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high rated
It took some time but finally the first content update for GRAVEN has arrived (Offline & GOG Galaxy).

GRAVEN - content update #1 0.9.6418 CU1 (March 31, 2022)
Features Overview

• Five new enemies
• Two new areas
• One new weapon
• Upgrades for all weapons
• Upgrades for all spells
• One new potion
• One new merchant NPC
• Additions and improvements to previously released areas
• Enhancements to monster behavior
• Co-op support on Steam
• DPI scaling

Full Changelist

New Features

• New Region - The Cruxfirth Archives
• New Region - The Black House Bog
• New Section - Lice Slough
• New Section - Clotted Avenues
• Brine Muskeg is now swampier, with a new puzzle
• New Enemy - Dihedral Cleric
• New Enemy - Dihedral Priest
• New Enemy - Undecaying Punished
• New Enemy - Mire Reaver
• New Enemy Miniboss (Optional) - The Archivist
• New Behavior - Infected horde bonuses
• New Behavior - Skitterfly projectile changes
• New Character - The Alchemist
• New Weapon - Orthogonal Hymnal
• New Potion - Swamp Bottom Swallow
• Weapon Upgrades
• Spell Upgrades
• Staff now has an alt-fire
• Armor system with pickups
• New interactive environment features (traps, buttons, horror-esque zones)
• Cooperative support added for Steam
• Gamepad support for gameplay and bindings
• DPI scaling option
• Add Obituary messages (hints) to the death menu
• Add Lore and notes pages in the pause menu
• Add minimum mana amount that will be regenerated over time
• Breakables are now physics reactive
• Throwables do damage to whatever they hit
• New fall damage system for the player
• New swimming systems for the player
• New screen shake on damage and hitting weakpoints with melee weapons

Bug Fixes and General Tweaks

• UI: New Fonts
• UI: Scaling and sharpness pass on all menus
• Save System: FIXED: That white square issue
• Save System: FIXED: Settings file is now deleted when a profile is deleted
• Save System: Now saves full object states and quest state
• Save System: Saves that are no longer supported are labeled as such
• Settings: Fixed various settings not properly working
• Monsters now have various knockback amounts based on animation
• Monsters resist knockback based upon their mass
• Monsters now take fall damage
• Monsters have updated weakpoints and damage they're strong/weak against
• Relocated the Peat Burner off the main path
• Relocated the Cuff Arrow to original Brine Muskeg location
• Relocated the Discharge spell to require puzzle solving
• One of the pillar puzzle clues is much closer now in Clotted Avenues
• Cuff Arrow zoom now has a monocle
• Huge refactors of lots of backend functions, this will yield great things in future updates
• Clotted Avenues is now entered from the town instead of from underground
• FIXED: Some fences were only blocking projectiles from one direction
• FIXED: Pickups were sometimes triggering multiple times before being removed, should no longer happen
• Clotted Avenues now has a switch operated elevator for the first totem area
• Gas clouds now spread fire a bit further
• Respawn health is now 70
• Clotted Avenues got some item, enemy, and breakable adjustments
• FIXED: Explosions causing periodic performance drops
high rated
Fictorum v2.2

No changelog here. Patch notes taken from... the other place.

Fictorum v2.2 is out now, featuring eight new runes and rune system upgrades!
Hey Wizards!

We're ready to put our largest content patch in two years into your hands! This patch has eight new runes that can drastically change how your spells work! Additionally, multiple runes of the same type are now allowed in the same runeset. Plus, we've added many quality of life upgrades!

Major Changes


New Runes

Blood

Damage is vastly increased, but health will be used instead of mana to power the spell


Stamina

Damage is vastly reduced, but stamina will be used instead of mana to power the spell


Drain

A portion of spell damage is leeched as energy


Implosion

Deals a percentage of radial damage every .1s


Doom

Spell is automatically cast when you kill someone, but can no longer be directly cast


Wrath

Spell is automatically cast upon hitting an enemy, but can no longer be directly cast


Pain

Spell is automatically cast upon being hit, but can no longer be directly cast


Fury

Spell is automatically cast along with any other spell, but this one can no longer be directly cast


Runeset Changes

Multiple runes of the same type are now allowed in the same runeset! Ever wanted to have 50 multishot fireballs? Well, now you can!


Minor Enhancements

Rune mana cost is now applied based on the amount shaped (initial rune power for base cost and current shaping amount for channeling)
The tutorial is now skippable and, once skipped, opens a quick tips screen showing the key features of the game
The time between key presses to toggle flight/vault has been reduced from <=.5s to <=.2s
Added a Toggle Flight hotkey
Dash has been overhauled to have better aiming, better animation, and smoother movement
Incendium's mana cost has been reduced 20-->13
Rune negative values will no longer roll beyond the maximum negative amount
Added a Purge History button in the developer menu which will erase the character history in order to reduce load time
Magic, Rare, and Unique runes have smaller, more appropriate stat ranges, making them more consistent
Chain rune strength increases will now diminish the damage loss for chain reactions
Trap runes are now compatible with projectile spells
Nova runes are now compatible with projectile spells
A new perk is available for selection
The ending credits can now be skipped
Automatically generated runesets will now pick runes of the same type as a last resort
The reduced channeling cost grace period for projectile and area spells has been reduced from .5s --> .2s
The grace period of draining health once mana has been depleted has been reduced .5s --> .25s
Walking momentum is kept when flight is toggled and vice versa
Concentrate, Efficiency, Magic's Reach, Bounce, and Massive runes have been rebalanced
Base elemental projectiles created by Chaos, Order, and Spiral will now include damage bonuses
Spell slots will visually update when they can and can't cast be cast
You can no longer equip/unequip an item that would reduce your health or mana to 0
There is now no maximum essence cost for disenchanting and purchasing items


Bug Fixes

Fixed a bug that would prevent movement while in observer mode
Fixed a bug that would cause enemy weapons to float in mid-air if their wielder was killed mid-swing
Cancelling Spellblade no longer spawns a persistent glow
Fixed a bug for the Bulwark that would cause Sentinel runes to increase channeling cost
Fixed a bug that would prevent clairvoyance during the Brazmek boss fight
The playthrough statistics screen will now show value ranges for magical-unique runes
Map location focusing on the world map with gamepad has been significantly improved
The fictorum is no longer invisible after toggling observer mode while using the first person camera
Inventory camera transition has been slightly improved
Reward choices now have a substantially lower chance of spawning exactly the same item
Fixed a bug that could cause inconsistent event selection behavior when overlapping the inquisition legion
The cast animations for Candy Cane and Snowball have been improved
Fixed a bug that would clear falling lateral friction and flying breaking deceleration after flying
Familiars and Sentinels will now properly target summoned shamblers
Fixed a rare bug that could cause a crash when destroying a physics-simulated piece of loot or furniture
Chlorobeam no longer knocks down trees
Fixed a bug that would prevent Echo runes from working with Area spells
Familiars can no longer affect the player with their spells
Fixed a bug that could cause staircases within castle structures to float in midair
Chaos on Chlorobeam will no longer only hit the ground in front of the player
Fixed a rare bug with the enchantment window that could cause spellcasting to be locked
Projectile rune interactions have been standardized for Pierce, Bounce, Trap, Chain, and Echo
Adds will now spawn with the proper material during the balmur fight
Sentinels will now properly fire roller projectiles (Fire Wave, Tremor, etc.)
Fixed a bug that would prevent Master Modifier from triggering
Fixed a bug that could cause bosses to permanently target a sentinel or familiar
Fixed a bug that would show improper mana values when a penalty to mana was applied from a passive
high rated
List of games that their update flags are missing in Mar 2022:
(Only games I owned are recorded. [1])

bloodrayne_2_terminal_cut_base
cyberpunk_2077_game
neverwinter_nights_enhanced_edition
observer
[1] Mar 2022: https://pastebin.com/jsh1RsdK
[2] Feb 2022: https://www.gog.com/forum/general/the_what_did_just_update_thread/post27577
high rated
Empire Earth 2 Gold Edition

Standalone installer updated: [Windows] Version None ⇒ 1.2.
Patch 1.2 (1 April 2022)
• added support for Windows 10 & Windows 11
****************************************

Blackwell Deception

Standalone installer updated: [Mac] 1.3 ⇒ 1.4a.
high rated
Martha Is Dead

Updated to 1.0331.01 (Galaxy & Offline Installer)

Changelog from Steam:
New Martha Is Dead Update Available

Hello again folks,

Quick heads up that a new update is available for Martha Is Dead, be sure to connect to Steam and get the latest download before playing!

Changes are as follows :

- Additional fix to the weapon depot gate, so interacting with it will always produce the boat location during Lapo's quest.
- Negative images can now be deleted. This is available using the enlarger.
- Fixed the bicycle becoming out of reach during Memories chapter before heading to town.

Once again thank you all for your continued feedback and updates - we're continuing to monitor the forums and pass everything raised over to the team - so if something isn't listed here that you've already raised, don't sweat! We'll already be looking at it!

Have a great rest of your week, and don't forget to keep sharing your screenshots / artwork / thoughts with us on our socials, and leave an honest review if you've played the game!
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VanishedOne: Bloodstained: Ritual of the Night updated to 1.30.0.64827 (even though the upper-right of the library entry still says 'Version: 1.21.0.58950, Date Published: 24/2/2021'). Even Steam doesn't seem to have got a changelog, but it should be this patch I suppose:

https://steamcommunity.com/app/692850/discussions/0/3276939184049320031/
https://steamcommunity.com/app/692850/discussions/0/3276939184053455442/
avatar
Grargar: It seems like the latest version of the game does not recognize Iga's Back Pack DLC (yes, I installed the latest version for it, as well). If you have the DLC and a save from one of the previous versions, DO NOT update the game (or at least, do not delete the previous installers), as you will be unable to load the save. From comments on the Steam forum, it seems that this bug is exclusive to the GOG version.

Edit: From some further comments, it looks like the the issue is also affecting the Xbox version:
https://steamcommunity.com/app/692850/discussions/0/3276939184054693825/
There are also people on Steam reporting achievement bugs after patching; no idea yet whether that's a Steam-specific bug or not.

https://steamcommunity.com/app/692850/discussions/0/3276939184054372965/
https://steamcommunity.com/app/692850/discussions/0/3276939184055846507/
high rated
EVERSPACE 2 (In Development)

Updated to 0.8.25294 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:

PART 1 / 2
Patch Notes - 0.8.25294 - Changelog

We've just released our big Stinger's Debut update. Please see the complete list of changes below. Highlights include the Stinger-class light fighter player ship, a big crafting and mining overhaul, new voice recordings, a difficulty selector and text localization into various languages.

Please note that the localization is work in progress and just the first iteration. If you spot any obvious errors or have suggestions for better wordings, you can actively contribute to the localization via the cloud-based localization tool Crowdin: https://crowdin.com/project/everspace2

Note that this new update does not require you to start a new game, you can continue playing with your old save game. However, we encourage you to start a new game to enjoy all the changes we've made.

Features

- Added text localization for various languages (work in progress)
- Added new main mission and new side missions
- Added new player ship class: Stinger
- Added new enemy faction: Okkar Prime
- Added new voice recordings (no Text-To-Speech fallbacks in version 0.8)
- Added new ship modules for heavy and light player ship classes
- Added new companion perk for decreasing cruise mode charge duration
- Added new weapons and modules
- Added new "Sustained" weapon prefix that increases energy capacity
- Added new item sets
- Added option to show a horizon indicator in HUD
- Added an option to en- or disable pausing of the game when window is unfocused (community suggestion)
- Increased level cap to 22
- Blueprints for crafting equipment can now be found or received by dismantling the respective item multiple times
- Parts, mineable resources, components and catalysts are now stored in a separate crafting inventory, no longer occupying space of cargo or storage
- Crafting of components (formerly tech resources) and catalysts now possible
- Mining resources has the chance of spawning the same resource in a higher rarity
- Mined resources are now displayed in the location info window once the Location Scanner perk level 2 has been unlocked
- Devices can now be upgraded and mastered. Upgrading increases device attributes. Mastering unlocks all device modes
- UI: Added dedicated crafting tab to ingame menu
- UI: Added option (toggle) to show current item level on top of the item icon within inventories
- UI: Added new sorting option "SortByLevel" for cargo inventories
- UI: Added total selling value info when selling multiple items at once
- UI: Added ingame dialog log to the pause menu to recap the most recent conversations

Tweaks

- Revised ore and crystal resources and properly distributed them among regions of all systems
- Removed random spawns in the last stage of mission "The Convert"
- Dialogs get aborted when involved speakers are destroyed
- Improved texture streaming
- Improved video ram usage
- Speedward shield will now also recharge during cruise drive
- Reworked Outlaw Bomb Thrower: No more invincibility shield but a fast high-capacity shield
- Reworked Outlaw Bomb Thrower barrel bombs: Less damage but disable shields for a few seconds
- Slightly decreased Cruise Booster's cruise mode charge duration
- Improved handling of player attacking the freighter during "Picking Up The Pieces"
- When having to get rid of all interfering creatures during "X Marks The Spot", a vague search area waypoint is now displayed
- Combined log books 2 & 3 in "X Marks The Spot" into one and removed one "locate signal" task
- Invasions will not show a warning banner anymore and often spawn farther away so that invaders do not target the player immediately
- Show in marker details when hovered from further away if a pickup is needed as an ingredient for a tracked perk
- Renamed Mainframe Expansion to Mainframe Component
- Renamed Augment to Mainframe Expansion
- "3rd Person Camera Stiffness" setting now affects linear camera lag
- Limited linear camera lag to prevent player ship from leaving the screen
- Ship colors and decals don't get previewed on hover/select anymore. They now only change when "equip" is pressed
- Improved performance in Charybdis Bowl
- Tareen now flies a ship that looks like the one he used in original Everspace
- Use a new icon for debris from which drones can be spawned when flying Vindicator
- Changed "Adapt Item" to "Remove Level Restriction". This modification now also costs slightly more parts
- Made ship handling a little more tangible through slight tweaks in banking/inertia behavior
- Changed EMP Generator "Short Circuit" mode to apply normal energy damage instead of damaging the shield only
- Updated Outlaw Drone Carrier link drone visual effect
- Increased Redeemer Inquisitor hull and shield HP
- Outlaw Vipers are now immune to corrosion
- Prevent Disintegrator from accumulating excessive backwards acceleration
- "Powerful" and "Marksman" affixes can now also appear / be applied to launcher weapons
- Enemies, except for Anti-Missile Drones, can no longer shoot down player missiles
- Balanced prefix chances for items
- Balancing: Increased probability of Elite enemies with player level
- Balancing: Slightly increased Outlaw Missile Turret damage
- Balancing: Increased Synchro Pulse energy consumption and spread
- Balancing: Adjusted shield and armor bonuses for all ships to match late-game hull hitpoint values
- Balancing: Slower leveling, less xp from lower-level enemies, less aggressive downscaling of enemies to player level
- Balancing: Decreased hull hitpoint bonus gained from Structure attribute
- Balancing: Increased shield capacity scaling, use same scaling for armor with lowered base values
- Balancing: Increased divergence of shield and armor bonus values between ship classes
- Balancing: Added two additional underside turrets to Outlaw Drone Carrier
- Balancing: Outlaw Drone Carriers now spawn combat drones
- Balancing: Reduced "Crit Happens" perk range from 500m to 300m
- Balancing: Reduced Striker expertise scaling
- Balancing: Slightly reduced Precision scaling
- Balancing: Adjusted Firepower scaling curve for greater damage bonus in early game and less in late game
- Balancing: Signal Decoders will now only drop from outlaw stations, some rare containers, elites and capital ships
- Balancing: Slightly reduced drop chance of colors
- Balancing: Increased Outlaw Drone Carrier drone respawn delay
- Balancing: Reduced Raid Booster effect
- Balancing: Increased Flak range and damage, reduced energy consumption
- Balancing: Increased Vindicator drone damage Expertise scaling
- Balancing: Increased Vindicator "Phalanx" fire rate bonus
- UI: Use dedicated HUD marker icons for Ancient Rune and Ancient Rune Socket
- UI: Tweaked dialog box design
- UI: Show "new" highlight on freshly unlocked and not yet viewed colors and decals in customization screen
- UI: Enemies currently debuffed by player receive a special offscreen indicator in HUD
- UI: Show obstructed interactable and structure HUD markers with dotted outline
- UI: New icons for several items
- UI: Show potential resource yields instead of amount of resources mined in the location info tooltip
- UI: Changed xp bar color and only show xp numbers in menus
- UI: Ship stats panel was slightly redesigned and optimized
- UI: Various performance improvements for item rendering
- UI: New stackable item price info showing dedicated "per Item"-price as well as total stack price
- UI: Overhauled design of repair and restock buttons in hangar tab
- UI: Added animated background for launch action button on stations
- UI: Item selection - "Other ships"-navigation now using L2R2 navigation instead of R3 cycle behavior
- UI: Changed multi-sell action label from "Sell" to "SellAll" to be more precise
- UI: Cooldown slot animations are synchronized now
- UI: Item info widget - optimized scrolling to exclude empty space at scrollbox bottom
- UI: Reduced opacity for item stack amount when maxed (community suggestion)
- UI: Overhauled crafting UI/UX to support new crafting-tab and -inventory
- UI: Re-added expand/collapse cargo view button in ship inventory headline
- UI: The number of Device Ugrade Points and Mainframe Expansions is now displayed in yellow color if greater than 0
- UI: Optimized action button caption paddings for non-hold actions
high rated
EVERSPACE 2 (In Development)

Updated to 0.8.25294 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:

PART 2 / 2
Bugfixes

- Fixed bonus attributes changing their value after saving and reloading the game
- Fixed Gunship Arsenal perk: Double fire rate for async weapons, double damage for sync weapons
- Fixed that Vindicator Drones were attacked by neutral Outlaw Group during "The Good, The Bad & The Decent"
- Fixed being able to destroy Maddocks' ship inside the storage hangar during "The Magic Of Umami"
- Fixed a potential mission blocker when killing Maddocks right before reaching the end of the chase in Sato during "The Magic Of Umami"
- Fixed that "Downtime Warrior" perk was not affecting secondary weapon energy on Bomber
- Fixed freighter in front of Smuggler Base during "The Vortex" not having any collision
- Fixed being able to use the Flying Dutchess' Beacon near Khala's Vessel during "Picking Up The Pieces" although she was already present
- Fixed winding up outside of cave during "The Emissary" if loading initial auto-save and immediately creating manual save and then loading that save
- Fixed NPC HUD marker being transparent after game was paused during jump-in
- Fixed HUD marker "spotted" animation being stuck when game was paused during animation
- Fixed wrong waypoint image and wrong player position in system view
- Fixed shield and armor break effect appearing when collecting energy orbs while no armor or shield is equipped
- Fixed that destroying the plating given by Dax would stop the mission from progressing
- Fixed that arriving within interaction range of Spatial Bypasses always lead to the "Can't interact during conversation" message being shown
- Fixed several slide doors accidentally being open
- Fixed Outlaw Demolisher shooting mines from very far away
- Fixed being able to fast-travel to the same location you are currently at
- Fixed that the prototype and starforged prefixes lost their effect after increasing an item's rarity
- Fixed that the mission log for "Gathering Dust" side mission was missing
- Fixed "Repairs 3" perk not working as intended (was supposed to only repair the ship's hull up to 30% if lower when docked)
- Fixed gravitational behavior of Shadow Creatures on planets when they're detached
- Fixed that "Gathering Dust" side mission was available at the start of "Old Friends," not after
- Fixed mouse axis inversions not working when using centered crosshair and operating system mouse position
- Fixed inverted mouse controls not working when having relative mouse controls enabled
- Fixed Vindicator drones sometimes not disappearing while docked
- Fixed being able to track an already completed mission when double-clicking on a mission button
- Fixed a problem in which it was possible that the "Spares & Scrap" mission did not start
- Fixed ARC9000 explosion not damaging larger ships at certain impact angles
- Fixed that mines being displayed because of a sensor bonus attribute were staying in sensor memory and were still shown at a large distance
- Fixed "Downtime Warrior" perk not stacking correctly
- Fixed critical hit damage using a wrong value
- Fixed that item rewards for jobs couldn't be claimed
- Fixed error in Temporal Nano Recompensator "Resurgence" mode description showing wrong repair increase percentage
- Fixed Drone Carrier link drones not repairing carrier armor correctly
- Fixed bug in repair costs calculation
- Fixed implicit downsizing of (cargo) inventories in some cases. (e.g. storage)
- Fixed some save and restore problems with certain objects like freight containers
- Fixed a few issues with Loot screen that gets shown when not all items could be picked up
- Fixed that "pull all" on pickups was sometimes not possible
- Fixed that "Redeemers" name was missing in the "kills" stats
- Fixed player projectiles colliding with player missiles
- Fixed player Flak projectiles being triggered by player missiles/mines
- Fixed NPC missiles spawning with a too large offset
- UI: Fixed loss of focus after clicking quick repair and quick restock buttons
- UI: Multiple improvements and fixes for screens with non-16:9 aspect ratio
- UI: Fixed potential bug that repair action was available in item selection even though it isn't available on the station
- UI: Fixed that shop inventory might not be sorted correctly after mission items were added to an already visited shop inventory
- UI: Fixed various smaller color & alignment issues in ingame menu
- UI: Fixed rebuy indicator disappearing after selling items to shop
- UI: Fixed multiple bugs regarding devices in shop inventory
- UI: Fixed that side-by-side info would not scroll on gamepad in case current item wasn't scrollable as well
- UI: Fixed that the damaged equipment indicator wasn't refreshed after repairing
- UI: Fixed mainframe expansion points animation problems
- UI: Fixed homebase storage space counter not always being correct
high rated
Oriental Empires

Standalone installer updated: [Windows] 1.0.1.15 ⇒ 1.0.1.16.
Update 22 December 2021

This update has some more bug fixes, more modding and some AI improvements

Modding
• Opened soldier.xml for modding
• Added example soldier mod and units to use it

AI
• Better consolidation of reinforcements in rear areas
• Tweaks to recruitment algorithm to improve unit diversity
• More flexible use of existing units
• Less leader only stacks running around
• Fixed bug where AI would sometimes surround a city but not attack
• Less eager to start wars when short of money

Misc
• Fixed bug with some events in 3K scenario
• Fixed unit replenishment icon not working
• Stacks can move through vassals stacks even in vassal's territory



Update 29 November 2021

Small bug fix update
• Fixed mod menu not showing up if no local mods
• Fixed question mark showing on icons at bottom of tech screen.



Update 18 November 2021

Finally added some modding support to the game. This has been quite a bit of work and involved re-organizing a lot of the game data files.

Mod Support
• Most game xml files exposed for editing.
• Workshop support added for mods.
• Mod selection menu added at game start.
• Mods can include unit, building and tech icons, faction symbols and portraits.
• In addition to the modding the main game files, additional xml files can be loaded to facilitate making smaller mods that can be combined together.
• Game text files can be modded to create language translation mods. Mods can also include localized text if they wish.

Scenarios
• Scenario scripts are uploaded to the workshop now.
• Characters can be given their own description text in scenarios.
• Extension for script files changed from ".xml" to ".script".

Bug Fixes
• Fixed some inconsistencies about which character counts as the settlement governor.
• Settlement display shows the governor, not the garrison commander.
high rated
OpenTTD has just received an update to 12.2 for Windows, Mac and Linux.

OpenTTD 12.2
2022-04-02
Posted by michi_cc
We tried to release OpenTTD 13 on April 1st, but supply chain issues are affecting new feature production and forced us to delay the release.

To compensate, we swept the factory floor for bits and pieces that where left around and could be repurposed. We found enough to be able to produce a 12.2 maintenance release for you.

More details in the changelog below.

12.2 (2022-04-02)
------------------------------------------------------------------------
Feature: Remember the last-used signal between games (#9792)
Change: [MacOS] Allow touchbar usage on all supported OS versions (#9776)
Change: Add a timestamp in name of crash files (#9761)
Fix #9736: Duplicate multiplayer window opens upon canceling password entry (#9842)
Fix: Removing long roads doesn't prioritise refusal of local authority over other errors (#9831)
Fix #9020: Glitchy station coverage highlight when changing selection (#9825)
Fix: Correct some Romanian town names (#9819)
Fix: Original music playback rate was slightly too fast (#9814)
Fix #9811: Use the NewGRF-defined vehicle center when dragging ships and aircraft (#9812)
Fix: Do not let shares in the company taking over another company disappear (#9808)
Fix #9802: Crash when using lots of NewGRF waypoint types (#9803)
Fix #9766: Don't write uninitialised data in config file (#9767)
Fix #9743: [MacOS] Don't try to render touchbar sprites with invalid zoom level (#9776)
Fix #9774: Building roadstop in estimation mode updates station acceptance (#9775)
Fix: If vehicles only refit to cargo-slots >= 32, the default cargo was wrong (#9744)
Fix #9735: Possible desync when replacing a depot on same tile (#9738)
Fix #9730: [Network] Connections can use an invalid socket due to a race condition (#9731)
Fix: Don't show sign edit window for GS-owned signs (#9716)
Fix #9702: Display order window for vehicle group on ctrl-click only when using shared orders (#9704)
Fix #9680: Crash when loading really old savegames with aircraft in certain places (#9699)
Fix: Update last servicing dates when using the date cheat (#9694)
Fix: Error message shows about missing glyphs while suitable fallback font is found (#9692)
high rated
OpenTTD

Update to V12.2.

No changelog.
high rated
avatar
Geralt_of_Rivia: OpenTTD

Update to V12.2.
Changelog from the developer's website:
12.2 (2022-04-02)
------------------------------------------------------------------------
- Feature: Remember the last-used signal between games (#9792)
- Change: [MacOS] Allow touchbar usage on all supported OS versions (#9776)
- Change: Add a timestamp in name of crash files (#9761)
- Fix #9736: Duplicate multiplayer window opens upon canceling password entry (#9842)
- Fix: Removing long roads doesn't prioritise refusal of local authority over other errors (#9831)
- Fix #9020: Glitchy station coverage highlight when changing selection (#9825)
- Fix: Correct some Romanian town names (#9819)
- Fix: Original music playback rate was slightly too fast (#9814)
- Fix #9811: Use the NewGRF-defined vehicle center when dragging ships and aircraft (#9812)
- Fix: Do not let shares in the company taking over another company disappear (#9808)
- Fix #9802: Crash when using lots of NewGRF waypoint types (#9803)
- Fix #9766: Don't write uninitialised data in config file (#9767)
- Fix #9743: [MacOS] Don't try to render touchbar sprites with invalid zoom level (#9776)
- Fix #9774: Building roadstop in estimation mode updates station acceptance (#9775)
- Fix: If vehicles only refit to cargo-slots >= 32, the default cargo was wrong (#9744)
- Fix #9735: Possible desync when replacing a depot on same tile (#9738)
- Fix #9730: [Network] Connections can use an invalid socket due to a race condition (#9731)
- Fix: Don't show sign edit window for GS-owned signs (#9716)
- Fix #9702: Display order window for vehicle group on ctrl-click only when using shared orders (#9704)
- Fix #9680: Crash when loading really old savegames with aircraft in certain places (#9699)
- Fix: Update last servicing dates when using the date cheat (#9694)
- Fix: Error message shows about missing glyphs while suitable fallback font is found (#9692)
Edit: Ninja'd by Trooper1270 - Post 27773 :)
Post edited April 02, 2022 by Hustlefan
high rated
Slipways
Windows offline installer updated to 1.2-932-win
Mac offline installer updated to 1.2-933-mac
Changelog:
https://store.steampowered.com/news/app/1264280/view/3192496691049574065

"This is a bugfix update fixing the following issues:

- Campaign - Hard Truths: If you completed consecutive stages of the archive year after year, the event moving the story forward would not trigger correctly. This is no longer the case.
- Savefiles: An obsolete trade route that was undone would sometimes get saved to the savefile, especially in endless games, causing the save to no longer load. This should no longer be the case.
- Mac: Pressing caps lock during the game would break UI due to how weirdly Macs implement caps lock and a few strange decisions on Unity's part. This has been worked around so pressing caps lock is safe for the universe again.
- Tech - Economic zones: This technology used to not work correctly with information and izzium as a resource. It should be okay now.
- Tech - Void synthesizer: If you connected the synthesizer first, and only then upgraded a planet with a new need, the synthesizer would miss this and would not supply the need. This should now work correctly.
- Building structures: It is no longer possible to build structures at the very edge of known space, since this could cause them to end up too close to objects that haven't yet been discovered.
- Performance: Undo should now be a bit faster by avoiding empire updates after undoing actions that shouldn't change the world state.
- Localization: One perk description got accidentally "untranslated" due to translated strings being incorrectly overriden by their English "fallback".
- Localization - German: Grammar mistakes fixed in industry descriptions.

This update brings the version numbers up to v1.2(b932) on Windows and v1.2(b933) on Mac."
.............................................................................................................. ...........................................

EDIT

Game was updated again:
Windows installer to 1.2-935-win
+
Mac installer to 1.2-936-mac
Changelog:
https://store.steampowered.com/news/app/1264280/view/3192496691049574065

"This is a bugfix update fixing the following issues:

- Campaign - Hard Truths: If you completed consecutive stages of the archive year after year, the event moving the story forward would not trigger correctly. This is no longer the case.
- Savefiles: An obsolete trade route that was undone would sometimes get saved to the savefile, especially in endless games, causing the save to no longer load. This should no longer be the case.
- Mac: Pressing caps lock during the game would break UI due to how weirdly Macs implement caps lock and a few strange decisions on Unity's part. This has been worked around so pressing caps lock is safe for the universe again.
- Tech - Economic zones: This technology used to not work correctly with information and izzium as a resource. It should be okay now.
- Tech - Void synthesizer: If you connected the synthesizer first, and only then upgraded a planet with a new need, the synthesizer would miss this and would not supply the need. This should now work correctly.
- Building structures: It is no longer possible to build structures at the very edge of known space, since this could cause them to end up too close to objects that haven't yet been discovered.
- Performance: Undo should now be a bit faster by avoiding empire updates after undoing actions that shouldn't change the world state.
- Localization: One perk description got accidentally "untranslated" due to translated strings being incorrectly overriden by their English "fallback".
- Localization - German: Grammar mistakes fixed in industry descriptions.

EDIT (2022-04-03): One of the fixes in this update introduced a new problem that caused some runs to fail to end properly after 25 years. This should now be fixed through a hotfix update.

This update brings the version numbers up to v1.2(b935) on Windows and v1.2(b936) on Mac."
Post edited April 03, 2022 by karnak1
high rated
Nightmare Reaper was updated to v.2.24 some hours ago. Here are all changelogs since the 1.0 release.

Patch Notes 2.24 (April 2, 2022)
• Changed molotov alt-fire to potentially fix crashes on some PCs.
• Fixed issue where jade tree hud wouldn't be right color on game start.
Patch Notes 2.23 (April 2, 2022)
• Reverted change to reduce screen shake for 240+ framerate limit setting.
Patch Notes 2.22 (April 1, 2022)
• Change to reduce screen shake for 240+ framerate limit setting.
• Change to prevent issues with monitors where max resolution and native resolution don't match.
• Change to rebalance elite life.
• Fixed crash when going in the options menu with outdated graphics drivers.
• Fixed issue where tutorial door wouldn't open if you killed enemies from outside the room.
• Fixed crash when starting a trainer battle in topaz tree with an early access savegame.
• Fixed very rare crash with puzzle trap cube.
• Fixed issue where all secrets achievement wouldn't unlock if you let the end animation play out.
• Fixed issue where tutorial cube particles would appear after the cube was destroyed.
• Fixed issue where you could unlock toxicity achievements in level you get the cartridge in.
• Fixed color settings not being applied correctly on savegame change.
• Fixed issue where the level end easter egg would prevent you from getting a minigame cartridge.
• Fixed impassable door in the forest levels.
• Fixed impossible to open door in the empty challenge room.
• Fixed missing sounds for village boss and exploding tentacle enemies.
• Fixed infinite loop when pressing other minigame key when entering fight in topaz tree.
• Fixed typo in credits.
• Fixed issue where poison staff and consecrated whip explosive attacks would do too much damage.
• Fixed issue where chain cutters wouldn't be visible at first.
• Fixed issue where you could access an invalid area in the factory levels.
• Fixed issue where dance machine wouldn't register gamepad.
high rated
AI War 2 has just been updated from 4.009 to 4.010 for Windows, Mac and Linux.

4.010 Iconucopia
(Released April 3rd, 2022)

Icons
All of the remaining icons and overlays for DLC3 have been created and added in.
Overlays for all ten arks (from the base game and DLC1) are now in place, making it possible to differentiate them while still keeping their central icon.
Thanks to Badger for suggesting.
A whopping 357 new icons for modders have been added to Ships3 and Ships4. These all start with Emblem[X] or Something[X].
This is more than the total number of icons in the base game and any single DLC, so this is a pretty huge boon for modders going forward.

Balance
It was noted in the Discord that while Persuaders are indeed more durable than Parasites their cost per ship hadn't properly been increased in a previous patch that cut the line counts. And they had a text description about being expensive.
Persuader metal and energy costs per ship are now set to be four times higher than previous values.

DLC 1
Spire Debris from the Spire Infused Empire can no longer be scrapped
Thanks to Lord Of Nothing for reporting

DLC 3
Added a new starter fleet -- the "Warded Fleet"
Features the Repulsor ward, along with the Samurai Frigate, Corrosive Frigate, and Mosquito Corvette
Galactic Control Ships (Triggered by Showdown Device) now emulate Classic by ravaging planets on death
diff 1-4 no ravage
diff 5-6 ravage planet
diff 7-10 ravage planet and adjacet planets
Necromancer Flagships now have Modules! Up to 9 options:
Enhanced Hull: 2 points -- 50% more hull
Enhanced Shields: 2 points -- 50% more shields
Forcefield: 4 points -- Gains bubbleshield
Tractor Beams: 2 points -- Gains Tractors, increasing with Mark
Gravitic Core: 4 Points -- Gains large radius gravity effect, slowing units by 30%
Decloaking: 1 point -- Gains Decloaker
Cloaking: 4 points -- Gains Cloaking
Anti-Shield Plasma Bolt: 3 points -- Gains weapons the excels at killing bubbleshields
Fusion Bomb: 3 points -- Gains anti-massive weapon that bypasses shields
Necromancer Necropolis/Phylactery now have modules! (Known bug with the module button not appearing)
Enhanced Hull: 2 points -- 50% more hull
Enhanced Shields: 2 points -- 50% more shields
Forcefield: 4 points -- Gains bubbleshield
Gravitic Core: 4 Points -- Gains large radius gravity effect, slowing units by 30%
Rail Cannon: 1 point -- Sniper weapon with increase salvos per mark
Repulsor Rocket: 1 point -- Knockback rockets that do bonus damage to ships immune to knockback.
Summon: Caged Skeletons (Drone Gun): 3 points
Summon: Mummy Minions (Drone Gun): 5 points
Summon: Bone Dragon (Drone Gun): 7 points
Necropolis/Phylactery Modules that summon stuff now have a min. mark to function
Increased the essence cost of upgrading Necromancer units
This is mostly targeted at Mark 4+. In the late game, there's a lot more Essence to harvest
Removed AIP penalty from the Neinzul Nest and Neinzul Cluster
Player ships will automatically attack these so this needs to be removed
Necropolis/Phylactery base stats reduced to compensate for modules
Increased the bodyguard count of skeletons and wights
Increased the cap size for rift hacks (e.g., increase Fleet X's max cap of ravenous wights from 4 to 12)
If the Necromancer is not present for a unit kill that would grant resources to the necromancer, if the kill was done by a non-Necromancer human the necromancer gets 30% of the resources they would have gotten; If the kill was done by an NPC ally, the necroancer gets 75% resources (in either case you get any Upgrades you would, like from a transformed elderling).
Thanks to Dragoris for reporting
Tidy some Sappers code a bit; fix a typo when calculating beachhead structure limits. Add some debugging code for showdown seeding
Big thanks to Puffin for the observation!
Encampments and Fastnesses now need to go up to mark 7 before they change form
Thanks to zeus for noticing
The necromancer's 'transform flagship' hack now has better UI
Fix a bug where we were could transform the wrong necromancer flagship
Thanks to Keith C. for reporting
Necropolises/Phylacteries now have a 'Spend Modules' button in the fleet menu
Thanks to Zeus for reporting

Bugfixes
Removed an old text reference to reduced damage for units firing from under forcefields from the Siphoner Frigate. As it inherits properties from the base Forcefield Frigate this hasn't been true for a long time.
Fix a bug where the Border Aggression budget was never being reset to 0 after launching an attack; the budget was purely cumulative over time. This would lead to really huge border aggression assaults in long games.
Thanks to Velius for reporting.
Add some debugging code to help diagnose a rare exception in the Build menu.
Thanks to habakkuk for reporting.
Improve the description for the Orchid Ark.
Thanks to Glyoxim for reporting.
The game no longer plays "forces in combat" voice lines when the game is paused.
Thanks to Ithuriel0 for reporting.
Fix a typo in the "Using Nukes/EMP is considered cheating" descriptions.
Thanks to cml for reporting.
The tooltip for hacks on planets controlled by hostile minor factions now correctly reflects the fact that it is considered a "hostile planet".
Thanks to motai for reporting.
Add some defensive code to ClearPlanetLooseStuffAndSpecialEffects().
Thanks to slake-moth for reporting.
Add some debugging code to DoOnDestructionLogic for MP client problems.
Thanks to Alivaril for reporting.
Add an Advanced setting to the Autosave category to create a 'campaign start' save. The goal is to make it easier to make quickstarts.
Thanks to trabbo for suggesting.
Fix some typos on ethereal cruiser description and some unit hovertexts.
Thanks to Zer0h1nder for reporting.
Padded a potential out-of-range exception in the autobuilding code.
Thanks to habakuk for reporting.
While testing, found and fixed a bug where autobuilding counts from a previous entity type could transfer over to the current setting (i.e. if the player only has 5 tritium sniper turrets, but 10 spider turrets, then the code would built only 5 of each and live the remaining 5 spider turrets unbuilt).
Entities with weapons will now reload even while in hold-fire mode. This ensures that their weapons are fully ready when they are allowed to attack again.
From a conversation with Ithuriel and Dismiss on Discord.
Add a 'wait for stragglers' variant that works on all planets, not just friendly planets.
Thanks to ToastTheSniper for reporting.
Fixed a small XML typo that caused the CivilAuthorityRepaymentMultiplier to default to 1x when the campaign was set to Expert+.
Thanks to Peter Ebbesen for reporting.
Fixed an error with xml inheritance that could happen with certain kinds of ship setups.
Fixed a typo with Civilian Authorities Total Metal counts that made those appear 10x greater than what they actually were.
Thanks to Lord Of Nothing for reporting.
Savegames should again load properly.
Thanks to Lord of Nothing for the report, and CRCGamer for the fix.

Mod Returns: Core Shield Generators, by cml
Updated AI Shield Generators mod.
The new version of the mod functions differently to the old version. Rather than adding a faction for each Shield Generator network, each AI faction has options which allow for up to three networks to be created.