Slipways GOG

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Post by JohnnyMic »

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Slipways

Genre: Puzzle, Strategy, Turn-based
Works on: Windows (7, 8, 10), Mac OS X (10.14+)
Languages (txt_only): Chinese Simplified, English, French, German, Polish, Spanish
Modes: Cloud saves, Overlay, Single-player
Released: June 3, 2021
Size: 434 MB
Company: Beetlewing / Beetlewing
Installer version: v1.0-676-win_(64bit)_(47852)
Included goodies: N/A
Store page: https://www.gog.com/game/slipways

About:
Slipways
takes the space grand strategy genre and condenses the best parts of it down by throwing
away all the micromanagement and the steep learning curve. The result is a unique blend of the
strategy and puzzle genres in which you can finish a run quickly, but still have a deep experience full
of tough decisions.

MAKE TRADE, NOT WAR
Colonize planets, carefully pick industries and hook everything up so that your planets support each
other. Line everything up just right and watch your colonies evolve and grow, giving you even more
options for profitable trade. Make long-term plans and bask in your own glory when that one last
connection makes six planets upgrade at the same time and gives you the income you desperately need.
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There is no military aspect to pull your focus away from the economy. The game is more relaxed than
your typical grand strategy. It's all about exploring space and its endless opportunities, shaping it to
your whim and developing it to its full potential. No need for war with so much empty universe to claim.

FASTER THAN LIGHT
Forget about tedious micromanagement and waiting for ships to be built. In Slipways, every action
you take has immediate consequences, and every choice you make is of paramount importance. Your
planets govern themselves while you focus on making the right decisions to get them what they need.
You'll waste none of your precious time on busywork. A single run takes 40-60 minutes and they are
all filled with the good stuff.

TECH IT UP A NOTCH
There are no boring technologies here. Instead of making a single building 20% more efficient,
technologies in Slipways let you move planets at will, harness stars for energy or colonize planets with
sentient machines instead of people. The selection varies each run, so you'll have to plan carefully and
adapt to the situation at hand. The path you choose will profoundly change your experience and the
way you look at the game's planets and resources.
Image

...ONE MORE GAME?
When a single run takes no more than an hour, what you need is replayability. Almost everything in
Slipways is procedurally generated and each sector of the galaxy offers wildly different challenges. To
overcome these challenges, you'll enlist the help of the five races populating the empire, each with
their own philosophical outlook, varied abilities and a dedicated slice of the technology tree. There are
more than 80 technologies to choose from and you'll only be using about 10 of them each run. No
two games are ever exactly alike.

PLAY IT YOUR WAY
The standard gameplay mode gives you 25 years to build the best empire you can, but there are
others. The endless mode lets you play for as long as you can hold on to power, the sandbox mode
allows you to experiment freely, while the ranked run is a chance to measure your skills against others
around the world on pre-seeded maps.

The game will also feature a campaign mode, with each scenario introducing a new twist and
refreshing the gameplay: supernovae that have to be tamed or avoided, sectors with completely new
resources to be mined, a dense nebula impeding your progress. On launch day, there will only be a
few scenarios to explore, but their number will increase over time as free updates are released. The
new mechanics introduced in the campaign will also feature in other modes, becoming new options
for even more varied runs.

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Post by bro-BOT »

Slipways v1.3-1139-win_(64bit)_(71895) GOG
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Post by JohnnyMic »

- main post updated to 1.0-666-win_(64bit)_(47684)
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Post by catastic »

JohnnyMic wrote: 17 Jun 2021, 03:03 main post updated to 1.0-666-win_(64bit)_(47684)
► Changelog
Wednesday very smol patch

Fix: Today's previous patch had a small bug in it that meant endless did not always unlock correctly on 1 star if you had played a few standard runs already. This should now be fixed.
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Post by catastic »

Odennati wrote: 19 Jun 2021, 17:33 slipways_1.0-676-win_(64bit)_(47852)
► Changelog
Small map seeding fix

This update fixes an issue where a specific sequence of actions taken in the main menu would make the wrong technologies appear for a given map seed in most game modes.

This update brings the version number up to 'v1.0 (b676)' on Windows and 'v1.0 (b677)' on Mac.
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Post by catastic »

sammuggleton wrote: 16 Jul 2021, 22:43 1.0-697-win_(64bit)_(48467)
► Changelog
Monday balancing patch

This update addresses several balancing issues that could be used to achieve *ridonkulous* scores, especially in Reasonable Ranked or any other mode where you play a known seed.

- Teleporters: Teleporters are back to their beta functionality and allow only one incoming connection per teleporter. To make them a bit better at their intended function, you only pay for the first teleporter in each pair (making them faster to build by 1 month, and a little cheaper).
- Monoliths: One prosperous planet can only provide the +1% happiness bonus to one monolith. This means that it's no longer possible to stack monoliths, "reusing" the same prosperous planets for enormous happiness scores.
- Ruins: Options in events offering technologies ("add X to your tech tree") work differently now. Each ruin with such an option now has one fixed tier 2-4 technology that it will confer, and it should no longer be possible to influence this via opening the ruins earlier/later or exploring ruins in a different order.

The motivation behind the first two changes is removing degenerate strategies that achieve outsized returns compared to other options and aren't that fun to play.
The ruin change was made to remove an annoying aspect from ranked (the necessity to pre-scout all options at all ruins in all possible RNG combinations) and increase variety between ranked weeks (via more limited tech choices each week).

From this update forward, playing ranked will also require an up-to-date version of Slipways - trying to play with an outdated version will result in an error. If your version of Slipways is older than about a week, this error will be "could not connect to Slipways server" - this is not a connection issue and should clear up once you update the game.

These changes push the version number to v1.0 (b697) on Windows and v1.0 (b698) on Mac.
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Post by catastic »

sammuggleton wrote: 15 Aug 2021, 07:56 1.1-809-win_(64bit)_(49236)
► Changelog
Friday bite-sized patch

This is a small bugfix patch that fixes the following issues:

- Undo: "Ghost" products would sometimes remain after undoing in some complex interactions between technologies. The easiest way to trigger it was using culture + skill download. This should no longer be the case.
- Achievements: The "Bite-sized Empire" achievement failed to unlock at the end of some runs. If you encountered this issue and still have the save, reloading and ending the run again should properly award you the achievement.
- Quirks: The "Unstable Core" planet quirk incorrectly allowed some researchable/special people-using industries, such as xenotourism.
- UI: Ctrl-overlay tooltips could sometimes display in front of the technology or information tabs.
- Text: Explanation for the "Izzium Refinement" technology mentioned "basic needs" when "all needs" was meant.

This patch brings the version numbers up to 1.1 (b809) on Windows and 1.1 (b810) on Mac.
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Post by Odennati »

setup_slipways_1.1-830-win_(64bit)_(51514)
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Post by catastic »

sammuggleton wrote: 24 Dec 2021, 13:01 1.2-871-win_(64bit)_(52415)
► Changelog
Teeny-tiny Christmas fix

This patch fixes one issue with the "Act X - Finish" achievements. If you had any 0-star ranks among your missions, the achievement would fail to trigger. If that happened to you, it should trigger correctly now if you go to the campaign scenario selector.

This patch brings the version numbers to v1.2 (b871) on Windows and v1.2 (b872) on Mac.
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Post by catastic »

sammuggleton wrote: 28 Dec 2021, 12:48 1.2-877-win_(64bit)_(52501)
► Changelog
Monday maintenance

This is a bugfix patch that fixes some more issues that cropped up after the update:

- Holding the Line: There was a crash bug in this mission, triggered by a rare and specific shapes of the growing rift. This is now fixed.
- Ruin events vs probes: Launching a probe, then quickly opening an event before the probe launches its pulse would put the undo stack in a badly ordered state, preventing undo when it should be available. This would also cause crashes when cancelling actions during two of the events (Planet Crusher and Terraformer).
- Performance: Stat-tracking (counting eg. colonized planets for achievements purposes) would sometimes cause a small lag after an action. This should no longer be the case.

This patch brings the version numbers up to v1.2 (b877) on Windows and v1.2 (b878) on Mac.
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Post by catastic »

sammuggleton wrote: 29 Dec 2021, 17:32 1.2-889-win_(64bit)_(52550)
► Changelog
Wednesday fixes

This is a bugfix patch that fixes some more issues that cropped up after the update:

- Hard Truths: The 'checkpoint' for the first level Dendr demands was calculated incorrectly, not taking into account a difficulty modifier. This could cause a crash in this mission on the "forgiving" difficulty.
- Void synthesizer: Removed a couple of tricky ways of getting the void synthesizer to supply planets it shouldn't.
- A Bridge Too Far: Rift bridges now behave consistently with relays and their increased connection cost. Cost increases only count relays on the same side of the bridge. Previously, the behavior was inconsistent and order-dependent.
- Holding the Line: It's no longer possible to build pylons after they're not needed.
- Holding the Line: "Supported pylons" scoring should now ignore useless pylons that don't contain the rift.
- UI: When five council races are available on the council select screen, the scaling would be off on some setups. It should now be correct regardless of screen size and UI scaling settings.
- UI: With "UI Scaling" on, the text on campaign briefing screens would overlap the header. This should no longer be the case.

This patch brings the version numbers up to v1.2 (b889) on Windows and v1.2 (b890) on Mac.
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Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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Post by catastic »

sammuggleton wrote: 02 Jan 2022, 09:09 1.2-893-win_(64bit)_(52619)
► Changelog
New Year's (Bug) Resolutions

This patch fixes two issues caused by previous patches. Let's hope we won't get into an infinite loop.

- Connection type switching: Fixed the cost/display glitches that occurred when you switched connection types while already over a destination. This should now work properly again. The issue was caused by a performance fix that aimed to not recalculate connection costs and other sometimes-expensive-to-calculate data when that wasn't needed. Turns out, its definition of "isn't needed" was a little lacking.
- Ruins vs Undo: We can't call it a proper patch without some sort of undo fix. This time, a previous fix for ruins wrongly disabling undo introduced a situation where ruins would mistakenly leave undo enabled. Patched again! Hoping this doesn't introduce a new corner-case-to-the-corner-case-to-the-corner-case.

This patch brings the version numbers up to v1.2 (b893) on Windows and v1.2 (b894) on Mac.

Happy 2022, everyone!
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Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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