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high rated
AI War 2 has just received another (quite large) update from 5.004a to 5.005 for Windows, Mac and Linux.

Apologies, as it's a little late being posted, compared to the day of its release.

5.005 Threat Properly Threatens
(Released April 26th, 2022)

-Temporarily, in tutorials the game logs any ship deaths silently to the log, with full stack traces (this is ArcenDebugLog.txt in the PlayerData folder). There is some super funky bug with ships dying for no apparent reason for some players in the tutorials, but we can't duplicate this internally at all, so this should give us the debugging info we need for that.
--Thanks to Croaker, gwelty, Tabellen Peter, and others for reporting.
-For the experimental, default-off tooltip: Fleet strength numbers now indicate not only the maximum strength of the fleet, but also the current strength and maximum amount of ships.
--This is to pin down a bug in the code which overestimates Neinzul Wild Hive drone fleet strength by potentially 2 magnitudes.
--Thanks to NR SirLimbo for adding.
-Highlight both source and destination of womrhole invation on notification hover.
--Thanks to tom.prince for implementing.
-Wormhole invasion improvements:
--Fix the check for targeting hostile planets. Previously, it would happily target planets that were not hostile to the AI launching it, which would often be the other AI, leading to a wormhole invasion between two random AI planets. Now it checks that the target is hostile to the launching AI, and an ally of the player.
--Ignore planets with a negative invasion score, since GetInvasionScoreForPlanet returns a such a value if the score is otherwise zero.
--Add a check to prevent two wormhole invasions happening in opposite directions. This occured to be accidentally while testing with the cheat, without the first fix. It led to two wormhole between planets.
--Thanks to tom.prince for implementing.
-The necromancer sidekick lobby text now explains precisely how it differs from the necromancer empire
--Thanks to Badger for adding.
-Change the pathfinding code to return the list of next planets to go to, excluding the origin.
--The most common caller of the pathfinding code is for creating a `SetWormholePath`, which should not include the current planet. It happens the initial order generated will be ignored, as it is invalid, most of the time. However, if you have a stationary Necromancer flagship on a planet adjacent to where a unit is summoned by necromancy with orders to an adjacent palnet, the orders will be copied to the new unit, resulting in it pathing back to the flagship before joining a fight.
--The pathfinding code is also used for determining if a path is safe for some unit to travel. Generally, the unit is already on the origin planet, so it doesn't have a choice to go there or not, so it should be skipped for this kind of check as well.
--This also adjust the few places that expected the origin to be included, and removes a duplicate copy of `Fireteam.GetDangerOfPath` that differed only in handling of the origin planet.
--Thanks to tom.prince for implementing.
-You can now tweak fireteam settings on a per-faction basis for 'how often does this fireteam choose its Best target'. This is not recommended, and is added (I think) for CF support)
--Thanks to Badger for implementing.

Balance
-Increased delay before the DLC3 AI Eyes can transform.
--Every time an AI Eye activates or inactivates, it clears the attack orders of all ships attacking it. This is inherent to the transformation logic and not in scope to be changed. The original Eyes stayed active for 60s once triggered, so this wasn't very noticeable, but the new Eyes had much shorter cooldowns to make them more responsive. However, this made them very annoying to kill once they triggered, as they would constantly transform, causing everything attacking them to go after something else.
--Most of the new Eyes must now be in the inactive state for 10s and in their active state for 30s before they can transform.
--The Dire Guardian Eye must be inactive for 30s and active for 7s before transforming; it'll always spawn at least one Dire Guardian when triggered, but if that's enough for it to deactivate, you've got 30 seconds before it spawns another.
--Thanks to Dismiss for the report and to Tadrinth for fixing.
-A few nerfs to the Corrosive Guardian
--This is purely a bandaid until zeus can take a look

Bugfixes
-Fixed a bug with Risk Analyzer's on death AIP change
--Thanks to rem_tuas for the report
-Fix to the Strength Counting code again. The fix before to make Guards not count as threat, made it so only the AI Sentinels faction would. Hunter (and things like CPA faction ships) would get ignored by the top bar and galaxy filter. It now checks if the units faction is of FactionType.AI (as it did before), AND checks if the units faction is allied to the AI by default. If both are false, it's not an AI unit!
--Thanks to Puffin for fixing!
-Improve the debug output of `EntityOrderCollection`.
--Thanks to tom.prince for implementing.
-Fix some errors in CPA tracing.
--Thanks to tom.prince for implementing.
-Further limitations to Custodian subfaction spawning to prevent teams from joining games they shouldn't be in.
--Thanks to StarKelp for implementing.
-Fixed a couple of MP-client-side errors that were possible in UpdateAllSortedStuffIfNeed, and also instrumented it so that it will not lead to error cascades, as well as so that if it has another error, we'll know exactly where that is.
--Thanks to ParadoxSong for reporting.
-Put in a probable fix for rare fireteam history deserialization that could happen in MP on clients. In the event that it still happens, it now gives a better error at least.
--Turns out that this could also lead to error cascades in some cases.
--Thanks to ParadoxSong and Alex M for reporting.
-Fixed some client-side-only exceptions that could happen when hacking elderlings in multiplayer.
--Thanks to ParadoxSong and firespier for reporting.
-Fixed a harmless error (that should not have been there) when asteroid mining powerplants were captured for the first time sometimes on MP clients.
--Thanks to ParadoxSong for reporting.
-Fix a few more achievement-related bugs
--Thanks to Ecthelon for reporting
-Fixed an exception that could happen when belatedly creating a faction during an MP game (such as from hacking a beacon). This needs more testing to be sure that I got all of it, but I fixed the part I was seeing. This then led to an error cascade.
--Thanks to Haeris for reporting.
-Fixed an issue with unloading transported ships that could cause an exception if the original savegame accidentally had two copies of that ship due to the timing of when the save was made.
--Thanks to Ushgarak for reporting.
-Audio messages for the necromancer being low on metal will no longer happen (the necromancer does not use metal that way).
--Thanks to ptarth for reporting.
-Add some defensive code to the AI Reserves
--Thanks to Binary Blitz for reporting
-Fixed an exception where if the local player account on the host was in a bit of a strange state, it could lead to error cascades.
--Thanks to kendric for reporting.
-Fix some duplicate text in the necromancer battle notifier about resources earned.
--Thanks to ptarth for reporting
-Fixed some exceptions that could happen in the ships sidebar when you were deselecting fleets.
--Thanks to Andrew Savinykh for reporting.
-Add some defensive code to The Templar's CalculateSpeed function
--Thanks to ptarth for reporting
-Fixed a couple of exceptions that could happen when closing modal popups via hotkey.
--Thanks to Andrew Savinykh for reporting.
-Fixed a memory not cleaned up warning with "Hacking_SelfUnitWithSubSelection_Base-GetMinAndMaxCostToHackForSidebar-eligibleTargets"
--Thanks to Malformata for reporting.
-Fixed an exception in "RecalculateBalanceStats debugStage 9800"
--Thanks to Breach for reporting.
-Fix a problem with exo notifiers when the exo is syncing with a CPA; it could show as 0%
--Thanks to Nick for reportin
-Fix a typo in a ward weapon text
--Thanks to lampshade for the bug report
-Fixed a "Hacking_TransformNecromancerFlagship-GetCanBeHacked-workingBlueprints" error.
--Thanks to Lord Of Nothing for reporting.
high rated
X4: Foundations v 5.10 HF2 (477240) - 2022-04-27

Offline installers available for both Linux and Windows.

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


Update flagging still does not work for this game. I guess I am flogging a zombie horse here.
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.52.10 (Offline installers updated)

No Changelog
high rated
Pathfinder: Wrath of the Righteous updated again, to 1.3.2c.582

(Again, no update flag)
high rated
Book of Demons 1.05.220428

- Fixed incorrect controller glyphs when using newer controllers, including Steam Deck
high rated
Changelog for The Binding of Isaac 1.7.8a patch:

Gameplay Changes

Little Horn Little Horn now takes reduced damage from his own bombs (this prevents him from killing himself too quickly).
Little Horn Little Horn's orange champion variant now uses unique flaming troll bomb sprites and always spawns flaming troll bombs when teleporting around the room.
Updated several room layouts.
Updated localization files.

Fixes

Fixed a bug which prevented scores from being submitted upon winning a daily run.
Fixed missing champion sprites for Rag Man Rag Man.
Fixed champion Mask of Infamy Mask of Infamy not using its unique champion sprites.
Fixed champion versions of Chub Chub, Little Horn Little Horn, Rag Man Rag Man, Brownie Brownie, Peep Peep and The Bloat The Bloat not using the correct sprites for spawned enemies.
Fixed champion War War and Death Death not using the correct sprites when transitioning to their second phase.
Fixed Lil Loki Lil Loki not counting towards the Conjoined transformation (for real this time!)
Fixed Clutch Clutch's Clickety Clack Clickety Clacks not dealing contact damage after being revived.
Fixed reviving as Lazarus Lazarus resetting his Devil Deal chance even if Red Heart damage was taken during the current floor.
Fixed Bethany Bethany's unlock condition not working as intended due to Lazarus Lazarus' new revival mechanic.
Fixed several special room doors not working correctly in the PAY TO PLAY challenge.
Fixed Pay to Play Pay to Play (the item) locking doors that would normally be unlocked (such as the Silver Treasure Room Treasure Room in Greed Mode).

Modding changes

Added missing enums for null items introduced by previous updates.
high rated
Surviving Mars

Updated to 1.5 Fuglesang 1011140 (Galaxy & Offline Installer)

Martian Express, Revelation Radio Pack and Future Contemporary Cosmetic Pack DLCs are available now.

The new DLCs are also available together in the All New In Bundle.

Changelog from Paradox Forum:
Welcome aboard, the new Content Creator Packs have arrived!

Calling all Survivors!

The day has arrived! The 3 new CCPs (Content Creator Packs) have finally arrived, and we're excited to welcome you aboard. The packs will be available separately, or in a "All New In" bundle! You'll be able to change how you play the game with the "Martian Express Pack" created by veteran modders Lucian "LukeH" Hada and Sylvain "Silva" Maupetit. The "Martian Express Pack" allows you to move your colonists and resources between stations facilitating access to far away domes and remote resource deposits. Other outside manned buildings will also be buildable near stations without needing a dome. You can also enjoy the 10 new terrestrial building skins included in "Future Contemporary Cosmetic Pack" by modder Teerapat "Quad Rioters" Kitjawijit while you listen to the 16 new songs from the "Revelation Radio Pack".

Martian Express Pack created by veteran modders Lucian "LukeH" Hada and Sylvain "Silva" Maupetit include:

- Welcome commuters!

Build your stations anywhere on the map and help your colonists get to work and back. Click on the info panel to see their reason for traveling and make sure that everyone gets their seat. otherwise, they’ll have to wait for the next train - and be frustrated, nobody likes to miss the train.

- New tracks

Click and drag to create tracks that connect your stations. Tracks will be elevated allowing your rovers and drones to pass underneath together with power cables, while pipes can cross over them.

Same train, different cargo

Traveling on the red planet has never been safer (and efficient!). Trains will have 2 wagons to transport colonists and resources at the same time. Don't worry: they'll travel on the same track with no risk of collision. Build your trains in the stations, assign them to the connected tracks and watch them go.

The Martian Express pack will be available for a price of 6.99 USD / 6.99 EUR / 5.19 GBP.

Future Contemporary Cosmetic Pack by modder Teerapat "Quad Rioters" Kitjawijit:

- 10 terrestrial building skins to give your colony some added flair.

The Future Contemporary Pack will be available for a price of 4.99 USD / 4.99 EURO / 3.99 GBP.

Revelation Radio:

- 16 new songs from 4 artists for approximately 70 minutes of music from the comfort of your own dome.

Revelation Radio will be available for a price of 3.99 USD / 3.99 EURO / 2.89 GBP.

So pack your bags on hop aboard a train on Mars, destination: everywhere from your dome to the Gale Crater! There will also be a free update to the basegame, see patch notes below:

Release date: 28-04-2022
Version: GOG: 1011140

Bug fixes:

- The Jumbo Cave Reinforcement cannot be built if a Dome was already built nearby
- Rovers and RC Dozers can clean cave-ins only from certain points
- Anomalies from events can spawn under a deposit
- Landscaping projects from Surface are displayed in the Underground if one of them is finished
- The salvage process for Storages does not resume after they have been emptied
- The Bottomless Pit Lab doesn't convert some resources into research points in the Normal workload
- Resources stored to be used for maintenance or to upgrade the Bottomless Pit can also be converted into Research points, causing maintenance and upgrading to be delayed
- The Drones don't get commands after being unpacked from Prefabs by Ancient Artifact
- The Asteroid Extractor tooltip doesn't show the available amount of rare metals and exotic minerals in the nodes on the Asteroid when trying to place an extractor
- The Mystery Log cannot be dismissed on the Asteroid after completing the "Asteroid from outer space" mini-mystery
- Prefabs not being correctly transported to the underground via the elevator

Feature change:

- Elevators can now also be built from the underground
Post edited April 28, 2022 by Hustlefan
high rated
Skabma - Snowfall

Updated to 1.0.58-GOG (Galaxy & Offline Installer)

Latest changelogs from GOG (1.0.57) & SteamDB (1.0.58):
Patch 1.0.57 (27/04/2022)

New:

- Added missing threat placements in a late-game area.
- Add missing third party tooling to credits.
- Add new glow visuals feature for Spirit Drum, highlighting spirit animals and rim when player is using abilities or drumming.

Changes:

- Spirit World: add more trees and mountains.
- Change visuals on a blocked path in Chapter 6/7 to more accurately look like the path is completely impassable.
- Tweak task list positioning in pause menu.

Fixes:

- Fix Air Vortex flight paths to be more consistent: previous behaviour took some deviance from movement inputs, but now we ignore movement for a short moment during the launch.
- Fix Dynamic Resolution Scaling being overzealous during cutscenes and more or less always scaling down to minimum allowed scale. Cutscenes should therefore now have better visual quality for users that have Dynamic Resolution Scaling enabled.
- Fix gameplay statistics not tracking all successful Shield usages correctly.
- Fix campfire damage/hit volume staying active after putting out the campfire with water.
- Fix one location where Áilu looks at a lantern instead of the rune.
- Fix dash/aerial launch VFX getting stuck when dying.
- Fix blurry cinematics and some cutscene camera placements.
- Fix chapter/area that had an overall blurriness issue for visuals.
- Fix issues with Fallen Stars quest.
- Ensure epilogue credits roll finishes fully.
- Cutscene audio volume and timing changes for a specific cutscene where timings were off and footsteps were too loud.
- Fix wrong color, shape and orientation in WindPulseSuccess effect played when player successfully passes through a WindPulse.
+++
Patch Notes for 1.0.58

Overview

This patch fixes a Quest and its achievement being impossible in the previous version as well as addresses various unintended routes that could lead to softlocked game state as well as some more minor fixes and improvements.

New:

- Add guidance footsteps to main routes in the Mountain area.
- Add more decorations and some invisible walls at the edges of the Spirit World area to prevent player from getting stuck on sides of the area.

Changes:

- Block off some routes in the Tar-Burning Pit area.
- Audio tweaks to one of Suonjar's cutscenes.
- Tweak some bunny animation transitions.

Fixes:

- Fix music area shapes in "Damsel in Distress" Cutscene.
- Fix music area priority issue within Village.
- Fix music area size in Great Caves area.
- Fix floating river in Mountain area.
- Various cutscene tweaks and fixes, like ensuring that an actor's feet don't clip into ground.
- Fix animation twitch in Jean's conversation animation loop.
- Fix "Fallen Stars" quest: it was previously impossible to get a key item at the end of the quest required to finish it.
- Fix sequence breaking route to a midgame area during early game.
- Fix multiple gaps in invisible walls (special thanks to Carrot Helper!)
- Reduce area where Reindeer can walk in the Reindeer Yard to avoid petting a reindeer causing player to fall through the walls.
- Fix terrain showing sharp jaggies in multiple locations while playing with High Settings.
- Add visual guides to help a certain collectible type.
- Fix issues where loading a save at a certain point can break progression.
Post edited April 28, 2022 by Hustlefan
high rated
Dorfromantik

Updated from 0.5.0.3 to 1.0.5

Changelog, present, and also posted in the forum by the developer:
Patch 1.0 - Full Release (28 April 2022)
✿ Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Forums or on our Discord.

Custom Mode
* Added new Game Mode: Custom Mode
* Start a new game in custom mode to open the configuration screen, where you can customize element probabilities and rules
* ✿ Deterministic seed: The first part (first 6 digits) of the configuration string displayed in the configuration screen determines the order of generated tiles. This enables you to compete with others on the exact same map.
* ✿ Copy and paste the configuration string to share your setup with others - the seed determining the tile generation order as well as all custom defined rules and element probabilities
* ✿ Implemented customizable rules are: tile stack height, tile limit, quest probability, quest difficulty, flag quest probability, landscape density

Quick Mode
* Added new Game Mode: Quick Mode
* ✿ Play quick sessions of Dorfromantik with a tile limit of 75 tiles

Hard Mode
* Added new Game Mode: Hard Mode
* ✿ For experienced Dorfromantik players looking for a new challenge
* Fewer quests, steeper difficulty curve and more complex tiles

Monthly Mode
* Added new Game Mode: Monthly Mode
* ✿ Play a new seed and custom configuration every month and compete with others to master the map of the month
* Monthly challenge for April 2022: Extended Quick Mode with a tile limit of 150 tiles and a fixed seed, so the same tiles for everyone

Dynamic World Loading
* ✿ Asynchronous save game loading, watch the world being created while it's loading
* ✿ Added "Fast Load" button to loading screen to load the world faster but without watching it

Challenge System Improvements
* ✿ All challenges are now permanently active
* Challenges are displayed ingame sorted by their completion ratio
* Click on a challenge in the reward screen or ingame to pin it, displaying it before other (unpinned) challenges regardless of its completion ratio

Music & Sounds
* ✿ Added 6 new music tracks by Laryssa Okada, OnlySound and pygoscelis
* Added or improved sound effects for many ingame actions: Undo, creative mode tools, perfect placement, flag spawn, and more!
* ✿ Reduced silence between music tracks

UX Improvements
* ✿ Creative Mode: Added "Generate Matching Tile" tool. Use this tool and select a tile slot to generate a tile that perfectly fits all its surrounding edges
* ✿ Added "Run in Background" toggle to Settings > Other
* ✿ Added "Highlight Matching edges" toggle to Settings > Other

Performance
* ✿ Improved performance of highlighting big groups (also performance of rotating a tile while connected to a highlighted group)
* Improved loading time & memory usage for maps with large tile stacks

Polishing
* Added new perfect placement feedback effect
* Added animations and particle effects to creative mode tools
* Added particle effect for Undo
* Improved feedback for all buttons

Clarity
* Improved score explanation phase in tutorial
* ✿ Added phase explaining perfect placements in tutorial
* Improved tutorial ending
* Added tooltips to all custom rules in Custom Mode, to menu tabs, buttons, some settings
* Changed tooltip priority order - setting Tooltips to "Basic" in the settings menu will only display menu & UI tooltips, setting it to "Detailed" will also display ingame tooltips (e.g. while hovering over Quest bubbles)

UI Overhaul
* ✿ Reworked the game mode selection & save game screen
* New and unified button & icon graphics and behaviour
* Display current game mode in main menu, only display highscore & rank if the current gamemode has them
* Reworked sliders & dropdowns
* Updated tutorial section in game mode selection screen
* Redesigned stats display
* Redesigned Game Over screen
* Unified layouts & translucent backgrounds throughout the entire game

Leaderboards
* Added leaderboards for Quick Mode, Hard Mode, Monthly Mode
* Added new Classic Mode leaderboard for all games started in version 1.0.5 or later
* Added Classic Mode [pre 1.0] leaderboard for games started before 1.0.5
* ✿ The previous "Early Access" leaderboard will be archived and entries can no longer be added

Bugfixes
* ✿ Fixed challenges getting registered multiple times and not getting unregistered when switching between savegames. This could result in challenge fulfilled effects being triggered multiple times, but also in other faulty behaviour, like tiles not being placed but counting for score
* ✿ Fixed preplaced tile quests not triggering immediately when directly fulfilled or failed while the preplaced tile is connected
* ✿ Fixed issue caused when undoing a turn where a new challenge was unlocked
* ✿ Fully completed challenges are no longer displayed ingame (only during the session in which they were completed)
* ✿ Fixed Russian tilestack tooltip translation
* ✿ Fixed tileslots not reappearing when connecting a preplaced tile and undoing the connection
* ✿ Fixed boats & trains no longer emitting smoke when enabling / disabling biomes
* Fixed tutorial getting stuck when opening the menu while in the "Quest Failed" phase
* ✿ Undo now also resets the tile rotation, so it no longer breaks the Heavy Weight challenge

Other
* Added field quest tile (2A) with two field edges
* Improved visual variety of forests in the Standard biome, as well as villages in the Lavender biome
* Added perfect placement ratio to ingame stats. It displays which percentage of fully surrounded tiles on the map are perfect placements
* ✿ Updated translations for all languages
* Water train stations now also spawn if Champion 1 hasn't been completed yet
Post edited April 28, 2022 by gogtrial34987
high rated
dV: Rings of Saturn

Updated from 0.486.25 to 0.494.3 for Windows, Mac and Linux.
Same for the demo.

Changelog posted by the developer in the forum:
0.494.3 - Digital Facelift

Modified ships approved
Multiple ship modifications, including both factory modifcations and aftermarket kits, were approved this week for operation and sale on the Enceladian station. Among the approved models were the Conlido Cothon-211 and 213 variants, the Mistudaya-Starbus Vulture Prospector and post-facelift versions of the Rusatom-Antonoff K37.

Another Digital Mimas performance
After the success of their previous classical music performance, The Digital Mimas Orchestra will hold another concert in Enceladus netspace. Tickets for the previous performance sold out in 2.4 minutes, so for this event performance bandwidth allocation will be raised to 15000 attendees. Ticket sales will start at midnight.

Information boards at docks
Due to a recently net-famous mixup at the docks, in which a mixup led the captain of the Stupendous Identity to board the Stupendous Idiot(and his subsequent mauling by the captain’s pet ocelot), Enceladus has mounted displays at each ship berth. These render the ship’s name and flight status clearly visible, regardless of the poor lighting available at the docking ring. Enceladus has not responded for comment on the claims that they were primarily mounted in preparation for delivering targeted advertising to ship captains.

Maintenance Logs
- Added ship hull variants. The ship hulls you can purchase at your local Enceladian Dealership have now multiple variants. You can find pre-facelift models, dedicated modifications made by companies or long thrusterbase versions of your favourite crafts. A total of 7 ship variants were added in this release for a grand total of 12 playable ships.
- Reworked Dealer interface to present new data about the ships in a more organized way and work better on smaller displays. The ship description now occupies a prominent space, and ship statistics were moved to the Examine Ship tab. Ship name, model and price are now displayed above the tabs.
- New ship comfort gameplay mechanics. Some ships are just comfortable, and flying them is a real joy, while others are a pain to operate and affect crew morale negatively. A happy crew will perform better and are less likely to ask for raises.
- Added an additional soundtrack.
- Reworked lighting at Enceladus station. There are fewer flashing lights now, and these that remain turn on and off gradually for a less jarring experience.
- Information billboard on the Enceladus station, showing primary data about your ship.
- The model of the ship you are purchasing is now prominently displayed on the Dealer screen.
- When you begin a crew quest related to a particular habitat and already have their coordinates, the crew will acknowledge that.
- Crew quests events are now more frequent.
- The ERS2205 torch used 12MW of electrical power instead of 120MW, as the description claimed.
- Friendly ships now keep 50% longer distance from you and will approach you 50% faster.
- If your ship runs out of propellant, but you manage to eject a cargo container before rescue is dispatched, you will retain the cargo that returns autonomically.
- Added stiff rotation limiter to Eagle Prospectors grinders to prevent them from being pushed into the cargo hold with energetic impacts.
- When you bring multiple lifepods to collect bounty to Vilcy HQ, you will get separate bounties for each of them.
- Added additional defences to Vilcy HQ.
- Re-visiting a known location will display a notification when your astrogation coordinates update.
- Fixed a memory leak that caused a permanent performance degradation when you owned a lot of ships.
- When defusing hostilities with the Ganymedean station in the middle of combat, the station could offer you a truce and still immediately open fire again.
- Some ships had unlisted ammo compartment seals, corrupting the purchases of other ammo compartments in the Hardware menu.
- When playing with a gamepad or keyboard alone, the smart camera could position itself to make parts of your ship go off-screen.
- Both Repair menu and Crew menu stats will now account for mechanics that are not currently active crew but still help repair your ship.
- Improved performance of Enceladus station background.
- Updated translations.
Post edited June 10, 2022 by gogtrial34987
high rated
avatar
Oddeus: Changelog for The Binding of Isaac 1.7.8a patch:

Gameplay Changes

Little Horn Little Horn now takes reduced damage from his own bombs (this prevents him from killing himself too quickly).
Little Horn Little Horn's orange champion variant now uses unique flaming troll bomb sprites and always spawns flaming troll bombs when teleporting around the room.
Updated several room layouts.
Updated localization files.

Fixes

Fixed a bug which prevented scores from being submitted upon winning a daily run.
Fixed missing champion sprites for Rag Man Rag Man.
Fixed champion Mask of Infamy Mask of Infamy not using its unique champion sprites.
Fixed champion versions of Chub Chub, Little Horn Little Horn, Rag Man Rag Man, Brownie Brownie, Peep Peep and The Bloat The Bloat not using the correct sprites for spawned enemies.
Fixed champion War War and Death Death not using the correct sprites when transitioning to their second phase.
Fixed Lil Loki Lil Loki not counting towards the Conjoined transformation (for real this time!)
Fixed Clutch Clutch's Clickety Clack Clickety Clacks not dealing contact damage after being revived.
Fixed reviving as Lazarus Lazarus resetting his Devil Deal chance even if Red Heart damage was taken during the current floor.
Fixed Bethany Bethany's unlock condition not working as intended due to Lazarus Lazarus' new revival mechanic.
Fixed several special room doors not working correctly in the PAY TO PLAY challenge.
Fixed Pay to Play Pay to Play (the item) locking doors that would normally be unlocked (such as the Silver Treasure Room Treasure Room in Greed Mode).

Modding changes

Added missing enums for null items introduced by previous updates.
Thanks for posting. :)
Finally it's up to date!
high rated
The Tenants (In Development)

Updated to 0.85c (Galaxy & Offline Installer)

Changelog from SteamDB:
The Tenants - Patch 0.85c

General

- Egg Hunt's Easter Set will now be unlocked across all your save files (including future save files).
- Easter eggs can now be picked up even when the game is paused.
- Game will now show the old save file warning only once before upgrading the file to the current version.
- Auction bidders now use the same method of rating as Open House guests. The amount they're willing to bid is now less random and more dependent on their ratings.
- Opening bids are now less random and more dependent on property conditions.
- Moved the research tutorial to right after the player starts their first research
- Tweaked photo mode's camera controls to allow for more freedom.
- Fixed an issue with proximity markers being displayed even when the newly bought item was placed in the bonus position right off the bat.
- Fixed a room detection issue in the Brewery job.
- Fixed an issue with tenant renovation requests not kicking the player out of renovation mode when the lease with the tenant in question ends.
- Fixed a number of issues with furniture items.

Open House

- Open House guests will now choose the item to rate from a pool of items close to the one they're standing next to.
- Open House guests will now first favor the rooms that are actually being rented out when rating the property.

UI

- Main menu save slots will now display exact gameplay settings when hovering over the game mode icon. This will work only after you load your save file at least once.
- All creative mode settings will now be displayed in the pause menu for information purposes.
- Fixed a number of issues with the UI styling.
high rated
Cultist Simulator
Windows installer updated to 2022.4.s.1
Changelog:
https://store.steampowered.com/news/app/718670/view/3183491394515700413

"- Quick fix for silliness with the starting dropzone alignment
- Fixed lots of Japanese loc garbling. Particular thanks to Clocq for their work on this!
- Console slot now allows stackables.
- Fix for insane bug where game became unresponsive when you alt-tabbed out of the Mansus. (I caused this bug.)
- Applied kibble to cat bowl to shut up cat. You don't think that's a bug but then you don't have to listen to this monster."
high rated
Lost Eden

Standalone installer updated: [Mac] Version gog-2 ⇒ 1.0 .

**********************************************************************


Myst III: Exile

Download added: Bonus, manual (17 pages)

**********************************************************************


Myst IV: Revelation

Download added: Bonus, manual (16 pages)
high rated
Blast Brigade vs. the Evil Legion of Dr. Cread

Updated to 0.1.production.23 (Galaxy & Offline Installer)

Changelog from SteamDB:
Blast Brigade | Patch Notes (April 29, 2022)

A new update is available for Blast Brigade vs. the Evil Legion of Dr. Cread. The latest version of the game contains the following changes:

- Fixed a bug with a door which could be closed after death in Temple of the Sacred Trial location.
- Fixed a bug that caused an invisible cutscene after defeating the DOMINANT OVERSEER boss.
- Fixed a bug with getting the final achievement when playing with multiple save slots.
- Fixed a bug where the player could be pinned down by the generator in the Screaming Cliffs puzzle.
- Fixed a bug that caused incorrect gold fly spawn during the final boss fight.
- Fixed incorrect flower enemy behaviour.
- Fixed a bug that caused the first gun to disappear for early access players.
- Minor visual, audio, and localization fixes.

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