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high rated
SpellForce 3: Soul Harvest
Standalone installer updated 20 April 2020 with no changelog: 1.05.75935a ⇒ 1.05.75996


EDIT
In-game changelog
v1.05.01 - Hotfix

Bug Fixes

- Fixed Dwarven mineshaft not being able to construct an exit
- Fixed missing collision for Human market place building
Post edited April 21, 2020 by JackknifeJohnson
high rated
Black Future '88
Patch 45.6 (20 April 2020)

- Level cap extended to 75
- New Weapon: The Big Brother Macro-doser. A slower but heavier grenade repeater.
- New Weapon: Thick Repeater: A heavy melee weapon that will reap through enemies when you hit a stasis'd (that's a word now) target.
- New Buff: Fever Dream: Regain deadlock time when killing enemies while at high combo levels
- New Tower Buff: Austerity Measures- Tower Wardens no longer drop health and ammo packs
(For anyone interested, changelog for the previous update from 2020-02-15 posted in the game forum)

Standalone installer updated: 0.45.3 ⇒ 0.45.6.

***

Caves of Qud [InDev]
Patch 2.0.199.6 (17 April 2020)

Tomb-related notes
- Added a new gas: miasmatic ash.
- Grave moss now burns off into miasmatic ash.
- We made changes and added some polish to the crematory.
- Added industrial fans.
- Funerary urns now have names and inscriptions.
- Machine presses with only one piston now slam their target away instead of crushing it.
- The support pillars in the catacombs now come up through the crematory.
- Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
- Added new wall tiles and changed the colors of some existing tiles.
- Replaced the existing machine room with a new one.
- Fixed a bug with the ASCII rendering of machine press.

General notes
- Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
- We made some tweaks to liquid and liquid pool behavior.
- We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
- Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
- Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
- Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
- Some common liquid covering descriptions are now less verbose.
- Salt now only stains items when encountered in its pure form.
- Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
- You can now collect liquids into slotted liquid-fueled energy cells.
- Collecting a liquid now reports on which containers the liquid was collected into.
- Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
- Psionic weapons with slotted cells now leave the cells behind when they evanesce.
- Psionic weapons can no longer be modded with tinkering.
- The [redacted] in Joppa now shows up in the alt display.
- Wraith-knights now despawn if their phylacteries are destroyed for any reason.
- Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
- Temporal fugue clones now leave behind any items they had acquired after being conjured.
- Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
- We made some tweaks to the looting menu in the classic UI.
- The weights of takeable items are now displayed alongside the items themselves.
- The menu now has an adaptive width to avoid cutting off item names.
- Page up and page down now work more reliably.
- Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
- Artifacts with proper names are no longer treated as having proper names while unidentified.
- On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
- Ice frogs no longer sit in immobile confusion until approached.
- Miner bots no longer generate mines based on modded grenades.
- NPCs are now less interested in using random items from their inventories as improvised weapons.
- Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
- Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
- Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
- Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
- Fixed a bug that caused the 'most recently played character' to net initialize properly.
- [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
- [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
- [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
- [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
- [modding] Deprecated the GameManager.Instance.ViewData interface.
- [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
- [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
-- [modding] Updated the Modding Utilities link to the modding wiki: [url=https://cavesofqud.gamepedia.com/Modding:Overview]https://cavesofqud.gamepedia.com/Modding:Overview[/url].
- [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
- [modding] You can now select and copy in the Blueprint Browser.
- [modding] Exposed a method to add a Wish handler. See [url=https://cavesofqud.gamepedia.com/Modding:Wishes]https://cavesofqud.gamepedia.com/Modding:Wishes[/url].
- [modding] We made some enhancements to the map editor.
- The map editor now loads with an empty map rather than looking like you're editing the main menu.
- Added x-y coordinates for the mouse position and selected cell.
- Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
- Added a checkbox on the blueprint filter to only show blueprints in use on the map.
- Made the sidebar opaque.
- Alt-clicking on a tile now properly set the brush even when you have no brush selected.
Standalone installers updated (2.0.199.5 ⇒ 2.0.199.6): 20 April 2020.

***

Encased: A Sci-Fi Post-Apocalyptic RPG [InDev]
Hotfix 1 (ver. 0.17.417.1944) (17 April 2020)

Changelog posted in the game forum by the devs here.

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

Hotfix 2: while the trail is still hot! (20 April 2020)

Changelog posted in the game forum by the devs here.
Standalone installer, and those of its DLC, updated (0.17.415.1748 ⇒ 0.17.417.1944 ⇒ 0.17.420.1702): 20 & 21 April 2020.

***

Into the Breach
Into the Breach version 1.2 (20 April 2020)

Changelog posted in the game forum by user ferahan.
Standalone installers updated 21 April 2020:
--> Windows: 1.1.22 ⇒ 1.2.21;
--> Mac: 1.1.22 ⇒ 1.2.20b;
- Linux: added (1.2.20).

***

Ministry of Broadcast
Story Mode Update (16 April 2020)

- Added Story Mode
- Added new idle animations to Orange since he gets bored just standing around on the snow and ice
- Added some missing dialogue for the collectible shoes
- Added Serbian language support
- Minor bug fixes/improvements (Standing jump from edge a platform is easier, textbox color mismatches, footstep position on some animations, small design updates, etc).

When you start the game, you'll be presented with the choice to play on "Normal" or "Easy". If you select Easy, your experience with the game will allow you to more readily focus on the narrative being woven around you. Level design and puzzles are all the same, but we've relaxed some of the most stringent aspects of the game so you can enjoy a stress-free experience.
Standalone installers updated 20 April 2020:
- Windows: 2.8 ⇒ 3.0;
- Mac: 1.8 ⇒ 3.0.
high rated
Ostriv [InDev]
Alpha 3 Patch 2 (16 April 2020)

Added/changed:
- Added a check to "Allow chopping trees" in reforestation area (will be protected otherwise)
- Added new UI scale option: 250%
- Added buttons in building panel to quickly search similar buildings
- Can now specify builders wage in town hall
- Can now hire counselors in town hall to manage seasonal hiring
- Added new options to hire depending on season
- Added notification when field nutrients are low
- Can now disable snapping while creating fences
- Added a help text for cart parking

Fixed:
- Couldn't assign mouse side buttons for anything
- Could build on map entry point, leading to unexpected results
- Crash when emptying a farm during harvest
- Traders could buy more than we wanted to sell
- Hay in a barrack became invisible in some cases
- Could build fences outside map bounds
- Some bridges didn't make the other side accessible
- Bridge preview showed wrong calculation of resources
Standalone installer updated (0.3.1.1 ⇒ 0.3.2.0): 20 April 2020.

***

Standalone installers updated 20-21 April 2020 with no changelog:
- Airships: Conquer the Skies - Windows & Linux: 1.0.15.4 ⇒ 1.0.15.5.
- Cook, Serve, Delicious! 3?! [InDev]: 0.75e ⇒ 0.75f.
- Dandara: Trials of Fear Edition - Windows: 1.3.5 ⇒ 1.3.14; Mac added.
- Disaster Report 4: Summer Memories, and its DLC: 1.0 ⇒ 1.0 update 1.
- The Escapists, and all its DLC:
--> Windows - game: 1.37 (gog-11) ⇒ 1.37 Jingle Cells Update; DLC: 1.12 (gog-3)/1.23 (gog-4) ⇒ 1.37 Jingle Cells Update;
--> Linux - game: 1.37 (gog-8) ⇒ 1.37; DLC: 1.23 (gog-1) ⇒ 1.37.
- Hero-U: Rogue to Redemption - Windows: 20200320 ⇒ 20200408.
- House Flipper, and its DLC: 1.2089 (a5e7c) ⇒ 1.20100 (1c489) (non-officially-on-GOG changelog in the game forum).
- Iratus: Lord of the Dead [InDev], and its DLC - Windows: 162.01.03 ⇒ 173.12.00; Linux added.
- Kingdoms and Castles: 117r3 ⇒ 117r4a ⇒ 117r5.
- Night Call - Windows: 1.0.7a ⇒ 1.3.2; Mac: 1.0.7 ⇒ 1.3.2.
- Railway Empire, and all its DLC - Linux: 1.11.0.25241-gog ⇒ 1.12.0.25598.
- RimWorld, and its DLC: 1.1.2604 rev554 ⇒ 1.1.2609 rev627.
- Steel Division 2, and all its DLC: 32807 ⇒ 34656.

Also, from updates/changelogs posted earlier:
- BEAUTIFUL DESOLATION - Windows: 1.0.1.8 ⇒ 1.0.3.5; Mac (1.0.3.2b) added.
- Broken Lines: 1.0.2.5f1 ⇒ 1.0.3.5.
- Endzone - A World Apart [InDev]: 0.7.7411.32882 ⇒ 0.7.7412.34215.
- SpellForce 3: Soul Harvest: 1.05.75935a ⇒ 1.05.75996.
high rated
avatar
HypersomniacLive: - Hero-U: Rogue to Redemption - Windows: 20200320 ⇒ 20200408.
Linux: hero_u_rogue_to_redemption_20200320_37055.sh ⇒ hero_u_rogue_to_redemption_20200320_37590.sh
Post edited April 22, 2020 by kbnrylaec
high rated
Tropico 6

Update 114242 (23 April 2020)

(Galaxy & Offline Installer)
Improvements

- [PC] Multiplayer cross play enabled for GOG.
- GOG players can now play with Steam and Origin players and vice-versa.
- GOG MacOS support for cross play will follow with the next update
- Game now remembers last used monitor in a multi-monitor setup

Bug Fixes

General

- Fixed issue where Tropicans could get stuck at bus stops due to bus driver also waiting for bus
- Fixed issue where buses could get stuck if bus stops were demolished
- Fixed issue where the Security Checkpoint in work mode ‘Road Toll’ would not generate money when ‘Privacy Rights’ Constitution option was active
- Fixed issue where change of era did not stop invasion from Superpowers
- Fixed issue where global happiness modifiers where not shown if the different effects had no impact
- Fixed issue where Conservatives Ultimatum triggered an election even when Martial Law edict was active
- Fixed Industrialist Ultimatum so it now affects pollution as described
- Fixed issue where demolished buildings still showed in the Almanac
- Fixed issue where demolishing a building under protest could lead to stuck Tropicans
- Fixed issue where protests would not end even after the military solution was enacted
- Fixed issue where tasks triggered by the ‘Audience’ edict would not show in task tracker
- Fixed issue where edict ‘Light Bulb Ban’ did not affect all residential buildings
- Fixed happiness for Caribbean Trade Pact Association so that it decreases over time as intended
- Fixed issue where Tour Office work modes did not affect the efficiency correctly
- Fixed issue where Tropicans could be detained in prisons without an available worker slot
- Fixed issue where Tropicans refused to work as coconut harvesters
- Fixed issue where Broker candidates in a Ministry would continue to generate Swiss money even after demolishing the Ministry
- Fixed issue where all tourists had the same name in ‘Ball Game’
- Fixed issue where raids could not be completed due to all agents being killed in action
- Fixed issue where Tropicans could marry themselves
- Fixed issue where, after loading a saved game, Shopping Mall had multiple instances of the same goods
- Fixed issue where the ‘Relative Happiness’ modifier in Agent menu always displayed ‘0’
- Fixed issue where tunnels could get stuck in ‘repair’ state
- Fixed issue where tunnel construction costs were not refunded even if construction was cancelled
- Fixed issue where, in Bureaucracy, any in-progress bridge would show as a street sitting atop water
- Fixed minor glitches that occurred when placing roads
- Fixed misleading description for the Eifel Tower
- [Mac] Specific key-bindings for MacOS are now shown correctly during tutorial and in the key-binding options menu
- Fixed multiple crashes
- Fixed several graphical glitches
- Fixed several text issues

Multiplayer

- [Multiplayer] Fixed issues where ‘diplomatic relations’ status would display differently for players and host
- [Multiplayer] Fixed issue where freighter arrival time would display as ‘0 days’
- [Multiplayer] Fixed issue where diplomatic interactions would not appear for players
- [Multiplayer] Fixed issue where ‘Tourist only’ buildings would not work for players
- [Multiplayer] Fixed issue where ‘Smear Campaign’ effect wasn’t visible in Almanac
- [Multiplayer] Fixed issue where landmarks could be delivered twice
- [Multiplayer] Fixed issue where El Presidente image on ‘Inspiring Billboard’ was missing for players
- [Multiplayer] Fixed issue where drought icon and notification were not showing for players

Llama of Wallstreet DLC

- Added warning message to all saved games in which new DLC content is unavailable
- Fixed issue where Toy Workshop upgrade ‘Set A Sign’ increased pollution instead of decreasing it
- Fixed issue where effects of economic event ‘Caribbean Hype’ didn’t match the description text
- Fixed issue where, during the economic event ‘Singularity’, workers could be hired using a locked worker slot.
Post edited April 24, 2020 by Hustlefan
high rated
Depth of Extinction (latest available changelog's a bit behind)
Build 52.10.2.1 (17 April 2020)

Changelog posted in the game forum by the devs here.
Standalone installers updated (52.9.9 ⇒ 52.10.2.2): 22 April 2020.

***

Field of Glory II
Update 1.5.28 (21 April 2020)

Campaigns
- The low quality of “rear echelon” armies has been toned down considerably – i.e. the proportion of cheap or low quality units will be lower than previously.

Units:
- Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
- Added 4 new Lydian units from TT mod: Lydian Cavalry, Lydian Light Chariots, Lydian Irregular Foot, Lydian Light Javelinmen.
- Added 14 new pike phalanx units from TT Mod for Diadochi etc: Antigonos, Lysimachos, Pyrrhos, Ptolemaic Egypt, Antigonid Macedon, Hellenistic Greece, Sparta, GraecoBactrian/IndoGreek. (Philip, Alexander and the Seleucids use the existing vanilla Argyraspids and Chalcaspids).
- Also added from TT Mod: Nubian Archers.
- Anglo-Saxon hirdsmen are now rated as “Some Armour” for protection (and unit cost). The majority of men are still unarmoured, so the models are unchanged.

Army Lists:
- Light Chariots and other new models added to Lydian lists.
- New pike units added to the appropriate army lists.
- Added new Spartan 280-228 BC, 227-222 BC and 221-146 BC lists.
- Kushite Egyptians will use the new Nubian Archers model.
- Epic Battles:
- Epic Battle scenarios have been updated to use the new units where appropriate. (Thymbra, Raphia)

Bug Fixes:
- Fixed bug that applied “Fighting Heavy Chariots” cohesion test modifier incorrectly.
- Spartan veteran hoplites will now use the correct Lambda shield when side A is Spartan and side B is Roman.
- Fixed issue whereby Fragmented unit whose pursuit is blocked by friends could end up with more AP than it should.
Standalone installer, and those of all its DLC, updated (1.5.25 ⇒ 1.5.28): 22 April 2020.

***

RimWorld
Patch 1.1.2610 rev1048 (20 April 2020) - Part I

Improvements
- Multiple thrones can now share one throneroom.
- Allow non-noble pawns to play music. High culture recreation type is re-labeled to music recreation. Allow non-conceited nobles use dexterity play.
- Make speech from the throne an ability player can control. High-level royals gain the ability to do a speech from the throne. It has a cooldown (so the speaker can think of ideas for the next speech). The feedback for throne speeches now tells the player the chances of different outcomes, along with the relevant social stat.
- Removed minimum expectations for non-conceited titles (that is, titles of pawns who were not born royalty and are not greedy or jealous).
- Implemented category-based melee verb selection. Previously, pawns would select which melee verb to use simply by a weighted random selection according to the power of their different verbs. However, this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is less powerful than the longsword but now he is more likely to choose a verb besides the longsword. The new verb category system places each verb in one of three categories - best, mid, and worst. It then chooses randomly between best (75% of the time) and mid (25% of the time). So adding a knee spike to a longsword wielder will not make him use the longsword less often; rather it will replace his fists as the mid-tier verb and improve his damage per second.
- Colonists can now be set as master to any animal they are bonded with regardless of skill. This prevents situations where starting animals begin bonded to colonists who cannot become their master, leading to a permanent negative thought for the colonist not being master of the bonded animal.
- "New quest" letters now link directly to the relevant quest instead of requiring an extra click.
- Shuttles that don't land on landing pads will now avoid crushing buildings, items, and trees.

Tuning
- Redesigned how hosting quests generate threats. Instead of always generating points-based threats on a 24-hour cycle with the same timing in all cases, the system now chooses from a designed menu of different duration ranges, threat counts, and threat intensities. Each challenge rating (star level) has a different menu of threats. These are all modified by the possibility of adding helpers, different guests with different conditions, and so on.
- Quests' reward value is now always at least 250 silver, no matter how small the quest.
- Quest guests can now only be downed or sick if quest points are over 300.
- Non-royal guests can now have mood threshold set only if quest points are over 400.
- Helpers can no longer generate for 1-star hospitality quests (since these quests have no violent threats).
- Reworked how the guest count for quests is generated, taking points into account better, and adjusted the rate to have fewer guests at really low points levels.
- Hosting quests can only use 2 or 3 challenge stars above specific points thresholds.
- Random quests no longer generate at all under 100 points, and lerp to generating as normal at 200 points.
- Tune random quest selection weights for more variation.
- You can no longer get quests about fighting mech clusters at unreasonably low points levels.
- You can no longer get infestation quests at unreasonably low points levels. Change the code that determines the hive count to round normally without randomness, for greater accuracy.
- Increase monument protection times from 10~30 days to 20~50 days, and increased reward factor to match.
- We no longer generate as many cheap items at high reward values, in order to focus on a few big juicy rewards.
- Adjusted the rewards for various game conditions in condition-for-pay quests (this means quests where e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings.
- Balance down the reward you get just for keeping a hospitality guest without threats (since often this can even be advantageous).
- Deny choosing Empire as asker for a hospitality joiners quest if points are under 240, to avoid sending nobles when a colony can't realistically support them and they wouldn't want to visit.
- Adjust how hospitality quests determine the royal title of royal guests so early-mid-game guests don't have unsupportably high titles.
- Tune the default relationship between quest points and reward value to make it scale better lower and higher points levels.
- Slightly increase chance of population-gaining quests.
- Quest threat sites will no longer generate with 'possibly unknown threats' all the time, and especially not at lower challenge levels.
- Quest threat sites will now limit the number of threats at the site according to the quest points.
- Extended hive spawning delay the 14 seconds to 28 seconds.
- Reduced luciferium market value from 120 to 70.
- Increased joywire consciousness impact from 20% to 30%.
- Increased spike trap build cost from 35 to 45.
- Reduced wood sharp damage multiplier from 0.45 to 0.40.
- Colored lights research project no longer requires high tech research bench.
- Difficulty settings now modify butcher yield similarly to crop yield.
- Moisture pumps now leave resources behind when destroyed.
- Fine floors now give 75% of resources back upon deconstruction, similar to other floors.
- Changed research prerequisite for ship landing beacon from microelectronics to electricity.
- Greatbow can now be made at crafting spot.
- Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset.

Technical
- Improve grammar resolution trace format by putting the trace first, then variables, then custom rules.
- Make mech capsules avoid placing multiple mechs on the same cell.
- Suppress "dependency needs to have downloadUrl" warning for dependencies on official content.
- Moved 'Copy debug to clipboard' button to above debug text. Made the signal text box button narrower and changed the '...' button label to 'Send defined signal'.
- Shuttles can now take off when under roofs to prevent breaking quests if it moves under a thick roof after landing.
- Added a new quest node for creating multiple incident quest parts periodically or randomly.
- Moved quest part debug window contents to a virtual method. Added a debug button to complete Pawn Lend return shuttle delay.
- Improve 'write storyteller' debug output.
- Special thing filters are now always shown based on the root category of the filter listing.
- ThingFilter now resolves the display root category lazily.
high rated
RimWorld (continued)
Patch 1.1.2610 rev1048 (20 April 2020) - Part II

Text
- Adjust description of ArrestSuccessChance stat.
- Replace obsolete loading tip about noble foods.
- Removed some nouns that don't pluralize well by adding "s" to the end.
- Name generator now always uses GenText.CapitalizeAsTitle.
- Bladelink weapons now report the minimum title required to legally use them in their info card.
- Re-arranged some parts of "title gained" letter to put important stuff near the top.
- Adjust feedback for when protected monument is destroyed.
- Adjust some repetitive text in game condition quest descriptions.
- Refine description text for the infestation/joiner quest generation script.
- "Caused by title" trait tooltip text is now white to match other "caused by" text.
- Display quest info on monument marker inspect pane. Don't show "Complete"
- Add tooltip about allies sending random traders and military aid.
- Recreation type stat report now describes what it is and lists all recreation types.
- Removed some redundant text from animal hospitality quests.
- Display quest info on monument marker inspect pane. Don't show "Complete"
- Recreation type stat report now describes what it is and lists all recreation types.
- Changed the "royal incapable of social" warning dialog to prompt the user to confirm before accepting the quest, instead of simply closing and requring the user to accept the quest again.
- Updated player-created backstories and names.
- Fix: Typo in duck description.
- Fix: Trap hit letter label for friendly pawns not capitalized.
- Fix: Incorrect tooltip about surgically upgrading psychic amplifier (it doesn't actually require surgery).
- Fix: Quest guests not being unhealthy even though quest description says they are.
- Fix: Pawn lend quest specifies how colonists will be returned, when it could be either shuttle or drop pods depending on asking faction.
- Fix: World inspect pane showing always the label of the first selected object instead of '(various)'.
- Fix: Incorrect capitalization in plant attributes.
- Fix: Site threat quests sometimes mention a faction which is not even used for the site threats.

Fixes
- Fix: Error spam if a herd of boomalopes explodes.
- Fix: If a shuttle drops off downed pawns, they're dropped on top of each other.
- Fix: On dismissing a quest, a seemingly-random one is selected.
- Fix: Can get pyromaniac trait for medical assistant backstory where it doesn't make any sense.
- Fix: Pawns being carried don't show up on the social tab.
- Fix: Debug text overlapping with hyperlinks.
- Fix: Old methods not calling _NewTemp versions.
- Fix: Recreating cantTakeReasons List recreated every time in Selector. Resurrection utility now checks for artificial body parts using hediffSet.PartOrAnyAncestorHasDirectlyAddedParts.
- Fix: Exception in pawn creation panel.
- Fix: Resurrection blindness affecting unnatural body parts.
- Fix: Ordering more than 1 drafted pawn to move somewhere they cannot go does not show a 'no path' hint.
- Fix: Listing_TreeThingFilter.Visible having new parameter but no _NewTemp appended. Old method with same signature now always returns true and is not called anywhere.
- Fix: Armor prevents damage from surgery failures.
- Fix: Mech cluster lord not receiving wake up signal if there are no spawned mechs initially.
- Fix: Threat response icon color doesn't match icons beside it.
- Fix: Wild decree mental break can happen to prisoners.
- Fix: Modded factions that have no color set for their icon break the 'choose rewards' window.
- Fix: Wick not being rendered on defoliator when it's about to explode.
- Fix: Attacking infestation hives causes nearby ancient danger hives to aggro.
- Fix: Replacement body parts not affecting pawn price. HediffDef priceImpact now defaults to false, and we explicitly state which hediffs have price impact.
- Fix: Architect tab looks darker than other tabs in bright snow.
- Fix: Some shelves have 'Allow fresh' whereas others do not. Display root category in ThingFilter is now updated properly.
- Fix: ListsEqualIgnoreOrder is incorrect.
- Fix: Asymmetric faction relations caused by permanentEnemyToEveryoneExceptPlayer FactionDef flag.
- Fix: Piano uses stuffed unfinished thing.
- Fix: Wild men/women suffer from naked moodlet.
- Fix: Affordance grid doesn't update when edifices are built or removed.
- Fix: 'Choose rewards' button is cut off at the bottom.
- Fix: Loading an old scenario file can break the UI if it references a stuff that isn't in the game any more.
- Fix: Hediff combatLogEntry is referenced but not deep-saved.
- Fix: Selecting a minified ship landing beacon causes errors.
- Fix: QuestNode_GetRandomPawnKindForFaction sometimes makes the quest description unresolvable (fallback is a string).
- Fix: Outlander combat suppliers don't buy drugs.
- Fix: Errors with melee verbs when drafting pawns carrying ranged weapons.
- Fix: Ship landing area alert text displays improper dimensions.
- Fix: 'Prisoner released' thoughts remain after recapturing the pawn.
- Fix: Psychopath has a negative social opinion after another colonist sells slaves.
- Fix: Language worker not capitalizing words in quotes properly.
- Fix: Name generator capitalizing letters after apostrophes.
- Fix: White fringes on harpsichord art. Note that harpsichord also needs HQ tex compression because of the dark low-contrast gradients.
- Fix: Text uncapitalized after colon.
- Fix: Error on using quest script defs debug table.
- Fix: Capacities aren't updated when equipping gear that affects stats.
- Fix: Stats show all gear if any one piece affects it.
- Fix: Red interface button has no right border.
- Fix: Noble given a speech walks to a throne really slowly.
- Fix: TranslateWithBackup didn't work.
- Fix: Missing 'shuttle arrived' signal that disables hospitality threats after shuttle delay.
- Fix: Thought reporting incorrect start / finish expiration date.
- Fix: GetPawn not filtering by excluded factions on existing pawns.
- Fix: Stone blocks (and other recipe products without hitpoints) not counted properly by recipe.
- Fix: Tribute collector arriving when there's another caravan hostile to empire on the map.
- Fix: Dismiss quest icon is asymmetrical.
- Fix: Incorrectly rotated monument marker thing not detected properly as part of monument.
- Fix: "Sequence contains no matching element" in BuildDifferenceExplanationText for some mods.
- Fix: Secondary guests don't use faction name rulepacks.
- Fix: SketchThing detecting incorrect things as part of the monument.
Standalone installers, and those of its DLC, updated (1.1.2609 rev627 ⇒ 1.1.2610 rev1048): 23 April 2020.

***

Through the Ages
Patch 2.5.5 (22 April 2020)

Changelog posted in the game forum by user FlockeSchnee.
Standalone installers, and those of its DLC, updated 22 & 23 April 2020:
- Windows: 2.4.1 ⇒ 2.5.5 ⇒ 2.5.6;
- Mac: 2.5.4 ⇒ 2.5.5 ⇒ 2.5.6.
high rated
Underhero
Update 4.1.2 (21 April 2020)

Bug fixes:
- Swimming bug where the character would jump repeatedly when holding down the jump button with keyboard.
- Certain lava switch doing a disappearing act.
- Buying things with keyboard unintentionally bought many items at once with one key press.
- HUD appearing with every jump when it shouldn't.
- Couldn't delete files with keyboard because the "d" key was now back. Whoops.
- It was impossible to hide inside the hiding spots in World 5 with keyboard.
- Some Elizabeth dialogue prompts not working with keyboard in World 5.
- Trying to type a name for a file with a controller connected would cause the "s" and "d" key to respond during typing, and would accept or close respectively.
- Issue where drawing tablets were being detected as gamepads, which meant keyboard players would have play with Xbox icon prompts.
- Using a forced resolution no longer resets when returning to the main menu.
- Cloud saves now working on Linux version.
Standalone installers updated (4.1.1 ⇒ 4.1.2): 22 April 2020.

***

Universe Sandbox [InDev]
Patch 25.1 (20 April 2020)

Desktop & VR

Improvements
- Improve atmosphere lighting when lit by multiple light sources
- Revised the visuals of hot impact craters and heated objects
- Improve interaction between objects and supernova clouds
- Orbit previews now display correctly when adding an object around a moving body
- Some moons that were previously created at -273°C will now be initialized at correct temperatures

Fixes
- Fixed an issue where fragments from a collision would be launched at an incorrectly high speed
- Fixed an issue causing some objects to be stuck at -273°C if too many objects were added to a simulation
- Fixed an issue causing a row of surface grid data to be incorrect on some minor objects
- Fixed an issue causing jagged shadow edges to be seen at certain viewing angles
- Fixed issue where fragments that are further fragmented are named incorrectly
- Fixed an issue where the first objected added, when paused, would appear to have a layer of ice until the simulation was unpaused
- Fixed two simulations, “Earth Solar System” and “Jupiter Solar System”, which were initializing with incorrect objects
- Fixed issue with adding object “Whole Systems” where you could add multiple object systems at once
- Fixed issue causing star temperatures to fluctuate
- Fixed issue causing atmospheres on some random rocky planets to not be visible

Desktop

New
- Added City Lights toggle for all rocky planets and moons and a dropdown to define their visibility behavior
- Added procedural city lights and a randomization setting
- Added a “Blog” button to our Home menu

Improvements
- Revised units used for reporting Magnetosphere Size and Pressure
- Added Age property to galaxies
- Improve progress indicator when saving simulations so the application no longer appears to lock up when saving
- Added a screen fade when quitting the application

Fixes
- Fixed issue where shadow on/off settings would not always be applied correctly
- Some text in the Property panel that was previously not selectable in Translate mode is now selectable
- Fixed issue where the simulation grid would disappear when moving the camera if no objects were present
- Fixed issue where the visual feedback of the Force tool was not displaying
- Fixed issue where Add panel would spontaneously close if opened after the Edit panel
- Minor fix to the Gravity settings slider found in the Sim Settings panel
- Minor UI fix to remove an unintended expansion icon
Standalone installers updated (25.0.3 ⇒ 25.1): 22 April 2020.

***

Standalone installers updated 22-23 April 2020 with no changelog:
- Airships: Conquer the Skies - Windows & Linuc: 1.0.15.5 ⇒ 1.0.15.6; Mac: 1.0.15.4 ⇒ 1.0.15.6.
- Dead Cells, and its DLC: 1.7.8 ⇒ 1.8.0 (changelog on the game's site, but contains changes not on GOG yet).
- Deadly Dozen: 1.03 ⇒ 1.04.
- Into the Breach - Mac: 1.2.20b ⇒ 1.2.21.1.
- Iratus: Lord of the Dead, and its DLC - Windows: 173.12.00 ⇒ 175.15.00; Linux & Mac not updated yet.
- Kynseed [InDev]: 0.1.18.2511 ⇒ 0.1.18.2520.
- Order of Battle: World War II, and all its DLC: 8.3.0 ⇒ 8.4.1.
- Tooth and Tail: 1.6.1.0 ⇒ 1.6.1.1.


Also, from updates/changelogs posted earlier:
- Tropico 6 - Windows: 111929_gog ⇒ 114242_Shipping; Mac: None ⇒ 114242_Shipping.
- Tropico 6 - The Llama of Wall Street [DLC] - Windows: 111929_gog ⇒ 114242_Shipping; Mac: 111929_Shipping ⇒ 114242_Shipping.
high rated
Good Company [InDev]
Update v0.6.3 (23 April 2020)

Changelog posted in the game forum by the devs here.
Standalone installer updated (0.6.2.1 ⇒ 0.6.3.3): 24 April 2020.

***

Project Hospital
Update 1.2.19480 (23 April 2020)

Features & changes
- Internal medicine - updated diagnoses at internal medicine department, it will be now more challenging and more profitable (and more focused on pulmonary diseases)
- Internal medicine - removed surgical procedures, added new specialized room with unique equipment and new procedures
- Improved efficiency of Radiology by smarter examination planning by the AI doctors and by making the radiologists more patient at their workspace :)
- Implemented UNDO in building mode
- Implemented automatic taking away of ambulance patients when emergency is closed
- [MOD SUPPORT] Implemented check of procedures during load to catch files broken by uninstalled mods earlier (stable)
- [MOD SUPPORT] Hotfixed collapse symptoms that don't lead to a procedure causing stuck characters, probably broken in one of the mods (or a combination of mods) out in the wild
- [MOD SUPPORT] Implemented automatic return to menu with reporting of errors if the game fails to load a save (changed but still installed mods breaking diagnoses for example), added check for diagnoses to the main save game check
- [DOCTOR MODE] updated prices of doctor mode objects
- Improved automatic UI scale for main panel in 1280 x 800 resolution
- Implemented automatic cancellation of a few examinations when moving patient to ICU or trauma when there are faster alternatives available there (ECG, echo, USG)
- Increased extended employee limit to 600

Fixes
- Fixed replacing of a room with the same type of room but from a different department
- Fixed rooms not always correctly marked as working after reopening closed departments
- Fixed incorrectly reserved sofa in the 'inefficient' campaign level
- Fixed missing head lamp in one of the examination animations
- Fixed using dynamite/foundations over parking lots
- Fixed events triggered right before midnight spawning patients stuck on impossible visit time
- Fixed treatments planned by the player when a patient is coming to radiology breaking the radiology examination and getting technologists stuck
- Fixed AI doctors sometimes unnecessarily planning two examinations both used to detect the same symptom (like USG and FAST)
- Fixed nurses showing their own portrait on the patient list in their employee card while performing patient checkup
- Fixed characters rotated during object use clipping through stuff, their orientation was used to determine whether they should be rendered in front or behind an object, using the object orientation instead
- Fixed moving of objects with attachments not checking attachment placement and if it allow objects above, this could lead to the attachment being lost
- Fixed event objective button causing insurance to open instead of event patients in some cases when loading first save after booting up the game
- Set font family for Russian on mac to normal for all texts, bold is not really bold in the default font and is hard to read
- Fixed CBC not available at the ICU
- Fixed un-reservation of patient's bed when they are transported away (when they were not in their room their bed got stuck)
- Implemented automatic cleanup of tmp files left among maps after unzipping
- Fixed hospitalized patients performing 'free time' activities too often even when waiting for an examination
- [CAMERA ROTATION] Fixed stat lab and waiting room info panels showing at correct position only with default camera orientation
- [CAMERA ROTATION] Fixed objects selected for delete left highlighted after rotating the camera view
- Fixed 'waiting for player' not popping up after transferring controlled patient with no planned procedures between departments
- Implemented automatic switching of active department when clicking surgery table button in patient card so the surgery table opens for patient's department
- Fixed disabled hiring for night shift when there's doctor assigned at day shift at the same workspace even if the day shift is not working completely
- Fixed characters sometimes getting stuck when trying to switch to his/her workplace trough assign workplace button
- Implemented reset of wrong diagnosis after an hour of blocking patient's doctor instead of returning to a waiting room

Included in hotfix from 24.03.2020
- Fixed dead characters with surgery priority set by the player blocking other surgeries
- Fixed cloud saves not always correctly deleted from server
- Fixed stuck characters caused by not selecting objects in a given room when on the same floor but when their path goes via the ground floor
- Fixed hospitalized and released patients coming back by ambulance after being treated and released when they still have some lab tests running at midnight

Included in hotfix from 19.03.2020
- Fixed black ambulance stretcher positioning breaking the ambulance when unloading area is placed at the furthermost point
- Fixed lying free time actions like asking for books using nurses without patient care role
- Fixed missing bookcase in building mode catalogue for wards
- Fixed radiologists from wrong shift could be selected for usg when offloaded to radiology
- Fixed names for cardio and sono at radiology in all languages
- Fixed negative modifiers from critical needs not reset
- Fixed mandatory equipment set as recommended for cardio & sono at radiology
- Fixed scrubbing sink not tagged as normal sink and not used outside of ORs
- Fixed doctors sometimes stuck reserved with other doctor's patient - this could happen when multiple doctors are serving way past their shift and one of them gets released from doctor mode, then the doctor who belongs on the current shift will return and take back their patients - and if one of the patients is still around waiting for another player-controlled doctor, the patient could get stolen
- Fixed characters without workspace sent to 0, 0 after commuting to work, no workspace pop up pops up instead
- Fixed shortcuts from management to prefabs not working when clicking the icons
- Fixed 'exposed to weather' modifier applied to characters walking over planned rooms outside
- Improved arm/leg cast/orthosis cz description
- Hotfixed interview stuck on a deleted reserved object
- Hotfixed transports of patients on deleted stretchers
- [DOCTOR MODE] fixed doctor mode blinking red when some of the critical patients are only spawned
Standalone installers, and those of its DLC, updated 24 April 2020:
- Windows & Linux: 1.1.18580 ⇒ 1.2.19480;
- Mac: 1.1.18580g4 ⇒ 1.1.19480.

***

Standalone installers updated 24 April 2020 with no changelog:
- Hero-U: Rogue to Redemption:
--> Windows: 20200408 ⇒ 20200417;
--> Linux: 20200320 ⇒ 20200417;
--> Mac: 20190222 ⇒ 20200417.
- In Other Waters: 1.0.3 ⇒ 1.0.4 (not-officially-on-GOG changelog).
- Iratus: Lord of the Dead **, and its DLC:
--> Windows: 175.15.00 ⇒ 175.15.01;
--> Linux (**game only): linux 175.15.00 ⇒ linux 175.15.01;
--> Mac: mac 173.12.00 ⇒ mac 175.15.01.
- Iron Danger: 1.00.31-gog-2 ⇒ 1.01.08-gog.
high rated
Panzer Corps 2

Patch 3 01.01.00 (24 April 2020)
Bug fixes:

Fixed the problem with start of turn autosaves not writing for some players
Fixed bug with units losing medal effects when going to the next mission in the campaign
Fixed "Low Altitude Attack" trait in Anti-air vs. aircraft combats
Fixed destroyers not attacking coastal hexes
Fixed transport options for captured towed guns
Fixed high ground status getting lost after split
Fixed "Reduced Slots" and "Zero Slots" heroes incorrectly changing slots of units in Reserve
Fixed display of captured strength in on-screen notification
Fixed units in reserve triggering "below maximum strength" warning when ending the Deployment Phase
Fixed entrenchment sometimes going over maximum
Fixed autosave filtering in localized versions (will only work with new autosaves)
Fixed unit trait icons being mirrored in the right UI panel
Fixed the problem in Persia map where soviet aircraft crashed to the ground even though there are other soviet airfields available
Fixed "script not found" error when running custom campaigns from Documents/My Games/Panzer Corps 2/Campaigns

Performance:

Added a new setting to control number of trees (Options -> Video -> Forest Quality)
Optimized all landscape materials
Added FPS display to Options (bottom-right corner) so that it's easier to see what effect various settings have

AI changes:

Order in which the AI moves its units has been improved
Improved value calculation when deciding if a combat is favorable or not
The AI will now put more emphasis on escorting its bombers with fighters
The AI now understands how to use mount-move-unmount action
Attacker AI will now try to rebase aircraft closer to the front line
The AI will now switch units more often
The AI can now use "Forced March" ability
Improved AI usage of phased movement
The AI will now approach victory hexes, supply hexes, flags and river crossings hidden in the fog more carefully
The AI will now prefer to force retreats into disadvantageous terrain
The AI will now prefer to force a surrender instead of outright killing a unit
The AI now better understands the value of reducing entrenchment
Units with "hold position (active)" order will capture flags if presented with an opportunity

Random maps:

Random map interface has been improved, and the following new options added: -- Year - select any year from 1939 to 1945 for the upcoming battle, or use "no year" to have access to all equipment (as it worked before) -- Player factions. Each player can be assigned a specific or random faction -- More factions: Poland (in 1939) and France and Hungary (in 1939-1940) can also be selected. Italy is available till 1944. USA is available starting from 1942.
Starting force on random maps now includes a random number of aircraft
The AI will purchase units in FFA missions
Distribution of victory hexes has been made more uniform
Random map is now assigned random location and season
Starting prestige and prestige per turn generally increased
Prestige income from all flags increased in FFA missions
Number of slots increased on most map sizes
Victory conditions and unit generation logic reworked for all mission types

Multiplayer:

All Multiplayer games now allow to specify a number of advanced options: randomness, weather, supply, fog of war, shroud, custom army.
Random maps can now be created for up to 8 human players in FFA mode (Survival, Attack and Defense are still limited to two human players)
Random maps now support team mode where two people can play in coop as a team, or several teams of two players each can compete with each other in FFA
Fixed several more issues which could prevent old games from loading
Fixed a random crash which could happen in Multiplayer game list
Fixed damage and combat event popups sometimes appearing in the fog when two enemies are fighting each other
Fixed occasional camera jumps into the fog when two enemies are fighting each other there
Fixed units purchased by the opponent sometimes visible through the fog of war
Finished games now have "VIEW" button to review game ending
Added a button ("-") to hide MP games from the list. Can be used to hide abandoned games and reduce the clutter in the list.

Interface:

Added new option Display/UI -> Mouse Interface. One-Button mode works as before. Two-button mode allows to select units with left button and give orders with right button. Choose the mode which works best for you.

Added tooltips to unit class, movement type and target type icons in Unit Details

Added a UI button and a hotkey (7) to toggle the Minimap

The game will now remember and restore in every mission open state of Stats Panel, Overview and Minimap

Added a new hotkey (G) to toggle hex grid

Added a new hotkey (H) to toggle hex names

Added a new hotkey (V) for moving a unit from/to Reserve (since these commands are mutually exclusive, they are tied to the same button)

Understrength units are now shown in Unit List with red strength number, so its easier to see which unit requires replacements

Improved chat flow in-game, so you can quickly send a message without using the mouse: -- Press Enter to open Chat panel -- When Chat is open, keyboard focus is automatically set to input box, so you can instantly start typing message -- Press Enter to send the message, and you can start typing the next one -- Pressing Enter when input box is empty will close Chat panel

Editor:

Added functionality to rearrange the order of players (Edit->Scenario Params..., Players tab, click player header with down arrow to invoke move menu)
The Editor will now offer to save custom scenarios in the appropriate folder.

Localization:

Polish localization has been updated (thanks Grzegorz Kłos!)
Shop will now display localized unit class names

Other:

Major difficulty has been made easier
Added two more tactical advisor clips to "Tutorial" section of the game
Updated "Double Strike" puzzle to eliminate possible shortcuts in the solution
Added "cheat AllEqp" cheat code which unlocks all equipment for the current player
Added "cheat AddMedal " cheat code which gives specified medal to the currently selected unit. Possible options for medals are: -- HeroicDefenseMedal -- UnstoppableOffensiveMedal -- AntiInfantryVeteranMedal -- AntiTankVeteranMedal -- AerialAceMedal -- DependableSupportMedal -- UrbanLegendMedal
high rated
Judgment: Apocalypse Survival Simulation - Desert Edition

Samurai Update 1.1.4216 (17 April 2020)

Added an official Japanese translation.
Mechanics: Added a blocking mechanics where shields have a chance of completely blocking ranged attacks when they are not flanking and not point-blank ranged. This effect only applies when a melee weapon is equipped with the shield.
Mechanics: Added a mechanic where survivor abilities can only be used in combat when specific equipment is used.
Mechanics: Added a mechanic that allows an ability to have two types of effects, one applied on the user and another applied on nearby enemies/allies. Previously each ability could only have one type of target (self, AOE, or single-target)
UX: Added the ability to cycle between survivors or task forces by pressing TAB.
UX: Added a small damage amount indicator when a unit is hit.
Content: Added abilities that allow melee weapon wielders to charge at enemies and quickly closing the distance towards weapons range.
Content: Added abilities that allow survivors (mostly melee weapon wielders) to become untargettable for a very short time to allow them to retreat from the front-lines before they are mowed by ranged enemies.
Content: Added a new profession - the Samurai, that excels at melee combat, bows, farming and crafting.
Content: Added a new special character you can find.
Content: Added a new enemy - the Jiangshi is an oriental vampire-like demon that can suck survivors' souls.
Content: Added a disappearing consumable that allows survivors to retreat from dangerous areas without taking damage.
Content: Added a smoke bomb consumable that acts like disappearing powder but also disorients and applies penalties to nearby enemies.
Content: Added two new armor sets - the Samurai armor and Ronin armor that provide decent protection and are agile enough to have high evasion stats. They also provide a small bonus to melee attacks.
Content: Added a new higher-tier dagger type weapon, the Wakizashi.
Balance: Increased the bonus melee attackers have when attacking targets with ranged attacks.
Balance: Increase the penalty ranged characters have when attacking at point-blank ranged.
Balance: Added ranged-blocking stats to some of the enemies (similar to the new bonus provided by shields).
Balance: Added another benefit to each melee weapon (except tier 1). There are different benefits to swords, knives, and blunt/other melee weapons.
Balance: Increased speed bonus provided by the rocket-boost ability of the rocket suit from 40% to 100%.
Balance: Changed the disappear ability (ninjas have them) to make the survivor untargettable for a short duration instead of increasing evasion, but also cannot deal any damage for the duration. Also gave this ability to daggers wielders and added it to melee defense skill tree.
Balance: Changed the maximum damage that can be reduced by armor to 80%. Previously there was no limit except that you always took at least 1 point of damage per attack.
Graphics: Added the ability to disable the FPS limit (by default we limit the game to 60 FPS to lower usage of CPU and GPU).
Fixed bug: When selecting some enemies their description texts had a tiny font in Chinese.
Fixed bug: You could cancel a construction of a free object (like the well you get when you start the game) after it was already built and get another free one.
Added a credits screen
high rated
Postal 4: No Regerts

Steam build Number: 0.1.4.1.4

’Exploding Pussies’ Update

In this update we introduce the natural evolution of the cat silencer - The Cat Grenade! Combine a cat with a grenade, target and NPC, and watch as kitty bolts it towards them, to then explode on impact.

Another nice improvement in this update is the NPC AI. In some areas (such as the main street at the start) NPC’s now go about their lives with more purpose rather than milling about aimlessly. For example, one might wander into the Laundromat, check on their washing, then sit down and check their phone while they wait, or maybe go and pass the time at the arcade. This system is in the early stages of implementation so not all areas have had this treatment yet, but we will improve upon it with each passing update as well as adding expanded actions and animations.

And finally, we have totally redone the roads around town to look better and have better collision with NPCS.

No major performance updates have been made in this update (other than inside the prison). A renewed push for that is coming soon, focusing on NPCs and dismemberment that will reduce the drawcalls by 70%.

===Added===

The Cat Grenade! Combine a cat with a grenade, target and NPC, and watch as kitty bolts it towards them to then explode on impact
A tickbox that should fix the muddy texture issue some users are having. It’s recommended you only tick this option if you are having the muddy textures issue. This removes the need to enter console commands
A slider to adjust the amount of motion blur. We’re leaving motion blur off by default because motion blur sucks :)
Added Road signs around town in an ongoing effort to make Edensin feel more like a real town
Uniforms for Arcade and Hotel workers

===Changed/Improved===

First pass of AI improvements and NPC routines
Improved roads
Population slider is now set to ‘Normal’ by default (The recommended setting)
Optimized the Penitentiary building
Updated Spurt’n’Squirt9000 textures to reflect ammo type with new art
Tweaked TP rifle animations
Improved lighting in Art Gallery
Implemented new Armor mesh; fits better on Dude’s body

===Fixed===

Dismemberment on Civvie not working
Blood decals not showing on NPCs
Levels not being loaded in correctly when finishing the prison level and then loading an auto save
Shadow distance setting not saving
A bug where the Grenade pin pull animation wasn’t animating properly
Removed redundant capsule shadow setting
Toilet flush emitters not using correct rotation
Various mapping bugs that were reported on our forums
Shop Counter ‘Wiping’ animation loop
Third person stuttering when rotating the camera in third person
Dildo Bidet causing the game to crash
Crash that was happening on ALT-F4
this topic should be implemented into gog
high rated
Deep Sky Derelicts
Update 1.5.3 (24 April 2020)

Changelog posted in the game forum by user Snowhound-DZ.
Standalone installers, and those of its DLC, updated (1.5.2 ⇒ 1.5.3): 27 April 2020.

***

Deliver Us The Moon
Update 1.4.2a (24 April 2020)

- Fixed a bug that would prevent ambient sounds from spawning when loading a checkpoint.
- Elevators in Copernicus Moonhub’s vehicle bay will no longer both move when interacting with an elevator button.
- Further improved RTX performance. For example, certain materials are now excluded from Ray Tracing, slightly improving Ray Tracing performance in some cases.
Standalone installer updated (1.4.1a ⇒ 1.4.2a-RC-3): 27 April 2020.

***

Into the Breach
1.2.2 update (27 April 2020)

Changelog posted in the game forum by user ferahan.
Standalone installers updated:
- Windows & Mac: 1.2.21 ⇒ 1.2.22;
- Linux: 1.2.20 ⇒ 1.2.22.

***

OUTBUDDIES
Patch 1.58 (27 April 2020)

New Features
- Steam rolling in Homunculus form will now maintain the stance. If you also have the Spin Blade equipped (extra i-frames), you can now dash while rolling into lava or acid
- Boss names are now displayed over their health bars
- A bigger chunk of the Corridium Mines is now open to be explored in the early game

Design Fixes
- Nikolay‘s face now is darker, giving him a more badass look
- Performance optimizations, done in the process of porting the game to consoles
- Some more asset and sprite improvements
- Rebalancing of missile drops: Picking up one missile item will now restore 3 missiles
- Rebalancing of rescued Wozan spawning during boss fights with health drops
- Implemented input buffers for executing the Steam roll: It will now also trigger if you‘ve just leaped over an edge or if the input is a little early before landing. This also fixes the issue of accidentally activating the jetpack in heated combat situations that some players reported

Bug Fixes
- Game menus are restored after minimizing the game.
- Fixed a rare bug that could corrupt the map save-file.
- Minimizing the game during the final dialogue could freeze the game
Standalone installer updated: 1.57 ⇒ 1.58.

***

Standalone installers updated 27 April 2020 with no changelog:
- Disco Elysium: 6d543183 ⇒ 03e7ef2d.
- Kathy Rain - Mac: 1.0.4 ⇒ 1.0.4(a).
- Littlewood [InDev]: 0.926 ⇒ 0.936 (not-officially-on-GOG changelog).
- Space Rangers HD: A War Apart: 2.1.2369 ⇒ 2.1.2369 Hotfix.
- True Fear: Forsaken Souls - Windows: 1.0.1 ⇒ 2.0.0.

Also, from updates/changelogs posted earlier:
- Judgment: Apocalypse Survival Simulation - Desert Edition: 1.1.4155 ⇒ 1.1.4216.
- Panzer Corps 2: 1.00.09 ⇒ 01.01.00b.
- Postal 4: No Regerts [InDev]: 0.1.4.1.3 Update ⇒ 0.1.4.1.4.
high rated
Terminator: Resistance

Patch 1.030a (27 April 2020)

(Galaxy & Offline Installer)
- Fullscreen resolution fixes
- Fixed crash caused by using sticky bombs
- Various other small crash fixes