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high rated
Serious Sam Siberian Mayhem
Update 1.03c Changelog:
Fixed the game sometimes stuttering with NVidia GPUs on some systems.
Fixed frequent crashes on Roadside Picnic level.
Reduced performance impact from T.A.C.T. explosions.
Custom controller layout will now have standard bindings by default, so the player can adjust the config rather than recreate it from scratch.
Fixed a bug when Hoverboard charge indicator sometimes would not disappear after player already dismounted Hoverboard.
Fixed a bug with minefield pre-explosion sounds missing on clients in Cooperative mode.
Fixed a bug when a client in Cooperative mode could not teleport from classic secrets or Alpha and Omega sidequest while riding an enemy or the Hoverboard.
Fixed a bug with cliff disappearing under certain view angles on Crime and Punishment level.
Fixed a certain way of getting out of playable area on A Smell of Petroleum Prevails level.
Dragon Gates: Fixed a bug with "choose one" pickups not working on clients in Cooperative mode.
Dragon Gates: +100 hp/armor replaced with +50 hp/armor on endless wave
Dragon Gates: Changed music setup once again.
Horus Sanctuary: Fixed some trees appear flying when viewing from spectator cameras.
The Snowrider: Player and its vehicle health are now synced, so a player in Cooperative mode can view other players health in Tab menu.
Slightly increased enemy spawn rate in Cooperative on multiple Survival maps.
Modding:
Included WesternEurope biome file from Serious Sam 4 into the game archives, so you can once again recreate that Windows wallpaper.
Included some missing ammo/weapon items for Serious Sam 4 weapons.

NOTE: Still have to download the latest version to check if the modding tools are included, probably not due to Workshop inclusion, yet if somebody can confirm it I will appreciated that :D
high rated
Absolute Drift - Zen Edition

Update to 4e17697.

No changelog.
high rated
GRAVEN was updated again (Offline & GOG Galaxy).

GRAVEN - Hotfix update - 0.9.6934 (May 11, 2022)
• Fixed multiple crashes related to load areas
• Fixed a crash related to having a gamepad plugged in while launching the game
• Fixed spell upgrades not re-applying modifiers on loading a saved game
• Fixed spell upgrades not being given to clients on joining a session
• Updated Steam's cloud save configuration which should alleviate some players experiencing limited access to saves on a separate device
low rated
i found the latest version 2022 and it has a good patch and fixes some nasty bugs
Post edited May 25, 2022 by JesusMyers
high rated
Weird West/Patch 1.01

Quality of Life
You can now access your Companions and Horse inventory directly from the Shop UI to resell items directly from their inventory.
Decreased HOLD time on Scrap Weapon interaction to be standard HOLD interact time to make it less annoying to scrap multiple weapons in a row.
Added an option so that player can transfer at once all junk items from their inventory to a companion, horse or container inventory.
You can drop items from your inventory when browsing containers/NPCs inventory and opening your inventory side panel.
Made it clearer on the Crafting UI which is the item you produce and which are the items needed.
AI
Companions now auto use bandages they have in their inventory when their health drops below 40% (instead of the threshold being at 25%).
Tuned distraction noise made by throwing props around so AIs will react to it from further away, allowing player more control over this system.
Your Horse now stops if it was moving while if you attempt to search their Saddlebags (and Saddlebags wont auto close if they restart moving for whatever reasons, but will still auto close if you move away from your Horse).

Bug Fixes
The Protector Journey Hero recruited as a Companion will no longer wrongly quit your Posse when receiving friendly fire.
Bolt-Action Forester Rifles now have their correct icon in the Weapon Wheel.
Fixed opening of the Shop UI sometimes wrongly auto selling a random item from Player inventory, if you pressed USE for too long when validating the choice "Browse Goods".
Fixed crafting of items not dropping crafted item at Player's Feet if player's inventory was full.
Fixed an issue with Keyboard+Mouse where you could not navigate the "Abilities" and "Perks" TAB of the Journal if you had used LMB on any of the Abilities or Perks.
Fixed one of the Heathen Travel Encounter not triggering on a specific story path.
Fixed Canker and Fighting Pit Sigil being wrongly destroyed when using a generic Sigil to access a secondary Temple (the fix is retroactive and if the bug happened already to you, you will re receive the missing Sigil upon entering the Fighting Pit/Canker or upon reloading a save in those locations).
Fixed issue with abandoned mine sometimes not being correctly populated with Sirens when using Sirens Scenario.
Fixed Foliage/Bushes areas in Canyon Location to have less "holes" in them so player does not get surprised detected while walking hidden in the middle of a bush patch.
Fixed Weapon Shops Guards being pulled to guard banks in Town instead of staying inside the Weapon Shop (also solves Deputies being inside the locked ransacked Bank at beginning of the game).
Fixed Easy Prey/Terror on the Trail side quests having their quest item disappearing if you entered the abandoned wagon location and re entered it prior to finding the item.
Fixed losing reputation when killing Ravenous at Galen's Crossing.
Fixed being able to bury companions in Olvidado's lair, resulting in not being able to access their corpse during the last Journey.
Fixed finding husband in Bounty Hunter Journey, without freeing him and then returning to Galen's Crossing and completing local objectives prematurely and wrongly completing the Journey.
Fixed issue where in rare cases, Essex Mast in Quickbend does not follow up with his blocking conversation when you free him, resulting in an objective blocker.
Fixed Tanning Racks in Trapper Camps having nav mesh beneath them which could result in side quest NPCs spawning inside tanning racks and blocking side quest progression.
Fixed Rope being removed from player inventory every time you reloaded into a location where you had attached the rope to a skylight.
Fixed Documents, Nimp Relics, Keys, Golden Ace not transferring from 4th to 5th Hero.
Fixed Oneirist leaving location while talking with her about the cursed statuette during the Ritual travel encounter.
Fixed hole in bush area at starting point of Greenwood Run resulting in player getting unfairly detected.
Fixed the Reputation Notification sometimes displaying a placeholder text.
Fixed Ability Wheel not showing weapon abilities when having set AIMING to TOGGLE MODE and aiming with your weapon.
Fixed Sheriff wrongly going hostile during the side quest where they open the cell after being bribed.
Fixed rare blocker bug where Pigman Hero would not go to destination during a specific Objective in last Journey.
Miscellaneous
Improved throwable weapons (e.g. dynamites, etc.) throw arc and speed so they are easier to use in combat and can easily be sent through door frames, etc.
Wanderers now also buy Junk Items to give more opportunities to resell such items while on the road.
The game now cycle through 5 x Auto Save Slots instead of 3, so you can more easily backtrack through save files if needed.
Game Pass PC Build now uses 10 Manual Save Slots like on Xbox (up from 5) so it matches for Save Roaming between both platforms.
Added Loading Hint about Companions not requiring Ammo to use ranged weapons.
Made it so that if you return a handcuffed Bounty Target, they only have a low chance of later jail breaking and starting a vendetta against you (was previously 100% when it should have been 15%).
high rated
Weird West/Patch 1.02

New Contents
Two new Random Encounters: Howling Hatch and Serpent's Mouth.
Two new abandoned mine variations: Wraith and Ridgeback scenarios.
Three new cave variations: Sirens / Wild Animals / Wraith Scenarios.
One new hacienda variation.
New Features
You can now one-shot stealth kill unaware NPC with your melee weapons.
Blunt weapons (e.g. shovels, warclubs), kicking, and punching now knock out people when taking them to 0 HP.
The projectile system has been revamped so that you now freely control with the mouse or gamepad stick the exact position where you will throw the projectile. Projectile speed and arc were also tuned to make it easier to throw them through doors and windows!
You can now scrap all weapons at once via the new scrap menu and you can also scrap directly from your Companions or Horse inventory from there!
Knocking out sleeping NPCs won't make this NPC alert other NPCs since they now perceive them as still... sleeping!

QoL
Removed the ability to swap to previous weapon by tapping the weapon wheel key in favor of making opening the weapon wheel more responsive.
Gamepad Aiming: Now Only show Aiming Line if the stick is fully pressed to better teach player to aim with the the stick fully pressed as the aiming system responds better this way.
Made player holster animation faster to make the game more responsive.
Added Auto Save points when entering the underground part of Big Gulch Mine, Copper Mountain Quarry, Bitter Rock and Boulder Creek Mine.
Added Auto Save Points in some Journey Locations which had very long stretch without Auto Save often leaving player with a big chunk of progression lost if they died in the middle of the location and hadn't thought of doing a manual save.
Miscellaneous
Tripled amount of time blood splatters remain in environment during combat on PC.
Removed "FLIP" interaction that was wrongly present on Nimp Heads.
Allowed stealing Sibil's Journal without triggering an unfair forced detection/failure in some contexts.
Changed "Enter the Blood Moon Temple" objective wording to make it clearer that you need to first find a way to enter it.
Disabled death cam when killing an unconscious NPCs.
Made it so that the Bounty Board when very first accessed only has one Bounty available, and more adds over time after that point, to avoid channelling players into doing 3 Bounties off the bat and create room to breath for other type of side quests.
Made side quests more likely to appear in small locations like farms, homestead and haciendas.
Made the Sentry Silencer cost more AP.
Tuned Shotgun weapons spread and damage falloff.
Lowered Relay Decryption cost to avoid having to chain too many bounties at beginning of the game.
Tuning pass on AI reaction times to make it a bit more responsive.
AIs now search in place a bit longer when investigating a threat creating a bigger window of opportunity for player to sneak on them without AI constantly moving around and flipping at player's face as they approach.
Full polishing pass on Player character animations.
Bug Fixes
Fixed Bounty Board giving Bounty Side Quest for dead target resulting in no Bounty NPC being present in the quest location.
Fixed Werewolf Hero inventory, Relics etc not being properly transferred when recruited in Oneirist Journey.
Fixed Xbox Series S framerate being wrongly capped to 30 instead of 60.
Fixed Fighting Pit Tap Root sometimes self destroying upon arriving in location preventing from completing Tap Roots objective in Pigman Journey.
Fixed not being able to enter a Travel Encounter if the INTERACT control had been rebound to "C".
Fixed bug that would display placeholder Reputation change notification.
Fixed Camera issue during the Oneirist Journey 3rd vision that would happen under specific contexts.
Fixed Wiindigo not reacting to being silently shot with the bow while unaware.
Fixed some enemies wrongly patrolling after save/loading in Copper Mountain Quarry.
Fixed bug where Soul Vessel would duplicate when transferred to your horse saddlebags.
Fixed Farm's deed not turning into a Junk item in Galen's inventory after the Bounty Hunter Journey.
Fixed Issue in Werewolf Journey where Journey would sometime wrongly auto complete in Quail Run Mine if Demolition Expert was killed.
Fixed Wolfsbane Clipping being wrongly taken out of player inventory again after Loading save file in Blood Moon Temple.
Fixed Vultures not being poisoned after eating a poisoned corpse.
Fixed Ability Wheel wrongly showing weapon abilities instead of class abilities if you had switched weapons while aiming and then exited aiming mode.
Fixed Sheriff not respawning in Boulder Creek Town preventing turning in Bounty Side Quests.
Fixed Sheriff not respawning in Grackle after Albright leaves town preventing turning in Bounty Side Quests.
Fixed opened Blood Moon Temple underground gate not re opening on reloading a save file.
Fixed Chicken Coop spawning eggs even where there is no live chicken left in location.
Fixed Journey Heroes leaving your Posse when performing bad deeds.
Fixed Deputy Monte leaving your Posse when turning in too many bounties.
Fixed Trapper supplies not transferring to Outlaws during Heist encounter when forfeiting the item to them.
Fixed Pigman Joe being wrongly recruitable by default post Pigman Journey.
Fixed Amulet of Desperation applied status not having an icon or name.
Fixed Cellar Key not opening Cellar during the Graveyard Ghost Side Quest.
Fixed Plague Zombies wrongly spawning in other locations if you leave the farm during the zombie attack in the associated side quest during Plague Outbreak.
Fixed receiving reputation update twice after cleaning the farm of plague zombie during related side quest.
Fixed various continuity issues in Bounty Hunter Journey if you skip part of the objectives by exploring and finding Copper Mountain Quarry early on.
Fixed Ghost VFX being too faint prior to having the ability to converse with ghosts.
Fixed NPCs throwing dynamites not showing their dynamite in hand prior to throwing it which prevented telegraphing the attack.
Fixed a couple of possible random crashes.
Fixed Calamity disappearing entirely during Protector Journey if you had bought a new horse.
Fixed Companions inventory showing multiple items equipped that were not equipped if they had multiple same items in inventory.
Fixed Ruth not reacting to being shot with Silent Shot Ability while being unaware of player.
Fixed Gazette wrongly mentioning a pigman having had access to the Lantern Room if you had done the entire Lanter Room mission in a stealth way.
Fixed Banks' Ore Buyer sometimes not working after reloading a save.
Fixed being able to entirely hide from AI when carrying a barrel around.
Fixed duplicated Ruth who will show up again even though she had been previously killed.
Fixed Companion Armor Value so it's now properly only based on whatever Vest they have equipped.
Fixed Desiderio sometimes having infinite amount of Armor value during Oneirist Journey.
Fixed Companions sometimes attacking caged prisoner during Heathen's Judgement game.
Fixed Sybil's note to Franciscus spawning in Absolution Hall even though both were killed by Player prior to that.
Fixed Player not being able to interact with their current Horse if they had rebought and replaced too many of them.
Fixed Siren from Greenwood Run Intro not leaving location if intro cinematic was skipped at a specific point.
Fixed player being in stuck in place if opening and closing Bounty Board too quickly.
Fixed Player Character T Posing if drinking too many alcoholic beverages and starting to vomit.
Fixed outlaws being wrongly present in the mines wraith scenario during Pigman Joe' side quest.
Fixed Shovels Durability resetting when being put in saddlebags.
Fixed NPCs teleporting back to their original patrol point when reloading a save in the Lantern Room Location.
Fixed Dead Vulture's meat disappearing from their inventory when they are set on fire.
Fixed Heathen and Marshall wrongly referring to player actions that were not done in the interstitial scene between Bounty Hunter and Pigman Journeys.
Fixed maid and gunslingers wrongly appearing in Galen's Crossing's basement.
Fixed Werewolf Hero inventory, Relics etc not being properly transferred when recruited in Oneirist Journey.
Fixed rare case where no Ritualist and Canker Sigil were spawned in Elephant' Spine.
Fixed Companion's HP Bar getting stuck in some cases.
Fixed Money Collection side quest not being completable if player knocked out the debtor and took money from their inventory.
Fixed Shotgun sometimes sending hit NPC through walls.
Fixed Desiderio sometimes being hostile while in Broken Steppe.
Fixed case where Posse Member would vanish.
Fixed case where Journey Hero would never arrive to Broken Steppe.
high rated
Hi all,

I've got tons of demos/prologues which were updated, that to the best of my knowledge have not been mentioned in previous posts:

Recursive Ruin Demo 22.04.08d_(64bit)_(54955) -> 22.04.25d_(64bit)_(55363)
orbit.industries demo 1.0.2_gog_(54516) -> 1.1.9718.0_(64bit)_(55378)
Stardeus Demo v0.5.245.788_(64bit)_(54806) -> v0.5.267.837_(64bit)_(55356)
Peglin Demo v0.6.19_(64bit)_(54547) -> v0.7.5_(64bit)_(55121)
Nightmare Reaper Demo 1.1_(64bit)_(54571) -> 1.3_(64bit)_(55180)
Silt Demo 0.10.129.739_(64bit)_(54253) -> same file name/version but different contents
Diplomacy is Not an Option Demo 2.0.1_demo_(64bit)_(53373) -> 2.0.5_demo_(64bit)_(53516)
Blade of Darkness Demo v89_(64bit)_(52340) -> v109_(64bit)_(55383)
Hedon Demo 2.0.0_(49519) -> 2.1.2_demo_(50658)
NORCO Act One a1v0.1.4_(53745) -> a1v1.1.2a_(64bit)_(55692)
Aground Demo 2.1.1a_(45326) -> 2.1.1b_(46212)
high rated
I've also got some game updates, that to the best of my knowledge have not been mentioned in previous posts:

Depth of Extinction 55.0.0_(54660) -> 55.1.0_(55077)
The Dark Prophecy 1.0.11_(64bit)_(54021) -> 1.0.12_(64bit)_(55000)
Stranded Sails - Explorers of the Cursed Islands 1.4.7_(53059) -> 1.4.8_(54702)
HordeCore Training Ground 1.6_(45997) -> 1.10_(51707)
Songbringer 1.2.0.1_(20295) -> 1.2.1_(55516)
high rated
Train Valley 2

Updated to 1.4.4.8 (Galaxy & Offline Installer, Windows)

Myths and Rails DLC available now.

No changelog.
Post edited May 11, 2022 by Hustlefan
high rated
Factorio
All installers updated to 1.1.59
Changelog:
https://forums.factorio.com/viewtopic.php?p=567632#p567632

"Quickbar shortcuts to items in blueprint books can be used again.
Fixed grenade shadows.
Fixed it was possible to put blueprint book indirectly into itself"
high rated
Solasta Crown of the Magister
Part:1/3

Heya folks!

Thanks for your patience, the new 1.3.53 version is now live! After hundreds of bug fixes and small polishes, countless hours of testing to make sure new problems weren't popping up by solving old ones... It is finally here!

Changelog
Important Changes
Added a party stash in Caer Hyfryd for the party to stash their loot, for all you hoarders out there.
Fixed the Reconnaissance quest (Mask faction) not being completable if the Meeting the Rebellion quest (Forge faction) was completed beforehand.
Fixed the Mutant Giant Ape in Lost Temple's treasure room not dropping its head upon being killed (Quest item). Look, the head just... it never was there OK? I'm the DM, this was a rare breed of headless Mutant Giant Ape.
Fixed the AI sometimes taking too long when multiple monsters were hidden in the fog of war. Biding their time. Plotting your demise.
Fixed The Last Endeavor quest failing upon starting a fight with Sitenero
Fixed Orenetis not giving his scepter to the party after completing the Major Gate quest. You've been bamboozled.
Fixed monsters with legendary actions skipping their turn in Multiplayer. Now bosses are bossy again!
Fixed the exit area in Caer Hyfryd sometimes not reapparing even after completing all the available quests in the city. The guards are just taking precautions with travelers you know, with all the diseases going around in the Valley...
Fixed the final cutscene not playing properly if you leave Lost Valley by force after aiding the Dominion.
Fixed the Primal Threat quest (Rebellion faction) being blocked if you left Dinas Gessa before talking to Ellaria. She's ready to talk to you again.
Fixed a freeze when an NPC tries to cast Light (here's a little secret, NPCs don't have inventories in Solasta... so what happens when they use Light which opens the caster's inventory when cast? Nothing good, that's what)
Fixed a strange case of identity theft where Vando Klarn was declared dead instead of Cafrain when the latter was killed.
Fixed a freeze that would occur if the battle started by using a proxy spell such as Call Lightning. Monster dum dum no understand why lightning hurts them, so monster freeze game.
Fixed being able to bypass the final battle cutscene in Crown of the Magister by teleporting to a very specific spot, which would prevent the final battle from playing out correctly.
Fixed The Prisoners (People faction) quest no correctly failing if Sitenero dies. He's dead, Jim.
Fixed Ellaria being in the entrance of Rebellion's Headquarters instead of properly guarding the magic barrier during the Primal Threat quest (Rebellion faction). Slacker.
The doors in Wizard's Lair can now be opened or closed manually by clicking on them after being opened once.
Fixed an issue in Multiplayer where players could enter the Abjuration Tower after completing the Light Puzzle in Crown of the Magister but the quest would not update, preventing them from rightfully kicking Razan in the shins.
Fixed an issue in Multiplayer where quickly spamming the Finish button while leveling up would allow for a level up without selecting a subclass, depriving the serial clicker from any future class features.
Fixed Meeting the Rebellion quest not failing when failing the intimidation roll after siding with the Forge. What did you expect?
Fixed even more desyncs - keep the save files coming, it helps us a lot in finding the sources of desyncs.
The host can now adjust custom difficulty settings and gameplay settings while in Multiplayer.
Fixed Rugan being able to get stuck in the swamp. Rugan no longer joins your party now, he will rejoin his friends immediately upon being freed. Save files with Rugan being stuck will remove him from the party and complete the quest upon loading.
Hopefully fixed Giants in the camp suddenly becoming hostile when you entered their camp after doing their questline. If not, please send us your save file.
The quest Shallow Grave no longer gets stuck if the party kills Charmer before validating the quest "Find Charmer".
Wolves, Spirit Wolves and Shapeshifted Wolves should now be able to climb and jump again. The wonders of medicine!
Quality of Life: Added a boatload of crafting ingredients in most shops, no more praying for RNJeesus to bless you with lucky drops.
The quest The Prisoners will now fail if one of the prisoners die during the quest.
Added a warning when a player with mods join a Multiplayer lobby. Many desync errors we receive are due to players having mods installed.
Added many new assets to the Dungeon Maker
Fixed a spawning issue that could happen if the party entered an outpost, left without attacking it and then came back after leveling up several times.
The People's headquarters' doors are now unlocked if a fight triggers while inside the building.
Fixed a 2nd fight immediately starting upon rescuing Reya and teleporting to the People's headquarters.
Fixed an issue where the party could get stuck if they left the Complex before talking to Sitenero, and then came back to talk to him later.
Rebellion's first quest now properly fails upon start if the party killed Sima before taking the quest.
Fixed being able to use a ladder in Complex while in battle to change location, breaking the game.
Fixed Borrowed Luck being able to trigger all the time. 'Cause that's not borrowing luck anymore, it's just plain old cheating, pal.
Fixed the party not being able to talk to Renno in the quest The Last Endeavor
Fixed the endgame cutscene not properly triggering in some conditions
Hopefully fixed an issue that could prevent a Multiplayer game from starting if a player's computer clock was not displaying the right time (yes, that happened more often than you would think).
Fixed an unwinnable fight that could trigger if an AoE spell remained in the cavern when leaving the tutorial area.
Fixed Finaliel's Lab doors being closed when battling Orenetis

Solasta Crown of the Magister
Part: 2/3
Other fixes
Fixed wrong information in quest log after defeating rebels in the Jungle Escort quest
Fixed an error that could occur in the Noren Outpost during the Jungle Escort quest
Fixed Stone Golem not using its Slow power
Fixed the endgame cutscene sometimes not displaying the correct banner in the throne room. That's gotta be a bit awkward, hopefully the steward doesn't get fired over this.
Fixed Wand of Blight being unusable by Sorcerers
Fixed Armor of the Vagrant being impossible to craft even by the gods with its DC 56, it now has a correct Crafting DC 16.
Fixed Holy Weapon dealing the wrong amount of additional damage
Flying Creatures now only fly away from their target if they actually have the Flyby ability instead of suiciding into 3 attacks of opportunity every round
Fixed Periphanos missing from the Throne Room in the end game cutscene when Orenetis is reunited with Sitenero. Someone forgot to invite him.
Fixed the Research Complex being destroyed in the end game cutscene even if The Renewal quest was completed. Fake news!
Fixed movement sometimes not properly stopping when a character detects a trap on the way
Fixed Fire Wall tooltip showing 8d6 fire damage instead of 5d8
Fixed missing icons in the Dungeon Maker
Fixed Iron Golem missing Fire Absorption and Poison Breath recharging on 5-6 instead of 6
Fixed Life Drain not working properly
Fixed dialogs playing too fast in Dungeon Maker cutscenes
Fixed Custom Campaigns being tagged as "Steam Workshop" for their creator (and thus become impossible to edit) after being played in Multiplayer.
Mac versions will now have Volumetric Lighting disabled by default, as many Mac configurations seem to have issues with Volumetric Lighting causing visual artifacts to appear on screen.
Teleporting behind the magical barrier in Dinas Gessa without the Rebellion's approval will now trigger a fight with them.
Fixed Clay Golem missing Acid Absorption
Fixed not having advantage when attacking Monsters who used Reckless Attack
Fixed Tremorsense not properly detecting invisible units
Fixed casting Fly / Levitate on a prone character keeping them permanently prone while in the air
Fixed cancelling Wild Shape while under the effect of Levitate breaking the game
Fixed that one trapped chest in Verdant Valley's caves being impossible to disarm.
Fixed Elusive Target lasting one more round than intended.
Fixed the quest Wind of Change missing quest markers
Fixed players being able to leave Caer Hyfryd without visiting Orenetis the first time they enter the city, breaking the quest flow.
Fixed Aura of Righteousness not applying its bonus to magical attacks
Fixed not being able to enter the area covered by Vengeful Spirit
Fixed Coordinated Defense being usable an infinite amount of time
Post edited May 11, 2022 by KetobaK
high rated
Solasta Crown of the Magister
Part: 3/3
Known Issues
In Crown of the Magister, using invisibility in the Necropolis of Cradle of Fire when meeting Laethar to bypass the fight and exit the zone will break the quest flow and prevent the main story from continuing.
In the Shallow Grave quest, if the player chooses to report Charmer, the quest will not tell you to go back to talk to Sima - making it look like the quest is blocked (but it's not, don't be shy just go talk to Sima). The Rebel Outpost Quest will now start, although the Shallow Grave quest will still appear incomplete.
In the Shallow Grave quest, if the player chooses to attack Charmer while Rugan is still in his cell, he will join the fight against you. Why, we're not too sure, maybe Charmer is his buddy or something. Anyway, if you want to avoid that you will need to finish A Giant Step quest before attacking Charmer.
In the Shallow Grave quest, the option to incriminate Charmer can be missing. In this case, the only option to proceed forward is to kill him (at least until we fix it). Good lord this Shallow Grave quest got the short end of the stick.
If you decide to recruit Sitenero, the quest "Escort the Prisoners" is blocked and The People questline can no longer be progressed. The only options to finish Lost Valley are either by force by confronting the Redeemers or to kill Orenetis to get his scepter.
In Multiplayer, the game sometimes freezes when fast travel fails because of one character is busy.
Dominion's soldiers may randomly appear in outposts. They didn't get the memo.
Upon arresting or killing Karelia Snowfox and returning to the inn in the Confrontation quest (Dominion faction), a black screen can occur.
Not so friendly giants will still attack the party if the player made their save file inside the caverns before the patch
The end game cutscene may bug out if the player sided with the Forge.
The end game cutscene may bug out if the player both killed Sitenero and fixed the major gate
The Giants quest line is blocked if the party goes to the city BEFORE talking to Gartok after starting the Lost Giants quest
high rated
Skabma - Snowfall

Updated to 1.0.64-GOG (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch Notes for 1.0.64

Overview

Smaller update somewhere between a patch and a hotfix, player could rarely get into a situation where they lost control of the character when attuning motive bleeders at exactly the right/wrong time.

Changes:

- Motive bleeder performance optimizations
- Updated the map collectible's art

Fixes:

- Fix issue where Motive bleeder grabbing the player right as they were attuning it could cause loss of player control
- Fix the "Return to Nana" etc collectible related tasks at the end of the game
- Fix examines floating in the air and unreachable
high rated
DeltaV - Rings of Saturn was updated to version 0.501.1.

Changelog:
0.501.1 - Cryomarket Crash

Mineral Market Deregulation
In yesterdays meeting the board of Enceladus Corp voted to lift the price regulation rules of the Mineral Market. Effective today the station owners will no longer impose arbitrary prices based on external factors and the market will rely on supply and demand generated by its participants. While the majority of the market participants welcome this change, the Mining Guild raises concerns that deregulated ore prices might result in unprecedented inflation.

Extended pre-flight inspections
After another incident with a spaceship stranded on the rim of the A-Ring directly after orbital insertion due to inadequate propellant load, pre-flight inspections will now include checking the propellant level of all crafts that leave the station. Numerous independent contractors raise concerns that this step was taken not to improve crew safety, but rather to force all contractors to submit detailed flight plans, exposing their excavation zones to Enceladus Corp.

Auxiliary loophole closed
Starting this month, the auxiliary power systems will not be classified as ship accessories, but rather power system extensions. The previous classification as accessory allowed manufacturers to omit parts of the specification, such as the mass of the unit, from their marketing material. Reclassification closes this loophole, forcing both manufacturers and distributors to comply with all ship extension regulations.

Maintenance Logs
- Your actions can now influence the Mineral Market prices on Enceladus. The effect of this change is retroactive and all past purchases and sales will now be reflected in the prices.
- Market chart predictions for inexperienced geologists will now be more chaotic, making investments riskier.
- Ammunition, propellant and nanodrone component prices are now tied to mineral market prices of iron, water and platinum respectively.
- When you employ or dismiss a crewmember, the Mineral Market price prediction chart will now update immediately.
- Auxiliary power systems now have mass.
- The dive selection screen will now show the amount of propellant required to perform orbital insertion, warn you if you did not take enough to complete the manoeuvre and prevent you from launching until you take enough.
- Dialogue during combat was prone to looping and repeating the same commands if little changed between messages.
- Skipping ahead time in Enceladus while trading will now record subsequent trade days as separate events in your ship logs.
- THI Cargo Container will again leave a 500 kg buffer of ore on your ship to handle trade and drone fabrication without requiring a manual switch of the container pumps.
- Lifepods you recover in the rings won’t be recorded in your ship logs as salvaged ships.
- Audio feedback from lifepod radio will now respect time slowdown.
- When pressing analogue control on the gamepad and moving the mouse simultaneously the icons on the screen changed a few hundred times per second, which could flood the buffers and cause crashes.
- HUD scale slider in settings also affected the zoom level of your ship's reconnaissance drone camera as long as the setting menu was opened.
- The game could crash when loading a slightly corrupted save.
- Improved performance of the Enceladus station menu.
- When examining autopilots in the Hardware menu, the simulation will now show a shadow simulation of your currently equipped autopilot, showcasing the difference in behaviour.
- When you asked bounty hunters what to do with prisoners, the coordinates of the drop point you got would expire as soon as you visited it. It will now persist for 30 days.
- When someone leaves your crew and takes another ship during a quest event, they will now leave your crew immediately.
- If you manage to externally fire up a thruster in a ship that is not operational by applying sufficient heat, the thruster valve will automatically close. This prevents accidental ignition of the thrust of cargo containers and mining companions using your own thrusters, which would fire constantly until released.
- Fixed a number of typos.
high rated
Endzone - A World Apart

Updated to 1.1.8167.27233 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Greetings survivors,
We've just released the fifth Patch for our full release version of Endzone.
Once again, we focused on fixing bugs, tweaking stuff and improve your overall experience with the game. Please keep reporting bugs, giving us your valuable feedback and posting your great suggestions whether to Discord or the Steam discussions!

Prosperity Expansion - FIXED
Scenarios: Fixed issue with "Back to the Endzone" scenario which falsely allowed prosperity content before being completed, which resulted in errors.
Scenarios: The first voice-over of the "Future without sunlight" scenario is now correctly played in English language.

Main Game - ADDED
Expeditions: Added breadcrumb navigation at the top of the screen. This UI should help understand which part of the expedition you're currently in.

Main Game - FIXED
Expeditions: Fixed a bug that could cause too many food resources to be deducted.
Expeditions: Advantages and badges are now correctly reset when leaving the configuration screen of an expedition.
Expeditions: Resources delivered to an Expeditions Post are now correctly updated in the building inspector, when an expedition was started and all explorers are gathered at the Expedition Post.
Expeditions: Dialogue points that don't consume rations no longer check how many rations are left. Also, the continue button now hides the confidence bar if no rations are required.
Expeditions: Several fixes to wrongly displayed camera positions.
Environment: Fixed faulty tree rendering. Trees should now flicker significantly less.
Environment: Fixed occasional stuttering in tree falling-animation.
Camera: Small fixed to camera movement and target following behavior.
Buildings: Fixed several graphical glitches for several buildings.
System: The game's ram usage has been optimized. It should now use considerably less memory.
UI: The efficiency UI of a building now updates to its correct percentage value when switching through buildings that are or are not boosted by a factory unit.
Raiders: Fixed multiple raider warnings that could appear after loading.
UI: Switch through building buttons in the build menu are now correctly disabled for buildings that can only be placed once.
Buildings: Fixed several links to wrong pages of the glossary.

Main Game - TWEAKED
Raiders: Militia is now manning up towers right after the settlement received word that a raider attack is upcoming. This way, it's safe to say that your towers will be manned up when the attack starts.
Raiders: Workers are now also filling up towers with ammunition. They do so during peace and even during an attack. If workers have a task to stock up ammunition, they won't be intimidated by raiders.
Raiders: Towers can now hold up to 250 units of ammunition instead of 100. Savegames are automatically upgraded to the new amount.
Scenarios: Increased ammunition amount the player needs to produce in "Hunter and Hunted" scenario.
UI: Improved layout of administration window to avoid overlapping of build menu button with scrollbar button.
Expeditions: Adjusted layout for benefactors in local expedition selection.
Expeditions: Cancel button for expeditions is now grayed out if the expedition is already on its way home.
Expeditions: The Expedition window now considers Expedition Rations that were left at a ruin, before showing a warning prompt, if there is only a small amount of rations available.
UI: Decorations are now sorted under their own headline.
UI: Several fixes to the fade to black effect and cursor behavior.
Scenarios: Scenarios are now sorted by file name in the menu selection.
Scenarios: Scenarios now indicate the DLC they belong to, which is highlighted by a ribbon.
Expeditions: Several small improvements to the expedition selection screen.
Buildings: Electricity can no longer be deactivated on self-sufficient buildings.
Buildings: Buildings that become self-sufficient electricity producers when being upgraded now automatically turn their electricity back on.
Expeditions: Entering the expedition window no longer clears the corresponding notifications.
UI: Holding Shift while adjusting certain numbers now allows larger steps (e.g. for number of professionals in the profession menu).

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version V1.1.8167.27233