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high rated
Tangledeep got updated to version 1.53a
high rated
>observer_

Standalone installer updated: [Mac] 20171014 ⇒ 20171102.

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Close Combat: Modern Tactics

Standalone installer updated: [Windows] 2007.12.12.1 ⇒ 2021.4.20.1.
2021.4.20.1 August 05, 2021
• Fix for crash exiting battle when running under Steam.
• Fix for loading mods using the /d command line option.
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Resonance

Standalone installer updated: [Windows] 2.2 ⇒ 2.3.
Patch 2.3
• Added WORKING GOG ACHIEVEMENTS! The achievements cannot be gained retroactively, but you can get achievements from older saves.
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The Shivah

Standalone installer updated: [Windows] 2.0 ⇒ 2.1.
high rated
Ys IX: Monstrum Nox (Demo) just got updated to 1.0.6

(I don't own the full game; has it also been updated?)
high rated
Patron

Updated to 1.201.1 (Galaxy & Offline Installer)

Changelog from Steam:
Patron Update v1.201.1

Hello everyone!

Time for another quick update. The changelist is below as always :)

- Fixed a bug with Brainiac achievement not triggering correctly
- Fixed a bug with multiple appearances of potato crop in crop field list

Govern on!
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avatar
dtgreene: Ys IX: Monstrum Nox (Demo) just got updated to 1.0.6

(I don't own the full game; has it also been updated?)
No, it hasn't. That update was uploaded to Galaxy on July 25, 2021. They just "forgot" to update the offline installer. xD
high rated
Sheepo received an update, no changelog.
high rated
Din's Legacy
Patch 1.013 available (GOG offline installer) (no patch file)
Patch 1.012 was skipped on GOG.
Patch 1.011 old Version

From Soldak
http://www.soldak.com/Dins-Legacy/Patches/Changes.html

From Steam
https://store.steampowered.com/news/app/911550?updates=true&emclan=103582791463004625&emgid=3135073259453647763
high rated
Prison Architect

Updated to the_tower_8770 (Galaxy & Offline Installer)

GOG changelog:
Roundhouse Update

New free content:

‘The Lost Prison’ This prison was long forgotten and lost in time, but it was again discovered one day. It didn't take long before they decided to renovate and use the prison again. Now they are looking for a warden that can continue its's legacy!

‘Jungle Retreat’ Deep inside the dense tropical jungle, you can find a hidden retreat where the most adventurous prisoners would not even dare to stay. Are the tropical weathers too much to handle, or do you have what it takes to become its new warden?

Fixes:

- [PC] Fixed so cable protectors can now be attached to transformers
high rated
Viscerafest recieved a big new update today (Offline and GOG Galaxy).

Viscerafest update 0.9.0.9
New Content

• The entirety of Chapter 2 and its hub containing 7 levels
• 8 new enemy types
• 2 new weapons
• You can now customize your loadout when replaying levels
• Hampter

Tweaks

• Updated logo
• Revised difficulty descriptions
• Various enemy, weapon, and UI sprite reworks
• Icons for saving, and no save zones
• Death has gotten some extra flare with new sounds and visuals along with a counter to tally your demise
• Tweaked Chapter 1 ammo placements
• Tweaked Item placements in Chapter 1 secrets to prevent players from being able to overstock on resources, completely negating the need to think tactically about how resources are used
• Nerfed shotguns because with fixed piercing they were overpowered
• Tweaked Quad Shotgun encounter in C1L5
• Enemy placements on Nightmare have been nerfed
• Tweaked Thunderbirds charge to be more consistent across all difficulties
• Buffed Blitzers projectile speed
• Zetheran projectile speed nerfed
• 8 new sets of difficulty names
• Stalker Death effects tweaked
• Moved the tutorial options
• Gibbed enemies will no longer Re-Gib upon loading a save to help with performance
• Blood now despawns overtime to help with performance in some of the more taxing maps
• When replaying levels from the hub, the player's health is automatically set to 100
• Keys are now themed after the doors of the location that they are used on

Drone Reworks

The enemy type known as the drone is a support unit that is invulnerable whilst not attacking, firing an incredibly fast and damaging projectile. Players would regularly cheese/abuse this enemy when in isolation. Various other factors saw this enemy being a little uninspiring to encounter, so we've made modifications to its behavior to address the above.

• When punched, the drone enters an alternate stun state where it drops a stunning field that slows the player and drains their health
• Drones now take reduced damage from melee attacks
• Explosives now pass through Drone shields
• A new weapon has been introduced to directly counter Shielded enemies like the Drones
• Drones now drop a custom armor pickup upon death rather than the standard shard

Fixes

• Fixed shotguns projectile piercing
• Made minor fix to a single shot in the Chapter 1 end cutscene
• Fixed issue where certain interactions caused the players weapons to vanish
• Fixed issue where pressing Escape would interact with pause menu buttons
• Stalker Homing Projectile impact effects fixed
• General Optimization
• Various save fixes
high rated
X4: Foundations v5.00HF3. Both Windows and Linux offline installers available now.

Changelog: https://forum.egosoft.com/viewtopic.php?f=180&t=402960
Last post is the latest.

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Looks like one more HF is needed to make the game playable with the new DLC.
high rated
dV: Rings of Saturn

Updated from 0.477.13 to 0.477.15 for Windows, Mac and Linux.
Same for the demo.

No changelog to be found anywhere, which is very unusual. I can only surmise that this was an emergency bug fix for something.

The 0.477.16 changelog for the experimental branch starts with "Fixed DLC loading on OSX systems. DLC are now properly recognized and loaded.", so maybe that was released as a stable hotfix as well?
high rated
AI War 2 has just received an update from 4.006 to 4.007 for Windows, Mac and Linux.

4.007 Balance And Tuning
(Released March 24th, 2022)

Added a new LogChanges bool to our List<> class, with a related string ListNameForLogChanges field.
This can be set to true on a given list in the codebase, and then it will spit out any and all changes that happen to it, with full stack traces, so you can figure out why your list is changing and from where it is being changed.
This is very heavy, so should probably only be used on a list or two at a time, and of course only in code during a debug mode.
Lots of DLC3 art has been completed! 57 pieces in all.
This completes all of the "wards," and almost the remainder of the necromancer units (there are still a few flagships left for them).
There are still 162 pieces for me left to do, 47 of which are are for DLC2, and then 183 remaining icons for DLC3. So this was a solid chunk, but there's more to come very soon. It's getting time to make a trailer and screenshots, etc. And release is only a month or so off now!

Balance
Way back in 3.776 Raiders were supposedly updated to 20 engine power to make them black hole immune. Well turns out they as a group were still sitting at 18 gX. Instead the lowly Stingray which isn't even a Raid type unit got the buff.
Raiders and variants actually buffed to 20 gX engine power.
Stingray and variants restored to 14 gX engine power where you can actually CC them.
Due to newer player confusion with descriptive text the Shieldwall Battlestation mark scaling damage resistance has been revoked. Instead it has been given a custom stat scaling entry and has its shields eventually hit 6x base XML value at mark seven. Effective health is essentially unchanged.
Shieldwall mark 7 max shield health: 5m -> 7.5m
Damage resistance: 10-34% -> 0%
Previous lone wolf officers not having a weapon timer on loaded ships now corrected. Lone Spire Frigates and a few golems now properly enforce six second weapon safeties.
Ultimate Fortress update
Fixed a broken tag with the Ultimate Fortress so it can now properly spawn the Sabot Tower variant
Reduced the orbital speed of the Towers so players can actually focus fire Towers down one at a time
(DLC2) Swapped targeting logic for player version of Raijin Golem Chain Lightning weapon from only targeting strike and frigates to only targeting mobile units. Guardians are now on the menu.

DLC 1
Changed behaviour when hacking for Spire Debris. Now when hacking a debris, its countdown will be paused for the duration of the hack and will resume if the hack gets cancelled.
Thanks to Ecthelon for the report.

DLC 3: Necromancer
Adjusted the ship caps of the Necromancer's defensive structures so there's no more scenarios of having a larger cap of a defense structure compared to the available hexes
Cap sizes of defensive structures have been adjusted accordingly, but not uniformly.
Necromancer's Lightning Tower now does paralysis. 1 sec per mark (max 7 sec) to ships with mass <= 2tx. They also start with a cap of 5 to make use of their harmonic bonus sooner.
Also increased range by about 20%
Minor buff to the Necromancer Shipyard. This now has a flat cap on 1 per necropolis
Getting more of these is a trap, so this cap is now 1. But it's still a good value on planets where you need to reinforce your fleets
Fixed a copy/paste issue where certain Elderlings (the Envious and Blasphemous) were transforming into the wrong sacrificial form, preventing players from getting the unique flagship transformation
Thanks to Daniexpert for the save
Skeleton Lord home nerfs:
has lower chance of creating a lord. From 5% to 2% (per home).
Unlike other skeleton homes, you get 3 of these per rift (but need a mark3 necropolis/phylactery to build). You could end up getting far more lords if you specialize, to the point this was too strong
Reduced the bodyguard cap from 3 to 2
No longer gives a small chance of creating a free skeleton--this is the feature of the amplifiers and is too opaque when added here
Increased the cost of Essence to upgrade flagships and Necropolis
There is much more essence now with the Elderling change, so this was needed
Dramatic increase to science upgrades for all necromancer techs
There's just too much science in Necromancer games. Tech should be interesting decisions, not just "get everything"
The Templar now spawn their Sovereign
Fix a reference to the now deprecated skeleton detonator
I've added a new field for the XML templar difficulty HackingPointsSpentPerBonusWaveLeaderFromHack
This defaults to 100, and allows the strength of hacking responses to be tuned via XML.
Wave Leaders from a hack response are determined by AIP and hacking points spent
Only low tier wave leaders can spawn from an Encampment
Only low/mid tier wave leaders can spawn from a Fastness
The number of templar wave leaders from a hacking response is now more tunable (the hacking points spent component can be tuned via XML).
Add scaffolding for spawning different units from a hacking response, though this is waiting for zeus to do a bit of XML
When a templar unit is spawned, it uses the following additional rules when choosing its mark level
MinUnitMarkLevelLowTier = 1; //encampments
MaxUnitMarkLevelLowTier = 3;
MinUnitMarkLevelMidTier = 3; //fastnesses
MaxUnitMarkLevelMidTier = 5;
MinUnitMarkLevelHighTier = 3; //castles
MaxUnitMarkLevelHighTier = 7;
These are the default values, but they can be tuned in the TemplarDifficulty XML (so MaxUnitMarkLevelHighTier could be 5 on low difficulties)
Showdown Devices now play nicely with the Necromancer
The Wave Leaders from a hacking response wave are now the new variants from zeus

DLC 3: Elderling
Decadent Elderling/Flagship now hit 10 units with Devour, up from 1
Lowered number of Elderlings needed to trigger madness across intensities.
Still experimenting around, but these changes should definitely make madness happen regularly
Essence granted from Elderlings has a reworked scaling so that the value no longer goes down after an evolution. The next tier of Elderlings will now continue where the previous (mark 7) Elderling left off
Low Tier: 3 / +2
Mid Tier: 15 / +2
High Tier: 27 / +2
Will watch to see how much Essence player now has access to. Will likely need to balance this by increasing costs associated with Essence
Adjustments to Elderling intensity settings, including reduction of time low tier Elderlings need to level up

DLC 3: Templar
Adjustments to the Templar intensity settings
Templars now have their own mark scaling.
Templar Wave Leaders had stats reworked so they can scale with mark level
Made the evolution of Templar structures more straightforward. Encampment->Fastness->Castle (This is the same). With each evolution, the structure gets an additional weapon. So the Castle has all the weapons of the Fastness/Encampment along with a new weapon
Templar Herald adjustments reduced science/hacking bounty by half
Templar Prophet reduced science/hacking bounty by half
Templar Harbinger adjustments Reduced science/hacking bounty by half
Templar castles now take longer to upgrade across all intensities

Bugfixes
Reduced Dyson Sphere's selection circle size to improve user experience.
Thanks to Eluthena for the suggestion.
Fixed a race condition in Splintering Spire that could cause all dismantling timers to reset when loading a save
For future notes for both myself and modders, Stage 2 logic is not guaranteed to wait until all deserialization is completed before running
Thanks to Lord Of Nothing for the report
Fixed a bug that didn't allow the player to change music from the debug menu.
Thanks to Democracy for the report.
Fixed a bug that allowed players to discover centerpieces hidden in unexplored planets.
Thanks to Eluthena for reporting.
Disabled navigation to unexplored planets via wormholes when the "Hide Unexplored Planets" setting is enabled.
Thanks to Eluthena and Sounds for the report.
Fixed the tracing and memory leak with the ArcenCharacterBuffers in AIRelentlessAndBorderAggressionFactionDeepInfoRoot that caused an error spam when using RelentlessWave tracing.
Fix some bugs with the intel menu showing incorrect data for the superterminal, and too many MDC objectives
Thanks to Lord Of Nothing for reporting
Minor tweaks to Wait For Stragglers mode; it no should no longer wait for Drones or the like
Thanks to Jason Nelson for reporting
Post edited March 25, 2022 by Trooper1270
high rated
Spiritfarer

Updated to 35325A_windows (Galaxy & Offline Installer, Windows) & 35325A_osx (Galaxy & Offline Installer, Mac) & 35325C_linux (Offline Installer, Linux)

Changelog from the developer's website:
Patch Notes 3/24 (Steam/GoG/Epic/Itch – Hotfix):

Bug fixes:

- Spiritfarer’s custom cursor is back!
- Fixed an issue where events would no longer have any music.
- You can no longer play music for your plants during events.
- Fixed an issue with Alice’s “On Shoop, Two Sheep” quest, where the key would not be collected properly, leading to a complete halt in its progression.
high rated
S.W.I.N.E. HD Remaster

Updated to 1.6.1816 (Galaxy & Offline Installer)

No changelog.
high rated
Black Skylands

Updated to v0.2.6 (ebeccfb195), no changelog here or on Steam either.
high rated
Martha Is Dead

Updated to 1.0322.00 (Galaxy & Offline Installer)

Changelog from Steam:
Martha Is Dead Patch

A new patch is available for Martha Is Dead, please connect to the internet to download the latest update.

Patch notes are as follows :

- Fixed flickering foliage caused by Ambient Occlusion when DLSS is enabled.
- Polished the appearance of the Weapons Cache entrance.
- Added a light to the telegraph to increase visibility at night.
- Added AMD FidelityFX™ Super Resolution support.
- Added Turkish language text support.
- Added the option to change keyboard input to AZERTY.
- Fixed the Weapon Depot gate when closed, if previously interacted with before Lapo's Quest.
- Fixed the interact UI remaining visible on Giulia's childhood room door after it's been opened.
- Polished cutscene fades during The Second Dream.
Also posted as an image by the publisher in the game forum. xD
Post edited March 25, 2022 by Hustlefan