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Update v.0.0.23 (42 MB) for Prodeus is available in GOG Galaxy.
high rated
Age of Wonders: Planetfall

V1.402 - Triceratops Hotfix 1 (19 November 2020)
Changelog
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erbello: Observer: System Redux (Galaxy) has been updated from 1.1.35 to 1.2.0

No changelog on GOG yet.
Offline installers now have been updated as well.
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OHMYGODJCABOMB: A bit late report, but the GOG version of Vangers received a patch that has been available on Steam since August.

GOG Galaxy version was updated on November 12 and offline installers were updated on November 17.

Here is the changelog from Steam (since it hasn't been updated on GOG):
https://store.steampowered.com/newshub/app/264080/view/2719564281912059635

Hey all, long time no see!

A new Revamped Controls Menu is the first of many important updates that are coming to the game in the near future.

- Controls are now grouped by function into neat sub-menus;
- Some of the controls have been renamed for clarity;
- You can now define a key to take an in-game screenshot (the screenshots will be saved in ../steamapps/common/Vangers/data folder in your Steam directory);
- Auto-Acceleration toggle is now available in the Controls Menu as well as in "Pause" menu;
- ...and other various small fixes and optimizations.

Also, a new default control scheme has been developed by the veteran members of our community.
It is meant to organize the default controls into a more coherent layout that works on most keyboards and has some resemblance to existing modern RPG game layouts. Hopefully, this will be helpful to newer players, who tend to find the controls in the game a bit unwieldy.

IMPORTANT NOTICE: This update will overwrite your old controls file. You’ll have to redefine them in-game, we're sorry for any inconvenience this causes. This had to be done to allow our new players to start the game without fighting with the weird old default controls.
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OHMYGODJCABOMB:
Oh it finally hit? I remember poking the dev about that a month or so ago.
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The Falconeer

The Falconeer Patch 1.0.5.0 (Galaxy & Offline Installer)
The Falconeer has received a brand new patch!

Featuring a couple of localisation improvements, bug fixes and more - the full list can be found below :

Language Updates :

- Korean had the wrong spacing rules applied. Spaces are now correct in Korean
- Number of improvements on the Russian localisation

Bug Fixes :

- Clicking leave with mouse would cancel your mission, fixed
- Sometimes switching to the map would fail, and you'd be left with a town description in view
- If you got killed wile the camera was zooming on a cap ship or location, you'd enter a zombie mode with detached camera, you now die properly.
- Player when on fire can again dive in water to douse flames
- Delivery items could suddenly drop after launch.
- Delivery items could suddenly shatter when trying to pick up.
- Mouse would register wrong clicks in the pause menu.

Gameplay changes :

- Splash damage is now zero on the player from his own mines, in easy and normal
- Your wingman also won't die in hardcore mode.
- Delivery items now cannot shatter on ships and enemies (prevention from random despawning in missions)
- Photomode on mouse should now be smooth
- In the maw, stealth would sometimes fail to quickly, 5 second buffer added
- Fly ahead, is now also working when homebound, so a fly home will appear once the mission is done.
- Fly ahead is available in side missions
- In some cargo retrieval or salvage missions, the item would be invisible and become impossible to grab, now fixed
- Impact damage at high speeds is reduced, to prevent to many insta-kills on hitting airships.
- Falcon cawing reduced in jetstreams
- 120HZ V-sync improved on Xbox Series S/X (xbox patch will arrive later due to testing)
high rated
Trine 4: The Nightmare Prince

Updated to 1.0.0.8541 (Galaxy & Offline Installer)

Melody of Mystery DLC available now.

Changelog from Steam:
New patch now available! (Build 8541)

A new patch has been released for Trine 4: The Nightmare Prince. Everyone who owns the base game receives this patch, regardless of whether you own the Melody of Mystery DLC. This patch adds the much awaited Hard difficulty and several fixes to the save system. You can find the full changelog below.

Technical fixes:

Save system has been revamped:

- Collections are now saved outside of regular gameplay saves.
- Old save files are converted into a new type when loaded for the first time.
- Added a new menu where players with duplicate saves from the same game ID can now select which save they want to use to continue upon joining a multiplayer game.
- Fixed a bug with saves being corrupted when returning to a previous version of the game.

Gameplay changes:

- Added Hard as a game difficulty option
- New skill upgrades: Freezing blink and Explosive objects for Amadeus, Leaping Lightning and Charged Dream Shield for Pontius, Ricochet Arrows and Hazard Trail Roll for Zoya

UI and menu changes:

- Game Difficulty can now also be changed during the game
- Aiming trajectory option added for Zoya's Bow
- Aiming trajectory option added for Pontius's Shield
- FidelityFX Sharpening for Medium Anti-aliasing setting
- Options to switch off chat background and text outlines
- Option to disable gamepad vibration
- Option for triggers to work as toggles instead of holding down the triggers
- Option for adjusting mouse cursor size
- Changes to Save Slot menu screen
- Off-screen character death indicator for Multiplayer
- Off-screen experience collecting indicator for Multiplayer
- Controller Menu categorized
- Clearer enemy shield links
- Player coloured resurrection circles

Other fixes:

- Improvements to Portals
- General bug fixes and other quality of life updates

If you have any questions or reports you can e-mail our support directly at support@frozenbyte.com
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Iron Harvest

Updated to 1.0.9.1817 rev. 41487 (Galaxy & Offline Installer)

Changelog from the developer's website:
CHANGELOG 10: PARTY INVITE

Greetings Harvesters,

Welcome to the tenth (!) of our regular post-release updates. Today’s update allows you to create groups and enter matches with your friends more easily. We’re also happy to announce that we'll be live on the Epic Games Store. Keep reading for details on many general and balance game changes.

Group Invite Available!

Hey Mech Commanders, you like to Party? ;)

This has easily been the No.1 request from you and we are excited to offer it now. You can now form a Group/Party of up to 3 people and queue for quick, ranked and custom matches.

Of course, you're likely to be matched with a same sized group, but it is also possible for a 3 person Group to be matched against a 2 person Group and a Solo player. Any combination is now feasible! You can even add A.I. to fill empty slots.

By forming a party your are also now able to play COOP with up to 3 players.

So grab some loyal commanders, choose your faction, and “hav-at-em”.

Remember, communication is always OP, and so you're welcome to use the voice channels found by clicking here in our Official Discord Server.

A massive shoutout to the PartyMechs who helped us road-test and QA this feature during the past week. You guys make the emperor proud!

More Dynamic and Responsive Infantry Combat

Following your feedback, we continue our commitment to improving infantry responsiveness and combat aspects of the game. We’ve now implemented a new system so that units start shooting sooner after being given the command. As well as this, we’ve added more dynamic Shoot & Run variations to all relevant soldiers. Check it out.

General Changes

We continue to improve the game with various bug fixes and adjustments. This week we’ve:

- Improved save game system to make saving and loading quicker.
- Fixed various bugs that broke save games when the save happened under specific conditions. This resulted in the save game file loading only as far as at 97%. If you still have this issue, please contact the Iron Doctor on Discord.
- Enabled the Saxonian “Stiefmutter” mech to now properly attack-move when ordered..
- Fixed issue where Olga and MG infantry transitioning into aiming stance resulted in issues with infantry they killed.
- Fixed a related issue where killed unit models for an infantry squad did not properly die while the squad is entering a structure.
- Enabled the Rusviet’s Serp mech ability “Rally Call” now negate suppression and healing effects.
- Enabled destroyed mechs to functionally reveal the Fog Of War for a short duration, not just visually.
- Improved scripting in Polania’s 1st and Rusviet’s 2nd campaign mission.
- Made U.I. improvements for game menus as well as in-game.
- Improved visualization of destroyed barbed wire and sandbags.
- Prevented mechs from breaking Sandbags and Barbwire that are still under construction.
- Improved curved sandbag-segments, so it should now be possible to enter cover on both sides of curved sandbags.
- Fixed a bug that prevented grenades and sticky bombs from being consistent across saved and loaded games.
- Fixed Cavalry Sticky-Bombs so that they always hit their target.
- Fixed failed outcomes accidently visually resetting on Saxony’s 1st campaign mission “Welcome to the Mud”.
- Enabled resource structures to now play their animations while being upgraded.

Unfortunately, while this is a mech-ton of important changes, the consequence is that saved game files from prior to this update are now invalidated. Overall game progress remains and we apologize for any inconvenience.

Balance Changes

Garrisoned Units: Damage against units in buildings has been decreased overall to create fewer situations in which cover provides far more protection than being in a house or bunker.

Gunner: Are notable for having higher HP than other infantry, this is necessary to help them fulfil their role combating mechs. The perception of this difference is higher than we anticipated and so we’ve reduced their HP slightly to hinder any undesired effectiveness vs. other units. Therefore:

- HP decreased from 175 to 150 per model.


Medics: We are now getting to a point where medics are fine without risking their overuse.

- Heal cooldown decreased from 50 to 25 seconds.


Barbed wire: Our recent focus on how very high skilled players use barbed wire has unintentionally affected others players use of this tool. Therefore, as a first step to readdress their utility, we’ve reverted their cost.

- Iron cost decreased from 15 to 10.

RUSVIET

The Rusviet’s, in general, are the least chosen faction and therefore they’ve received some slight buffs.


Groza (Exosuits): Previous movement speed reductions had a large effect on this unit. These changes aim at preventing their “spamability” while making a single squad viable.

- Increased HP from 170 to 200 per model.
- Increased damage vs. light armor from 30 to 40.
- Increased damage vs. medium armor from 25 to 35.
- Increased damage vs. heavy armor from 15 to 25.


Ognivo (Flamethrower mech): Contrary to the memes, our data tells us this beautiful mech is still, and has been for a long time now, the most built Rusviet mech. However, it hasn’t been performing in battle as well as its counterparts, often dying before it reaches its target and not fully finishing them off. Therefore:

Increased HP from 600 to 700.
Increased Flame Radius from 3.4 to 4.


Kolokol (Bomber mech): Its low range and difficulty to hit moving targets are now further compensated for by higher damage. Structure damage was also increased to emphasize this factions tendency in lore of destroying buildings. Therefore:

- Increased damage vs. light armor from 75 to 85.
- Increased damage vs. medium armor from 45 to 55.
- Increased damage vs. heavy armor from 30 to 35.
- Increased damage vs. structures from 35 to 50.

SAXONY

Erlkönig (Artillery mech): While Polania’s Mocny has been repeatedly buffed, the Erlkönig was neglected. However, their higher range is a factor that should not be forgotten, and so too much change would easily make this mech overpowered. Therefore, for now, we’ve:

- Increased damage vs. light armor from 75 to 140.
- Increased damage vs. medium armor from 65 to 85.
- Increased damage vs. heavy armor from 65 to 85.


It’s been a busy month and yet the best is still to come!

Next week: A brand new game mode “Drop zone” and we begin a new season tree with new perks to unlock.
high rated
Professional Farmer: Cattle and Crops

Galaxy and offline installer updated 2020-11-19: 1.0.2.12 to 1.0.2.14

From dev website:
Hotfix Update v1.0.2.14 (19 Nov 2020)

We’re releasing a small hotfix update today that mainly fixes three crashes, as well as fixing a few errors.

Changelog

BUG FIX
• Game crash fixed when the AI collided with two implements that are attached to each other, but not to a vehicle
• Game crash fixed when a rental period of a deactivated mod ends
• Game crash fixed when deleting task templates
• Claas Tucano now folds in the pipe when going into transport mode
• Claas Jaguar: position of the non-suspension camera fixed
• Claas FL 100: inverted geometries fixed

CHANGE
• Over-fertilization by the AI is now dependent on two options: general unlocking in the difficulty settings, and per-task option in the task creation.
• Left, middle and right mouse buttons can now be used when binding controls
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Stellaris

Updated 2020-11-19 from 2.8.0.5 to 2.8.1.2

Patch notes from dev forum
(also in dev wiki and in GOG game Changelog):

#################################################################
######################### VERSION 2.8.1 ###########################
#################################################################

######################
# Balance
######################

* Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
* Redid sector automation scripts and code with the following goals:
** Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
** All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
** Made checking for whether building a certain building would cause resource shortages and whether there were pops ready to take the job more reliable by shifting them to hardcoded checks.
** The automation will no longer clear blockers before districts are blocked by them.

######################
# Stability & Performance
######################

* Moved the calculations for attack radius to threaded code instead of serial.
* Update trade routes every 7 days instead of every day.
* Fixed a nasty slow down when owning many many many planets and opening the planet view
* Fixed an OOS related to fleets.
* Fixed an issue where loading would get stuck when trying to load a lot of mods.
* Fixed being unable to load 2.7.2 saves in 2.7.2 made after installing Necroids.

######################
# UI
######################

* Added debug tooltips to the fleet view header and rename button.
* Experimental DX11 mode now supports Chinese, Polish and Russian

######################
# AI
######################

* The AI will not try to build a megastructure if it's already building or upgrading one.
* Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
* The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
* The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e. Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
* Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
* Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
* Various improvements to crisis military AI.
* Fix issue with military AI ping-ponging fleets.
* Fixed AI not changing fleet bombardment stances.
* Crisis countries will now use Armageddon Bombardment.
* Augmented the distance at which AI looks for targets on larger maps.
* The Unbidden will no longer wait patiently to be allowed out of their initial system.
* The AI will no longer sell the last pop of a planet.
* Made the crisis worry less about ship health and more about taking over the galaxy.
* The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.
* AI considers "Take Point" fleet as objective when appropriate(*)
* The AI is now drastically more likely to know to build shipyards and titan/colossus factories

######################
# Modding
######################

* Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.

######################
# Bugfixes
######################

* Corrected name for necroid titan engine effect so the effect spawns in the correct position.
* Added missing undead army translations for Chinese.
* Fixed a layering issue with Necroid Portrait 11.
* Fixed a black face-tentacle on a Necroid Portrait to have color.
* Fix Ships not reaching their assigned slots when there are too many ships
* Evasive fleet now cancel order if the path to their targets contain hostiles
* Made it so the positions of hostile forces are remembered while you're at war.
* Fixed purging and assimilation not working on presapients
* Setting a sector to Production focus now correctly updates the icon in the UI.
* Necrophages with Glandular Acclimatisation will now make pops that suit the local planet, even if they have Necrophage pops that don't on the planet already.
* Death Priest job upkeep raised to 3 Consumer Goods in addition to the baseline level for specialist workers.
* Fixed the Pasharti Absorbers' default purge type being Displacement rather than Necropurging
* Fixed a bug with a Necroid Battleship weapon slot.
* Increased Necroid Corvette size and optimized some other textures.
* Fixed leader clearing by right-clicking.
* Fixed impossibility of swapping scientists between research areas.
* Fixed the Death Cult sacrifice effects so that the counting of Mortal Initiates proceeds as intended.
* The option to play as the Machine Uprising when that happens is now back.
Post edited November 20, 2020 by Skess01
high rated
Ghostrunner recieved a new update today. It's only available in GOG Galaxy at the moment but offline installers should appear soon.

Version 0.30714.410 >> Version 0.31142.411

Here's the small changelog the devs posted.
Runners!
You can now download the new Ghostrunner update on GOG.

The instant restart hotkey will help you get back on your feet right away. The update also introduces hundreds of various fixes and improvements as well as a sleek new animated menu screen.

Changes:
• Instant restart hotkey feature
• New main menu (animated)
• Epilepsy warning
• Many bug fixes in geometry, lighting, particles, and gameplay
• And more!

If you enjoy the game, please consider dropping us a review on GOG and Metacritic.

Now run, kill, repeat!
Post edited November 20, 2020 by Berzerk2002
high rated
Trine 4: The Nightmare Prince

Updated to 1.0.0.8549 (Galaxy & Offline Installer)

Changelog from Steam:
New patch now available! (Build 8549)

A new patch has been released for Trine 4: The Nightmare Prince & Trine 4: Melody of Mystery DLC.

The previous patch caused some multiplayer connectivity issues for some players that we have now identified and mitigated in this patch. While not the ultimate fix to all connection problems, we hope this hotfix would improve some of the issues encountered when trying to join online games in Trine 4!

Includes:

- Improved online connectivity
- Improved debug logging information

If you are still experiencing problems with the online multiplayer after these latest two patches (build 8541 and build 8549), we would appreciate if you could send us the log-file of the game. This will help us investigate the cause of the issues. The file is named trine4.log and can be found in the Appdata folder:

- Navigate to %AppData% /Trine4 → log → trine4.log
- Attach the file to an e-mail and send it to support@frozenbyte.com

If possible, try also running this command in Command Prompt and copy and send the outcome to us:

++++++++++++++++++++++++++++++++++++++
cmd /c tracert t4.online.frozenbyte.com && pause
++++++++++++++++++++++++++++++++++++++

We are especially interested in what the outcome for game hosts is.

You can also join the Trine Series Discord and choose Trine 4 in the #info channel, and then hop over to #trine-4-mp-issues where we can discuss and debug the issue with affected users directly, or talk with other folks who have the same problems.

Thank you for all your patience and cooperation with the issue!
high rated
Rogue Wizards

Update to 1.2.389

Changelog:

Patch v1.2.389 (10th November 2019)
Major Changes

Gamepad support, input mode is auto detected for mouse+keyboard / gamepad
New "liquid fluid" health UI now in upper right of HUD
Spells no longer ever need to be equipped to be cast
Targeting enemies and items now has a new targeting "shaft of light" effect to really make it easy to see what you're targeting, great for both mouse control and gamepad control modes
Mouse and gamepad focus targeting is now color coded based on the quality of the target to make finding magic items and rare objects stand out easily
Fabled magic items are now available for all players
Fire dragon pet now available for all players
Silence owl pet now available for all players
Target required spells now use an animated two stage targeting mouse cursor when using mouse/keyboard or the gamepad smart/manual target selection
Added a "hand" mouse cursor during item drag and drop in inventory
Removed the hardware cursor, this is too small on Windows and ultra small on 4K+ displays of any platform
All mouse cursors are now done in software allowing for animation and are now a consistent size on all displays on all platforms
Added a "Out of Range" and "Blocked" mouse tooltip when hovering a target that you can't actually target a spell at for those reasons
In story mode, spell upgrades can now only be done at your tower. The character UI no longer has an element to access it at anytime.
Added a visual indicator of where a slight movement of the gamepad left stick will move the character in combat mode, pushing the stick further will actually execute the move
The camera can now be zoomed with the gamepad shoulder triggers
Gamepad right stick manual targeting is now possible while the bottom shortcut ui is up so you can target and select/change spells easily and then press A to cast at the target

Minor Changes

Vastly increased sight range and camera distance
Removed the health and XP bars from the top of the HUD
Blur effect for the background when UIs are open, this can be disabled by reducing the graphics quality setting on the options panel
The weapon shortcut bar is now automatically hidden when not in combat
Fixed text rendering having white border artifacts on some Windows machines
Remove the feedback system, the backing service I used for this is now shut down
Made a few of the HUD buttons smaller to fit the new more minimal look of the HUD
New dialog bubble pointer rendering that can better handle bubbles at the edge of the screen
Removed some of the flashing text for spell points and attributes in the paper doll UI, these were annoying
Fixed not being able to use a wand via gamepad controls
Fixed infinite daggers when you did a level transition with dagger quantity of 1
Close from the options menu via gamepad now acts like "accept" instead of "cancel" for any button
Moved shop buyback button to other side of UI to make gamepad UI navigation easier
Hide close button on spellbook UI in gamepad mode
Tweaked the zoom and scroll settings of the full map ui
Auto target/select higher quality items over lower ones with gamepad auto/smart selection
Added audio for shortcut ui show/hide
Added audio feedback for cell selection during manual targeting
Decreased footsteps volume
Fix crash when wireless gamepad goes to sleep and is disconnected while playing
Fix cell selection graphics rendering on top of cavern walls in some instances
Better tooltip for experience and level on the character UI
Tweak the animation ease when moving from town building to building
Decreased the magic material drop rate
A user named HypersomniacLive has been helpfully sharing the changelogs for Nova Drift with every(?) update in the GOG forum for the game, here: https://www.gog.com/forum/nova_drift/changelog

The patch notes for the game are also regularly updated on the Nova Drift blog: https://blog.novadrift.io/patch-notes/ (...though the site may be down at the moment?)

And the Steam news feed for the game is here: https://store.steampowered.com/newshub/app/858210

The latest update on Steam was last Monday, November 16 (I assume it's been rolled out to GOG as well): - Version 0.30.5 Is Live: AZIMUTH UPDATE -: New Translations, Enemy Improvements, & New Roadmap
Post edited November 23, 2020 by V2Blast
high rated
Parkitect

Update 1.6c (23 November 2020)

(Galaxy & Offline Installer)
- added Portuguese - Brazil translation (thanks to Erick and Tiago!)
- added modding support for textured objects with custom colors
- added object outline when picking objects in bulldozer tool, blueprint creation and scenario editor tools
- Booms & Blooms: added new fireworks effects: Ring, Sparkler
- improved effect editor performance
- changed fireworks launcher to be visible when scenery is hidden
- fixed water remaining outside map when shrinking map in scenario editor
- fixed bad collision detection on scaled trees
- fixed custom color slots for bobsled track
- fixed track segment triggers when train is driving reversed

Update 1.6b

- changed effects deco objects to stay visible when hiding scenery
- fixed a case where tracked rides would occasionally randomly derail
- fixed background music could occasionally stop playing or play twice
- fixed trees not being rendered properly on old macOS systems
high rated
Amnesia: The Dark Descent recieved a new patch today (Offline & GOG Galaxy). I've not found a changelog but I assume this one fixes the problems people had with playing the hard mode.

Version 1.41a > Version 1.41b