It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
avatar
Hustlefan: Vampire: The Masquerade - Bloodlines

Updated to 1.2 (UP 11.1/11.0/10.2) (Galaxy & Offline Installer)

GOG changelog:

Update (11 April 2022)

- updated the version of the UP to 11.1
avatar
Hustlefan:
https://www.moddb.com/mods/vtmb-unofficial-patch
[i]
The Unofficial Patch is a combination of the default Basic Patch which mostly fixes bugs only, and the optional Plus Patch, which is kind of a mod adding various tweaks and restoring a lot of unused content, including new quests, levels, weapons, items, characters, dialogue, graphics, models, sounds and original music! Included are also the optional Patch Extras which feature player mods, like shaders suites, as well as the Unofficial SDK and other developer tools for modding. [/i]


[i]+Restored film canister, blood vial and video tape, thanks Norrwin.
+Fixed encounter in Chinatown and spawning vampire at Hallowbrook.
+Made dumpsters hollow and fixed many more physics, thanks Norrwin.
+Moved burning barrel at Hallowbrook and fixed temple linked door.
+Modified alarm clock time and moved computer book from 507 to 505.
+Added final quest logs for Royal Flush and removed it from basic.
+Removed game sounds from Ground Zero and fixed Vesuvius lap dance.
+Disabled Strike and Beetle cast animations against supernaturals.
+Restored hanging corpse to Kanker's sewer, thanks to EntenSchreck.
+Made sewers water green and added way out of a warrens lair pond.
+Modified King's Way to be more consistent between video and level.
+Restored Trip's quest bonus and repaired sound of Mitnick typing.
Disabled Disciplines when entering the Gallery to avoid particles.
Added fire to observatory map mountain when it should be visible.
Prevented bug if Malkavians speak with the TV when Jack is around.
Replaced not damaging barrel fires in warrens with normal lights.
Fixed floors at Leopold Society and Venture Tower, thanks Norrwin.
Made drug box sellable in basic and beachhouse guard thug attack.
Fixed bounding boxes for long boxes in warehouse and Society maps.
Improved Dane whale scene and the sewer map icon, thanks Norrwin.
Fixed VV, Tung, Phil, Romero, Prince, Knox, Cal and Ash dialogues.
Prevented conversations continuing after disruption on some maps.
Repaired minor Kamikaze Zen, Hollywood hub and warrens map issues.
Fixed some temple container lids clipping into walls or sleepers.
Removed sick bum spawner once the plague bearers have been killed.
Reverted a Sin Bin password and fixed warrens flow control issue.
Fixed Samantha staying if you stopped her early with a discipline.
Corrected SDK script to edit models with Blender, thanks DDLullu.
Fixed Nines appearing early in Nosferatu intro and camera of taxi.[/i]
high rated
dV: Rings of Saturn

Updated from 0.484.13 to 0.484.18 for Windows, Mac and Linux.
Same for the demo.

Changelog present and posted by the developer in the forum:
0.484.18 - Folding Space

- When you open your OMS screen after receiving a new message, the comms window won’t scroll from the very beginning.
- Income and expenses during ringdive now have separate positions in the ship logs.
- Improved B8 Claim Beacon’s autopilots so they make better use of their thrusters and reaction wheels.
- Adjusted Eagle Prospector’s cargo baffle spring stiffness to make it easier to ingest low-density ore.
- In rare circumstances, objects that were not supposed to could follow you through an astrogation jump.
- Gamepad controls of the autopilot did not work if you explicitly selected the gamepad as an input, but they worked fine with auto-selection.
- Some of the buttons were skipped when you navigated the settings menu with a gamepad or keyboard.
- When switching the control scheme from keyboard + mouse to gamepad while your control settings are open, the focus will adjust to a correct widget.
high rated
Vampire: The Masquerade - Bloodlines

Updated to version 1.2 (UP 11.1/11.0/10.2)

Changelog present:

Update (11 April 2022)

updated the version of the UP to 11.1
(UP stands for "unofficial patch")

Changelog for the UP from moddb.com:
The basic version of the patch is also now part of the GOG release!

v11.1 31.03.2022
-----
+Restored film canister, blood vial and video tape, thanks Norrwin.
+Fixed encounter in Chinatown and spawning vampire at Hallowbrook.
+Made dumpsters hollow and fixed many more physics, thanks Norrwin.
+Moved burning barrel at Hallowbrook and fixed temple linked door.
+Modified alarm clock time and moved computer book from 507 to 505.
+Added final quest logs for Royal Flush and removed it from basic.
+Removed game sounds from Ground Zero and fixed Vesuvius lap dance.
+Disabled Strike and Beetle cast animations against supernaturals.
+Restored hanging corpse to Kanker's sewer, thanks to EntenSchreck.
+Made sewers water green and added way out of a warrens lair pond.
+Modified King's Way to be more consistent between video and level.
+Restored Trip's quest bonus and repaired sound of Mitnick typing.
Disabled Disciplines when entering the Gallery to avoid particles.
Added fire to observatory map mountain when it should be visible.
Prevented bug if Malkavians speak with the TV when Jack is around.
Replaced not damaging barrel fires in warrens with normal lights.
Fixed floors at Leopold Society and Venture Tower, thanks Norrwin.
Made drug box sellable in basic and beachhouse guard thug attack.
Fixed bounding boxes for long boxes in warehouse and Society maps.
Improved Dane whale scene and the sewer map icon, thanks Norrwin.
Fixed VV, Tung, Phil, Romero, Prince, Knox, Cal and Ash dialogues.
Prevented conversations continuing after disruption on some maps.
Repaired minor Kamikaze Zen, Hollywood hub and warrens map issues.
Fixed some temple container lids clipping into walls or sleepers.
Removed sick bum spawner once the plague bearers have been killed.
Reverted a Sin Bin password and fixed warrens flow control issue.
Fixed Samantha staying if you stopped her early with a discipline.
Corrected SDK script to edit models with Blender, thanks DDLullu.
Fixed Nines appearing early in Nosferatu intro and camera of taxi.
Post edited April 11, 2022 by gogtrial34987
high rated
Subverse (In Development)

Updated to 0.4.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
0.4.1 (4/11/22)

Tweaks

- DEVA activation tutorial is now always available if DEVA mode can be activated.
- Updated life bars & adrenaline markers over characters' heads in Grid Combat.
- Added fade animation when switching outfits on PANDORA’s selection screen.
- Added separators between different stats when viewing mantic/waifu stats on the Mary Celeste.
- Updated DEMI’s red outfit name to Code Red.
- Replaced Temple of Defilement anomaly with a planet in navigation.

Bug Fixes

- Fixed an issue causing a small gap to appear below and to the sides of the new Grid Combat UI.
- Fixed an issue when item names were too long in the inventory.
- Fixed inconsistencies on PANDORA cards where the border color did not match the tag Premium/Space whale and vice versa.
- Fixed several typos.
- Fixed an issue where some trophies didn’t have descriptions.
- Fixed issue with hovering tool-tip text getting covered by the Subverse cursor. The UI for this tool-tip was also updated.
- Fixed issue where EMP would not fire on Dallick’s mission if his station was not in view for a period of time.
- Fixed issue where changing outfits on PANDORA character selection screen caused low res textures to be displayed on selected outfit until user clicked the Launch Pandora button. Initial pop-in may be seen but should not hang with low textures.
- Fixed an issue where on turn passives and status effects would activate again when using wait.
- Ela’s Explosive Arrow and Killi’s Vanneran Rage now properly hit barrels.
- Status effects are no longer applied before damage is dealt, this was causing preview damage issues with Ela.
- Fixed issue where there was an unlit active tile on one of the desert maps in Grid Combat.
- Added missing Act 3 Transition cinematic.
- Fixed several warnings throughout the project that can potentially cause some noticeable slow down on some machines when loading areas for the first time.

Known Issues (Does not include all issues)

- Exclamation marker is still visible after completing one section of a quest that spans more than one anomaly.
- Some users reported odd textures when loading Ela and Taron in PANDORA and Gallery.
- Enemies can pass through walls in Grid Combat on one of the boat maps.
- Framerate drop can cause Mary Celeste to shoot out of the jump-gate in Navigation.
- Bridge projector fails to update the color scheme throughout Mary Celeste consistently with the addition of Hydra and Kraken Nebula.
- Physics on dangling pieces such as tentacles or hair (i.e. Huntress or Killi) may clip through the character's body or rapidly vibrate.
- Yellow/White screen flashing artifact during space combat when using the FXAA aliasing method. Most likely due to the lens flare and or high bloom values.
- On rare occasions, an unintentional song plays during some areas of the game.
- On rare occasions, clicking the Help button in the dialogue section of the game can remove the help text but can't be re-enabled until restarting or starting a new scene.
- Potential stuttering when playing back cinematics for some systems. Note there is an option to disable 4k videos from the graphics tab under settings. This has improved performance for some users.
- Elaisha has some weightpaint-related issues in some of her Dialogue Scene idles.
- Animation in You’re Mine Now scene needs finalizing.
- Subtitles for cinematics are disabled for this release. They will be re-enabled for 0.5.
- Replay icons and navigation icon concepts are a work in progress, inconsistencies are known.
- Animation clipping on several Pandora scenes. These will be fixed in 0.5.
high rated
Apparently we missed The Long Dark a few days ago.

The Long Dark

Version 2.00 [91441]

We have released our v2.00 (91441) Quality of Life Update for The Long Dark. This update includes some significant bug fixes, along with game and performance improvements.
The full list is long, those interested can read it all in their official post.

PS the game is no longer purchasable on GOG, but those that have it can still download it.
high rated
To add to your post:
The + (plus sign) in the changelog indicates it affects the Plus patch, not the basic patch included with GOG's version.
Post edited April 11, 2022 by Themken
high rated
AI War 2 has just received another update from 4.015 to 4.016 for Windows and Mac and Linux (Linux went straight to 4.016 from 4.014, skipping 4.015 altogether).

4.016 Necromantic Polish
(Released April 11th, 2022)

-Add a necromancer journal entry explaining about taking over guard posts
-Modify some Showdown Device spawning logic
-Adjusted AI Wormhole Projector and the destabilized version to have more unique icons selected.
-Fix a fallen spire exception
-Thanks to nas1m for reporting
-Fix a typo in the skeleton/wight/mummy amplifier description texts
-Thanks to Strategic Sage for reporting
-A few beginner journals no longer fire for the necromancer
-Thanks to Strategic Sage for reporting
-Igors are now the default utility pick for the Necromancer
-Thanks to a discord discussion
-Fix a bug where loading ships into a flagship would cause the necromancer tech menu to miscalculate things
-Thanks to Daniexpert for reporting
-Necromancer Transformation hacks won't appear until you have unlocked some blueprints
-A Nanocausted Elderlings spawns at 50% health for balance reasons. Elderlings were too powerful in the Nanocaust's hands
-Thanks to zeus for the balance feedback
-When the showdown battle begins, all guard posts now deploy their contents
-Thanks to Strategic Sage for the report
-Fix a typo in the Debauched Venators
-Thanks to Strategic Sage for reporting
-Fix a text error in the Transform Necromancer Flagship hack
-Thanks to ptarth for reporting. Hopefully Thuvia is well
-Add a BonusInitialEncampments option to the Templar Difficulty to allow for spawning more Templar Initial Encampments; these are weaker and grant lots of resources to the player
-Add an AdditionalFeebleElderlings option for Elderling Difficulty; this is intended to allow lower intensity Elderling factions to give extra resources to the player
-Untested, for zeus
-Change the name/description of the StartWithAllUpgrades option for the necromancer
-Thanks to a discussion on discord
-Add some clarification about how resources are given on unit death for necrocromancers
-Thanks to ptarth for suggesting
-Add a new necromancer tip about clicking on the essence section of the resource bar to see how resources have been harvested
-Player ships will try not to target a ZA Castra if it is being hacked
-Thanks to Lord of Nothing for reporting
-Remove any mention of Engine Stunning from the Black Widow Golem's description; the engine stun seems to have been removed at some point
-Thanks to Ithuriel0 for reporting
-The Sapper and Sapper Home models are a bit larger.
-The Hack tooltip for a given Necromancer Upgrade now tells you how many times you have done this upgrade already
-The "Cannot be supercharged" and "Cannot be buffed" parts of the Ship Class tooltip are now properly formated into the Ship Class line.
-Thanks to Incognito for reporting!
-Fixed a bug where the speed buff limit had an invisible +1000 added to base speed in code, and the XML for the sample base ship class now shows this XML field to remind everyone it exists and can be used.
-Fixed the formating for buff limits so that they now correctly show without disrupting everything behind them.
-The Corrosive damage tooltip on weapons doing it now explains what it does.
-Thanks to StrategicSage for requesting. This was originally on the tooltip of a ship suffering this type of damage, but has no been moved to the weapon itself.
-Attrition, Electrotoxic, Revenge Shot (both percentual and fixed-damage-returning) and Ion damage now all have the same, color-coded info that these damage types are considered exotic damage.
-Thanks to Mac for requesting.
-Engine Slows now are in the speed debuff category, instead of general debuffs.
-Flat speed buff capabilities for planetary buffs or debuffs:
-Units can now have planetary speed "boosts" for allies and enemies that are <1 (but still >0).
-Units can now have flat positive and negative speed boosts for allies and enemies, using the new XML fields allied_speed_flat_bonus, allied_speed_flat_bonus_added_per_mark, hostile_speed_flat_bonus and hostile_speed_flat_bonus_added_per_mark.
-The game will throw an exception if a planetary multiplicative speed buff goes below 0.
-Planetary damage and speed buffs are now cached, which means that they should never "flicker" when viewing tooltips or jerk ship movement.
-Speed Caps are returning to the game after having been deleted without replacement. These only apply to the player, and get fixed to their defaults at Challenger or above. Combat ships can at most reach a speed of 3000, and non-combat ships 4500.

Necromancer Tip Reminders
-Every 5 minutes, if a Necromancer has not looked at any Tips in the sidebar, they get a prompt reminding them to look.
-This reminder can be disabled with a setting under Game/Tips
-This should make it harder for players to miss all the Tips that have a lot of gameplay instructions
-At the start of the game, the player gets a popup saying "The Necromancer is its own thing; change your expectations. And look at the Tips sidebar"
-This reminder can be disabled with a setting under Game/Tips
high rated
Another GRAVEN update is ready (Offline & GOG Galaxy)

GRAVEN - content update #1 - 0.9.6688 CU1 Hotfix (April 12, 2022)
• "Outdated Profile" warning in the profile's menu instead of hiding the old profiles.
• A fix for breakable object positions being reset if not moved during the session.
• A save duplication bug that caused save file bloat and performance issues.
• A fix for AI becoming quickly disinterested in the player.
high rated
They Always Run

Updated to 1.0.14.899 (Galaxy & Offline Installer)

Changelog from SteamDB:
Languages Update

They Always Run is now available in Italian and Spanish!

The update is already available for downloading. Welcome, hunters.
avatar
Themken: To add to your post:
The + (plus sign) in the changelog indicates it affects the Plus patch, not the basic patch included with GOG's version.
So, to get that Plus Patch, I need to download the patch from moddb and install it anyway?
high rated
Saint Kotar

Updated to 1.23 (Galaxy & Offline Installer)

Changelog from SteamDB:
v.1.23 The Void Update

Tweaks and bug fixes. We keep improving the game!
high rated
War for the Overworld

Updated to v2.1.0f2 (Offline Installer, I'm not checking Galaxy)

Changelog from Steam:
Patch Notes

Performance Optimisations
Significant improvements to the Main Menu UI will deliver up to 100% improved performance on the Main Menu
Significant improvements to several in-game UIs including but not limited to:
The Veins of Evil
Units Tab
Potions Tab
Groups UI

Visual Changes

Dynamic Shadows
Dynamic Shadows can now be enabled in the options menu with various configurations
Shadows can be enabled or disabled and configured to be cast only by important lights or specified optional lights
The distance at which shadows are rendered is set by the Shadow Distance setting
The resolution of shadows is affected by the Shadow Resolution setting

Tonal Updates
The Hand of Evil now casts a larger light which is colour toned based on the terrain theme
Players can override the colour of this light via a new setting in the options menu
The game’s default lighting is now darker in tone and with a very slight orange hue
Increased the intensity of SSAO
Explored fog of war is now tinted based on the terrain theme, it’s cold out there amongst the ice

Dungeon Themes
Rhaskos Dungeon Theme
Improved visuals on the Dungeon Core, fixed a few errors and introduced new elements to spruce up the granddaddy of all cores
Improvements to the Rhaksos wall topper

Arcane Dungeon Theme
Dungeon Core now has a visible ebb in its visual effects
All Dungeon Cores and walls have had a lighting pass in support of visual tone changes and shadow support

Shrines, Structures and Environments
All Shrines & Structures (such as gateways) have had a lighting overhaul to make best use of the new shadow system
Artefacts of all types cast slightly more light
The Underworld Gateway now fully team colors to your faction’s colour

Terrain
Gold now has a glittering effect in all themes, this is adjusted based on the terrain theme
Ice theme terrain now has a reflective component, making it look a little more icey

Units
Workers now have a small team coloured light to help identify them amongst the crowds
Oni Ashigaru Worker - Reduced Brightness, more consistent with other skins
Survival workers now have a more consistent brightness with other workers
Easter worker no longer dyes his fur to suit your team colour, animal cruelty is ended
The Cynical Imp no longer changes his skin color, instead he just picks different colors to emphasize his suit

Miscellaneous Changes
Dramatically improved loading times for the custom campaign menu and other menus where many levels are loaded sequentially
The War for the Overworld launcher is deprecated and has been removed.
Loading screens now feature the War for the Overworld logo without patch banners.

UI & Interface
Controller input for possession can now be disabled in the options menu

Bug Fixes

Crashes & Gamebreakers
Fixed an issue which would cause the game to enter a softlock state on loading transition in and out of levels

Visual Issues
Fixed an issue which prevented a specific arcane theme floor from being teamcoloured
The Cynical Imp is now appropriately teamcoloured
Fixed an issue where the worker claim vfx would not persist long enough in some tasks
Quartz now appears correctly in all terrain themes
The Team Indicator for perception shrines no longer hides underground

Audio Issues
Fixed an issue where the Rhaskos core heartbeat would not play in sync with the animation

Levels / Campaigns
War for the Overworld - Level 1 - Fixed an issue where the edge highlighter for tiles in the tutorial would not display correctly
War for the Overworld - Level 9 - Enemy units in the arena now count towards objective completion.

UI
The description for the frostyweaver unit has been updated to correctly reflect its passive abilities
Fixed stick drift causing the possession camera to turn permanently if the player has an analog input device plugged in
If the UI fails to load it will no longer default to google.com, therefore removing your ability to google the issue immediately
Fixed an issue that would cause part of the unit panel to become inaccessible after losing a unit at certain UI scales
The unit panel should now behave properly at all normal UI scales… probably.

Map Editor
Fixed an issue that could cause a dungeon core to become deserialized, making it untargetable and unremovable in the map editor. Killing your map.

Mighty Script
Patrols added via the spawn party action should now behave as intended.

Multiplayer
Fixed an issue where users on the GOG platform and Steam platform could not see each other’s multiplayer games

GOG Version
Custom campaigns will now be unpacked outside of GOG’s cloud save area, preventing an overload of your cloud save capacity
Post edited April 12, 2022 by Wurzelkraft
avatar
Themken: To add to your post:
The + (plus sign) in the changelog indicates it affects the Plus patch, not the basic patch included with GOG's version.
avatar
arrua: So, to get that Plus Patch, I need to download the patch from moddb and install it anyway?
Correct. It was considered a mod by enough players that the patch was split into two different versions. The subforum has more information: https://www.gog.com/forum/vampire_the_masquerade_series
avatar
arrua: So, to get that Plus Patch, I need to download the patch from moddb and install it anyway?
avatar
Themken: Correct. It was considered a mod by enough players that the patch was split into two different versions. The subforum has more information: https://www.gog.com/forum/vampire_the_masquerade_series
Ups! I forgot about the subforum.

Thank you.
high rated
Lords and Villeins has been updated to version 0.15.17 (55045).

Changelog from Steam:

Minor Update v0.15.17 Released!

For the second round of hotfixes for the recently released Nobility and Clergy update, we have been focusing on AI, crashes and added few extra UI improvements. Especially those of you, who are playing on bigger maps, will certainly find useful the ability to change the frequency of autosaves in the settings, or turn them off alltogether! We have addressed a lot of issues, so let's just jump into the changelog right away.

We are monitoring both the Steam forums and conversations on our Discord. You can also mail us your feedback to info@lordsandvilleins.com. If you wish to file a bug report, please make sure to include a screenshot and ideally a save file and player logs, that can be located in Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\
and the SaveData subfolder.


Major Bugs Fixed

Fixed several issues with trash pile management.
Fixed a bug that caused an accounting report not to show the previous season.
Fixed a crash caused when villagers are removing a knackery with corpses inside.
Fixed several crashes with AI causing them to be "Doing nothing" and eventually starving or freezing.
Fixed bug with Coinmakers not making money from silver or copper.
Fixed an issue with the calculation of donations to the clergy by noble families. This is a likely cause behind frequent departures of nobles despite limited donations done by the player.
Fixed an issue with building a structure that causes the creation of an unclickable and unremovable blueprint.
Fixed an issue with animal procreation needs, preventing them from reproducing.
Fixed scaling for animal generation frequency on bigger maps.
Fixed an issue with caravans not coming to town perpetually, after a deadly incident.
Fixed a few issues causing corrupted save files and preventing the game from saving.
Fixed an issue with caravans getting temporarily stuck when leashing animals during departure.
Fixed issue causing villagers of exiled families constantly leash animals to the edge of the map.
Fixed an issue making it possible for a villager or an animal move into a structure that was under construction and becomming permanently stuck
Fixed an issue causing lag spikes when villagers tried to enter an inaccessible area
Fixed an issue causing villagers to be stuck when they try to empty bar after sitting on a chair
Improved the pricing system to reflect long existing stock that has not been sold off. This should drive prices down the more villagers compile produced resources and trigger caravans to become interested in purchasing. We have identified this to be the main reason for a low caravan interest.
Fixed an issue with ground resources not being sold by caravans.


Minor and/or Visual Bugs Fixed

Fixed an issue causing villagers selling ingredients that they should not be selling.
Fixed an issue with donating money to multiple families.
Fixed an issue that occured when family left the villager while the ledger book was open.
It is no longer possible to expel the ruling family.
Increased threshold for cursor detection on edges of the screen to address issues with map mouse scrolling in specific resolutions.
Fixed an issue causing families to not clear their storefront when they are expelled.
Fixed an issue with the appearence of graves in specific rotations.
Fixed visual issue with fireplace always appearing to be on even when it is off.
Added silver and copper jewelery to the supported resources of the cabinet storage.
Updated tooltip of the oven to say "Heating" instead of "Baking".
Fixed an issue with statues not generating statue resource when removed.
Fixed an issue causing wool and gem ore to not be collected under stewardry.
Fixed issue with negative demand displayed in the market presence.
Fixed issue with butchers slaughtering animals before they had a butchering table.
Fixed a visual issue with decorations placed ona table (i.e. candle).
The price list now shows prices for meals and alcohol served at the bar.
Fixed the description text of the feeder to display assigned animals correctly.
Added missing resources to the farmland production list (Wheat, Barley, Oat, Rye, Rice).


Balance Changes

All equipment now lasts two years. This should give players more time to establish a tailor and reduce the amount of rags in the economy.
Increased beauty need satisfaction from art, to prevent villagers constantly interrupting their tasks to look at statues.
Clergy is no longer limited by amount of villagers that can do cooking.
Price for bed at the inn / tavern as well as profit from sold beverages has been increased.
Ruling family no longer has to pay for the bed at the inn if they are forced to sleep there. On the other, they now must pay for any beverages they consume.
Optimized prioritizes for attending church and holding Sunday Service.
Reduced penalty for not having all villagers attending Sunday Service (only 75% of the settlement must attend)
Updated the world generator to generate fruit trees and flowers in the grassfields more often, while reducing the likelihood inside of the forest.
Butchers will now stop purchasing animals if the potential profit from their butchering yields are lower than the animal price.
Reduced frequency of villagers drinking at the inn.
Increased all prices by 25%, together with the amount of gold villagers carry.
Reduced prices of fish, meat and sausages, to make them competitive with other food ingredients and give butchers and fishers a chance to profit.
Reduced prices of straw and acorns to make villagers prioritize them as animal food.
Increased the starting amount of wood and removed wooden planks from the cost of the wooden wall.
Reduced the heat generated by fireplace, campfire and oil lamp.
Further reduced vegetation spread
Novices will continue to build despite a functional library, if there is nobody assigned to the monk order.
Teenagers can now operate the storefront.
The maximum amount of animals on a map has been increased.
Sizes of starting families have been increased (particularly fishermen).
Sizes of all spawned families have been increased to make presence of two-member families very rare. This also boosts tourism and increases external consumption at the inn.
Stone paving now costs 2 stone tiles instead of 1 stone.
Reduced probability of pets producing an offspring.
Villagers will now purchase beer or mead at random.
Increased profit per alcohol glass.
Increased prices of meals at the inn and the tavern.
Reduced price of grain to make production of bread more profitable.
Reduced time to produce flour in the mill.
Increased time to process an animal corpse by the butchers.
Cost of animals is reduced relatively to the cost of meat, to make butchering more profitable.
Sausages, cheese, bread and butter have been moved to a new cooking ingredient category called Made Products. Pastry category has been removed.
Production of sausages now also requires grain.
Prices of meat and sausages have been reduced so they can compete on the market with other ingredients.
Villagers now go to the bed two hours later (10 PM).
Increased the amunt of money families start with.
Caravans stay for three extra days to give them more time to purchase surplus goods from various storefronts around the settlement.


Quality of Life Improvements

"Money" resource category appears on the top in the ledger.
Added extra condition for visitors to appear - there now must be a bar at the tavern / inn built as well.
All villagers are now able to collect fruits and blueberries from trees in their zones. Only farmers are able to plant them.
Added a question mark icon in the tooltip of selected structures, which brings up the structure tooltip from the build menu.
Added indicator to the structure tooltip if a structure has visual variations.
Added option in settings to manage the frequency of autosaves.
Animal age group is now displayed in the animal tooltip when selected.