2100 - Interactive Gaming Studios
Hello Everyone,

This is just a quick update to inform you that the voices for the characters in the game have been drastically improved!

Regarding the release date for 2100, it will most likely be early February.

Interactive Gaming Studios
Elite Dangerous - BrettC Frontier
Greetings Commanders,

The Elite Dangerous servers will be offline today for all platforms from 11:45 UTC for roughly 30 minutes as we apply the 3.3.03 patch.

Thank you for your patience and we'll see you in the black!

Please find the full patch notes below:

Codex

  • Session log time stamps should now be correct

Crashes/Stability

  • Fixed an instance where the game could hang
  • Fixed a crash that could occur when in a Multicrew session
  • Fixed a crash that could occur whilst mining
  • Fixed a crash that could occur whilst super cruising
  • Fixed a crash that could occur when accessing 'Full System Statistics' under the Power Play contact
  • Fixed a crash that could occur when opening the Galaxy Map

Exploration

  • Planets that have not been mapped by the player should no longer display the blue mapped effect

Factions

  • Fixed some negative faction consequences not being applied correctly from actions such as crimes and missions

Galaxy

  • Fixed stations damaged by Thargoid incursions not becoming repairable

Network

  • Fixed network disconnect that could occur after suspending the game on XB1
  • Fixed connection issues for players using IPV6

Powerplay

  • Fixed Powerplay local news articles not being displayed correctly
  • Fixed partial commodity quotas not being correctly applied after restocking or fast-tracking

Ships

  • Fixed issue that was causing no mass locks between human ships

Squadrons

  • Fixed Squadron filtering not working correctly when looking for Powerplay tags
  • Players can use spaces within Squadron names once more
  • Fixed being unable to reject squadron applications even when you have the correct rank permission
Community Announcements - IDC/Games


The last game of the Zula Europe Pro League took place between Pompa Team and x6tence. The aliens managed to defeat the ghosts without much difficulty.

The matches were played in China and Old Town.

In China, x6tence began as defender team and they fitted 5 of the 9 rounds, arriving at the swap of roles with a result of 5 - 4. In contrast, in their turn of attack, the aliens had no mercy and got the victory with a result of 10 - 6. The MVP of the game was Flashwood with a KDA of 2.00 (17/9/1).

In Old Town x6tence began attacking and managed to reach the swap roles with a result of 5 - 4 in their favor. Pompa Team could not do much during their turn of attack so the match ended with the victory of x6tence with a result of 10 - 7. The MVP of the game was Flashwood with again a KDA of 2.30 (16/10/7) .

x6tence has managed to finish in a decent position and Pompa Team has made it clear that they want to fight in the competitive Zula scene.

Videos:

Pompa Team VS x6tence - Recap
Pompa Team VS x6tence - Map 1
Pompa Team VS x6tence - Map 2

General statistics:

Jan 24, 2019
General Practitioner - Bruni Multimedia
GENERAL PRACTITIONER 0.0.21 ALPHA RELEASE - "Cars and Motorcycles"

GENERAL:
If you pursued another story saved games are compatible.
  • Bug fixing
    - Fixed an issue in Rita's examination showing her back exam when examining other body parts
    - Labels' tooltips "Spend time with Rita" and "Spend time with Elisa" now correctly disappear after being chosen
    - It's now no longer possible to phone Rita for dating her is she's already living with the player
    - Ultrasound was not available as a tool in "Exam Mode", this has been corrected
    - Workshop compatibility added
    - Fixed a crash occurring when examining a random child's back (missing image)
    - Fixed a rare issue in Selma's examination that caused the game to crash
    - Fixed a small typo in Robyn's undress options
    - Fixed an issue that sometimes prevented to talk with Elisa for the Merry Christmas Event
  • The following achievements have been added:
    - Shoulder Pain
    - Annoying Cough
    - The Fall of an Artist
    - Swallowing Trouble
  • Codex entries that have been revised to include more informations about the ailment to help players:
    - Back Pain
    - Labyrinthitis
    - Myocardial Infarction
    - Diabetes Mellitus
    - Bimalleolar Fracture
    - Animal Bites
    - Brain Hemorrhage
    - Tonsillitis
  • Added new codex entries:
    - Syphilis
    - Chlamydia
    - Dysuria
    - Pericarditis
    - Acute Coronary Syndrome
    - Rotator Cuff Tear
    - Subacromial Impingement Syndrome
    - Frozen Shoulder
    - Deep_Vein Thrombosys
    - Esophageal Cancer
    - Achalasia
  • A "copy to the clipboard" button has been added to every patient's codex page to allow players to copy the patient's ID to the clipboard
  • It is now possible to paste the clipboard text to the waiting room computer to easily access an examination.
  • Clothing shopping from the OVS store has been temporarily removed. We're studying a better way to implement it in the final game. Sorry if you're going to miss the Sales Representative, she will be back soon!
  • Added keybindings to access the game's screens from the Main Selection Screen:
    - SHIFT+S "Stats Screen"
    - SHIFT+P "Preferences Screen"
    - SHIFT+C "Codex Screen"
    - SHIFT+T "Skip to next Exam"
    - SHIFT+X "Skip to next Event"

MODS AND STEAM WORKSHOP:
  • Fixed some issues with modded examinations

The updated version of the scripts for modding can be downloaded from this link: https://www.generalpractitionergame.com/mods.html

Update your mods with this new files, since the older version won't work anymore. Since this is a major bug fix for the modding tool (and the first one), you might basically need to rewrite the mod from scratch. This won't happen in the future as changes will be reported in a separate file for your convenience. Thanks!

GAMEPLAY:
  • The shopping selection screen has been overhauled with icons replacing text descriptions of the available actions
  • All shopping interfaces have been revisited. Players will now get tooltips about the purpose of each item and its effect on gameplay.
  • Medical equipments' costs have been changed to balance the new "Defer patient to another clinic" mechanic. Players are no longer penalized when lacking a certain equipment in their clinic, although they might miss some important informations to correctly diagnose the patient, hence the needs to balance the game.
    - Increased the initial cost of blood exam tools to 3000 (from 300)
    - Increased the initial cost of mri device to 8000 (from 800)
    - Increased the initial cost of urine exam tools to 1750 (from 175)
    - Increased the initial cost of ekg device to 6200 (from 620)
    - Increased the initial cost of ultrasound scanner to 3000 (from 1200)
    - Increased the initial cost of defibrillator to 1500 (from 50)
    - Defibrillator now has no monthly costs
  • Added in-game effects whenever you buy an item/car. For infos about each effect move the mouse over the item
  • Added three "Inventory" icons in the "Stats Screen"

EXAMINATIONS:
  • New exam available (#54): Cornell. You can access his exam via the examination room either by clicking on her or by typing his ID (1006084654) or by going to the Exam Room after December 17th
  • New exam available (#55): Zola. You can access her exam via the examination room either by clicking on her or by typing her ID (7367197355) or by going to the Exam Room after December 28th
  • New exam available (#56): Kiley. You can access her exam via the examination room either by clicking on her or by typing her ID (8375618856) or by going to the Exam Room after December 27th
  • New exam available (#57): Martina. You can access her exam via the examination room either by clicking on her or by typing her ID (6821010857) or by going to the Hospital after December 20th

STORY:
  • This update features no story mode

OTHER:
  • The game will end on December 31st or after the "Merry Christmas" chapter

Known issues:
The list of known issues for the game can be found here: https://steamcommunity.com/app/936960/discussions/0/1742229167205778145/
Hoyeonjigi - PsychoFlux Entertainment
  • Addressed some minor gameplay issues.
  • Fixed a misplaced sound.
Battlefleet Gothic: Armada 2 - chaton


In the grim darkness of later today, there is only the release of Battlefleet Gothic: Armada 2.

We're thrilled to release Battlefleet Gothic: Armada 2 today! We are currently aiming for a 6PM CET / 5PM GMT / 12PM EST / 9AM PST launch, but stay tuned as we may do a soft release a few hours earlier to make sure everything is working as expected.

A new Launch Trailer will prepare you for battle as all the fury of 12 factions clash for dominance in skirmish and ranked multiplayer, while three full grand campaigns offer hundreds of hours of single-player and co-op content.
https://www.youtube.com/watch?v=KubBn4syAHQ
With a focus on bringing naval battle strategy into the 41st millennium, Battlefleet Gothic: Armada 2 has you considering ship speeds, engagement angles, torpedoes, and strike craft while navigating the fantastical and daemonic special abilities of this dark future. Design and customise your fleet through a fully open points system, picking from one of over 80 sub-factions and dozens of fleet upgrades across seven ship classes and 12 distinct factions.

The team has worked hard on your feedback from the second Beta. As announced in our latest community update, today's full release brings a lot of balance tweaks and bug fixes. You’ll find some highlights and a patchlog at the end of this post. If you're new to the game, make sure to read our Quick Start Guide.

You can also join our Discord to discuss with fellow players and devs: https://discord.gg/fqpAG2D



You'll also be able to finally play the campaign co-op mode today. We'd like to remind you that, as announced at the start of the last Beta, this game is an incredibly ambitious project for our small team and we’ve worked hard to release a sequel improved in every way over the original. It includes 12 factions and three massive grand campaigns playable in co-op. But as we’re working around the clock to polish every part of the game, we're forced to release the co-op mode in an early access state today.

This means that we’re simply not entirely satisfied yet by the level of polish on offer in the co-op mode. It is now available, but we will continue to improve it and fix technical issues in this mode after launch. Our current estimation for the full release of campaign co-op is during March. In the meantime, the co-op mode will be playable on launch but you might experience some technical issues. Your feedback about this mode will be instrumental in making it stable as fast as possible.



Post-Launch plans

Even though the game is now released, we're still interested in getting your feedback about all aspects of the game: balancing, technical issues, and the full Necron, Imperium and Tyranid campaigns. We'll continue to release updates and tweak the game with the help of your reports. Today is only the beginning for Battlefleet Gothic: Armada 2 and we'd like to share more about our post-release plans.

As explained above, our first priority is to polish the co-op mode to release it fully as soon as possible. It will come with a balancing patch, as well as bug fixes and additional polish based on your feedback. We'll also develop the competitive aspect with official seasons and rewards to be announced very soon.

This first major update will be followed by the development of new ships and continuous work on balancing. As you've seen in our last Beta update, we have the data to monitor win rates and match-ups and we'll make good use of them to do regular balance tweaks until we're happy on that front.

After this we will be focusing on major new features. This includes a massive new game mode giving you access to skirmishes with truly humongous fleets and legendary ships (the Phalanx, Macragge's Honour, and other ships you see during the campaign). Thanks to the incredible support the game has received so far, Focus Home Interactive and Tindalos Interactive have also begun work on a new, full grand campaign. That’s all we can say for now, but we will announce specifics closer to release later this year.

We can't wait to share more, but as you can see, we've got plenty on the go in the coming months. Meanwhile, enjoy the full release of Battlefleet Gothic: Armada 2 and let us know what you think!

Release Patch notes
  • All three Grand Campaigns are now fully playable!
    • Your Imperial and Necron campaign saves from Beta 2 will still work, enjoy!
  • Campaign co-op is releasing in an Early Access state. It’s playable and fun, so please try it out and provide feedback, but those who want to enjoy a fully polished and bug-free experience may wish to wait.
  • All profiles have been reset. This includes multiplayer rank and skill progression.
  • The game is now available in multiple languages.
Improvements & New Features
  • Playing skirmish against AI will now grant faction XP
  • Added Game Option in the campaign to play non-scripted battles in Cruiser Clash mode
    • There are 3 options available: Cruiser Clash, Domination, and Random
    • You can choose between these at the start of a campaign or at any time during your campaign by going into the game options
    • When playing Cruiser Clash, the stationary defenses are placed at random in a square on the battle map
  • Added possibility to remove the Urgency Threat gauge at a start of a new campaign
    • The game has been designed with the Urgency Threat in mind, but we understand players wanting to enjoy the campaign at a slower pace
    • This cannot be changed mid-game, you will need to restart your campaign if you wish to disable or enable it.
  • Skill keybinds are now displayed properly in battle
Balancing
  • All Factions
    • Rally can now be used during a mutiny
    • Reload stance candency bonus now only applies to macro weapons
    • Collisions between allied vessels no longer causes morale damage
  • Corsairs
    • Ship point cost for all Corsair vessels has been decreased
  • Tyranids
    • Ship point cost for all Tyranid vessels has been increased
    • Tyranid assault boat number per squadron decreased from 4 to 3
    • Tyranid fighter squadrons decreased from 8 units to 6
    • Spiky Carapace now ignores armor
  • T’au
    • Mont'Ka crit chance bonus decreased from 100% to 50%
    • T’au Warfare now properly applies to ships with the T’au Warfare attribute
    • Cutting Beam now ignores armor
    • Cutting Beam damage increased from 60 to 120
    • Cutting Beam charge time reduced from 15 seconds to 10
    • Tau Manta Bomber dodge chance increased from 20% to 40%
  • Space Marines
    • Space Marine Torpedoes activate their tracking system earlier
    • Emperor Tarot can now target visible ships
  • Imperial Navy
    • Emperor Tarot can now target visible ships
  • Drukhari
    • Burning Scale ship now properly has 1 launch bay instead of 3
  • Chaos
    • The Daemon Infestation upgrade now properly applies to all ships
  • Asuryani
    • Kin Crewed Battery max cadency bonus reduced from 50% to 25%
    • Kin Crewed Battery cadency bonus per second reduced from 2% to 1%
AI
  • In domination mode, the AI will no longer stay in the capture area without reacting to attacks
  • AI now prioritizes ships that are not drifting hulks or undergoing a mutiny
Bug Fixes
  • Fixed a memory leak in video playback during game hitches (such as when clicking on the create custom fleet button)
    • Please note that they will still take some time to load
  • Several localized crashes have been fixed
  • Multiple localization fixes and improvements
  • Custom fleets from the Beta can no longer exceed the point limit before launching a battle
  • Multiple bug fixes and improvements

https://store.steampowered.com/app/573100/Battlefleet_Gothic_Armada_2/
BlueFear - tothespace

Bug and Update reports


1. You can now tweak graphics settings. We will add more advanced controls shortly.

2. Weapon flikering issue in third person view has been fixed.

3. Crossbow would sometimes cause the player to walk slow. Fixed.

4. Crossbow skeleton animation would cause memory leak issues. Fixed.

5. Cannibals now show proper hit reaction when hit.

7. Unnoticed, You can do stealth kill.

8. UI icons(building and weapon) have been added.



Known Issues

1.When the game starts, occasionally it defaults back to window mode.
Restart the game to switch it back to fullscreen mode.

2. Jumping while throwing a hook occasionally causes the jumping action to stop.

3. When you die, you automatically respawn at your first spawn point.
Currently, ropes disappear when you respawn.
For now, we recommend you to go back to the main menu and start from
the beginning when you die until we fix the bug.





We have had crashing reports from people who bought the game for the past couple of days.

We have tested on our machines with different graphics configurations. And we did have a few crashing issues from certain graphics cards configuration. On our low-end machines(750ti and its radeon equivalents), the game would stutter and crash with the graphics setting set to Ultra.
After tweaking the graphics setting to be more performant(low, medium), we had few crashing issues from most of our machines. If you have a mid-range graphics card(1050ti or higher), the game will run just fine without compromising the visuals.

We are currently contacting Crytek to help us figure out the issue just in case.

If you are still experiencing crashing issues, try different graphics settings in the option menu and let us know how it works via Steam Hub or our mail, NukaGames21@gmail.com
Also, attaching a log file(game.log in the game folder) will help us track down the issue more easily.

We are planning to test on more machines with various graphics cards in the coming weeks. And you will be able to contact us via our social channels soon. If you have questions or creative game ideas about the game, feel free to ask. :)

P.S. Since this is our first project, we've had a busy week. :)
Being a huge steam fan myself, I understand that the community's role is essential in pushing the game in the right direction.
Since BlueFear is rahter early in production, we'd really like to get fun ideas from people and merge them into the game. And of cousre, we'll try to fix the crashing issues as soon as possible.
We'll post our roadmap shortly. So stay tuned. Cheers:)
Pathfinder: Kingmaker — Enhanced Plus Edition - TheZeisonSha
Dear pathfinders,

As the new year takes its course, we are happy to announce that we're ready to share Version 1.2!

This new pack of fixes and improvements is based on your suggestions we keep receiving both from forums and the in-game reporting system (available by pressing F11). Thank you so much for your contribution - your feedback lets us make the game better every day!

We know that a lot of our players are complaining about the long load times. It's a serious technical issue and, unfortunately, we cannot fix it in one fell swoop. However, we're doing our best to mitigate this pain. We have been able to greatly decrease initial loading time in previous patches. And there is a major improvement in Kingdom management interface we implemented in this patch that will eliminate loading time between different Kingdom UI windows. We keep looking for other things we could do to fix this problem, so stay tuned for further improvements!

Be aware that the update is really huge - you will have to download around 18 Gb! The reason the update is so big is that we are working on the loading time issue, so we had to repack almost all game data.

We would like to thank all of you who are sending us the bug reports with the typos. We are doing our best to correct them as soon as they are discovered. Thanks to you all, the Version 1.2 holds a large number of such fixes!

Finally, let us assure you once more that work on the Pathfinder: Kingmaker will not stop for a single day. Right now, the development team keeps working on the next patch which should fix - as we hope - all known issues that remain on our task list.

Sincerely yours,
Owlcats.

Patch Highlights:
  • System: Loading times have been significantly reduced.
  • New setting: you can now choose to significantly decrease loading times in kingdom management screens at the cost of higher RAM and VRAM consumption.
  • Multiple difficulty improvements in Chapters 6 and 7.
  • New feature: you can now enable camera following. Just double-click a character's portrait or hit F to enable it and disable it by manually controlling the camera (WASD, arrow keys or pressing on the mouse wheel). Camera-following is also automatically disabled on battle start.
  • New feature: to save yourself a loading screen, you can now hover your mouse cursor over the table in the throne room, and you'll see an exclamation mark if anything new has happened in kingdom management while you were gone.
  • The Storyteller now provides the total number of artifact shards needed to assemble an artifact.
  • Numerous visual and user interface improvements.

Please, be aware of the plot spoilers in the description below (in the Quest, Areas and Kingdom sections)!

Quests
  • During Nok-Nok's companion quest, the player could gain "Hero" and "Jester" points by making certain decisions and picking certain dialogue options. Gathering a high enough number of these points was the only way to open the relevant story paths for Nok-Nok during the quest arc's finale (and thus save him at the House of the Edge of Time later on). However, it was unclear how to gain said points, which lead to most players getting stuck with the quest arc's "bad ending" and Nok-Nok dying, even if they completed his quests in an otherwise appropriate manner. Resolution: we are streamlining this mechanic. The players will now always be able to select either the "Hero" or the "Jester" path for Nok-Nok during the quest arc's finale. Which path is open to them depends on what type of points they acquired more of.
  • A dialogue option discussing Valerie's scar didn't disappear from her dialogue even after completing her quest. Resolution: fixed.
  • From now on, Irlene will take the Chest of Genuine Gemstones from the player when the player delivers it during her quest.
  • The dialogue with Jubilost about the "Inconsequential debates" never ended if the quest was failed. Resolution: fixed.
  • In the "Twice-Born Warlord" chapter, being able to save Nilak (and Dugath, if he survived so far) depended on whether the player is doing the "Flintrock Grassland" area before or after confronting Tristian at the "Abandoned Keep" area. If the players come late to the Flintrock Grassland, they find Nilak (and Dugath) already dead. We removed this dependency from the conditions to Nilak's (and Dugath's) survival to make Amiri's personal quest more consistent.
  • The "Help Amiri kill another mighty monster" objective could be missing after completion of the "Help Amiri kill Tuskgutter" objective in rare cases. Resolution: fixed.
  • The "Ancient formula" objective couldn't be completed after "Experiment on a wererat and report to Bokken" objective. Resolution: fixed.
  • The "City of Hollow Eyes" area will now only be available after receiving the "Find the missing Defaced Sisters" objective of the "Along the Cold Trail" quest.
  • In some resolutions of Jaethals last personal quest, she could unexpectedly disintegrate, which made it impossible to correctly resolve the Test of Loyalty for Jaethal and Tristian at the House of the Edge of Time. Resolution: the underlying issue has been solved and will not reproduce itself. However, unfortunately, the affected saves cannot be fixed.
  • A weapon slot in Amiri's interface could remain locked after finishing her companion quests. Resolution: fixed.
  • Even after Jaethal would come to life, she could regain some of her Undead feats with time. Resolution: fixed.
  • In some cases during Ekun's "Bury the Past" quest, some of the enemy giants would not join the fight on their own, which made it impossible to talk to Ekun afterwards. Resolution: fixed. Those players who have already been affected by this bug (they see Ekun standing on his knees and cannot talk to him) need to kill the giants located one screen to the right.
  • In some cases, the game incorrectly interpreted the player's decisions taken after fighting Hargulka and Tartuk at the "Troll Lair" area. Resolution: fixed.
  • It was possible to accidentally fail Valerie's romance before it even begins. Resolution: fixed.
  • Executing Edrist Hanvaki could block further playthrough if Auto Kingdom Management was turned on (this would stop game time from moving forward). Resolution: fixed.
  • Mim Wobblegander no longer gets stuck on her way to Talon Peak. Resolution: fixed. For players with saved games where she is already stuck, she will be waiting for them on the top of the mountain now.
  • Some players could permanently lose access to Nok-Nok if they have seen a certain statue before they were supposed to during his personal quest. Resolution: fixed.
  • From now on, the "Saving Grace" quest will start no matter what the status of the "Hour of Rage" quest is.
  • If Stefano Mosconi is alive during the "War of the River Kings" quest, he will now correctly appear in the Throne Room to "invite" the player to Pitax.
  • During the Season of Bloom, the peasants that form the angry mob in front of your castle could make mistakes about the fate of a certain Lamashtu's priestess (located at the "Secluded Lodge" area) and some bandits ("Bridge over the Gudrin River"). Resolution: fixed.

Areas
  • The dialogue option to ask Kharne Vereel about his shady dealings during the Rushlight tournament is now locked until the player finds out about them from other characters.
  • Skill checks for the "Trial of Strength" and the "Trial by Pain" illustrated events could be triggered multiple times at the "Armag's Tomb" area. Resolution: fixed.
  • The "Wild Energies" debuff could get stuck on characters when leaving the basement of the "House At The Edge Of Time" area using the staircase to the second floor. Resolution: fixed. For affected saves where the party are still in the "House At The Edge Of Time" area, players have to visit the ruined basement part and leave it again to remove the debuff.
  • There could simultaneously exist two Tartuks at the "Ruined Warehouse" area in some cases. Resolution: fixed.
  • NPC banters disappeared too fast in Varnhold. Resolution: fixed.
  • Briar didn't disappear from the Inventory when players gave it to Nyrissa. Resolution: fixed.
  • The "Vordakai's Tomb" area couldn't be found before the opening the Gates to the Valley of the Dead. Resolution: fixed.
  • Lootable dead body was not visible at the "Wolf Lair" area. Resolution: fixed.
  • Provided conditions to Amiri's companion dialogue to keep it from becoming overburdened with the growing number of dialogue options.
  • The diplomacy checks in Darven's dialogue in the Capital were incorrect. Resolution: fixed.
  • Trolls and Kobolds didn't turn into dust after death at the "Troll Lair" area in the last chapter. Resolution: fixed.
  • Creatures were not reachable in the main hall at the "Troll Lair" area in the last chapter. Resolution: fixed.
  • Amiri could be paralyzed, wounded or fatigued at the start of her quest at the "Flintlock grasslands" area. Resolution: fixed.
  • A secret door opened mechanically but not visually in the library at the "House at the Edge of Time" area. Resolution: fixed.
  • Rikri Sharvan had the wrong portrait during dialogue. Resolution: fixed.
  • Changed the order of the traveling portals as they occur in the illustrated event in the final chapter. The four portals on top of the list will lead to areas where the Lantern King's curse is lifted.
  • Changed the text in the CG option in the dialogue with Hannis Drelev in Irovetti's Palace to better represent the CG alignment.
  • The Incorruptible Petal glaive used to be in the "Whiterose Abbey" area and is in the "Pitax Royal Palace" area now. Vice versa, the Ring of Chaos item is in the "Whiterose Abbey" area.
  • Added the tooltips for area pointers for houses in region villages.
  • Clarified a dialogue option available while discussing the search for Armag's Tomb with Linzi.
  • Characters could leave the map and get stuck at the final area. Resolution: fixed.
  • The robbed woman at the "Bridge of Gudrin River" area now points the player in the right direction if asked about where she was robbed.
  • Lowered some of the Diplomacy and Intimidation difficulty checks for Amiri at the "Flintrock Grasslands" area.
  • Fixed a bug in the first dialogue with the raven in Vordakai's Tomb.
  • Dugath was too lazy to take part in the barbarians' meeting on exit from the "Armag's Tomb" area. Resolution: fixed.
  • Invisible monsters could appear after loading the game during the battle with pirates in the Pitax Tavern. Resolution: fixed.
  • The arguing peasants at the capital in chapter 3 have now learned to pronounce their names properly.
  • Fixed a possible bug in Ivar's dialogue at the cliff. Affected players should be able to talk to Ivar once again and finish the dialogue correctly.
  • The camera was not controllable after introduction dialogues at the "Pine Patch" area. Resolution: fixed.
  • Inclement weather is no longer triggered in safe areas like the Capital Square. Characters in a safe area now ignore all slowing effects and always move at full speed.
  • Characters could get an incorrect amount of damage or the wrong disease during the "Kobold Trail" event. Resolution: fixed.
  • Healing spells weren't applied to the wounded party members during the first Rest at the "Oleg's Trading Post" area. Resolution: fixed.
  • There was no exit marker on the "Southern Barrens" area map. Resolution: fixed.
  • Portal to the "Everblooming Flower Cradle" area (the last chapter) could be used only one time. Resolution: fixed.
  • Athletic skill-check was applied only once during uphill climbs at the "Bridge over the Gudrin River" area. Resolution: fixed.
  • Improved pathing at the "Goblin Fort" area.
  • Loading the game from one dimension at the House at the Edge of Time to another could lead to different bugs. Resolution: fixed.
  • At the "Technic League Encampment" area, it was sometimes impossible to free one of the companions enslaved by the League. Resolution: fixed.
  • In various points in the game, i.e., at the "Old Sycamore" area, after certain player actions area transitions could disappear. Resolution: fixed.
  • After upgrading the capital to stone buildings, some of the rooms in houses surrounding the main square could become inaccessible. Resolution: fixed.
  • On lower difficulties, an encounter with Soul eaters in Vordakai's Tomb could get stuck if the PC died. Resolution: fixed.
  • Three magical tree stumps could suddenly start moving with the wind at the "Abandoned Hut" area. Resolution: nailed the stumps to the ground.
  • At the "Other World" area, summoned creatures could trigger the teleport sequence when they entered the blue mist, trapping some players in that area. Resolution: fixed.
  • You can now only enter Tuskgutter's Lair if you have Amiri in the group.
  • In some cases, players could get stuck in the capital tavern during romance with Octavia. Resolution: fixed.
  • At the "Old Sycamore" area, the sleeping bandits' characteristics did not properly reflect the fact that they're sleeping. Resolution: fixed.
  • The big entryway in the middle of the "Troll Lair" area now takes the player to the second floor instead of outside.
  • In Chapter 7, Maegar Varn could die before his final dialog. Resolution: fixed.
  • In the north-west of the "Silverstep Lake Village" area, you can summon a wyvern. The way to summon it has been made more logical and consistent.

Kingdom
  • The Safe Refuge event didn't change stats for all of the results if resolved by a Regent. Resolution: fixed.
  • Added a CE option (in addition to the CG one) to spare the priestess of Lamashtu at the "Secluded Lodge" area.
  • Incorrect rotation of the scaffold of the University building. Resolution: fixed.
  • The "Flight from a God" event didn't change stats for all of the results if resolved by a Councilor. Resolution: fixed.
  • Answers that would cost BP or gold now contain a warning during kingdom stat rank-up events.
  • Artisan Varrask didn't bring his masterpiece even when all the conditions were met. Resolution: Fixed. Varrask will correctly bring the masterpiece. For players who have already met the conditions he will bring it on the second time he comes to throne room.
  • Players can see the general Kingdom stats in the settlement building interface now.
  • The Ancient curse events were not marked as critically important. Resolution: fixed.
  • The 5th rank-up event for the Community stat could get stuck. Resolution: fixed.
  • Items brought by kingdom artisans could come in an unidentified state. Resolution: instructed the artisans to speak slowly and use short words when explaining to the ruler what their creations do.
  • Kanerah could suddenly vanish during rank-up events when acting as a Treasurer. Resolution: gave her pills that help with STT (spontaneous tiefling teleportation).
  • It was impossible to finish the throne room event "A Mysterious Letter has Arrived at the Castle" (a letter from Linxia that comes during the "Deal With the Devil" quest). Resolution: fixed.
  • In rare cases, if the "Pitaxian crowd" event was started in early versions of the game, some of the previously implemented fixes didn't work. Resolution: fixed.
  • In rare cases, Dragn could start coming to the throne room endlessly instead of giving the masterpiece. Resolution: fixed.
  • The event connected to Jubilost's article could happen even after Jhod is not available anymore to present it. Resolution - fixed, the event will not trigger in this case.
  • Several events were incorrectly marked as opportunities. Resolution: fixed.
  • Tirval kept coming to talk even if the player decided not to help her. Resolution: fixed.
  • Kingdom alignment wouldn't change to reflect the player's current alignment during the "Renown Across Golarion" event. Resolution: fixed. From now on, the alignment will change as it should and the capital will reflect those changes.
  • Some of the Ancient Curse events happened too late. Resolution: these events were moved to an earlier date (warnings still show up 2 weeks in advance).
  • Kingdom - In the Ancient Curse quests, counters showing time remaining until the end of the Curse didn't show . Resolution: fixed.
  • Two region upgrades didn't count into the region upgrade counter. Resolution: Fixed.

Classes & Mechanics
  • Polar Midnight was incorrectly showing that it only affected enemies. Resolution: fixed.
  • Paralysis inflicted by arrows shot by Horned Hunter had neither a name nor descriptions. Resolution: fixed.
  • The Extra Arcane Pool feat did not show in the description by how much it actually increases the arcane pool. Resolution: fixed.
  • Heal did not remove Insanity. Resolution: fixed.
  • The Magus' Greater Spell Access ability had the wrong description. Resolution: fixed.
  • The dwarven trait Stability did not provide a bonus to CMD against Bull Rush attempts. Resolution: fixed.
  • Icy Prison and Mass Icy Prison spells can be extended by metamagic now.
  • The Might of the Gods bonus granted by the Strength Domain did not work. Resolution: fixed.
  • The Elemental Bloodline arcana abilities switched themselves off after each combat. Resolution: fixed.
  • The Mass Heal tooltip picture looked like it affected everyone in the area. Resolution: the illustration in the tooltip is fixed (the spell only effects party members).
  • Long duration area spells had incorrectly stated in the description that they only affect enemies. Resolution: fixed.
  • Some class abilities, for example, the Alchemist's Dispelling Bombs discovery, miscalculated their caster level for dispelling checks. Resolution: fixed.
  • Rune domain abilities could be used as a free action. Resolution: fixed.
  • The Barbarian class became fatigued after their Rage ended for two rounds for each round the barbarian spent raging. Resolution: fixed.
  • Phantasmal Putrefaction spell now works correctly.
  • In combat, characters with the Magus class had a buff without an icon appearing near their portraits. Resolution: fixed.
  • Some class abilities, for example, Bard's archetype ability Thunder Call, miscalculated their caster level for the purposes of penetrating spell resistance. Resolution: fixed.
  • The Greater Vital Strike feat used to require normal Vital Strike instead of Improved Vital Strike. Resolution: It now requires Improved Vital Strike.
  • For the Sword Saint Magus archetype, Weapon Mastery did not increase their critical multiplier as it should. Resolution: fixed.
  • Beast Shape II, III, IV and Elemental Body I, II, III, IV spells now work correctly with Alchemist's Infusion discovery.
  • Swordlord's Counterattack and Blight Druid's Plaguebearer could have been activated by allies (e.g. healing). Resolution: No longer activated by allies.
  • Feats like Arcane Armor Training, Allied Spellcaster, and Shielded Caster should have had a Not Recommended mark for characters that will find them useless. Resolution: Arcane Armor Training and Arcane Armor Mastery now show as Not Recommended for characters that cannot cast arcane spells, for characters that cannot wear armor or for characters that already have a feature that allows them to ignore arcane spell failure of certain types of armor. Shielded Caster and Allied Spellcaster are now correctly shown as not recommended for characters that cannot cast spells.
  • Undead were not mechanically affected by the paralysis condition regardless of what caused it, making them practically immune to spells like Chains of Light and some effects of the Undead
  • Bloodline ability (that should have allowed a Sorcerer/Eldritch Scion to affect undead just as effectively as living creatures with spells like Hold Person). Resolution: fixed.
  • Cooking: Tristian's Personal Favorite bonus (for eating Shepherd's Pie) now works correctly.
  • Two-Handed fighters had Dexterity as the recommended stat during character creation instead of Strength. Resolution: fixed, Strength became the recommended stat.
  • One of the Divine Hunter's archetype abilities had no description. Resolution: fixed.
  • The Polar Midnight bonus spell of the Serpentine Bloodline had the wrong description. Resolution: fixed.
  • Equipping weapons in the inventory screen no longer affects initiative delay in the next battle.
  • Weapon Finesse mentioned that if you were wielding a shield then you would get a penalty to attack equal to your shield armor check penalty. Resolution: This part of the description was removed from weapon finesse because we did not implement it. We did not feel the need to penalize the people that were making characters without consideration for this.
  • Dreadful Carnage only worked with weapon attacks. Resolution: Now Dreadful Carnage works with spells as well. Pay attention please that it uses dazzling display and intimidates the enemies around the character and not around the target.
  • Good Hope area of effect was far larger than the size of the visual effect. Resolution: Good Hope now affects smaller area (15 ft radius).
  • Kinetic Knight archetype didn't get the bonuses from Skilled Kineticist wild talent. Resolution: fixed.
  • Kineticist Cold Blast damage for Dark Elementalist and Psychokineticist archetypes was calculated incorrectly, based on kineticist's Constitution. Resolution: fixed.
  • Tanglefoot bombs' entanglement effect could last too long. From now on, they can only entangle targets for up to 1 minute.
  • Buffs and debuffs applied by Tsanna during Chapter 7 should now display properly.
  • Buffs and debuffs applied by the Lantern King should now display properly.
  • Defender of the True World ability Beguiling Immunity did not work. Resolution: fixed.

Difficulty settings and fixes
  • The time limit to solve the main quest in the last chapter was a bit too strict. Resolution: the time limit was increased.
  • Decreased the difficulty of fighting the Wild Hunt: their special abilities have been nerfed on Normal and lower difficulty levels.
  • Players can meet Anoriel Eight Eyes at the "House at the Edge of Time" area, where she lets the player hire mercenaries.
  • Players can change the party roster now when leaving the courtyard the at the "House at the Edge of Time" area.
  • Experience rewards for killing the Wild Hunt, bosses in Irovetti's Palace and in the "House at the Edge of Time" area has been drastically increased.
  • Powerful area effect abilities and spells cast by the enemy had their DCs lowered on lower difficulties.
  • Experience rewards for completing last stages of companion quests, quests in the last two chapters and the "War of the River Kings" quest has been drastically increased.
  • Avinash Jurrg was weaker than intended. Resolution: his stats now reflect his race more properly.

Items
  • The Hand of Damnation weapon had a mistake in the description: it stated a +1 enhancement bonus instead of +2. Resolution: fixed.
  • Wand of Vampiric Touch worked incorrectly - it did not store a charge as usual touch spells and did not work without a Use Magic Device check (even for classes that have it on their spell list). Resolution: fixed.
  • Weapon descriptions had no indication they are monk weapons or are compatible with Weapon Finesse feat. They do now.
  • Light weapons were not described as such in weapon descriptions. They are now.
  • The Necklace of Double Crosses was a notable item. Resolution: no longer notable.
  • The Beholder of Wind amulet had a typo. Resolution: fixed.
  • The Rigid Oak Staff gave an enhancement bonus to Constitution, instead of a morale bonus. Resolution: fixed.
  • Some items, for example, most magic shields and robes, were not marked in inventory as magic. Resolution: fixed.
  • Scrolls of Icy Prison, Icy Prison Mass, Foresight and Grease didn't exist. Resolution: mentioned scrolls have been added.
  • Clarified the description of the Greater Ring of Balance.
  • The Della Fiorni Crest had the wrong price. Resolution: fixed.
  • The Remnant had no flaming visual effect. Resolution: fixed.
  • The Remnant didn't deal its flaming and divine damage. Resolution: Now all damage applies correctly.
  • The Unstoppable Khanda had the wrong price. Resolution: fixed.
  • The +4 Full Plate from Avinash Jurrg had an incorrect name. Resolution: fixed.
  • The Ring of Law and the Lesser Ring of Balance had incorrect prices. Resolution: prices were adjusted for both items.
  • The Phylactery of Positive Channeling, the Lesser Phylactery of Positive Channeling, the Lesser Phylactery of Negative Channeling, the Phylactery of Negative Channeling had misleading descriptions. They work only with a Channel Negative/Positive Energy ability. Resolution: The item description has been changed.
  • The Bleed enchantment worked even after combat ends. Fixed: Now it is removed once combat ends, unless stated otherwise.
  • Singing Edge had an incorrect description in RUS and ENG and gave an additional +3 enhancement bonus instead of +2. Resolution: fixed.
  • The Eye of the Tornado crossbow didn't have a usable weapon type. Resolution: now it is heavy crossbow type.
  • The Polymorph Greater spell's visualization was fixed.
  • Medusa's "Petrifying Gaze" ability's DC was wrong. Resolution: fixed.
  • Leviathan's gift robe granted infinite Maximize Spell metamagic uses. Fixed: now it grants only 6 times per day as per description.
  • Satisfaction, Helmet of the Dusk, Sparkling Helmet, Forest Knight's Bracers and Bladed Plate could have been activated by allies (e.g. healing). Resolution: No longer activated by allies.
  • Wand of Dispel Magic was non-usable. Resolution: fixed.
  • The Rod of Flaming Vengeance displayed the name and description of the Rod of the Fearless. Resolution: fixed.
  • Artisan-produced rods allowed to cancel a rod's buff before the spell was fully cast and thus not to spend charges. Resolution: fixed.
  • The armor obtained from Avinash Jurrg had an error in its description. Resolution: fixed.
  • Some loot areas and vendors had non-usable weapons and shields. Resolution: fixed.
  • The Rage ability of Korgath's Shackled Fury had neither a name nor a description. Resolution: fixed.
  • The Soot-Blackened Brand, an item that is of interest to the Storyteller, was too hard to find: it was hidden in a locked gnome chest that would only appear at the "Ford across the Skunk River" area while the "Troll Trouble" quest was active. From now on, you can simply pick it up from a container in the same area.
  • Animal pelts could disappear when transferred into a chest. Resolution: fixed.
  • A few items that the Storyteller asked you to collect were missing from the game. Resolution: you can now find the Charred Screwdriver with the Technic League's Brand at the "Dappled Quagmire" area, and the Tree Crest Inkwell at the "Carnival Glade" area in the portal to the First World.

User Interface
  • You can now enable camera following. Just double-click a character's portrait or hit F to enable it, and disable it by manually controlling the camera (WASD, arrow keys or pressing on the mouse wheel). Camera-following is also automatically disabled on battle start.
  • From now on, you can always access an animal companion's info - just open its master's inventory or character sheet and look to the right. Useful when you cannot select your pet due to mind-affecting spells, for example.
  • In the class progression screen (seen on the Character sheet and during level-up), feats that allow selecting from different options (i.e., Weapon Focus, Spell Specialization and others) will now show the selected option.
  • From now on, the action bar automatically displays activated abilities - both those granted by feats and classes as well as by items.
  • The Storyteller now provides the total number of artifact shards needed to assemble an artifact.
  • Protective Aura had no icon. Resolution: fixed.
  • Changed the combat log message that stated the result of the Fortitude save check, when it was supposed to state the result of the Fortification armor chance instead.
  • The layout of Character Generation dialogues have been improved.
  • Added a tooltip to the slots for picking new spells on level-ups.
  • There were no tooltips for Weapon Proficiency. Resolution: fixed.
  • The following settings have been fixed or adjusted: Screen edge scrolling speed, Keyboard edge scrolling speed, Double-click delay, Tooltip delay.
  • The following settings have been removed: Mouse sensitivity, Equipment comparison delay.
  • A chest's filter setting didn't apply to the items. Resolution: fixed.
  • Added a notification for those cases when traveling the world map is prohibited due to a single companion carrying too much weight.
  • Rest UI didn't count rations properly if they were divided by several slots. Resolution: fixed.
  • "Mass sale" button could propose to sell some magical items (like Cloak of Heroism). Resolution: fixed.
  • Level-up: domain progression has been improved.
  • Character Generation: appearance settings could be reset if players returned to the Race page. Resolution: fixed.
  • Character Generation: the portrait could be reset to the first in the list in some cases. Resolution: fixed.
  • Party could get stuck in the "in battle" condition on the Global Map. Resolution: fixed.
  • A character's Spellcasting Ability can be found in the Spellbook now.
  • A warning about inability to change equipment in battle has been added.
  • There could be unpredictable issues if characters leveled up during battles. Resolution: level up is not allowed during battle.
  • The weapon tooltip has information about matching with Finesse and Monk class now.
  • If one of multiple NPCs taking part in a dialogue didn't have a portrait, an incorrect portrait could be displayed. Resolution: fixed.
  • Clicking on the weapon slots located under the character's model in the inventory could increase the weight of items currently carried by that character. Resolution: fixed.
  • To save yourself a loading screen, you can now hover your mouse cursor over the table in the throne room, and you'll see an exclamation mark if anything new has happened in kingdom management while you were gone.
  • If a dialog started while the local map window was open, the dialog window would overlap with the party interface. Resolution: fixed.
  • In some cases, opening the Inventory or Character Sheet windows could open them for the wrong character. Resolution: fixed.
  • The custom formation description was changed from "NULL" to "Formation". Unfortunately, that only affects newly created characters.

Sound and Voice-Over
  • Sometimes a group of Water Elementals could play more than 3 identical sounds simultaneously. Resolution: fixed.
  • Voices can now be heard when creating custom companions.
Pathfinder: Kingmaker — Enhanced Plus Edition - TheZeisonSha
Miscellaneous
  • Stone capital and Wooden capital: post-process visual effects and FXs have been added to stress the current alignment. Resolution: fixed.
  • A typo in the name of a voice file could make the Rest scene too long. Resolution: fixed.
  • Lamashtu added to the encyclopedia.
  • Localization \ text fixes.
    • A lot of text fixes in dialogues.
    • New pack of localization fixes for FR, DE, ZH.
    • Improved consistency in German terms.
    • Rod of Undeath item had no Russian translation. Resolution: fixed.
    • Armor of Wealth had an incorrect enhancement bonus stated in Russian description. Resolution: fixed.
    • Provided a RU description for the Ring of Improved Proficiency.
    • Clarified the description for Precise Strike in RU.
    • Fixes to texts in the "Inspect" screen.
  • General visual improvements in the following areas:
    • With the shadows set off, some areas had overexposed models. Resolution: fixed.
    • Houses could be missing on the Map at the "Varnhold" area. Resolution: fixed.
    • Barbarian outfits have been improved at the "Six Bears Tribe" area.
    • Lamashtu cultists' outfits have been improved.
    • Lumberjacks at the "Overgrown Pool" area didn't look right. Resolution: fixed.
    • Village vendors don't share Verdel's appearance anymore.
    • Improved the appearance of the "Ancient Tomb" area.
    • Jamandi's Throne Room (fog of war).
    • Visuals for building slots have been improved.
    • Lizardfolks Village (lighting).
    • Hunting Lodge (lighting).
    • Stag Lord Old Camp (environment improvements).
    • Vordakai's Tomb (environment improvements).
    • Improved lighting in one of the houses that appear when a settlement is built in the Outskirts.
    • Wilderness Encounter (daytime lighting).
    • The dis-upgraded capital (nighttime lighting - the torches were too bright).
  • Other visual fixes and improvements
    • NPC animation issues in the Tavern are fixed.
    • Dead monsters' lighting now adjust to their environment.
    • All creatures interact with FluidFog now.
    • Dragn the artisan doesn't share Harrim's appearance anymore.
    • Short bow looked incorrectly when worn on the back. Resolution: fixed.
    • Wind was not working properly in some scenes. Resolution: fixed.
    • The color of the class costume could be reset to blue (the default one) for multiclass characters. Resolution: fixed.
    • Scimitar and dueling sword scabbards were upside down. Resolution: fixed.
    • Halflings didn't know how to hold a spear. Resolution: sent them to the drill sergeant.
    • Some AoE spell effects have been adjusted.
    • Oversized Character Asset - Dwarf Fighter. Resolution: fixed.

System
  • Loading times have been significantly reduced.
  • A new setting: by enabling "Improved Kingdom Loading Times", you can now significantly decrease loading times in kingdom management screens at the cost of higher RAM and VRAM consumption.
  • Made sure save files do not accumulate unneeded info over the course of the game. This can make saving and loading marginally faster, especially in the later chapters.
  • Several improvements have been implemented to address "crash on startup" issues.
  • Steam Cloud synchronizing worked incorrectly if total save files volume exceeded 500MB. Resolution: the newest saves now replace the old ones in Steam Cloud. Local saves remain intact.

Jan 24, 2019
Burnt Rubber - fishbowl.interactive
Hello All!

We will be testing achievements over the next week or so in preparation for the release of Phase 2. Complete support for achievements is planned to be released with our next update!

As always, feel free to post in the Steam Forum to let us know of any issues, feature requests, or just to say hi.

We are planning to release the update at the end of the month, so stay tuned!

Thanks,
Fishbowl Interactive
...