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Cultist Simulator - Part III
v2019.6.a.1

- The element and aspect detail windows will now stay open while the mouse is hovering over them.
- Fixed insight sometimes leaking out when painting.
- Added an icon for newrival.

~~~ ~~~ ~~~

v2019.7.a.1

- Fixed restarts leading to incorrect values of your previous character's run (such as last cult, last cultist, etc.).
- Fixed rivals being able to soft-lock Ghoul.
- A variant Winter cult can now be founded when playing Ghoul.
- The Ghoul legacy is now potentially available from any ending, not just Despair.
- Added an image for the Creeping Breath curse's verb.
- Fixed being able to simultaneously obtain multiple Ecdysis contracts.
- Reduced blurriness in images loaded through mods.
- Fixed Ghoul's hunger being able to go negative.
- De Horis's printer has been named.
- Fixed sometimes being able to slot stacks in a recipe slot.
- Starting recipes with [S] while holding a card is possible once more, so long as the card being held wasn't slotted into the verb window.
- Fixed many, many typos.

~~~ ~~~ ~~~

v2019.7.a.2

- Fixed incorrect cult foundation text for the standard Winter cult.
- Fixed occasional issue with studying lore.

~~~ ~~~ ~~~

v2019.8.a.1

- Fixed Notoriety from decayed, wounded corpses being treated as wounded followers.
- Fixed Glover & Glover superiors sometimes unexpectedly returning to life after the player's demotion.
- Fixed an issue with reloading games which could prevent some recipes from running.
- Fixed old Ghoul saves (from before the hunger fix) preserving their negative hunger values. Hunger will be reset to 1 when the Season of Ambitions rolls around.
- Fixed poisoned Mansus Ways not always triggering their traps in Apostle legacies.

~~~ ~~~ ~~~

v2019.8.b.1

- The game will now try to save in the background where possible, which should nearly eliminate the auto-save stutter.
Standalone installers for both Cultist Simulator and Cultist Simulator: The Ghoul updated to 2019.8.a.1.

***

Brigador: Up-Armored Edition
Update v1.5 (29 July 2019)

Changelog posted by the developer in the game forum here.
Standalone installers updated: 02 August 2019.

***

Leisure Suit Larry: Love for Sail!
Update (02 August 2019)

- Migrated the Mac version of the game to ScummVM.
***

Obduction
Patch 1.8.0 (02 August 2019)

New to Obduction:
- UE4 upgrade to 4.21.2
- New saved game path location for Mac users - this change is being handled by the UE4 engine and not Apple's macOS (*see additional notes below). Save games and config files are now stored in: library/applicationsupport/epic/obduction
- Performance improvements
- VR Improvements:
- Ability to backstep while using VR teleport
- Index and Index Controller support added
- Windows Mixed Reality (via SteamVR) support added
- Turkish [fan] localization added

Known Issues:
- In some circumstances the game may require a restart in order to apply graphics quality settings changes. e.g. If you have ‘Low’ settings applied at launch and change them to ‘Epic’ the game will require a restart in order to apply the changes
- When using a SteamVR device (Vive, Windows Mixed Reality, etc) the first time a user enters the minecart they may find themselves facing backwards. We’ve attempted a fix for it, but it caused more problems than it solved. User should be able to turn in the minecart and face forward with no issues.

Windows Mixed Reality headsets:
- A crash can occur if the headset is unplugged, fully powered off, etc. during gameplay
- Under some conditions with certain WMR headsets, the laser pointer will not take effect on the main menu, forcing the user to point with the headset and select the menu entry with the main button on the wand. Once in game, the input will correct itself.
- Ambient occlusion differences in each eye visible in some areas:
- Under some conditions, a difference in shadows and lighting can be noticed in each eye in some VR headsets.
- Mac OS Catalina (beta) may exhibit unusually long pauses and stuttering video playback.
- *MacOS Users: Due to changes in how and where save files are written to disk, once the game has been run after receiving the update, your save files will no longer be available in an older release. Users who choose to roll back to the previous release will need to manually move the files back to the original save location. Your original save file location can differ between two locations depending on OS release and when the directory was created: ~/Library/Containers/com.cyan.obduction/Data/Library/Application Support/Epic/Obduction/Saved/SaveGames or ~/Library/Application Support/Epic/Obduction/SaveGames
high rated
Slipstream

Update 1.1.11 (2 August 2019)

After a silent update from 1.1.9 to 1.1.10, which was just a bugfix release, here comes another one.

The only change made to the game itself was:

- bug fix on time trial mode that failed to register your best lap if it was not the last lap (how did I miss this one for so long? I'm sorry!)

Other than that, I updated pretty much all the back-end software runtimes used by the game, so I expect that some people might have compatibility issues. If you have any problems, please send me an email: me at ansdor dot com

Another important notice is that I raised the minimum linux compatibility version from ubuntu 16.04 to ubuntu 18.04. I tried my best to keep the compatibility with older versions but some libraries used by the game (specifically Jamepad, the input library) do not support any linux version with glibc lower than 2.27.
All changelogs up to the current one made available can be found here.

***

The Textorcist: The Story of Ray Bibbia

Patch 1.5 "Forgotten Relics" (02 August 2019)

Changelog posted by the developer in the game forum here.
***

We Happy Few

Update 1.8 (1 August 2019)

General Bugs/Stability
- Fixed a crash that was happening when the player would greet another character while they had equipped pickup.
- Fixed out of memory crash that would occur on certain world seeds in the Parade District.
- Fixed "Busy" warning message when trying to either "Quit" or "Return to the main menu" while in an area of the game where it is not possible to save. “Cannot save” text now clarifies that saving is disabled in these areas.
- Fixed a bug where characters could get stuck inside NPCs when shoving them in a corner and crouching inside them when they get up.
- Fixed UI message prompts when quitting a DLC game that were misleading, as it appeared to the player that progress had not been saved.
- Fixed Game Settings: Lighting no longer restores to "medium" upon restarting game.
- Fixed heavy flickering when selecting a DLC icon with the mouse and changing the selection with the keyboard.
- Fixed pressing Back and Confirm simultaneously in the Arcade or DLC menus led to a story menu that has no background.
- Fixed the absence of background image or music on game details page on function screen.
- Fixed some settings reverting to their default value after restarting the game.
- Fixed subtitles being truncated with certain settings.
- Fixed when choosing the "Revert Changes" option in the HUD option menu, the joy HUD icon was set to off by default.

Arcade Mode
- Freeform: Fixed the Gameplay sub-window getting cropped when choosing High NPC Density on certain languages.
- Freeform: Fixed the description of the mode being truncated when playing in 21:9.
- Freeform: Moving between the white backyard tables and the stone wall behind them no longer causes Arthur to remain permanently trapped.
- Freeform: All item names in the Crafting Menu with a status effect icon in their descriptions are no longer truncated.
- Freeform: While in the Holy Yam zone, you can no longer see under the map.
- Freeform: Fatigue, hunger and thirst meters used not to deplete once they were filled to 100%, but they now do.
- Freeform: Total Score stat is now accurate on End Match screen.
- All modes: Island names are now localized.
- Freeform: Starting a game as a character other than Arthur, and then starting another new game as Arthur now actually starts with Arthur instead of the first character chosen.
- Survival: Hunger and Thirst survival needs now fully deplete on the easy difficulty.
- Survival: Current location is now displayed in all languages.
- Survival: Strings are no longer truncated in the Crafting Screen.
- Survival: Introduction text is no longer truncated.
- Survival: Floating phone booths no longer spawn in the Garden District.
- Survival: Islands can no longer be generated with several holes inside them.
- Survival: The "Boat Capacitors" are no longer referred to as "Power Cells" in the final statistics screen.
- All modes: Island names no longer change or are no longer missing after the first Save/Load.
- All modes: Subtitles from Arthur death screen can no longer be seen overlapping the game over screen when playing in another language than English.
- Wellie mode: The description of the mode is now completely inside the text box when playing in 21:9.
- Wellie mode: The end of round tip telling the player to enter a popper no longer persists to the next night.

Encounter Fixes
- Arthur - Cult of Jack: Looting one chest before triggering the cutscene with the fake Uncle Jack no longer causes the quest to be impossible to complete.
- Arthur - Future Perfect: Returning to the main menu as the “Get the Frammistat” objective appears no longer causes the player to load back in without an objective active.
- Arthur - An Awkward Courtship: The Cleaver no longer spawns during the first phase of the Encounter and so cannot be picked up and break progression.
- Arthur - Joy Factory: FPS no longer gets very low when near the green goo being released to the right-side of the Joy Factory.
- Arthur - Parade - Future Perfect: Dying right after talking to the director no longer causes multiple issues leading to progression breaks.
- Arthur - Slaughterer's Apprentice: Performing a save/load while the package is mounted and ready to sabotage no longer prevents mounting the package again.
- Arthur - Sandbox - Survival: NPCs cannot close the metal shutter of the rear entrance of Lawrence Residence anymore when they lose aggro and return to their position.
- Arthur - Mother's Little Helper: Performing a save/load after interacting with the diary but before defeating Mrs Chaney no longer prevents the player from completing the quest.
- Ollie - No Place like Home: Dying right after giving Victoria her pills no longer causes the player to get stuck on the Death screen.
- Ollie - The Jack-o-Bean Club: Streaming out the encounter instead of picking up the fire extinguisher no longer causes it to be non-interactive.
- Sally - So Foul and Faraday: Fixed issue preventing Nick's Hideout from being accessed on a specific worldseed.
- Sally - Don't Cry Over Tinned Milk: Dying near Lionel's shop after speaking to him no longer causes the game to crash.
- Sally - Don't Cry Over Tinned Milk: Dying near Sally's alley after crafting baby milk no longer causes the game to crash.
- Sally - Millihelen: Returning to the Main menu as the Cultists start to drink a poisoned cup, no longer causes the game to crash.
- Sally - Bad Dreams: Performing a save/load inside Mr. Ramsay's house no longer causes Sally to respawn under the terrain and die.
***

Standalone installers updated 01-02 August 2019 with no changelog:

Buzz Aldrin's Space Program Manager - Windows to 1.7.1, and Mac OS installer added (also 1.7.1).
The Expression Amrilato - to v1.6.
Halfway - Linux to 1.2.14.
Higurashi When They Cry Hou - Ch.7 Minagoroshi - to v1.02.
Project Hospital - to 1.1.16587.
Roger & James in They Came From Below [DLC] - to 86385.
Post edited August 03, 2019 by HypersomniacLive
Got a flag for "Divinity: Original Sins" - any idea what has been updated?
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MarkoH01: Got a flag for "Divinity: Original Sins" - any idea what has been updated?
I received that too & checked it - i would say: false alarm.
Its still v2.0.119.430_cn_update_(17051) for all OS.
high rated
avatar
MarkoH01: Got a flag for "Divinity: Original Sins" - any idea what has been updated?
From what I can tell, patch downloads for Linux have been removed, they only offer a full game download for it now.
deleted
Post edited August 03, 2019 by Hustlefan
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MarkoH01: Got a flag for "Divinity: Original Sins" - any idea what has been updated?
Got the same thing, and yup, ElTerprise is right about it. See the gogdb.org changelog.
Attachments:
gogdb.png (171 Kb)
high rated
Parkitect
Update 1.4b (31 July 2019)

- added guests can be unhappy or demand park entrance fee back if they didn't have a lot of time to spend due to park closing
- improved performance in parks with many balloon shops
- improved performance when placing huge blueprints
- improved walls so they can be built on the park border in either rotation
- improved look of crowds slightly if many people are heading into the same direction
- uncursed the sadness factory (updated ferris wheel loading procedure for shorter cycle duration)
- changed experiences and price satisfaction ratings to update a bit more frequently
- changed it so that there is always a research team hired by default when starting a new park
- changed Janitors to only walk into queues if they have the task to clean paths
- fixed path tunnels not getting completely removed when removing water above an underwater path
- fixed an error that could occur when multiple guests where buying a product from a shop that was running out of resources at the exact same time
- fixed guests could leave and re-enter the park when heading somewhere under very specific circumstances
- fixed changing colors of balloons in balloon shop affecting all balloons
Post edited August 05, 2019 by Hustlefan
high rated
Halfway

Updated to 1.2.14.
No changelog.

Space Rangers HD: A War Apart

Update 2.1.2300 (26 June 2019)
Bug fixes (including fixes delivered via hotfixes after previous build release):

Fixed few specific errors related to base game – mods interactions;
Fixed various text mistakes and mistypes;

Additions:

Three brand new musical tracks from out great fan Meanone;
Added new features for modders;
high rated
Battle Brothers

Update 1.3.0.24 (02 August 2019)

We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.

Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps. All while staying true to their lore.

What’s changed? Alps now work like this: They no longer spawn any shadows. Instead, they attack themselves at medium range. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn.

Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. The effect of the spell can also be resisted in the first place with a successful Resolve check. Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again.

The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect.

Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. In other words, each attack on an Alp will change the look of the battlefield and will have you reevaluate your priorities, which mirrors how they’re besieging your mind in the lore.

What does all of that mean? Fighting Alps is now much quicker, it’s different each time, and there’s much less incentive to strip everyone naked before each fight because fatigue is not the deciding factor. The strength of Alps also scales less with their numbers, which makes them viable opponents from the early game until the late game. They’re not the most dangerous opponent in the game, but they can and probably will kill some of your men.
Changelog for 1.3.0.24

Changed mechanics of Alp. See above for details.
Fixed characters unable to move out of a zone of control when their opponent is armed with a three-headed flail.
Fixed exploit that allowed the player to lose effective fatigue by switching to items on the ground.
Fixed various minor issues such as typos.
high rated
Blood: Fresh Supply

Update #3 (1.9.10) (6 August 2019)

- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye- height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt- Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre- cached on start- up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z- Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over- aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.


This War of Mine


Update 6.0.0.s3788.a10718


No Changelog

(This War of Mine: Stories - Fading Embers got released today: https://www.gog.com/game/this_war_of_mine_stories_fading_embers)
Post edited August 06, 2019 by surfer1260
high rated
avatar
surfer1260: Blood: Fresh Supply

Update #3 (1.9.10) (6 August 2019)

- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye- height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt- Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre- cached on start- up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z- Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over- aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.
Just to note for Blood Fresh Supply Owners, this is the LAST update that NDS will be doing due to their contract with atari, from now on, Atari will be responsible for any future updates........(which they probably wont do.) but you should be warned.
high rated
Jupiter Hell

Patch 0.8.0a (06 August 2019)
Changes (sneaking into a bugfix release)

CHANGE #651 - PBR lighting improvement
CHANGE #651 - minor performance improvement pass
CHANGE #651 - improved performance of shader quality 0
CHANGE #651 - improved shadow filters
CHANGE #666 - music for a given area is picked from a set and not sequentially (starting music random)

Graphical/engine/launch bugs

FIX #637 - fixed white screen only on old OpenGL cards
FIX #657 - fixed highlight bug on Intel Iris on macOS
FIX #646 - macOS random freezes fixed
FIX #649 - decals on OpenGL are no longer dim
FIX #651 - reenabled volumetric on Intel GPUs
FIX #665 - wrapper linux script now supports launch options

Gameplay bugs

FIX #636 - fixed crashes on level change
FIX #638 - home button no longer crashes the game
FIX #610 - Containment Area, Anomaly and Arena properly indicate cleared
FIX #660 - shottyman will now correctly reload shotguns with extended mags
FIX #662 - shottyman will not trigger the no ammo alert on every step
FIX #663 - fixed crash on ammo pickup when wielding Chainsaw and having Scavenger
FIX #661 - target mode will not trigger when no weapon is held
high rated
Between the Stars

Change Log v0.2.0.6.4 (5 August 2019)

- A bug that added weapons to the inventory when the player visited the hangar or a shipyard has been solved.
- A bug that caused event items to not be awarded properly when the inventory was full has been solved. An item from the inventory is now sent to the stash to be able to be awarded the event item.
- The performance of the sound effect of the Gatling Gun of the Republic has been improved.
***

COLLAPSED

Patch 1.03 (02 August 2019)

- Fixed mouse cursor out of screen bug

~~~ ~~~ ~~~

Patch 1.04 (02 August 2019)

- fixed skill tree progress lost
- fixed overwriting of save slots
***

Caves of Qud

Patch 2.0.187.1 (03 August 2019)

Patchnotes posted in the game forum by the devs here.
Standalone installers updated: 05 August 2019.

***

Foundation

alpha 1.3.1.0802 (01 August 2019)

Changelog posted in the game forum by the devs here.

~~~ ~~~ ~~~

Hotfix Patch 1.3.2.0806 (06 August 2019)

Changelog posted in the game forum by the devs here.
Standalone installer updated to alpha 1.3.1.0802: 05 August 2019.

***

Swords & Souls: Neverseen

Update 1.14 (05 August 2019)

THANK YOU!

We want to say how happy we are to see so many of you enjoying the game. It's the best reward for us really!

CHANGE LOG v1.14

Addition
- Options disable/enable screen shake, flashes and text shake
- Defense training: mouse will now appear when you lose, so you can easily quit training

Balancing
- Smoother difficulty curve for Shuriken (Melee and Defense)
- Increased earning from fishing
- Reduced Range training medal combo star requirement

Bug fixes
- Fixed leader-board not displaying thousands
- Fixed Pupset giving you the instructions for Agility training critical too soon
- Fixed Ring/Weapon persistent info
- Fixed entering training without unlocking it
- Fixed negative number
- Fixed the achievement beating final boss with beginner set not working without shield
- Fixed the crinkles in map music
- Fixed many typos
- Fixed missing translation for Fish trophies

Join us: Twitter https://twitter.com/soulgameStudio / Facebook https://www.facebook.com/soulgame/

Argl & Kuho
Standalone installer updated: 06 August 2019.
Post edited August 07, 2019 by HypersomniacLive
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Lord_Kane: Just to note for Blood Fresh Supply Owners, this is the LAST update that NDS will be doing due to their contract with atari, from now on, Atari will be responsible for any future updates........(which they probably wont do.) but you should be warned.
This is what I expected unfortunately given Atari's track record. Gonna try this new version one more time, but if I still see that cultist tesla cannons are ignoring player armor, then i'm going to back to using BloodGDX or NBlood as they seem far more accurate. I may ask gog for a refund on Fresh Supply as well.