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Pajama: Firewatch

Firewatch has been updated to Version: 1.12 (Offline installers updated)
This update should include these two patches:
Firewatch Update, December 15, 2021:

- Sony DualShock 3, DualShock 4, DualSense, Microsoft Xbox 360, Xbox One, and Xbox Series controllers will now be auto-detected (without need of any third party software).
- Nintendo Switch Pro controllers are also supported (wireless only). ​
- Pressing buttons on an input device will automatically switch in-game controller icons to match.
- Pickup items such as turtles and beer cans should no longer fall through the world.
- Several rare save/load bugs have been addressed.
- Graphics performance improvements.
- [Mac OS] Rendering, performance, and battery-life improvements when running on a Metal-supported device.
+++
Firewatch Update December 21, 2021

- Fix issue where some third party software would capture mouse input and block it from reaching the game. Also allow simultaneous gamepad and mouselook input without fully switching between keyboard and gamepad controls.
- [Linux] Fix issue preventing some users from launching the game.
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Medieval Dynasty

Updated to 1.3.0.3 (Galaxy & Offline Installer)

Changelog from SteamDB:
Hotfix to v1.3.0.3.

Hello everyone!

We have a small hotfix for you bringing those changes:

ADDED

- In the gameplay settings players can now choose which gamepad icons they want to use. (Xbox/PS4/PS5)

FIXED

- One of the destroyed house modules has an incorrect collision.

UPDATED

- Reworked models of the Fold building modules.
- Miners in a mine don't go to a slot, where someone is standing.
- Input icons for Xbox controller.
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Saint Kotar

Updated to 1.24 (Galaxy & Offline Installer)

Changelog from SteamDB:
The Void Update - v. 1.24

This patch fixes (small, barely visible) bugs and brings more tweaks and improvements. Enjoy the weekend, have fun in the cursed valley of Sveti Kotar!
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X4: Foundations v5.10HF1 13th of April 2022. Both Windows and Linux offline installers available now.

Offline installers available now for Linux and Windows.

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

Updated to v2.1.0f4 (Offline Installer, I'm not checking Galaxy)

Changelog from you know where:
Hotfix Patch 2.1.0f4 - Release Notes

Fixed a random crash issue
CopyMightyScript and ImportMightyScript debug commands now function again, are no longer case sensitive and do not require debug mode to be unlocked
Fixed an issue where Shadow Distance would always reset to Medium
Increased default gamma from 20 to 30
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Imagine Earth Demo

Update to V1.6.14.4992.

No changelog.
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AI War 2 has just received another update from 4.020 to 4.021 for Windows, Mac and Linux.

4.021 Scourge Of A Beacon
(Released April 15th, 2022)

-Tweak the self-repair/disassemble UI code to remove a minus sign; it was confusing
-Thanks to Ithuriel for reporting-
-Some tweaks to whether necromancer ships show their cap
-Thanks to Strategic Sage for reporting
-Don't play the outguard journal in a necromancer-only game
-Thanks to Strategic Sage for reporting
-Remove an excessive period in the necromancy tooltip
-Thanks to Ithuriel for reporting
-Change the wording for an Expert Mode journal to clarify the behaviour of turrets with reduced range
-Thanks to Dismiss for the report and Strategic Sage for the text of the update
-Fix a bug where modular ships were double counted in the selection menu
-Thanks to ptarth and Ecthelion for reporting
-Fix a few typos in the Settings menu
-Thanks to schoenberg for reporting
-Fix a bug that was causing some hunter fleet hitching motion
-Thanks to Puffin Emeritus for reporting
-Add some code to make the hunter fleet less likely to blithely traipse into player planets on their way to somewhere else
-Thanks to Puffin Emeritus for reporting
-Fix some typos in necromancer hack tooltips
-Thanks to Strategic Sage for reporting
-The Scourge Beacon now works
-Thanks to Dragoris for reporting
-Non-player nasty picks are no longer forced on for Expert+ mode. They are only forced on for Logistician+ mode, but are still available to all modes.
-Thanks to CRCGamer and Strategic Sage for suggesting after discussions on discord.

DLC 2 Balance
-DZ Harpoon Launchers rate of fire increased to 30 seconds from 17 seconds

DLC 3
-Templar diff adjustments
-Intensities 1-4 no longer spawn castles. This lowers the power ceiling for the Templar significantly
-Intensities 1-5 Spawn "Weak" Sovereigns. These have x0.15 health and x0.1 damage. They spawn fastness instead of castle's
-Lots of nerfs to Templar / buffs to player for Templar-intensities lower than 5 (in addition to the ones noted above)
-Nerfed Necromancer Orb of sight damage, from 150 to 75
-Thanks to Mac for the discord feedback
-Updated Foppish Venator to have a corrosive attack. Some minor adjustments to a couple of venators
-All guardposts (including the unique ones from the DLC 1 and 2 expansions) now have Necromancer "Tower Defense" Tech if you have DLC 3 enabled
-This is to give the Tower Defense Tech a fun and powerful supplement to their previously underwhelming defense tech
-Add some sandbox options for the necromancer, available in Galaxy Settings ==> Necromancer.
-The first option is a multiplier for resource income; you can get up to 10x the hacking/science/essence
-The second is bonus Hexes; you can get up to 10 bonus hexes per Necropolis.
-Thanks to DadsGamingAddiction for the suggestion
-The hovertext for a minor necropolis now explicitly tells you which fleet it's bolstering
-Thanks to DadsGamingAddiction for the suggestion
-All the necropolis types can now build for your flagships. They are deliberately very slow at building to make shipyards desirable
-Thanks to Ithuriel for reporting
-Sappers are more likely to build turrets near your Necropolises now
-Adjustments to the Treacherous Totem
-Orb of Entropy
-now attempts_to_reach_orbital_point_at_speed="5000" (instead 8,000) to reduce jerkiness
-Necrobomb
-degrees_to_orbit_per_second="10"
-attempts_to_reach_orbital_point_at_speed="5000"
-Add necromancy damage to self-destruct (e.g., <death_effect_damage type="Necromancy" tier_name="Minor"/>)
-Orbital Stealth Guardposts now have variants with minefields
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Turnip Boy Commits Tax Evasion updated. The installer is listed as 1.1.2f2. (The upper-right of the catalogue entry still says 'Version: v1.1.0f2, Date Published: 1/9/2021'.)
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Strangeland
Fixed various stuff on the Turkish translation, everything else is unchanged!
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Slipstream

Updated to 1.2.3-04 (Galaxy & Offline Installer)

No changelog.
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A small update for Nightmare Reaper was added today (Offline & GOG Galaxy).

Patch Notes 2.29 (April 18, 2022)
• Fixed issue where gamepad autoaim wouldn't work. Also improved autoaim.
• Fixed issue where gamepad rumble settings wouldn't be set on load.
• Fixed issue where finder pet wouldn't remove picked up items from the map.
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Darwinia
All installers (and game title) were updated to Darwinia - 10000th Anniversary Edition
GOG Changelog:

"Darwinia 10000th Anniversary Edition (18/04/2022)
Compatibility
Darwinia now requires hardware and drivers that support a minimum of at least one of these graphics APIs:

OpenGL 3.3
Vulkan 1.1
Direct3D 11
Metal
On Intel and AMD CPUs, the minimum instruction set requirement has been raised to SSE4.2, for higher performance 3D graphics math (matrices and vectors).

Apple Silicon Support on macOS macOS builds now have support for both Intel and Apple Silicon.

Graphics
The entire graphics engine has been rewritten from scratch for compatibility with modern graphics APIs and better performance. Darwinia is currently compatible with systems with support for OpenGL 3.3 core, Direct3D 11, Metal, or Vulkan. Support for non-OpenGL graphics APIs is made possible by ANGLE (https://angleproject.org).

Other high-level changes include:
All the in-game UI now scales more appropriately with the size and DPI of the monitor it's running on
Support for anti-aliasing modes including MSAA, SSAA, SMAA, and FXAA
Support for AMD FidelityFX Super Resolution 1.0 (FSR)
Support for anisotropic texture filtering
Higher fidelity colors and tonemapping
Sound
The sound engine now supports up to 7.1-channel surround sound and uses 3D spatialization (i.e. directional audio and doppler effect), using MiniAudio (https://github.com/mackron/miniaudio). The sound engine supports any of the backends that MiniAudio does, including but not limited to WASAPI (Windows), PulseAudio (Linux), and CoreAudio (macOS).

Performance
Outside of architecture-specific changes, numerous performance improvements have been made throughout the entire game engine. One nice side effect of the heavy emphasis on performance is that Darwinia now requires far less energy to run, increasing battery life and playtime on laptops and other portable devices like the Steam Deck.

Bugfixes
There have been many bugfixes on numerous axes, including scripting, level editing, input handling, graphics, sound, stability, and game AI."
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The catalogue page for Darwinia only lists Windows and Mac as available formats, but the Linux installer does now have the filename gog_darwinia_2.0.0.5.sh. (Edit: from a comparison with Multiwinia, actually that's probably the same name it had before.)

However, if I install the game on Linux and go to options -> other options in the main menu, there's some text saying 'linux-full-1.4.2'. Meanwhile game/changes.txt has a changelog up to 1.4.3. So I'm not sure how to check it's actually the newly updated version.
Post edited April 20, 2022 by VanishedOne
high rated
If it's the updated version, the "other options" part says so, and there are several new options, plus the text is a lot bigger by default. (Yeah, the old version says "steam-1.4.2" even though it's the GOG version.)

As a side note, the updated store page requirements are wrong; the Mac version does not require macOS 11 (works fine on 10.14) nor does it require an M1 CPU (Intel is fine).

In any case, this was certainly a surprise update. I actually re-played it semi-recently too.
Attachments:
high rated
AI War 2 has just received the first update after the Easter holiday, from 4.021 to 4.023 for Windows, Mac and Linux.

4.023 Beacon Expansiveness
(Released April 18th, 2022)

Base Game
-Add a journal for the beacons explaining whats going on.
--There's been a lot of pushback/critique of the beacon mechanic, so hopefully this will clarify things for players
-Beacons:
--Now the Devourer Golem and the Human Resistance Fighters can be activated via beacons during the game.
--Now beacons will be randomized at the start of each game.
---Some beacons (HRF, Sappers, FS) are always seeded.
---Added a new XML tag 'beacon_tier_for_seeding' used to sort the factions into 4 groups for seeding.

DLC1
-Beacons:
--Scourge's beacon is expanded with another hack that gives a scourge both to the player and the AI.
--Added a beacon for Chromatic Horror.

DLC2 - New Music Track!
-New music track in DLC2 -- The Zenith Onslaught!
--The new "Dark Zenith" track is an excellent 3:39 piece that will play during times of excitement, or when the Dark Zenith appear, if you have adaptive music enabled.
--This is a piece that is really in the classic mold of AI War, going all the way back to the roots of the series.
--Major thanks to Badger and Pablo for jointly commissioning this and surprising Chris with it, and of course to Pablo for composing. This is truly a treat.
-Beacons:
--DZ and Svikari get their beacon.

DLC3
-Wrangler Destroyer no longer has a reverse tractor beam. Instead, has a tractor beam that works on mass between 6-13 ( 6<X<13 )
--Reverse Tractor was more interesting in theory than practice for this unit
-Removed Electrotoxic damage from the Magnet Ward
--Thanks to Sage for pointing out this was too powerful for a non-FRS ward
-More Mummy nerfs
--Reduced devour-vampirism from 20% to 10%
--Reduce death gaze attack from 9K to 6K
-Some tuning to the Elderling intensities (AI allied) for 1-4. Basically, High Tier Elderlings will rarely or never spawn at these intensities
-Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring
-Fix a tooltip problem in DLC3
--Thanks to a number of people for reporting
-Add an optional SharkB For Necromancer setting
--Requested by zeus
-Sapper Updates:
--Fix some bugs where the sappers weren't building turrets correctly
--Give the sappers some more beachheading options
--Necromancer-allied sappers start with some extra resources to make them a bit more impactful
--Sappers can now spawn fewer beachheading turrets
-The templar assault waves against the necromancer now mention how many wave leaders there are
-The planet combat hovertext now shows how much science/hacking/essence has been earned by the necromancer as well as the ships raised
-Add some defensive code to the choose-a-specific-necropolis hack path
--Thanks to daniexpert for reporting
-Lots of DLC3 Achievement XML was added
--Thanks to zeus for grinding these out
--Some additional C# provided to support these achievements
-Add some quickstarts from Dragoris and Strategic Sage
-Beacons:
--Added beacons also for Elderlings, Migrant Fleets, Sappers and Wild Hives.
-Migrant Fleets
--Now has two new Journal Entries to flesh out the total gameplay loop
--Now has more dynamic tooltips, including origin planets and movement timers
--Fixed a bug which resulted in no more Migrants arriving once you captured a planet more than 5 hops away from your homeworld
--Various other small touching ups on descriptions and journals
-Minor Faction Team Elderlings will prefer to spawn with an ally, but can also spawn on empty planets
--I suspect Elderlings spawning w/o any allies will be quite weak, but perhaps people just want a readily farmable source of science?
-Fix a typo in the caged skeleton description
-Necromancer upgrades that are only available to higher mark Necropolises now point this out in the hack tooltip even if you can afford them
--Requested by Daniexpert

Bug Fixes
-Make the nanocaust better able to spawn in spectator games
--Thanks to firespier for reporting
-Fix an exception for MP clients in DoOnAnyDeath
-Fix a bug where deepstrike was not being calculated properly, causing the Reserves to be bashful
-When editing the loadout for a modular ship, the UI now prints the planet that the ship is on (where appropriate)
--Thanks to Keith C for suggesting
-Make the hunter even more careful about flying into player planets by accident
--Thanks to Puffin for reporting
-Fix a bug in fireteam tracing
--Thanks to Puffin for reporting
-Fixed a soft bug that could occur when loading Splintering Spire games