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high rated
Project Hospital
Update 1.1.16207 (added 30 May 2019):

"First impressions" update
- Improved menus
- Loading tips
- Preview screenshots and more info about saved games
- Video background in main menu
- Custom UI scale now works also in main menu (title screen)

UI
- New workspace panels in management
- Updated management interface with new shared rooms category
- New hiring UI with more categories (don't forget to click on individual workspaces to open hiring card!), indication of required specializations for all professions
- Department statistics with room workloads, prestige, patient details and procedure info
- Polished hospital statistics, added yesterday's statistics panel
- Tooltips for symptoms in table of diagnoses
- More keyboard shortcuts (departments mapped to 1-9, DEL for bulldozer tool, ...)
- Cleaned up buttons in tool panels in building mode
- Notifications have configurable colors
- A couple of new notifications on the main panel for trying to hire characters to a room they're not allowed
- More info about why an ambulance can't be placed (for example on an above-the ground floor, this was surprisingly easy to miss)
- Exam units show patient portraits when a procedure is running there
- Added info about required hospitalization to surgery tooltips
- (Plus a lot of small quality-of-life improvements in the UI)

Gameplay
- New insurance company objectives and rewards (more varied and hopefully more fun, more challenging in the late game - for example performing surgeries, saving patients after collapses)
- New laboratories department shared between other departments (Hematology, Histology and Microbiology labs with some new equipment)
- Sharing more rooms, for example sharing common rooms between departments for free time and staff lunch
- Added maximum number of insurance companies contracted at once, balanced to send similar numbers of patients as the original insurance companies
- Smooth ranges of patient numbers sent by insurance companies according to prestige
- Random events
- Improved rules for making events available after unlocking, all departments are no more needed
- Added detection that patient's doctor doesn't have diagnostics role allowed
- Night clinic
- Patients leave after not being seen for too long, not only when clinic closes
- Implemented moving patients waiting at reception to a waiting room if shifts have changed and there's no receptionist
- Releasing patients from observation back to clinic if they're not at risk anymore, added a couple of notifications
- Receptionist is a proper employee role now
- Improved rules for which roles are available where (anesthesiology, reception)
- Staff limit can be increased to 400 in options (only attempt this if you have at least the recommended hardware)
- Staff counter on main panel blinks when trying to hire an employee and the employee limit has been reached
- Improved visual side of characters entering/exiting elevators (timing, fade in, fixed overlapping)
- Improved handling of priorities on Trauma and Observation
- Implemented specific detection of procedures not available to be prescribed at a certain department (not only when a specific doctor doesn't have the required skill)
- New notification for not enough stretchers to transport all patients at a department
- Idle characters without workspace now show it as their status in their card
- Updated tutorials and dependency tree visualization to match updated mechanics
- Disabled releasing patients during the night, they'll wait for the morning
- Implemented leveling up anesthesiology also by resuscitating collapsed patients
- If a patient dies, this counts in statistics of the department where their diagnosis belongs, not ICU where they usually end up after a collapse
- Disabled department change to radiology for nurses and doctors

Building
- Rooms in management mode can be used as a planning tool (before constructing foundations)
- Move room tool (available under prefabs)
- Automatically hiding objects when building/deleting walls
- When placing a prefab that will add foundations underneath, the visualization is now consistent with using the foundations tool
- A new notification on the main panel for 'out of funds'
- More colors for doors

Fixes
- Fixed planned procedures not cancelled if one of the reserved employees gets fired
- Fixed few issues with closing departments (for example janitors currently in a bathroom wouldn't return their carts)
- Fixed missing department state update when switching certain roles
- Fixed janitor's portraits sometimes incorrectly showing up in management mode in rooms they're cleaning
- Fixed broken layout of symptoms panel in patient's card in case there's more than 16 symptoms
- Fixed dirty environment satisfaction modifier applied to characters way too late
- Fixed portraits of patients shown above lab equipment rendered also on incorrect floors
- Fixed wrong floor type applied when destroying foundations on above-the-ground floors
- Fixed radiologist's too impatient behavior when idle
- Fixed patients going to their department's waiting room even if another department's lab is processing their sample
- Fixed patients without planned examinations slowing down waiting rooms by waiting for their original doctor
- Fixed table of employees stuck with wrong filter in a couple of cases
- Fixed lab procedures sometimes stuck in the 'sampling finished' state for hospitalized patients
- Fixed a couple of treatments not available at ICU
- Fixed bladder not kept reset for immobile HDU patients
- Fixed a couple of hidden errors in specific procedures
- Fixed collapse script sometimes selecting doctors according to incorrect hospitalization type
- Fixed tables errorong out on invalid data when opened while another save was being loaded
- Fixed url on the bug reporting button in main menu (was using the wrong top level domain after changes on forumotion's side)
- Fixed 'no workspace' notification popping up for fired employees
- Fixed automatic switch to new automatically created departments (this would affect old saves where the lab department gets automatically created)
- Fixed sinks allowed to be placed on bins but then immediately deleted
- Fixed popups blinking when pressing escape
- Fixed total satisfaction not recalculated when patients respawn for their second visit, fixed satisfaction not always updated when modifiers get reset
- Fixed reserved tiles allowed to be selected to be cleaned by janitors (so they don't wipe collapsed patients)
- Fixed examination availability not updated when AI switches (hospitalized) patient's department
- Fixed an error if a patient is sent away while the paramedic who originally brought them is still walking through the hospital
- Fixed rotation of multiple rooms in prefabs
- Fixed examination list in patient card not updated if a department that provides some of the procedures gets closed
- Fixed radiologists not showing patient and examination in their card when running examinations on clinic patients
- Fixed bladder/food scripts cancelled when cancelling planned treatments when patient is filling needs
- Fixed popups previously moved by the player appearing on top of ingame menu, fixed menu not opened by escape if a popup is active
avatar
HypersomniacLive: Project Hospital
bought this game back in teh day

refunded but I forget why

so tempted but cant justify it :/
high rated
Low Magic Age

Low Magic Age has been updated to v0.91.14 (Offline installers now updated)

Changelog;

v0.91.14 Patch Notes
====================
Added 5 new skills:
Intimidate
Bluff
Sense Motive
Heal
Concentration

Added 6 new actions/feats for the new skills:
Intimidate
Feint
Improved Feint
First Aid
Treat Bleeding
Treat Poison

Added concepts of Class Skill and Cross-class Skill
Skill ranks automatically grow according to class/cross-class restrictions (skill points and manual ranks will be added next update)
Optimized Skills window: party highest skills list; character skills list; class/cross-class identifications

Now if damaged by attacks of opportunity while casting a spell, a Concentration check is need to continue the casting

Fixed circumstance modifiers for melee touch actions
Fixed carrying capacity bug caused by tremendous Strength and set Str 50 as the upper limit for carrying capacity
Optimized context menus of battlefield and action bar
Optimized character bars
Optimized memory usage of preset characters
Unified terms of Standard Action and Move Action, etc.

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.

v0.91.14更新内容
===============
添加5种新技能:
威吓
唬骗
察言观色
医疗
专注

添加新技能配套的6个新动作/专长:
威吓
虚招
精通虚招
急救
治疗出血
治疗中毒

添加本职技能和跨职技能概念
技能等级依照本职/跨职限制自动成长(技能点数和手动加点机制将会在下次更新添加)
优化技能窗口:队伍最高技能列表;角色技能列表;本职/跨职标识

现在施法时若受到借机攻击的伤害,则需进行专注检定才能进行施法

修正近战触碰动作也具有各种近战武器攻击特有修正的问题
修正极高力量导致的负重错误,设置力量50为负重上限
优化战场和动作条右键菜单
优化队伍角色条
优化预设角色内存占用
统一标准动作和移动动作等术语

注:当您遇到bug时,请将您的存档(游戏目录\saves)打包发送至 support@lowmagicage.com 。对除错有极大帮助。
Post edited May 31, 2019 by Pajama
high rated
Jalopy

Update v1.103 (30 May 2019)


- Language select now has arrow prompts
- Laika magazine modified in Portuguese to fit text better
- Petrol station basket saving/loading revised preventing issues with disappearing inventory
- Crowbar and car jack is now properly accessible in petrol stations
- Traffic lights now change correctly when approached by player
- Wallet in main menu shows correct value
- AI vehicle braking power increased
- When returning home, storage will no longer be destroyed
- Void border around scrapyard/Petrol station fixed in route generation


Titan Quest Anniversary Edition

Titan Quest - Update 2.6

- Added new Quest to find Marinos in Rhodes.
- Side quest fix: The quest giver now re-drops the letter if the player does not pick up the letter or loses it. Unfortunately, players who have already accepted or completed this quest will lose it from their quest journal.
- Doubled Energy cost of Earthbind skill
- Finesse trigger now always reduces life by 50%
- Fixed Rune Field to have 12/16 maximum and ultimate levels
- Reduced health of Dream Image
- Tweaked Chromatic staff
- Added bonus to unique chance when running Tartarus with low player numbers.
- Fixed bug where claiming the Tartarus reward orb would not reset the kill counter on Epic and Legendary difficulties.
- Fixed bug where the next arena in Tartarus sometimes would not load, halting progress completely.
- Tartarus now also casts Soul Vortex, and Meteor/Fire skills over wider areas
- Fixed toggle item pick up and added sort button to transfer
- Player sounds for German, French and Russian are now correctly used
- Fixed several collision and navmesh bugs
- Minor tweaks to several enemies and enemy distribution
- Several fixes to resolve graphical issues
- Improved text readability in DX11
- Stability fixes
- Fixed some missing assets on epic & legendary Atlantis chests
- Adjusted possible completion bonuses of Atlantis reics & charms
Post edited May 31, 2019 by surfer1260
high rated
ATOM RPG: Post-apocalyptic indie game

Updated to 1.101.
No changelog.

SpellForce 3: Soul Harvest

Updated to 1.0.1.
No changelog.
high rated
Tangledeep just got updated (finally!) to 1.25h
high rated
The Guild 3
Update 0.8.5 (31 May 2019)

Patchnotes posted in the game forum by the publisher here.
***

X4: Foundations
Patch 2.50 (28 May 2019)

Changelog posted in the game forum by user ScareYa in two consecutive posts/parts starting here.
***

Vambrace: Cold Soul
Patch 1.03 (31 May 2019)

Changelog posted in the game forum by the devs/pub here.
high rated
Far Cry®

Internal Hotfix (01 June 2019)

- added a small fix to prevent AI bots from shooting through tents (thanks to FarOut for reaching out to us)
high rated
Far Cry
Internal Hotfix (01 June 2019)
Added a small fix to prevent AI bots from shooting through tents (thanks to FarOut for reaching out to us).

I also got a flag for Everspace but the changelog hasn't updated since 7th May 2019 and the files are still for version 1.3.4.36508 (29222) so I cannot see any actual change here.
Post edited June 01, 2019 by Korell
high rated
Many GOG game updates have no official update flag.
I started to record it since Nov 2017. Only games I have are listed here. [1]

Report for May 2019:
Total updates: 54
Games updates: 34 (Some games have multiple updates, daily basis)
Flags I got: 52

96% updates have an official flag. 4% are missing.

[1] May 2019 updates: https://pastebin.com/SMcch2YK
[2] Apr 2019 record: https://www.gog.com/forum/general/the_what_did_just_update_thread/post22098
high rated
Armikrog got an

Internal Update (3 June 2019)


[WIN] fixed incorrect version number
[WIN] added Cloud Saves compatibility
high rated
S.W.I.N.E. HD Remaster
Patch 1.2.1650 (31 May 2019)

Multiplayer

Fixed a number of issues with multiplayer connectivity
Fixed a minor UI bug causing wrongfully greyed out "ready" button in multiplayer lobby
Added feedbacks for trying to connect to multiplayer matches with a different game version
Adjusted color of flags in domination multiplayer mode

General

Fixed an issue with unit voiceover volume during air strike
Fixed the coloring on rabbit airplane windshields
Fixed a number of russian and french localization issues
high rated
Katana ZERO

Patch 1.0.4 (03 June 2019)

Hard Mode: After completing the game, unlock Hard Mode with an escalating difficulty for master assassins. Includes new enemy types, revamped levels, reworked bosses, and all new challenges. This mode is accessed through the Speedrun Mode menu.

Speedrun Mode: Time your assault with options for stable enemy behavior, scene skipping, expansive statistics and more. Speedruns auto-save, so you can quit mid-run and resume later.

Fixed Optional Stealth Level: You know the one... Enemies in that level now have consistent patrol patterns and are a little more lenient.


Pathologic 2

Update 1.2.24644 (30 May 2019)

Technically this is the third patch, but the previous two were more like hotfixes, while this is a Big One. This patch mostly focused on logical and quest-related errors. We’re still working on improving performance, stability, memory usage, and fixing spikes, and you’ll see some results next week. Although some memory-related issues were fixed in this patch already!
Optimization

improved memory usage (loading and relaunching the game now requires less memory);
lowered the amount of memory required by the shader cache;
lowered video memory usage.

AI Fixes:

improved corpsmen behavior a bit;
plague clouds are now better at despawning;
NPCs react faster when someone attacks their allies;
fixed soldier animations (they correlate better with their behavior patterns now);
fixed NPC behavior upon surrendering;
improved NPC navigation;
fixed the lack of fighting animations for some NPCs in rare quest-related situations.

Quest and Logic Fixes:

(NB!) crucial items no longer have a chance to disappear upon the player leaving the Abattoir;
fixed an unfortunate bug that made all items disappear from the player’s hideout;
fixed the start and end conditions for some quests (e.g., Saburov will no longer try to capture you after he’s done with trying to capture you);
fixed the issues with the quest about Father’s house;
in the quest that has you barter with the townsfolk, the game now correctly displays the fact that it improves your reputation;
some quest-related items now properly disappear when their time is due instead of lingering in the game world;
fixed some unfortunate phrases and name errors;
fixed the bug that made some doors lock on you in quest-related situations;
fixed some dialogue condition errors;
fixed the wrong thoughts (and in the game).

Animation Fixes:

NPCs are now better at following the player with their faces and eyes;
minor fixes to women’s movement;
minor fixes to facial animations;
more natural poses in some dialogue animations;
soldiers’ aiming is no longer jerky.

Visual Fixes:

burned people now produce prettier smoke;
some characters no longer float above their designated places (happy landing);
improved the shadows on Aglaya’s face;
improved the look of fire (and made it less bright);
minor collision fixes;
fixed visual glitches on fences;
improved the shadows cast by table lamps;
the lighting in the Lump has become slightly prettier;
improved the overall quality of indoor lighting, especially through doorways;
fixed the village quay;
now some detailed models load from further away (making the game a bit prettier);
fixed jerky camera movement;
partially fixed the incorrect blood particles upon hitting the opponent;
the grass now looks more even from afar;
fixed the look of the crosses drawn on doors;
fixed the blinking tooltips on the map (happened when the cursor was placed on a character portrait);
fixed trembling dialogue options (it was a bug, not a compelling storytelling technique).

Audio Fixes:

audio balance generally improved;
restored music to the Crucible (Victor’s wing);
improved revolver and rifle sounds;
added music to the Nutshell.

Misc:

made a single notch of the gamma slider twice as small, meaning it’s now easier to fine-tune it;
added VSync options to the graphic settings, that allows to set the FPS to ½, ⅓, or ¼ of you display refresh rate (improves performance at the cost of FPS);
fixed the bug on the “Load Game” screen that made the Load and Delete Save buttons active even in the absence of a valid save;
stealth is now active for the duration of the button being pressed, not toggled;
typos.

Please keep in mind that patches have a time lag: not all errors that we’re aware of have already been fixed. But whatever is not in this patch, is coming soon in future ones!


SpellForce 3: Soul Harvest

Hotfix 1.0.2 (03 June 2019)
Bugfixes

Fixed an issue that could allow players to infinitely respawn titans for free after only paying for them once
Orc Titan is now summoned correctly
"Rupturing Axe" exploit has been fixed
Fixed occupation display on Dwarven Dropship using incorrect icons
Fixed defeat state not being triggered in some RTS missions after losing your capitol sector
Fixed a possible crash when opening the Versus menu after prevously performing certain actions while in-game

Campaign

Difficulty of RTS Battles on Normal difficulty has been slightly reduced
Increased Focus Regeneration for hereos when out of combat

Multiplayer

Increased Focus Regeneration for hereos when out of combat
Wolf Guard Commander's Hymn of Retaliation now does Damage based on the max health of the target
Added visual Effects to Wolf Guard Commander's Beacon of Immortality
Brute Force and Arcane Force Perks have been reduced to +30% Spellpower and attackpower per level
Druid Rot Stone Ability Damage has been reduced from 100 to 75 per tick
Fixed Goblin Shaman's Healing Totem (II) to now correctly heal your units
Occultist's Blood Confluence Leech has been increased to a base value of 100
Occultist's Blood Confuence got an addition heal with the base value of 300 added
high rated
Blood: Fresh Supply has updated to 1.9.5. No changelog.
high rated
avatar
Lucian_Galca: Blood: Fresh Supply has updated to 1.9.5. No changelog.

Changelog for Update #2 (1.9.5) (4 June 2019)


Gargoyle Statues can be moved and bleed when shot,
Ecto Skull Projectile is now transparent,
Reflection effect appears on player when picking up the reflection powerup,
Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
Crash fix for Bloody Pulp Fiction mod,
Phantasm bleeds when shot,
Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
Support for unused dude actor types,
INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
Full rendering support for wall type 501,
Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
Jump Boots now protects against pummel type damage,
Fixed crash when dropping items not defined in definition system,
Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
RFF system is no longer case-sensitive when looking up data entries,
Dude sprite types now activates when receiving the TOUCH or PUSH command,
Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
Player can now interact with stone statues,
Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
New actor flag for not dropping items/keys (Cerberus fix),
Various misc. Fixes involving Hitscan and Vectorscan,
Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
Fixed damage sectors not immediately damaging player on land impact,
Fixed scroll floors/ceilings in wrong direction in E2M6,
Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
Cultists now play Gib SEQ based on type,
Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
Proximity range for prox mines is now correct,
Fixed issue with gib objects and other types from spawning two of the same item,
Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
Art tile animation is now randomized for oscil,
Fixed mouse not working on main menu after loading lower saves,
Audio velocity option is now saved to config,
Player no longer falls while dead in water,
Camera no longer toggle chasecam while in menu,
Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
Fixed hitscan wall detection and wall UV mapping,
Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
Bug fix with wall unlock commands sending a ON command,
Support for padlock actor,
Allowed loading of all old (day-0 public build or later) saves.

That's all for this patch! We're still investigating some issues and they will hopefully be addressed in the next update.