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high rated
Slipways updated to v1.1-802. Is there a changelog for this?
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IronArcturus: Slipways updated to v1.1-802. Is there a changelog for this?
This?
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surfer1260: This?
That post was for the August 7th patch (v1.1-777). Is there another place that has the changelog?
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IronArcturus: That post was for the August 7th patch (v1.1-777). Is there another place that has the changelog?
Maybe 1.1-802 isn't a real update by the developer, but some tuning related to achievements/Galaxy etc?
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surfer1260: Maybe 1.1-802 isn't a real update by the developer, but some tuning related to achievements/Galaxy etc?
Yeah, I'm not sure what was changed.
high rated
art of rally

Updated to 1.3.0 (Galaxy & Offline Installer)

Changelog from Steam:
KENYA! KENYA! KENYA!

The Kenya Update is live!

The free and long-awaited Kenya Update is finally here, the first new location of art of rally and 4 new cars to match too! Splash through water bars and dodge zebras.

Kenya Location

6 new stages: mount kenya, karura, homa bay, ndere island, lake baringo, lake nakuru
1 new freeroam: mara simba

Image 1
Image 2

4 New Cars

group 4: the gazelle
group b: the king of africa, das 559, the hyena

Image 3
Image 4
Image 5
Image 6

More Goodies

errant road markers will no longer ruin your day
dx12 11 & 12 launch options (steam & gog only)
dynamic resolution in dx12 mode

The Future

We’re working on the next location, ready to get tropical?

Changelog

features

- 6 new rally stages in Kenya: mount kenya, karura, homa bay, ndere island, lake baringo, lake nakuru
- 1 new freeroam location
- 4 new cars: gazelle, the king of africa, das 559, the hyena
- added dx12 in the game launch options

improvements

- changed road marker behavior to not get react with car after being hit
- dynamic resolution scaling when running the game in DX12, which has shown performance improvements
- changed car group trailers codec for better compatibility across different operating systems
- added an error message when accessing online events having not accepted the privacy policy
- prevent online events from being hidden on connection error
- added progress bar to the videoplayer

fixes

- fixed RALLY letters updating incorrectly on freeroam loading screen
- fixed floating house in Sardinia4
- fixed AI driver using Group S car in Group B
- fixed a bug where pressing the skip song button during the splash screen would play a song at full volume even when volume was set to 0%
- fixed online events ranking text not responding to dark mode
- fixed bug where driving around the finish line could get the player reset to a position beyond the finish line
- fixed a section of road in mount asama that incorrectly treated the car as if it was off road
- fixed stage time on stage over screen reading as zero on terminal damage
- fixed cozzie sr71 drawing drawing incorrect transmission particles (was set to AWD, should have been RWD)
- fixed guard rail collider on mount asama
- fixed freeze at end of stage
- fixed ghosts to correctly spawn
- fixed a bug where car cleaning would (visually) become undone on a quick restart
- fixed offline times not being taken into account for post stage best time
- fixed a bug where the post stage restart button could be pressed infinitely
- fixed road markers not responding to slow collisions with car
Edit: Changelog now posted by the developer in the game forum as well.

Edit 2: Linux & Mac offline installer now updated as well.
Post edited August 12, 2021 by Hustlefan
high rated
Haven Park

Updated to 1.0.7.2 (Galaxy, Windows & Mac) & 1.0.6.3 (Offline Installer, Windows & Mac) & 1.0.6.2 (Offline Installer, Linux)

Latest changelogs from Steam:
First Patch coming in hot!

Hi again,

the new patch we published to the beta branch earlier today seems to be working just fine, so now all of you get to enjoy the new features and fixes!

Here's what has changed:

- added "tailor" skill that will spawn more fabric in the world
- added option to remove resources from the inventory
- added option to toggle depth of field
- fixed missing option to refill wood at campfires
- fixed missing collision on mountain in the North
- fixed Russian font
- some more fixes that would spoil things if we explained it ;)

Let us know what you think and
Have a lovely time in Haven Park!

Cheers,

your moonies
+++
Patch 1.0.7 brings highly requested feature

Among other things, we made some adjustments to the map and how it shows completed areas

We just published the next patch - version 1.0.7 - and have added a feature that has been highly requested and should help you finishing the park maintenance! This is what changed:

- the map now shows which areas you have completed, both regarding camp status and repairables in the park, making it much easier to know where to look to find the last broken lantern or torch!
- we reordered the categories in the building menu in camps so the campfire is now the very first object selected. We saw a lot of you had problems figuring out how to attract new campers and how to read the building list at the bottom of the screen. With the campfire now being the first object in that list, we hope it's easier to understand that the first camper will arrive after building that (or anything else from the "resting" category)
- the game now always saves when you receive a new quest (instead of just every 30 seconds)
- we fixed some localization issues, especially with newly added texts from the last patch
- some other minor fixes

We hope you like the changes and good luck with fixing the whole park, now that you know where to look! :)

We'll keep collecting all your feedback and implement new features (or improve existing ones), so if you have suggestions, we're all ear! :)

Cheers,

your moonies & Fabien
high rated
Westmark Manor

Updated to 1.042 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Today sees a patch to address the following:

* Changed the way the inventory works so that you are able to map keys for personal preference.

Please update the game to receive these changes
high rated
Alchemist Adventure

Updated to 1.210813 (Galaxy & Offline Installer)

Latest changelogs from Steam:
Patch 1.210630

Fixes to the UI

- Potion Menu - Flask selection with mouse
- Subtitle Colors with Keyboard
+++
Patch 1.210812

Fixes:

- Achievements
- Wrong memories being displayed in the book
- Potion side effects
- Missing Gear and Collectables
- Missing Forest Map

Thank you guys for reporting those issues! There will be a new patch soon with some improvements!
high rated
Patron
Patron Demo

Updated to 1.002.5 (Galaxy [Patron & Patron Demo] & Offline Installer [Patron Demo])

Latest changelogs from Steam:
First post-release update now live!

Hello,

Today is a perfect day for Day 1 patch! In less then 24 hours since release, we've received a ton of your responses, ideas and reports. All of them are appreciated, and it helped us make a list of priorities.

Every post of yours is being read, and work on improvements already started last night. And to avoid making you all wait too long, we'll start making updates immediately. Some features that require a bit more time will arrive in subsequent updates, but we'll start today, and have a series of patches in coming days. After that we'll move forward to bigger improvements for game and release them as they are finished.

IMPORTANT NOTE: A couple of the improvements that were announced in the news earlier today (AI tweaks and additional notifications) didn't make it for this patch. All of them are already "on the table", but not all tests are completed yet, so we'll continue right away and have it ready for next patch overnight or tomorrow. We sincerely apologize for that, but game is now live and we want to be careful and test and re-test everything before letting it loose.

Long story short, here are the contents of update No.1:

CHANGES

Additions

- Option to copy/paste city name from a simple Notepad, now works for non-latin writing too

Fixes

- Food shortage will no longer result in the instant death of everyone. It's going to take longer giving you more time to respond.
- Trading fee is now displayed correctly when affected by additional modifiers
- Several graphics options are now displayed correctly

Tweaks

- If food or firewood is critical, these resources become priority for transport
- Annual panel refresh enhanced, no more missing lines in panel
- Hardware mouse is now set as default setting
- Social issues tweaked and re-balanced to have less drastic effect. Reduced the drop rate
- Optimization - Dynamic array reach improved, several redundant checks removed
- Annual list now contains properly localized names in various languages

As noted in the earlier news, the AI changes and the notification boosts are next on the agenda to finish up testing and get those things out in the open.

Thank you for patience and support!
Expect the next update very soon!

Overseer Games
+++
Post release Update 2

Evening everyone or morning or good day, depending on where you are at the moment

Another long night and day is behind us, but we're ready to share the post-release Update 2. The general rule was the same as with the previous patch : improving gameplay by tweaking existing things and adding useful details that were requested by the players.

We've also fixed a number of reported glitches and finished several things that were announced for yesterday's patch, but testing took longer than anticipated.

The list of changes is below, but in short, you should have an easier time managing things in the game, have more feedback from the game and have more resilient people that won't die as soon as their bellies aren't stuffed

Now it's full steam ahead towards Update 3! But first a bit of info...

How do the resource locks work?

When you lock a resource, it is no longer allowed for citizens to take this resource from the stock to consume it BUT(!) there are exceptions:

- if there is no unlocked alternative, they will take what they can, even if locked
- if there is only ONE food allowed, they will grab at least one other, even if locked, because if they don't you'll have a lot of health bars dropping (not enough food diversity leads to sickness). the unlocked food will still be the majority of their food intake
- if all the luxuries are locked, they'll get in there and grab something

To lock a resource, find it in the Stock panel, and toggle the lock button, right next to the cap limiter.

Additions

- Immigration now brings people from all social classes, not just peasants
- When people get married, if they are not of the same social class, the spouse of the lower social class will move up in class
- You can now lock a resource in the stockpile panel to prevent it from being used by the citizens for consumption. This effectively means the resource can only be used in production.
- Added a couple of new notifications regarding deaths and emigration

Fixes

- Limiting the maximum amount of a resource in the stockpile now works as intended.
- Done a number of fixes and changes to make sure Achievements are fired off correctly
- Fixed a glitch related to the refresh of the max cap input on the Stockpile panel

Tweaks

- Carriers and workers will now haul enough upkeep resources to fulfill the demand for longer. This optimizes times usage and reduces the chance for problems in production.
- Changed how fire behaves in terms of duration.
- School ambient SFX changed to a one less irritating
- On the Normal start preset, disasters are now set to normal as intended, not low

Enjoy and have fun!
Overseer Games
+++
Patron Update 3

Evening (if it's evening to you fine players),

Day 3, update 3. We're going through the reported issues as fast as we can, but we're also doing our best to test everything out as best as we can.

Yesterday's update introduced the resource locks and got a big chunk of the resource stock caps in place, but as you probably know, not everything was working as intended. We spent most of today looking in that direction, though a few other things were done as well.

Let's talk about resource caps a bit more

If you take a look at the image above, we're calling it smart caps. In essence, we're trying to make these caps do some automatization. If for example you limit a resource on 500, the building producing that resource eyeballs the limit and if the limit is close by, pulls the brakes, but not entirely if there is still room in the stock before the limit is hit. If the building throttles down by 75%, the upkeep is also reduced. Nothing groundbreaking, but it should assist nicely.

Are there any exceptions to the caps?

Yes, and you'll likely notice them. Namely resources that come into the stock in large quantities in a short period of time. That goes mostly for fields, orchards etc. The limit is
there, but if a large number of your workers/carriers already grab field produce to get to the stock, before the limit is triggered, they will get the resource into the stock. We were debating whether to enforce a hard limit, but that would mean you could lose quite a bit of resources and that didn't seem right. But hey, do let us know what you think :).

On a side-note, we've buffed the Gatherer's shelter and Fisherman's hut. Nothing major, but to help out a bit. Check the changelog for details.

Oh, and another side-note regarding the later-stage snowballing of villagers. That is being addressed, but it impacts a number of different game systems, so we're being extra careful with it.

That covers the most important bit. Change-log time.

Additions

- Resource stock smart caps (quite a bit was changed, re-done or added since Update 2, so I'll count it as addition
- And something specific for Forester's hut: if lumber is capped in the stock, and the limit reached, the forester will automatically switch to just planting (in the background. he will resume his work when supply drops below limit)
- Added a couple of checks and safeties to make sure the Gatherer's shelter doesn't suddenly stop producing (this and/or similar was reported)

Fixes

- Fixed a potential crash that could happen when lifting fullscreen in non-native screen resolution
- Fixed a potential crash that could happen while interacting with the ranch and adding new animals
- Fixed a number of issues related to Steam achievements that would cause them to display unused stat counters
- Added a number of additional checks for some achievements to make sure they fire off

Tweaks

- Gatherer's shelter production got a boost
- Fisherman's hut production got a boost (both production lines)
- Fisherman's hut (fish production) no longer requires lumber
- Fisherman's hut (crab production) no longer requires iron
- Forester's hut production got a boost

That's it for Update 3. We'll see you again soon!
Overseer
Post edited August 14, 2021 by Hustlefan
high rated
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Hustlefan: +++

Absolute Drift

Updated to 1.0g (Galaxy [Windows & Mac] & Offline Installer [Windows])

No changelog but a Linux installer has been added (1.0g as well)

+++
It's really annoying when they don't give a changelog.
high rated
Jupiter Hell was just updated to version 1.0a in GOG Galaxy. Here's the changelog:

Hotfix 1.0a - Dante - August 10th, 2021
• NEW #1528 - Settings - you can now disable the intro
• NEW #1526 - Settings - you can now disable screen shake
• NEW #1526 - Settings - disable copy to clipboard on death
• NEW #1536 - Stealth shows turns left
• CHANGE #1533 - custom keybindings appear on the UI immediately
• CHANGE #1528 - you can now skip the intro with gamepad A/B
• CHANGE #1527 - final boss arena spawns no longer affect max kills
• CHANGE #1532 - multishot weapon shots in the same line as damage
• FIX #1529 - removed references to unimplemented boots
• FIX #1531 - proper opening in Mortem after boss-fight
• FIX #1530 - Bladedancer no longer has reference to being Master
EDIT 08/16/2021: Offline installer files are updated now too.
Post edited August 16, 2021 by Berzerk2k2
high rated
Patron
Patron Demo

Updated to 1.003.1 (Galaxy [Patron & Patron Demo] & Offline Installer [Patron Demo])

Changelog posted by the developer in the game forum:
A patchy intervention - Patron Update 4
A late night patch delivery

Evening everyone!
It's time for the 4th update, the first one we didn't plan in the slightest :).
The original plan was to have Update 4 on Monday, but the issue with ranches not producing what they're supposed to (khm... like food), we decided we can't postpone it.
So, it's not a large update, but we hope it will help.
Let us know if you run into any additional problems. I believe you already know how and where to contact us ;).

• While placing houses and road signs, you can now cycle through the available models using the shortcut (Default: B). Since this update wasn't planned for today, the shortcut is not yet listed on the cursor tooltip. The shortcut is remappable.

• Ranches now produce meat as intended (when fully adult animals are culled!). Keep in mind that the displayed production values take into account only fully adult animals on the ranch at this time. Even when you purchase an adult animal via the ranch info panel, it takes a bit of time for the new animal to be taken into account. Fully adult animals are culled when the ranch is over 50% full and culling will not go below 50%.

• Carpenter now has a visible radius, so it's easier to see the trigger radius of the No Waste Approach global bonus

• Removed the impact of soil fertility on ranch efficiency. Oats as upkeep still has an effect. If the upkeep is not present, ranch animals grow slower.
• Increased the radius of the No Waste Approach global bonus. Adjacent in this instance won't literally meant one right next to the other.

Best,
Overseer Games
@GOG: Four updates on Galaxy and not a single one for the offline installer of the full game?! Please fix this!
high rated
GRIME

Updated to 1.0.5.2 (Galaxy & Offline Installer)

Changelog from Steam:

WARNING, CONTAINS SPOILERS!
Patch notes 1.0.5.2

Hey! Yarden GRIME director here,
Among a ton of other things, this patch removes all missables from the game, adds a new weapon, significantly nerfs consumables costs, reduces crashes, and much, much more.

Starting with what has been around the top of our complaints at launch, missables:

- The optional Boss awaits until you defeat it.
* I came to the conclusion you guys were right. It didn't make sense in GRIME to block that fight because it became easier with a new ability when you can go back and defeat mini-bosses later easily as well. In both cases
just miss out on the challenge and/or power, but that is your choice.

- Lithic Art Trader remains in Lithic after defeating the area boss.

- All "Elite" Hunt Prey have a weaker, respawnable version without a hunt point hidden in the world. Meaning you can still get their trait.
Only exception to this are the Spinesnakes since their AI is currently tied to their boss fight.

New Content:

- Tooth Hammer - A new STR+RES wisp debuff weapon has been added, somewhere in Feaster's Lair.
* I may have kind of accidently forgotten to put this weapon in the game as I was moving it around to different hidden locations. Sorry!

Achievements:

- Instruments should now be achievable with the addition of Tooth Hammer.
- Assimilation fixed and will only be gained after getting all traits, all Boss abilities and all Breath Hearts.
- Ending achievements should now work as intended.
* For those that already finished the game, you can go to your end of the game save, climb to the PoC again, trigger the cinematic and get it.
If there is interest for it, we could provide you with default saves for just before the Kinship ending and before being able to get the Weakness ending.

- Proportions can be gained even after defeating Yon if you pass by the area where you fought them (near the Sealed Barrier).

Gameplay:

- Pullable objects have varying degrees of additional clarity via the "in-range pullable indicator".
* Hopefully this will help players figure out prey-pulling earlier

- Consumable prices have been reduced significantly, up to about 80% cheaper.
- After player dashes in air- shards float around them. These get back inside of the player after it resets and they can air dash again.
* Hopefully this will help player realize that dashing from the ground into the air does not consume air dash, and also when it resets in general, such as from Self-pull.

- Prey drops have been expanded and improved. In general drops have been improved from mid to late game.
- Strand of the Child now does a better job drawing the player's attention when they pass nearby.
- Some Carven Palace encounters have been made more manageable, in particular whenever platforming/puzzles are involved.
- Fire Needle has been slightly nerfed.
* You'll still be encouraged to learn to dash out of it, but it now won't be a death sentence if you have full health and a heal.
You are intended to hate these buggers.

- Garden encounters have been changed to not be as opressive at times. This is mostly done by changing the absorb segments of some flower types.
* Carven Palace was meant to be the peak of difficulty and frustration in terms of combat encounters. Garden was meant to be more of an easing down, a build-up for what comes next.

- Using Burst Lantern special in air will trigger the stacks.

Accessibility:

- Added an option in settings to toggle auto cursor hiding.
- Sound of inactive Beacons has been pitched down to help mitigate issue for players with tinnitus. Range of already active Beacons has been lowered as well.

Major Bugs:

- Potential fix to game crashes.

Minor Bugs :

- Fixed an issue with an optional boss which caused the floor in both sides to go down.
- Fixed an issue causing the player to respawn in mid-air in the Carven Palace.
- Fixed a naming issue where sometimes Feaster's Lair was referred to as Feaster's Den.
- Fixed an issue where the player could drop from the elevator to worldpillar without reforming.
- Fixed collider issues in the Weeping Cavity, Lithic, Garden.
- Added missing colliders to a ceiling in Gloomnest.
- Fixed a collider issue with the Strand of the Child pickup area in Garden.
- Yon achievement has been fixed. Going to his encounter after defeating him will grant you the achievement.
- Added a missing weapon to Feaster's Lair. Collecting this weapon should fix the issue of the "Instruments" achievement not unlocking.
- Fixed an issue that could respawn the player next to a bomb in Gloomnest.
- Fixed an issue causing the Jawstag to get stuck occasionally.
- Fixed a few typos in some NPCs dialogues.
- Fixed a rare issue where you could get stuck on some of the ladders in the secret worldpillar platforming challenge.
- Adjusted a wall next to the palace nervepass that appears earlier than it should.
- Fixed a potential softlock issue in Feaster's Lair.
- Goldhead will now properly leave Nerveroot after talking to him.

Plans for the next Patch/s:

- Still looking to address the issue of being unable to comfortably upgrade weapons or build up ardor when in Cenotaph City.
This may either be resolved with a new NPC or a hidden Nervepass.

- I'll start working on figuring out the exact mechanics and UI of how we should implement respecing.

- Looking for ways of encouraging players to put a point or two in one of the Force replenishing traits (Frail arm/Clawhound), as they are a relatively integral element to Force balancing.
Same for Piercer Trait, which is possibly one of the most powerful traits in the game, and allows players the ability to gain Breath from Bosses they otherwise wouldn't have been able to.
high rated
Suzerain

Standalone installer updated: [Windows] v1.1.5 ⇒ 1.1.61.
Patch 1.1.6 Released!

Dear Citizens of Sordland,

Hope the summer has been treating you well. Got some good news, patch 1.1.6 is released! We have been tracking all the bugs for a few months and have fixed all reported issues.

Additionally, we have made some minor lore fixes as we spotted some inconsistencies related to our new secret project. There might be more of these in the future.

As always massive thank you to our dedicated community members who are posting bug reports on our Discord server. Always make sure to read the bug reporting guidelines!

[CLASSIFIED DOCUMENT] [FOR YOUR EYES ONLY - CONTAINS SPOILERS]

Patch 1.1.61 (15/08/2021)

The patch applies on ongoing games.


Balancing
• Increased starting economy by 1
• Slightly increased Autonomous zone Bludish opinion bonus
• Added stability check for war plan success

Content
• Made an improvement pass to Kesaro in the debate scene
• In resignation scene Nia Morgna checks more conditions of the new constitution
• Added term summary checks to Lileas Discussion in turn 09 and made minor improvements
• Some changes on how crime situations are determined
• Improved how the Bludish situation was updated in turn 09

Lore updates
• Updated WHR codex entry
• Updated Lotherberg Group codex entry
• Updated a wrong date in the Wehlen Civil War codex entry
• Updated Frens Ricter codex entry
• Updated Walter Tusk codex entry
• Updated Walter Tusk related news entry
• Updated Greater Holsord Region entry to have correct adjacent regions
• Added image to Gendarmerie

Bug Fixes
• Fixed gamebreaking broken link in late briefing scene in turn 03
• Added a prevention check for a branch that could be re-triggered with reload checkpoint. It would unintentionally allow both main paths of reform to be enable which broke the game setup
• Fixed death date being the same as born date at 1958. Anton can't be reborn again
• Fixed wrong naming of Consulate as Embassy in city and country reports
• Added additional check to Lucian giving feedback about Marcel in the scandal
• Added additional conditions for Lucian's recommendation regarding the extension of emergency
• Fixed wrong debate feedback about passing Minority Rights Act by decree
• Added slight variation to Leaked Scandals in the situation of impeachment removal by reform
• Fixed wrong ACP article trigger when having SSP
• Prevented free paid education for Franc if the player had no personal wealth left
• Fixed potential wrong trigger related to Soll's Legacy achievement
• Fixed bugged Denis character tag in Debate scene
• Organized crime can be removed in other ways too now.
• Fixed wrong report regarding Koronti after bad things happen to him
• Reduced conservative vote support threshold estimate condition in turn 08
• Fixed repeat of sentence in Soll trial
• Economy feedback scene in mid game checks active economy to budget ratio in more detail
• Some fixes in Prologue regarding lore consistencies
• Fixed size codes that appeared in the summary screen
• Fixed Oligarchs leadership triggers with Marcel
• Updated Helji Island achievement description
• Nia Morgna should be slightly more consistent regarding the reforms
• Added missing alliance checks in certain parts of the Epilogue
• Fixed party ranking triggers on certain weird situations where party leadership is hampered
• Fixed wrong variable set on Bludish rights bill which caused war and wrong situation issues
• Fixed Thank you Serge and 638 ways to Kill Rayne achievement triggers on other endings
• Fixed potentially wrong condition for economic damages in turn 07
• Fixed wrong city names for Valgsland and Lespia trade scenes
• Fixed wrong debate condition regarding Denis accusing Anton of ending people's lives prematurely
• Fixed wrong checks regarding which trade talk was attended in the scandal content
• Tusk key figures update in Political Overview was synced with Codex update
• Leste status during Anrica speech was adjusted for Sollist players
• Fixed wrong trigger about Desollinisation in election speech
• Alvarez is referred to as Prime Minister everywhere
• Corrected several wrong Koronti Lead turn 09 scene checks
• Improved some wrong responses in the War Plans scene
• Fixed missing turn 05 variable check in turn 09 investigations scene
• Fixed Aid naming
• Fixed punctuation mistakes and other typos in a dozen newspaper articles
• Fixed typos in reports
• Fixed dozens of typos in the prologue and scenes

Known issues
• Lack of Assembly impeachment content

We are back in the office in Berlin and very excited about our upcoming projects! If you liked Suzerain drop a positive review and spread the word!

Much love from from Torpor Games.