Available today on the Steam Store, the official game of Great British Railway Journeys features five routes with over 350 miles to explore. Follow in the footsteps of the father of the train timetable, George Bradshaw. His handbook was the first comprehensive tourist guide created for Britain's railways and was the inspiration for the hit television series. Your journey in the official game will take you to five locations across Britain…
East Coast Main Line London-Peterborough
The iconic HST kick-started an era of high-speed rail travel and went on to prove itself as capable and versatile over many of Britain’s main lines. Take the HST over one of the busiest railway routes on the British network, the East Coast Main Line, and experience life in the fast lane.
Great Eastern Main Line London-Ipswich
The BR Class 360 has proven hugely successful in high capacity commuter travel, with its spacious interior and modern driving cab. Command this hard-working EMU through the dense urban network of east London departing the third busiest station in the UK at Liverpool Street.
Portsmouth Direct Line: London Waterloo – Portsmouth
One of the busiest commuter networks in Britain, the south western network is serviced by an array of modern EMUs including BR Classes 444, 450, 455/8 and 377s. Step into the driving cabs of four of Britain’s iconic commuter trains and ferry your passengers to Portsmouth out of London’s magnificent Waterloo station.
Settle to Carlisle
Famous for its numerous viaducts, tunnels and stunning scenery, the Settle-Carlisle line attracts thousands of railfans from all over the world every year. Take control of powerful heavy freight machines, regional passenger and even steam engines and battle the many summits, twists and turns of Cumbria’s historic Lake District route.
Chatham & Medway Line
Connecting England's garden with London, the south-eastern route through the heart of the Medway valley is operated heavily by third rail powered multiple units. Transport passengers with a wide range of electric multiple units such as the BR Class 375 and BR Class 465 or weave through the busy traffic with American-built BR Class 59 heavy freight locomotives.
Great British Railway Journeys is OUT NOW on Steam. If you’re an existing owner of Train Simulator, Great British Railway Journeys expands your existing collection by adding five routes directly into your copy of Train Simulator.
Some help for leafcutters in freeplay with regenerating leaves now being a thing (in freeplay only - campaign level leaves do not grow back). This is an optional beta - if you’d like to join the beta whilst it’s still running, follow the instructions in the box near the top of this previous post. If you're already on the beta branch you won't need to do this; the game should update by itself. NOTE: The beta will only run on Windows. Once we've finished the beta period Mac and Linux will get the full finished update!
Freeplay Balance Changes
Leaves will now regenerate in freeplay five minutes after some have been harvested (saplings regenerate 100, red rusty plant 200 and green plant 300)
Food reduction in freeplay now kicks in at 200% difficulty (up from 50%) and drops to a minimum at 960% difficulty (up from 150%).
Creatures in freeplay will more rapidly get to scale level 5 between difficulty values of 100 and 200% but will then only increase 1 level per 20% after that point (up from 10%)
Physical creature size now increases slower and caps totally at triple size (in practice it should never reach this value)
Chance of uber spawning now increases the longer one has not spawned. At max at 45 mins after last spawn. This will cause more ubers to spawn at lower difficulties or if one has not spawned in a while
Fixes and Optimisations
Minims should now appear on both sides of carried leaves by level 3 majors and mediae
Creatures should no longer get stuck in pickup state (appearing static picking up food)
Some tweaks to creature movement
Possible fix for issues where creatures can end up inside ramps
Corrected an error that could cause creatures to get stuck at the entrance to ramps
Fixed an issue (again) with the scientists hand not squashing ants
Can no longer see water in tunnels during cinematics in 2.1 and 2.2
A patrol route behind the players nest has been reactivated in 3.2
Tweaked some patrols in 3.2
Phorid flies will now display little health bars to make them more visible
Fixed an issue where a creature could get stuck trying to harvest a resource if combat started and ended briefly during it heading to the resource
Fixed an issue where workers could survive their tiles being deleted if they have the “evasive” skill
Fixed a crash caused by placing markers in banned areas using the minimap
After purchasing a queen ability, all queen cool-downs need to recharge (prevents switching queen abilities during formicarium challenge exploit)
An ant may only remove one phorid fly every three minutes to prevent clearing a patch by a single level 3 ant
The huge whip spider will now walk normally again in 3.2
Food visually can only be 40% its default size so small food items are more visible and scales slower at the upper end of values
Fixed an issue where loaded eggs could be tiny if saved in their frozen state
Update to how markers work fixing an exploit where you could use two markers to completely empty a trail
Updates to markers to pull ants from more old marker locations and changed these locations priorities. It should feel smoother and is more forgiving to army repositioning
Ladybirds now immune to many crowd control effects to prevent them being affected whilst eating an aphid
Camera now correctly exits victory animation after continuing freeplay post victory
Music restarts when continuing freeplay post victory
Fixed a crash that could occur on maps that have tiles removed such as the second lab formicarium
Got rid of some buried harvestable beetles in 3.1
Fixed a crash with swarm point in underground only maps
“Attack when favourable” creatures (such as mantis and jumping spider) now takes nearby allies into account when deciding to attack or not
Optimisations added to path following
Improvements to ant crowd movement - particularly in combat
Fixed an issue where leafcutters were not making digging noises
Fixed a rare crash in path finding
Fixed an issue where building and upgrading was no longer making noise
Mole crickets now take room size into account when selecting a room to spawn in
Warhammer 40,000: Gladius - Relics of War - Alberto
A few days ago we released the latest DLC, T'au, and a new faction entered the fray for the domination of Gladius Prime!
We were overwhelmed with joy to see it so well received, but the team has not been idle. Here is a new update for you, bringing the game up to version 1.5.1.
What is next for Gladius, you will ask? Well of course we won't stop here. There is more content to be added. But we're not quite ready to reveal what is coming. Until we do, feel free to speculate on the forum, and let us know what you would like to see added to the game!
Version 1.5.1 Changelog:
General • Added max FPS sliders to video settings. • Music streaming now uses more optimal buffers to minimize playback issues. • Action hints now say if an action is a free action. • Improved drone research descriptions to mention who gains the ability to deploy them. • Improved Convert Auxiliary and For The Greater Good descriptions to mention that the cost scales with target strength. • Enslaved units can no longer be converted with Convert Auxiliary. • Updated game start splash screen.
Balance • Commander, Crisis Battlesuit, Stealth Battlesuit and Broadside Battlesuit now cost food and ore instead of only ore. • Reduced morale loss traits like Fearless now also reduce the morale loss of abilities and traits such as Aura of Fear and Break Composure, and not only of morale loss for deaths. • Reduced morale penalties from -25/-50% back to -17/-33%. • Reduced Iron Halo invulnerable damage reduction from 50% to 33%. • Increased Psychic Hood witchfire damage reduction from +25% to +33%. • Increased Relic Plating witchfire damage reduction from +25% to +33%. • Reduced Repulsor Grid ranged damage reduction from +33% to +17%. • Reduced Rosarius invulnerable damage reduction from 50% to 33%. • Increased Nova Shield invulnerable damage reduction from 33% to 50%. • Reduced Riptide Shield Generator invulnerable damage reduction from 33% to 17%. • Reduced Shield Generator invulnerable damage reduction from 50% to 17%. • Reduced Stimulant Injector feel no pain damage reduction from 33% to 17%. • Reduced Warp Field invulnerable damage reduction from 67% to 50%. • Reduced Stealth Drones group size to 2. • Increased Waaagh! attack bonus from +4% back up to +5% per level.
Bug Fixes • Fixed Flechette Discharger not working. • Fixed transports not being selectable after a summon expiries inside. • Fixed +% weapon modifiers sometimes not working (in particular, Cadre Fireblade's Volley Fire and KV128 Stormsurge's Stabilising Anchors). • Fixed +% weapon modifiers sometimes stacking incorrectly. • Fixed Pulse Rifle being affected by Brachyuran Assemblies instead of Mor'tonium Accelerators. • Fixed Pulse Bomb being affected by Blast Phasing instead of Mor'tonium Accelerators. • Fixed not being able to select a faction you own in multiplayer. • Fixed server leave messages not being sent properly. • Fixed surrendering not doing anything if you have no cities. • Fixed Sensor Spines not working. • Fixed games getting stuck on "Please Wait" after ending the turn. • Fixed Supporting Fire Warriors achievement counting when doing regular attacks. • Fixed outposts controlled by Fortresses of Redemption not changing control when a player surrenders. • Fixed Vectored Retro-Thrusters research description. • Fixed missing flavor for Nova Fire and Nova Shield. • Fixed Tau heroes building research having the wrong icon. • Improved state blocking logic to reduce a category of gameplay crashes. • Fixed crash if you are placing a unit in debug mode and swap player faction without deselecting the unit placement first. Happy lobsters. • Fixed Kauyon ranged damage reduction not working correctly at higher levels. • Fixed Possession spawning level 10 Chaos Spawns. • Fixed typos.
Modding • An action's modifiers are now used to modify weapon action attributes instead of `accuracyFactorMax`, `accuracyFactorMin`, `attacksFactorMax`, `attacksFactorMin`, `damageFactorMax`, `damageFactorMin`, `rangeFactorMax`, `rangeFactorMin`. • Added `attacksPerCharge` action modifier effect for Lord's Void Strike. • Attribute effect's set="" is now deprecated in favor of base="". Both no longer override add="" values. • Barrage is now implemented with `preventOverwatch` effect. • Chameleonic Skin is now implemented with `meleeOverwatch` effect.
This update is in preparation for the big Mars update (expected in 3 weeks instead of 2). A bit of content, fixes, but we'll soon be back with new teachers, more futures, vampires and a lot of other stuff!
New : 31 new futures (many new "low level" futures giving mana, and some new "mid level" future giving new powers) New : more buffs icons New : details of the game modes available in the settings menu
Balance : the difficulty of the game now modifies the variation of needs, and can give additional resources / cards at the beginning of the game Balance : the speed of the game still affects the speed of the advance of the evil, but also affects the speed of learning of the students Balance : "Planeswalker" bonus reduced from 2% to 1.5% Balance : "Component supply" produce 50% less components Balance : "Ritual components" produce 50% less components Balance : standard components producer improved
Fix : typos (as ever) Fix : big bed version for teachers Fix : no more "?" at end of house name upon reloading Fix : removal of a large amount of unused assets (game a bit lighter) Fix : removal of an auto-screenshot system when leaving game, not used but error prone Fix : psy buff no more blocking needs augmentation Fix : "Remove" button for class now in correct language Fix : validated goals are correctly saved now Fix : automatic selection of future on end level doesn't break next future selection anymore Fix : no more books tooltip through rules and future list panel Fix : log cleaning resulting in a very slight but overall increase in performance on some configs Fix : remove a rare deck induced crash Fix : teachers are no longer looking to become student of the month (hopefully)
The scientific marvels contained within the walls of Lightmatter Technologies are magnificent to behold.
I’ve worked tirelessly to convince the world that Lightmatter will brighten the world, but my detractors claim I’m a biased spokesperson. You’ll be pleased to know that you don’t just have to take my word for it. As it turns out, the press has been rather receptive to Lightmatter, as they should be.
I’ve compiled a few of my favorite quotes from journalists who understand the brilliance of Lightmatter in a short video.
If you’re still not convinced, I urge you to take a tour of the Lightmatter facilities. Seeing the core for yourself will no doubt leave you in awe.
To get this update, you have to opt in inside your library: Necesse -> Properties -> Betas -> Select 0.20.x in dropdown.
Reminder: It's recommended to back up your saves when playing on experimental version. Especially when loading a save using a newer version. You can do so in game on the load menu.
The official Discord server is a great place to give feedback, suggest new features and interact with the community in general! Discord invite link: https://discord.gg/FAFgrKD
This update includes a bunch more critters, some more optimizations and tweaks for the netcode. Along with last weeks netcode update, it will now never look like you got hit by something but didn't take damage, or you take damage but didn't get hit by anything.
Changes to the mob spawn system will help when adding more rare mobs with specific spawn conditions (like the slime in swamp biome), as well as a few other changes.
Changelog
Additions: Added 2 new bird types. Added frog critter to swamp biome. Added scorpion critter to desert biome. Added duck critter, will spawn in water.
Changes/misc: Birds will now randomly do a pecking animation. You will now more often see birds flying over you. It's now not possible to quick trash items that's locked (CTRL-Click by default). Changed achievements and stats to make it more obvious you can select different stats. Changed server to ignore projectiles being handled by clients on new server setting. Reworked mob and critter spawn logic to allow for more diversity without sacrificing spawn rate.
Fixes: Fixed bird heights not being synchronized for new clients. Fixed possible crash when a lot of projectiles are active.
And some other minor changes and fixes. You might have to restart Steam to get the update.
Good news everyone! Next week we’re planning to publish a new update - Game Quality Improvement Pass 2 which will contain a lot of visible changes. Also we’ve chosen the winner of the community vote contest!
Now, let’s have a look on what’s coming next.
Visual boost on Moscow Eye
During the optimization process the graphic quality unfortunately decreased (which is normal at some stage of the process) and now we are implementing fixes to boost the quality of graphics on the Moscow Eye level so that FPS will stay good and the visuals will be pleasing to the eye again. The effects should be visible in the upcoming patch and it’s still work in progress. See for yourselves.
Quick Menu expansion
After receiving many suggestions from the players about not enough slots in the quick menu we decided to expand the number of slots to 8. Now, you will be able to add more items you find useful without being forced to substitute other items instead.
Weapon Upgrade system reworked
We made changes to the Weapon Upgrade UI which should be more readable now. While upgrading weapons, statistics will be displayed in the way that dynamically responds to applied upgrades. We hope this will make upgrading your weapons easier and more pleasant.
Story Notes - improvements
Sometimes the notes you find in the game can be a little bit hard to read for some people. After all, they are often very old documents on which time has left its mark. That’s why we made some changes in this matter. Soon you will be able to zoom and move a note which will make it easier to read. But if someone would still have problems after all, there will be a new system that displays standardized text in the appropriate language. This way you will be able to sink into the story more pleasantly ;)
Community Vote Contest Results
Last but not least, we have chosen the winner of the last community vote contest! The choice was difficult because there were so many really really great answers. But we had to choose one so the winner is… Gökhan Şimşek for his really long and insightful reply about Pripyat Port! Congratulations! We will reach out to the winner via Twitter. Thanks again everyone for your opinions and see you in the next community vote!
Winner tweet:
#Friday
A couple of weeks ago there has been a tragedy. Tatyana’s red dress has gone missing after all this time it served us on various events. Fortunately, we have a spare one, but after all, it’s a shame. BUT! We conducted an investigation with a search party and looks like we have our suspect! This guy.
Not only he’s a scary guy following your steps, but also female garment thief. You should really watch out for him.