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Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.10.1 ⇒ 4.0.11.1.
Stellaris 4.0.11 Patch

① Bugfix
• Fix Faction resource output being exponential
• Evosymbionts now have a description
• Fixed that eating a baby didn't give you any DNA or genetic insights
• Fixed the first tier of the physics lab requiring access to volatile motes to research
• A stray K should no longer haunt players that foolishly opened a certain window
• Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
• Fixed typo in "Colony View" Databank entry
• Added localization string for +3 Unity planetary feature
• Federation Cohesion tooltip now mentions Officials instead of Envoys
• Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
• Hard Reset event "Our [empire] Legacy" event now works as intended
• Observers can open the build queue of the empire they're observing.
• Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
• Fixed adSul not having any resource districts after terraforming it
• Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
• Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
• Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
• Amoeboid Pacification Empire modifier now displays effects
• Enslaves species located in Synaptic Lathe will no longer switch back and forward between neural chips jobs and slave repurposing job.
• Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
• The Organic Paradise building can no longer be built directly
• Nexus districts no longer mention Logistic Drones when they shouldn't
• Fixed machine empires starting with the wrong number of pops
• Neglected Bio-Trophies now show as unemployed
• Fixed tooltips for Angler civics
• Fixed tooltips for all Astrometeorology civics
• Fixed issues with the Astrometeology building for gestalts
• Fixed the Beastmaster civic tooltip
• Updated nested tooltips for Civil Education
• Fixed stability from Byzantine Bureaucracy not applying
• Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
• Streamlined the tooltip for Catalytic Processing
• Improved the Dark Consortium tooltip
• Fix starting leaders often missing a background job.
• Fixed translation error in Korean text about lack of modifier.
• Added missing concept tooltip for District Specializations
• Fix the ship designer autogenerate checkbox sometimes not working correctly
• Weather Forecasting Mode is now listed correctly in Storm Chasers description
• Added Augmentor job description in english
• Fix the amount of pops affected by the voidworms bombardment
• Fix incorrect Megastructures build conditions tooltip
• The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)
• Fixed a bug that prevented upgrading building that have planet limit set on them.
• Balance
• Increased the number of Bio-Trophy jobs provided by most sources
• Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
• Machine Intelligences no longer give a growth penalty to organic pops
• District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
• Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
• Rogue Servitors no longer start with an additional 2000 drones
• Rogue Servitors now start with 2000 Bio-Trophies instead of 500
• Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs

② UI
• Notification Icons shan't be blurry no more
• Added more visible habitability information in the planet view.

③ Performance
• Reduced a number of unnecessary re-calculations of ship designs
• Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.

④ Stability
• OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
• Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
• Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
• Fix CTD when calculating Branch office income

⑤ Modding
• Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge
• Replaced base_cap_amount with planet_limit for buildings
Post edited 2 days ago by surfer1260
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Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.11.1 ⇒ 4.0.12.
Stellaris 4.0.12 Patch

① Bugfix
• Clone Vats should once again have the correct planet limits.
Post edited 17 hours ago by surfer1260
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Edward_Carnby: Baldur's Gate III (galaxy only for now)

Hotfix #32

Game Version: 4.1.1.6848561
Both the full offline installers and offline patch files are available now.
high rated
(from Steam)

Terraformers update for 20 May 2025
Community Requests Update
Major

Hello everyone, we hope you’ve all been doing well. While starting work on the 3rd DLC of Terraformers, we decided to first do an update focused on community requests, and we are quite excited to show you what we have prepared!
Marsyclopedia improvements

The community has long requested to have a way to see when a project was unlocked. The Marsyclopedia will now display a small number next to the name to indicate at what Mars level it was unlocked. Thus, we also added the current Mars Level and points required to reach the next level in this screen.

In addition to this, we have categorised content which is only accessible through events or leaders in their own category, so it is clear how you can access that content in-game.

And finally, we have added all the content for which we were previously not sure how best to display. Now you will be able to see every project, including the location-specific ones like landmark upgrades and city mines. All the DLC content has been added to the Marsyclopedia, as it was missing until now.
Favorite locations

Another highly requested feature was a way to “tag” future city locations as favourites to help plan ahead and find a good location back easily. You’re now able to do just that in all unsettled cities. You can now mark landmarks as favourites too. You can choose a colour for them so you can plan different future cities with their expansions, and when you finally settle the city, it will automatically pick the colour you chose.

The “favourite” star icon will be visible on the map and in the overview popup. In the overview popup in the cities tab, you will now see all city locations which you have discovered. For convenience, at the top will be your cities, then your favourite locations and then all other locations. To further improve, we have added all the slots and their contents in the city locations in the overview popup, so now you can see at a glance if a city has rocks or special slots.

Shortcuts and Improvements

Continuing with community requests, we’ve added that if you hold the import/export button, you can now quickly form multiple trade routes (also works on gamepad). You can also click and drag in the region between the export and import buttons to change the amount even faster!

While expanding your city, it’s now possible to expand to multiple locations without needing to re-select the expand-button.

We’ve also added a “build all dikes” button on the flood warning popup so you don’t have to go around and look for the important ones to build if you are far in the game and can afford them all at once.

Another change is the way that projects’ special abilities display how much they are currently providing. Previously, this was a line in a project’s details popup, which was often confused with the default production of the building, and thus, we would get a lot of bug reports of buildings not working. Now this production will be displayed directly after the special ability’s description.

Weekly challenge additions and other content

To keep the game fresh and even more replayable, we have added 17 new modifiers to the weekly challenge, which will test your wits. A community request we saw was to propose longer weekly challenges (challenges in which the goal is set higher), and we’ve added just this! Now a challenge has a chance to be “long” and will have its goal increased. These new effects will start with the next challenge (on the 26th of May).

We have also added 6 new projects and a new surprise game event, which we hope you’ll find as fun as we did (hint is in the artwork of this devlog!).

And of course, we also did other polishing and solved bugs. You can find the full list of changes below. Some of the important ones are a fix to the fullscreen crash for some, and a fix to the volcano spawning (often there would spawn fewer volcanoes than we intended).
Community members

Finally, we would like to take the opportunity of this update to thank the many members of the community who have been commenting, theory crafting, bug hunting, idea sharing, new player helping … Your participation has been invaluable to us and helped both with motivation and improving the game. There are too many of you to mention all, but we extend a special thanks to gussmed, chic.aeon, Petera1289 and exintc97, Najy76 on Steam; as well as EchoMirage, Red Fox, Rorshach, Jctheluddite, Ravage_mk2, Seinbeisser, bmij, Velhida, on Discord.

And with this, on to making the 3rd DLC! We’re happy with its design, but there’s a lot of work to add it all to the game, hopefully, we’ll have more to share in a few months!

Love you all!
Asteroid Lab team

Patch notes
Base game

New features and content
- Weekly challenge upgrade! Adding 17 New challenge mode modifiers as well as “Long Challenges” where the goal will be much higher but the difficulty adjusted down so it remains achievable.
- New secret event
- 6 New projects
- Major update to Marsyclopedia displaying all content which was missing (landmark upgrades, megastructures, celestial upgrades, some event or skill projects). The marsyclopedia will also now show if a project is event based, leader based or dlc based as well as show the level it was unlocked on.
- New feature to “tag” a city location or a landmark with a star and a color to plan your expansions better.
- Quality of life: in the trade panel, hold the export / import buttons to quickly change traded amounts (also on gamepad). Click and drag in the region between the export and import buttons to change the amount even faster.
- Quality of life: hold shift or left trigger to expand to multiple regions at once.
- Quality of life: Added “build all dikes” button on the flood warning popup.

Bug fixes and improvements
- Abilities will now display their bonus below the ability description instead of their own line to improve clarity.
- Added an animation to the victory bar when close to winning
- The game will pulsate more relevant elements (trade, building actions…) when hovering end-turn to help not forget about them.
- Improved warnings on the end turn button for remaining exploration, lifeforms and other.
- Improved navigating between cities.
- Added that resources details popup will show the current total amount in addition to the production amount.
- Fixed the "Improved Robotics" tech effect so it takes into account the megastructure stage we are upgrading from when calculating gained robots
- Fixed that the zoom was tied to the framerate instead of taking a specific amount of time.
- Fixed a bug where skills or projects providing extra research past the total number of proposed cards would be ignored. You will now have the possibility to get science of the extra points instead.
- Fixed an issue where the space-ui element next to the resource would block the destroy button of a building in a city layout.
Fixed a bug with the “Occupational Accident Insurance” specialisation where it was counting twice every mines.
- Fixed a bug with selecting the skills of Camille Williams on gamepad.
- Fixed bugs related to teh game crashing on certain monitor resolution.
- Fixed a bug with the “expansive” challenge modifier which was increasing negative support instead of reducing it.
- Fixed an error message when opening the display settings.
- Fixed a bug where a “free building skill” would let you build megastructure and other stuff for free.
- Fixed a bug where volcanoes where not spawning correctly
- Fixed missing house hover for population details in city tab of overview popup.
- Fixed a bug when relocating a city which has a mine.
- Fixed a bug where it was possible to win a game, chose to continue, cancel the last action and win again.
- Fixed a bug where you could interact with the new game popup during the loading fadeout (delete, new game...)
- Fixed a bug where megastructures were not triggering the mars enthusiasm
- Fixed a bug preventing winning when the armageddon crisis happens sometimes
- Added that dej'as space dev skill will be greyed out if there are no valid projects
- Fixed a bug with the celestial explorations which could prevent many event from triggering (leaders, expectation, megastructures...)
- Fixed 3rd DLC popup welcome popup draft appearing already
- Many small improvement and polish.

Balance changes
- The Marsolympics event will now be proposed less often and slightly later in the game.
- The increase of athletes required between Marsolympics is reduced.
- Changed Léna’s specialization from “+1 project proposal and +1 project research if you have 700+ stored support.” to “+1 project research if you have 400+ stored support.”
- Increased the probability of volcanoes to spawn.
- Changed the late game version of skill “Mine Resources” to cost twice the power to the explored distance (instead of equal to the distance).

New Frontiers DLC
- Reduced the cooldown of the Extra-Martian Development Center from 15 to 14 turns.
- Fixed a bug where Tatiana skill would provide the 2nd level of mercury as 4th level instead of the 3rd level.
(from Steam)

Fly Corp update for 1 May 2025 (note: available on gog since 21 May 2025)
Update 1.8.3 - New monthly game mode for DLC and other changes (Note: The DLC is not (yet) available on gog)

Another month has passed, which means that we are ready to introduce a new monthly mode for the American Dream DLC. It's called “Popular City”. Its quirk is that all passengers want to fly to one single city. This city is chosen randomly and changes periodically. That means you will have to constantly keep track of the alternating passenger flow.


This mode will be available for a month, and when it is over we plan to publish the next one. However, “Popular City”, as well as the previous monthly game modes, will still return as part of the mode rotation.

Other than that, the update contains minor fixes to both the main game and the DLC.

Thank you for playing Fly Corp!
high rated
Suzerain

Standalone installer updated:
[Windows] 3.1.0.1.133 ⇒ 3.1.0.1.134
[Mac] 3.1.0.2.133 ⇒ 3.1.0.2.134
Patch 3.1.0 Build 134 Release
(21/05/2025)

The patch is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.

Common

① Technical
• Improved diagnostics and analytics
• Improved error handling for Steam store failures

② Bug Fixes and Polish
• Fixed issue with token information panel clicks sometimes breaking other panel states
• Fixed issue with purchase state rarely not getting recognized

Kingdom of Rizia DLC

① Content Updates
• Added Crown Supreme Royal Decree to Order Category which boosts Authority
• Added a few new elements to the human rights calculation

② Design & Balancing
• Updated conditions for Su Omina allegiance and "Lack of Order in Iza" situation
• Lowered threshold for Wehlen's initial Intermerkopum potential
• Made balancing changes to Crown Prince choices with new impacts on Tourism, Drug Trade, Broken Traditions
• Added design impacts of the new decree to different calculations
• Adjusted Breaking Traditions balance slightly to account for new changes
• Increased starting budget by 1
• Added missing city token status updates

③ Bug Fixes
• Fixed several duplicate narrative support bugs
• Fixed bug where Hugo and Lucita showed up at council meeting after reform-related arrests
• Fixed Typos in Turn 6
• Fixed bugs where Turn 9 Titus conversation and Turn 8 security conversation ended prematurely
• Fixed the Turn 10 birthday bug where centralization wasn’t possible despite earlier expressing support for such reforms
• Fixed Blitzkrieg Achievement not triggering
• Fixed several situations not triggering correctly
high rated
Warsim: The Realm of Aslona

updated to 1.3

changelog:
ROCK BOTTOM MODE (1 feature)

A new fan suggested gamemode for starting with absolutely nothing but a single patch of land. I had to rewrite a chunk of the game to make this work but it was worth it.

* Added new challenge mode 'ROCK BOTTOM' start with 1 land 0 men and 0 gold (credit MoonlightFirefly7629)



LANDS BEYOND EXPANSION (6 features)

I bloody love the lands beyond, but infinite exploration takes a lot of work so as with many updates since the lands beyond has been added, I'm chucking even more content in!

* Added new lands beyond location 'Protruding Rock'
* Added new lands beyond scout type 'Bundle of maps' (+3 explo chances)
* Added 1/6 chance of finding a small horde of gold when destroying lichdom (100-1100 gold)
* Added 1/6 chance of finding a horde of gold when destroying lichdom (1500-6500 gold)
* Added 1/6 chance of finding a large horde of gold when destroying lichdom (5500-15500 gold)
* Added 1/6 chance of finding a colossal horde of gold when destroying lichdom (12000-37000 gold)



GOBLIN PAINTINGS (4 features)

A previously inaccessible cave is now home to series of crude goblin cave paintings.

* Added ability to go in Gurnok cave
* Added ability to view smiling goblin painting
* Added ability to view apple painting
* Added ability to view frowning goblin painting



BUGFIXES (12 bug fixes)

Another heap of bugs fixed! Thank you those who've been reporting them :)

* Fixed crash bug from 1 battlescore merc leaders crashing at recruitment during end of turn
* Fixed terraton gained via bank crafters but can't use the upgrade menu (credit u/betanonymous)
* Fixed ability to call staff meetings via staff screen when your throne room is too small (credit Wittyson)
* Fixed bluetrii fruit barrel text issues (credit cinim0d_563)
* Fixed crash bug when freeing slaves as part of a peace agreement while you have 0 slave soldiers (credit Darkfafi)
* Fixed typo with jester joke (credit KingMangaX)
* Fixed Imperial nobility complex being incorrectly labelled as second option not 1st (credit u/betanonymous)
* Fixed buying spire of knowledge blocks terraton catapult from being bought (credit u/betanonymous)
* Fixed text bug in Necromancer's Ruin
* Fixed Necromancers at the ruin lose even if you defeat them (credit Styxy)
* Fixed missing screen for losing to Necromancers (credit Styxy)
* Fixed missing revisit screen for once you have lost to the necromancers (credit Styxy)

EVERYTHING ELSE (4 features)

A few tweaks here, a new name on the stump thanks to a very generous supporter. 3 new goblins in Goblinwood representing my new GDC buddies, and a very ironic nerf to undead pushed for by a steam user named Bonsey (I pointed out the irony to him).

* Added new name to Gro'lok's stump
* Added 3 weird goblins to a little hut in goblinwood
* Removed auto death if you end the turn with 0 troops (credit MoonlightFirefly7629)
* Nerfed undead slightly (credit Bonsey)
Project Warlock is still being supported and received another update today (Offline & GOG Galaxy).

Version 1.1.018 (May 22, 2025)
Unity Engine Upgrade

• Updated the Unity Engine version from 5.6 to 2018.1.9f2
- This change improves overall performance and was essential to fix elevator physics and player interaction issues

Gameplay Improvements

• Added Weapon Wheel as an alternate weapon of weapon switching for both the mouse + keyboard and controller setups
• Mouse Scroll Weapon Switching polished and improved
- Resolved a bug that caused skipped selections due to inconsistent input logic

Achievements

• Changed the way "Evil Nightmare" achievement is obtainable - From now on the "Evil Nightmare" achievement is rewarded for Single Life Mode as it always should have been. Also, achievement descriptions have been updated to properly fit the difficulty modes.

After the reworked difficulty modes update, these achievements were granted for completing each mode:

- Casual - Piece of Cake
- Standard - Come Get Some
- Hard - Bring it on!
- Hardcore - No achievement
- Single Life Mode - No achievement

We're changing things up to better reflect the current state of the game and difficulty modes, and bringing the achievements in line with how they were intended to be obtainable. After this patch, the achievments will be granted as follows:

- Casual - Double-edged Sword...
- Standard - Piece of Cake
- Hard - Come Get Some
- Hardcore - Bring it on!
- Single Life Mode - Evil Nightmare

Due to the nature of this change, the achievements cannot be automatically granted retroactively. However, we have successfully tested a solution that allows us to indirectly grant the Evil Nightmare achievement to players who didn't receive it after their victorious playthrough.

If you beat Project Warlock on the Single Life Mode before this update and did not receive the Evil Nightmare achievement, you can send a request with attached save file to j.cislo@buckshotsoftware.pl to have it added to your account. The save file is located in this directory: C:\Users\USERNAME\AppData\LocalLow\Buckshot Software\Project Warlock\GOG
We will be able to alter the save file in a way that you will be granted the Evil Nightmare achievement after launching the game. Please note that this solution is for players who completed the ultimate Project Warlock challenge but were not awarded the achievement due to technical issues.

Final Boss Balance Adjustments

• Adjusted boss fight phases for better pacing and balance:
- Phase 1: Maintains a solid amount of HP
- Phase 2: Slightly lowered the HP pool due to phase-ending animation
- Phase 3: Slightly reduced HP
- Phase 4: Retains high amount of HP
- Phase 5: Lowered HP for a smoother "final blow" phase
• Added more ammo, health, and mana pickups throughout the level

Elevators

• Elevator system has been fully recoded for better performance and stability
• Fixed occasional issue of falling through the map
• Solved jittering when going up the elevators

Bug Fixes

• Fixed an issue where dynamite would travel unpredictably when strafing around
• Fixed Sonic Rocket Launcher projectile rendering issues
• Fixed the elevator staggering and making sure you cannot falll through
Post edited 2 hours ago by Berzerk2k2