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high rated
Gemini Rue:

Updated from setup_gemini_rue_3.0.1_(66502) to setup_gemini_rue_3.2_(76541)

Quote:
Gemini Rue Keybind patch
We've patched Gemini Rue to a build that holds the keys [only for the Windows, Linux, and Mac versions] to a global file [key.ini], instead of per save.
Meaning the keys will revert to default.
This allows the keybinds to be indifferent to the keybinds on the deck, and allows the back n forth to be smooth.
Steamdeck will use default keys [u can adjust the keys by adjusting the layout].
Apologies to all the issues this has caused, and please report any issues, we'll fix em promptly this time.

Also we patched the MAC to allow achievements on both intel and silicon archs.
[u can adjust the keys by adjusting the layout]

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

Stellaris:

Updated from setup_stellaris_3.13.0.1_(76047) to setup_stellaris_3.13.1.0_(76406)

Attachment: patch notes
Attachments:
Post edited September 24, 2024 by BreOl72
high rated
Duck Detective: The Secret Salami

v1.1.0

I haven't found a complete changelog yet but they recently added a German translation and Steam Workshop support.
Obviously the latter will not work in the GOG version but some files will have changed regardless.
high rated
Workers & Resources: Soviet Republic

has been updated from version 1.0.0.4.2 to v1.0.0.10
[changelogs gathered from developper's Discord]

1.0.0.5 - PUBLIC TESTING
* Updated nature lower achievement so that it now accepts plastic waste separated from mixed waste.
* Fixed the problem where autoreplacement replaced one vehicle with two or more new vehicles.
* Added teleporting of track builders to the railway construction office when a rail track under construction is split by a signal or junction.
* Fixed the issue with factory or mine production in cases of low FPS.
* Fixed the issue with the fuel independence mission in the campaign.
* Fixed the problem of stuck forklifts.
* Fixed the issue where waste trucks preferred to load plastic waste from open storage instead of from fast big garbage containers
* Fixed the crash when renaming cities/areas.
* Fixed the order of resources in the vehicle schedule or distribution office window.
* Fixed the crash when browsing types of vehicles or containers that the vehicle can load on .
* Fixed the issue where a click was accepted on the window below the primary window.
* Fixed the issue where a crane could sometimes be displayed on old construction
* Fixed the issue where sometimes a building did not get water pressure
* Fixed the issue in Campaign 2 where nuclear fuel exported by ships was not counted towards the completion of the objective.
* Fixed the crash when clicking on the view button for a helicopter from the construction office
* Additionally fixed the issue where circles of asphalt rarely appeared around roads.
* Fixed the issue with the repairing of trainsets with multiple engines
* Fixed the issue where the automatic road connection was not with trolleys when the trolleybus end station was connecting to the trolleybus road.
* Fixed the crash during the loading at the initialize crossroads stage.
* The amount of max workers you can set in the right bottom corner now applies also to demolitions.
* Added button which open official WIKI into a tutorial section
* Decreased the amount of explosives needed in the source from 0.5 to 0.2 tons.

1.0.0.6 - PUBLIC TESTING
* Added code to prevent crashes at load.
* Fixed issue with dynamic fields.
* Added a checkbox for closing heating plants when the temperature is above the set value.
* Attempted to fix the issue of ships getting stuck when sent to the western or eastern border.
* Added a function to redo the no top-soil ground around roads and buildings in cheat mode.
* Fixed issue in the vehicle window where the value of cargo in loaded containers was not shown.
* Fixed issue where trolleybuses could not pass over conveyor overpasses.
* Fixed a small problem with roads not connecting on the Asian map.
* Fixed a small issue in the campaign mission where donating personal cars was required; it was possible to sell them.
* Fixed the issue with the big road circle appearing unexpectedly.
* Fixed issue where a train sent from a custom house tried to use an occupied track and was not launched.
* Fixed problem where road cranes remained on construction sites even when not needed.
* Vehicles with loaded nuclear containers and high radioactive protection are no longer sent automatically to the scrapyard.
* Fixed issue with the textbox about maximum workers for demolition.
* Fixed issue with refueling when a vehicle is transporting other vehicles between two or more road depots .
* Fixed issue where a wagon in a rail depot was sometimes considered a locomotive.

* Disabled the demolition button during a fire if demolition difficulty is enabled.
* Fixed issue where construction material should remain on-site if two roads under construction are merged into one.
* Fixed issue where the value of imported resources was sometimes shown as zero.
* Fixed issue with renaming vehicles to an empty string.
* Adjusted the campaign's energy independence hint, which changed the camera position to the importing foreign power connection. Increased the interval to 240 seconds, and it will only show the importing power connection three times.
* Fixed missing characters for European diacritics while playing in Chinese or Japanese languages.
* Fixed issue when joining/unjoining trainsets to trains as used trains.
* Fixed unsafe code related to movable doors.
* Fixed issue where rivers were sometimes not generated on random maps.

1.0.0.7 - PUBLIC TESTING
* Hotfix for the issue where trams could not launch.
* The repair station can now select vehicle types for repair.
* Fixed an issue where incorrect values were displayed in the waste containers overlay.
* The highlight of the objective tab in the campaign will stop flashing after being used three times.
* Fixed an issue where helicopters with 100% wear and tear were not going for repair.
* Fixed an issue with trams getting stuck at tram-to-railroad connections.
* Airplane parking spots cannot be demolished if airplanes are heading toward them.

1.0.0.8 - PUBLIC TESTING
* Attempted to fix the death spiral issue caused by crime.
Introduced storage space for vehicles and containers.
* Updated tram and metro icons in the repair office.
* Fixed an issue with vehicle replacement where purchasing vehicles at the custom house could lead to an infinite loop.
* Corrected the rendering of train sets on ships and in storage.
* Fixed a crash that occurred when demolishing underground pipes.
* Fixed a UI bug in the pumping station.
* Resolved an issue with the demolition office and explosives, where two vehicles were sent, and explosives amounts were miscalculated.
* Increased the effect of the hardening research for Siberia.
* Updated the Czech localization.
* Fixed an issue with heating plant notifications when the plant is closed due to warm temperatures.
* Fixed a crash that occurred when upgrading a bridge that was already electrified.

1.0.0.9 - PUBLIC TESTING
* Fixed the issue where all vehicles, including obsolete ones from earlier years, became available for purchase after 1996. Now, only the vehicles available in 1995 will remain accessible, with no new vehicle developments after that year.
* Fixed an issue where newly joined or used train cars were not displayed in the locomotive window.
* Fixed a problem with signals when unloading new or used train cars.
* Fixed an issue where train cars would become unjoined when a locomotive from a line with new or used trains was called to the depot for repair.
* Fixed an issue where production plants operated at 100% capacity even when there was no storage space for finished vehicles.
* Updated Ukrainian localization.
* Fixed an additional issue causing circular roads to appear at crossroads.
* Fixed a problem with batch updates where a very large area could be selected by mistake.
* Resolved an issue with reconstruction, cranes from CO, and an endless loop involving certain vehicles.
* Fixed an issue with the price of beam concrete bridges for trams (it was too low).
* Fixed an issue where waste wagons were loaded with custom waste despite the schedule being set for different resources.
* Adjusted the cost of machine replacement for the large chemical plant.
* Added new factory connections and conveyor inputs to the Slaughterhouse, Brick Factory, Bauxite Processing Plant, and Uranium Processing Plant.
* Added 3 new types of road cargo stations.

1.0.0.10 - PUBLIC TESTING
* Fixed terrain smooth terraforming issue
* Fixed issue where construction office vehicles could access the source building via the footpath
* Fixed issue where, due to advanced vehicle's cargo setup, the wrong waste material was loaded
Post edited September 24, 2024 by Splatsch
high rated
Frostpunk 2

Updated to 1.0.2_RC1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Frostpunk 2 | Hotfix 1.0.2 is Live!

Hotfix 1.0.2 Is now live, with various fixes and optimization improvements.

Frostpunk 2

Technical Hotfix v.1.0.2
24/09/2024

• Fixed audio causing higher CPU usage than intended leading to crackling sound issues on some PCs and stability problems on MacOS
• Optimized Dark Mode so it no longer affects performance on 2nd and 3rd game speed
• Improved performance of city messages
• DLSS is now available on nVidia Quadro graphics
• Fixed buildings from different district categories appearing in the incorrect district tab
• Fixed an issue where the intro splash screen could be very loud for some users

As you can see, we put emphasis on various performance improvements such as dark-mode, audio and parallax scenes performance fixes - those encountering such issues should have a much smoother experience now.

We've also implemented improvements to game stability and security to prevent issues during quick save/load as well as removing keybinds to bypass communication channels.

We’re also working on DirectX 12.x fixes, audio performance fixes and more, which we plan to implement in the next hotfix in the upcoming days.

Thank you for your support! We’ll continue to carefully read through your keen observations which will serve us as a blueprint for future adjustments.

Yours,

11 bit studios Team
high rated
Endzone 2 (Early Access)

Updated to 0.8.9032.31072 (Galaxy & Offline Installer)

Changelog from SteamDB:
Early Access Hotfix | Hotfix #7 | V 0.8.9032.31072 #8e3711fd1

Survivors!

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

FIXED

Settler Professions: Implemented a fix for savegames with discrepancy between assigned settlers and free workers.

Your Teams from Gentlymad & Assemble | 0.8.9032.31072 #8e3711fd1
high rated
Quilts and Cats of Calico

Updated to #34 (Galaxy & Offline Installer - Windows) & #27 (Galaxy & Offline Installer - Mac)

Changelog from Steam:
HOTFIX - SEPTEMBER 25

Quilters!
A new patch is here!

In this one we’re taking care of resolution issues and a couple of Online notification bugs.

See full patchnotes here:

• UI now scales correctly on displays with a 16:10 aspect ratio.
• Incoming Game invitations are now showing up immediately while being in the Online menu.
• Game now correctly notifies you when it's your turn while playing another game at the same time.

Thank you so much for your reports and feedback! Take care, stay safe and cozy, and see you soon!

Please remember to update your game!
Post edited September 25, 2024 by Hustlefan
high rated
Creatures of Ava

Updated to 1.0.2.2 (Galaxy & Offline Installer)

Changelog from SteamDB:
Free Explorer Update is out now along with the 11 Facts Trailer

Hey Creatures Savers!

We’ve just released the Explorer Update, that adds multiple improvements and some major design changes into Creatures of Ava.

We wanted to address your feedback regarding creature respawns and missing collectibles.

With the Explorer Update, even after rescuing all creatures in an area they will respawn again so that you can complete remaining puzzles and collect collectibles.

What’s more, if you are having trouble locating all collectibles’ locations, we’re introducing a new bot that is joining Vic and Tabitha on their mission — the Scout Bot. Interacting with it unlocks all the locations of the optional content in that region. This is totally optional, but we hope it helps you not miss out on any elusive findings!

Patch Notes:

Major design changes and improvements:

• Creature respawn system has been implemented to make sure all the secondary activities along with Avapedia completion can be done even after rescuing required amount of creatures for the main quest;
• A new bot has been implemented at the end of each biome. Upon an interaction with one, all the missing collectibles will be shown on the map (zoom in to see those) for that biome to make sure players can collect them all;
• More detailed information on those two changes can be found in the developer’s post here.

Overall Stability and Steam Deck improvements:

• All the Graphics Settings have been unlocked on Steam Deck so it is on par with PC version;
• Improvements to overall stability that should reduce instances of random crashes.

General issues and improvements:

• Balance changes to co-op abilities requirements;
• Implemented new paths on both Interludes on Grassland biome to be able to reach all the collectibles;
• Fixed the issue where one of the Maruba Swamp beacons disappeared making it impossible to rescue all the creatures;
• Fixed the softlock that could occur if player opened pause menu or PDA right before one of the intro cutscenes triggered;
• Fixed the issue where dodging or jumping right before initiating a dialogue would result in Vic floating in the air and not being able to use any equipment;
• Fixed the issue where toxic fumes did not do enough damage while character was in the air so certain areas could have been reached without a required spell;
• Fixed the issue where wind chime at Scientific Refuge in Grasslands could not be collected upon finishing Jungle biome;
• Fixed the issue where player could get to unplayable area near the Final Tower in Antar Dunes;
• Fixed the issue with out of bounds area that could be reached in the Nari Jungle biome;
• Fixed the issue where saving main quest creature in the Nari Jungle and returning to the original area would result in the creature still being there;
• Fixed the issue where character could get stuck in vines in the Antar Dunes;
• Fixed the issue where character could get stuck near the Experiment building in Grassland biome;
• Fixed the issue with invisible collision after destroying Witherblossom in Antar Dunes that could have prevented players from an easy access to playable area;
• Implemented a ledge grab on stairs leading to the western statue in Antar Dunes;
• Fixed the issue where some of the VOs were cut off during the initial sequence in the Grasslands;
• Fixed missing translation for cooking mini game;
• Credits have been updated;
• Fixed instances of missing translations;
• UI improvements;
• Navigation improvements;
• Major collision improvements for character and creatures;
• Smaller changes and improvements.

We hope these changes make your experience playing Creatures of Ava that much better. Thank you for your support.

If you are craving more content from the world of Ava, we’ve also prepared a special 11 Facts Video just for you! Learn more about the game and check out what awaits you on the planet’s surface.
high rated
Pathfinder: Wrath of the Righteous
Update 2.4.1i
Hello, crusaders!

An update 2.4.1i is here!

Highlights:

We've fixed several bugs that prevented you from starting or completing the Visitors from Morta DLC!
Improved navigation in many locations of the game — say no to falling off the map and getting stuck in level geometry;
The interface will no longer freeze when clicking on a character's portrait!


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

Beware of possible plot spoilers below!

Areas

Capitan Seilkind could disappear in the Mineshaft Fourteen — fixed;
The empty hall of the Gray Garrison on the mythic path of Legend is no longer empty;
Improved navigation in many locations in the game;
Fixed a bug where it was impossible to kill a vampire in the coffin in the Ivory Sanctum. Now you can kill it safely and get the item “Phantom Slayer's Bracers” from it. The change will take effect only for those players who have not yet visited the Ivory Sanctum;


Quests

The dialogue in Woljif's personal quest in the third chapter could play incorrectly if Woljif died — fixed;
Arsinoe claimed to have marked the location “Morbid Ridge” on the map, but did not actually do so — fixed;
Yaker will now not come to report to the Сommander unless Regill has been accepted as a companion;
The dialogue with Lucy and John in the location “Morbid Ridge” could start again after the characters go back to their world — fixed;
In the “Lord of Nothing” DLC, the game could incorrectly read a companion's state, confusing whether or not they survived the ritual — fixed;
Seelah could die in battle during her personal quest — fixed;
The quest “The Last Gift of a Brilliant Mind” is no longer marked as mandatory in chapter three;
If the party did not include Lann or Ember, the dialog with goblins in the Visitors from Morta DLC could break the quest — fixed;


Classes & Mechanics

Sometimes it was impossible to get the “Commander's Banner” effect after Iz and the subsequent story scene in Drezen — fixed;
Fixed a bug where you could get the “Commander's Banner” effect in Alushinirra and the arena from the “Dance of the Masks” DLC. The change will only apply from a new game on;
Paladins no longer can select Achaekek as their deity;
Fixed premature death of a companion after visiting the Razmir's palace (after returning to the festive square of Kenabres). Now companions will not be dragged away from the tavern and it will be possible to correctly complete the DLC story;
Magus Independent Ego ability did not give a bonus to AC when the character held a sword in their hand — fixed;
We have banned Swarm-That-Walks from hiring mercenaries even during the game expansions;
The trap in the Grey Garrison now only triggers on companions of the player character. No more companions will die because a non—player character accidentally stepped on the trap;
Changed the way Blood Boil spell works in Verdant Caves in The Lord of Nothing DLC. Now it will be properly removed after battle;
If you click on a forbidden deity when creating a character with the deceiver archetype, all previously selected character generation steps will “reset” and subclasses that require no deity will be blocked or turned red — fixed;
Fixed giving Commander's Banner buff to the whole party when moving to the 3rd chapter. Now the buff is issued correctly, according to the description;


UI

Irabeth's portrait did not change after a certain dialog with the player character, although it should have — fixed;
The interface will no longer freeze when clicking on a character's portrait;
Fixed the inability to move the player character on the global map when the tutorial window is active with an active gamepad;


Visual

Fixed the cutscene with Arushalaie in Areelu's lab;
One of the animations in Nenio's final personal quest was playing incorrectly — fixed;
The cutscene of Yozz leaving when attacking him in Drezen could freeze for a long time — fixed;


Misс

In Dance of Masks DLC, while standing in line before the festival, an option to hide your identity was unavailable when interacting with two men, who recognized the Commander — fixed;
Companion pets were so excited to meet Nenio for the first time that they were becoming uncontrollably chaotic — fixed;
Daeran will no longer disappear during the romance cutscenes.
high rated
Frostpunk 2

Updated to 1.0.3_RC0 (Galaxy & Offline Installer)

Changelog from SteamDB:
Frostpunk 2 | Hotfix 1.0.3 Is Live!

Hotfix 1.0.3 Is Now Live

Frostpunk 2

Technical Hotfix v.1.0.3
26/09/2024

Dear Citizens!

We’re coming to you with yet another update of various fixes and optimization improvements - thank you for your continuous feedback and support, we’re hard at work to make your Frostpunk 2 experiences better and better.

Patch Notes:

Gameplay & Balance

• Tweaked Peace Accords requirements to remove a possible softblock encountered in specific circumstances
• Fixed Oil not being properly transferred between the city and colonies when specific conditions were met
• Fixed Squalor not being properly increased/decreased upon changing the activation state of Generator or Surplus Injectors

Other

• Audio tweaks to reduce CPU overload
• Localization fixes
• Twitch integration fixes
• Various minor optimisations to art&UI
• Fixed ‘Thank you for your feedback’ achievement requirements
• Fixed ‘Ambitious’ achievement requirements
• Fixed DLSS not being available for some users
• Fixed language settings not being applied if the user cancelled the changes previously

We also wanted to assure you we’re working on improving the performance on MacOS as well as DirectX 12 issues - will be sure to keep you updated in that regard as well.

Yours,
11 bit studios Team
high rated
Tunguska: The Visitation - Enhanced Edition

Updated from 1.89_1 to 1.89-1

Changelog from SteamDB:

Melee Improvements + Loading Progress

Hello Ghoul Hunters,

It's time for your crowbars to shine! This update fixes some major issues with melee combat and should make it feel a lot better than before.

Implementing melee combat has always been a major challenge for me, especially in 3D. The challenge lies in hit detection, because there are so many corner cases to consider, such as:

• Able to hit multiple targets in one swing

• Obstacles between melee weapon and enemy

• Enemies that are too "low" such as wolves and spitters

So to make melee work, I have to implement different ways to detect hits.

This update addresses several issues around melee:

• When the enemy is very close to the player, if the player has a habit of clicking onto the enemy (hybrid control scheme or ARPG control schemes), the character might turn around and not able to hit the target

• Some swing styles can't land a hit if the target is at a certain angle

• Missing hits when attacking "low" enemies

With this update, you should be able to confidently click onto the enemy, and as long as the enemy is close enough and in front of the player character, it'll guarantee a hit.

Also this update adds loading progress whenever loading a save/scene requires more than a few seconds. Loading progress is a common feature, but man it was a mess to implement! After days of killing brain cells, it seems to be working well now.

Other fixes included in 1.89-1 :)

• If you get killed at the soviet border, the game will ask you if you want to skip this part. If you say Yes and you happen to be bleeding, your bleeding will continue after arriving at Zernaskaya.

• Removed the flickering flashlight in the main menu to avoid motion sickness.

• PP19 BIzon is now a side arm and can be equipped in the side arm slot.
high rated
Manor Lords - [0.8.004] Fishing, Butchers, Crossbows, Unreal Engine 5, and Bug Fixes

A new patch has been released to the main branch, combining the work from two prior beta patches. Below is a brief summary of the most significant changes and a full changelog right below it.

Note:
The new patch is available on the main branch. If you participated in the pre_release, please remember to set "betas" to "none" to access the update. We recommend starting a new save with the new patch, regardless if you participated in the beta or not.

Mods:
Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.

To discuss the patch, please join the official Manor Lords Discord server
.


Key Updates in 0.8.004

Unreal Engine 5

The game has been successfully upgraded to Unreal Engine 5, addressing multiple stability and performance issues, including random crashes during loading screens and resolution changes.
Improved visuals with new volumetric clouds, a virtual shadow map system for sharper shadows, and enhanced performance through GPU-based LOD handling for instanced components.

New Gameplay Features

Fishing System:
Fishing ponds may now spawn on the map with a new resource node, Shoal of Fish. Fishermen can now fish at the Fisherman’s Hut, and fish multiply during spring months. Be careful of overfishing as ponds freeze in winter, and a new Winter Fishing branch can be unlocked to extend fishing year-round.


Butchers & Food Spoilage:
Butchers can now turn surplus livestock into meat, and a new spoilage system has been introduced. Foods like fish spoil faster than bread, and new Salt Deposits can be used to make sausages to reduce spoilage.
Crossbows & Huntsmen Mercenaries:
Crossbows can now be crafted at the Bowyer’s Workshop and equipped by militia and The Huntsmen, a new ranged mercenary unit.

Production Limits & Reserves:
Set production limits for different workplaces and reserves for prioritizing specific resources, such as shields or bows.

Performance & Optimizations

Significant CPU optimizations for late-game scenarios, making large cities run smoother.
Reduced stutter and improved load times for large save files.
Multiple optimizations for crowd animations, pathfinding, unit rotations, and rendering of surface checks to further improve performance.

Balance Changes & Bug Fixes

Advanced Pondkeeping was introduced to increase pond capacity and limit overfishing.
Various balance adjustments to resource node spawning, deposit management, and food spoilage rates.
Fixed several crashes and bugs, including deer behavior issues, villagers ignoring storage filters, and certain game-breaking edge cases related to saved games and building placement.


To the Manor Lords Community:
Thank you for your continued support and for playing Manor Lords. We'd appreciate it if you could share your feedback through a Steam review — your feedback is invaluable in shaping the game and letting us know how you feel about it.

Greg Styczeń,
Lead Developer, Slavic Magic
high rated
https://www.gog.com/en/game/drive_rally

Source: #DRIVE Discord

Hey Drivers! @everyone

The first official #DRIVE Rally Patch (v0.5.1.2) is ready! The major focus of this patch is to address optimization issues and eliminate unexpected stutters and FPS drops. Please enjoy the game and report any issues!

Version 0.5.1.1 -> 0.5.1.2

Fixes:
Fixes to optimization.
Fixes to Part Part Buy Popup that showed wrong status even if Driver had enough money to buy certain part.
Fixes to some leaderboards showing absurd times or XX:XX.XXX values as time.
Fixed issue with disappearing key binding list in Options->Controls.
Fixed issue with not working navigation while leaving closeup view of interactable elements in Championship Logbook.
Fixes to UI navigation in Options.
Fixes to Options that were not updated upon language change.
Fixes to Welcome Popup.
Fixes to PhotoMode.
Added 1,5 second delay on reset car position button hold.
Main menu reorder. CHAMPIONSHIPS are now on top of main menu.
Added Epilepsy warning to the Welcome Popup.
Post edited September 27, 2024 by erbello
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.7.11

Changelog from SteamDB:

Patch 1.7.11 allows you to tunnel trough the Spirit World!

Now that the presence of the Empire impedes travel, extra ways of getting past this barrier created the need to change the way the Serpent Gates and related magic works. Now they can be used as a somewhat inaccurate method to quickly travel to a destination a couple of map nodes away.

Go talk to the Serpent Guard in Haven if you want to learn more about it. Or check out the list of gameplay changes below!

Gameplay Changes

• The Serpent Gates lead to a linear Spirit World location connecting the gate to one other location.
• Serpent Gates now have a dial that can be used to control the direction of the path behind the gate.
• When a dial is set correctly it will light up to indicate the path connects to another, functional Serpent Gate.
• Serpent Spheres also create paths through the Spirit World and can be used to travel to other locations.
• The direction of the path created by a Serpent Sphere is controlled by the direction you throw the sphere in.
• Serpent Spheres have been added to the list of items that automatically appear in the Vault over time.
• A Staff of Serpent’s Call also adheres to the new Serpent Gate mechanics.
• Expands the Serpent Guard dialog in Haven to reflect the new Serpent Gate mechanics.

Bug Fixes

• Fixes an instance of the Bath House where the giants were missing.
• Improves a few generation rules to move trees into places where they don’t block the view of the level as much.
• ‘Level story’ challenge texts popup more consistently.
• Changed the fleder nest encounter so that the fleders actually can be defeated.
high rated
UBOAT

Standalone installer updated: [Windows] 2024.1 (Full Release) Patch 14 ⇒ 2024.1 (Full Release) Patch 15.
2024.1 Patch 15

Dear captains,

There is a new patch ready for version 2024.1.

① Localization
• Chinese localization update by Alex Zheng, JM-LeiDao, 36 D, Xenon_Tennessee, 人生多忐忑, 肚子困脑袋饿, Parrot with Carrot.
• Ukrainian localization update by vovanvoks.
• German localization update by Ruby.

② Simulation
• Fix: T5 torpedoes no longer react to a sound emitted behind them.
• Fix: Nelson's hull was impossible to break in half in certain circumstances.

③ Missions
• Various improvements to the assignment on Hopen Island to make it clearer which structure to locate and where to look for it.
• Fix: If a button for quickly leaving a port was used during tutorial no. 2 in Brest, the previously plotted route was cleared and it was necessary to plot it once again.
• Fix: Tutorial missions were providing more fuel to Type IIA U-boats than their maximum fuel capacity.

④ Crew
• Discipline now regenerates during time skipping.
• Fix: If a sailor with a specialization was wounded, his associated specialization point was lost, but after he recovered, the point wasn't coming back until other event triggered a recalculation.
• Fix: Sometimes an officer with a suitable role wasn't automatically coming back to observe the surroundings from the conning tower after surfacing from a periscope depth, but instead was continuing to use a periscope.

⑤ World
• Increased a number of AA guns in several ports.
• Improved the default undock route in Brest.
• Fix: When a very large group of ships was approaching a waypoint (for example a waypoint of a convoy), all ships in the group were heading to a single spot, before heading to the next waypoint on the route. This behaviour became especially apparent with the recently added larger convoy sizes.
• Fix: Improved algorithm that splits large groups of ships into smaller ones. It could sometimes cause mild AI issues or make it so that ships were loaded too close to the U-boat, especially with the recently added larger convoy sizes.

⑥ Graphics
• Fix: Incorrect view could be rendered for a duration of a time skip, if the time skip was initiated on a zoomed out map.
• Fix: Lighting wasn't smooth on an attack periscope tube on Type II U-boats.
• Fix: Black pixels on the side, when looking up from the inside of Type II U-boat through an open hatch.
• Fix: Added texture precaching during an assignment summary sequence, to avoid displaying a blurred out map on the table at the end, before it was streamed in a full resolution.
• Fix (regression): The night i l l u m i n a t i o n of UZO / periscope graticule introduced in Patch 13 wasn't looking correctly, when a periscope was used in a fullscreen mode.
• Fix: If a manual periscope usage mode was left using a mouse wheel, sometimes the transition wasn't fully smooth, and there was an instant FOV change.
• Fix: Improved crew pathing on Type II, to avoid sailors clipping with the storage or galley.
• Fix: If a crew member remaining inside the U-boat was picked for an external interaction and then he was removed from the selection, he had a wrong lighting on him later on and could also become invisible in some circumstances. There were other, more complicated, ways to make this happen, but all of them revolved around sending a crew member to an external interaction. This problem was clearing itself once he left the U-boat's interior and entered back.
• Fix: There was a gap in the Brest submarine pen's ceiling due to occlusion culling in a map view.

⑦ UI
• Improved descriptions of certain budget operations in the tooltip.
• Removed keyboard navigation on items in the MENU dropdown.
• Fix: Points added on the map using drawing tools, now remain draggable, even when they are in a place covered by a contact visualization (blue / green arcs) and drawing tools aren't used.
• Fix: If any ship was selected and a list of officers that could target it was opened, and then the ship was deselected, and then UI scale was adjusted, then after selecting any ship again, the list of officers was in an incorrect place.
• Fix: The notification about missing watch crew, was sometimes appearing too fast, before a ship fully surfaced and anybody could go out.
• Fix: Ongoing tasks listed in the HQ view were not reacting to clicks on the officer portraits inside them.
• Fix: After following certain steps, it was possible to make it so, that the red arrow on the UI telegraph was blinking indefinitely.
• Fix: Added a larger timeout to the missing cook notification. It was sometimes appearing without a need.
• Fix: Change course orders spoken by the skipper were missing in the crew reports log, if they were initiated using an UI compass.
• Fix: "Course to view" command on the UI compass was sometimes not working correctly.

⑧ Modding
• Fix: If a mod's source code was recompiled, the mod's assembly was loaded twice into the memory. It could cause issues in some cases.
• Fix: Mod compilation errors weren't written to a log (mods were compiled before a logger was fully initiated).

⑨ Uboatopedia
• Updated Polish version of Uboatopedia.

➉ Technical
• Optimizations to physics and particle effects that are mostly aimed at improving performance of a high time compression near large convoys.
• Fix: An error that could sometimes make a saved game state unloadable.

⑪ General
• Fix: If certain steps were performed before initiating a carry items order between two storages, it was possible for an item that was present in the officer's backpack (for example, a med-kit) to end up in the storage that doesn't accept such an item type, for example an ammunition storage.
• Fix: If certain steps were performed on Type VII U-boats, it was possible for some of the torpedoes in a salvo to be announced as a dud and sink right after they were launched.
• Fix: Meat hanging in Type II control room was sometimes clipping through the ceiling into the conning tower.
• Fix: Fuel consumption reduction that could be obtained after completing weather station placement assignments, was being lost after changing U-boat to another type.
• Fix: Errors spotted in the player logs.

Yours,
DWS
high rated
UBOAT

Standalone installer updated: [Windows] 2024.1 (Full Release) Patch 15 ⇒ 2024.1 (Full Release) Patch 15 Hotfix 1

Source: https://steamcommunity.com/app/494840/eventcomments/4849903793444117419/?ctp=2#c4849903998510481924
nihilcat [Entwickler]

Ursprünglich geschrieben von Hannah:
Thank you very much for your efforts, but after this update, I found a small problem, that is, under the Chinese language, all telegrams received from headquarters will become a string of code, not a text description. I tried closing all mods and verifying file integrity, but that didn't work out. It looks like this:
FROM {0}
{1}
{2}

Apologies for that. I've uploaded a small unnamed hotfix. I believe that it should fix this issue.