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Field of Glory: Kingdoms

Standalone installer updated: [Windows] 1.04.03 ⇒ 1.06.00.
Field of Glory: Kingdoms - Companion patch out now

① UI/UX, Map
• Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
• Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
• Changed draggable thickness to 50 px in several UIs.
• Edict panel supports cultural variations for buildings.
• Fix to a labeling issue with provincial mercenaries in the recruitment interface.
• Fix to some missing links between eastern regions.
• Extra column in the ledger for legacy.
• A few unit scale fixes.
• Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
• Icons showing bonus XP levels and flat XP in the region panel.
• In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
• Added options to disable rumored sites.
• 50+ new sounds for buildings and impediments.
• Fixed a few non-working achievements.
• Improved trade filter.
• Help panel can be closed with ESC.

② Warfare
• You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
• Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
• If you lose a sortie but still have units inside, the city is not lost.
• Cultural militias.
• Battle: Unit positioning refined further and more contextual.
• Fix to newly split army within a city being considered outside.
• Archers and crossbowmen levies don't require a bowyer.
• Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
• Fix to some armies being repulsed wrongly when two opposing armies march against each other.
• Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
• No militia should be allowed to fly anymore (broom broom…).
• Siege values in nation shield tooltip on unit panel.
• Authority loss from lost SAUs did not work properly (beware!).
• Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
• High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).

③ Buildings, Regions, Trade
• Some buildings are dynamically replaced in setup if using a missing resource.
• Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
• Flax Fields and Legume Fields can now be built in arid lands.
• Made tribal/nomad ritual descriptions clearer.
• Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
• New building: Underground Fortress, which is an extension to existing castles.
• AI improves Tier I to Tier II much better and more frequently.
• In some cases, populations were created without a culture.
• Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
• Village Green is not removed at 20 population.
• Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
• Fix to negative-production buildings being affected by productivity-reducing modifiers.
• Fix to Master Herbalist and a few other buildings missing modifiers.
• Secret Cult added as an “improved” Cult Site—you’ll like it.
• Fix to buggy rituals.
• Gypsy event building.
• The first two fortifications for many tribals and nomads appear spontaneously only.
• Fix to Dungeon Prison not working.
• Fix to some units with malformed modifiers.

④ Religion
• Fix to First Muslim not properly removed from previous bearer.
• Improved religious distribution in the DLC campaign and Manzikert scenario.
• Only ROTB religions get a penalty from other religion piety-producing buildings.

⑤ Dynasty, Nation-Level Features, Diplomacy
• More mercenary impacts on coups for Byzance.
• Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
• Parties don't deploy as leaders.
• Max demesne size for progress increased from 2 to 3 for mini nations.
• You can always DOW a vassal, even if already at war with their liege.
• HRE: New members can join and existing ones can be expelled.
• Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
• Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).

⑥ Byzantine Civil Wars change
• The delay is longer the more civil wars have already occurred.
• Intensity increases with the number of previous civil wars.
• Each rebel comes from a disloyal character, if possible.
• The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
• If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).

Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.
⑦ Setup
• Scotland has a more credible initial army in the main campaign.
• Scottish burghs are rarer.
• Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated—fixed.
• Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
• Nations starting as Khanates now start as Grand Hordes.
• Seljuqs are not restricted anymore to some provinces.
• Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
• Alans are Orthodox.
• Smaller scenarios always feature a boost for AI at higher difficulty levels.

⑧ Decisions
• Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
• Develop Region RGD always provides bonus food and infrastructure.

⑨ Various
• New seasonal turns possibility (modding, extra scenarios).
_______________________________________________________________________


Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.9 ⇒ 4.0.10.1.
Stellaris 4.0.10 Patch

① Improvements
• Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds.
• Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
• Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.

② Bugfix
• Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
• Wilderness Empires will no longer be offered Gene Seed Purification
• The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
• Wilderness Biomass is now more likely to gain the Bloomed trait
• Democratic Transference will no longer be granting hundred times more efficiency than expected.
• Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
• Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
• Updated the "Weak" trait tooltip
• Fixed outdated Overtuned Traits tooltips
• Restored icons to the "Win a War" Focus Card
• Total War Empires can now complete the "Win a War" Focus Card
• Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
• Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
• Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
• Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
• Fixed Clear Design for space fauna duplicating components and not clearing anything.
• Fix some incorrect text in civics tooltips during empire creation
• Slaves and purged pop groups no longer listed as being demoted
• Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
• Fix some modifiers missing from job production tooltips.
• Fix to Tiyanki Graveyard animation
• Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
• Adjustments to Xeno Mediator to be correct for 4.0
• You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support
• AI will stop losing colonies due to resettlement
• AI will stop resettling from and into planets being colonized

③ Balance
• Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
• Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
• Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.

④ UI
• Significantly improved Pop Job's production tooltip and details panel
• Buildings in the Planet UI do not escape their frames anymore.
• Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
• Updated the District Cap Background size and also the district slots padding.
• Added more padding and even margins for the Planet UI.
• Updated the look of Planet Production and Planet Deficit section of the Planet UI.
• When opening the leaders view, the Available Positions window will now always start closed.

⑤ Performance
• Reduced the amount of pop groups by adding a mechanic for merging smaller similar ones.
• Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
• Prevented monthly job assignment from triggering again the next day
• Reduced memory allocations between monthly job distributions
• Tweaked the grain size for planetary threaded updates

⑥ Stability
• Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
• Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
• Fixed crash when opening leader level up message if there is no trait to pick.
• Fix CTDs related to Behemoth
• Fixed OOS due to ship designer using synchronized random

⑦ Modding
• Add can_be_automated token for jobs that cannot be automated
high rated
Pathfinder: Wrath of the Righteous

Updated to Windows 2.7.0x Release

Changelog from SteamDB:

Update 2.7.0x

Hello, crusaders!

An update 2.7.0x is here!

Quests:

• Fixed a critical bug that made it impossible to continue the events in Kenabres celebration square in A Dance of Masks DLC if the player had previously completed the personal Ember's quest to an evil ending.
The new big S.T.A.L.K.E.R. 2: Heart of Chornobyl 1.4 update is available on GOG now (Offline & GOG Galaxy). The changelog is long again and doesn't fit into a single post.

You can find all of it here:

Patch 1.4 - Part 1: https://www.gog.com/forum/stalker_series/stalker_2_heart_of_chornobyl_changelog/post1
Patch 1.4 - Part 2: https://www.gog.com/forum/stalker_series/stalker_2_heart_of_chornobyl_changelog/post2
Fabled Lands
+ both DLCs - Lords of the Rising Sun and The Serpent King's Domain


Offline/Standalone Installers updated to v2.1.4

Changelog can be found over at Steam;
https://steamdb.info/patchnotes/18490834/