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high rated
Divinity: Original Sin 2 - Definitive Edition
Update 3.6.37.7694 hotfix (10 May 2019)

* Korean is added as a language
***

Heroes of Hammerwatch
Patch 96 (14 May 2019)

* More variation and a lot of tweaks done to the Arena
* Added switches to the arena
* Fixed Warden's destructible corpse
* You can now destroy the Crustworm's corpse to avoid getting stuck behind it
* Fixed some mini map inconsistency
* Fixed an empty room bug in Upper Pyramid
* Fixed duplicate drink icon (Last Stand and The Last Sin had the same icon)
* Added new sounds
* The game can now handle much higher character levels
* New design for character color picking
* Fixed some crashes
***

Swag and Sorcery
Update 1.023 (12 May 2019)

* Adventures freeze fixed
* Interval between DoT ticks after defeating monster reduced
* Adventure freezing with Moriko in group fixed
* Changed the system of generating adventures.
* “Side effect” quest potions are counted correctly now.
* Fixed missing Chinese glyphs in the game font
* Added 32bit (x86) Windows support.
* Added Chinese language support.
* Fixed bugs in the French localization.
* Fixed a bug with the inability to move the mouse cursor in the game.
* Fixed a bug when the game is sometimes not saved.
* Pauses between narrator phrases are shortened.
* Tier 3 heal potions not showing up in craft window fixed.
* In the quests for the delivery of equipment any equipment is suitable, and not only of the lowest quality.
* Healing Leaves and Sweet Grass drop rate increased.
* Tier 2 and tier 3 materials and resources drop rate increased.
* Reduced requirements for some quests.
* More recipes unlocking on craft stations upgrading.
* Tier 2 stats on equipment rebalanced.
* Reduced armor and weapon equipment requirements.
* Increased rewards for quests.
* Tier 2 monsters damage reduced.
* Power of Fire I damage increased, Shieldbreaker I and Defenselessness I cost less now.
* Increased chance of a positive outcome in events.
* Monsters now drop more gold
high rated
Blood: Fresh Supply has updated to version 1.8.8. No changelog as of yet.

Correction: The game version updated again to 1.8.8-2
Post edited May 15, 2019 by Lucian_Galca
high rated
World of Goo have received the 10 Year Update to version 1.53

Additional note: Windows and Mac version only, Linux still at 1.51
https://tomorrowcorporation.com/posts/world-of-goo-update-10-years-later state that Linux version update is coming soon

Changelog
10 Year Update (15 May 2019)
To be super clear, there are no new levels, no new characters, no new battle royale deathmatch mode. This is just a gentle remastering we did for fun.
The framework has been replaced. This is the thing that draws all the graphics onto your screen, and sends all the audio to your speakers, etc. This means the Win / Mac / Linux version should work on modern computers again without freaking out, and you can run the game on modern displays at whatever resolution you want.
Game now runs at a hi-def widescreen 16:9 aspect ratio by default. The original ran at a squarer 4:3 ratio.
Resolution of graphics is doubled. The original game ran at 800×600, and the tiny graphic files didn’t scale to huge monitors very gracefully. We used a few different high quality upscaling tools to start, and then went over each image by hand, tweaking each image further as needed. In a few lucky cases, we still had the original source files and were able to use those. But if you still really want the original flavor, there’s a setting to use the original graphics, also included with the game.
Fabulous joke about looking good in hi-def has remained unchanged.
Brought over graphical and UI improvements from releases on other platforms, like Nintendo Switch.
No more encrypted assets or save files. We hope this makes the game more open and friendly to mod.
The config.user.txt file is now located wherever your save file is stored. So no more editing that file in your Program Files folder. It has a bunch of new config vars exposed as well.
And the price also updated from $9.99 to $14.99. Shoutout to skimmie for gifting me this at Christmas giveaway.
Post edited May 15, 2019 by zlaywal
high rated
Enter the Gungeon

Patch 2.1.8 (14th May 2019)

Gameplay Changes/Improvements

* Chain lightning effects no longer damage friendly companions
* Added better crash recovery for Paradox progress and the Gunslinger’s past
* The new characters now show up in the breach even if you can’t afford runs with them
* We now accept mouse clicks for advancing dialogue in boss intros (like other NPC conversations)
* Added milliseconds to the speedrun timer by default and improved timer performance
* Removed an invisible collider in the Breach (lol)
* The Breach now has a visual indication of whether or not the alternate starting guns are active
* Improved the interaction between beam weaponry and Orbital Bullets (the circle portion no longer collides with walls)
* Several QoL improvements to Duct Tape, particularly with large clip guns
* Improved the interaction of the Triple Gun with ammo capacity increases
* Improved the interaction of the Chamber Gun with ammo capacity increases
* Improved the interaction of the Bloodbulon with freeze status
* Reverted the control change to the Bloodied Scarf introduced in FTA (this caused several issues and cursor jumping on mouse controls)
* The Big Shotgun can now consume the new shotgun kin types
* Made 360 No Scope synergy more consistent on controller
* Added a fallback to the Chest Teleporter; if a chest fails to spawn, it will spawn on the next floor

Bug fixes

* Fixed a softlock caused by shooting Patches and Mendy in coop while one player is interacting with them
* Fixed an issue which prevented entering the new secret floor if the player teleported away immediately after opening the entrance
* Being cloned while being on fire will no longer result in the clone being on fire
* Fixed an issue where some unlocks for the DraGun didn’t trigger on the Advanced DraGun
* Seven-Leaf Clover now works correctly when loading midgame saves
* Fixed issues with several starting items in Paradox runs
* Fixed several issues where the Unfinished Gun would show up even after the Finished Gun was unlocked
* Fixed an issue where the new secret floor wasn’t always accessible (after loading a midgame save)
* Fixed an issue which could cause infinite generation screens, particularly in Bullet Hell (hopefully, we couldn’t reproduce this one directly)
* Fixed an issue which could prevent revives in coop when Paradox started with an item that grants Armor
* Fixed an issue where some Tubo Mode effects were increased in coop
* The railgun should no longer appear to have “chunky” aim while using a controller
* Fixed an issue where Junkan’s projectiles could grow indefinitely with Snowballets
* The Number 2 item should no longer be occasionally invisible
* Fixed an issue where Meat Bun’s effect could remain permanently after loading a midgame save
* Fixed an issue where Paradox could start with double blasphemy
* Fixed an issue with goop in the Aimless Void
* Katana Bullets now work with beam weaponry
* Companions should no longer be worse in Turbo Mode
* Fixed some text issues with accented characters on the run complete screen
* Fixed an audio issue with the Payday Drill
* Fixed an issue where the Ammonomicon could display incorrectly
* Fixed an issue where players could get stuck in the pet animation if started while dodgerolling
* Fixed an issue with the Chamber Gun in the fourth secret floor
* Fixed an issue with the Trigger Twins synergy
* Fixed an issue where a save button wouldn’t appear on the second floor when loading a midgame save
* Tweaked volume levels for the new secret boss
* Fixed a bug caused by the Sprun triggering on level load
* Fixed some volume issues in coop
* Fixed an issue where Winchester’s arcade gun could lose ammo unintentionally
* Fixed a bug where the Gun Soul would sometimes not properly function in coop
* Fixed an issue which could cause door and pedestal sprites to show glitched textures (hopefully, we couldn’t reproduce this one directly)
* Fixed some visual issues with Tiny UI in conversations
* Fixed audio issues with some weapons and synergies (including the Lower Case R and Sprun)
* Fixed an issue where some synergy auras could become permanent
* Fixed a typo Chance Bullets' description
* Fixed an issue where coop players in a Rainbow Run could sometimes pick up two items simultaneously
* Paradox’s random items should now work correctly with shortcuts
* Fixed several issues with the mimic gun (including entering a past or finishing this weapon during a Gun Queue challenge room)
* The Gunsling King will no longer issue gun challenges if you have a locked weapon (e.g. gun mimic)
* Fixed a bad interaction between cooperative play, resurrection chests, and the Clone item
* Fixed an issue where enemies could become stuck inside NPCs but not directly shot
* Fixed an issue where the Antichamber synergy would not function
* Fixed an issue where the in-game timer would not start on chest interaction in Rainbow Runs
* Fixed an issue where chest spawning noises were too loud in Rainbow Runs
* Fixed a display issue where certain boss names would be missing accented characters in certain languages
* Fixed an issue where transformed guns were not properly maintaining ammo across midgame saves
* Reward pedestals should not appear on the minimap in Rainbow Runs
* Fixed an issue where quick restarting with an alternate costume resulted in mismatched hands
* Fixed an issue where secret rooms could interpenetrate with normal rooms
* Fixed an issue where the Crown of Guns (and related weapons) could appear over the elevator
* Fixed auto-aim in the Pilot’s past
* Handle companion mirror vollies correctly for challenge modifiers
* Fixed a visual issue caused by teleporting away from a room while sign text is displayed
-----

Battle Brothers

Changelog for 1.3.0.14

* Added more detailed error messages in case some anti-virus software is messing with the game's saves.
* Changed some more appropriate character backgrounds to also be recruitable with the 'Peasant Militia' origin.
* Changed ambition of having a full roster of 12 men to having a full roster of 16 men when playing the 'Peasant Militia' origin.
* Fixed an ambition available with the 'Lone Wolf' origin that is in fact quite impossible to complete given the origin's limitations.
* Fixed issue with 'Hammer Mastery' ambition when having not a single character without the mastery at the time of completion.
* Fixed various minor things.

Changelog for 1.3.0.13

* Changed 'Cultists' origin to have an additional small chance to find cultists for hire in settlements.
* Changed some more events and random mentions to exclude the player character when playing the 'Lone Wolf' origin.

* Fixed some origin-specific campaign modifiers not resetting properly when loading from inside a campaign.
* Fixed cultists being in a bad mood after their companions died in battle when they shouldn't care.
* Fixed face part of tattoos not getting applied when changed at the barber.
* Fixed issue with a certain new legendary reward.
* Fixed infinite loading screen before combat with champions under certain conditions.
* Fixed champions potentially spawning with a shield but no weapon.
* Fixed 'Hook' skill being usable while disarmed.
* Fixed 'Duelist' perk applying when it shouldn't.
* Fixed potentially incorrect AP costs displayed in tooltip when switching items during battle and having the 'Quick Hands' perk.
* Fixed hitchance bonus/penalty not applying properly to throwing axes and javelins.
* Fixed missing visuals for Reinforced Throwing Net.
* Fixed potential save corruption when saving right after accepting a 'Barbarian King' type contract.
* Fixed Watermill location not triggering events under certain conditions.
* Fixed some other minor things.

No official changelog on GOG for now, so these two changelogs are from steam :
https://steamcommunity.com/games/365360/announcements/detail/1600378462830471696
https://steamcommunity.com/games/365360/announcements/detail/1600378462834081188
Post edited May 15, 2019 by Splatsch
high rated
Blood: Fresh Supply has been updated to version 1.8.8-3, but no changelog for now.
Post edited May 15, 2019 by Splatsch
avatar
Splatsch: Blood: Fresh Supply has been updated to version 1.8.8-3, but no changelog for now.
In GOG Galaxy it's been updated to 1.8.8-4 a few minutes ago.
high rated
Taken from Steam:

Blood Update #1 (1.8.8)

Below is a list of the following fixes and alterations:
Fix video crash when switching from OpenGL to other renderers,
Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
Fix CD audio music not being present when reloading a level,
Fix MP monster settings not being respected,
Change "Show Player Weapons" to "Show Player Weapons Overhead",
Fix armour being affected by friendly fire if friendly fire was switched off,
Remove the three extra recoil SFX for Cultists,
Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
Removing the run glitch feature,
Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,
Removed the pre-fire animation for tesla weapon,
Removed the morphing animation for gargoyle statues,
Stone gargoyle now uses the correct recoil SFX,
Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
Fix taunting when killing enemies with TNT not working,
Stop players using power ups when dead,
Disallow Quickloading if no saves are available to load,
Fix a bug that caused a crash at the start of Death Wish E2M1,
Autorun state is now saved between sessions,
Fix the FoV slider being uncapped when using the arrow keys or controller,
Key sprites now default to full shade values,
Importing updated extra voxels,
Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
Changed jump height for getting out of water back to the original height. This broke E2M2,
Shade value for walls with back wall swap flag is now accounted for,
Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
Fix a bug that would allow loading in multiplayer,
Fix issue when moving between menus if the current selected menu entry is too high or low,
Players are now always respawned with 100 health, regardless of what the level start has,
Spraycan and HellHound missiles now deal correct damage type and burn time,
Tesla weapon now fires one extra projectile at the end of its firing animation,
All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
Add support for private and friend lobbies,
Add missing Cerberus electrocution state,
Jumping boots now negate all pummel (includes fall) damage,
Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.
Fixing timing of burn damage,
Enemies now correctly avoid water,
Fixing DWE2M1 bug with player start spawns,
Duplicate addon paths are now checked for,
Key 7 is now defined,
Remove a specific voxel on E2M2,
Scale voxels at the same ratio as sprites,
Show extra info in lobby list,
Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.
high rated
Undead Horde is out of Early Access and updated to 1.0.4

Changelogs from Steam:

*** Version 0.9.1.2 - 29 April

- Made wasteland plate combination puzzles optional content.
- Simplified Orok secret door puzzle
- Fixed localization bug in enemy encounter announcements
- Fixed bug with collectible magnetism
- Updated tutorial images
- EOT & Aura fx bug fixes
- Added some rocks to cover unaccessible areas that look walkable
- Added signal fires to catacomb-02 double pressure plate puzzles
- Updated treeant forest plate combo hints
- More margins for camera in cat level 3
- Chickenify staff max hp scaling increase
- Named unit hp/damage multi can be set separately in eras, now a bit higher than normal
- New intro text + speak integrated
- Final battle changes
- Citadel-04 changes
- Changed yorick skull affixes to something more thematic
- Gave necronomnomnomicon more fitting affixes
- Benevictor battle stuff
- Projectile actors now affected by player items
- Mine has a slightly bigger range to compensate for visual accuracy changes
- Some era settings adjustments
- Some affix adjustments for nimble-effect.
- Clerics++ @ southern desert
- Updated C4 and C5 loot and quest levels to better match player progression
- Tangle roots bug fix when multiple casters
- Allow skip for commander rescue
- Fixed "Kill Benevictor" quest tips appearing for every instance of Benevictor in the world
- Added Crossbowman statue to crypt
- Loot from ancient elementals
- Optimized citadel levels, made dungeon1 look prettier and added some secrets



*** Version 0.9.1.3 Live! - More Localization! - 9 May

This version has many new localized languages and we've continued to do some bug fixing as well. There are some missing strings in all languages currently. Spanish and Chinese have most holes at the moment - others have only a small handful as they are more recent. We'll complete the languages in the coming days.

Short change list:

- Finally tracked down & fixed the "disappearing hired heroes"-bug
- Thirsty's note should be highlighted better in inventory for improved discoverability
- The game now supports the following languages: Chinese, Spanish, French, German, Finnish, Portuguese (BR), Korean, Japanese and Russian
- Added an in-game language menu - you change the language real time.
- Misc smaller fixes & changes


Next we'll focus in preparing the final fifth chapter for publishing. The fifih chapter will also open a new Era, where you can replay the game from the start with all the units unlocked so far. After that there's still a third era, which is a bit more difficult than the second. All this will be available next week thus completing the game.

After the game is complete, we will still listen to feedback and do some updating as long as the game stays lively enough. The era-system hasn't been played much yet still, so we'll probably tweak it further with your feedback.



*** 1.0.3 RC1 in Beta Branch! - 11 May

The latest version (1.0.3) is now in beta branch. This version has chapter five open and it can be completed. We're nearing full release so we wanted to open the full game a bit before the actual full release date to get feedback from the era system and the final chapter.

The game can be also replayed in Era 2 and Era 3. The following eras are not necessarily more difficult in early game, but the difficulty level increases as you go. Era 3 hasn't been tested much but it should be the most difficult. We may add more eras if there's demand. We'll also keep balancing the eras as we receive feedback.



*** 1.0.4 RC2 In Beta - Transitioning to Complete Version Tomorrow - 14 May

Undead Horde can be called complete tomorrow! That said, we will still continue updating the game for some time. We're still not completely done with the era system for example and there are some other things we want to do still.

Various circumstances have determined our console launch date to be 15th May though and we want to release all platform versions the same day so tomorrow we will launch the "full version". However, bigger updates like era system polishing aren't stopping just yet!

Also, as planned, the price was increased a bit now that all the content is available (although in beta branch only at the moment - but that'll change soon).

Here are the changes:

- Option to turn off necromancer voice overs
- Weakest minions can be banished from the character panel at any time
- Fixed some item loot levels in later eras (deed rewards & named items mainly)
- Added missing strings to languages
- Era-text is updated on the map when changing era
- Secrets & Eras persistency problems fixed
- Fixed era urn useability after starting a new game in Era 1
- Fixed Benevictor spawner destroy FXs
- Made it more difficult for the orcs to start fighting with elementals in Barbarian Stronghold



*** Undead Horde Out Today on PC Consoles - 15 May

We've now moved the completed version 1.0.4 as the default version - this marks the full version release. Whee!

Our humble thanks to all the early access customers - with your help we made the game a lot better. We hope you've enjoyed playing the earlier versions as much as we enjoyed creating it.

Even though the game is now completed we still plan to make some major updates. One of our goals is to improve the Era-system and maybe add a couple of new affix abilities - what do you think about "splash damage on raise" effect for example?

In any case, have fun with the game and report any problems to us. We'll try to fix any issues as fast as possible.
avatar
Cadaver747: Taken from Steam:

Blood Update #1 (1.8.8)
....many fixes some very important and helpful ...
Wow! Thank you!
high rated
Galactic Civilizations III

Patch 3.70 (15 May 2019)
Gameplay
Retribution

Choosing a distant destination on a map with Hyperlanes no longer slows the game down.
Clarified the effect of Hyperlane bonuses in the tech tree and tooltips. Also address spurious decimal points reported here: https://forums.galciv3.com/494346/page/1/#3745994.
Eliminated maint from first level research and manufacturing buildings.
Culture techs now give a diplomacy skill bonus.
Ships are more likely to use hyperlanes
Capped how much a diplomacy modifier can affect relations based on game turn. This should greatly reduce AI erratic diplomatic behavior.
Modified pacing options so that slow really slows things down.
AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
AI handles building up new colonies better later in the game
The AI no longer uses the Government as "explorers." (aka fodder)
Colony Capital now gives +1 raw production for every level it goes up.
Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
Fix some balance issues with weapons and growth improvements reported on the steam forums: https://steamcommunity.com/app/226860/discussions/4/1771511442695715977/
Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
Synthetic races:
Can build the Advanced Planet Capital and Terraforming improvements.
Synthetics can properly colonize extreme worlds.
Yor Manufacturing: Increased manufacturing bonus
Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
Lost Treasures: Manufacturing wonders now give the proper adjacency bonuses

UI

Fixed a typo on the Quantum Power Plant
Updated the game startup window to work with larger fonts
Show Morale on the Planet List Entry Window
Change Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
Fix Typo in warning message if you stacked multiple Commanders in a fleet.
Changed "Class" to "Role" label on the Fleet tooltip.
Changed "Type" to "Role" label in the Fleet Details window.
Flavor text (English only) tweaks to planet descriptions.
Grammar cleanup on the Korath.
Tweaked the leader-game-intro screen and economy summary
Bugs
Ships no longer spontaneously catch fire.
Fixed a problem where the benevolent-explorers trait wouldn't always spawn a planet: https://steamcommunity.com/app/226860/discussions/1/1839063537784628967/
Fixed rare crash when an AI colonizes a planet with an artifact.
Fix a startup crash related artifact crash and some custom factions
Fixed bad Intrigue ship definitions in the United Earth faction
Fixed an endless credits/research exploit detailed here: https://steamcommunity.com/app/226860/discussions/4/1815422173048651922
Custom factions based on the Terrans now use the expected solar system (earth, mars, etc.): Addresses: https://steamcommunity.com/app/226860/discussions/4/1850323802565175363/
MP no longer desyncs because of mismatched custom flavor text
Fixing moderately common crash in MP caused by the AI losing its train of thought in mid-conversation.
Changed "Kiln of Worlds" to require Promethion instead of PromethionStone (which no longer exists)
Extreme world colony" mercenary ships can now actually colonize extreme worlds if Crusade is installed.
Ship designs that use components removed in Retribution can now be loaded again in [Retribution. The old deprecated components are simply ignored.


Lovecraft's Untold Stories

Updated to 1.215g.
No changelog.
high rated
CrossCode has been updated to version 1.1 (15 May 2019), only galaxy for now.

Information extracted from the ingame changelog

Edit: Offline installers updated and official changelog Thanks to HypersomniacLive and Hikage1983!

Version: 1.1

Fixes
Tons of bugs & typos submitted by our awesome vigilant community! Thanks everyone!
"Wet Work" quest softlock finally fixed.

Changes
+ The Arena in Rhombus Square has finally opened! Right now the Rookie Cup (Solo + Team), the Boss Cup and the Seeker Cup are available. More to come in the future!
+ New Arena tab in Statistics Menu!
+ A coin shop has opened in the Arena Lobby! Spend the coins you obtain in the Arena to unlock new items like...
+ PETS! That's right, Pets are here! Can you pet them? Guess you have to find out!
+ A new quest can be found in Sapphire Ridge!
+ A new quest in Ba'kii Kum!
+ New challenges available for the Turret Defense Quests.
+ New equipment and trade offer in Rhombus Square.
+ More guest role NPCs here and there.
- Removed "Save FIle" version from the save/load menu.
Post edited May 16, 2019 by Grimlock
high rated
Archeo: Shinar
Update #04 Note (0.83a) (14 May 2019)

Posted in the changelog thread by the devs here.
***

Fell Seal: Arbiter's Mark
Update 1.0.3a (12 May 2019)

UI
* Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
* Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
* Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
* Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
* Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
* Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
* Steal Gold: Gold value was shown with very small text before. Fixed.
* Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
* Performance: Minor performance improvements.
* Spearvault: Will now look better when casted from under-water.

Balance
* Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
* Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
* Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
* Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
* Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
* Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
* Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
* Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
* Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
* Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
* Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
* Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.

Bug Fixes
* Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
* Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
* Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
* Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
* Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
* UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
* Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
* Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
* Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
* Maps: Fixing some drawing ordering issues for some maps.
* Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
* Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
* The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
* Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
* Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
* Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
* Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
* Descriptions: Fixing some typos and mistakes in some descriptions.
* Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.
***

Lovecraft's Untold Stories
Update 1.2002 (30 April 2019)

Changelog posted by the devs in the game forum here a few days ago.

~~~ ~~~ ~~~

Update 1.213 (07 May 2019)

* The MAC version is available from this patch on and includes every update included in the PC version. Good news for the Apple guys!
***

Undead Horde
Update 1.0.4 (15 May 2019)

We've now moved the completed version 1.0.4 as the default version - this marks the full version release

Changes:
* Option to turn off necromancer voice overs
* Weakest minions can be banished from the character panel at any time
* Fixed some item loot levels in later eras (deed rewards & named items mainly)
* Added missing strings to languages
* Era-text is updated on the map when changing era
* Secrets & Eras persistency problems fixed
* Fixed era urn useability after starting a new game in Era 1
* Fixed Benevictor spawner destroy FXs
* Made it more difficult for the orcs to start fighting with elementals in Barbarian Stronghold
Post edited May 16, 2019 by HypersomniacLive
high rated
CrossCode

Standalone installers for Windows, Mac and Linux also updated to version 1.1, and official changelog added:
Update 1.1 (15 May 2019)

Hello everyball!

The new update is finally ready and with it you can now enter the arena in Rhombus Square and take on several combat challenges! Also, more quests! Oh and in case you're wondering about the version number: we decided to call this one version 1.1 instead of 1.0.4, because the arena is a pretty major feature!

Rhombus Square Arena
The arena in Rhombus Square is finally open! In it you can take on several Cups each featuring a list of combat challenges!

- The Rookie Cup with regular enemies you'll meet in the field all over CrossWorlds
- The Seeker Cup with dungeon enemies as well as several smaller boss fights
- The Dungeon Boss Cup with all the boss enemies of the temples!

In all cups, the enemies and bosses are upgrade to level 55-60 to still pose a challenge to your end-game character! Additionally, the Rookie Cup can also be played with the whole party in Team Mode!

Each cup features a list of rounds that can be fought individually as well as a rush mode where you can take on all the round in one go.

Your performance in each round and rush mode will be evaluated with a score and rewarded with medals. For each medal you will then collect Arena Coins that you can exchange for rewards such as new equipment, but also decorative add-ons like...

Fancy auras!

And... PETS!

Yes. CrossCode now has pets. They will follow you around. You can even pet them. But that's it.

New S-Rank Mode + Quests
For this update we enhanced the Combat Rank system, adding a couple more effects when changing rank as well as a special S-Rank mode + combat theme! Also, enemies will now respawn faster during S-Rank making it easier to keep up a long combat streak.

Note: If you don't like the new effects and music and would like to have things as they used to be, you can disable everything in the options menu under interfaces!

As for quests, you will find more in this update as well! One is in the final Arid Breeze Quest in Ba'kii Kum, the other one you will find in Sapphire Ridge - check the bulletin board!

Additionally, there is a new challenge mode for the Turret Defense mini game, complete with a few new rewards to collect!

And finally, you'll find a couple more NPCs hidden throughout CrossWorlds!

Oh, and this update also comes with a couple new music tracks! Here a little preview:

https://twitter.com/interovgm/status/1128671769857024000

That's it! Have fun with the new version!

... let's hope there are not too many bugs this time.
high rated
Blood: Fresh Supply

New Version 1.8.8.-5

Changelog:
https://www.gog.com/forum/general/the_what_did_just_update_thread/post22152
Post edited May 16, 2019 by surfer1260
avatar
surfer1260: Blood: Fresh Supply

New Version 1.8.8.-5

No Changelog
Well that's ODD.....why update a game then not make a changelog? Was nothing changed(if so, then why update), or did the updaters just get lazy? :\