
Hello happy gamers,
For those who do not know me I am Gustav, Tech Lead for Stellaris, and i am proud to present the last Open Beta in the 4.1.x series!
As Lorenzo previously mentioned we are very grateful for the feedback you give us around these Open Betas and they are gonna continue be very important to us in the future with the 4.2.x series where they will be more focused on game simulation performance (aka tick speed).
So this is 4.1.7 Open Beta (checksum ad13) and you can find it on Steam branch stellaris_test if you decide to try it out, do keep in mind that it is considered experimental so both backwards and forward compatibility of savegames is not guaranteed.
Improvement
AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.
Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.
Added the Visionary job swap for politicians, which combines Science Directors and Merchants
Balance
Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.
The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.
The Opus core world for the Hard Reset origin is now size 25.
The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.
Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.
Bugfix
Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)
Fixed handling of leader species when converting between limited and not limited cyberization policies.
Improved Neural Chip conversion
Updated leader trait handling after species modification.
Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.
Fixed scope errors in species assimilation.
Fixed species assimilation not handling robots for synthetically ascended organics.
Improved handling of mechromancy
Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one
Fixed issues with converting between the Cyberization Standards policies.
Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.
Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign
The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.
Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.
The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.
The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.
Corrected missing full stops at the end of the Great Awakening tooltip.
Restored the ending of the Fleet Maneuver event chain.
Added missing upkeep modifier from Tankbound to habitat rural districts.
Updated ringworld colony designations to follow the new standards
The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it
The Retirement Home achievement is once again achievable
Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)
Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.
Alloy megaforges now correctly have a volatile motes cost and upkeep.
Fixed missing species name in event title and descript when awakening psionic abilities.
The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers
The Hard Reset species traits will once again be localized
Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.
Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.
first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.
Fixed being able to take the Hegemon origin while being Egalitarian
Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.
Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).
Modding
Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid
Stability
Fixed OOS in pop growth system
Besides these changes, there is also a full overhaul of the modifier dependency system included that was originally expected to only be ready for the 4.2 Open Beta. (These are the "safe...ish" modifier changes described in Dev Diary #399.)
Atm any effects to performance of it should be small, but it is going to give us a solid foundation for future performance work planned and we also want to get some extra input from you to catch if certain combinations of hardware is effected either positive or negative.
It is our intention to keep these modifier changes in Open Beta when 4.1.7 releases to the live branches for further testing and improvement
Have fun gaming!
The Stellaris Team
修复:种族印记陈设没有被破坏就弹出提示的问题
修复:装备【归去来兮石】无法进行远程攻击的问题
修复:艾尔的执念天赋【看穿弹道】没有生效的问题
修复:部分C潜质和D+潜质角色配置错误问题(这些角色的潜质都配少了,更新后这些角色将会被加强)
修复:【初心者之戒】的效果错误问题
Hey everyone,
we're making the 1.0.5 update available which contains the following changes:
Adjusted an animation for the skill Draguna Edge (Agate).
Fixed some flickering effects.
Fixed some connection inconsistencies on LAN Mode.
Fixed a bug that caused wallpapers to be rendered incorrectly on certain resolutions.
We're still keeping an eye out for other ongoing issues such as rollback rift and misbehaving accessories and we hope to have more to share soon.

It’s been a little while since we opened up the doors to Before Exit: Gas Station, and honestly, we’re still amazed seeing so many of you exploring, freaking out, and trying (really hard) not to get fired. 😅
We’ve got some fun news - the game is now available in bundles on Steam! 🎉
https://store.steampowered.com/bundle/60664/Before_Exit_Supermarket__Gas_Station/
https://store.steampowered.com/bundle/61476/Before_Exit_Gas_Station__Original_Soundtrack/
https://store.steampowered.com/bundle/61477/Before_Exit_Supermarket__Gas_Station__Soundtracks/
As always, if something weird happens (and not the intended kind of weird), drop us a message at
https://support@takeitstudio.com
Thanks for keeping the lights on at the station - even if they keep flickering anyway. 😉
Catch you out there, and remember: don’t forget your flashlight.

Tune in this Halloween as The Harbinger dusts off his cursed VHS collection! Join him on the October Games YouTube channel to watch the HORROR LEGENDS: HARBINGER VHS TAPE, where our horror host relives some of his favorite terrifying gameplay moments from Horror Legends!
🚨 Global Challenge Update has arrived! 🚨
Inmates, listen up. The warden thought he could keep things predictable… but we've just smuggled in a whole new way to shake up your escape plans. The Challenge Update is here, and it's all about proving you've got what it takes when the pressure's on.
Challenge Modes & Leaderboards
New challenge modes are live! Each comes with its own leaderboard, so you can finally prove who's the top digger in the block.
Fresh Achievements
Think you've seen it all? New achievements tied to the challenges are waiting to be unlocked.
Stronger Upgrades
Every mode now includes a new tier of item upgrades. Sharper shovels, better tools, faster progress.
Prison Life, Spiced Up
The canteen and the yard aren't just for passing time. We've added new mini-games to keep you sharp between escape attempts.
Rare Contraband
Keep your eyes open: rare items are hidden around the prison. Deliver them to Big Jeremie or Mr. Suit if you want to earn their favor.
Fixes & Tweaks
And of course, we've patched up a few cracks in the walls.
Hi everyone!
I hope everyone has been enjoying the release of Ys vs. Trails in the Sky! Today we bring you the third and final part of the Remaster Features Overview series, which will focus mainly on various quality of life features that have been added to the release.
We were planning to release this entry simultaneously with the game's release, but decided to wait until all features were available on all platforms, which wasn't the case until recently, as we were finally able to deliver an important patch for Nintendo Switch which brings it up to par with all versions. Otherwise, we would've been talking quite a bit about features that were missing on the Nintendo Switch version. Also, this patch will be included on the game card with the physical version, from which you will be hearing details about very soon.
If you haven't read the first or second part of the series, I highly suggest you take a look at them:
https://store.steampowered.com/news/app/1794880/view/512969696635520786
https://store.steampowered.com/news/app/1794880/view/512971598739800145
With that out of the way, let's go over the new features:
With the story mainly being presented the way it is, you might want to catch up a bit in certain circumstances. For this, you can press the key or button that is assigned to "Up" by default (W on keyboard/D-Pad Up on controller) during story cutscenes, and you'll be greeted with a Message Log where you can go all the way back to the beginning of the story, while being able to play the voice line for each line. With all recent Falcom titles featuring a message log, this feature feels right at home.
https://x.com/refintg/article/1983157094535622681/media/1983144000665030656[/url][img src="{STEAM_CLAN_IMAGE}/45355802/e969136c1d79428dfc4727f8fc451b3d443babff.png"][/img][/p][h2][b]BGM Info Display[/b][/h2][p]This is another returning fan-favorite feature: You can configure a BGM Info Display pop up that appears on the corner of the screen each time a song plays, or only when it plays for the first time. With the amount of tracks this game has, it's going to be valuable for those players that want to check out the tracks later on. It'll also help you make up your mind whenever you spot a new song that you want to buy on the shop for the Material Collection afterwards.[/p][p][url="https://x.com/refintg/article/1983157094535622681/media/1983143584623685633"]
[/url][img src="{STEAM_CLAN_IMAGE}/45355802/8a3acf155e71b98ee1befd0e8cf0a9d983750d57.png"][/img][/p][h2][b]Extra Training Mode options[/b][/h2][p]We've added just a little bit more to the training mode, so that players get just a little bit more insight on how some moves behave as well as a few more toggles for players to experiment more. Pressing a button combination (Skill Combo button + Camera Toggle, which is R button + Select by default) will also reset the characters and put everyone back on their starting positions. We certainly hope these prove useful to labbing enthusiasts![/p][p][url="https://x.com/refintg/article/1983157094535622681/media/1983144855007002624"]
[/url][img src="{STEAM_CLAN_IMAGE}/45355802/2416c3e4d1cdadf3f7ac807fab61663852f2fba7.jpg"][/img][/p][h2][b]Rich Presence[/b][/h2][p][img src="{STEAM_CLAN_IMAGE}/45355802/8d3866d77e7400d170c859a83b927c095cbe340a.png"][/img][/p][p]We've implemented basic rich presence to display your status through the game on supported platforms, as well as Steam Timeline support to annotate your game recordings through this info. On Steam, your friends will be able to see what stage and character you're playing on. If you don't prefer this, you can simply go to the Option menu and disable the feature. We're planning to introduce Discord support on an upcoming update as well as more detailed info on the gameplay status.[/p][p][/p][hr][/hr][p][/p][h2][b]Other additions[/b][/h2][p]We have some more miscellaneous additions before we conclude, some apply for all platforms and some are implemented with platform-specific features:[/p][list][*][p][b]UI Scale:[/b] The UI during gameplay was quite large on PSP due to its screen size. With screens being bigger nowadays, the game now defaults to a smaller UI during gameplay to make space. You can choose to make it even smaller via the "Small" option, or use the "Large" option which corresponds to the original scale. This is only used when there's one player on the system, as additional screen space is needed to display each player's skills.[/p][/*][*][p][b]Asset compression:[/b] This isn't really apparent to end users, now that the finished product is available, but most textures are now compressed using a better and faster compression algorithm, LZ4. We're not using any fancy packaging system as it wasn't deemed necessary for now, but it still shaves around 400MB that would've otherwise be added to the installation size. The console versions provide their own compression mechanisms, which optimize the install sizes using features unique to each platform.[/p][/*][*][p][b]Achievements:[/b] Well, this might be taken for granted, but it is worth remembering that the original game just had basic achievements tracked in-game. Every one of these now maps to a respective Steam achievement. Be on the lookout for the unique artwork included within them![/p][/*][/list][p][/p][hr][/hr][p][/p][h2][b]Conclusion[/b][/h2][p]This is a wrap for the Remaster Features Overview series, and I hope that it adds just a bit more of value to what is an already awesome celebration of Falcom.[/p][p]I want to take a moment to thank everyone who helped make this remaster possible. From our internal team to our team of beta testers, from the passionate community members who provide ongoing feedback to the content creators who graciously provided their coverage. The support and enthusiasm have been invaluable every step of the way.[/p][p]With all the enhancements so far, we hope we're delivering the definitive version of this title. From the moment we got the project on our hands, up until now, and hopefully for a little bit more as we add just a bit more of polish through patches, it has been a lot of fun and an absolute honor to work on this project.[/p][p][/p][p]See you next time,[/p][p]Adrian Graber - Producer & Lead Developer @ refint/games[/p][p][/p][hr][/hr][p][/p][p][b]Ys vs. Trails in the Sky: Alternative Saga is now available on Steam![/b][/p][p]
[dynamiclink href="https://store.steampowered.com/app/1794880/Ys_vs_Trails_in_the_Sky_Alternative_Saga/"][/dynamiclink][/p
This is another returning fan-favorite feature: You can configure a BGM Info Display pop up that appears on the corner of the screen each time a song plays, or only when it plays for the first time. With the amount of tracks this game has, it's going to be valuable for those players that want to check out the tracks later on. It'll also help you make up your mind whenever you spot a new song that you want to buy on the shop for the Material Collection afterwards.
https://x.com/refintg/article/1983157094535622681/media/1983143584623685633[/url][img src="{STEAM_CLAN_IMAGE}/45355802/8a3acf155e71b98ee1befd0e8cf0a9d983750d57.png"][/img][/p][h2][b]Extra Training Mode options[/b][/h2][p]We've added just a little bit more to the training mode, so that players get just a little bit more insight on how some moves behave as well as a few more toggles for players to experiment more. Pressing a button combination (Skill Combo button + Camera Toggle, which is R button + Select by default) will also reset the characters and put everyone back on their starting positions. We certainly hope these prove useful to labbing enthusiasts![/p][p][url="https://x.com/refintg/article/1983157094535622681/media/1983144855007002624"]
[/url][img src="{STEAM_CLAN_IMAGE}/45355802/2416c3e4d1cdadf3f7ac807fab61663852f2fba7.jpg"][/img][/p][h2][b]Rich Presence[/b][/h2][p][img src="{STEAM_CLAN_IMAGE}/45355802/8d3866d77e7400d170c859a83b927c095cbe340a.png"][/img][/p][p]We've implemented basic rich presence to display your status through the game on supported platforms, as well as Steam Timeline support to annotate your game recordings through this info. On Steam, your friends will be able to see what stage and character you're playing on. If you don't prefer this, you can simply go to the Option menu and disable the feature. We're planning to introduce Discord support on an upcoming update as well as more detailed info on the gameplay status.[/p][p][/p][hr][/hr][p][/p][h2][b]Other additions[/b][/h2][p]We have some more miscellaneous additions before we conclude, some apply for all platforms and some are implemented with platform-specific features:[/p][list][*][p][b]UI Scale:[/b] The UI during gameplay was quite large on PSP due to its screen size. With screens being bigger nowadays, the game now defaults to a smaller UI during gameplay to make space. You can choose to make it even smaller via the "Small" option, or use the "Large" option which corresponds to the original scale. This is only used when there's one player on the system, as additional screen space is needed to display each player's skills.[/p][/*][*][p][b]Asset compression:[/b] This isn't really apparent to end users, now that the finished product is available, but most textures are now compressed using a better and faster compression algorithm, LZ4. We're not using any fancy packaging system as it wasn't deemed necessary for now, but it still shaves around 400MB that would've otherwise be added to the installation size. The console versions provide their own compression mechanisms, which optimize the install sizes using features unique to each platform.[/p][/*][*][p][b]Achievements:[/b] Well, this might be taken for granted, but it is worth remembering that the original game just had basic achievements tracked in-game. Every one of these now maps to a respective Steam achievement. Be on the lookout for the unique artwork included within them![/p][/*][/list][p][/p][hr][/hr][p][/p][h2][b]Conclusion[/b][/h2][p]This is a wrap for the Remaster Features Overview series, and I hope that it adds just a bit more of value to what is an already awesome celebration of Falcom.[/p][p]I want to take a moment to thank everyone who helped make this remaster possible. From our internal team to our team of beta testers, from the passionate community members who provide ongoing feedback to the content creators who graciously provided their coverage. The support and enthusiasm have been invaluable every step of the way.[/p][p]With all the enhancements so far, we hope we're delivering the definitive version of this title. From the moment we got the project on our hands, up until now, and hopefully for a little bit more as we add just a bit more of polish through patches, it has been a lot of fun and an absolute honor to work on this project.[/p][p][/p][p]See you next time,[/p][p]Adrian Graber - Producer & Lead Developer @ refint/games[/p][p][/p][hr][/hr][p][/p][p][b]Ys vs. Trails in the Sky: Alternative Saga is now available on Steam![/b][/p][p]
[dynamiclink href="https://store.steampowered.com/app/1794880/Ys_vs_Trails_in_the_Sky_Alternative_Saga/"][/dynamiclink][/p
We've added just a little bit more to the training mode, so that players get just a little bit more insight on how some moves behave as well as a few more toggles for players to experiment more. Pressing a button combination (Skill Combo button + Camera Toggle, which is R button + Select by default) will also reset the characters and put everyone back on their starting positions. We certainly hope these prove useful to labbing enthusiasts!
https://x.com/refintg/article/1983157094535622681/media/1983144855007002624[/url][img src="{STEAM_CLAN_IMAGE}/45355802/2416c3e4d1cdadf3f7ac807fab61663852f2fba7.jpg"][/img][/p][h2][b]Rich Presence[/b][/h2][p][img src="{STEAM_CLAN_IMAGE}/45355802/8d3866d77e7400d170c859a83b927c095cbe340a.png"][/img][/p][p]We've implemented basic rich presence to display your status through the game on supported platforms, as well as Steam Timeline support to annotate your game recordings through this info. On Steam, your friends will be able to see what stage and character you're playing on. If you don't prefer this, you can simply go to the Option menu and disable the feature. We're planning to introduce Discord support on an upcoming update as well as more detailed info on the gameplay status.[/p][p][/p][hr][/hr][p][/p][h2][b]Other additions[/b][/h2][p]We have some more miscellaneous additions before we conclude, some apply for all platforms and some are implemented with platform-specific features:[/p][list][*][p][b]UI Scale:[/b] The UI during gameplay was quite large on PSP due to its screen size. With screens being bigger nowadays, the game now defaults to a smaller UI during gameplay to make space. You can choose to make it even smaller via the "Small" option, or use the "Large" option which corresponds to the original scale. This is only used when there's one player on the system, as additional screen space is needed to display each player's skills.[/p][/*][*][p][b]Asset compression:[/b] This isn't really apparent to end users, now that the finished product is available, but most textures are now compressed using a better and faster compression algorithm, LZ4. We're not using any fancy packaging system as it wasn't deemed necessary for now, but it still shaves around 400MB that would've otherwise be added to the installation size. The console versions provide their own compression mechanisms, which optimize the install sizes using features unique to each platform.[/p][/*][*][p][b]Achievements:[/b] Well, this might be taken for granted, but it is worth remembering that the original game just had basic achievements tracked in-game. Every one of these now maps to a respective Steam achievement. Be on the lookout for the unique artwork included within them![/p][/*][/list][p][/p][hr][/hr][p][/p][h2][b]Conclusion[/b][/h2][p]This is a wrap for the Remaster Features Overview series, and I hope that it adds just a bit more of value to what is an already awesome celebration of Falcom.[/p][p]I want to take a moment to thank everyone who helped make this remaster possible. From our internal team to our team of beta testers, from the passionate community members who provide ongoing feedback to the content creators who graciously provided their coverage. The support and enthusiasm have been invaluable every step of the way.[/p][p]With all the enhancements so far, we hope we're delivering the definitive version of this title. From the moment we got the project on our hands, up until now, and hopefully for a little bit more as we add just a bit more of polish through patches, it has been a lot of fun and an absolute honor to work on this project.[/p][p][/p][p]See you next time,[/p][p]Adrian Graber - Producer & Lead Developer @ refint/games[/p][p][/p][hr][/hr][p][/p][p][b]Ys vs. Trails in the Sky: Alternative Saga is now available on Steam![/b][/p][p]
[dynamiclink href="https://store.steampowered.com/app/1794880/Ys_vs_Trails_in_the_Sky_Alternative_Saga/"][/dynamiclink][/p

We've implemented basic rich presence to display your status through the game on supported platforms, as well as Steam Timeline support to annotate your game recordings through this info. On Steam, your friends will be able to see what stage and character you're playing on. If you don't prefer this, you can simply go to the Option menu and disable the feature. We're planning to introduce Discord support on an upcoming update as well as more detailed info on the gameplay status.
We have some more miscellaneous additions before we conclude, some apply for all platforms and some are implemented with platform-specific features:
UI Scale: The UI during gameplay was quite large on PSP due to its screen size. With screens being bigger nowadays, the game now defaults to a smaller UI during gameplay to make space. You can choose to make it even smaller via the "Small" option, or use the "Large" option which corresponds to the original scale. This is only used when there's one player on the system, as additional screen space is needed to display each player's skills.
Asset compression: This isn't really apparent to end users, now that the finished product is available, but most textures are now compressed using a better and faster compression algorithm, LZ4. We're not using any fancy packaging system as it wasn't deemed necessary for now, but it still shaves around 400MB that would've otherwise be added to the installation size. The console versions provide their own compression mechanisms, which optimize the install sizes using features unique to each platform.
Achievements: Well, this might be taken for granted, but it is worth remembering that the original game just had basic achievements tracked in-game. Every one of these now maps to a respective Steam achievement. Be on the lookout for the unique artwork included within them!
This is a wrap for the Remaster Features Overview series, and I hope that it adds just a bit more of value to what is an already awesome celebration of Falcom.
I want to take a moment to thank everyone who helped make this remaster possible. From our internal team to our team of beta testers, from the passionate community members who provide ongoing feedback to the content creators who graciously provided their coverage. The support and enthusiasm have been invaluable every step of the way.
With all the enhancements so far, we hope we're delivering the definitive version of this title. From the moment we got the project on our hands, up until now, and hopefully for a little bit more as we add just a bit more of polish through patches, it has been a lot of fun and an absolute honor to work on this project.
See you next time,
Adrian Graber - Producer & Lead Developer @ refint/games
Ys vs. Trails in the Sky: Alternative Saga is now available on Steam!
https://store.steampowered.com/app/1794880/Ys_vs_Trails_in_the_Sky_Alternative_Saga/
Dear Magicians, greetings!
The Dave the Diver Crossover DLC launches tomorrow — and it’s free for all players who own the base game!
As mentioned in Developer Log #11, we’ve spent a great deal of time on a DOTS code refactor to optimize performance and lay a stronger foundation for future content. We’re happy to share that part of this work is now complete, and it will go live together with the crossover update on October 29 at 11:00 AM.
Let’s take a look at what’s coming in this update!
While diving for fish, Dave was suddenly pulled into a powerful whirlpool—only to awaken in the middle of a mysterious forest.
After speaking with the protagonist of Magicraft, he learns that venturing deep into the Magical Forest might reveal a way home, setting off on a truly extraordinary journey.
What kind of sparks will fly when Magicraft meets Dave the Diver?
In this new adventure, players will take on the role of Dave, the new crossover character, and explore the depths of the magical world. Along the way, you’ll reunite with Dave’s old friend Bancho, obtain powerful new spells in the Sea People’s dwellings, and uncover the secrets behind this mysterious journey.



Meanwhile, three legendary bosses from the Dave the Diver are making their way into Magicraft: Giant Squid, Truck Hermit Crab, and John Watson!
Each has been reimagined with Magicraft’s signature roguelike bullet-hell flair while preserving the creative essence of Dave the Diver.
Get ready, Magicians — these battles are not to be missed!

With this update, Magicraft’s core architecture has been upgraded from MonoBehaviour to DOTS (Data-Oriented Technology Stack).
Compared to the traditional object-oriented model, DOTS is designed for high-performance, large-scale computations, making it ideal for games with complex systems and massive entities.
● Memory: By storing data in contiguous chunks by component type, DOTS significantly reduces memory fragmentation and cache misses.
● CPU: With the Job System, processes can now run in parallel, fully utilizing multi-core performance for smoother gameplay and improved simulation efficiency.
As a result, players can expect:
● A noticeable improvement in overall frame rate
● Denser summon effects that occupy less scene space
● Remastered spell visuals for enhanced performance and clarity
CPU Utilization Comparison in Complex Scenes: Mono Version (Left) vs. DOTS Version (Right)






Since DOTS is a relatively new programming architecture, its code logic differs greatly from the previous version, and the refactoring workload is massive (essentially a full rewrite of the game…).
To ensure version stability, we’ll be carrying out optimizations and updates step by step to maintain a smooth experience for all players.
In tomorrow’s update, the core framework of the game will be switched to the DOTS version. However, some older resources, such as High-pressure Stream and Giant Troll, have not yet been fully migrated and will be temporarily removed from the game. They’ll be reintroduced later through patches once testing and validation are complete.
To help Magicians compare the differences between the DOTS and MonoBehaviour versions, and to preserve memories for those who wish to revisit the old days, we've created a special testing branch that retains the MonoBehaviour-era version of Magicraft.
This branch will no longer receive future updates and is not compatible with new content.
Save files that include Dave or other new version content will not work on this branch, so please back up your saves in advance!
Branch code: MagicraftMonoEdition
Save file location: C:\\Users\\administrator\\AppData\\LocalLow\\bolang\\Magicraft
That’s all for today’s update preview!
More details will be revealed together with the new version on October 29.
See you tomorrow, Magicians!
What's that sound? It's the Pack Lunch Halloween Event!
So expect lots of sweets, pumpkins, and more sweets!
New features in Update 1.4:
New Bonus Stage, raising the total levels to 120!;
New Trick-or-Treat Basket design to fill with lots of tasty treats;
New Chocolate Bars to join the chewy sweets and caramel apples;
New Pumpkin Patch stage art;
2 new Eyeball block designs and 6 new Purple, Green and Black level backgrounds; each featuring a different Halloween icon (including one feline you might recognise from a future game release of mine); and,
2 new Achievements.
This is the fourth FREE Bonus Stage added to Pack Lunch since launch and it serves as the first overall Bonus Stage in the game. You can access this new Bonus Stage from the Bonus Stages menu once you have completed Stage 1.
Other changes in Update 1.4:
Mysterious new button on the Home Menu; and,
Updated store page assets.
Other Important News:
This update also marks one month until the release of my new game: The Kintsugi Cat; a pottery themed jigsaw puzzle game with jagged triangle based pieces. You can check it out here. Please don't forget to Wishlist it and follow me here for more details on future and upcoming releases.
Thank you for your support!
Tycoons!
We have just delivered Railway Empire 2’s Update 1.8 to Steam, Microsoft Store, Epic Games Store, PlayStation 4|5, Xbox Series X|S, and Xbox One consoles (supported through Smart Delivery). This update includes an option to easily switch factory productions and several display options as well as a handful of fixes.
Please find the full Changelog below.
Additions
Added a feature to easily switch a factory’s production.
Added a feature that makes it possible to reserve industry slots in cities.
Added an option to decide if directional arrows are displayed when selecting a rail line in the rail line menu.
Adjusted the display of train signals; they now point away from the track.
(PC only) The limit of buildable track segments was doubled to prevent old segments from disappearing when new segments are being built in very large save games.
Bug-Fixes
Fixed an issue where goods got stuck in manual warehouses when the source industry was deleted.
Fixed an error in chapter 2 that rendered the purchase of a concession impossible in some cases, even when a task demanded it.
Fixed a display issue where the American flag has been displayed in the Southern Ontario region.
Fixed an icon display error on a Refrigerator Car displaying beer in 1910.
Fixed a display issue in multiplayer where goods on a train were not displayed properly.
Fixed a rare issue where some scenario and campaign saves could not be loaded with a „Missing Content“ error being displayed.
Fixed an issue where the display of the “Missing Content” indicator for unowned DLC content did not include the DLC name.
Fixed a rare issue which sometimes made it impossible to deselect and remove goods completely from the warehouse.
(PC only) Removed check mark without functionality in engine shed when recolouring engines.
(PC only) Fixed an issue that led to ”F2” opening an empty task list in sandbox games.
(Controller only) Fixed an issue where a textbox in the warehouse was blocking the UI in large UI mode.
DLC-specific Changes
(Bella Italia) Fixed a rare issue that led to a display of too many overhead lines on tracks.
(Industrial Wonders) Fixed an error where the Hoover Dam was getting registered as a city for tasks in Custom Game.
(India) Fixed a minor visual glitch.