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high rated
Cultist Simulator
All offline installers updated to v2022.3.q.1
Changelog:
https://steamcommunity.com/games/718670/announcements/detail/3182363591895520014

"- EXPERIMENTAL: Hold SHIFT and click multiple cards to drag them at once.
- You can now drop cards in drop zones directly. I didn't think anyone would want to, but you do! You
mad fools! So now you can!
- Restored some visual flair to newly spawned verb tiles.
- A little bit more proofing against one save-corruption scenario.
- Tweaked zoom factors.
- Fixed Sanskrit Text icon"
high rated
Northgard

Updated to 2.7.5.25555 (Galaxy & Offline Installer)

Changelog from Steam:
Update version 2.7.5.25555:

- Duration of current ranked season has been increased until the next patch
Edit: Linux & Mac offline installers now updated as well.
Post edited April 05, 2022 by Hustlefan
high rated
Saint Kotar

Updated to 1.22 (Galaxy & Offline Installer)

Changelog from SteamDB:
The Void Update v1.22

- Tweaks and bug fixes.
high rated
Pathfinder: Wrath of the Righteous got updated to 1.2.2a

Again, no update flag for this game.
high rated
dV: Rings of Saturn

Updated from 0.481.0 to 0.484.8 for Windows and Linux. (Mac presumably to follow shortly.)
Same for the demo, there for all three OSes.

Changelog posted by the developer in the forum:
0.484.8 - Continuous Variety

- Improved gamepad controls. You now have better autopilot aiming, a brand new gamepad controls screen in settings, autopilot aiming assist and both relative and absolute control schemes.
- Equipment won’t be targeted by your gamepad targeting beam anymore.
- You can now pan the screen with your right analogue stick on your gamepad.
- Sliders in the tuning menu can now be controlled with analogue sticks on your gamepad.
- Updated the tutorial with new gamepad controls.
- Habitats are less likely to turn their point-defence weapons on you for minor infractions.
- Ships that use microwave emitters are quicker to disengage now.
- Processed cargo on the dive summary screen is now attributed to your ship.
- “Space Western” mood and soundtrack are now more common.
- Power and reactive mass consumption, as well as thermal damage of thrusters and torches with a significant wind-up time, will scale during the ignition appropriately.
- Fixed a bug that could result in some of the achievements to unlock prematurely.
- Anomalies and events won’t appear on the very rim of the rings, in regions where your autopilot could take over and take you back to the station.
- Obonto habitats always greeted you with trading dialogue when you docked, even if you did not agree to trade.
- Relative crew skill levels on the “Hire Crew” tab will update when you put people on and off active duty.
- Updated the translations.
high rated
Absolute Drift

No changelog.
high rated
AI War 2 has just been updated (and could be a daily occurrence if recent releases are anything to go by) from 4.010 to 4.011 for Windows, Mac and Linux.

4.011 Multiplayer Stability
(Released April 4th, 2022)

-Update the City Mechanics journal for the spire to mention some building restrictions
-Suggested by Peter Ebbesen
-The DLC3 factions now all have icons in the game lobby
-Added new force_gravity_well_size_of_planet_to_be_at_least and force_gravity_well_size_of_planet_to_be_at_most features, which allow a unit to force the gravity well to be within a certain size range. If it is shrinking the gravity well, then it scoots all the wormholes and ships inward at the percentage they were from the older larger size.
-This is now used by the Templar Sovereign to make sure that the planet it is on always is in a certain size range so that its orbitals are neither way out of the grav well, nor way into the grav well in a way that defeats their purpose.
-Thanks to zeus for sort of requesting.
-After discussion on mantis, two of the AI types have had their difficulty reclassified. Swarmer has been demoted to Hard (they are on the border between Brutal and Hard), and Spire Hammer has been promoted to Brutal (they again are on that same border).
-Nothing is changed with these AI types in their actual function or balance, but it was agreed that these labels represent them better.
-Thanks to Ecthelon, CRCGamer, Lord Of Nothing, and Strategic Sage for the discussion.
-The mark level of each spire city is now shown, in proper color, at the end of its name now.
-This makes it way easier for people to find their more important cities, especially if they're coming into an unfamiliar save.

Bugfixes
-Fixed an issue with sliders where tooltips could be placed over top of the number to the right of them.
-Thanks to Glyoxim for reporting.
-At last, seem to have fixed a general multiplayer error that was initially having clients get "corrupted seeming" game commands, but really was a matter of those having been partly put back in the pool already. Essentially this was a client-only threading issue, and related to how we used a pair of rotating queues.
-Instead of using a pair of rotating queues, it now uses a single queue, and then a feeder working list, and this dodges the timing issues entirely (and is just as efficient).
-This particular bug was what was causing the flood of errors on some MP clients some of the time recently (the flood of errors was actually good, because it meant that we were finding out about the issue rather than executing malformed gamecommands).
-Apparently this could also lead to a rare nullref in single player.
-Also this could cause one in the lobby reset to defaults, wow.
-Thanks to ptarth, Cyborg, xaid, Badgerm, Lord of Nothing, and Eluthena for reporting.
-Fixed an issue where Expatriate tech and similar would not be applied to allied factions until you paused the game.
-Thanks to Incognito and LordNSR for reporting.
-Fixed threading errors that could happen in PrepareConflictPlanetMovementLogic.
-Thanks to gekko for reporting.
-Fixed what was apparently a super rare exception that could happen inside our forcefield rippler code.
-Thanks to habakuk for reporting.
-Fixed a number of places in the code that were calling a non-threadsafe for-ui-only method on fleets, which has been renamed to be even more clear it should never be called except from the UI.
-Also hardened that code a bit for threading errors just in case.
-The alternative code, which is what was supposed to be called, now is -- and that's much higher-performance code in general, so makes a few parts of the sim, autobuild, and otherwise all faster.
-Thanks to habakuk and slake-moth for reporting.
-Fixed an exception that could happen in PrivateNomadPlanetNotifier.
-Thanks to Dismiss for reporting.
-Fixed an error popup that could happen when you exited from the lobby during a mapgen process (either if your timing was just wrong, or you hit the escape key really quickly after loading in).
-Thanks to Dismiss and Eluthena for reporting.
-Fixed a bug where icons under planets in the galaxy map were not drawn after reloading a save, or a similar save from the same campaign, more times.
-Thanks to slake-moth and Daniexpert for reporting and to Daniexpert for the major debugging to find it.
-Added a new feature where certain NPC ship caps can be told to no longer show visible warnings to players. The cap still serves a purpose, as it causes stacking and condenses units around, etc, but it won't warn the player that something is "wrong."
-This should be used sparingly, mainly for categories where we really don't consider it wrong at all, but just would like to have a soft cap that causes things to condense as they can.
-Most notably, this is used for the drones category now.
-Thanks to Lictuel for the most recent report.* Added a new feature where certain NPC ship caps can be told to no longer show visible warnings to players. The cap still serves a purpose, as it causes stacking and condenses units around, etc, but it won't warn the player that something is "wrong."
-This should be used sparingly, mainly for categories where we really don't consider it wrong at all, but just would like to have a soft cap that causes things to condense as they can.
-Most notably, this is used for the drones category now.
-Thanks to Lictuel, Detlef, and henry700 for the most recent reports.
-18 different quickstarts have been updated to have the proper factions that they were supposed to have, after their initial setups had been messed up a bit.
-Big thanks to gekko for going to all that trouble and also getting those all fixed!
-We already had a dies_if_parent_dies tag in DLC3, but now we also have dies_if_parent_is_dead_or_remains.
-This is applied to all of the various necromancer orbs, and if their ancestor has been turned to remains (rather than outright death), then the orbs also still die. Tested and works.
-Thanks to Daniexpert for the initial report and save, and to zeus for the new feature request.
-If a player's king is missing, it no longer throws errors when evaluating if journal entries should be logged.
-Fixed a frankly insane bit of VERY old code (it was mine) that would delete fleets that were missing their centerpieces for whatever reason.
-This could lead, in some super rare cases, to the centerpiece for an ark empire not being found, and it then just deleting your king unit and all the related units in its fleet.
-Additionally, fixed a related bug where it home arks were the one kind of centerpiece that could not self-repair when their fleet had lost a reference to them.
-Thanks to Glyoxim for reporting.
-The warden is no longer allowed to path through it's Target planet to get to its Lurk planet
-This was causing the warden to just trickle into a fight where it could be dispatched piecemeal; this was a regression caused by some changes to make the warden have more "friction" wit the player. Ordinarily more friction is fine, but it shouldn't be quite so oblivious
-Thanks to Dismiss for the bug report
-Fixed an issue where traditional-style ship cap scaling was being applied against the fallen spire city buildings when it should not have been, thus leading to inflated counts.
-Thanks to Lord Of Nothing for reporting.
-No units have displaces_other_ships_giant_tier anymore.
-This mechanic tends to make ships invulnerable to short-range units, which is really frustrating for pretty much anything. -This was an interesting experiment, but didn't pan out.
-Thanks to Daniexpert and Zer0h1nder for reporting.
-Exo strikes are no longer ever able to show negative percentages complete.
-This was happening when they were syncing with CPAs or wormhole invasions, and waiting for something like that.
-Now when it's going to sync like that, it just waits at 0% charged for a long while, and then starts counting up once the sync is ready.
-Thanks to GreatYng, Daniexpert, henry700, and samnainocard for reporting.
high rated
avatar
gogtrial34987: dV: Rings of Saturn

Updated from 0.481.0 to 0.484.8 for Windows and Linux. (Mac presumably to follow shortly.)
Same for the demo, there for all three OSes.

Changelog posted by the developer in the forum:

0.484.8 - Continuous Variety

- Improved gamepad controls. You now have better autopilot aiming, a brand new gamepad controls screen in settings, autopilot aiming assist and both relative and absolute control schemes.
- Equipment won’t be targeted by your gamepad targeting beam anymore.
- You can now pan the screen with your right analogue stick on your gamepad.
- Sliders in the tuning menu can now be controlled with analogue sticks on your gamepad.
- Updated the tutorial with new gamepad controls.
- Habitats are less likely to turn their point-defence weapons on you for minor infractions.
- Ships that use microwave emitters are quicker to disengage now.
- Processed cargo on the dive summary screen is now attributed to your ship.
- “Space Western” mood and soundtrack are now more common.
- Power and reactive mass consumption, as well as thermal damage of thrusters and torches with a significant wind-up time, will scale during the ignition appropriately.
- Fixed a bug that could result in some of the achievements to unlock prematurely.
- Anomalies and events won’t appear on the very rim of the rings, in regions where your autopilot could take over and take you back to the station.
- Obonto habitats always greeted you with trading dialogue when you docked, even if you did not agree to trade.
- Relative crew skill levels on the “Hire Crew” tab will update when you put people on and off active duty.
- Updated the translations.
avatar
gogtrial34987:
Mac is now also at version 0.484.8.
high rated
Tormented Souls

Updated to 1.06 (Galaxy & Offline Installer)

Changelog from SteamDB:
Update version v0.88.1

- Fixed save folder error:
Save path reverted back to old folder, no save was deleted.

- Fixed cache errors:
Loading save from in game does not introduce strange behaviours anymore.

- Fixed final boss error:
Entering the final boss room does not generate black screen problems.

- Fixed anti-aliasing option:
Anti-aliasing option now can be changed from init menu too.

- Minor bugfixes
high rated
Syberia: The World Before

Updated to 1.39468 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch #2

We're pleased to say that we've just released our 2nd patch for Syberia: The world Before, the changes for this patch are:

- Improved support of the game user interface on smaller screens.
- Removed the frame rate limitation.
- Fixed an issue where some users could get stuck after leaving the game during the close up on the train ticket.

See you soon
Post edited April 05, 2022 by Hustlefan
high rated
avatar
Geralt_of_Rivia: OpenTTD

Update to V12.2.

No changelog.
Changelog can be found here:

https://cdn.openttd.org/openttd-releases/12.2/changelog.txt

12.2 (2022-04-02)
------------------------------------------------------------------------
Feature: Remember the last-used signal between games (#9792)
Change: [MacOS] Allow touchbar usage on all supported OS versions (#9776)
Change: Add a timestamp in name of crash files (#9761)
Fix #9736: Duplicate multiplayer window opens upon canceling password entry (#9842)
Fix: Removing long roads doesn't prioritise refusal of local authority over other errors (#9831)
Fix #9020: Glitchy station coverage highlight when changing selection (#9825)
Fix: Correct some Romanian town names (#9819)
Fix: Original music playback rate was slightly too fast (#9814)
Fix #9811: Use the NewGRF-defined vehicle center when dragging ships and aircraft (#9812)
Fix: Do not let shares in the company taking over another company disappear (#9808)
Fix #9802: Crash when using lots of NewGRF waypoint types (#9803)
Fix #9766: Don't write uninitialised data in config file (#9767)
Fix #9743: [MacOS] Don't try to render touchbar sprites with invalid zoom level (#9776)
Fix #9774: Building roadstop in estimation mode updates station acceptance (#9775)
Fix: If vehicles only refit to cargo-slots >= 32, the default cargo was wrong (#9744)
Fix #9735: Possible desync when replacing a depot on same tile (#9738)
Fix #9730: [Network] Connections can use an invalid socket due to a race condition (#9731)
Fix: Don't show sign edit window for GS-owned signs (#9716)
Fix #9702: Display order window for vehicle group on ctrl-click only when using shared orders (#9704)
Fix #9680: Crash when loading really old savegames with aircraft in certain places (#9699)
Fix: Update last servicing dates when using the date cheat (#9694)
Fix: Error message shows about missing glyphs while suitable fallback font is found (#9692)
high rated
Space Rangers HD: A War Apart

Update Build 2.1.2442 (31 March 2022)

Changelog from Steam:

The fleet greets you, Admirals,

The Universe expects you to do your best and it should get much easier for you now! We hope the experience now gets even more enjoyable!

Bug fixes:
- Fixed a bug that could lead to losing picked up items by NPC ships
- Fixed missing random sounds on pirate planets
- Fixed incorrect search filter algorithm application for Esodapher's minimal damage
- Fixed MS Visual C++ library dependency error that could prevent the game from launching for certain players
- Fixed various text mistakes and mistypes

Additions:
- Added new fine tuning option to allow equipment switching in black holes
- Added new fine tuning option to allow using an old speed calculation formula
- Added new fine tuning option to allow using an old rocket damage calculation formula
- Added feature to center camera on mission target by clicking on pop-up notification
- Added feature to center camera on a planet with idle research probes by clicking on pop-up notification
- Added information message if hyperjump is cancelled on the fly due to fuel shortage or engine malfunction
- Micromodules damage bonuses are now displayed in search results
- Added new features for modders
high rated
Tropico 6

Updated to t6-#687-winmaclin-gog@932be1f (Galaxy & Offline Installer)

Changelog from SteamDB:
Tropico 6 Update 17 Hotfix 1 (v.17.1)

Fellow Tropicans,

A hotfix (v. 17.1) for Tropico 6 has just been released. The update will follow soon on Xbox One and Playstation 4.
A list of all fixes can be found below.

Sincerely,
The Tropican Ministry of Digital Arts and Binary Magic

Bug fixes

- Fixed a crash when loading specific save games.
- Fixed a crash when starting multiplayer matches on certain maps.
- Fixed a crash when starting certain maps.
- Fixed graphical scaling and landscape rendering glitches.
- Fixed an issue where a demand was missing a building objective.
- Fixed an issue where a completed Middle East demand could not be closed.
- [Carribbean Skies-DLC] Fixed the quest "The Swap!" where it was missing two building objectives in Penultimo´s Secret Mission.
Edit: Linux installer now updated as well.
Post edited April 06, 2022 by Hustlefan
high rated
Absolute Drift is flagged as updated again.

Last night's update was:

Download changed: Installer, Absolute Drift, Mac, en
Version d14b5a4 ⇒ 1138050422, Size 158.3 MB ⇒ 158.3 MB

according to GOG DB.

No changelog yet for tonight's update.


Edit: typo.
Post edited April 06, 2022 by (ø,ø)
high rated
AI War 2 has (as expected) just received another update from 4.011 to 4.012 for Windows only (for now), *Mac and Linux are still at version 4.011.

Edit:
*Mac and Linux have now received the update to 4.012 too (flagged an hour later)

4.012 The Zeusathon
(Released April 5th, 2022)

-The Hunter Fleet is capable of getting into a really funky situation where the minimum size for a fireteam to activate was an incredibly large number. I don't know why this happened, but I've put some code in to help it escape, and also left in some active debugging in the hopes that next time someone hits this we'll see what happened.
-Thanks to Lord Of Nothing for reporting.
-The remaining Necromancer flagship art from DLC3 is now in place.
-The remaining DLC2 Dark Zenith placeholder art is now actually cool direct art.
-Same for the remaining DLC2 scourge units.

DLC2
-Made the ZA much less likely to sideswipe the player during a civil war
-Thanks to Lord of Nothing for reporting
-Fix a bug where the ZA weren't spawning their Golems
-Add some defensive code to the Border Aggression deepinfo
-Hoplomachus now cost the AI more, to be in range of Dire Guardians
-Thanks to Lord Of Nothing to pointing this out!
-Added a new scaling to the Architrave (applicable to guardian - Golem tier units). Damage peaks at x4.5 and health peaks at x6.5
-This is a defensive faction so they now have a scaling to reflect this. Before, many of their units were using the guardian scaling, with is basically x10 to damage/health at Mark 7... this was way overkill
-Added a new scaling to the Dark Zenith (applicable to guardian - Golem tier units). Damage peaks at x6.5 and health peaks at x4.5
-This is an offensive faction so they now have a scaling to reflect this. Like the ZA, many of their units were using the guardian scaling so this is a nerf overall
-Jormugandur now regenerates to full health, assuming 1 health remaining, faster, from 30 minutes to 10 minutes
-This is the supreme DZ unit and needs to reliably be able to retreat and heal up
-Reduced Bolas (ZA) and Harpoons (DZ) speed from 2,200 to 1,600
-These should be dodgable by flagships, else these just shut you down to easily

DLC3 Balance
-Increase interval frequency of Templar Waves and increased their base strength
-Harder and more frequent Templar waves are also more reliable farming for science/hacking points
-Templar units now grant much more science and hacking than they were previously
-Strikecraft units from 2 science to 3 science
-Guardian units from 6 science to 9 science
-Encampments/Fortress/Castles from 5 hacking to 7 hacking. Science increased to 500 (for all)
-Constructor grants 1000 science (from 500) and 25 hacking (from 10)
-Reduced the number of drones produced by the Neinzul Nest/Cluster (For the Neinzul Enthusiast AI type). Also tripled health
-This is more for performance reasons than anything else. They just flooded too many units
-Zenith Architrave Castra now grants science/hacking to necromancer
-Flagships obtainable from rifts need a min. mark of 2 to transform from 3
-These are weaker than the Elderling Flagships so this change is to make them more appealing
-Unyielding Flagship speed increased from 1,000 to 2,200 to match others
-Rift Flagships now all have their modules. They were missing a tag

Mod Updates
-AI Shield Generators mod
-Updated the xml to make Shield Generators unable to be captured. This was always intended to be the case but was missed from the xml for the new version of the mod.
-Changed the Shield Generator and Core Shield icons to take advantage of the new icons (They are now using Ships3/SomethingTurtleShield).
-Core Shields are no longer shown on the Galaxy Map. The player already knows where they are and they cannot move, so they were just adding unnecessary clutter. Shield Generators are still shown as normal.
Post edited April 06, 2022 by Trooper1270