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Trooper1270:
Windows has now been updated to 5.5025 too. :)
high rated
Battle Brothers updated from 1.5.0.12 to 1.5.0.13

Changelog from SteamDB:

Update 1.5.0.13

A collection of fixes accumulated over the last couple of months.

If you have a modded game, update your mods. If you encounter issues, remove your mods.

If you still encounter issues, please report them here following the instructions in the sticky post.
Changelog for 1.5.0.13

Fixed incorrect determination on whether a line of fire is blocked for ranged attacks on very specific angles.
Fixed AI not properly avoiding tiles with negatives effects, such as fire, as it is supposed to in specific cases.
Fixed 'Hook' and 'Repel' skills not applying the 'Overwhelmed' effect on a miss.
Fixed various smaller issues and typos.
high rated
avatar
(ø,ø): Battle Brothers updated from 1.5.0.12 to 1.5.0.13
I got a flag for that, so it looks like GOG is now already marking current updates, not just delayed ones from the blackout.
Post edited November 21, 2022 by mrkgnao
high rated
Low Magic Age

Low Magic Age offline installer has at last been updated to Version: 0.91.58 (Galaxy got it on the 9th November)

Changelog here;
https://www.gog.com/forum/low_magic_age/v09158_patch_notes_blade_master_distance_rules
high rated
dV: Rings of Saturn

Updated from 0.576.2 to 0.577.4 on Windows, Mac and Linux.
Same for the demo.

Changelog posted in the forum by the developer:
0.577.4 - Worldwide Threat

- Language selection menu will now show both the native language name as well as an English version of it.
- Changed the Geologist panel behaviour for filters of minimum chunk value. Since the composition and value estimations were not happening simultaneously, hardware configured to interact with unidentified chunks and chunks above specified value had a time window in which the ore was identified for content, but not yet appraised. This caused your AR1500 manipulator to briefly release chunks while they were apprised, as well as the new ore marker filter to toggle the labels of freshly identified chunks in and out.
- Expanded translations - French 98%, Norwegian 60%, Dutch 46%
high rated
ATOM RPG Trudograd

Updated from 1.051 to 1.0512 on Windows
Updated from 1.055 to 1.0552 on Mac

Linux version seems to be unchanged.
high rated
AI War 2 has just received another update, taking it from 5.525 to 5.526 for Windows, Mac and Linux.

5.526 AMU Returns
(Released November 21st, 2022)

* Fix a bug with Deep Space Anomaly Analyzer text
** Thanks to Crabby for reporting

* Add some defensive code for the new planned wave notifications
** Thanks to Dismiss for reporting

Balance

* Deep-Space Anomaly Analyzers given a series of adjustments
** All versions are now markless so sabotage hack costs are massively reduced. Typically most D-SAA can be hacked for 10 HaP.
** Versions one through three now count as only .001 strength on the planet
** FRD priority for the first three versions is now set to an ignore state similar to an ARS which should cut down on NPC interest.
** Third version AIP cost on kill reduced from 5 to 3.
** Fourth version added. Titled the D-SAA v4 Counter Spy it is considerably less common and you may go several games without encountering it.

Dyson Sidekick

* Economic upgrades for the dyson spire now cost cuendillar instead of science

* Balance
** Heavily nerf tier 3 spire ships, they were wildly OP
** Make the Dyson Sidekick Hunters actually kinda usable.
*** They can be upgraded in the Tech menu under "Hybrids"

Updated AMU massively / New companion mod: Ship Line Upgrades:

* A bit of information:
** This update to AMU is insanely huge (for reference: According to KDESVN there are roughly 7200 lines of difference) but not terribly tested, so miracles aside bugs and issues will exist. Large parts of the code have not even seen comments or documentation as of yet and there is a lot of new frameworks, upgrades of existing logic and integration between those, but after over 4 months of work the next release was in order.
** Apologies to people who have been experiencing issues with AMU or the mods that require it - the integration of various new frameworks that partially require each other and had to be built together and with each other in mind has largely been the reason why this took so long.
** As always, all reports of bugs and errors related to AMU should go to -NR-SirLimbo#0021 on Discord or NRSirLimbo@protonmail.com.
** Additionally, the mod is still under construction. Changes will most likely be made to many and especially the new aspects of things. If you have a suggestion on how to change something, need additional features or have other requests, please notify me as above.
* Added new Frameworks:
** UnifiedMultiLayerMenu
*** This allows relatively quick creation of menus the player may click through. Each menu "stage" saves a related object with its data, verifies its data at every step and if the data becomes invalid or false it will then switch back as many menus as needed.
*** The framework includes a new button controller base class which automatically gives the player the related data of the button as well as the root and current menu - so no more having to extract it, as well as logic for arranging the buttons in a somewhat decent column layout if the screen height is insufficient for all the buttons.
**** Additionally buttons can be of variable sizes, with variable offsets and have a virtual tooltip text filler function that draws data for potential text offsets (so the text can be put in columns, similar to the first few rows from the entity tooltips) from the menus, the menus can have additional button offsets and dynamically combine their names.
*** This has all been built in mind with GC churn, so if used well there should be (next to) none present.
*** It's called "Unified" beacause both normal UI windows as well as the hacking menu can use the vast majority of the framework (although there is of cause some differences).
*** Examples for the normal UI window versions are included in AMU, for the hacking menu version Ship Line Upgrades - a new mod that releases alongside the new version of AMU - should serve nicely.
** Custom Debug Flag Logic/UI
*** The default keybinds are "Shift + Y" to open the UI for managing custom debug flags. It makes use of the UnifiedMultiLayerMenu framework.
*** The registration of these flags is done via reflection, all that is needed is to call Window_AMUTracing.AddAllFieldsOfManagedObject() somewhere in your code. Data is automatically sorted into categories.
*** This allows modders to seemlessly put debug flags into their classes and access them ingame, without having to make additional settings, changes in the code or come up with their own solutions to toggle debug data.
*** Debug flags can be simple BoolDebugData or ThreadDebugData objects which have two boolean values, one for logging data and one for logging thread timings. Via clicks the modes of both can be cycled.
*** AMU and Capturable Repositioning debug flags have been changed from being personal settings to being implemented here.
**** Additionally the ThreadDebugData objects contain more utilities such as keeping track of greater/middle/lesser debug steps, a buffer for data dumps and a clock for thread time measurement.
** Faction relations view
*** This also makes use of the UnifiedMultiLayerMenu framework even though technically it has only one layer.
*** This window allows players to see the relations of all factions towards one another. Especially with randomly generated factions this makes it easy to identify which factions are (currently) related to which other factions in whatever way.
*** It can also be used for debugging modded factions without having to make additional dumps to the debug log (which can become quite lengthy, by experience).
** Managed[World/ExternalFaction]Info_[Base/Deep]
*** These objects have multiple QoL and functional extensions for faction and world logic implementations:
**** Instant access to ThreadDebugData objects that are also automatically put into the Custom Debug Flag UI. No further action required.
*** Both capturable Repositioning and AJEA have been converted to being Managed.
**** This fixes the code remaining in current assembly causing errors when AMU is disabled but the game is not yet restarted.
***** Thanks to Badger for reporting.
** GlobalFactionResourceStorage / ResourceTypeDataTable / Window_AMUResourceDisplay
*** AMU now integrates what was originally planned as a 2nd framework mod then called URI (Universal Resource Implementation).
*** This is a framework where the "unusual" resources (from Dark Zenith or Sappers resources to Civilian Industries resources or Necromancer Essence) can be accessed in an unified way, exchanged between factions or ships.
*** This opens up the possibility to trade, loot or otherwise acquire and use resources from other factions and mods that the player normally does not have access to.
**** Ship Line Upgrades is the first mod that makes use of this by introducing its Command Frequency Bandwidth (CFB) resource that is used in hacks.
*** With the default keybind "R" a new UI can be opened which shows the player all resources they own and integrated with the above logic. This way the stockpiles of modded resources also can be seen easily ingame without having to implement additional UI.
*** The ArcenCharacterBufferBase has extensions to format them similar to a lot of other resources or properties.
** ManagedHackingImplementation
*** This implements loads of additional logic such as:
**** Hacking with non-centerpieces (you can literally make hacks that can only be done with VWings for example)
**** Specific bools for hacking with various types of centerpieces (Transports, Arks, Support Factories, Battlestations, Citadels, etc...)
**** Additional functions such as paralyzing the hacker/target or turning them invulnerable, counteracting attrition
**** Adding custom text snippets to hacks.
**** Granting/costing resources on start/completion/fail/per second, which is where it integrates with the GlobalFactionResourceStorage framework.
*** It also is where the hacking path of the UnifiedMultiLayerMenu framework hooks in.

* AJEA:
** AJEA notifications wil no throw exceptions on clients, preventing the game from advancing.
*** Thanks to Badger for reporting.
** AJEA now has the ability to set an alternative energy limit when in a brownout (however in the universe you got there) so that slight ticks below the limit won't occur as often and reset the brownout cooldown timer.
*** Thanks to Zironic for requesting.
** AJEA can now automatically determine a limit on how much energy is needed for normal fleet construction and will treat that similar to new captures by freeing up this amount extra.
** AJEA can now be set to either run per second or sim step.
high rated
AI War 2 has just received another update, taking it from 5.525 to 5.526 for Windows, Mac and Linux.

* Other bits:
** New universally useful Game Commands: GameCommand_MoveAllToPlanet, GameCommand_AllAttackOrEscortTarget, GameCommand_AllClearBehavior, GameCommand_MoveToPosition and GameCommand_LoadOrUnloadFleet.
*** All of the above use the new GameCommand_EntityListBased base class which makes it possible to "record" entities before sending off the actual command.
** Removed the SingletonRecyclingStorages as it was inefficient and just a bad version of a pool in all honesty.
** ExpansionIsInstalledAndEnabled() and ModIsInstalledAndEnabled() are now hardened against mods and expansions that plain don't exist.
** There is a new method for factions: SetEntityPath_AllToPlanet().
** SetEntityPath_DirectInSim() now won't queue move orders to the destination if it's null.
** Removed the Tuple implementations because C# by default already has the ValueTuple structs which do the same. Instead some methods now have WriteToBuffer() extensions.
** QuickExLog() has a new variant which also accepts ThreadDebugData objects.
** ExceptionLogging() will only log a clock's timing information if it has data recorded in the first place. Additionally there are some more new lines in all of this to improve formating.
** The CachedSetting's setting finder methods have been improved to find the default constructors more reliably.
*** Additionally settings are now cached so they don't need to be accessed via reflection again and again.
*** There now is an additional string identifier to differentiate between the fields of different instances of the same faction type ingame.
*** Specific faction/galaxy/personal setting choice boxes for ThreadDebugData objects have been added so they can be accessed easier.
**** Known issue here: DebugSettingDropdownFiller will not be loaded if AMU isn't loaded, which causes the game to freeze if a setting requires it for its values. In the future there may be a need to move this filler to the Vanilla code.
** The NamedSliceClock now detects if it hasn't even been started when returning whether or not it has data.
*** It's "Reset" method has been renamed to "StopAndReset" to clarify.
*** It now takes the end time before checking any additional data in order to be even more precise.
*** The data dump for debug purposes has been improved for better readability.
** The FInt struct has a new extension method TrueRound() for rounding everything at <0.5 down and everything >= 0.5 up like normal floating point numbers.
** Lists have new extension methods:
*** GetLast() quickly returns the last element of a list or default if the list has no items. It will not cause exceptions(!).
*** GetAndRemoveLast() not only exists for lists but also the throwaway list and list-of-list classes. It does what the name suggests, similar to GetLast().
*** Pseudo-deletions are now added for normal and throwaway lists. What pseudo-deletion does is shuffling elements that are to-be-deleted to the end of a list, replacing them with the last actually wanted element of that list. Then, when the changes are manifested the elments at the actual end of the list are bulk-deleted.
**** This way elements can be deleted out of lists en bulk without having to deal with them shuffling in between and wasting CPU power.
** World_AIW2 has a new extension method QuickLogIngame() for simply writing text to the local game.

* General cleanup: Some data from the src_Old folder has been removed beacuse, well, it's been updated and put into AMU properly.

* Ship Line Upgrades (SLU) (requires Neinzul Abyss DLC):
** This allows players to upgrade and downgrade ship lines in exchange for a new resource, Command Frequency Bandwidth. Downgrading ship lines grants, upgrading costs bandwidth and something else (either Hacking or Science points, or inflicting additional AIP).
** SLU uses the new AMU functions and was built in part to demonstrate what is now possible with the additional frameworks included.
high rated
ELEX II updated from 1.05a to 1.05b

No changelog.
high rated
ELEX II updated from 1.05a to 1.05b
Changelog from developer (Steamforum / general discussion)

Newest patch is now live on GOG, EGS and Steam.

This is the changelog.

1. Fixed a bug where Non-DX12 Graphics Cards tried to initialize the DX12 mode (via Microsoft Reference Adapter)
2. Fixed a bug where the Fullscreen Toggle could lead to a crash
3. Added an error message when a user tries to start the DX12 version on a very old Windows10 version that doesn’t yet support the Agility SDK
4. Fixed a bug that occurred when the graphics card didn’t support the requested Depth Stencil Format by adding fall back formats.
5. Fixed a bug where the moon is too bright in the DX12 version.
high rated
BEAUTIFUL DESOLATION

Updated to 1.0.7.3 B2 WIN (Galaxy & Offline Installer, Windows)

Changelog from SteamDB:
NEW LANGUAGES ADDED

1.0.7.3 B2 WIN (Language update 2)

NEW LANGUAGE/S:

* Added Korean Localization - 한글 (Korean)
* Added Japanese Localization - 日本語 (Japanese)
* Added Hungarian Localization - Hungarian

LANGUAGES CURRENTLY INCLUDED

1. English (US/UK)
2. German (Deutsch)
3. Français (French)
4. Русский (Russian)
5. Türkçe (Turkish)
6. Español (Spanish)
7. 简体中文 (Simplified Chinese)
8. 繁體中文 (Traditional Chinese)
9. Bulgarian
10. Polski (Polish)
11. Portuguese (Brazilian)
12. Italian
13. Korean Localization - 한글 (Korean)
14. 日本語 (Japanese)
15. Hungarian (Care of Evin https://magyaritasok.hu/translators)
high rated
art of rally

Updated to 1.4.2 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Small update with Indonesia post launch fixes and improvements!

improvements

- fixed a flooded log
- improved terminal damage post stage UX

fixes

- fixed a leaderboard exploit
- fixed high landing damage on bridges
- fixed flickering food stands at night
- fixed credits not rolling correctly
- fixed a floating bridge in sardinia free roam
- fixed an incorrect description for il gorilla 4s
- fixed a double penalty zone
high rated
The Riftbreaker 1.32782 -> 1.33770
Steam Workshop Available (probably not for GOG users) + Big Game Update!
Changelog from Steam:

Features:
- Added an integrated modding manager. The new manager is a comprehensive built-in browser that allows users to download mods for The Riftbreaker with just a couple of clicks. The manager screen will currently allow you to browse the mods available on Steam Workshop, but we're also working on supporting Mod.io and Curse Forge. Installing a mod is a matter of just a couple of clicks.
It will also inform you of any dependencies - if a mod requires another mod to be present to work properly, we will tell you exactly what you need to download. As for the mod creation pipeline, we have updated The Riftbreaker Workspace Editor to allow direct upload and authoring of mods, all in one place.
- Added support for AMD FidelityFX Super Resolution 2.1. The latest version of FSR allows you to enjoy high framerates at a greatly improved level of visual fidelity compared to FSR 1.0. The advanced algorithms used in this version of FSR greatly reduces the visual glitches and improves the sharpness of the image without that artificial 'sharpen +100' look.
- Added AMD FidelityFX Stochastic Screen Space Reflections, or SSSR for short. This feature adds dynamic screen space reflections that add an additional layer of graphical fidelity to the game. You will now be able to observe reflections of buildings and map props on reflective surfaces, such as various metals and liquids. This feature is available for all DirectX 12 compatible systems.
- Optimized CPU Performance - new memory allocator that results in more efficient memory use and improved CPU performance - especially during high-intensity battles and late-game scenarios with large bases.
- FramePrepareMeshRenderable contention decreased. It's quite a big optimization step, as on a 12-core CPU, the cost per frame decreases from 15% to 5% of the overall rendering time. Your mileage may vary depending on the number of CPU cores available to you, but it's a step in the right direction.
- Added radius displays to all defensive towers, repair towers, and shield generators. Selecting one of them in the Build Mode will display the radius of that one specific building. In the case of Shockwave and Flamer Towers, the radiuses of all towers of that type will be displayed to allow you to cover the desired area effectively.
- Picker tool added. You can use it to quickly build copies of existing buildings. Press the hotkey ('B' by default) or select the Picker tool from the Build Menu, select the building you want to build more of, and you're set!
- Attack waves triggered by interacting with bioanomalies have been reworked. They are now much more demanding and scale, along with the bioanomaly rarity level and game difficulty level. Opening one of these should be a conscious and well-thought-out decision!
- 4 additional map tiles for the Acidic Plains biome and 2 additional tiles for the Volcanic Area biome have been added to improve the randomized map generation variety.
- (Modding) Teleport: created teleport machine for working with all entities. Required parameters in the database are: target (as int or vector3), optional parameters: (float) disappear_time, wait_time, appear_time, and (int) portal_entity (for getting a notification on appearance)
- Added a Reflective floor variant so that you can enjoy the glorious Screen Space Reflections in your base.
- Added level 2 and 3 Heightened Wall Floors.
- Mech radar can now be upgraded, and it will, in fact, affect the fog of war reveal range!
- Radar Pulse received Advanced, Superior, and Extreme versions with upgraded range.
- Added the missing level 2 and level 3 of Biocomposter to the research tree.

Changes:
- Energy Walls and regular Walls now share the same menu tile. We made this change to allow you to use the same keyboard shortcut for both variants.
- Mods in Campaign Mode will start dropping only after the Communications Hub has been built. Previously building the Armory was the trigger for these drops, which caused players to end up with several mods and no real use for them for a long time.
- Changed the effect for the Rift Station startup sequence interruption - now with more camera shake and louder sounds!
- Added sound emitters to liquid resource deposits.
- Reduced the chance for mod drops from 'smaller' boss creatures - Nerilians, Stregaroses, and Magmoths.
- Orbital Laser and Orbital Bombardment now require advanced resources to be crafted.
- You can now reconstruct after being destroyed on a mission that has already been completed.
- You can now lose weapons if your mech is destroyed after finishing a planetary mission if you choose to return to HQ and abandon that mission location.
- Skills of higher quality now replace their lower-quality counterparts after being crafted.
- Orbital Bombardment and Orbital Laser now display a large glowing decal in the targeted area.
- Research Completed' popup will now be displayed for 10 seconds instead of 5.
- Morphium Towers now need to be built in a 4-grid radius from one another - they were too powerful if stacked tightly close to each other.
- Significantly decreased research costs for magma powerplants in the campaign mode.
- Reduced the fire rate of the Sentry Gun.
- Reduced the damage and piercing values for the Lightning Tower.
- Increased the ammo consumption for Laser and Heavy Plasma.
- Production times of (almost) all consumables have been changed. Higher quality consumables take longer to recharge.
- Sentries and Mini Miners can now be deployed quickly, one after another, but the player's inventory capacity for them has been reduced.
- Reduced Bioscanner Turret crafting time.
- Storage space for Gravity Grenades reduced to 5.
- Lowered the fire rate of more advanced versions of the Mini Nuke Launcher.
- Explosive ammunition for the mech has been tweaked - the storage space has been reduced, and the recharge time has been increased. This prevents the players from 'going infinite' with basic explosive weapons and 6 ammo storages.
- Changed the effects for Heavy Plasma - the sounds, explosions, and projectile trails are much beefier, making the weapon more satisfying to use.
- Heavy plasma charges much faster(shield), but the charged shot has reduced damage.
- Reduced the Railgun charged shot charging time.
- Reduced the High Caliber Rifle charging time.
- All varieties of liquid-based weapons consume more ammo now.
- Higher levels of the Armory building are now more expensive.
- Obsolete or non-functional modding options were removed from several weapon types.
- Player drones damage type changed from acid to physical.
- Tweaked Brabit scannable chance and added Alpha and Ultra species to the discoverables.
- Increased the Bioscanner scanning chance from 0.1 to 0.15 for some crystals species.
- Doubled the chance of large props being able to provide a sample for the Bioscanner.
- Added destructible metal sounds to metallic biome destructible objects.
- Wall Gates can no longer be overridden by other buildings, such as wall segments or floors.
- Changed building upgrade sound to have more variety and to be more robust
- Heightened floor can now override basic floors but won't affect your walls and gates.
- Pressing 'Escape' in any level of the options menu will immediately take you back to the previous one.
- The game will automatically save after typing in the save name and pressing 'enter.'
- Radioactive Desert Scouting mission tweaked - only Standard bioanomalies can appear during this mission.
- Changed the muzzle flash effect for Floating Mines.
- Shockwave Tower's shockwave effect is now more visible.
- Added more loot possibilities to the Flurian Boss.
- Idle sounds for spawners are louder and audible from a greater distance.
- Increased Magmoth Boss' HP.
Post edited November 22, 2022 by HiasX
high rated

More Changes:
- Different types of player's drones can now be distinguished more easily.
- Increased the Stregaros Boss HP.
- Removed an unnecessary dialogue line about crafting the Bioscanner in the armory
- Sentry Guns and Landmines are now destroyed if placed on quicksand.
- Changed the timing of the announcement in the Ash Cloud event.
- Increased the creature difficulty boost after finishing any campaign outpost.
- Creature Eggs now have a new, fully 3D model.
- In order to reduce the length of some localization strings, we replaced the words 'mech' and 'tower' with dedicated icons in ammunition-related information boxes. Thanks to that, the descriptions are much shorter, especially in languages known for long, compound words.
- Portals and liquid pumps should now display their operating radiuses after selecting them in build mode.
- Changed the radius decal for Magnetic Stabilizer.
- Changed some old loading screen tips that were no longer relevant due to gameplay changes. We also added a couple of new ones - for now, they are displayed in English only.
- The 'P' key can now be bound to any action in the Controls Customization screen. The only hardbound key that is left in our control scheme is 'Esc.'
- We reduced the bloom effect occurring during the thunderstorm event. Light flashes should be much less severe now. Let us know what you think.
- Grenades have been added to the player loadout in the Prologue.
- Reworked and added many sounds for working buildings.
- Changed how ears are positioned in the 3D scene and smoothed out the 3D sound positioning parameters (surround sound channel mixing).
- The Canoptrix Nest model has been entirely changed to fit the 21st century better.
- The Shield Generator should now finally display its operating radius.
- Added magma powerplant research item unlock to magma survival. Players don't have to research an 'empty' node anymore.
- Changed spear damage collision timing. The spear should not deal damage when retracting.
- Building time for compressors and decompressors has been reduced.
- Solar damage after researching Environmental shielding - sun has been reduced from 0.2 to 0.
- Missing third base statistic added to Fusion Core's and Magnetic Pistons' upgrades.
- Tweaked the defensive drone lighting effects.
- AMD FSR 1.0 has been replaced by AMD FSR 2.1.

Fixes:
- Fixed an error that caused building cubes to stay behind after completing construction or repair.
- Fixed the Rift Station not shutting down properly in case of disruption of the resource delivery chain.
- Removed the collisions of corpses with buildings. It might cause some bodies to land in your base, but it saves us a lot of technical issues, including levitating corpses!
- Fixed an issue that resulted in some tooltips displaying doubled resource values while selling and upgrading buildings.
- Fixed an issue that caused drones to get stuck in certain situations.
- Fixed the positioning and scaling of objects in the Cultivator Sapling menu and the Tower Mod selection menu.
- Added the missing localization string for 'Minimap Zoom In' keybinding option.
- Fixed the appearance of quicksand.
- Fixed cache counts and instance limits for many types of particle effects in order to increase the game's performance.
- Fixed a crash that sometimes occurred when disassembling an item with mods installed.
- The HUD will no longer deform when resizing the window in windowed mode.
- The initial build menu selector position when playing on the gamepad has been moved from the corner to the middle of the screen.
- All types of resources are now displayed properly after entering the building menu.
- Keyboard and gamepad shortcuts are now displayed properly on the crafting screen.
- Removing items from the research queue or changing their priorities will no longer automatically scroll the queue list to the top.
- Fixed a possible campaign mission flow block that could happen if a player attained stregaros familiarity lvl1 before unlocking the find stregaros objective.
- Fixed the displayed range for the Railgun. It now properly states that the base range of the weapon is 33 meters instead of 50.
- Fixed the positioning of certain weather events to cover the entire screen without wasting performance on rendering particles out of bounds.
- Buildings rebuilt from ruins (hidden, optional feature for the time being) no longer double your resource storage.
- Pipes should no longer connect to buildings that do not use liquids.
- Sentry turrets should now properly sink in quicksand.
- Fixed the effects of the Offensive Drone for the mech to match the damage type.
- Fixed issues with key binding options disappearing in certain conditions.
- Shield Generators now display their operating radiuses.
- Added missing icons for Energy Storage building levels and Ironium Factory building levels.
- Long in-game dialogs should now scroll properly.
- Gamepad building tool shortcuts now work properly in build mode, which allows for double-binding some keys on the pad.
- Loading tips should now properly display button symbols.
- Pipes built in the older versions of the game should now properly connect to the new ones and vice versa.
- Fixed a crash that occurred when loading a save file made during the construction process of a building.
- Fixed a crash that occurred when entering the research screen with no Communications Hub present.
- Added the Acidic yeast phrase mentioned in the dialogues to the bestiary sample name
- Multiple miscellaneous fixes and improvements that were lost within murky or missing source control commit comments. Press "F" to pay respect...
The Riftbreaker Hotfix, November 18th, 2022. Binaries #610, Package #239
Changelog from Steam:

- Fixed an issue in the Pipe System that caused a crash that occurred when loading an older save file. It is highly probable that your pipelines and other liquid-based buildings will stop functioning after this fix. Open the console with the '~' key and type in: debug_recreate_buildings 1 in order to get them to work again.
- Fixed an issue that caused the game to crash when an old model of the Canoptrix nest was visible on the screen after loading a saved game.
- Fixed an issue with the minimap that caused the game to crash.
- Fixed an issue with ghost buildings in build mode that caused the game to crash.
- Fixed an issue in ResourceAccount method that caused the game to crash.
- Fixed an issue that caused Morirot nests to spawn from Morirot eggs. For real this time.
- Fixed an issue that caused shadow-casting lights to flicker if two or more are visible on the screen at the same time.
- Removed an underground liquid resource in one of the jungle tiles that was inaccessible, but played its sound back.
- More variables added to the benchmark results screen.
- Render System variable is now localized properly in benchmark results.
- Reflective properties of Morphium have been tweaked to show Screen Space Reflections better.
- Reflective Floor textures have been updated.
- Using FSR should no longer produce artifacts with bright particle effects.
- Fixed an issue that caused some dialog boxes to overlap.
- Chinese fonts should now be properly displayed in the Mods screen.
The Riftbreaker Hotfix #2, November 18th, 2022. Binaries #611, Package #239
Changelog from Steam:

- This update fixes the crash that occurred if a player wanted to travel to another outpost after visiting it before, dying there and not respawning but immediately coming back to HQ. There are no other changes in this build.
high rated
Imagine Earth Demo

Update to V1.9.6.5417-gog-demo.

No changelog.