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high rated
Baldur’s Gate III

Hotfix #6

CHANGES

Fixed an issue preventing you from starting a new dialogue.
Fixed in-game tutorials not popping up at the correct time on the controller interface.
Fixed visual artefacts in an Underdark dialogue.
high rated
Justin Wack and the Big Time Hack

Updated to 1.2.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Minding the Garden (Sep 8)

• Shortened (often removed) a lot of pauses to make the dialogue run smoother
• Added tons of new in-game sound effects
• Tweaked (mostly toned down) some scene reverbs
high rated
Old World has been updated to version 1.0.68541 (GOG update number 67331).

Changelog posted on the game subforum by the dev: https://www.gog.com/forum/old_world/september_6th_patch_notes
high rated
ΔV: Rings of Saturn

Updated to 1.12.6 for Windows, Linux and Mac.

Changelog posted by the developer in the forum:

1.12.6 - Nanometer Fallout

- The Xaser team at Enceladus was found slacking off and not burning a correct entry path for you, even if you paid the full fee, on the initial dive into the rings, causing some accidents as some ships collided with iceroids that were supposed to be cleared. Disciplinary action was taken.
- Mines laid out by your friends will not follow you when you are astrogating away.
F- ixes Steam integration on OSX and Linux systems. Due to library version mismatch, some Steam functions were unavailable on these systems, like the game automatically pausing when Steam Overlay was turned on. This version publishes the same library version for all the platforms, including an updated Windows version.
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.564 ⇒ 5.565.
5.565 The League Of Arphar Mods
(Released September 9th, 2023)

① Fixes/Changes
---• Fix to again show modular systems in tooltips for unbuilt entities (eg. encyclopedia, hack choices).
---• Fix a typo in the Mass Driver journal entry
------• Thanks to alocritani for reporting
---• Fix to a couple sniper ships closing in for their short range guns that shouldn't have.
---• Target selection is now influenced by how far away (in seconds) it would take to move close enough to be in range.
---• Melee ships not in Attack Move or Pursuit (shown as Defending in-game) will no longer seek targets.
---• New command you can optionally bind in Controls to order selected ships to Stop.
------• Turns off any behavior toggles, cancels any orders, clears preferred targets.

② Mods
⯈ Outguard Party
---• Improved presentation of settings in Outguard category.
------• For the starting-planet beacon you now choose "None" or "Random" in the dropdown instead of being separate settings.

⯈ Dyson Sidekick
---• Give the reapers a bit more oomph
---• Dyson Sidekick flagships get to mark 3 a bit faster
---• Start of work toward making building dyson spheres more desirable:
------• Dyson Spheres can now build templar guardians
------• Buff dyson sphere flagships

⯈ Radiant Maps
● NEW:
---• Mirror Universe map style: two non-intersecting grids, overlapping. Will you find a way to reach the other side?
---• Elder Sign map style: an asymmetrical tree-like shape, with trapezohedrons hanging off of it like branches.
● Tweaks to existing map styles:
---○ All:
------• Commented out some unused variables so the compiler would stop bugging me. Hopefully this doesn't cause any bugs
---○ BrickWall:
------• Beltway linking has been tweaked to be more aesthetic
------• Broken links should prioritize turning corners into isolated planets (before adding the beltway), to maximize the number of dead-end planets attached to the beltway.
------• Default number of broken links is now 5 instead of 10
------• Automatically determines the dimensions of the grid according to the desired number of planets
------• Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
---○ SquareFractal:
------• Added a "Beltway" setting (default is off)
------• Added a "Heart" setting for those who want even more connectivity (default is off)
------• Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
---○ Sausage:
------• Added a "wibble" setting to move the planets around a bit at random. This should reduce the probability of cursed random links
---○ Flenser:
------• Removed a bugged function

⯈ Hydral Federation Rebalance
---• New Mod! Made by @Arphar
---• Rebalances the Hydral Federation units. Mostly nerfs.
------• Can only be used in addition to the Hydral Federation mod.

⯈ City Ships
---• New Mod! Made by @Arphar
---• Introduces the City Ships as a faction.
------• A City Ship will invade at some point in the game. It will then wander and attempt to become more prosperous by establishing settlements and defend them by placing down defenses to protect them.
------• Given enough time and little disturbance, it will grow prosperous and powerful, and be able to contend with the powers of the galaxy.
------• Can be put on any team barring the Dark Alliance, and you can also choose when it will invade.

⯈ Universal Nemesis / League Of Evil
---• New Mod! Made by @Arphar
---• Introduces the League Of Evil as a faction.
------• Led by the Universal Nemesis, the League Of Evil has decided to invade your galaxy.
------• The Universal Nemesis is a powerful being with exceptional corrupting abilities, making heavy use of devour and conversion mechanics, and its troops are not lacking.
------• The League Of Evil grows in strength by defeating its foes, granting them extra max Hull and Shield thanks to a new mechanics cleverly implemented by @Dismiss. Once available, they will also utilize the weapon upgrade mechanic.
------• Put an end to the League Of Evil's conquest by destroying the Universal Nemesis, putting the faction at a standstill.
------• Can be put on any team, including the Dark Alliance, and you can also choose when it will invade. Is on the Dark Alliance by default.
------• Has rewards for Necromancer.
---• Note : The League Of Evil is a worthy foe, and should not be taken lightly.

⯈ Dire Macrophage
---• Changed invulnerability region of Dire Telium from Galaxy to Planetary. This means you only need to destroy Bastions in a planet with the Dire Telium you wish to destroy instead of the entire galaxy.
---• Adjusted mass of Dire Macrophage units.

⯈ Azaran Empire
---• Adjusted mass of Azaran units.

⯈ Reclaimers
---• Several new ships available at Research Stations for fleet-ships.
------• They have pretty spectacular new special effects too.
------• New Death Effect type Instability which causes a ships death to deal damage in an area around them, 1-to-1 with the number of points applied to them.
high rated
Unexplored 2: The Wayfarer's Legacy

Updated to 1.5.2

Changelog from SteamDB:

Patch 1.5.2 adds a quick rest option on safe travel destinations

We’ve added a few quality of life improvements based on the feedback from our community: you sometimes get the option to do a quick rest after traveling. This can only be used to recover fatigue and reset travel skills, and the option is not available when there are enemies or other active threats at your destination.

In addition, we’ve sped up the interaction and camera transitions for common and frequent interactions. Hopefully this will make the game flow a little better.

We’ve also spent some time improving the cliff-top ruin generation template. We’ve added more pathways, and improved the way the game can communicate what needs to be done. If you want to see some of the new interactive spots in action, you should check out that location. It is part of an effort to reduce the burden placed on critical paths through the generated level, by allowing for more options and ultimately making the Wayfarer more reliant on generic tools and tricks. We’re not quite there yet for this template but it is a good step forward into that direction.

And of course, we’ve fixed bugs!

New Features

• After traveling you can get the option to do a quick rest to recover fatigue and reset travel skills.
• Automatically speeding up common and/or repetitive interactions.
• Interactive spots where you can look around or spy ahead.

Gameplay Changes

• When you have many sparks, new sparks drop less frequently more quickly.
• Improving the generation of spiked corridors connecting tiled and untitled rooms.
• Jaquaying the cliff-top ruin generation template a bit more.

Bug Fixes

• When you run out of skills to choose during character creation, you can continue with that character.
• When a character gains a free skill because of unlock legacies during character creation, they do not also get an extra skill pick.
• Potentially fixes a possible freeze when entering the inn in Haven.
• ‘Aerdbey’ plants that are intended as decorative edges cannot grow so big that they can block your passage.
• Lava added by the ‘charred’ modifier cannot flow up to the edge of a cliff and blocking paths in that way.
• Better resolution of the flame elemental world generation constraints.
• When a world starts with an active serpent gate in Haven the dialogue with the ‘serpent guard’ reflects that and still unlocks the serpent gate quest.
• Prevents the Empire from starting in regions that are too small to host all required content.
• Birnui spawns less often in crowded regions.
• Prevents staircase decoration assets to spawn rotated at an angle to the actual ramp surface.
• Fixes an instance of monster caves failing to generate.
• When traveling outside forests the verdant cloaked is correctly marked as not applicable for that region.
• Glaives cause ‘force back’ damage.
high rated
edit: duplicate post
Post edited September 11, 2023 by (ø,ø)
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.565 ⇒ 5.566.
5.566 You Saw Nothing
(Released September 10th, 2023)

① Fixes/Changes
---• fix to "mod _Vanilla" not found
---• fix to range test inverted for targeting
---• remove logging when writing world base/deep infos
---• non-mobile entity tooltips now show as Behavior: Stationary

② Coders
---• HackingTypeTable now reports exceptions loading a hacking type or implementation including the mod its from but continues processing rows.
------• It was aborting all processing on first error causing a cascade of unrelated errors, also wasn't clear at all it was from a mod.

③ Mods
---• disabled Ship Lines for now, is causing exceptions that can cascade
---• disabled Dark Sphere, shh thats a secret for later
---• added City Ships, oops now its in
---• added Hydral Federation Balance, oops now its in
---• fixed Classic Fusion, sorry Puffin
---• fixed Points of Interest errors
Post edited September 11, 2023 by surfer1260
high rated
Decision: Red Daze

Updated to 1.3.1(1) (Galaxy & Offline Installer)

Changelog from SteamDB:
Decision: Red Daze - Update 2, bug fixes

Greetings, Dust Bowl a̶n̶d̶ ̶n̶a̶s̶t̶y̶ ̶b̶u̶g̶s̶ Survivors!
A bug fix update was just released, here is the list of the main things improved:

• Fixed missing mouse cursor when launching the game with gamepad or after disabling PS gamepad.
• Fixed an important bug that caused the gamepad to be undetected after starting the game. Now you can always use the gamepad to skip the splash screen and start the game.
• Added the ability to close the map window and team window with the same hotkey that is used to open these windows. Now it is possible to close the map window with the [M] key, and the team window with the [T] key by default.
• Added a text message to notify you when an input device is unsupported or not working properly. This is difficult to check if you are using quality gamepads.
• Fixed a bug that caused additional squad cells to appear when a player repeatedly crossed the Repeller's area of effect with the Charisma buff. Now additional squad cells do not appear.
• Fixed a bug related to teleporting members of another squad along with the player's squad to settlements.
• Added interruption of the recruitment process when shooting. Now recruitment is canceled if the player starts shooting.
• Added an additional check that will probably solve the immortal zombies problem. Enemies should now not have immortals.
• Fixed a bug related to incorrect leader identification when forming the first squad. This fixes some hidden bugs related to squads.
• Fixed a bug related to adding survivors to a squad where squad members could be highlighted with the wrong outline and incorrectly teleported with the player. Squads now work correctly.
• Added a running speed limit when using food or first-aid kits. Now a character cannot run at maximum speed while eating or healing himself.
• Reduced the rate of sleep status reduction by 30%. Survivors now have more time before they want to sleep.
• Fixed the physics model of large turrets, which caused them to sometimes hit themselves at a specific angle. Now heavy turret guns do not hit themselves when shooting.
• The durability of all turrets has been increased by 40%. Turrets are now harder to break.
• The quality of the mouse cursor image has been improved.
• The visual effect of exploding Molotov cocktails has been slightly reworked.
• Also some other minor bugs were fixed.

Have a great week, everyone!

— The Decision: Red Daze Team
high rated
Victory at Sea Pacific

Standalone installer updated: [Windows, Linux, Mac] 1.13.0 ⇒ 1.14.0.
Update 1.14.1 - New ships and planes, better numbers for MODs

We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update sees brand new ships and planes as well as a change to the way the backend works that will help create more detailed MODs!

In order to play this now go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

With Victory At Sea Atlantic moving forward we are not forgetting our older games, Atlantic has allowed us to change the way some of Pacific works (it has led us down new paths) as well as getting in some new ships and planes to use!

We have been listening to player feedback on allowing for greater number ranges when it comes to allowing for greater differences in ship types (Including weapons etc). We have been stuck on this for a while as any change would mean a major change to the backend and would break everyone's MODs. We have, thanks to Atlantic, come to an (obvious) solution! We needed to step back and look at how Atlantic worked to see a way to do it.

So now when players MOD, and where appropriate, you are no longer stuck using whole numbers. For instance rather than having a rating of 1 you can have 1.5, this should give the game much broader capabilities.

Not only that we have also added the Queen Elizabeth-class battleship, County-class heavy cruiser, and Town-class light cruiser to the Royal Navy as well as Updated the model of the Illustrious-class carrier.

Planes have not been forgotten, we have added the Supermarine Spitfire and Supermarine Seafire fighters to the Royal Navy,

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

① Gameplay
⯈ Added the following ships:
---• Queen Elizabeth-class battleship
---• County-class heavy cruiser
---• Town-class light cruiser
⯈ Added the following planes:
---• Supermarine Spitfire
---• Supermarine Seafire
⯈ We have also updated the model of the Illustrious-class carrier.
---• Docked aircraft carriers will launch aircraft in defence of the port at which they are docked.
---• Changed the way numbers work in Pacific.

② Mods
---• Weapon damage and armour piercing values, and armour values on ships and structures, are no longer restricted to whole numbers.

③ Bug Fixes
---• Fixed a case in which the UI could get stuck when splitting a fleet.
---• Fixed a bug preventing saves using mods in single-fleet mode from loading correctly.
---• Various small bug fixes.
Post edited September 11, 2023 by surfer1260
high rated
Warhammer 40,000: Gladius - Relics of War

Updated to 1.12.03

Changelog from SteamDB:

Warhammer 40,000: Gladius - 1.12.03 - Patch Notes

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

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

Changes since 1.12.02

Bug Fixes

• Fixed Anti-Aliasing for AMD graphics cards.
• Fixed negative ore not affecting population growth for Necrons.
• Fixed negative biomass not affecting population growth for Tyranids.
• Fixed Bulwark of the Emperor working on enemy units.
Post edited September 12, 2023 by (ø,ø)
high rated
Master of Magic (2022)

Updated to 1.08.16

Changelog from the Steam forum:

Originally posted by Master of Magic update v1.08.16 – 8th September 2023:
Change History:
v1.08.16 – 8th September 2023
Additions:
• Info when a rival Wizard finishes the Spell of Return
• Arcanus and Myrror gamma settings
• New and modified adventure modules are now tested for errors when leaving the editor by Save and Exit button to inform about possible or accidental damages to modules
Changes:
• Tidied up sliders on PopupSpellCost and BugReport (some elements were visible that were supposed to stay hidden)
• Changed town growth multiplier setting to show 'x1.0' instead of '---'
• Changed name of an artefact (Mace of the Sorcerer -> Wand of the Sorcerer) as the item was defined as a wand in DB
• Changed wording of minimum town distance messages to avoid confusion
Fixes:
• Regression crash resulting from units calling formation update before they are registered in battle
• Group selected at town location attacking group next to it being dissolved when battle map is loaded resulting in units dying as a result
• You will no longer be able to take a trait without having the prerequisites, simply by changing the screen, or selecting one trait before another
• AI unit is no longer able to cast spell even if has no Caster skill, but has mana from item
• Orichalchum should always work now
• You can no longer get an existing/dead hero as a location reward
• Hero from event and spells get extra skills from traits
• Non lair unit exclusions
• A crash after casting planar travel on units located in towns and not moving them before end of turn
• Missing Warlord trait description in some languages
Post edited September 12, 2023 by (ø,ø)
high rated
Stellaris

Update to V3.9.0. (Mac and Linux already have 3.9.1 which should also be available for Windows soon.)

No changelog.
high rated
avatar
Geralt_of_Rivia: Stellaris

Update to V3.9.0. (Mac and Linux already have 3.9.1 which should also be available for Windows soon.)

No changelog.
Changelog for 3.9.0 here. Copying over just the main features:
3.9.1 Patch Notes​ - Features
Humanoid Species Pack
- Added the new Enmity tradition tree focused on making and maintaining rivalries
- Added three new species traits available to all Biological and Lithoid Species
-- Positive: Existential Iteroparity
-- Negative: Psychological Infertility
-- Negative: Jinxed
- Added two new portraits

Lithoid Species Pack
- Added a new Void Hive Civic for Hive Minds
- Added the Selective Kinship Civic for regular empires
-- Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
- Added a new humanoid inspired portrait
- Added the Federated Theian Preservers prescripted empire to the Lithoid DLC

Plantoids Species Pack
- Added the Fruitful Partnership origin for Fungoid and Plantoid species
- Added a new Invasive Species trait available for Fungoid and Plantoid species
- Added a new dryad inspired portrait
- Added the Blooms of Gaea prescripted empire
- The Idyllic Bloom civic has been buffed
-- Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
-- The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.

Megacorp Expansion
- Added a new Worker Cooperative Civic for Corporate empires

Necroids Species Pack
- Added a new Mechromancy Ascension Perk for Machine empires

Nemesis Expansion
- Added the new Kaleidoscope Midgame Situation

First Contact Story Pack
- The Colonization Vessel for Eager Explorers Civics now has a unique ship model.

Reworked Habitats
- Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the stars, planets, moons and asteroids present.
- Major Orbitals are constructed around stars and planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
- Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
- Removed Leisure and Trade Districts from Habitats.
- Habitat Upgrade decisions increase the habitability of the habitat and provide additional branch office building slots in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
- Reworked the number of districts on habitats and the amount of jobs, housing and building slots they provide.
- Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
- Reworked Voidborne Ascension Perk
- Reworked Void Dweller Origin

Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
- Trader jobs added producing 8 TV for 1 CG upkeep
- Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities) and provide +1% planetary trade value
- Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
- Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
- Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
- Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
- Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
- Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
- Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).

Added the new Myrmeku colony event chain for Mechanical and Machine empires.

Added the first contact event chain The Trial.

Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
- These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
- Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.

Expanded Leaders from Enclaves
- Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
- You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
- The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
- Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
- Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.

Reduced the RNG required for pursuing an Ascension Path.
- Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
- These Ascension Perks can now be taken as your third AP instead of second.
- Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
- The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.

Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.
high rated
Legacy of Kain: Soul Reaver

Standalone installer updated: [Windows] 1.2 ⇒ 1.2 20230712.
Update (13 September 2023)
• added support for Windows 10 and 11
• added support for widescreen resolutions (including HD, FHD, 2K, 4K, 8K)
• added support for windowed mode, antialiasing, anisotropic filtering and integer scaling
• added support for high framerate (60fps)
• fixed video playback issues
• removed scanlines from videos
• added full support for controllers (including Sony DualSense, Sony DualShock 4, Microsoft Xbox Series X/S, Microsoft Xbox One X/S, Microsoft Xbox 360, Nintendo Switch Pro)
• fixed registry virtualization problems
• fixed audio mixer issues
• added support for cloud saves