being exposed.
• Improves the particle effects of hits, blocks, and parries.
• Slightly increases the physical impact of attacks on both target and the attacker.
• Rebalanced core weapons: most weapons start with only one type of attack. Additional attacks or other abilities are added when you become more proficient with that type of weapon.
• Redefined the basic combat skills for main weapon groups: axes, swords, clubs, pole arms, bows, and throwing weapons.
• Added weapon mastery skills for individual weapon types: axe, war axe, pickaxe, sword, longsword, short sword, falx, spear, glaive, quarterstaff, club, great club, mace, bow.
• Removed obsolete combat skills: parrying, shielding, superior parrying, single-handed technique, two-handed technique, riposte, very resilient.
• Smarter selection of relevant combat skills when you learn a new skill.
• Adjusted to tutorial to reflect the changes to the combat.
• In combat practice you automatically gain weapon skills for the weapons you take out of the chest.

Other Gameplay changes

• Hazards no longer cause fatigue.
• Adds a new minor trade item that allows you to ignore the effects of hazards: offerings.
• You can only camp at designated campsites.
• The quick rest option is removed.
• Traders no longer have rumors.
• The price for rumors has gone up.
• The gatekeepers in Haven no longer offer a rumor.
• Ropes are now stackable items.
• Spider silk ropes are now stackable items without bulk.
• When you use a rope or spider silk rope to climb down a cliff, well, or vent. The game should be aware of the ropes nature (spider silk or normal).
• Refactors the way travel fortunes are selected. This makes the system more reliable and consistent, but it will take some more time to improve it further.
• Save game features must now actively be added to a world as an easy difficulty option.
• Minor improvements to cave templates where you frequently find ore.
• Reduces the size of many smaller locations so they generate and load much faster.
• Haven’s exterior has been reduced in size.
• Haven no longer has any basic traders.
• There are many more supplies in the vault at the start of a new world.
• If you enter the temple in Haven, damaged equipment is automatically repaired and you are automatically healed from status effects like poison and infection.
• The innkeeper in Haven no longer offers any rumors.
• The Staff is now kept secure in a dedicated room in the temple.
• Removes a few gameplay and difficulty options that are obsolete within the new framework.
• The alchemy curriculum and the marang omnibus can be donated to the librarian.
• The lost codex, the Raafi notebook, and the Bird’s Eye are now items you can study to gain an extra skill.
• The broken wing now is a magical scepter that automatically recharges when you rest.
• Reduces the price of bandages.
• Verdant cloaks, sun eggs, everfrost, mantle of eclipse, and shimmering shards are no longer legacy items.

Bug Fixes

• Marang puzzle boxes only stack when they are identical and in an identical state.
• You can no longer use the start journey option when viewing the map to cheat your way past the entrance gate to the first valley.
• Forgotten weapons quest closes correctly on completion.
• ‘Minor puzzle gates’ can be generated with the full scala of options once more.
• Clan leaders or no longer wounded in raids, so you can always talk to them.
• When pressing cancel in the menu to select a regional rumor you cannot accidentally get a rumor.
• Addresses an issue with the representation of bulk in combination with weapon grip and armored combat.
• A world spawns only one broken wing relic.
high rated
Pathfinder: Wrath of the Righteous
2.3.1b -> 2.3.1e

Hello, crusaders!

A hotfix 2.3.1e is here!

If you are playing with mods, don’t forget to update them before loading your saves!


Quests

The new location for the mythic Devil path was appearing prematurely and was available to all mythic paths — fixed.


Classes & Mechanics

Some Inquisitor Living Grimoire abilities used Wisdom stats instead of Intelligence — fixed.


UI

When playing with a controller, the tutorial display in tactical battles in Crusade mode was displayed incorrectly — fixed.


Audio

In some scenes involving the mythical path Swarm That Walks in A Dance of Masks DLC, the voiceover was not working — fixed.
high rated
No Man's Sky

A missing offline installer patch:

Patch (4.65_Orbitals_121808 to 4.70_Adrift_123706)

is now available.

(Thanks to GOG support staff and the NMS devs for fixing this)
Post edited June 15, 2024 by Braggadar
high rated
AI War 2

Updated to 5.603 for Windows, Linux and Mac.

Changelog from the developer's website:

5.603 That IS A Moon
(Released June 15th, 2024)

Balance changes

• Sabot Ward base damage increased from 200 to 1,000. Now actually effective against ships it counters
• Shield Ward buffs.
-- Base Shields increased from 25,000 to 125,000; Base Hull reduced from 75,000 to 25,000. So at Mark 7 each shield provides 1 Million shield (so 3 million combined)
-- No longer reduces size as it takes damage
-- reduced the orbital rotation of it and its embrasure wards

Sidekicks

Dyson Moons

• These are sort of a hyrbid battlestation/combat factory for the Dyson Sidekick. Every race (Zenith/Spire/Neinzul/Templar) will have their own, which includes a triad of unique turrets.
• Eventually, players will be able to get more of these moons and more turrets

Dark Zenith Sidekick

• Some nerfs to the nadir

• A few more sources of resource income

• The player can now choose the nadir difficulty at game start time

• Fix a bug with some DZ Sidekick hacks giving errors when swapping between factions
high rated
ΔV: Rings of Saturn

Updated to 1.52.19 for Windows, Linux and Mac.

Changelog posted by the developer in the forum:

1.52.19 - Dysregulation Syndrome

* Triskelion-Armstrong issued a recall on the most recent B8 claim beacon series. A faulty ship detection module inhibited most of the drone functions permanently, which both rendered the claim beacon inoperational shortly after deployment and hindered third-party modifications of the beacons.
* Made the cargo hold walls of OCP-209 a bit thicker. This should prevent carbon-based anomalies from slipping through the cracks.
* You can't pump ore into racing drones, mines and claim beacons anymore.
high rated
Tunguska: The Visitation

Updated to 1.84-4

Changelog from SteamDB:

Update 1.84-4 Patch Notes

• Upgraded Unity engine to 2019.4. This version has deprecated the old binary format serialization scheme. If you have issue loading very old save games, please reach out to me for help.

• If you are using ARPG/ARPG2 control scheme with click-to-run enabled, you can now perform click-to-run while holding melee weapon. If you need to do a left attack with the LMB, you can click onto the enemy's body, or you can hold SHIFT to do that just like how it works in Diablo 2.
high rated
Intravenous:

From: setup_intravenous_1.4.2_(65154) to: setup_intravenous_1.5_(74192)

- New Weapon
- Ultrawide Monitor support
- optimized lighting (on CPU side)
- fixed medkit crash

(view attachment for a few more more details)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stellaris:

From: setup_stellaris_3.12.4.1_(73835) to: setup_stellaris_3.12.5_(74079)

SPOILER: 3.12.5 "ANDROMEDA" PRELIMINARY RELEASE NOTES:

Improvement​
• Obsessional Directive empires that control a black hole now get an option for safe and secure storage for their commodities.
• Reworked how Fallen Empires view empires trying to match their technological level. Unless you're a Scion, any FE level tech you acquire will accrue a stacking opinion penalty with them, that is doubled for the materialist Fallen Empire.
• Added new building icons for the Sensorium and Simulation Sites and their upgrades
• Species list will not longer show founder species from various contacts that do not even have any presence on any of the planets.
Balance​
• Constructing an Arc Furnace in a system will now remove all trade deposits to make way for the mining stations
• Increased the output of Haruspex and Technophants.
◦ Haruspex now produce 3 Unity and 2.5 Engineering Research (was 2 Unity and 2 Engineering Research).
◦ Technophants now produce 6 Unity and 5 Engineering Research (was 4 Unity and 4 Engineering Research).
• Spyware Directives now start with Basic Cloaking Fields as a research option
• Synaptic Subprocessing for Hive Minds now grants Augmentor Drones to Spawning Pools instead of Modular Cybernetics, however the effect on Empire Size from Districts was halved
• Modular Cybernetics now grants Hive Minds +3 Organic Species Trait Points as they cannot research robotic technologies
• The AI Emporium Branch Office Holding no longer provides +5% resources from jobs, instead it provides +1 Identity Designer job and +10% Branch Office Value from Roboticists and Identity Designers. This allows the empire in which it is constructed to assemble robots even if they do not have the required technology. However, only one can be constructed in each empire in which you have a branch office and it can only be constructed if the empire has not outlawed robots.
• The Customer Insights edict now reduces both the energy and influence cost for Branch Offices
• The Empire Size Effect for Integrated Hives has been reduced from -50% to -33%
• Empire Size from Pops for OTA Updates has been reduced from -20% to -15%
• Empire Size from Pops from Harmony and Synchronicity tradition trees have been reduced from -15% to -10%
• Cetana's relic now provides -50% planetary ascension cost, down from 75%.
• The job strata bonuses from Synthesization have been rebalanced, moved to the robot assembly buildings, and apply to both regular empires and Synthetic Fertility
Bugfix​
• Planets which had an anomaly present while an Arc Furnace was constructed will now correctly inherit all the deposits when the anomaly is cleared, if the planet can support mining deposits
• Updated many anomalies to no longer remove deposits if applicable.
• Gone Native' event has default text in case none of the other options were appropriate
• AI Empires will check if they already have an assigned emissary for the galactic community before assigning a new one.
• AI will assign emissaries to the Galactic Community.
• AI will check if a federation already has an assigned representative before assigning a new one. Will prevent it from continually switching representatives.
• Cybernetic Creed start event duplication blocked
• Fallen Empires created by Cosmogenesis should now no longer sometimes be created tragically without a personality.
• Federation/Galcom fleet template size is now limited by the corresponding capacity, not by the command limit.
• Fixed Augmentation Bazaars sometimes not granting the full effects from some Cyberization choices
• Fixed Expand the Council agenda behavior for savefiles that predate Galactic Paragons DLC
• Fixed former federation fleets being treated as federation fleets when checking which ship designs can be added to the template.
• Fixed some logical errors for the Bot Lord, Truth Seeker and Shroud Preacher traits
• Fixed the concept tooltip for Machine Template System
• Fixed the nanite deposit scaling
• Fixed the void dweller origin sometimes trying to spawn a mining station around the habitat central complex
• Hide Dyson Sphere build option when Machine DLC is enabled
• Increased the animation speed of Imperial Colossus. Now it has enough time to trigger laser beam animation.
• New rulers will properly abandon their old council positions.
• Paradox titan graphics no longer uses the same mesh twice and looks broken.
• Pre-sapient pop will no longer display colony abandonment cost if only one sapient pop is left on the planet.
• Psionic species variants can be cyberized
• Refugees will no longer flee to places where they will be dismantled on arrival
• Replaced most checks for the Servile, Nerve Stapled, Zombie and Suppressed traits with the can_think trait.
• Science ships using automation should no longer excavate archeology sites that aren't available to the owning empire.
• Script error in resort worker job block
• The Psionic Theory no longer tries to check if your empire has the Psionic Expertise trait, instead it checks if a Councilor has the trait.
• The tooltip for Diplomatic Weight now states "Delegate" instead of "Envoys"
• The Victory Score breakdown will now correctly include Victory Score from effects in its Score calculation at the top of the screen.
• When a country leaves a federation, its federation fleet templates are now transferred to the president.
• When a federation is disbanded, the president takes control of all federation fleet templates, including ones without a fleet.
• When a non-president country builds a federation fleet from a template, the template is now transferred to the president along with the fleet.
• When the GDF changes ownership, GDF fleet templates without actual fleets are now transferred.
Stability​
• Fixed crash in federation fleet ui entry after resync
• Fixed crash in federation member UI item when resyncing
• Fixed crash upon loading a save with faulty owners of megastructures
• Fixed CTD when technology without tech area is processed by the database
• Fixes oos related to mining planet megastructure
Modding​
• Added on_auto_colony_type_changed on_action.
• Added the Servile trait to the can_think scripted trigger

Barring the unexpected, this is likely to be the final release of the "Andromeda" patch cycle, so your mods are safe until the storms blow them away with the 3.13 "Vela" release coming in Q3 2024.
Attachments:
Post edited June 18, 2024 by BreOl72
high rated
Wizordum has been updated to v.0.5.3.1 today (Offline & GOG Galaxy).

The changelog can be found here: https://www.gog.com/forum/wizordum/in_development_changelog
Post edited June 18, 2024 by Berzerk2k2