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high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.27 (Offline installers now updated)

v0.91.27 Patch Notes
====================
New Exotic/Double/Monk weapons:
- Punching Dagger
- Glaive
- Bastard Sword
- Two-Bladed Sword
- Dwarven Waraxe
- Dwarven Urgrosh
- Orc Double Axe
- Gnome Hooked Hammer
- Dire Flail
- Whip
- Kama
- Siangham
- Sai
- Nunchaku
- Shuriken
(In current version, two heads of double weapons share the same damage and enchantments)

New feats:
- 15 Exotic Weapon Proficiencies
- Racial Weapon Proficiency: Elf
- Class Weapon Proficiency: Rogue
- Class Weapon Proficiency: Wizard

New/modified weapon groups:
- Light Blade
- Heavy Blade
- Pick
- Mace
- Staff
Added/modified related Martial Weapon Proficiencies
(Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.)

Modified following weapon rules according to 3.5e rules:

Classified weapons as Simple/Martial/Exotic

Changed following weapons to Simple:
- Sickle
- Light Mace
- Heavy Mace
- Morningstar
- Javelin
- Spear
- Longspear
- Heavy Crossbow
- Dart
- Unarmed Strike
Changed Hand Crossbow/Spiked Chain from Martial to Exotic
Changed Quarter Staff from Two-handed to Two-headed (Double)

Added/modified race traits about weapons:
Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.

Added/modified class weapon and armor proficiencies:

Fighter
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: All armor and shields.

Cleric
Weapon Proficiency: Simple weapons, 1 optional martial weapon group.
Armor Proficiency: All armor, light and heavy shields.

Wizard
Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow, quarterstaff.
Armor Proficiency: None.

Rogue
Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword.
Armor Proficiency: Light armor.

Barbarian
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: Light and medium armor, light and heavy shields.

New Skill Specialization feats:
- Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks.
- Self-sufficient +2 bonus on all Heal checks and Concentration checks.
- Alertness +2 bonus on all Listen checks and Search checks.
- Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks.
- Skill Focus: Intimidate +3 bonus on all checks involving the skill.
- Skill Focus: Bluff ...
- Skill Focus: Sense Motive ...
- Skill Focus: Heal ...
- Skill Focus: Concentration ...
- Skill Focus: Listen ...
- Skill Focus: Search ...
- Skill Focus: Disable Device ...
- Skill Focus: Open Lock ...
- Skill Focus: Woodcutter ...
- Skill Focus: Miner ...
- Skill Focus: Blacksmithing ...
- Skill Focus: Weaponsmithing ...
- Skill Focus: Armorsmithing ...
- Skill Focus: Craft Magic Equipment ...
- Skill Focus: Craft Wondrous Item ...

Adjusted weapon proficiencies of preset builds
Optimized default weapons of characters
Added list of related weapons to descriptions of weapon proficiencies
Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations
Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc.
Replaced some item icons

Added +2 Fort to Cleric's defense bonuses
Optimized feats of preset builds of Cleric
Reduced DC of traps/locks in the early game
New world scene option: Use First Character Avatar
Replaced images of Boar/Dire Boar/Bear/Dire Bear

Fixed: Less feats when some classes level up
Fixed: Sometimes cannot learn feats that require specific class level
Fixed: Rogues and barbarians recruited in taverns have one more feat
Fixed: Wrong levels for Rogue's bonus feats
Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge
Fixed: Sometimes skill users are not initialized automatically
Fixed: Wrong daily uses when view actions in combat
Fixed: 0 or too low daily uses of some actions of monsters/NPCs
Fixed: Numeric overflow in bank interest reports
Fixed: Cannot be enter the mine below Willburgh
Fixed: Some special symbols (such as ') in character names mess skill UI

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
Post edited June 08, 2020 by Pajama
avatar
mrkgnao: Where were you looking, when you say you never saw this DLC?
I checked the announcement threads, and, as far as I could see, there was no mention of an upgrade path/DLC. Perhaps I missed it?
avatar
mrkgnao: Where were you looking, when you say you never saw this DLC?
avatar
HypersomniacLive: I checked the announcement threads, and, as far as I could see, there was no mention of an upgrade path/DLC. Perhaps I missed it?
You didn't miss it.

But there is a premium edition. And any premium edition, from GOG's point of view, is simply the base edition plus a DLC (or DLCs). So internally, even though there is no DLC for sale, the premium edition contains a DLC (called "ELDERBORN Metal AF Edition Upgrade"), and that DLC is composed of 4 files:
(a) a windows installer for some unknown DLC content (but it wouldn't be the first time if all it contains of "value" is an alternative desktop icon)
(b) a soundtrack in MP3 format
(c) a soundtrack in WAV format
(d) an artbook
Post edited June 08, 2020 by mrkgnao
high rated
Between the Stars [InDev]
v0.2.2.0.2f10 (03 June 2020)

- We have fixed an error in the events Presentations (#224) and Covering our Tracks (#226) in which the points of interest would appear on a station when the player is on a planet.
- An error that sometimes caused contracts to be shown in a wrong sector has been solved.
- We have reduced the amount of allied ships in the mission Maiden Abyss.
- We have modified some elements that detect the end of a battle in order to solve a bug that made it so that battle never ended. If this bug persists, please send a bug report.

~~~~ ~~~~ ~~~~

v0.2.2.0.2f11 (04 June 2020)

- It fixes some bugs introduced in the last version.
Standalone installer updated (0.2.2.0.2f9 ⇒ 0.2.2.0.2f11): 05 June 2020.

***

Project Hospital
Update 1.2.20247 (4 June 2020)

Changes
- Implemented clinic and hospitalized roles for lab procedures (these previously only worked for radiologists/technologists in specialized units)
- Implemented doctors assigned by the player not automatically switched when balancing doctor's workload at the clinic
- Added confirmation window for sending patients home, not for dead patients
- Changed treatment for chronic fatigue syndrome to TRT_DOCTOR'S_RECOMMENDATIONS, changed also in proper sequence
- Switched default sorting of saved games to latest first following a survey we did on social media
- Added edge scrolling as an option, added tweakables for fine-tuning
- Updated internal medicine departments in sandbox and campaign levels (operating theatres replaced by special procedures units)
- Lowered the number of required doctors at internal medicine from 3 to 1
- [MOD SUPPORT] implemented moddable 'difficulty settings' tweakables for payments, collapse timers and 'always showing all diagnoses'
- [MOD SUPPORT] resized door texture to have twice as many slots

Fixes
- Fixed pharmacists incorrectly called pharmacologists :)
- Fixed neurology not available to be selected for technologists
- Fixing characters preferring indoor paths even when coming from the outside
- Fixed satisfaction modifiers like exposed to weather not reset for night shift staff
- Fixed room access rights not always correctly applied when selecting objects
- Fixed unplugged delete prefab button
- Fixed extending of rooms not allowed for rooms with overall limit like service office
- Fixed unnecessary undo snapshot created every frame when placing prefabs causing extra allocations causing stuttering
- Fixed ambulance parking showing red area when dragging foundations on floors above it
- Fixed drawing a room over a part of another room stealing all objects for the active department
- Fixed new colored floor lines not connecting to existing ones after load
- Fixed cost in one of the parts of angiography machine causing double refund
- Fixed only one visitors lounge used at each department
- Fixed dead patients still getting negative satisfaction modifiers when sent away
- Fixed dead patients shown forever in untreated patients table
- Fixed characters stuck/not going to common room when their room is destroyed
- Fixed level up message about janitors mentioning first specialization while it's not added (there's no skill to be selected without hospital services dlc)
- Fixed popup about no workspace not correctly popping up since undo was introduced
- Fixed supervisor not updating when switching character department, updated janitor chief selection
- Fixed rounding errors causing 1% skill lower level shown for characters after training
- Fixed three locked tiles left behind after moving parking
- Fixed one wrong animation set in the sequence for MIEP
- Fixed workshop scenarios disappearing after loading a game, returning to main menu and reopening new game dialog
- Fixed only one special procedures unit at internal medicine used, the first one was always selected regardless of whether it was free
- Fixed free technologists at radiology not selected for a patient if technologists at their department exist but are busy or only at another shift
- Fixed janitors getting their workspace reset when leaving a closed department
- Fixed tables ending out of bounds and displaying incorrect data when switching for example to a different department after scrolling down
- Fixed patients that still have critical symptoms considered treated if the diagnosis has been treated
- Fixed planned surgeries at ICU blocking night shift staff at a department that can't perform surgeries over night
- Fixed waiting rooms with more invalidity flags allowed to be selected as closest valid room to a unit, for example when both inaccessible and not on foundations
- Fixed overflowing text in some languages in popups
- Fixed an error when deleting giftshop with visitors still coming in
- Fixed office chairs allowed to be used as sofas
- Fixed positioning of a couple of decorative objects when placed on another objects
- Hotfixed beds left reserved by dead patients (seen once)
- Fixed bacteremia in campylobacteriosis - added exm and trt
- Fixed wrong lab test assigned to Campylobacteriosis
- Added general surgery spec & room tag for trt_bronchodilators
- Removed home treatment from asbestosis diagnosis
- Fixed wrong tag preventing trauma center from giving leg casts
- Removed treatment for hemoptysis (was nsaids), also removed nsaids from respective sequences
- Allowed urgent blood analysis at radiology cardio unit
- Fixed symptom stiffness in the neck - added neurology spec to prescribe list - it will be prescribed at neurology and executed at orthopaedy
- Set pulmonary hypertension due blood clots to require hospitalization
- Fixed a few typos in English texts
- Updated minimum number of nurses in nurses station description
- Updated character state description for dead patients (removed Dead, dead)
- Changed tutorial texts for character card to mention 8 last selected characters instead of 6
- Fixed size in waiting room prefab description
- Updated description for pleural effusion symptom
- Fixed non-localized level label in hiring card
- Disabled replacing special characters by underscores in naming panels in character card

Included in hotfix from 13.05.2020
- Fixed bulding a new floor after an undo-able action breaking rooms
- Fixed cleaning carts sometimes stuck not reserved but not deletable
- [Hospital Services] Fixed a couple of cases of characters or chairs stuck after training
- [Hospital Services] Fixed pharmacy or gift shop getting stuck after a few ingame days
- [Hospital Services] Fixed gift shop stuck if there isn't enough shelves
- [Hospital Services] Fixed only one gift shop vendor serving customers
Standalone installers, and those of its DLC, updated (1.2.19730h ⇒ 1.2.20247): 05 June 2020.

***

Project Zomboid [InDev]
Update 41.13 (17 October 2019) - nope, that's no mistype

Changelog posted in the game forum by the devs here.
- Linux installer updated (40.43 ⇒ 41.13): 04 June 2020.
- Windows & Mac not updated yet (in the meantime, the Galaxy version is at 41.37 since mid May).
high rated
RimWorld
Update 1.1.2654 rev668 (3 June 2020)

Improvements
- You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
- Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
- All Empire pawns have at least the title of Freeholder.
- Player-created names update.

Training and feedback
- Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.
- Rename difficulty: "The price of survival is blood" to "Blood and dust".
- Rename esquire to acolyte. Adjust some title descriptions.
- Added warning message when designating an anima tree for cutting.
- Clarify undignified thronerooms reason text.
- Anima tree now sends a letter when enough anima grass is available for linking.
- We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.
- Add "Meditation desired psyfocus" learning helper lesson.
- Add "Meditation schedule" learning helper lesson.
- Show base and max value for MeditationFocusStrength stats with offsets.
- Improved organization of drug stats listing.
- Various text adjustments.

Tuning
- Increase rewards per points for quests game-wide.
- Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
- Double the rate of nuzzling by animals to buff mood-oriented pets.
- Extend the thought for when you buried someone in a sarcophagus.
- Reduce monument sizes about 15%.
- Reduce psyfocus decay rates 0.5% at each level.
- Increase psyfocus gain of wall from 11 to 22.
- Increase psyfocus gain range of grave from 4~20 to 6~26.
- Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
- Increase psyfocus gain of animus stone from 25 to 34.
- Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
- Increase psyfocus gain of small nature shrine from 15 to 22.
- Increase psyfocus gain of large nature shrine from 22 to 30.
- Remove psylink neuroformer from traders (but most still buy it).
- Reduce nature shrine build times by 40%.
- Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
- Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).
- Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
- Reduce anima tree regrowth check cycle from 40 days to 30 days.
- Ship chunks now leave a component if killed, even if not deconstructed.
- Reduce blood rot severity per day gain from 60% to 40%.
- Reduce chance for diseases in caravans by 4x.
- Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.
- Reduced the selection weight of hostile factions as quest askers to 15%.
- Disabled paralysis in hospitality quests.
- Anima grass glows less brightly.
- Various internal tunings in quests.

Technical
- Moved Abasia and BloodRot to Royalty XML files.
- Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.

Fixes
- Fix: Psyfocus meditation effect shown for psychically deaf pawns.
- Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
- Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
- Fix: Tree sowing research project lists anima tree as hyperlink.
- Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.
- Fix: Item stash quest uses asker's short name instead of full name.
- Fix: Typo in deserter quest description.
- Fix: Unstable power cell can be rotated.
- Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.
Standalone installers updated 05 June 2020:
- Game - Windows & Mac: 1.1.2647 rev905 ⇒ 1.1.2654 rev668; Linux not updated yet.
- DLC: 1.1.2647 rev905 ⇒ 1.1.2654 rev668.

***

Rise of Industry
Patch 2.2.3:0106a (1 June 2020)

Improvements and Changes
- Forcing the language selector screen to appear on first launch
- Hide most of the UI when editing Scenarios
- Updated language files
- Edited some transport tooltips to make some mechanics clearer
- Improved Production Overview Panel info (better costs breakdown)

Bugfixes
- Game sometimes started in German
- Budget broke for no apparent reason
- Resources didn't want to deplete
- Math fail when calculating product costs
Standalone installers, and that of its DLC, updated 04 June 2020:
- Windows (Game & DLC): 2.1.6:0904a ⇒ 2.2.3:0106a;
- Linux: Game: 2.1.0:1211a ⇒ 2.2.3:0106a; DLC: 1.4.0:2310a ⇒ 2.2.3:0106a.

***

Space Haven [InDev]
[version] 0.8.20 (05 June 2020)

Changelog posted in the game forum by the devs here.
Standalone installers updated: 0.8.19 ⇒ 0.8.20.
high rated
X4: Foundations
Patch 3.20 (05 June 2020) - Part I

- New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
- Added links to "What is X4: Foundations?" video series to External Resources menu.
- Added option to import and export individual construction plans to share with community.
- Added information about original gamestart to Load and Save menus.
- Added missile storage capacity information to missile turrets in Encyclopedia.
- Added additional Object Information tab to Map menu.
- Added Mark All as Read option to Encyclopedia.
- Added icons to order options in Interact Menu.
- Added button in info tabs to focus objects in map.
- Added behaviour icons to Map legend.
- Added ship type icons to ship selection in Ship Configuration menu.
- Added faction abbreviations to Factions and Relations menu.
- Added option to select Trade Wares directly in Logical Station Overview
- Added Start Guidance option to Interact menu of data vaults.
- Added Fly To option to Interact menu of deployables and drops.
- Added details about mission duration and involved ships to Venture Results menu.
- Added match speed indicator to crosshair (default hotkey Shift+X).
- Added mouse over info in Object Info menus showing full commander name if name is truncated.
- Added error message when attempting to trade with stations that do not have docking facilities for current ship.
- Removed use of cargo drones for direct trade between nearby stations.
- Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
- Removed Explore order from list of available behaviours (Explore still available as general order).
- Removed irrelevant information for unmanned vessels from Object Info menus.
- Removed Opposing Faction line in mission briefings if it is empty.
- Removed duplicate inventory and station account management from Empire Overview.
- Removed ships and stations lists from Empire Overview.
- Removed hull and shield bars from wreck icons on map.
- Changed Explore order to end when all map hexes in its search radius have been discovered.
- Changed location of mission offer map filter to Think section.
- Improved names of Xenon weapons.
- Improved target selection for pirates.
- Improved turret accuracy against large targets.
- Improved weapon and turret accuracy against fast targets.
- Improved chance of AI pilots opening lockboxes when player not nearby.
- Improved efficiency of subordinate traders looking for trades.
- Improved behaviour of combat ships attempting to disable capital ship.
- Improved trade assignment speed if many subordinates try to trade same ware for their commander.
- Improved guidance during Paranid plot maze section.
- Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
- Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
- Improved visibility of target speed indicator in speed-bar against bright background elements.
- Improved order and designation for equipment slots in Ship and Station Build menus
- Improved presentation of player-owned ships on ventures in Property Owned menu.
- Improved balancing of Patrol missions by increasing enemy presence.
- Improved map performance in certain situations.
- Fixed Split wharves missing Pier.
- Fixed Fallen Families faction not building new ships.
- Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
- Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
- Fixed stations built for NPC factions sometimes still using player account.
- Fixed stations not posting public buy offers for supply resources.
- Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
- Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
- Fixed another case of Teladi Trade Stations not rebuilding modules.
- Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
- Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
- Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
- Fixed Recall Subordinates command not disarming drones.
- Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
- Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
- Fixed construction plan Shuffle option using connection modules that are not available.
- Fixed accidental friendly fire from turrets on player ship being treated as intentional.
- Fixed distress drones being launched prematurely.
- Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
- Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
- Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
- Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
- Fixed some cases of ships not flying correctly around capital ships, specially when docking.
- Fixed ships not able to catch and dock on moving Raptor.
- Fixed station-based traders buying resources that their station isn't currently buying.
- Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
- Fixed Update Trade Offers ending immediately when new order is queued.
- Fixed queued-up Explore orders completing without having explored.
- Fixed Construction Vessels not clearing previous orders when assigned for building.
- Fixed Construction Vessels disengaging while modules are recycling before new build starts.
- Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
- Fixed automated trading ships ignoring travel blacklists when executing trades.
- Fixed subordinate traders not respecting trade rule that is denying specific factions.
- Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
- Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
- Fixed subordinates sometimes detaching themselves from their fleet.
- Fixed missing Trader assignment for trade ships that are subordinate to resupply ship.
- Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
- Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
- Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
- Fixed asteroids accumulating when repeatedly saving and loading in same location.
- Fixed relative movement stopping when getting up from pilot seat.
- Fixed speed matching not turning off when changing target.
- Fixed aiming reaction time not using skills of pilot or manager.
- Fixed turrets sometimes not firing on valid targets.
- Fixed weapons firing into empty space if target is large object.
- Fixed turrets on ships repeatedly deploying and folding back when valid targets are in sight but not in range.
- Fixed autopilot aborting travel mode either too late or much too early.
- Fixed crew transfer resulting in unending escape pods in very rare circumstances.
- Fixed one case of crew transfer failing.
- Fixed one cause of traffic jams at gates.
- Fixed missing faction representatives in rare cases.
- Fixed pilots and crews on venturing ships losing morale due to inactivity.
- Fixed distance calculations for teleportation range limits.
- Fixed exploit allowing unlimited small ships to be stored.
- Fixed exploit allowing crew members to be cloned in certain situations.
- Fixed exploit allowing additional equipment that is not available at ship's current shipyard/wharf/equipment dock to be installed.
- Fixed being able to teleport to docked ships sent on venture.
- Fixed returned venture ships stranded in void after rebuilding venture dock.
- Fixed incorrect unpaid plot licences under certain circumstances.
- Fixed losing faction reputation from illegal station plots although licence was paid.
- Fixed not being able to autopilot to targets that are under construction.
- Fixed not being able to request docking at build storage when piloting capital ship.
- Fixed rare case of weapons firing under player control when player is no longer controlling ship.
- Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
- Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
- Fixed incorrect resource amounts for Paranid and Teladi M Mk2 shields.
- Fixed sector sunlight property not affecting Energy Cell production as intended.
- Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
- Fixed missing XS ship docks on 3M6S luxury Dock Area.
- Fixed several hints getting stuck during Flight School tutorial.
- Fixed some missions not correctly displaying opposing faction in briefing.
- Fixed missing Court faction representative.
avatar
Geralt_of_Rivia: Tangledeep + Legend of Shara

Update to V1.32b

No changelog.
Linux version hasn't been updated yet.
high rated
X4: Foundations (continued)
Patch 3.20 (05 June 2020) - Part II

- Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
- Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
- Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
- Fixed missing prisoners at Hall of Judgement in Split story.
- Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
- Fixed ships encountered in war subscription missions sometimes being invisible.
- Fixed Hatikvah story not always being re-offered when initial station was destroyed.
- Fixed Split story getting stuck in Suspicious Split mission if Passenger Ship was lost.
- Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
- Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
- Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
- Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
- Fixed Split Suspicious mission in Split story potentially missing guidance to character.
- Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
- Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
- Fixed Path of Vengeance mission not completing in certain cases.
- Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
- Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
- Fixed Paranid plot mission A Small Errand getting stuck if lockboxes are opened or destroyed before player enters sector.
- Fixed HQ Research Module not being named correctly in certain gamestarts.
- Fixed HQ Research Module being removed when loading construction plan.
- Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
- Fixed trade wares missing in Logical Station Overview if not currently stored.
- Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
- Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
- Fixed equipment mod category availability if no equipment is installed.
- Fixed rounding issues for equipment mod effects.
- Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
- Fixed ship docks being listed as station dock modules in Encyclopedia.
- Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
- Fixed Trade menu not being visible in certain situations.
- Fixed sector map sometimes being broken by deployables ending up in invalid positions.
- Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
- Fixed some map controls not working after quick-loading with map open.
- Fixed Property Owned jumping to top row after returning from Object Information tab.
- Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
- Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
- Fixed missing trade offer updates after changing station accounts, especially when paused.
- Fixed shuffle function in Station Build menu not updating list of modules.
- Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
- Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
- Fixed missing workforce information in Logical Station Overview under certain circumstances.
- Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
- Fixed incorrect order lines on map when blacklists are set up.
- Fixed target monitor sometimes getting stuck during comms.
- Fixed fog of war sometimes not being rendered up to edge of sector.
- Fixed another case of stuck map panning in certain situations.
- Fixed object selection in map not changing object in Info menu if Info menu is not displayed.
- Fixed ware transfer options in Interact menu not requiring pilots.
- Fixed incorrect shadows for objects during construction.
- Fixed returning venture ships causing performance issues until sent away again.
- Fixed issue causing savegames to become larger with every save/load cycle.
- Fixed excessive sound volume in logo video.
- Fixed issue where sounds could be missing or delayed.
- Fixed further startup issues on Linux.
- Fixed game generating two crash dumps per crash instead of one.
- Fixed several causes of crashes.
Standalone installers updated:
- Game: Windows & Linux (all languages), and DLC: Windows (all languages) & Linux (En only): 3.10 Hotfix 1 ⇒ 3.20.


***

Standalone installers updated 04-06 June 2020 with no changelog:
- Amnesia: The Dark Descent - Mac: 1.41 ⇒ 1.41 GOG.
- Beat Hazard Ultra: 1.5 ⇒ 1.6.
- Celestian Tales: Realms Beyond: 1.0.18 ⇒ 1.0.19a.
- Depth of Extinction: 52.10.7.4 ⇒ 52.10.7.5.
- House Flipper, and its DLC: 1.20134 (6df9a) hgtv ⇒ 1.20147 (3d7f8).
- Minoria: 1.082 ⇒ 1.083.
- Monster Prom, and its DLC: 4.85 ⇒ 5.0.
- Penumbra - Overture: 1.1.1 (gog-8) ⇒ 1.0.
- Steel Division 2, and its DLC: 34656 ⇒ 35896.
- Thea 2: The Shattering: 2.0507.0665 ⇒ 2.0603.0666c.
- Warhammer 40,000: Gladius - Relics of War, and its DLC - Windows: 1.06.00.00 ⇒ 1.06.01.01; Linux not updated yet.

Also, from updates/changelogs posted earlier:
- Amnesia: A Machine For Pigs - Linux: None ⇒ 1.0.3-3g.
- Conglomerate 451: 1.3.0 ⇒ 1.5.0.
- Endzone - A World Apart [InDev]: 0.7.7453.30242 ⇒ 0.7.7458.17368.
- Flotsam [InDev]: 0.3.1 ⇒ 0.3.2.
- Megaquarium, and its DLC: v1.6.2g ⇒ v2.0.3g ⇒ v2.0.4g (changelog available also on GOG).
- Northgard, and its DLC: 2.2.1.17294 ⇒ 2.2.2.17341.
- Stoneshard: 0.5.9.0 ⇒ 0.5.9.1.1.
- Tangledeep, and its DLC - Windows & Mac: 1.31i ⇒ 1.32b; Linux not updated yet.
- Terraria: 1.4.0.4 ⇒ v1.4.0.5.

Finally, the Grim Dawn standalone installers (game & DLC) haven't been updated yet.
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mrkgnao: There's also (in addition to the artbook and soundtrack bonuses) a "ELDERBORN Metal AF Edition Upgrade" DLC Windows installer (see here: https://api.gog.com/products/1732383191?expand=downloads,expanded_dlcs,related_products,changelog). I have no idea what it contains.
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HypersomniacLive: I don't recall ever seeing this DLC, and taking a good look around before posting I was unable to spot it. In any case, rjbuffchix should be able to shade some light.
I see mrkgnao answered your question in a subsequent post. To add on myself, I am not sure what the DLC Windows Installer adds, but I was just pointing out it wasn't up to date. The rest of the content like soundtrack and artbook which are individual downloads are fine and don't need to be updated of course since they are just "static" extras. I just checked my library again and the DLC Windows Installer (whatever it is) is still on the previous version. So in other words I can download the new version of the base game, but the DLC installer now probably doesn't work with it since the version of the game is one newer than that of the DLC installer.
high rated
Northgard

Updated to 2.2.2.17351 (Galaxy & Offline Installer)

Changelog from Steam
New version 2.2.2.17351 fixing generation issues for mac and linux users.
==========================================================================================


System Shock Demo

Updated to Alpha Demo v1.22 (Galaxy & Offline Installer)

Changelog from Steam
Hello Hackers,

We have an update for the System Shock Alpha Demo. Here is what's included:

Version 1.22
===============

- Fixed certain effects running infinitely and causing gradual performance deterioration,
- First Person Ladder animations have been added,
- New ladders have been added,
- New inventory icons for the Assault Rifle,
- New atmospheric fog has been added,
- New ending elevator has been added,
- New hit reactions when enemies are shot or struck with the pipe,
- Berserk Patches now have their effects and side-effects implemented,
- Magpulse impact effects and muzzle flash added,
- MediPatch visual effect added,
- Blood effects improved,
- Toxin Barrel effects culled,
- Mutant Ragdoll performance update,
- Cyborg Assassins now drops their rifle on death,
- Blood Decal visuals improved,
- Artificial Intelligence improvements,
- Player breathing audio has been added,
- Explosives sound radius detection has been doubled,
- Fixed an issue with the Medical Healing Bed movement,
- The Hacker will now be detected by all the recharging Drones when killing one of them,
- The Hacker's arm shadows have been disabled,
- CPU Nodes health reduced,
- Fixed melee weapons being allowed to activate while equipment was disabled,
- Mutant drool now destroys itself rather than deactivates,
- Modified lift to be able to reverse direction if something blocks it,
- Removed navigation collision from Lift and Cyborg Assassin rifle,
- Detach and deactivate Niagara components when both bullet and explosion projectiles are about to be destroyed,
- Gas Grenade Effects have been added,
- The Hacker can no longer climb onto ladders while dying,
- Occulus Plugin disabled, VR headsets should no longer recognize the game,
- Other smaller general fixes and improvements.


Hop in and give it a try if you haven't already! If you want to pre-order physical editions of the game or some exclusive merch check out our Backerkit! https://system-shock.backerkit.com/hosted_preorders
Please feel free to leave feedback, we'd love to hear it and we hope you enjoy the demo!

Daniel,
Nightdive Studios
Post edited June 08, 2020 by Hustlefan
high rated
Driftmoon Enchanted Edition

Windows offline installer updated to v.1.7.9
No changelog.
Post edited June 09, 2020 by karnak1
high rated
Tangledeep's Linux version has now been updated.

From the changelog on the Tangledeep forum here, it looks like one of the bugs I was encountering, Relics disappearing when doing certain Journeys, has been fixed. (With that said, that's not the only bug I've encountered with Wanderer's Journey's.)
It seems that Grim Dawn was updated, but there is no changelog.
Post edited June 09, 2020 by M3troid
high rated
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M3troid: It seems that Grim Dawn was updated, but there is no changelog.
Afaik it's the offline installer update for the previously mentioned changelog here:
https://www.gog.com/forum/general/the_what_did_just_update_thread/post24047
high rated
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M3troid: It seems that Grim Dawn was updated, but there is no changelog.
There is now.