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high rated
Age of Wonders: Planetfall

V1.101 (19 November 2019)

Full changelog.
high rated
Tales of Maj'Eyal has been updated to version 1.6.1. No changelog here as of yet, but here is the one on Steam:
https://steamcommunity.com/games/259680/announcements/detail/3302756432788410152
Post edited November 19, 2019 by Grargar
high rated
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mrkgnao: Furthermore, we took the two-part 32-bit Windows installer and the two-part 64-bit Windows installer and combined them together, so that they look like a four-part (presumably 48-bit) Windows installer.
Oh, and we also forgot to delete the old 32-bit Windows installer.
That's only for y'all on GOG, not for y'all on Steam.
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MarkoH01: I guess it is time for another support ticket ...
Fixed.
high rated
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MarkoH01: I guess it is time for another support ticket ...
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mrkgnao: Fixed.
That was fast - I just created the ticket a fgew hours ago. Maybe GOG did already notice that you posted the issue here. Anyway - glad to hear that :)
high rated
Ankh - Anniversary Edition was update
setup_ankh_-_anniversary_edition_1.0_(30923) to setup_ankh_-_anniversary_edition_1.0a_(34062)
size reduces 873 975 ko to 501 762 ko !
no changelog
high rated
ATOM RPG: Post-apocalyptic indie game

Update 1.1096 (20 November 2019)

Chinese translation added
Item duplication bug fixed;
Overload bug fixed;
Spelling errors found by players fixed;
Misc. item description typos fixed;
Minor overworld map animation issues fixed;
Very rare sound freezing on global map bug fixed;
Fixed a very rare crash in Peregon.

Close Combat: The Bloody First

Update 1.0.6 (20 November 2019)

The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target.
Warning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.
Warning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.
Exiting a saved game from the Debrief screen and reloading the save now returns to the Debrief Screen instead of the Planning Screen.
Returning to the Planning Screen after having selecting your order choice will show only the order info for the order you selected.
Cursor no longer moves itself when entering / deleting text in the saved game name field.
Soldier fatigue and morale levels now recover every time you start a new Operation.
Operations are no longer shown as 'Completed' on the saved game list unless they really are.
Added better fallback handling for unusual deployment situations -- units should always be placed somewhere in player controlled territory at the start of a battle.
Pathfinder no longer avoids stationary vehicles that are not visible to the player.
AI recon units no longer repeatedly switch destinations while seeking contact.
AI command units no longer move to rally distant units if there are units to be rallied where they are.
An AI unit assigned to capture a VL won't keep trying to move toward the VL if it is engaging a target.
AI units with existing orders won't be given a new order unless their situation changes.
Fixed case where dynamic terrain damage objects could appear at 100x normal size.
Fix for possible crash when the last weapon in battery of artillery or mortar support fires.
Fix for possible crash when expending last use of Illumination support.
Fix for host stuck on the save dialog starting a new multiplayer game after disconnecting from a previous game.
Fix for case where soldiers / vehicles could spin in place after unit was given a Defend or Ambush order while the mouse was over the unit itself.
Fixed case where machine gun weapon model was not visible until the gunner moved.
Fix for Fire Support 'Area of Effect' ring not displaying if the fire support weapons weren't currently loaded.
Units without a FIRE order from the player will not take blind shots unless at point blank range. They will indicated a 'BAD SHOT' instead.
Units on DEFEND or AMBUSH will now fire at vehicles they can't penetrate if there is a reasonable chance of causing non-penetrating damage (tracks, gun hits, and crew hits from spalling.)
Units ordered to FIRE at an enemy vehicle will now fire if there is any chance of penetrating target armor OR any chance of causing non-penetrating damage, even if those chances are low. If there is no chance of either the Fire order will fail with 'We can't hurt that.'
Berserk soldiers will now charge toward the nearest uncontrolled VL if they have no spotted enemy to charge and they choose not to fire their weapon instead.
Fixed bug where non-penetrating damage to vehicles was causing more crew hits than intended.
Fixed bug where soldier could assault an unspotted enemy soldier if they were within 20m.
Fixed a bug where reloading would deducted a full clip of ammo even when some of that ammo type was already loaded.
Fixed an issue where a vehicle on steep terrain could still refuse to fire with a 'Steep Angle' state even when vehicle was angled in a way that would make the shot possible.
Indirect fire weapons now check for vehicles without any turret top armor when evaluating kill chance.
Vehicles in the open benefit much less from being camouflaged.
Users with multiple user names in the system, or who log in using their email name, can now log in to the multiplayer Lobby.
high rated
Parkitect

Updated to 1.5

Update for upcoming DLC as described on Steam.

edit: DLC is now available.

Changelog from Steam. Also available in the "Changelog.txt" file inside the game folder.

Taste of Adventure expansion (paid):

- added new campaign with 10 scenarios
- added Candyland theme
- added Adventure theme
- added River Rapids
- added Inverting Wooden Coaster
- added Inverting Spinning Coaster
- added Vertical Spinning Coaster
- added Swinging Coaster
- added Safari Ride
- added Experience
- added Clockwork
- added Shirts stall
- added Sub Sandwiches stall
- added Corn Dogs stall
- added Cookies stall
- added animated door and gate deco pieces
- added Lava
- added turntable segments for Water Coaster, Boat Dark Ride
- added elevator segments for Wild Mouse, Spinning Coaster
- added 3D text signs

Version 1.5 (free):

- added customizable water color
- added custom image signs (+ modding support)
- added ride photo sections
- added spin lock option to Spinning Coaster
- added free park entry/free food/free ride voucher marketing campaigns
- added option for continuing to play with all research available after completing all scenario goals
- added construction costs/remaining value display to shops/rides info tabs
- added color palette randomizer button
- added scenario editor tool for marking deco objects as source of bad scenery rating
- added scenario editor setting for disallowing building underground
- added "win without pausing" scenario goal
- added "win without using ride blueprints" scenario goal
- added "own at least x tiles of land" scenario goal
- added option for resetting campaign progress
- added modding support for custom coaster trains
- allowed using regular path styles as queues
- allowed overlapping staff zones
- improved track builder: when deleting a track segment the track builder UI preselects the settings of the removed segment
- improved Steam Workshop support: savegames, scenarios and blueprints can be updated now
- improved tracked ride animations to be much more smooth
- updated Content Manager window to load faster; added search and filters for own/subscribed content
- updated fountains to be resizable
- updated underwater tunnels to be buildable anywhere
- updated guest visualizers to highlight objects with positive or negative influence
- updated sandbox mode to award all goal rewards from the start when playing without goals
- updated night mode to be remembered in savegames
- updated ghost mansion ride to allow more trains
- updated blueprint builder window to display approximate cost when building without deco
- fixed some rides (like Go-Karts or Calm River Ride) counting as "coaster" in some statistics/goal completion checks
- fixed a case where a vandalism wave event notification could get stuck after loading a savegame
Post edited November 20, 2019 by Hustlefan
high rated

Tales of Maj'Eyal


Patch 1.6.1 "Techno-Annihilation" (20 November 2019)

Fixed some more leaks in Possessors
Update damage display on talents to new stun damage penalty
Also fix typo in Fire Dragon Shield description
Fix Mark Prey bloating savefiles
Fix a bug that could leave confusion effects permanent
Remove Elemental Surge from Vor
Remove Acidic Skin from Gorbat
Fixed some zones not being able to generate randbosses
Increase the minimum level on several antimagic egos
New tiles for Stone Wall spell
Rewrote/re-imagined the layout & tilesets & sizes of the four Prides. They should now be more interresting, smaller and way less laggy
New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)
Increased the visibility of Agony effect to reduce tedium of checking target to see the debuff
Changed Curse of Nightmares to not use hateful whispers as it provided anti-synergy with the efficient way of playing
Fix blighted summoning not working with some wild summons
Swap blink and shatter afflictions for Ogre and Shalore
Swap blink and shatter afflictions for shalore
Nerf psychokinetic and grasping ego damage
Fix stormbringer's ego giving massive movespeed bonuses
Disruption Shield (and its Aegis effect) changed to a recharging absorb shield that once depleted continues to work (up to a point) by using mana
Golem's three rush talents now have greater range and pass through friendlies
Golem's Eye Beam is now always maximum range and does not hurt friendlies
Circle of Sanctity correctly deals light damage
Fixed Temporal Form auto-damage bonus not fully going away at the end
Shadow Senses allows you to always see your own shadows, even when blinded
Naturalistic and Corrosive gloves ego use the new wyrmic breaths instead of npcs ones
Fixed reseting charms cooldown with Metaflow
Fix learning/unlearning Solipcism on Adventurers
Fixed exiting the fearscape in Tannen's quest after a save&reload
Updated Dream Hammer weapon mastery
Daneth's Neck Guard properly gives physical resist
Fortress quest is given upon inserting the rod even if it was somehow missed
Fixed Frenzied Focus when used by a NPC using TK-worn gem
Sanity check Aether Avatar against addons
Fixed a bug with Piercing Gaze
Fixed an error on the MTX UI when the game's internal browser is not available
Sudden Growth now can trigger effects affected by direct heals
Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!
Decrease ring crafting costs for non-unique gems
Remove critting from ego charms and nerf damage
Increase cost and cooldown of breaths
Reduce damage and penetration on Chromatic Fury
Remove stat gain from Wyrmic Guile
Fix Primal Infusion not removing effects
Nerf Shadow Grasp damage
Buff Flexible Combat to 50%
Display randelites/randboss classes even outside of dev mode
Improve Striking Stance damage bonus
Restore exponential bonus to weapon damage
Reduce the early randboss damage penalty
Clarify Mirror Image description
Warshout now checks mental resist instead of physical
Yeek quickened racial activated at 70% life instead of the 30% advertised in its description
Heroism now gives the bonus for missing life it says it does instead of only giving a bonus to stat contribution aspect
Disabled escape AI from Spellblaze Crystal
Removed 300% cost modifier on Gates of Morning shops; instead Slazish Fens items have a 20% sell value modifier to prevent celestials from starting with high tier items
Updated Sun Paladin betray rewards to give augmented mobility talents instead of mobility talents
Fixed Painful Agony getting people stuck with antimagic when eating antimagic people
Fixed a bug preventing your from being prevented from respecing in combat ;)
Gesture of Pain now procs "Talent on hit(mindpower)"
Fixed recalling out of sublevel maps (like hidden vaults, event maps, ...)
Reduced minimum level for randbosses to spawn to 8
Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft
The way out of the yeek islands now opens after the first zone done
Reduced minimum level for rares to appear to 4
Increased Dark Torrent range to 7
Fixed saving in the Slumbering Caves
When making a new character the game will check if there is the same addon installed twice and refuse to start (and it won't work anyway), clearly explaining why and how to remove one of them
Fixed Divine Glyphs to not make the character explode in a glorious stream of errors. Also renamed Divine Glyphs to Empowered Glyphs. Divine does not really exist in Eyal
Fixed a bug that allowed to spawn the Worm that Walks without spending a point in it
Fixed Transcendent Electrokinesis interaction with Brain Storm
Shatter Afflictions rune now goes on cooldown when cleaning only crosstier effects but a much much reduced one (-75%)
Fixed hotkeys dispaying 0.5 cooldowns
Fix Frenzy permanently reducing defense
Briagh's Lair is actually shown on the map when Zemekkys tells you so
Fixed Skin of the Many to work on whitehooves
Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)
All robes now provide a bit of resist all instead of defense and robe egos buffed a little
New shimmer mirror feature: loading & saving whole shimmer outfits (save independently of savefiles so you can import them on other characters too)
Auto-bugreports will now include the game version a character was MADE in
high rated
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chouetteunhibou: Ankh - Anniversary Edition was update
setup_ankh_-_anniversary_edition_1.0_(30923) to setup_ankh_-_anniversary_edition_1.0a_(34062)
size reduces 873 975 ko to 501 762 ko !
no changelog
This was probably updated because of my support ticket in which I requested to remove the bonus materials from the installers since they are also included already in the extra section. Today GOG support replied to me and told me about the update so I guess they have in fact removed the bonus materials from the installers as requested. Downloading right now to check this.

Edit: Checked it and I can confirm that they removed the bonus materials from the installer to make the download smaller :)
Post edited November 20, 2019 by MarkoH01
high rated
avatar
chouetteunhibou: Ankh - Anniversary Edition was update
setup_ankh_-_anniversary_edition_1.0_(30923) to setup_ankh_-_anniversary_edition_1.0a_(34062)
size reduces 873 975 ko to 501 762 ko !
no changelog
avatar
MarkoH01: This was probably updated because of my support ticket in which I requested to remove the bonus materials from the installers since they are also included already in the extra section. Today GOG support replied to me and told me about the update so I guess they have in fact removed the bonus materials from the installers as requested. Downloading right now to check this.

Edit: Checked it and I can confirm that they removed the bonus materials from the installer to make the download smaller :)
thank for the explanation
low rated
avatar
chouetteunhibou: Ankh - Anniversary Edition was update
setup_ankh_-_anniversary_edition_1.0_(30923) to setup_ankh_-_anniversary_edition_1.0a_(34062)
size reduces 873 975 ko to 501 762 ko !
no changelog
Does anyone know what changed to necessitate such a size change? I ask as I want to update my copy and don't want to lose out on anything that might be cut.

Also were extras updated or just the installer?
avatar
chouetteunhibou: Ankh - Anniversary Edition was update
setup_ankh_-_anniversary_edition_1.0_(30923) to setup_ankh_-_anniversary_edition_1.0a_(34062)
size reduces 873 975 ko to 501 762 ko !
no changelog
avatar
MarkoH01: This was probably updated because of my support ticket in which I requested to remove the bonus materials from the installers since they are also included already in the extra section. Today GOG support replied to me and told me about the update so I guess they have in fact removed the bonus materials from the installers as requested. Downloading right now to check this.

Edit: Checked it and I can confirm that they removed the bonus materials from the installer to make the download smaller :)
Thank you for the info

So all extras cut are still in the extras section of our libraries, correct? Nothing cut?
(Just checking)
Post edited November 21, 2019 by GameRager
high rated
Fictorum
Update v2.0.3 (18 November 2019)

- Fixed crashing for AMD processors on the Desert Gauntlet level
- Fixed crashing for some machines that would occur upon killing either Giama and Caeleste
- Fixed a bug that would instantly unlock unearned achievements and starting titles
- Resolution scaling will always default to Epic when detecting settings
- The Starcaller will no longer be unlocked instantly
Standalone installer updated (2.0 ⇒ 2.0.3): 19 November 2019.

***

OUTBUDDIES
Patch 1.49 (20 November 2019)

Changelog posted in the game forum by the publisher here.
Standalone installer updated: 1.48 ⇒ 1.49.

***

Sin Slayers
Update 1.2.01 (18 November 2019)

Changelog posted in the game forum by user ERISS.
Standalone installers, and those of all its DLC, updated (1.1.08 ⇒ 1.2.01): 19 November 2019.

***

Victory at Sea Pacific
Patch 1.6.2 (18 November 2019)

Patch Notes posted in the game forum by the devs here.
Standalone installers updated (1.6.1 ⇒ 1.6.2): 19 November 2019.

***

Standalone installers updated 19-20 November 2019 with no changelog:
- Jupiter Hell: 0.8.4b ⇒ 0.8.5 ⇒ 0.8.5a.
- Overland: 677 ⇒ 681 ⇒ 683.

Also, from updates/changelogs posted earlier:
- Age of Wonders: Planetfall: 1.0.0.6.1 ⇒ 1.1.0.1.
- ATOM RPG: Post-apocalyptic indie game: 1.1095 fix1 ⇒ 1.1096 (changelog with more info by the devs here).
- Parkitect: 1.4c ⇒ 1.5.
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GameRager: So all extras cut are still in the extras section of our libraries, correct? Nothing cut?
(Just checking)
Yes, they are still in the extras section of the library. That's the only reason that it was requested to remove them from the installers.
Post edited November 21, 2019 by MarkoH01
low rated
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GameRager: So all extras cut are still in the extras section of our libraries, correct? Nothing cut?
(Just checking)
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MarkoH01: Yes, they are still in the extras section of the library. That's the only reason that it was requested to remove them from the installers.
Ok then, I guess I can skip this update if I don't mind the extra space used?

K. :)
high rated
Deus Ex™ GOTY Edition & Revision

1.112fm(Revision 1.4.0.2) ⇒ 1.112fm (Revision 1.4.0.2) nGlide fix

(The file name says it all: nGlide fix)

*************************************************

Prison Architect

The Sneezer Update 1.0

Message from Steam:

"The Sneezer" free update is now live!
A new free update for Prison Architect is here - with new features and content! We have implemented a lot of changes from community suggestions, so don't be surprised if you see your own added to the game!

A summary of the most notable items is provided below, including; new Bridges, Cloning and Planning improvements. Now you can turn your plans into actual construction jobs!

New items
- Windows can now be added to both sides of a vertical wall.
- New Walls: Art Deco and Oriental.
- New Floors: Limestone, Grass n Stones, Sandstone, Lunar.
- New Objects: Sink, Handdryer, Wall signs, Spooky and Sakura trees, Cactus, Park Bench, Moose Head, and more...
- New Doors: Guards Gates and Secret Bookcase Door.
- New Signs: Signposts rooms such as Canteens and Showers.
- New Grass Corner, to create angled pathways.

New Features
- Multiple new dog types to choose from, before and during a game!
- Option to choose the wall type for quick rooms.
- Room (colored) overlays can now be turned off in Game Options.
- Extra ‘Most Used’ item menu filter added.
- Finally, BRIDGES are here! Lay them over roads, water and other land, for staff and prisoners to cross.
- Rebalanced daily payments for higher-risk inmates. Max Sec, Protective Custody, Death Row, and Criminally Insane pay more.
- Empty and occupied cells can be viewed in Logistics, via a new “Cell Status” button.
- Extra prisoner action added to Bios: “Escort to Infirmary”
- Search bar added to the Flooring menu.
- Transferred prisoners are offered in Intake.
- Unique Visitors Direction option added to Deployment.
- Foundations can now be built with more wall types.
- Fog of War can now be turned off mid-game, via the Map Settings menu.
- Clone tool overhauled!! You can now rotate and flip, walls and objects now shown, the clonable area can cover entire prisons! AND you can even clone between saves (BETA)! The construction speed has also been optimized.
- Overhauled Planning!! Build your plans, add doors and choose wall type. The construction speed has also been optimized.
- More new items, walls and floors.
- Improved Quick Rooms presentation, now showing where the walls will be built.
- New Desert and Lunar Plot options when creating a new game.
- Gravestones are supplied for every death in your prison.

Additional Improvements, Fixes & Features QoL and more of your requests!
- Taser legacy crash fixed (due to the taser line drawing code - taser trails would sometimes crash the game on certain player’s graphics drivers, if it didn't crash it seemed to shift some of the font drawing code to render in the wrong position/off screen for a frame. Both problems should now be fixed.
- Modders! Spritesheet files and UI.png are now unencrypted. Please avoid adding to these sheets with your own mods, as we WILL be adding more future content to them. There’s plenty of space reserved on the original tilesheet.
- Electric Cables and Water Pipes now point the right way when being constructed.
- Any inmates moved to new cells by you, will be reassigned.
- The outskirts of the map now allow flooring to be placed.
- Street Lamps no longer need direct power cables.
- “Events” can be toggle on/off in Map Settings.
- New inmates have a “Fresh Fish” tag.
- Deployment - "Staff Only" and "Shared" zones are more distinctly coloured.
- Separate icons for “Drugs” and “Medicine” contraband types.
- Snipers can now open Remote Doors.
- Guards open doors for separated dogs.
- Underground utilities can now be placed in the same space as pending above-ground objects.
- Cloning will include foundations.
- Office chair now fulfils the Reception room requirement.
- Now CCTV, Doors and Phone Taps can be connected in both ways.
- Addressed various issues when playing with multiple monitor setups.
- Bench artwork updated to show sitting direction.
- The presentation of areas in Logistics which show where jobs can be assigned is improved.
- Phone Tap, CCTV and Door Control stations show the no. of wired connections.
- Hedges no longer merge with adjacent walls, and blend better with grass floor.
- Execution Room requirements can be fulfilled with all new chair types.
- Bios no longer open immediately when double-clicking to follow an inmate.
- Improved Sprite visuals due to an alpha anomaly that was producing artefacts around some of the sprites.
- Fixed a legacy issue where Mail Satchels where not being delivered, causing large build ups of mail.
- Guard Response option assigned to the [G] hot key.
- Guard Taser Certification program tooltip fixed.
- The Mud floor is slower to walk over.
- Corrected a legacy issue relating to the Need gain for large maps. Needs would previously rise too quickly on Large Maps due to lower timewarpfactor.
- New icons added for Needs speech bubbles that were missing.
- Ability to turn off the double-click to move objects function, in Game Options.
- Even more staff and dog names added.
- Fixed issues with items stretching when rotated.
- Fixed a legacy issue with rotating tree saplings.
- Placing doors in Planning no longer removes the flooring below.
- Your last used filter setting is saved.
- Extra characters such as ä, ö, ü, ß now accepted by the search bar.
- Fixed a legacy issue where Notebook pages that were appearing during Escape mode/Cutscenes were inaccessible.
- Tons of other bug fixes.