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high rated
Strategic Command: World War I

Update 1.01.05 (06 May 2020)
GAME ENGINE CHANGES/FIXES

Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
Fixed a rare error that provided some Tank units with immediate entrenchment after moving when it should have been set to zero.
Fixed a bug that allowed AI Engineers to reinforce after an attempted move towards a fortification building position (bootlegger267).
Fixed a SURRENDER_2 game engine handling error that did not properly convert enemy hex control in some situations (Mithrilotter).
Fixed an error that had surrendering minors check against remaining units at 50% per unit to skip surrendering instead of 6% (The Land).
Fixed an issue where customized sounds from a MOD were being reset when quiting a campaign and starting again (Tanaka).
Fixed a land convoy path issue that did not correctly identify invalid paths due to territorial ownership/control changes along the convoy path.
Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
Fortification facings now have an effect on attacking Amphibious transports (Christolos).
New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
PBEM++ in game chat messages now increased to a length of 140 characters from 130.
PBEM++ server access and Refresh further optimized and sped up considerably.

1914 March on Paris

Woods near Reims and Villers-Cotterêts amended.
Road added between Arras and Doullens.
Düsseldorf added as a German Industrial Center.
The loss of Düsseldorf and Köln now reduces German National Morale by 5,000 rather than 3,000 points apiece (Xsillione).
The province of Malmedy in Belgium is now part of Germany (Rainer Klahold).

All Europe wide Campaigns

Reduced the number of Alignment Positions in the dummy Decision Events triggering the Russian convoy to Serbia and the German convoy to Austria-Hungary.
German fortifications that start on the map in the east will now be destroyed if captured (Christolos).
Russia’s starting Naval Mine Build Limit increased from 1 to 2, and there is now a minefield in the Baltic in both 1914 campaigns.
If German National Morale is below 10% then Bulgaria will now surrender if there are 2 Entente units within 3 hexes of central Bulgaria (hex 196,99) in addition to the already established trigger of there being 2 Entente units within 2 hexes of Sofia (William Knowles).
Trigger ranges for the Russian Opolchenie at Smolensk and Kiev to be activated increased.
Polish units can now be upgraded.
The hex west of Lupkov Pass (190,85) now transfer to Czechoslovakia rather than Hungary on the collapse of Austria-Hungary (eightrommofelixir).
Hexes 184,83, 185,83 and 186,84 now transfer to Czechoslovakia rather than Poland on the collapse of Austria-Hungary (eightrommofelixir).
Some changes made to the Polish army’s deployment to make the country more defensible against Germany (eightrommofelixir).
The area around Trento and Bruneck now transfer to Italy if Austria-Hungary surrenders (eightrommofelixir).
When the Ottoman Empire collapses, if Russia is still in the war then it will gain territory in the Caucasus including Trabzon, Erzumum and Van (eightrommofelixir).
AI PURCHASE and RESEARCH scripts optimized and improved (Xsillione. Benedict151).

Both Europe wide 1914 Campaigns

Ottoman Mobilization_3 event #NAME= Ottoman Empire->Entente (post surrender) from September 1915 reducing Ottoman mobilization to zero can now only fire if the Ottomans had previously entered the war (CommandoDude).
Two Russian Garrisons added in eastern Poland, and the Russian Recon Bombers have been moved south from Brest-Litovsk (Iwarmonger; Xsillione; Chernobyl).
The Austro-Hungarian IX corps has been moved from hex 192,82 to 192,83 (Chernobyl).
Austria-Hungary’s gain in National Morale points from Serbia surrendering has been reduced from 2,500 to 1,500 points (Wittmann).
National Morale script where Germany should gain points from Serbia surrendering has been corrected.
The chance of Germany investing in Infantry Warfare and Submarines research has been increased (Benedict151).
Ottoman AI RESEARCH has been amended to increase their investment in Command and Control and reduce it in Submarines (Benedict151).
Extended the distance at which Greek units will deploy in Athens and Sparta if Greece is invaded (Xsillione).

1914 Call to Arms

1914 Call to Arms Strategy Guide corrected so that DE 704 refers to Austro-Hungarian National Morale reducing by 8,000 points rather than 10,000 if the Central Powers say YES to this (Christolos).

Campaigns

Added 1918 Ludendorff

Strategic Command WWII: War in Europe

Update 1.17.02 ( 07 May 2020)
GAME ENGINE CHANGES/FIXES

Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
Fixed a ZoC display error related to unreachable hexes (terry1040).
Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
Fortification facings now have an effect on attacking Amphibious transports (Christolos).
New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
PBEM++ in game chat messages now increased to a length of 140 characters from 130.
PBEM++ server access and Refresh further optimized and sped up considerably.

All Campaigns

Improved AI RESEARCH and PURCHASE scripts (Armuss).
Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

1939 and 1940 Campaigns

A French Garrison unit now starts in Oran.
DE 602 to form Vichy France no longer includes a check for Axis units in North Africa.
Oran will now be an Alternate Capital for France if Germany says no to Vichy and so France fights on from North Africa.
The Trigger % for Italy to mobilize 1-2% towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 50 to 40%.

1939-1943 Campaigns

Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

1939, 1940, 1941, 1942 and 1944 Campaigns

Soviet Corps and Army Combat Target Statistics corrected in all campaigns apart from 1943 as the 1943 campaign did not need correction (Etzel).

1939 Campaign

Mobilization_1 script #NAME= General Surrenders To Axis (Italy?Axis) now requires Poland to have surrendered for it to fire (PvtBenjamin).

1939 and 1940 Campaigns

The Yugoslav Coup triggered by the British Decision Event 104 now has an equal chance of happening on the 3rd March, 4th April or 26th April 1941.

1943 Campaign

Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0 in the 1943 campaign (Markiss).

1944 Campaign

Fixed an error where Italy was set to have Aerial Warfare Level-2 where the max for all countries is set to 1 (Armuss).
Post edited May 08, 2020 by Edward_Carnby
high rated
Battlestar Galactica Deadlock

Patch 1.4.98 (08 May 2020)

Fixed Bug: AI attacks with Defender Engineer Raptor Squads
Fixed Bug: Missile occassionally de-synchronised on the non-host system in multiplayer games
Fixed Bug: Mission does not complete (Ghost Fleet Offensive Mission 9)
Fixed Bug: Unidentified targets are not showing tracers when shooting at squadrons
Fixed Bug: Ghost Fleet Offensive save game cannot be reloaded when The Broken Alliance DLC is not present
Fixed Bug: Capitals sometimes have lower accuracy against squadrons when using Focus Fire
high rated
Children of Morta

Patch 1.1.53 (7 May 2020)

Added

New Game Plus mode:
After completing the game, players can convert their completed save slot to NG+ slot in save slot menu
New Game Plus slots will have “+” icon and slightly different highlight effect
In the NG+ mode, players can play Children of Morta's story from scratch. By doing so, they will lose:
Unlocked areas and dungeons.
All quests progress.
They will keep:
Unlocked characters.
Character skill tree progress.
All resources
Ben's workshop upgrades.
Book of Rea upgrades.

The following changes also apply:

Noticeable increase in the game’s difficulty.
Character skill points cap increased.
Level cap of upgrades of Ben's workshop increased.
Level cap of upgrades of Book of Rea increased.
New Save Slot Menu - Save Slot menu now have slot setting button and a sub-menu for each slot with new features:
Convert to New Game Plus for completed saves
Copy/Paste save slot
Delete save slot
Added 20 new Cutscenes :
Mission update C1 (Dungeon: Cave 1)
Mission update C2 (Dungeon: Cave 2)
Mission update C3 (Dungeon: Cave 3)
Mission Update W1 (Dungeon: Wind 1)
Mission Update W2 (Dungeon: Wind 2)
Mission Update W3 (Dungeon: Wind 3)
Mission Update M1 (Dungeon: Magma 1)
Mission Update M2 (Dungeon: Magma 2)
Margaret staff (Home: Wind 2)
Night guards (Home: Magma 2)
Forest- All For One (Start of Forest level)
Ben Curses (Home: Wind 2)
Mary asks (Home: Wind 3)
The dried well 03 (Home: Magma 2)
People Wrap in Web (Dungeon: Cave 1)
At the first threshold (Dungeon: Cave 1)
Corpse Spawn event (Dungeon: Cave 1)
Margaret Investigation 1 (Dungeon: Cave 1)
Margaret Investigation 2 (Dungeon: Cave 2)
Margaret Investigation 3 (Dungeon: Cave 3)
Added 8 new HIEs (Home Interactive Events)
Dried Pond (Magma 1)
Lucy sees Margaret by the tree (Magma 2)
John and Mary talk (Magma 1)
Entertaining the new born child (Magma 1)
Kevin cares for his mother in sick bed (Wind 3)
Family Dinner, Eat and Pray (Cave 3)
Mark Studies (Cave 3)
Mark Comes to Know the Truth (Wind 2)
Added 26 new Home Idles:
Kevin swimming in pond
StarGazer stand on veranda
StarGazer stand near the pond
Cat in training ground
Cat playing in house
Cat on swinging tree
Cat on veranda
Margaret book reading
Margaret napping
Joey cutting wood
Joey barfix training
John piping and looking at the aquarium
John piping and looking at the hall painting
John piping on veranda
Mary book reading
Hope sleeping in front of fireplace
Ben fixing music box
Ben looking at horizon on veranda
Ben Napping
Wolf stand in training room
Wolf sit on the cliff
StarGazer with Cat
John and Ben talk on veranda
Wolf and Cat on veranda
Wolf and Cat on well
Wolf and Cat on tree of life
Added new in dungeon Family Events:
Family Companion Quests:
Wind: Rescue a family of Barahut’s people
Magma: Rescue the workers
Magma: Help the stranger
Family Quests:
Cave: Mary(after birth) helping refugees x3
Wind: Mary(after birth) helping refugees x3
Magma: Ben fixing robots x2
Magma: Ben fixing device x3
Added Side Quests Traits:
Wolf Cub: After completing the quest, Ryker (wolf cub) will appear before boss rooms and aid Bergson with the healing potion
Star Gazer: After completing star gazer quest, the Siege will appear in shop rooms and aid Bergsons with a Gemstone
Doll Maker: After rescuing all the automatons, They will appear at the start room of each area and aid Bergsons with a Charm

Balance Changes:

Lucy Rage ability range and damage buffed
Joey Secondary attack damage buffed
Players interaction with shrines and golden chests now can transition to evading to make it more responsive
Tree of Rea Luck upgrade nerfed
Tree of Rea Divine Mastery upgrade nerfed
Divine Performer gold bonus 2x -> 2.5x
Swift Shanks MoveSpeed also apply to Sheathed
GemStone Hungry max stack reduced from 20 to 15
Pulsating Orb cooldown decreased from 30 to 20
Totem of Defiance Pushback speed increased
Spiral of Doom Damage Reduce 1.5 -> 1 cooldown increased
Divine Shield damage reduced 1 -> 0.6 cooldown increased
Stone Hide duration 10 -> 8

Other changes:

Added the ability to reset the Corruption effect of a character with Mysterious Egg.
Lots of smaller bug fixes and other balance tweaks to make the game smoother.
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.26 (Offline installers now updated)

v0.91.26 Patch Notes
====================
New epic level (after 20th level) feats: Overwhelming Critical, Improved Sneak Attack, Terrifying Rage

Overwhelming Critical
When using a melee weapon, you deal an extra damage on a successful critical hit:
If the weapon’s critical multiplier is x2, add an extra 1d6 points of damage.
If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage.
If the weapon’s critical multiplier is x4, add an extra 3d6 points of damage.

Creatures immune to critical hits can’t be affected by this feat.

Improved Sneak Attack
Add +1d6 to your sneak attack damage.

This feat may be taken multiple times. Its effects stack.

Terrifying Rage
While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if its character level less than yours) or shaken (if its character level equal to or up to twice your character level) for 4d6 rounds.

An enemy with character level greater than twice your character level is not affected by this feat.

New rules for extra feats after epic level:
Fighter: Gains an extra feat at 1st level and every 2 levels thereafter (1, 2, 4...). Similar after 20th level (22, 24...).
Cleric: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). Similar after 20th level (23, 26...).
Wizard: Gains an extra feat at 1st level and every 5 levels thereafter (1, 5, 10...). Every 3 levels after 20th level (23, 26...).
Rogue: At 10th level and every 3 levels thereafter (10, 13, 16...), gains a special ability or a general feat. Every 4 levels after 20th level (24, 28...).
Barbarian: Gains an extra feat every 4 levels after 20th level (24, 28...).

New Unarmed Strike series of feats:
Deflect Arrows
- Snatch Arrows
Stunning Fist
- Improved Stunning Fist

Deflect Arrows
Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.

You must have at least one hand free (holding nothing) to use this feat. You must be aware of the attack and not flatfooted.

Snatch Arrows
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.

Thrown weapons can immediately be thrown back at the original attacker without Attacks of Opportunity or kept for later use. You can turn this option on/off in combat.

Stunning Fist
Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (1/2 your character level + your Wis modifier vs. foe's Fortitude), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.

You can turn this feat on/off in combat.

Uses per day: Character level/4.

Can be used no more than once per round. A failed attack roll ruins the attempt, too.

Improved Stunning Fist
Add +2 bonus to the Fortitude saving throw of your stunning attack.

This feat may be taken multiple times. Its effects stack.

Added "Uses per day" rule to following abilities:
Rage
Turn
Sweeping Strikes
Whirlwind Attack
Vital Strike
Devastating Strike
Rapid Shot
Manyshot
Rain of Arrows

Turn, Devastating Strike: Removed limitation of once per encounter
Extra Turning modified to: +4 uses per day of Turn. May be taken multiple times. Its effects stack.

Adventure: Camping can restore daily uses of abilities
Arena: Added the Rest feature

Other improvements and fixes:
Now extra feats of Wizard can be chosen freely
Modified Weapon Specialization to Fighter class feat
Modified level in prerequisites of feat/spell to character level or class level
Level of summoned creature is based on summoner's class level now
New conditions: Shaken, Frightened, Panicked, Stunned
Added Available Actions and Options button in battle UI
Select last class by default when level up
Optimized character panel
Optimized some text
In-game help: added Multiclass Characters section
In-game help: complete feat list
Fixed: All abilities +2 per 10 levels caused by last patch
Fixed: Gain class feats mistakenly when multiclass characters level up
Fixed: Cleric/Wizard multiclass characters sometimes use wrong spellcasting ability
Fixed: Cleric/Wizard multiclass characters sometimes cast spells withou Arcane Spell Failure checks
Fixed: Swap Weapon menu item bugs
Post edited May 12, 2020 by Pajama
high rated
Encased: A Sci-Fi Post-Apocalyptic RPG [InDev]
Hotfix 4 (07 May 2020)

Changelog posted in the game forum by the devs here.
Standalone installer, and that of its DLC, updated (0.17.428.1756 ⇒ 0.17.507.1553): 08 May 2020.

***

Railway Empire
Update 1.13 (08 May 2020)

Changelog posted in the game forum by the publisher here.
Standalone installers, and those of its DLC, updated:
- Windows: 1.12.0.25598 ⇒ 1.13.0.25785;
- Linux: 1.12.0.25598 ⇒ 1.13.0.25810.

***

Standalone installers updated 08 May 2020 with no changelog:
- Celestian Tales: Realms Beyond: 0.9.1 ⇒ 1.0.5.
- FoxTail - Windows: 1.2.527.3391 ⇒ 1.2.896.4371; Linux & Mac: 1.2.896.4370 ⇒ 1.2.896.4371 (same changelog).
- Thea 2: The Shattering: 2.0327.0660 ⇒ 2.0507.0665.
- Through the Ages, and those of its DLC: 2.5.6 ⇒ 2.5.8.

Also, from updates/changelogs posted earlier:
- Battlestar Galactica Deadlock, and all its DLC: 1.4.95 ⇒ 1.4.98.
- Bloodstained: Ritual of the Night, and its DLC: 1.05 ⇒ 1.09 ⇒ 1.10.0.51080.
- Children of Morta - Windows: 1.1.37.1 ⇒ 1.1.53.
- Endzone - A World Apart: 0.7.7412.34215 ⇒ 0.7.7432.29150.
- Strategic Command: World War I: 1.01.04 ⇒ 1.01.05.
- Strategic Command WWII: War in Europe: 1.17.01 ⇒ 1.17.02.
high rated
To celebrate its 3rd anniversary STRAFE® recieved a huge "Gold Edition" update today. It's not yet available here but the devs said that GOG has the buids so it should probably arrive sometime next week. Here's the changelog taken from that not-so-drm-free store:
Gold Edition Changelog 05/09/2020

• Optimizations to enemy pathfinding.
• Added a NEW ENEMY, the ACID WRETCH.
• Made secrets more accessible.
→ Trappy Mine no longer requires a battery to play
→ Less rats need to be exterminated to access the rats map secret level
→ Gungeon 3D Blast only requires finding the cartridge to play
→ Made the vase more visible to access “Going Home”
• Fixed bug where number of rats exterminated was inaccurate.
• Updated the game's default length to 2 levels per zone instead of 3.
→ This will lower the time to beat the game and hit our desired length of 30-40 minutes for average players. Also we hope this will help more players see more of the game while learning how to play.
• Added a “New Game +” option after beating the game which will add 1 more level to each zone.
• Added the ability to loop runs. As a reward to beating NG• once all subsequent runs after completing the boss you can continue your run on a loop by jumping into your ship's core and avoiding the cockpit.
→ You will keep your weapons, items, upgrades.
→ Damage taken increases by base damage x 1.25 to the power of loops ex: loop 1 = 125% damage, loop 2 = 156%, loop 3 = 195%, loop 4 = 244%
→ Each loop increases the chance that a secret fuse box will NOT spawn during level generation, chance is 50% on first loop splitting the remaining chance in half each additional loop.
→ Benches increase in price per loop.
→ Food dispensers start disappearing from levels per loop.
→ Break the game, have fun.
• Balanced the benches so that the cost to craft items increases per zone.
• Head “key cards” are now more rare.
• Added mirrored variants of existing rooms to the level generation.
• Fixed issues where the secret weapon beetle would aggro prematurely and not be seen by the player.
• Added Hit-stuns to most enemies.
• Added ability to extinguish most fires with enemies blood.
• Added ability to fill most vats of acid/toxic with enemies blood to change its composition.
• Fundamental changes to how enemy movement is calculated resulting in much better performance.
• Fixed issue where blood mapping could cause a major performance hit in ICARUS and ATHENA.
• Miscellaneous crash fixes.
• Players should no longer fall through the floor on rare occasions.
• Added "Mercy Frames".

After triggering mercy frames you will only take the greatest amount of damage during that period. EX: (If hit by 3 gluttons for 5 damage all within the window you only take 5 damage instead of 15. If you get hit by a glutton for 5 and get hit with an explosion for 10 within the window you will take 10.
• Lowered the explosion damage radius for the player, which also gives higher skilled players some leeway to perform rocket jumps within the force radius without taking damage.
• Changes to Keycards.
ex: in Icarus if you stepped into the room with the keycard and backed up into the previous room it would start triggering "backtracking" monster closets. Now backtracking closets that are on a keycard branch require you to pick up the keycard or a keycard head.
• Picking up items can now trigger a trap by opening close by monster closets.
• Lowered the Bricks base HP.
• Increased feedback to the player when taking damage.
• Richoshot’s reflection angles improved and early explosions prevented.
• Airbud Changes:
→ Airbud will no longer deal damage if he shoots you.
→ Airbud will now instantly activate when purchased from a traveling merchant.
→ Fixed a bug where Airbud could cause damage to the player when in a fire.
• Removed the frame limit and low resolution filter from the Devolver Logo Intro.
• Fixed issue with Soldiers getting blasted vertically from rocket launcher.
• Fixed issue preventing the traveling merchant from traveling to later levels.
• There are new houses added to the burbs.
• Changes have been made to how enemies aggro at the beginning of Black Canyon levels to prevent them trying to shoot through or come through the first doorway.
• Enemy spawns have been added to the starting rooms of some canyon levels.
• Fixed level 3-1 where enemies would not spawn in the courtyard.
• Fixed invisible walls spawning in the murderzone.
• Fixed most issues where invisible acid could hurt players.
• Gluttons in the secret developer room will no longer aggro too early.
• Sneaky Turrets that pop out of crates should less frequently get stuck in world geometry. .
• Turrets now have a delay and more pronounced unfolding animation when coming from crates.
• Carriers now retarget the player better after jumping.
• Fixed small issue with barrels in ICARUS exit rooms.
• Added decorations in the players ship to celebrate beating secret levels and some other challenges.
• Fixed issue where the player couldn't collect rewards from the prize safe outside of the rats map secret.

• Visual improvements to the Black Canyon.
• Added a backup to save files. Now play sessions save a backup of last known valid save. If a save fails it will restore from backup.
• Increased the default speed of the end of level doors in ICARUS (when players don’t shoot the terminal)
• Made balance changes to the Thruster power up.
→ No longer does damage.
→ Lowered the distance traveled per thrust.
→ Activation time using double-tap is now more strict.
→ Visualized when the cool down is over.
→ Look direction now has a partial influence when thrusting forward.
• Improvements made to level cleanup which should help performance.
• Fixed issues with the “Mute audio” option not working as intended.
• Fixed issues with some sound effects not being affected by the volume slider.
• Fixed issue where the Heavy Machinegun could cause the audio to cut out.
• Fixed issues where the “Rate of fire” powerup would break audio feedback.
• Improved performance of audio clips played in quick succession.
• Rebalanced Hardcore mode.
→ Previously enemy HP in hardcore mode was 300% it is now 150%.
→ Projectile based enemies deal increased damage.
→ Projectile based enemies shoot faster bullets.
→ The price of items from benches is also increased in hardcore mode. such that each benches price reflects a zone two higher than normal mode.
• Removed VR Soon text.
• As this is our last big update we removed the continuous update text intro.
• Fixed a bug where the bench sounds would loop endlessly after use.
• Fix UI Clipping issues in the “Totinos Quest” secret.
• Increased the distance for override activation in Athena.
• Removed the wingun from daily challenge, Lol.
• Fixed the presentation of some sprites in the “Totinos Quest” secret.
• Now enemies are less willing to attack immediately when loading into Athena from a save.
• Minor changes to secrets in oneDOS and the STRAFE®: the motion picture script.
• Adjusted maximum fire rate for machine gun and shotgun 10 -> 7 shotgun shots per second is max shotgun, 33 shots per second -> 25

• Adjusted the fire rate perk curve, curves out smoother at the base instead of hitting cap abruptly.
• Fixed issue where tapping fire rate wouldn't scale with fire rate stat increases. (primarily affecting the railgun / railgun upgrades)
• Increased the value of the railgun’s base fire rate upgrades.
• Fixed scenarios where you could rob the merchant without consequence.
• Fixed inconsistencies with different weapon upgrades shooting the end boss’ turrets.
• Small changes made to optimize pathfinding.
• Cleaned up pathfinding on level transition.
• Fixed performance related bugs with AirBud.
• Highest loop count added to main menu stat screen after completing first loop. • Added loops to death stats screen when looping.
• Fixed issue where glutton would show as cause of death when beating the game in last run stats.
• Removed some seeded rng drift making glitch merchant only possible once per run instead of once per level. (Supposed to be extremely rare event anyways and shouldn't be a source of health and items to exploit)
• Updates to Stalker AI to give better combat experience.
• Fix bug in the Speedzone that could generate levels in Athena that show dev textures in some areas.
• Quality of life changes made to the boss fight.
• Fixed small visual bug with end credits sequence
• Fixed rare bug with scientists in the end area
Sweet! Can't wait for that Strife update to show up here.

EDIT: Damnit... thought you said Strife not Strafe.
Post edited May 10, 2020 by Crimson-X
high rated
Streets of Rage 4

Update 1

Fixed crash at launch on some PCs due to Windows 8 compatibility settings
Add messages in case of drivers not up to date
Add messages in case of access denied for writing save data
avatar
mattymuc: What happened to the update flags? For many weeks now, not a single game in my account has been marked.
avatar
MarkoH01: Yes, GOG scrapped them atm and afaik there never was any statement about it. It might just be because of them working from home right now though ... no odea. At the moment yoou can just check this thread on a daily basis.
Why update notifications aren't an automated process confounds me...
I don't know wether the lack of update flags is just related to GOG staff incompetence/negligence or the polish lockdown/work-from-home status (if it's still active).
If it's the latter I can understand somewhat. In my country the effects of working from home have been ruinous. Most of the people I know who are in this condition say that the services (in the state system or private enterprises) are a complete mess. I just hope that someone at GOG is thinking of a way to adress the update issue when the chaos subsides.
high rated
Stellaris

VERSION 2.7.1 (12 May 2020)
2.7.1 "Wells" Free Features

Changelog
high rated
Dying Light: The Following - Enhanced Edition

1.27.0 finally has an offline installer

Unable to find a changelog, even in the usual places
high rated
Blacksad: Under the Skin

Updated to 1.0.5_12210.2935.2020040301

(Galaxy & Offline Installer)

Changelog posted by the developer in the game forum
Hello everyone,

A new patch for Blacksad is available!
Here are the details!

Fixes freezes when Blacksad walks or when players perform actions
• The game can now be launched properly if the Xbox One Gamepad is already used
• Fixes a crash that would happen when players use the Deduction Menu during a loading screen
• Pressing buttons during loading screens don’t create bugs anymore
• Fixes a bug during the loading screen in the car while players are pressing RB multiple times
• Fixes the bug encountered when players open the Menu while Blacksad is on the phone
• Fixes a bug that would happen when John refuses to take Sonia’s case
• The catsense is now properly displayed when players try to shoot the sniper


Looking forward to hearing your feedback on this update!
Post edited May 12, 2020 by Hustlefan
high rated
The Colonists
V1.4.3 (09 May 2020)

Changelog posted in the game forum by the devs here.
Standalone installers updated (1.4.2.1 ⇒ 1.4.3.1): 11 May 2020.

***

Disco Elysium
Update c9a92687 (11 May 2020)

Patch notes for version PC version c9a92687 and Mac version 0cfead62 (viewable in the F1 menu, bottom right)

- First - moved to a new version of Unity, which itself has tons of optimizations and goodies.
- Hunted, found and fixed weird cases on some resolutions where the last word of the sentence was missing. Like …
- Corrected some typos and some wordings, to mean things. To say stuff.
- Literally, hundreds of optimizations throughout the game and graphics engine, to streamline the code and to make it less resource hungry. To reach a wider audience.
- Fixed some animations - like fixing out of sync hands.
- Fixed some other animations - running and walking around after consuming various liquids
- Fixed broken menu navigation functionality. All that was accessible is still accessible.
- Updated end-credits. Play it through to see some new names!
Standalone installers updated 12 May 2020:
- Windows: 03e7ef2d ⇒ c9a92687;
- Mac: cddf87b6 ⇒ 217ba3f6.

***

Standalone installers updated 11-12 May 2020 with no changelog:
- ATOM RPG: Trudograd [InDev]: 0.5.1 b ⇒ 0.5.1 e.
- Celestian Tales: Realms Beyond: 1.0.5 ⇒ 1.0.12a.
- Children of Morta - Mac: 1.1.38 ⇒ 1.1.54.6.
- Cook, Serve, Delicious! 3?! [InDev]: 0.80a ⇒ 0.80b.
- Dead Age - Mac: 1.1 ⇒ 1.2 ⇒ 1.3.
- The Dream Machine: 1.0.1 ⇒ 1.0.2.
- For The King: 1.0.14.10109 ⇒ 1.0.15.10131.
- Galactic Civilizations III, and all its DLC: 3.96 ⇒ 4.00.1.
- Kingdoms and Castles: 117r6 ⇒ 117r6a.
- Police Stories: 1.1.1 ⇒ 1.1.2.
- Stoneshard [InDev]: 0.5.8.7 ⇒ 0.5.8.8.
- Streets of Rogue, and its DLC: v89i2 ⇒ v89j2.


Also, from updates/changelogs posted earlier:
- Blacksad: Under the Skin:
--> Windows: 1.0.3_11858.2878.2019122002 ⇒ 1.0.5_12210.2935.2020040301;
--> Mac: 1.0.2_11546.2810.2019111301_Hotfix1 ⇒ 1.0.4_12056.2907.2020021301.
- Dying Light: The Following – Enhanced Edition, and all its DLC: 1.26.0 ⇒ 1.27.0.
- Stellaris, and all its DLC: 2.6.3.2 ⇒ 2.7.1.
- Streets of Rage 4: v04g-r10450 ⇒ v04g-r10487 (was actually updated 2020.05.07).
Just wondering, what are the two 32-bit files in the Dying Light offline installers "Parrt 1" and "Part. 2". They have the same naming convention as the rest of the installers, so the 64 - Bit installer starts with number 3?