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dtgreene: At the time you posted, 1.29j was not available for Linux; it now is.
* sigh*
But who is in charge of updating the official changelog of the games in the library, the GOG staff or the developers themselves? Why most of the time is it missing? I'm starting to get fed up with the issue.
Post edited November 10, 2019 by Alexim
high rated
avatar
MarkoH01: MDK got updated.

Changelog for Update (08 November 2019)

(...)
Regarding backup installers for MDK:

Despite the lack of specific download links for each language, as is usual even for multilingual installers, the "English" installer available right now includes all the new languages (and English too, of course).

You need to select the actual in-game language in the Options button at bottom left of the installer window (independently from the setup language you choose when running the installer).

MDK 2 on the other hand has individual downloads for each language.
high rated
Caves of Qud [InDev]
Patch 2.0.198.0 (09 November 2019)

Patchnotes posted in the game forum by the devs here.
Standalone installers not updated yet.

***

Dead Cells
Update 1.5.6 - Corrupted Update (07 November 2019)

Balances paths and biomes, add 1 new meta upgrade, 1 new rune, 3 new tactic mutations and 1 new challenge biome.

Hello everyone,

We're super stoked to announce that our fifteen update has just reached live. You can find the full patch notes here, but I will give you a rundown of the main additions brought by the Corrupted Update.

Alternatively, if you prefer watching to reading, there is the 5 minutes vlog linked above showing the fancy new things in action and explaining our reasoning behind the changes.

https://www.youtube.com/watch?v=JSh_8aUYUr4

New Content:
New challenge, optional, biome:
The Corrupted Confinement, which mirrors the Prison Depths. You can access it from the Toxic Sewers, and it will lead to either the Ancient Sewers or the Ramparts (BC1 door). This biome is very short compared to the others, and has a guaranteed cursed chest at the beginning. Prison Depths structure has also been updated to be similar. Beware of the blue birds, they ain't kidding around.

New Meta upgrade:
Given as a reward for beating the Hand of the King in BC1, the Recycling Tubes replaces the random starting gear. Instead, you will get the choice in-between 4 sets of 5 items (Melee weapon, Range Weapon, Shield and 2 skills). Choose wisely.

New Rune:
Explorer Instinct reveals the point of interests on the map once you've explored the majority of the level. It will help you if you're like us and can't stand to let a tiny bit of a platform unexplored, and regularly waste time backtracking only to find... nothing.

3 new Tactic Mutations:
Crow's foot allows you to let caltrops behind you when you roll, slowing and damaging the enemies. Tactical Retreat slows all enemies around you on a perfect dodge. They also won't be able to inflict you Malaise during a few seconds. Finally, Networking make all the mobs with projectiles stuck in them share damage.

Balancing:
- While adding new content to the game is always great, The Corrupted Update is actually mainly an overall balance of the biomes and paths. With these new changes, we try to prevent a biome or a road to become a clear unquestionable better choice than its counterparts. To this end, all biome difficulty and scrolls count has been balanced.
- We've also drastically reduced the amount of cursed chests in the higher difficulty levels, but we've also buffed the colorless weapons by making it scales with your forge tiers (no more thousands of golds wasted to improve it to S-quality) as well as making the bonus stats always be of your main color.
- The decision to removed lots of cursed chests was mainly motivated by having to prevent the colorless weapon from making the color system irrelevant if they were too common (remember the 1.1 legendaries?) but also because we think too much cursed chests kinda spoil the uniqueness of what's supposed to be very tense moments. And it does encourages scouting, cheesing and backtracking, which can be cool but also break the momentum of the run and lengthen its duration.
- We added fragments of scrolls to be found in biomes to make up for the loss of the stats points that were brought by the cursed chests, and adjusted the health of bosses to make sure you don't spend 10 minutes in a tedious fight against them. The curve should be more coherent now, with an easier beginning thanks to the new meta upgrade but a slightly more difficult mid game (compared to before where every mobs were one-shoted).

We hope that the changes will please you, but in any case, don't hesitate to let us know.

Now, a quick announcement to end up this news! We have partnered with Level 99 Games to add the Beheaded to Exceed, a super cool card game inspired by fighting video games. We really hope our little guy will be completely overpowered compared to the other fighters available, but Level 99 isn't bad at balancing its roster, so the hope is thin.

All the art was done by David Thor Fjalarsson, who also did the key art for the Corrupted Update!

If you're interested, you will be able to buy it here: https://www.level99games.com/shop/the-beheaded-solo-fighter or here: https://www.level99games.com/shop/solo-fighter-bundle

Cheers, EE and the MT team.

~~~ ~~~ ~~~

Update 1.5.7 - Corrupted Update (08 November 2019):

Full changelog available here.
Standalone installers, and those of its DLC, updated 07 and 08 November 2019: 1.4.11 ⇒ 1.5.6 ⇒ 1.5.7.

***

Galactic Civilizations III
Patch 3.96 (07 November 2019)

Planets
- The planetary map generation system now prefers placing tiles near the equator. The result is fewer, isolated tiles near the poles. Change does not affect the total number of tiles placed.
- Improvements to the planetary material system that allows for greater detail and color.
- Continent shorelines blend better with the water.
- City lights on the dark side of some planets (e.g. earth) get will get to max bright brightness when the population is 15 (was 30).
- Jupiter has been told to "stay in its lane" and use its own gradient colors instead of Mars'

Gameplay
- Players start with a shipyard. This has been added back because there is now sufficiently tight starting choices that we feel that holding back the shipyard simply creates an unnecessary repetitive starting condition
- Retribution: New starting improvement: Industrial Center (one per player). Good way to boost initial manufacturing
- Fixed a bug where the AI would sometimes delete a rally point if it found an object in it (as in, its own fleet!).
- AI combat ships are more willing to travel through dangerous territory to defend threatened planets.
- AI will ignore reinforcing planets that are already defended and not under threat.
- AI will focus on its primary enemy more so when targeting ships to attack.

Bugs
- Fixed a trade exploit with Hypergates.
- Fixed a problem with colonization events that aren't imagined yet.
- Updated the Planet window so the Build Queue buttons don't break out of their frame in Normal UI scale
Standalone installer, and those of all its DLC, updated (3.95 ⇒ 3.96): 08 November 2019.
high rated
Graveyard Keeper (a slew of belated changelogs)
Update 1.200 Stranger Sins DLC (28 October 2019)

- Now you will see visual notifications when a new corpse arrives.
- Available ability to automate grapes and hops growing.
- You can assign zombies to carry grapes and hops to the house basement.
- New zombie-brewery and zombie-winery added.
- Added missing character voices
- Added light from windows in rooms
- Added a list of all tutorial windows, and now you can see them at any time.
- Fixed a lot of bugs.
- Improved performance and optimization.

~~~ ~~~ ~~~

Update 1.201 (29 October 2019)

- Fixed a bug when a farmer didn't go home after a quest with his son and a flask.
- Fixed the game freeze if you give Cloto the potion treatment.
- Fixed the shadow offset of zombie-porters.
- Fixed an issue in the dialogue with Gerry about the last Keeper.
- Missing shoulders of a downhill zombie-porter with a box have been fixed.
- The impassable light from the lantern in the cemetery has been fixed.
- The beekeeper's jam is fixed.

~~~ ~~~ ~~~

Update 1.202 (31 October 2019)

- Fix for quest items disappearing from Bartender's inventory after Event.
- Keeper using the ​fishing rod in wrong direction is fixed.
- New corpse arrival and buffs icons should not overlap each other anymore.
- Few dialogues errors are fixed.

~~~ ~~~ ~~~

Update 1.203 (01 November 2019)

- Ocassional impossibility to build porter stations at Vineyard is fixed.
- Fixed disappearence of Bella's ring from the body.
- Some missing translation for Zombies working at Vineyard is localized now (Russian).
- Some 1366x768 resolution issues corrupting UI should be fixed.
- Ocassional interactions icons disappearence is fixed.
- Tavern is now running fine after any Event.

~~~ ~~~ ~~~

Update 1.204 (05 November 2019)

- Fixed incorrect display of some Asian characters.
- The crash of the game when you try to skip the introduction text in the first cut-scene with the gamepad will not happen again.
- Added a new spot to work on the desk.
- Fixed sound notification of a new corpse.
- Some dialogues and quest titles were fixed.
- Now you can sell to Adam blessing commerce.

~~~ ~~~ ~~~

Update 1.205 (06 November 2019)

- Fixed bug when alcohol was sold only once in the tavern.
- The tavern​ was added on the map.
- Now new zombie technologies are only available after the opening of the first zombie.
- Fixed freezing of the lighthouse keeper when approaching the lighthouse.
Standalone installers, and those of its DLC, updated (1.200 ⇒ 1.205): 08 November 2019.
high rated
Kingdoms and Castles
Fish & Pigs Update -116r4 (07 November 2019)

Changelog posted in the game forum by user FlockeSchnee.
Standalone installers updated: 08 November 2019:
- Windows: 116b6 ⇒ 116r4;
- Linux and Mac: 115r12 ⇒ 116r4.

***

Nuclear Throne (got to love it's called update #99 when it's the very first here)
Update 99 (08 November 2019) - Part I

Features
- Area/weapon/mutation seeding is now far more consistent.
- There's now an option for borderless fullscreen on Windows (Alt+Shift+Enter / in options).
- There's now a confirmation dialog when exiting/restarting a run; R confirms in it.
- Safe spawns now work consistently.
- Added a setting for native cursors - when supported, this gets rid of mouse lag once and for all.
- Added a setting for mouselock (when available) - for windowed or multi-screen setups.
- Both players can now play the same character in coop without making use of bugs.
- Added localization support (see lang-example.ini / copy to lang.ini for translating)
- Almost too many bugfixes.

Balancing
- Weapons returned by Determination no longer have cooldown of last seen weapon in that slot.
- Trying to pause mid-generation now pauses as soon as loading finishes.
- Game now auto-pauses if connection is lost to the in-use gamepad.
- Grenades no long persist on level change (since they could break generation / kill you).
- Proto statues no longer keep rads from previous encounter if forgotten
- Discs now have an axis-aligned bounding box and bounce a little more predictably. (don't get too excited - the spread is still there and you'll still hit yourself a lot)
- Player' plasma shots now hit players with iframe rules when reflected.
- IDPD grenades now harm IDPD (alongside everyone else) if deflected.
- Mimics are no longer multiplied on loops.
- Select enemies now just don't increment kill count instead of reducing it by 1.
- You can now blow up the last enemy with Melting's Ultra A (the trick: it'll leave a corpse).
- Proto chest now defaults to rusty revolver if it's weapon is gone.
- Jungle now consistently offers new mutations on each visit.
- You no longer accidentally pick up weapons when entering secret areas via objects.
- Weapons can no longer end up under $$$-specific prop.
- Hyper Crystal now clears additional area upon noticing the player.
- Ravens no longer lift up and land on same spot if there's nowhere to fly.
- Giving up crown of destiny no longer can cause you to have -1 mutation points.
- Rads should now get stuck on wall edges slightly less often now.
- The game will take minor effort not to spawn the player right on top of cars/generators.
- IDPD explosions appearing on one spot no longer stack horizontally.
- In a particular location, other cars no longer explode when using one of them.
- Elite inspectors no longer pull non-moving projectiles.
- Maggot spawns can no longer be duplicated on loops.
- Enemy' slugs will no longer hit things while on last (almost gone) frames of animation.
- Frog can now use Hammerhead mutation - use active ability when standing next to a wall.

Fixes
- Fixed original weapon gaining cooldown of what last was in your secondary slot when picking up a new weapon while having only one (mostly affected only Chicken and Robot).
- Fixed portal not opening until van is gone if Big Dog and van are the last enemies on the level.
- Fixed automatic weapons/abilities being used when unpausing via Continue/ability button.
- Fixed necromancers trying to revive things that they can't revive (such as boss' corpses).
- Fixed necromancers not doing anything if the nearest corpse has no line of sight to it.
- Fixed a broken torch with T1 collision box behind T1 if dealing >1K damage to it during intro.
- Fixed grenades getting blown up in portal proximity few frames after opening.
- Fixed a number of oddities with Skeleton<->Melting changes.
- Fixed it being problematic to sit down on 7-3/HQ3 sometimes.
- Fixed portals in HQ not opening chests.
- Fixed IDPD freaks being able to freely leave 0-1.
- Fixed Rogue sometimes getting a rad canister on 7-3 with Open Mind.
- Fixed Crown of Love not applying to chests on 7-3.
- Fixed it being possible to farm kills by going between a level and HQ.
- Fixed some tiles being slippery when fighting guardians in 5-2 vault.
- Fixed a very occasional out-of-level hole appearing together with a hostile Horror.
- Fixed cluster spawns breaking through safe spawn walls sometimes.
- Fixed ultra bolts vanishing when out of 0-1
- Fixed it being possible to farm rads by killing-reviving Horror in coop.
- Fixed IDPD plasma ignoring iframes completely, as result dealing ~120 damage per second. It's now only almost always an insta-kill.
- Fixed ravens duplicating if killed just as they are about to liftoff.
- Fixed cars duplicating if grabbed by a snowbot just as they are about to explode.
- Fixed it being possible to force self to deal with a van by blowing up the last corpse around.
- Fixed Gun Warrant not allowing to use "infinite ammo" if clip is empty.
- Fixed blood weapon "exchanging" not working for Steroids' active.
- Fixed vans being required to destroy before a portal can open at 1-1 1-2.
- Fixed proto chest jumping around if pulled onto the crown pedestal.
- Fixed jungle flower not spawning sometimes.
- Fixed certain 2-1 specific props not spawning sometimes.
- Fixed Technomancer spawning turrets outside of the level.
- Fixed a possibility of getting multiple 101-1 portals on loops.
- Fixed ultra bolts skipping enemies/walls sometimes.
- Fixed elite enemy spawn condition not being checked for each enemy separately when duplicating.
- Fixed "spawned" enemies (green rats, nest maggots) not getting killed upon entering secrets.
- Fixed Horror's Meltdown allowing to "reroll" any extra mutations due to some real old code.
- Fixed it being possible to pick up invisible weapons while in portal sometimes.
- Fixed big rads charging the statues only by 1 rad.
- Fixed 5-1 special prop sometimes getting destroyed by enemies on loops.
- Fixed laser and lightning crystals freely moving for a few frames if hit mid-charge.
- Fixed Lil Hunter extremely occasionally dying during spawn phase.
- Fixed weapons not being swappable during boss intros.
- Fixed it being possible to get free ammo via YV Ultra B when having no rads.
- Fixed IDPD portals spawning on top of the player without intending to.
- Fixed elite shielders telefragging the player sometimes (and generally teleporting oddly).
- Fixed golden cars still occasionally being amiss on 3-1.
- Fixed assassins not getting killed on special level transitions.
- Fixed quick restart in hard mode not incrementing hardmode runs statistic.
- Fixed "pop pop upgrade" not being free in terms of rad cost on ultra weapons.
- Fixed explosions and enemy flak-type projectiles not being cleared when a portal opens.
- Fixed it being possible to destroy throne columns with SPC/other wall clearing weapons before starting the fight.
- Fixed lightning weapons not working correctly at 0-1 boss fight.
- Fixed rogue strike canisters being replaced by rad canisters if a big weapon chest spawns.
- Fixed statues absorbing rads even before activation.
- Fixed weapons sometimes rapidly flying off in a direction because of appearing at the same spot.
- Fixed weapon pickup mask being slightly off-center.
- Fixed a rare crash related to elite shielder.
- Fixed 6-1' stationary enemies spawning under 6-1 L1+ boss sometimes.
- Fixed 7-3 and 0-1 bosses not dropping rads that were beamed into them.
- Fixed a rare softlock in 7-x enemy teleportation.
- Fixed "cursed"/glitched crown vaults (where non-guardian enemies would spawn inside).
- Fixed portals sometimes appearing at position of last exploded barrel on 1-x.
- Fixed Frog being unable to turn around when providing an opposite-to-moving-direction inputs.
- Fixed elite shielder's teleport not working correctly.
- Fixed a bug with specific prop unintentionally exploding after hitting it with an energy screwdriver and laser brain mutation.
- Fixed a rare softlock in raven flight algorithm.
- Fixed hyper launcher and hyper slugger hitting allies.
- Fixed a very rare bug with portals spawning off-level.
- Fixed portals spawning at an unnecessary offset from the last killed enemy.
- Fixed a rare crash on dying to CrownGuardian.
high rated
Nuclear Throne (continued)
Update 99 (08 November 2019) - Part II

Misc
- Swap button now switches skins on daily, for lack of any other function.
- Weekly' tooltip now shows the name of the weapon in case you've no idea.
- Health chests now have a separate sprite when dropping from enemies with Confiscate in 2-?.
- Added a potential fix for music playing for a split second even if muted.
- Controls menu now knows more button names.
- Controls menu now waits until newly bound button is released to avoid triggering it's effect.
- Reworked formatted text drawing for performance and locale features.
- Holes inside 0-1 level are now a little darker for contrast.
- IDPD chests no longer appear to be regular large chests with Steroids' Ultra B.
- Proto chest now displays under the weapon(s).
- Names on daily/weekly boards are now shown to best extent.
- The game now randomly cleans up some of smoke/dust/debris if there's enough to lag the game.
- HUD now draws on top of mutation bar in case of too many mutations.
- Control menu' items can now be triggered with Enter (accept-key).
- Regular secondary weapons now draw with outlines during boss intros (b/c black background).
- Secondary weapon' outline now draws on 7-3 for ease of identification on screenshots.
- Van portals now display over most other enemies and effects (as they're a larger threat).
- Pickup prompt now shows the correct key name if it's not E.
- Crowns can now be picked with digit keys (like mutations/ultra mutations).
- Snowbots now have a separate sprite for holding red cars.
- Positional audio ("3d sound") can be disabled in audio options.
- Rusty revolver now has a separate sprite for loadout (thanks to BioOnPC).
- Most sounds can no longer restart more than once per frame, which helps performance.
- Large-scale wall destruction now lags less.
- Freeze frames now have decaying effect when stacking up too much (i.e. no 1s worth of FF).
- Settings are now saved right upon exiting the options menu in-game (to avoid loss of changes).
- Allies dying after portal opens should be a bit less laggy now.
- Grenades no longer make continuous sounds if hit near walls.
- 3-3 boss music now ends after it explodes.
- Captions are now shown for the nearest weapon, not for all nearby weapons. This is also guaranteed to be the weapon that you'll pick up on key press.

Co-op
- Coop-specific fixes and improvements:
- If Chicken didn't find a health pickup on time in coop and was revived by other player, max health is no longer further reduced by 2.
- Fixed the game only checking if one (random) player has low health for health chest spawn.
- Swords & guitars now drop even if the according L1 level was skipped.
- Fixed rads not being attracted to a non-Horror player during beam use.
- Unsuspecting players now cannot be hurt by Frog "not holding it" during level loading.
- Fixed a player being stripped of Rhino Skin passive if they were fainted when it was picked.
- Mutation bar no longer displays under mutation buttons in coop.
- Players can no longer attempt revival of coop partners while at 0 health.
- Health chests can now restore maximum health to both players at once if they are Chicken.
- Rogue' ammo is now preserved upon reviving.
- Hammerhead uses left are now preserved upon reviving.
- "mutation bar" now displays the coop ultra mutations.
- If one of the players is YV, you now get the expected one-time effect on level ultra.
- P2 can now skip credits as well.
- Fixed Horror' passive having no effect on coop mutation choice with Crown of Destiny.
- Coop HUD no longer has duplicate elements for P2.
- Item drops now consider both players in calculations.
- Fixed Crown of Death' effect wearing off upon revival.
- Fixed "Eagle Eyes" bonus wearing off upon revival.
- Fixed camera looking at nothing if your Chicken's (missing) head gets exploded.
- Bloodlust/lucky shot now proc simultaneously for both players with the according "bond" mutation.
- Robot' passive now works consistently in coop.
- Fixed Strong Spirit recovering only for one player per level.
- Players now will automatically pick up their weapons upon revival, provided that they are still lying nearby.
- Fixed extra feet speed boost wearing off after a player dies.
- Fixed it being possible to pick wrong mutation in coop when both players are actively mouseovering them.
- The game now displays a separate kind of HUD for fainted players.
- Fixed Melting sometimes getting 3/2 HP upon revival.
- Fixed discs starting to hurt one of the players in coop earlier than the other.
- Fixed chests and crowns not always playing the touching player' sounds in coop.
- Fixed wrong line 2 color in Throne Butt description in coop.
- Fixed proto chests closing only by proximity towards one of the players in coop.
- Fixed player-race-specific alternate soundtracks not always triggering in coop.
- Fixed area-specific player sounds playing only for one of the players in coop.
- Fixed ammo pickups getting cursed only based on one player's actions.
- Fixed shovel/ultra shovel precision based on one player's stats in coop.
- All of the players are now shown on loading screens.
- Fixed various skills and effects only displaying above one player in coop.
- (Bloodlust, Horror TB, Laser Brain, Level up, Robot' active, Steroids TB, Strong Spirit, weapon switch)
- Fixed Rogue' chests not always appearing in coop.
- Fixed Rogue not always causing the additional enemies to spawn.
- Fixed Melting' passive not always working in coop.
- Fixed weapons not always uncursing correctly in coop.
- Fixed gas TB effect not always working in coop.
- Fixed Rebel-specific sound on 1-3 victory not always playing in coop.
- Fixed Horror' passive not always working in coop.
- Fixed Y.V. specific loading screen text not always appearing.
- Fixed maggot canisters not checking appearance condition correctly in coop.
- Fixed big maggots only attempting to ambush one of the players in coop.
- Fixed 2-1 exploding enemies not always making the "approaching" sound in coop.
- Fixed 2-1 L1+ boss item drop condition not always working in coop.
- Fixed 4-1 entrance condition not always working in coop (now requires any player to meet the condition)
- Fixed 5-3 boss being biased towards terrorizing one of the players in coop.
- Fixed 6-1 exploding enemies only desiring to explode near one of the players in coop.
- Fixed 6-1 stationary enemies only being triggered by one of the players in coop.
- Fixed 6-1 L1+ boss not necessarily tracking the right player.
- Fixed 7-3 boss being only activateable by one of the players in coop.
- Fixed 7-3 boss only being interested in walking towards one of the players. If you had situations where one of the players was randomly ran over by the boss, that's what it was.
- Fixed vans being biased towards running over one player in coop.
- Timer now displays in bottom-left corner of the screen in coop.
- Fixed timer going faster than usual in coop.
- Fainted players now carry over to the next level as you could expect them to.
- Fainted players now emit a small amount of light in dark levels.
- Fixed wasting health on reviving characters with less maximum health.
- Fixed "Bloodlust" proc not working correctly in coop.
- Fixed "Recycle Gland" resetting P2's bullet ammo.
- Fixed Fish' passive working only at P1 slot.
- You can now switch to B-skin in coop by using "swap" key on character select screen.
- Fixed "Trigger Fingers" mutation' effect in coop.
- Fixed "Rhino Skin" mutation' effect wearing off after respawn.
Standalone installer updated: gog-1 ⇒ u99.
high rated
The Universim [InDev]

Patch V0.0.38 (06 November 2019)

Bug Fixes:
- Fixed certain event messages had some words cut off at the end
- Fixed an issue where the construction menu did not display all the resources on the resource panel
- Fixed an issue where the building cloud panel was missing new resources
- Fixed an issue where Satellites were removing too much oxygen when flying
- Fixed an issue where the quest panel displayed the incorrect number of pages
- Fixed an issue with multiple sounds that were extremely loud (windstorm, thunder, etc.)
- Fixed a bug that prevented packs of animals from being spawned
- Fixed an issue with displaying long numbers for water and electricity. Now, once you reach the millions, it will display “1m”, etc.
- Fixed the sacrifice icon above the Temple. Previously, text on the icon was overlapping.
- Fixed a bug where the University increased crime dramatically
- Fixed an issue where small parks had incorrect seating areas
- Fixed an issue where news messages were disappearing
- Fixed an issue where dead Nuggets were not unregistered properly, causing an error to appear and break the game
- Fixed an issue where an infection message from other sources was triggering an infection from drinking message
- Fixed multiple audio issues in the game where certain sounds would be dropped
- Fixed an issue where dead animals were clipping through the ground
- Fixed an issue where Bits donations did not work
- Fixed an issue where the dotted representation of distance in the Cosmodrome incorrectly displayed the prediction for the travel distance
- Fixed an issue where news messages text and event text was not scrolling
- Fixed an issue where the trickle effect power could have been used on pause without any creator point cost
- Fixed an issue where in some cases Nugget status icon were always visible on the screen with the ESC menu open
- Fixed an issue with shifts that prevented Nuggets from constructing buildings, freezing them
- Fixed an issue where Nuggets created without hair in clone center would cause AI problems
- Fixed an issue where multiple modern buildings were missing lights during night time
- Multiple missing localization fixes

General balance changes / Improvements
- Pressing ESC during intro scene now skips the intro scene immediately
- Save button was added to the ESC menu, but you still need to build an Archive to save the game.
- Construction panel received major changes. All building categories were reworked and reorganized in order to provide a better experience.
- Nuggets are more likely to become believers due to high happiness. You can also lose believers if your civilization remains unhappy for a long period of time
- Batteries were removed from large buildings. Now, similar to Pumps and Reservoirs, in order to store excess electricity, you will need to build batteries.
- Schools and Universities got merged. Now schools will be upgraded into Universities.
- Reworked Education System. You will no longer be able to assign Uneducated Nuggets to buildings that require higher education. The Nugget panel will also be sorted based on their education level when you click on the assignment slot.
- Disasters due to education were removed.
- Wind system was tweaked and improved once again. Now wind won’t stay in critical conditions (extremely strong or none at all) for longer than 10 game minutes.
- Using the alarm will cause Nuggets to rush toward the bunker without actually waiting to finish other tasks.
- Nuggets will now run to Bunkers instead of just walking there
- Increased angle tolerance for solar panels. They should now produce electricity 100% more efficiently. However, it still depends on where you place your solar panels. On the planet’s "poles", they might generate less output.

Art:
- Locust Swarm
- Occupation Vehicles
- Nuggets Monks
- Windmills
- Kinetic Generators
- Solar Panels Updated
Standalone installers updated (0.0.37.27085 ⇒ 0.0.38.27611): 08 November 2019.
Also, Linux version added.

***

Standalone installers updated 07-08 November 2019 with no changelog:

- AI War 2: 1.003 ⇒ 1.005.
- Blair Witch: 1.02 ⇒ 1.03.
- The Colonists - Linux: 1.3.5.3 ⇒ 1.3.5.4.
- Crossroads Inn: 2.1 ⇒ 2.3.
- Godhood - Linux: 0.15.11 ⇒ 0.15.12.
- Kynseed [InDev]: 0.1.15.2296 ⇒ 0.1.15.2326 (not-on-GOG changelog here).
- Mable &amp; The Wood - Windows: 1.0.6 ⇒ 1.0.8, and Linux: 1.3 ⇒ 1.5.
- Monster Prom, and its DLC: 4.57 ⇒ 4.61.
- Mutant Year Zero: Seed of Evil: MYZ_GOG_23289 ⇒ MYZ_GOG_23289_Signed.
- PC Building Simulator, and all its DLC: 1.5.1 ⇒ 1.5.2.
- Predynastic Egypt - Windows and Mac: 1.0.8c ⇒ 1.0.10.
- Project Hospital - Linux: 1.1.17351 ⇒ 1.1.17383.
- Rise of Industry - Linux: 1.4.0:2310a ⇒ 2.0.0:1410a.
- Sin Slayers - Linux: 1.1.03 ⇒ 1.1.06.
- Swords &amp; Souls: Neverseen: 1.14 ⇒ 1.15 x64.

Also, from updates/changelogs posted earlier:
- Cathedral: 1.0.28 ⇒ 1.0.29.
- Chernobylite [InDev]: 20951 ⇒ 21432Loc.
- Earthworm Jim 3D: 1.0 ⇒ 1.0 v2.
- Freespace 2: 1.20 ⇒ 1.20 v2.
- Frostpunk, and its DLC: 1.4.0.48534.51933 (2019-08-30 15:43) ⇒ 1.4.1.50110.53938 (2019-11-05 18:25).
- Heroes of Might and Magic®: 1.2 ⇒ 1.2 (1.1.
- Heroes of Might and Magic® 2: Gold: 1.0 hotfix ⇒ 1.01 (2.1).
- Leisure Suit Larry: Love for Sail! - Windows: 1.01 ⇒ 1.01 v2.
- MDK: gog-29 ⇒ 1.0.
- MDK 2: 1.0003 ⇒ 1.0003 v2.
- No Man's Sky: 2.15_BEYOND_53660 ⇒ 2.16_BEYOND_53949.
- Obduction® - Windows: 1.8.3 ⇒ 1.8.4 ⇒ 1.8.4.1, Mac not updated yet.
- Sacrifice: 0678.05.21 ⇒ 0678.05.21v2.
- Underrail, and its DLC: 1.1.1.2 ⇒ 1.1.1.3.
- Uplink: Hacker Elite - Mac: 1.6 (gog-8) ⇒ 1.6(A).

Over and out!
Post edited November 10, 2019 by HypersomniacLive
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Alexim: But who is in charge of updating the official changelog of the games in the library, the GOG staff or the developers themselves? Why most of the time is it missing? I'm starting to get fed up with the issue.
More or less both. If the changes made were made by the devs GOG is only posting a changelog if they get one. If they made their own changes of course it is completely up to GOG.
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MarkoH01: More or less both. If the changes made were made by the devs GOG is only posting a changelog if they get one. If they made their own changes of course it is completely up to GOG.
Personally I'd have GOG post "Game updated(Windows Linux Mac)" modified as is appropriate when the dev doesn't provide a changelog.
so many buried updates with no further info attached
high rated
Egypt: Old Kingdom

Linux - 2.0.2j -> 2.0.4

https://www.gog.com/forum/general/the_what_did_just_update_thread/post22882

Robo Rumble

Internal Hotfix (12 November 2019)

- [WIN] fixed rare cases where game could freeze after 3dfx logo
Post edited November 12, 2019 by surfer1260
high rated
Darksiders III
Update 1.33 (11 November 2019)

Bug fixes:

- Fury will no longer switch to the wrong weapon mid force combo.
- Fixed some incorrect and grammatical errors on some items lore text.

Changes:

- Updated Stats on Abyssal Armor
- Balanced some damage output on some enemies
GOG calls the full offline installer files and the offline patch 1.4a
high rated
Dry Drowning has been updated.

Changelog for Update 1.0.4 (10 November 2019)

BREAKING NEWS: We’re happy to announce that we implemented a completely new English version of the game!

We hear your voice, fellow citizens! Thanks to the feedback of our beloved community, we took the ENG localization to a whole new level. The text has been translated and adapted from scratch, preserving the nuances and authenticity of the original language. Enjoy a completely new experience and dive into the grim, cyberpunk world of Dry Drowning!

Furthermore, due to popular demand, we have decided to work on additional languages too. Further updates are coming, so stay tuned!
high rated
Disco Elysium

Update 4801e0fb (11 November 2019)

Fixed autopsy dialogue when asking Kim about wounds you caused causing the player to get stuck in dialogue.
Fixed issue where Kim leaves the party when entering the tent under certain conditions.
Kim VO in Joyce intro volume boosted.
Abigail VO volume turned down.
Idiot doom spiral VO volume turned down slightly.
WCW VO at plaza volume boosted.
Fixed visual issue when dying from morale loss with Evrart.
Game will now return to the main menu if there is an issue with loading.
Fixed issue with save file giving out error on loading null item.
Fixed inventory issue where clothes would go missing but were actually stacked on top of each other.
Fixed issue when equipping two of the same type of bottle, only one is visible.
Fixed Tare bag "contents" line formatting.
Added backup art for save games which don't have screenshot image included.
Fixed issue where tooltip on the health boost seemed to be missing.
Implemented new rich guy, money effect.
Improved tutorialization of Hardie first confession hub.
Fixed issue where if the player tries to remove the boots while Kim isn't there before conducting the autopsy, they'll lock themselves out of getting the boots.
Player can no longer lose chain cutters during the autopsy.
Fixed issue where the necktie orb pops up and a dialogue is initiated mentioning Rosemary even though he is not present.
Fixed incorrect END dialogue in tent.
Fixed empty dialogue option when reporting back to Morell.
Fixed Titus camera transition.
Fixed issue where dialogue ends early in day 1 debrief with Kim on balcony.
Fixed Vicquemare feet clipping through the floor.
Vastly improved Mailbox petting.
Improved cat clock material.
Fixed Infinite loading screen encountered when quick loading after failing the "Savoir Faire" red check in the dialogue with Garte.
Fixed issue with Reset Settings still changing settings after canceling it.
Fixing further errors with resolution switcher at the start of the game.


Divinity: Original Sin 2 - Definitive Edition


Update 3.6.51.1333 (11 November 2019)
Gift Bag 3 includes:

Pet Power Pet Power greatly enhances the summoning class and its infusion spells. With this feature, you can cast infusion spells on all available summons, not just your own Incarnate. Each summons receives different skills depending on the base elemental infusion type.

Combat Randomizer When entering combat, one or more random enemies will receive one of the new special statuses created specially for this feature. Think you know how a particular fight is going to go down? Not any more! This will change everything you thought you knew about combat, with each battle presenting a fresh new challenge.

Nine Lives (Black Cat+) Transforms the Black Cat into a follower. Once rescued, a whistle will appear in your inventory. You can use this if your cat gets lost or if you want to change who it follows.

Improved Organisation Find a collection of special bags that allow you to better (and automatically) organise your inventory.

Sourcerous Sundries In each major hub, you can now find a mysterious vendor selling exotic and potent artifacts. These artifacts can upgrade a character’s gear with immense power, bringing them up to the players' current level.

Hagglers Tired of forgetting to switch to your 'haggling' character when talking to traders? Now the reputation and skill of your whole party can help you wrangle the best prices!

Please note that once enabled, these features will roll over to your saves on PC, or vice versa on Switch if you have cloud save transfers enabled. These new features come free and are automatically downloaded to the game.

Remember, if you want exclusive updates on all things Larian, Divinity and Baldur’s Gate 3, make sure you’re signed up to the Larian Gazette at the following link: Larian Gazette

Happy adventures through Rivellon, Larian Crew

In addition to the Gift Bag content, there are a number of fixes included in the patch today. These cover:
Updates:

Added Japanese language

Bug Fixes:

Fixed crash in multiplayer Mac-PC crossplay with Crafter’s Kit enabled
Fixed crash related to loading saves with Larian modifications enabled
Fixed major issue related to enabling/disabling Larian modifications in conjunction with community mods
Fixed issue where player could steal Drudanae from the Elf Herbalist without any consequence
Fixed player not receiving points for level up if inside Magic Mirror
Fixed the Battered Raft being destructible
Fixed music not playing during loading sequence when Larian modifications are enabled
Fixed rare issue with Alexandar remaining in battle even after death
Fixed rare issue when failing to pickpocket Meistr Siva
Fixed rare chance of player ending up stuck in combat during the fight for the Divinity
Fixed minor issues with UI selection when playing with a gamepad
Fixed small issues with VO and dialogue in Herb Gardens
Fixed minor text and localization issues
Fixed minor visual and animation issues


Starbound

Updated to 1.4.4 (AT LAST !)

Changelog from wiki.

Minor Changes/Bug Fixes

Fixed issue where Tonauac would sometimes lock into a dialogue loop in the Avian Mission
Fixed keypad clues sometimes only displaying <PASSWORD> instead of correct code on bounty missions