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Grimlock: A couple of updates for Blade of Darkness, versions 88 and 89 (21 December), offline installers for the version 88, version 89 only on galaxy for now.
And now v89 is available as offline installers.
high rated
Stardew Valley got updated, to a version number that starts with 1.5.6 for Windows and Linux, but 1.5.5 for Mac.

Tangledeep now at 1.50z15 for all 3 platforms.

Unfortunately, no GOG changelogs. (Stardew Valley at least has the 1.5.5 changelog on GOG; Tangledeep's changelog is way behind, at 1.31i)
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dtgreene: Stardew Valley got updated, to a version number that starts with 1.5.6 for Windows and Linux, but 1.5.5 for Mac.

Tangledeep now at 1.50z15 for all 3 platforms.

Unfortunately, no GOG changelogs. (Stardew Valley at least has the 1.5.5 changelog on GOG; Tangledeep's changelog is way behind, at 1.31i)
From Steam:

Hey everyone, 1.5.6 is out now.

It's a small patch that fixes a few bugs, adds a "quality of life" feature for multi-monitor users, and addresses a few gameplay inconsistencies that have been around for a long time (i.e. the hoe dirt under mature forage crops de-spawning, and indoor grass dying in winter)

- On multi-monitor setups, the game now remembers and restores on the last used monitor.
- Potential fix for a random crash that could occur at the end of the night.
- Fixed a bug that prevented the various farm types' wallpapers and floorings from applying when starting a new game.
- Fixed a bug where pressing ESC to dismiss the level up screen would dismiss the menu without applying the level up, causing it to reappear every night.
- Hoed dirt no longer decays under forage items on the farm. This ensures that dirt under freshly grown seasonal forage seeds can no longer disappear randomly.
- Grass placed indoors no longer dies when seasons change to Winter.
- Fixed being unable to harvest Tea Saplings placed on Garden Pots on Ginger Island.
- Fixed an issue where the Z key would be unbindable after resetting controls to the default.
- Fixed map screenshots not functioning on Linux.
- Updated Steamworks.NET to 20.0.0.

As always, thanks for playing Stardew Valley!
-Ape
Post edited December 22, 2021 by twifight
high rated
The Last Stand: Aftermath

Patch 1.02 Notes

Notes:

Due to time constraints, temporary localization has been used for the new HOLD/TOGGLE options for some actions. We apologise for this, and it will be rectified in a future patch.

Additions:

Keyboard & Mouse: Aiming can now be set to HOLD or TOGGLE via the Keyboard settings menu.
Keyboard & Mouse: Sprint can now be set to HOLD or TOGGLE via the Keyboard settings menu.
Controllers: Focus can now be set to HOLD or TOGGLE via the Controller settings menu.
Controllers: Sprint can now be set to HOLD or TOGGLE via the Controller settings menu.

Changes:

General: The game now runs in the background during loading screens by default, to ensure loading completes even if the game window is not focused. The game can be forced to always run in the background by launching with the -runInBackground command line argument.
Gameplay: Crouching/stealthing too close to Infected will be much more likely to trigger their aggressive state
Gameplay: You can now tap the vault/climb action whenever the prompt is visible to vault over an obstacle, even if standing still.
Gameplay: You can no longer interact with objects and reload your weapon at the same time.
Gameplay: Improvements to Infected spawn position selection to avoid overlaps/intersections with the environment and each other.
Gameplay: The Charger Infected's stomp attack will no longer hit the player through walls and other large obstacles.
Gameplay: Interacting with closed doors now has a higher priority than looting Infected corpses, making corpse interactions much less likely to block access to doors.
Gameplay: "Burning" status effect now applies 100% more damage. Small spot fires in Hell apply a lower burning status effect that does less damage.
Gameplay: M82A1 damage increased by 100%: 500, up from 250.
Gameplay: Improved items for all existing Loadouts that are purchasable through Supply Depot.
Gameplay: Reduced cost of purchasing loadouts through Supply Depot.
Gameplay: Increased weight of Gear Axe.
Gameplay: More traps will react to external explosives / damage.
Optimization: Reduced number of particles in fires in Hell sector.
Optimisation: Weapon bullet shell ejection visuals are now more efficient overall.
UI: The Map screen now displays partial routes in yellow to reinforce travel ability. Partial routes occur when you have at least one unit of fuel, but less than the required to reach a selected location.
UI: The power generator minigame UI will only fill the bar to the top on the final successful input.
UI: The power generator minigame UI now displays an Exit prompt.

Fixes:

Achievement: "A Bridge Over Troubled Waters": This achievement now triggers when activating the bridge lowering switch. For those who missed this achievement due to dying before leaving the area, it will trigger the next time you enter Hell.
Achievement: "This is The End": This achievement now triggers only when completing the correct number of runs on a single save slot, rather than an aggregate of all save slots.
Gamepads: Fixed an issue where the vibration enabled setting was not saved between sessions.
Gamepads: Fixed controllers sometimes continuing to vibrate when the inventory or pause menu is opened.
Gameplay: Destroyed doors will no longer continue to block Infected navigation paths.
Gameplay: Fixed an issue where purchasing a new permanent Armory item would replenish all permanent Armory items instead of only the purchased item.
Gameplay: Fixed a rare crash that could occur in while an Infected horde is in progress.
Gameplay: Fixed a rare issue on the travel map that would not allow you to visit a location that was clearly on a valid travel route.
Gameplay: Fixed heal-over-time effects from consumables not restoring the expected amount of health.
Gameplay: Melee executions should be much less likely to pull the player into out-of-bounds areas.
Gameplay: Fixed an issue where some hardships would not be applied when reloading a previously saved game.
Gameplay: Hardships will now correctly reset to rank zero when "Reset" is pressed.
Gameplay: Flaming skeletal Infected are now lootable after exploding and will no longer block doorways.
Gameplay: Fixed an issue where some player animations would not play when triggered while crouched/stealthed.
Gameplay: Fix for code lockers sometimes not dropping items.
Gameplay: Fix for terrain in Camp in Sunken City sector.
Gameplay: Lab doors have a much larger interaction point to avoid bodies getting in the way.
Gameplay: HERC medical safehouse boxes always drop items now.
Gameplay: Sunken City locations should have less areas you can get stuck in water / from drop offs.
Gameplay: Infection Bursters now show the infection icon, rather than purple poison icon.
Gameplay: Motel bathrooms are no longer prone to getting stuck.
Gameplay: Removed collider from HERC code lockers to stop blocking players.
Gameplay: Fixed HERC tarp fences being too thin.
Gameplay: Fix for town hall not having external wall colliders.
Gameplay: Fix for out of bounds areas in Mountains Gas Station.
Gameplay: Fix for observation area where you could fall out of bounds in Hell.
Gameplay: Box Mines no longer explode on contact, have a timer and light indicator to show when armed.
Gameplay: Added additional colliders to end location to help with clipping.
Gameplay: Fixed G17 drop description in Supply Depot.
Gameplay: Made small bunkers render outlines.
Gameplay: Fixed basements that couldn't be exited.
Gameplay: Fixes for loot being out of bounds on multiple maps.
Gameplay: Fix for temp metal barriers not checking valid vault positions.
Gameplay: Fix for non colliding wall in store.
Gameplay: Fix for zombies spawning on compound roofs.
Gameplay: Fix some jumpable sections in Hell end maps that could cause collision issues.
Gameplay: Various object placement adjustments and fixes based on player submitted bug reports.
Graphics: Carried weapons and supply bags will now render outlines when occluded by the environment.
Quest: "The Warehouse": Fixed an issue where it was not possible to complete the "Find the explosives" objective if you placed some explosives before collecting all the explosives.
Tutorial: You can no longer vault or jump over the sandbag barricade to escape the horde!
Tutorial: It is now easier to shoot over the first sandbag barricade and hit zombies that are reaching over it.
UI: Fixed an issue in the Supply Store that could cause no items to be displayed.
UI: Fixed an issue where equipped weapon attachments would not be marked as equipped in the inventory when first opening the inventory in a new location.
UI: Fixed various issues with the equipped status displayed on weapon attachments in the inventory.
UI: Fix supply store items sometimes getting stuck with a white overlay.
UI: Fixed RPG showing incorrect ammo icons.
Volunteers: The "Scientist" loadout now has three starting items as intended, like all other loadouts.

Patch 1.01 Notes (Console):

Changes

• Tripwire based traps now have a thicker, more visible wire. All traps now show an outline when occluded by the enviornment.

• M82A1 Drop is no longer purchasable with Supply (it can only be purchased with Reputation)

• Reduced volume of crickets during the night

• Reduced atmospheric volumetric lighting strength to improve visibility in most time/weather combinations

• Reduced intensity of lightning effects. It should also be slightly more efficient to render.

• Inventory will now display upgraded weapon and item stats, rather than just the base stats. This includes bonuses and penalties from attachments, knowledge upgrades, etc.

• Weapon attachments in the inventory will now display a icon if they are equipped (an addition to the colored tab)

Fixes

• Fix for savefile issue that prevents users loading a save where they have used the 'Gear Insurance' mechanic

• Fix to ensure loadscreens persist until the next area has loaded instead of fading out early

• Fix for failed serialization of a specific surviver model's cosmetics

• Fixed non-functional vibration setting on PS5/PS4

• Various fixes for missing localization

• Pyromania Level 4 will now correctly award and display +50% fire damage, for a total of +150%

• Many prop and set piece positions fixed to avoid blocking navigation

• Fixed explosions sometimes not registering damage to targets within their area-of-effect

• Reputation multiplier is now correctly applied at the end of a run

• Leaper infected attack should no longer clip the player into the ground

• Improved aim-assist to help with targeting enemies that are above or below you

• Barricades no longer block bullets or melee attacks

• Office chairs, shopping carts and other dynamic/movable objects should no longer obstruct the player

• Fixed some zombies not display blood splatter visual effects when shot

• Fixed an issue where main story quests would sometimes not restart correctly when re-loading a saved game

• Fixed an issue where some text characters were not visible if the system language was set to Turkish
high rated
Baldur's Gate: Dark Alliance

Updated to 1.0.2.
No idea whats updated.
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.49.1 (Offline installers updated)

v0.91.49.1 Patch Notes found here;
https://www.gog.com/forum/low_magic_age/v09149_patch_notes_ranger_autocombat
high rated
VVVVVV
All offline installers updated to 2.3.5

CHANGELOG:
https://github.com/TerryCavanagh/VVVVVV/releases/tag/2.3.5
" Fix achievements regarding total deaths in one playthrough
Fix winning in No Death Mode saying "One trinkets"
Fix a glitch where someone's name was rendered incorrectly in the credits
Removed a trailing space at the end of the "Press to Teleport" dialog
The Elephant is now stitched correctly
Fix a regression for destroy(platforms)
hardreset now resets ingame_titlemode
Fix in-game timer going away after playing Super Gravitron
Added centiseconds to timer overlays
Added outline support to text that previously didn't have it
Fix warp sprites of big sprites sometimes not being drawn "
high rated
Medieval Dynasty

Updated to 1.1.1.0 (Galaxy & Offline Installer)

Changelog from Steam:
Update to v1.1.1.0. - LIVE VERSION

ADDED

- Sounds to Falling Tree.
- Winter theme to main menu.

FIXED

- Bandits attack the player's horse or donkey instead of the player.
- Gate schemes don't save to the file.
- Resource deposits schemes don't save to the file.
- Materials do not update correctly when changing hats.
- Torch sound too loud.
- NPCs sometimes do not enter the Herbalist Hut.
- Input for opening details is visible when selecting the player character.
- Map main filter has a mismatched icon for storages.
- The player able to stand up again during standing up animation.
- The player taking out a tool when switching quick slots while sitting.
- The player able to open the quick slot menu while sitting.
- The possibility to sit with a tool when spamming left click while starting to sit.
- The possibility to enter the building mode when sitting.
- The possibility to interact with a chest and the open choice menu at the same time.
- The possibility to sit or mount with a tool.
- Timed interaction not being interrupted while opening the inventory.
- Skinning cow Maryla could be interrupted by pressing left click.

UPDATED

- Reduced the size of game saves.
- Improved the accuracy of tax calculation for buildings and fields.
- Numerous adjustments to the distribution of rocks and plant.
- Numerous improvements to various item mesh and icons.
- Animation of collecting from the field has been shortened for NPCs.
- Animation of the orchard collection has been extended for NPCs.
- NPCs can light a campfire in winter.
- If a torch breaks down, another one will be equipped (if present in inventory).
- Current game’s configuration button to restore default settings now sets to original default instead of player’s settings.
- Opening the choice menu now interrupts timed interaction.
- Opening the quick slot menu now interrupts timed interaction.
- Blending for the player and NPCs when sitting down and standing up.
- Korean updated.
- Brazilian updated.
- Chinese updated.
- Czech updated.
- Dutch updated.
- French updated.
- German updated.
- Hungarian updated.
- Italian updated.
- Japanese updated.
- Spanish updated.
- Swedish updated.
- Turkish updated.
- Ukrainian updated.
high rated
Vagrus - The Riven Realms - A New Build is OUT - Patch 1.0.17 - Codename: Bombus Magnificus

Hey everyone,

we've had a final patch for this year in the works for a while now. This one also includes fixes and tweaks primarily before we move on to adding chunks of new stuff next year. Still, rounding these glitches out first was more important than rushing headlong into creating new stuff, so we hope you appreciate the work we put in this one.

We would hereby like to express our appreciation and gratitude to the awesome people who have been active on our social media platforms, sharing articles and links, voting on Vagrus in award shows, giving advice to people on our discord and other platforms, or helping us by reporting a lot of large and small things that could be tweaked or fixed in Vagrus. It would be difficult to list you. But you know who you are. :)

Now let's jump into the patch details:

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

--------------------------------------------------
Patch 1.0.17 - Codename: Bombus Magnificus

Content Tweaks
- House Venari faction rewards have been reworked
- Various faction reward tweaks (Only reclaimables, not Enduring Effects. The new rewards are claimable in addition and will not replace the old ones. We are uncharacteristically generous in this regard... but the Holidays are coming up, so enjoy!)
- Some Equipment and Gear stats were tweaked
- Explorer starter item changed to be more in line with other Callings
- You can get a second Heat Shielding Crystal in case you accidentally sell the first one (it might not be easy, however)
- Hollow Eyes are now silent in combat, as they should be
- Killing tax collectors will have more severe consequences: Bounty hunter attacks start on a slightly lower Imperial Criminality rate (as a warning) while on higher criminality, the legionaries try to apprehend you
- Small economy tweaks so that the rumors do not contradict actual market prices

User Interface Improvements
- Loyalty tooltip has been updated to indicate the order of Loyalty levels
- Authority and Resourcefulness tooltips have been updated to be more precise and informative
- Companion background texts and Faction descriptions were tweaked (fixed length and polished texts)
- Blessing of Unbinding description now refers to a more generic source of the effect

Event Fixes
- Several journal inconsistencies were fixed
- Choices leading to the wrong step in several Events were fixed
- A lot of Event text has been polished across the board
- Garrik is no longer recruitable twice (sorry)
SPOILERS AHEAD
- The final showdown in Garrik's questline was tweaked not to spoil a surprise ahead of time by applying a certain buff too soon
- Eylani's loyalty adjustments in events have been revamped and some gift-related choices are now visible in her banter
- You can no longer ask about ingredients from Thadraz during Gor'Goro's questline when you've already delivered them
- Skornar's stealthy prison break now does not refer to fighting patrols if it was successful
- Eylani's personal quest progression related to Tectum Carvos was rewritten a bit not to refer to the town's current state so much (seeing that it could be vastly different depending on the time of doing her quest)
- Finndurarth-related story inconsistencies have been fixed in Salum
- Agoram now blesses the party with Unbinding in Finndurarth's last quest step (if you called him to the Conclave)
- The Source of Discord quest was tweaked so that you can complete the (optional) dream-catching step even if all the required sub-objectives are already completed (this makes it so that patient players are unlikely to miss this optional objective)
- The description of the forum of Tectum Carvos - as well as its initial description - now reflects the town's state better in relation to the major questline there
- The shamans are always back at Kotrar when you return the trial contingent
- A Terathion's Fall event softlock when there were no choices is now fixed
- There are now no rumors about Wyrms after their final defeat

Bug Fixes
- Camp UI soft-lock related to the throw-out UI resolved
- AOE attack Skills now hit all intended targets
- Fixed the bug where Companions could occupy the same position
- Various Acrobatics-related positioning bugs have been fixed
- Jhakra Alpha's Roar accuracy has been nerfed further
- Morgarthan's strange glow should be gone now
- Victory screen texts were improved where they were a bit wonky

Known Issues
- Combat performance
- Various Escort tasks related anomalies

Coming Up Next (in early 2022)
- Faction leaders for the two criminal syndicates (with a faction quest each)
- A new companion as a Free-DLC
- Criminal system tweaking
- Continued bug fixes and tweaks
- UI improvements
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team

------------------------------------------------------------------------------------------------------

If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

Fig
Website
Youtube
Twitter
Facebook
Instagram
Patreon
Discord
high rated
Stellar Tactics has updated.

0.596 to 0.599
249MB Offline installers included.

Patch notes here:
https://www.gog.com/forum/stellar_tactics/patch_notes
high rated
Got an update for Terminator - Resistance. No changelog.

Compatibility for the Annihilation Line DLC, maybe?

EDIT: Yep, the DLC is here now. :D
Post edited December 22, 2021 by Nergal01
high rated
Pathfinder: Wrath of the Righteous is updated to 1.1.6e and has received the free Paint of War DLC which adds more character creation options. Changelog is taken from steam also the offline installer is not yet updated.

Crusaders!

A new patch 1.1.6e is here! It contains some fixes for the crusade and skald rage powers, a fix for the boss fight in the free DLC, and some other mechanical fixes.

Known issues:
Descriptions of Displacement, Blur, and Protective Talismans currently still contain errors - they reduce the incoming damage for a certain percentage instead of allowing to completely dodge the attack.

Beware of possible plot spoilers!

Quests

During the wedding game in Seelah's quest, Aivu could get stuck behind the barriers - fixed;
Even if players refused help from inquisition in Kenabres, sometimes Ramien still would ignore the invitation to Defender's Heart - fixed, but to make him join, you would need to load a save before you invited him to the tavern;
The combination of some Aeon decisions regarding Queen Galfrey's fate could lead to premature conclusion of epilogue slides - fixed.

Areas

In Ineluctable Prison, after Trickster's joke, it was possible to start a conversation with Vorimeraak again - fixed, now she has an appropriate bark.

Crusade

Blur had incorrect name and description - fixed;
Choice effects in Targona's dialogue (mythic Legend rank up) didn't give anything - fixed;
Contain the Enemy didn't work correctly - fixed;
Debilitating Poison didn't work correctly and didn't show as a global buff - fixed;
Elemental Protection now works according to its description;
Enemy Ash Giants wouldn't attack - fixed;
Fixed the categories for some event cards in the Crusade UI;
Generals didn't gain Abyssal Summon and Lesser Abyssal Summon spells in tactical combat - fixed;
Greater Abyssal Summon didn't work correctly - fixed;
In Russian localization there was in error in the text of Royal Council's Help event, claiming 1000 conscripts would join, however the right number was 100. After checking their register (and suppressing some riots), the Royal Council decided they can't afford to send 1000 conscripts,and will continue sending only 100 instead;
In the 5th chapter, the events of crusade related to Trickster Mythic Pass weren't playing - fixed;
Second choice effect in Locust Knight's dialogue (Swarm-That-Walks mythic path) didn't give additional HP to player's character - fixed;
Stunning Screech didn't work correctly - fixed;
The visual effect of Displacement is shown correctly now.

Classes & Mechanics

Dispel Magic, Greater (Target) spell now has a restriction: 1 successful dispel per 4 caster levels;
Dispel Synergy didn't work correctly - fixed;
Mental Prowess ability didn't work correctly - fixed, and now will properly work with wild talents;
Skald rage powers (Increased Damage Reduction, Celestial Totem, Powerful Stance, Celestial Totem, Lesser) weren't applied via Raging Song to either the Skald or to any party members affected by Raging Song - fixed;
Some units will be immune to the effects of Repurpose or Flay For Purpose, for the sake of cut-scenes they participate in;
We removed any mentions of the Rahadoum Faithless background, which was in beta, but didn't make it into the final version of the game.

Misс

A tutorial tip about empty spell slots before rest will appear more frequently now;
Fixed an issue which could lead to a looping cutscene before the final boss in Love Beyond Death DLC;
Fixed the colors of the druid class costume;
Fixed the issue with the material of cut-off body parts (during dismemberment).

Post edited December 22, 2021 by ChrisG_
low rated
Not sure if anyone discussed this but Death's Gambit: Afterlife now has both the base game and DLC installers updated to version 2.0. I have noticed a trend with some games where the base game gets an update but the DLC installer is out of date for a while. I had submitted a support ticket in this case, not sure if that is what got it addressed.
high rated
Astrox Imperium

Offline installer updated to b 0.0126
Build 0.0126
- Fixed bug where cargo mouse over would show even when cargo item is no longer visible.
- Fixed audio bug preventing correct volume for sound fx from loading on game load.
- Fixed bug allowing you to drag installed module onto itself, uninstalling and reinstalling the same module.
- Fixed tactical turret over in tactical sensors mode not properly representing mobility values.
- Fixed overlapping text bug on passive modules in the station garage.
- Fixed bad item ID causing error when loading missions with old database ID numbers.
- Fixed UI scaling value bug not being saved propely in sandbox game generator.
- Fixed market search function bug when page displayed is higher than search count.
- Adjusted mission item display layout on station missions panel.
- Adjusted the station lounge ui sound fx for main buttons.
- Adjusted market buy and sell order text and colors on confirmation button.
- Adjusted afterburner button from stats panel to the module underbar slide up panel.
- Adjusted the special item generation chance, linked special chance drop to raider loot table.
- Adjusted the save station log for the Journal panel to include new supply and demand system.
- Adjusted percentage placements on main module mouse over panel.
- Adjusted skill item layout for pilot panel and university panel.
- Adjusted skill training completion code. No longer will univeristy refresh list when skill training is complete.
- Adjusted life support system drain. Now drains when ship hull has damage. All other options still apply.
- Adjusted and modified all projectile weapons stats.
- Adjusted and modified all launcher weapons stats.
- Adjusted sandbox to use new specs filat data for bp generations in station markets.
- Adjusted mouse steering to only activate when you are in pilot view.
- Adjusted items database to remove all technical spec documents into new specs_database.txt file.
- Added new missile flight time var to the items_database.txt file under specials column.
- Added New droploot mechanics to provide better variety of item drops.
- Added New raider_loot.txt file format. no longer references individual items, now uses type, class, and subclass.
- Added New market economy display. Now shows all text in column format with addition info.
- Added New text scrollwindow object that parses data for aligned column format.
- Added New vertical and horizontal scrolling for market economy details for station market.
- Added New market economy system replaces old station_economy.txt file, no longer references individual items, now uses type, class, and subclass.
- Added New market log system on the station market panel.
- Added New station market panel layout. Better logs and cleaner layout.
- Added New filter system to market panel. drop down menus for filter and sorting.
- Added New market supply and demand code for better economic price fluxuations based on user interaction with station market.
- Added New station refinery panel layout. Larger cargo bay and expanded refinery log.
- Added New station lounge panel layout. less cluttered and easier to read.
- Added New station fabricator panel layout. Larger cargo bay and expanded fabricator log.
- Added New station shipyard panel layout. Better display of ships, and overview data.
- Added New station garage panel layout. Adjusted button placement and mouse over layouts.
- Added New station missions panel. Better logs and cleaner layout.
- Added New station storage panel layout. Better logs and cleaner layout.
- Added New UI icons for slideout panels.
- Added New Life Support and ship overview panels. Wider and expandable.
- Added New warp gate charging system requires gate charging before warp. Faction and security determine wait time.
- Added New options added to the player_options.txt file for WORLD_OPTIONS_gate_charge_modifier and WORLD_OPTIONS_drive_charge_modifier.
- Added New options added to the player_options.txt file for WORLD_OPTIONS_warp_wait_time_max and WORLD_OPTIONS_warp_charge_time_max.
- Added New warpgate fx for gate activation and deactivation.
- Added New log display system for the Journal logs panel.
- Added New layout for the Ship Details panel.
- Added new camera to ships details panel.
- Added New layout for ship stats on the Garage panel. Now shows all info and matches layout for Ship details panel.
- Added new text display for log types on the Journal panel.
- Added new filter system to shipyard panel. drop down menus for filter.
- Added ability to shipyard panel to filter docked, and remote ships as well.
- Added logging for shipyard when remote ship is moved to the station you are doced at.
- Added new filter system to storage panel. drop down menus for filter and sorting.
- Added new filter system to missions panel. drop down menus for filter and sorting.
- Added new warp sequence and animation between sector gates.
- Added ability to alter gps route while in warp between sectors.
- Added WORLD_OPTIONS_gate_warptime_modifier and WORLD_OPTIONS_drive_warptime_modifier to player_options.txt file.
- Added new warp sequence and animation to the warp drive passive module.
- Added skybox nebula cloud , fog and lighting crossfade when warping.
- Added game time speed option to the warp sequence, to allow pausing and turbo during warp.
- Added warp timer to show remaining time on system nav panel when warping.
- Added tactical turret mobility lines to station garage, allowing you to see the rotation of the module on the ship.
- Added new refining system now refines items based on level. Easier to mod and deconstruct.
- Added new refining system balanced with output item value with base prices of all refinable items.
- Added new refining of system salvagable items, breakdown of salvage is based on item level and value.
- Added new Combat drones, Small, Medium, Improved, Large, Heavy and Titan class.
- Added new Defense drones, Small, Medium, Improved, Large, Heavy and Titan class.
- Added new Repair drones, Small, Medium, Improved, Large, Heavy and Titan class.
- Added new Salvage drones, Small, Medium, Improved, Large, Heavy and Titan class.
- Added new Ammo classes and levels.
- Added debug script to allow for rebalancing generation of all technical spec documents in the game.
- Added new spec_database file to hold all blueprint technical specs for crafting.
- Added new image icons for all tech spec document items in game.
- Added extra option in game options to disable warp fx animations. WORLD_OPTIONS_warp_fx
- Added new market data to all stations in campaign mode.
Post edited December 22, 2021 by ariaspi
high rated
Sacred Fire: A Role Playing Game

Updated from 2.5.7 to 2.5.8 on Windows, Mac and Linux.
Also for the demo.

Changelog, posted by the developer in the forums:
Hello everyone,

With the end of 2021 fast approaching, we wanted to extend a heartfelt thank you to everyone who has supported Sacred Fire! Whether it was through hunting down a pesky bug, providing feedback, or simply spreading the word, Sacred Fire would not be where it is today without the community's help.

We wanted to highlight some major changes we've made based on your feedback, and take a look at the future of Sacred Fire. Check out the Year In Review video below to get a sneak peek at Act 2!

https://youtu.be/bIh-L7WSKDE

We've also prepared an update for today! It contains mostly bug fixes and some QoL changes based on your feedback — take a look!

GAME MECHANICS
- Fix MP Recharge not working at all
- Un-allocate Goodwill Points invested in Insights on character's death
- Character Points Locked modal: show only once + fix bug causing being unable to exit NPC screen
- Make unlocked Insights for side characters accessible at any time

STORY
- Fix hide axe after sever head Chapter #1 'Hunt'
- fix being able to mention to Wid you saw Etain when you did not in Chapter #1 'Hunt
- Chapter #2 'Shadow', and say
- Fix not met Etain and mentioning 'No, Etain killed him, I took the head'
- If player skips the first combat encounter with Romans in Chapter #1 'Hunt: add 'Think about the past' and 'Examine feelings' choices when player meets Etain for the first time in Chapter #2 'Shadow' in 'Etain Returns' scene
- Refine text in Chapter #2 'Shadow' Nightmare scene

- Fix Ygrain full figure art disappearing in Chapter 'Smoke' after Wid knocks you out
- Change Elieen and son followers only gained if you convince them to protect Etain
- Refine flow reflect on Wid's reaction choices, after realizing Ygrain abuses her power
- Fix Eileen takes care of Etain Yes/No when stayed inside and Wid asks about it
- Fix Wid not acting reserved after you attack him in Chapter 'Smoke' because of Ygrain OR after getting into fight with Wid in Chapter 'Shadow' tracking

- Fix Raven not rescued errors (protect Raven from bear, or flee with her choices available even if she is not there)

- Fix Chapter #7 'Ghost' all scene (support correctly all party variants)
- Fix errors when you saved Raven but she is not with you anymore
- Fix Raven not appearing in chapter #7 'Ghost' after you convince her to abandon Etain (assassination scene) and run away with you
- Fix Chapter 'Ghost' progress to ZERO reset missing
- Fix Ghost of the WIlderness solo ending with a leader in the making ending
- Fix Hanging onto dear life ending -> reward section -> congratulations game end background mismatch

- Remove scripted hp penalty near game end (ants, climbing tree solo end)
- Fix error when you didn't see Flavius examining the dead dogs, but the story mentions as if you did

UI
- Fix Etain not appearing in People tab after you recognize her in Chapter #1, or she comes back in Chapter #2
- Fix Morl not disappearing from People tab after being killed
- Fix Raven's influence shown as ZERO after real name set to 'Luan'
- Fix NPC character disappearing from People tab (when INK variables Intro and Alive were correct)
- Fix NPC screen Insight Boosting tooltip (remove header saying People Tab)
- Fix Select Character Screen Old Save modal warning (make it disappear on Screen exit, make it stay if the next save slot is also an old save)
- Add 'enemies' and 'followers' labels to People tab + on click show all unlocked insights of side characters

VISUAL
- Fix Character Creation rare duplicate character art bug

Again, thank you for all of your feedback. Happy Holidays, and we'll see you again in 2022!