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timppu: I wonder what happens if the desktop is in 4:3 resolution? Does it still offer widescreen resolutions (only)?
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Edward_Carnby: I dunno.
All my monitors is 16:9.
If you want you could set your desktop resolution to 4:3 resolution for testing. If the game in fact detects your desktop resolution this should fool it.
Post edited May 04, 2020 by MarkoH01
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Edward_Carnby: I dunno.
All my monitors is 16:9.
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MarkoH01: If you want you could set your desktop resolution to 4:3 resolution for testing. If the game in fact detects your desktop resolution this should fool it.
Heh, never tried such trick. =)

But no - not working for me.
Still only 16:9 resolutions available.
high rated
Hearts of Iron III

Update: 1.4-3 (4 May 2020)

Fixed additional Lua vulnerabilities


Sengoku

Update: 1.04-2 (4 May 2020)

Fixed additional Lua vulnerabilities

Victoria II: Civil War Edition

Update: 2.31-2 (4 May 2020)

Fixed additional Lua vulnerabilities
Post edited May 05, 2020 by Edward_Carnby
high rated
Filament

Updated to 1.0.2701

(Galaxy & Offline Installer)


Latest changelog i found from pastebin
Filament Hotfix Changelog

--Changelog 25/4/20--

- Fixed archways sometimes blooping a lot when you go through them
- Fixed restarting while focused sometimes showing the planet
- Fixed some messages cutting off the last line
- Fixed some typos/grammar
- Fixed incorrect colours on one message
- Fixed message titles having a line break causing overlapping titles
- Fixed cryosleep achievement. Will be retroactively given to you on launch if you had unlocked the door
- Changed some collision in binary 7 to make the cable more consistent
- Fixed a hole in constellation 12 that let you fall into the void
- Changed some collision in Archway 15 to make the cable more consistent

--Changelog 26/4/20--

- Running now persists between swapping robots and progressing levels
- Fixed an assortment of things showing interactable prompts through walls
- Fixed the bridge showing on the map before you had unlocked it
- Fixed some incorrect message colours
- Fixed some subtitle mistakes
- Fixed a bug that let you get a robot stuck in the door on the colour mixing levels
- Fixed a long negative pillar in negative 3_4 not disabling the cable if you got the angle just tight enough
- Fixed some inconsistent angles in Binary and Requisite puzzles
- Moved a smudge a bit

--Changelog 27/4/20--

- Fixed alt-tabbing during puzzle reload sometimes detaching the cable
- Fixed pinboard displaying as interactable before it actually was
- Fixed fuse box being activatable again on every launch
- Fixed constellation pillars sometimes not closing the door after disabling the cable
- Fixed a whole lot of problems with multi-requisite 3, don't know what happened with that one
- Changed the behaviour of doors so that if your robot is in the doorway it can't close, this will open up some cheese potential but will prevent you from getting trapped
- Changed some collision in binary-archway 2 that let you get stuck
- Fixed sequence puzzles sometimes not initialising correctly, this was mostly a problem in the simple height puzzles, but now also cannot be a problem in any others
- Added some collision to multi 15 to fix an inconsistent solution
- Fixed a whole bunch more typos/grammar
- Fixed subtitles other than english being broken in the end sequence
- Updated Japanese subtitles
- Fixed some instances of inspectables being inspectable through walls
- Fixed the top pool anchor being interactable through a walls
- Fixed numbers on the map getting increasingly larger each time you checked
- Fixed some book textures being cut off
And another one on Discord (Login required)
--Changelog 29/4/20--

- Updated Japanese localisation
- Fixed another assortment of typos
- Fixed some inspectables being interactable through walls
- Fixed the subtitles in the cockpit breaking if your language was set to anything other than english
- Fixed the map incorrectly displaying progress if you closed and opened it a lot
- Fixed rewind sometimes not working the first time you press it
- "Boarded" achievement will now be correctly granted to anyone who continued from the demo
- "Instant Focus" now behaves like a toggle, no more sore fingers
- Fixed an exploit possible in multi 3_03 that let you wiggle a robot into a solution that shouldn't have been possible
- Fixed collision on a watering can in botany
- Fixed the mouse showing in the pause menu if you were using a controller
- Fixed removeable storage not updating progress until you left and re-opened a terminal
- Fixed the pantry door in the kitchen clipping through the walls
- Optimised the cable performance on lower frame-rates, should also cause it to behave better when rewinding
- Fixed colour mixing levels sometimes removing progress from the indicators
- Fixed some occasions where the recent fix to getting a robot stuck in the door made a puzzle exploitable

01/5/20

The above update is now live, along with the following updates:

- Fixed the ladder in the Mez being interactable from the toilets
- Added the lightbulb symbol to cards that were missing it
- Fixed some wires in requisite 3_2 being connected to the wrong references
- Fixed riser pillar collision if you spam moved into it on a stuck cable
- fixed inconsistent angle in pairArchway 1
- full lighting rebuild, should perform better on low end hardware as well as look nicer on high end hardware

Oh, and a large amount more typos fixed
Post edited May 05, 2020 by Hustlefan
high rated

Wasteland Remastered


Update 1.08 (04 May 2020)
IMPROVEMENTS
REORDER INVENTORY AND SKILLS

Items can be sorted by: equipped, alphabetical, and inverse alphabetical
Skills can be sorted by: level, inverse level, alphabetical, and inverse alphabetical
You can click on (or select with d-pad and A-button) or select by number to construct your own order, then fill with the remaining items keeping their existing order
Mouse wheel will change the page of the right hand window

MULTIPLE ITEM TRADE

On the items tab of a character select the new "Trade" button (help is now removed from "items" tab) you will be able to select whom you want to trade to; and what items, with it showing you how many slots are available at the recipient
All the trading functionality (like NPCs refusing) should still occur with this system

BUG FIXES

Fix for disbanded party not healing
Fix for missing translation on player ranks
Fix for the skills text alignment (so that if a skill goes to level 10; the skill names are formatted correctly)
Made the lock-out on the right trigger only check the right trigger release before disabling the lock-out
Fix for buttons changing from a key to button after one frame when using controller
Added window clear if ESC pressed while selecting shot type (Single, Semi, Auto)
Fix for radiation armor not working if in slot 1 of the inventory
Set up Yes/No selections to only accept 1, 2, Y, N, ESC
"Use these combat options?" now only accepts Yes/No
Fix for combat content getting pushed to the bottom right window incorrectly
Fix for character name not being displayed at end-of-game special level up
Fix for the last page of the character’s items while in a shop not updating, if you sell all items on that page
Temple of the Mushroom Cloud: Fix for issue where the main entrance doors to the mushroom temple would not visually close after opening them with the passwords, but then blowing up the security camera (Discord report)
Temple of the Mushroom Cloud: fixes for explosion offsets on some doors
Scott's Bar: added conversation tag to a couple more lines of the Riddler's (Scott's Bar) conversation to fix missing or incorrect cameos in conversations
Now only plays the "end of combat" sting if you were in a combat (not just doing an encounter round when not in combat to reload, etc)
Needles Police Station: linked up missing events for one door in the police station to fix a door that does not animate
Fix for numbers being usable during direction select instead of WASD / ESDF (or controller direction)
Added support for mouse wheel to all menus item and skill selections
Fixed multiple problems with map sizing
Pool and Divide now retain highlight position on menus
Removed pool and divide from the Buy/Sell select menu
Fix for random nameless cameos when forcing combat. Have replaced with current player to clean it up
UI: Fix for "$..." being displayed when Pool or Divide is used on the BUY/SELL selection
Fix to solve some invisible enemies
Fix for save game loading while in combat, so that the next combat you have after the load doesn’t have additional enemies
Fix for "press any key to continue" not fitting for non-English languages
high rated
Nova Drift [InDev]
Update 0.27.20 (1 May 2020)

Visibility, Features, and QoL
- Started improving the pause menu. It has a bit more info, and it is partially dynamic to your loadout
- Asteroids now have a slight outline to differentiate them more from the background
- Added a finder circle and a finder pointer for when you're near the edges of the screen
- Grenade explosion artwork has been made less occlusive
- Salvo explosion effects have been made smaller (the blast radius is the same)
- When you screen wrap, the pulsing effect now moves with you, making the player object easier to locate
- The volume and pitch of the crash sfx now changes depending on how hard you are knocked back
- Added some pitch randomization to a few other sfx to try it out
- More fonts are now retina friendly. All fonts now scale at 50% for non-retina to reduce distortion
- Enemy missiles no longer screen flash if fired rapidly
- Firing direction no longer modifies your forward-facing aim scope

Enemy and Wave Balance
- Made the wave speed modifier from Danger Zone and Mayhem a little less crazy compared to the previous adjustment
- Added considerably more wave time padding for early waves, before wave 30 (was 20), up to 8 seconds
- Enemies now start becoming stronger at wave 100 instead of 120
- Reduced the scaling value, and the maximum value, of enemy knockback dealt to the player based on their hull
- Serpent Elites fire their spines a little less frequently
- Serpent Elites won't appear in the wild before wave 25 now, up from 20
- Wardens and Interceptors now allow a little more time to defeat them
- Pulsars now chase you somewhat less quickly
- Normal and elite Pulsar shots have a little less targeting
- Spitfires now won't introduce more Pulsars if there are already 2 or more
- Spitfire is now a little harder to trick into not firing
- Eclipse champions won't spawn randomly before wave 45 (was 40)
- Eclipse shield retaliation cooldown 2 frames -> 3 frames
- Small asteroids now push less hard
- Small asteroids are more likely to contain orbs
- Small Asteroids deal 10 -> 5 damage

Game Balance
- Grenade's knockback has been halved, making it easier to hit with clusters
- Grenade base damage: 75 -> 85
- Salvo base damage: 50 -> 60
- Salvo's stockpile rate from projectile count now works consistently with other sources of rate of fire, and also has been improved from 5% -> 15% per projectile (If you go this route, I recommend Convergence over Fusillade)
- A previous buff to Salvo's stockpile diminishing returns was accidentally a nerf. I have inverted this and buffed it further
- Barrage now properly affects projectile count for the purposes of Loaded Mines (with all projectile-based weapons) and Stockpile
- Mine hull 30 -> 25
- Charged Mines now prevents mines from using a trigger radius. They will still detonate on impact (This is a huge buff for this mod in most set ups)
- Mine trigger radius decreased by 25%
- Loaded mines now take 2 -> 4 damage for innately charging weapons
- Swarm Construct damage 5 -> 6
- Interceptor Ally now uses a larger cone angle for targeting integrated weaponry. It is now more likely to start charging Vortex, more likely to start or keep firing Thermal Lance, and more likely to fire other weapons near enemies
- Vortex base damage 4 -> 3.4 (-15% base damage)
- Loaded Mines last rule has been modified: "For weapons that charge innately, your mines charge your weapon at 75% of your charge rate. Additionally, they constantly take 4 damage /s and pay +100% charge costs" (Note that Thermal Lance does not have a "charge cost", only Vortex does)
- Mine effect, for innately charging weapons, has been made consistent with other forms of charge rate scaling instead of being multiplicative

Explanation: Vortex is most fun when it has a high risk vs reward element. Recent changes to its scaling allowed it to become monstrous without ever really putting you at much risk, due to increased levels of crowd control and charge rate. This reduction in damage will require that you spend longer charging and taking damage to reach those huge damage numbers from huge vortexes. As for the mine changes, Architect was on another level, with Vortex Mines being substantially better than any other kind of mine (or maybe even any other Architect choice). This was because of both mine hull being disposable, unlike the hull of the player or allies, as well as some explosive scaling with Architect's mine effect. Combined, these changes affect Vortex considerably, and Thermal Lance mines only a little.

Fixes
- Fixed Adrenal Module setting a value where it should be adding a value, overwriting the global damage gained from Masochism
- Homing Strike now works properly with Burst Fire for Allies
- Construct formations no longer flip out if the player teleports or is schlorped into a singularity -The finder no longer activates if the player does the above
- Fixed some description formatting
- Gemini + Shielded Drones + Discharge now properly ignores Gemini
- Architect charging a blade doesn't detonate other constructs until it actually fires
- Prevented the Ludicrous Speed achievement from being earned in debug mode
- Phantom Strike and Outrage module now work with Homing Strike
- Fixed a crash with Outrage module
- Square Drift no longer crashes (perfectly square aspect ratios)
- Grenades with Hyperboost are now less occlusive
- Fixed Grenade's damage being misreported
- Gemini Protocol now indicates that your shield must protect you, as was the case
- Allies using Thermal Lance no longer discontinue the charge if a valid target exists
- Ally burst fire homing strike no longer breaks projectile count
- Halo + Gemini no longer works with Shielded Constructs, as intended
- Prevented Bastion + Architect from detonating mines when it is assembled but not deployed (using Shielded Constructs)
- Fixed Shockwave not creating a shockwave when your shield cooldown completes, but your shield capacity is full
- Fixed Echo Strike misreporting that it hits twice
- Fixed Carrier text colors
- Blade now informs you that its construct limit is equal to your projectile count
- Fixed Shockwave depth sorting
- Stabilize now works while thrusting if Thrust and Up are bound to the same input
- Defensive Drones prioritize hazards in Orbit formation
- Orbit and Rampart formations prefer targets in the direction they're facing
- Vortex charge and Thermal Lance beam now take directional offset from Propulsive Munitions into account
- Antimatter Rounds proced with Salvo's stockpile now divides its added self-damage by your burst fire count, preventing unintentional massive self-damage from burst fire
- Antimatter rounds with Salvo's Stockpile was additionally being applied a second time at a value far greater than intended. This has been removed
- Clamped Bastion Shield's sprite index to prevent a crash when it gets too high
- Prevented a crash involving enemy beam charges being unable to find their leader (when its cleaned up for being off-screen for too long)
- Prevented Sanctuary from (improperly) working with Shielded Constructs
- Fixed cases of Gemini Protocol (improperly) working with Bastion Shield when you have Shielded Constructs
- Fixed some cases of Bastion using base damage instead of current damage to trigger hull-threshold-based mods
- Prevented hull-damage-threshold-triggered mods (that they themselves trigger self-damage) from overwriting the original hull damage you were intended to take (?!)
- Siege Weaponry self-damage now reports in the combat log
- Outrage Module trigger now reports in the proper place in the combat log
- Architect now properly triggers detonate on your constructs when a blade is produced by Phantom Strike or Outrage Module
- The pause menu now properly reports ignite duration modifiers from body gear
- The singularity doesn't blot out the pause menu anymore
- The singularity doesn't draw in front of the darkness anymore
- Fixed excessive Volatile Shield / Tempest Break with Blade + Bastion + Shielded Constructs + Burnout Reactors
- Blade + Burst Fire + Courser / Battery can no longer cheat blade count and fire extra projectiles
- Blades with Shielded Constructs no longer do less damage after taking damage
- Visual Warp Shield radius now works with shield radius modifiers
- Essense Sap can no longer leech from Asteroids and such using Force Armor's blast
- Thermal Lance beam now resets its color after Hyperboost ends
- The Blink reticle no longer disappears if you pause during a blink
- Champion Juggernaut displays its hull bar
- Fixed cargo train box hull bars
- Hidden Power now prevents Mortar
- Rancor charge slow down no longer persists with Mortar
- Swarm Constructs will now attack Eclipses properly. When targeting, they have more accurate ranging (it was using square hitboxes, so oddly shaped enemies were an issue)
Standalone installers updated 04 May 2020:
- Windows: 0.27.12 ⇒ 0.27.20;
- Mac: 0.27.15 ⇒ 0.27.20.

***

Ostriv [InDev]
Alpha 3 patch 3 hotfix 1 (2 May 2020)

Fixed:
- False positive "Can't build on water" for fields
- Couldn't reassign fields in latest update
Standalone installer updated (0.3.3.0 ⇒ 0.3.3.1): 04 May 2020.
high rated
Streets of Rogue
Version 89 (29 April 2020) - Part I

DLC
- Added support for Character Pack DLC:

Courier
- Roller Skates (Trait): Allows you to travel very quickly, but with some loss of movement control.
- Delivery App (Item): Use this to start delivering packages.
- Courier Package (Item): Deliver this from one spot to another, and don't let it break!
- Side Hustling (Big Quest): Deliver a bunch of packages using the App, but be SUPER QUICK about it!

Alien
- Mind Control (Special Ability): Shoot a blast of energy that explodes on contact. Anyone within the radius becomes Mind Controlled by you. During this time, you take control of their bodies, but cannot move your own.
- Near-Harmless (Trait): Can’t use weapons, fist only does 1 damage
- Homeward Bound (Big Quest): Collect parts for your broken spaceship from vending machines.

Goon
- Wrong Building (Trait): When you trespass in a building, owners who would normally become hostile become annoyed instead.
- Guard Duty (Big Quest): Speak to the owner of a specific building and protect that building from a bunch of invaders. Bonus cash if the owner survives. Winning this Big Quest allows you to achieve the rank of Supergoon.

Mech Pilot
- Ride Mech (Special Ability): A Mini-Mech appears next to you when you start levels, which you can ride.
- Mech Key (Item): Use this to start the Mech.
- Laser Cannon (Special Ability for Mini-Mech ONLY): Shoots lasers, which are quick and not very powerful. But, they recharge, so you've always got a gun on hand.
- Oil Reliant (Trait for Mini-Mech): Health can be restored by Oil Container or Ammo Dispenser.
- Bulky (Trait for Mini-Mech): Can’t fit through doors or windows, speed is set to 1.
- Scumbag Slaughterer (Trait for Mini-Mech): Unlawful citizens will attack you when they see you if you’re riding the Mech. They don’t care about the Mech Pilot.
- Cops Don’t Care (Trait for Mini-Mech ONLY): Law enforcement won’t take actions if you attack citizens or vice versa, or commit other crimes, as long as you’re in the mech suit.
- Brute Force Progress (Big Quest): Neutralize every unlawful citizen. That means Thieves, Drug Dealers, Gangsters, etc.

Bouncer
- Stomp (Special Ability): Stomp the ground to make everyone in the nearby radius Dizzy. Costs some health.
- Bodyguard (Trait): A Musician follows you everywhere. Make sure not to let any harm come his way!
- Electro Tether Vest (Item): Hurts you if you stray too far from the Musician.
- Blood Transfusion Kit (Item): Allows you to transfer health from yourself to the Musician, or revive him when he dies.
- Bodyguarding (Big Quest): Make sure the Musician doesn’t die too many times.

Demolitionist
- Bomb Processor (Item): Put in random stuff from your inventory to craft Remote Bombs.
- Remote Bomb (Item): Plant these wherever you want.
- Remote Bomb Trigger (Item): Use this to detonate the Remote Bombs you've planted all at once.
- Rubble Rouser (Big Quest): Destroy a certain number of walls in the level.

Level Editor
- Fix for toolbar slots disappearing if the player quits Play mode in the level editor and then returns to Play mode

Graphics
- Fixed a small error with the Alien's coloring
- Fix for NPCs displaying incorrect eye sprites after being electrocuted

Items
- Melee weapons do not lose durability when hitting Butler Bot
- Butler Bot cannot be tripped with Banana Peel
- Butler Bot cannot be targeted by certain items like the Walkie Talkie
- Fix for not being able to shoot Ghost Gibber through broken windows

Status Effects / Traits / Special Abilities
- Alien can no longer be Zombified

Combat
- Player does not auto-aim toward Butler Bot

Stats / Unlocks
- Fix for player receiving election points from NPCs that are brought from previous levels

Missions
- Fix for optional Neutralize missions not being considered Complete if the target is Zombified before the mission begins

Big Quests
- Fix for Shopkeeper Big Quest sometimes assigning player to retrieve Gas Mask, even though these do not drop when the NPC is killed

Level Generation
- Fix for a small wall collider sizing issue

Artificial Intelligence
- Fix for NPCs not acknowledging a problem if you try to hand them an item when their inventory is full
- Fix for NPCs continuing to follow the player if their Slave Helmet blows up while they are invincible

Version 89b
- Fix for cases where DLC traits and abilities were not available in character creation
- Fix for Mech starting with full health at the beginning of each level
- Fix for Bulky and No Teleports appearing in as rewards
- Ammo Processor is no longer a prerequisite for the Bomb Processor
- Player can purchase Oil Container from Loadout Machine as well as Ammo Dispenser
- Fix for “Roller Skates +” text appearing incorrectly
- Fix for bodies of water filling Laser Cannon
- Fix for Mech Pilot Super Special Ability text not appearing properly on Stats screen when riding Mech
- Fix for several interactions between the player and NPCs that involve the transfer of blood while Oil Reliant
- Fix for NPCs for Goon Big Quest sometimes spawning inside walls
- Fix for Musician sometimes wandering off randomly instead of pathing to the object/person they were supposed to interact with
- Fix for characters with Vocally Challenged not being able to use Mech
- Fix for Mind Controlled NPCs pausing near Fire Spewers, Trains, etc.
- Fix for Roller Skates ceasing to work properly after Quick Escape Teleporter fires
- Fix for Roller Skates ceasing to work properly if player teleports from water
- Fix for Aftershocked and Safe Stomp not having proper description text
- Fix for player’s Alien’s Ship Piece count becoming lower when the vending machine from which it was retrieved is destroyed
- Fix for Zombies sometimes becoming hostile toward an empty Mech Suit
- Fix for Supergoon having incorrect description during character select
- Laser Cannon ammo does not recharge when the player leaves their Mech
- Courier receives a bit more time to deliver packages
- Fix for Supergoon appearing in the Character Creation Big Quests list
- Fix for ending text not appearing fully if the player asks for the Mayor’s Hat while Mind Controlling him
- Bouncers, Shopkeepers and Drug Dealers and their friends will not be secret Bounty Hunters or have an Ideological Clash when the player is a Bouncer, since the Musician may need to see them
- Fix for Laser Cannon Empty sound effect sometimes playing at inappropriate times
- Updated localization csv files for custom translations

Version 89c
- Fix for loading sometimes getting stuck at 62% (REALLY SORRY ‘BOOT THAT ONE)
- Fix for player not being able to exit Mech when loading a saved game from a previous build
high rated
Streets of Rogue (continued)
Version 89 (29 April 2020) - Part II

Version 89d (May 1)
- No Teleports trait added for all players, not just DLC
- Fix for issue that would sometimes cause multiplayer client to freeze at the beginning of levels with the map zoomed out
- Fix for Mech sometimes dying on multiplayer client and turning into Werewolf
- Fix for Mech having incorrect health if client died while in their partner’s Mech suit
- Fix for multiple empty Mechs sometimes spawning if multiplayer client loses all health while in Mech suit
- Mech trait Cops Don’t Care will allow you to bypass Cop Bots’ security beams (will not work on saved games from previous versions)
- Fix for cases where multiplayer client could gib an empty Mech by giving it oil
- Fix for Mech health bar sometimes displaying as full when it was actually empty
- Fix for cases where Wrong Building did not work properly and owners become hostile when they should not
- Fix for NPCs getting hostile if you open red doors with Wrong Building
- Fix for player being able to interact with Loadout Machine when it is busted
- Fix for Bomb Processor not coming with Bomb Trigger when received from Loadouts
- Musician does not make requests of the player on the final level
- Player cannot command other NPCs to attack empty Mech or Butler Bot
- Fix for player not being able to interact with objects and NPCs when there is a non-interactable item nearby (such as a remote bomb that has been planted)
- Fix for Blood of Steel trait not appearing yellow on end-of-level upgrade list
- If the player somehow forces the Musician to become hostile through means other than ignoring their requests, the Musician will not remain hostile upon death
- Player receives Indirect Kill points if the NPC they are Mind Controlling dies
- Fix for Mech Super Special Ability text indicating that the Mech could not normally teleport
- Updated Translator description to reference Aliens
- Fix for “Roller Skates +” having incorrect description
- Updated CSV files

Version 89e (May 2)
- Fix for selecting Loadouts for players 2-4 in coop mode sometimes causing the game to freeze during load
- Altered the start of Mayor Village so that Mech can fit through the gate
- Fix for cases where they player could not hit NPCs invading for the Goon Big Quest if they had specific traits
- Fix for multiplayer client not receiving Big Quest points for destroying walls in certain ways
- Fix for player getting money for Goon Big Quest if the surviving friendly NPCs are Zombified
- Fix for some recipients of Courier packages being Bounty Hunters or having Ideological Clash
- Fix for Player 1 instruction text on character select screen appearing in the incorrect position in coop mode

Version 89f
- Matchmaking system can now show 250 lobbies instead of 100, which might solve issues with people not being able to find their friend’s game
- Potential fix for player sometimes not receiving package after delivering a package to an NPC, and not seeing an arrow on the minimap
- Potential fix for player sometimes not being able to interact with Musician on the ground
- When entering a new level, Musician does not become hostile if you hadn't taken him to his destination before exiting the previous level
- Fix for Musician sometimes saying "E_BodyguardedNeed"
- Fix for cases where Goon could fail his quest at the beginning of a level
- Fix for player being able to use Sell-O-Matic after it is broken
- Fix for Goons on final level guarding Mayor telling you to step away from the Mayor when you are not in his vicinity
- Fix for Butler Bot and empty Mech becoming Hostile in "Everyone Hates You" mutator
- Fix for empty Mech walking to Podium during ending on its own

Version 89g (May 4)
- Rewrote a bunch of code for the Mech ability “Bulky” so that this will work more effectively and result in fewer glitches
- Fix for Goon quest NPCs not becoming Friendly toward the player if the quest requirements have changed
- Fix for Goon quest NPCs not being able to start quests on multiplayer client if the quest requirements have changed Fix for player not always needing to discover Goon quest NPCs on multiplayer client
- Fix for Goon quests sometimes failing at the start of levels on multiplayer client
- Fix for Goon big quests sometimes failing to reassign the quest properly if something happened to the first questgiver
- When Goon big quest begins, all owner NPCs in the building will stop sleeping
- Fix for Mech Big Quest "Scumbags" becoming unkillable if they become Aligned and you have No In-Fighting
- Fix for Mech Suit not spawning when playing as a custom character with Ride Mech and Bodyguard
- Fix for player being able to command Musician to Stand Guard/Attack when using "All Attack/Stand Guard" on another NPC
- Mech Pilot will not receive Lockdown disaster. If a Mech somehow does end up in these levels, Cops will not bother him
- Fix for Lasers setting bodies on fire if the player was holding Flamethrower at the same time
- Fix for player’s death method not being correctly identified as Laser Cannon when this is how the player is killed
- Fix for custom characters with Oil Reliant not being able to restore health using Oil Container or Ammo Dispenser
- Fix for Mech Pilot having incorrect dialogue when interacting with another Mech while suited up
- Players with Near-Harmless cannot receive Knuckley as an upgrade
- Sneaky Fingers allows the Alien to collect ship parts undisturbed
- If someone you are mind controlling attacks someone who saw you hide in a bush, that person will become hostile toward you
- Courier cannot begin Big Quest if the local ATM has been made non-functional
- Bomb Processor cannot be received as a quest reward or loadout item
- Bomb Processor, Remote Bomb and Remote Bomb Trigger cannot be stored in ATM Machine
- Remote Bomb Trigger can't be cloned
- If player receives Bomb Processor through the Item Teleporter, they will also receive the Remote Bomb Trigger
- Fix for NPCs continuing to dance after being Mind Controlled
- Mayor and Clerk in Mayor Village can still be talked to even if a custom Podium chunk was not built correctly and the election can't take place
- Fix for players with Mugger and Wrong Building causing annoyed owner NPCs to become hostile when attempting to talk to them
- Fix for issues that could occur of Haterator or Hypnotizer is used on Musician ATM Machines are no longer placed inside buildings
- Mech Pilot only needs to kill a maximum of 25 Scumbags per level for Big Quest
- Fix for further instances where NPCs could become hostile toward empty Mech
- If save data somehow becomes corrupted, it will be copied to the “Corrupted” folder where your saves are stored. If this occurs, please send the file to me!

Version 89h
- Fix for Mech movement issues introduced in the previous build
- Vampire and Thief cannot pickpocket/bite the same person more than once
Standalone installers updated (v88c ⇒ v89): 29 April 2020.

Standalone installers, and those of its DLC, updated (v89 ⇒ v89f3 ⇒ v89h): 04 & 05 May 2020.
high rated
Smart City Plan
Update 1.08 (01 May 2020)

Changelog posted in the game forum by user FlockeSchnee.
Standalone installer updated (1.07 ⇒ 1.08): 05 May 2020.

***

Standalone installers updated 04-05 May 2020 with no changelog:
- Beholder, and its DLC - Mac: 1.5.0.12683 ⇒ 1.6.0.12741.
- Disaster Report 4: Summer Memories, and its DLC: 1.0 update 1 ⇒ 1.01.
- SYNTHETIK: Legion Rising, and its DLC: 29 ⇒ 30.


Also, from updates/changelogs posted earlier:
- Filament: 1.0.2669 ⇒ 1.0.2701.
- Hearts of Iron III, and its DLC: 4.05 (gog-1) ⇒ 1.4-3.
- Sengoku: 1.04 ⇒ 1.04-2.
- Victoria II: Civil War Edition, and its DLC: 2.31 ⇒ 2.31-2.
- Wasteland Remastered: TRUNK_4916_RETAIL_1.07 ⇒ TRUNK_5007_RETAIL_1.18.
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Dying Light was updated to version 1.27.0 on Galaxy on April 22, 2020, but the offline installer still hasn't been updated.
Post edited May 06, 2020 by finkleroy
I've seen the Dungeon Siege 3 update posted here but has Deus Ex already been fixed?
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Geralt_of_Rivia: I've seen the Dungeon Siege 3 update posted here but has Deus Ex already been fixed?
Not yet but soon™.
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Geralt_of_Rivia: I've seen the Dungeon Siege 3 update posted here but has Deus Ex already been fixed?
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Berzerk2002: Not yet but soon™.
fix now released
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Deus Ex: Mankind Divided files appear as 1.19 hotfix on my library, but download links are not working at the moment, showing json data structures, instead of downloading the files.

Hopefully we will get the fix soon!

EDIT: Links are working now!
Post edited May 06, 2020 by vanchann
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Outward

1.1.2 (05 May 2020)
Outward - Hotfix Patch May 5th

Fixed various item sync/update issues introduced in the hotfix patch from May 1st.
New attempt at fixing the disconnection timeout issue.

Hotfix Patch May 1st

Attempt to fix the disconnection time out when playing online coop (mono version)*
Fix an issue where the Squad Spawner would continue to add more active squads even though the limit was reach after each loading of an area.
Fix focus issue when moving a equipment from the Stash where the focus would switch to the player's inventory even though there are other items in the stash.
Fix an issue where Legacy Chests would be lost for a guest when returning to their world after joining another player's game.
Fix a display issue when quicksloting an item with a stack present in both the pouch and the bag.
Optimisations to reduce stutters
Trees should now turn white during winter in the Chersonese