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Hustlefan: Sunless Sea

Update V2.2.7.3165(a) (4 Feb 2022)

(Galaxy & Offline Installer)

- Fixed Zubmariner installation and updating issue
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Hustlefan:
Strangely enough, that removed the Zubmariner DLC from my whislist. So anyone having it wishlisted might want to recheck if it's still there.
high rated
The current listing for Zubmariner is entirely different from the previous one. They basically removed the old listing from people's accounts and granted the new one to them.

https://www.gogdb.org/product/1592527019 (old)
https://www.gogdb.org/product/1467270402 (new)

It seems like there was an installation/updating issue with the old installers when using Galaxy, going by some points in the Sunless Sea subforum.
Post edited February 09, 2022 by aonaselk
high rated
KAPIA

Updated to 1.265 (Galaxy & Offline Installer)

Changelog from Steam:
Patch 1.265

--Printer
card hotspot--BUG FIXED

--Mop/pillow/ball
back button--BUG FIXED
+++



Strange Horticulture

Updated to 1.1.3 (Galaxy & Offline Installer)

No changelog.
Post edited February 09, 2022 by Hustlefan
high rated
Here´s a changelog for the latest Shadow Man Remastered patch:

V1.41 - 2022-01-17
==================
- Fixed issues some people are reporting with DirectX 11 flashing textures and Vulkan black screen.
- Fixed Govi and Copter from flickering.
- Fixed white screen while in the in-game menu with the game drawing in the background and film grain turned on.
- The Prophesy card is now displayed during Nettie's Eclipser cutscene instead of the Teddy Bear.
- Matched French subtitles with speech audio for Yort's cutscene.
- Fixed the HUD Shadow Meters from being cut off.
- Flash frames now draw while in snipe mode.
- Extended the water box in Swamp Day/Night below the Danger sign so it encompasses the water completely.
- Shadow Man will now face towards the door when entering the moving hook cage in the Dark Engine.
- Fixed Flies scale value so they won't dissappear when slightly off screen.
- The elevator in the Experimentation Rooms will no longer stop drawing when in snipe mode.
high rated
dV: Rings of Saturn

Updated from 0.445.1 to 0.451.0 for Windows (Mac and Linux to follow shortly, presumably, though even the Windows build only showed up 4 days after the dev announced it).
Demo shows an update to 0.450.0, which was never announced, so I'm assuming this is actually 0.451.0 as well.

Changelog posted by the developer in the forum:
0.451.0 - Ganymedean Approach

Organized crime activity
Reports of organized crime activity in the A-ring are being investigated. While independent and disorganized pirate attacks were common in the past, recent developments point to the possibility of an organized group. Following an increase in posted bounties on known criminals, patrols of both licenced and independent bounty hunters were dispatched to the area.

Increased interlunar bandwidth
Introduction of H.271A standard into the Mimas Interlunar Tightbeam Array increased the available interlunar bandwidth by over 350%, allowing broadcast of high-quality video streams from the rings A to D directly to the station. While the upgrade was meant to improve security with real-time video feedback from security cameras on ships, the development was quickly exploited by independent streamers offering real-time entertainment channels. Some popular reconnaissance drone manufacturers were quick to capitalize on the development with integrated options to assist these streams.

Insurance investigations
With multiple insurance claims made against damage caused by hypervelocity ore impacts, several reconnaissance drone manufacturers have provided options to integrate observations of hypervelocity objects with on-board adrenaline systems. Enceladean insurance providers express hope that more detailed crew logs of such events will help them rapidly resolve an increasing number of claims. Experts note that most of the popular drones available on the market today may have an insufficient frame rate to be conclusive.

Maintenance Records
- Added streaming-friendly mode to the Settings menu.
- Added more interaction with the pirate faction. You can now communicate with them even when you are in combat, trading insults and having multiple opportunities to defuse the situation. Pirates will also attempt negotiations when the tide of the battle is against them.
- Turning the onboard computer off will now provide resistance to short circuits and overheating.
- Increased chance of getting quest-related interactions with ships you came across, so crew quests don’t feel stalled.
- You can now salvage ships that are part of crew quests if it makes sense in the context of that quest.
- Pirates could try to extort you while being terrified, which made them open fire on you and try to escape while they were asking for money.
- Faction and personal reputations could coincide in a way that made it impossible for an NPC ship to break away from combat.
- You will now get some adrenaline slowdown when you use the Adrenaline Booster even if you don’t have a pilot on board.
- Nearby hypervelocity explosion will now trigger an adrenaline boost, giving you time to react or at least perceive the impact that damages your ship.
- Tuning Direct Energy Mining Tool power input used to change its efficiency in a way that cancelled out any extra power you pumped into the device, making power tuning of lasers and microwaves next to useless.
- THI Cargo Containers used to fly away from you even before you ordered them to return to the station if they managed to get away from you before booting up.
- Active cargo, such as drones, could boot up and fly around or even explode on the Enceladus dive summary screen if you gave them enough time.
- When your crew was returning from sick leave and there is not enough space for them on board your ship, the game added them to the roster and immediately removed them, displaying confusing notifications.
- Improved performance of the mass driver hypervelocity bullet simulation.
- Improved performance of the Enceladus station crew display.
- Improved performance of ship collision detection.
- Improved performance of ship spawning.
- Bullets can now collide with other bullets.
- When you established a claim beacon, the notification of the claim price didn’t play, which made the price of your claim be counted towards your next in-ring sale or purchase, displaying confusing money counters.
- Your salvage manipulator will now go into the Tsukuyomi-class docking bay when you dock.
- Adjusted the thruster configuration of the Tsukuyomi-class frigates so they are less likely to accidentally burn ships they are docking with.
- When you transfer criminals from a disabled ship into custody, the ship is now considered a legitimate salvage.
- You can now turn in criminals held in lifepods caught in your ship cradles.
- When making quick course adjustments with your mouse the autopilot vector could snap back to your current velocity if your adjustment was quick enough to be registered as a mouse click.
- Logs showing your propellant usage during the dive could be inaccurate if the framerate changed during your mission.
- Changed nanodrone storage descriptions to make it clear that it’s a consumable storage container and not an independent drone system.
- Clicking on a tuning item header will now switch the description and simulation to this item.
- Fixed a bug that caused your mouse pointer to stay on screen much longer than needed.
- New game-over screen if you manage to blow your ship up.
- A ship that lost all power and propellant won’t be able to keep the cargo it has in external cradles or salvage manipulators during a rescue operation.
- Updated translations.
high rated
Expeditions: Rome
Recived the new patch 1.0e, no changelog. Probably a hotfix.
high rated
Lust from Beyond: M Edition - Demo

Updated to 13.01.2022 (Galaxy & Offline Installer)

No changelog.
Post edited February 10, 2022 by Hustlefan
high rated
Surviving Mars

Updated to 1.4 Merbold 1010838 (Galaxy & Offline Installer)

Changelog from Paradox Forum:
Release date: 2022-02-08

Version:
GOG: 1010838

Bug Fixes

- Fix the game becomes unresponsive when ordering unskilled colonists from the underground
- Fix no disasters when starting a new game with mods active (Fixed for save games)
- Fix Colonists working in the Sanatorium/School Spire have the "Not working in home dome" status
- Fix Recon discovery events are recurring while they should not
- Fix loaded cargo isn't shown in the Asteroid Lander payload tooltip on quick bar when it arrived on Asteroid
- Fix the Drone Hub and Hub Extenders active range is displayed after more than 2 hubs were converted into Prefabs at the same time
- Fix Lander rocket always defaults to auto mode on the Asteroid and user preference is always overridden
- Fix the Mystery Log cannot be dismissed on the Asteroid after completing the "Asteroid from outer space" mini-mystery
- Fix Fireworks are not displayed even if Show Fireworks option is enabled
- Fix the default cargo priority approving waste rock, causing issues with events
- Fix the menus being allowed to open on console while having the payload menu open

Known issues/ notes:

No disasters save game bugfix: In existing savegames that have the issue where disasters are not triggered, the disasters will be reset and treated as if a new game has started. This means that it will take the same amount of time for disasters to start occurring as if a new game was started with max disasters settings.
Edit: Windows offline installer now updated as well.
Post edited February 11, 2022 by Hustlefan
high rated
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KetobaK: Expeditions: Rome
Recived the new patch 1.0e, no changelog. Probably a hotfix.
The "little" Patch - V1.2.0

changelog
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KetobaK: Expeditions: Rome
Recived the new patch 1.0e, no changelog. Probably a hotfix.
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Edward_Carnby: The "little" Patch - V1.2.0

changelog
And neither patch is available as an offline installer yet.
high rated
VirtuaVerse

I got a notification in my library that it's been updated. Does anyone know what's new? Both the GOG change log and the Steam news section only go up to July 15 2021 / July 14, respectively. Is there somewhere else I should be looking?
high rated
Space Haven

Updated from 0.13.4 to 0.14.0 on Mac and Linux (Windows presumably to follow soon),

Changelog, from here on gog *gasp*:
Patch 0.14.0 (10 February 2022)
* Modified crew member max skill levels from 3 to 10
* Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
* Implemented a way to customize start crew attributes and skills.
* Implemented a way to customize if one can customize crew members, in the game customization menu. =)
* Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
* Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
* Added minimum skill requirements to production tasks and other tasks.
* The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
* Divided the comfort map into three categories: Work, Leisure and Sleep.
* Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
* Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
* Rebalanced comfort values for objects.
* Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
* This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
* The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
* Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
* Added notes related to having settings at low/denied for systems in the power control menu.
* Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
* The Hull Stabilizer comfort values have been tweaked to make it less uncomfortable.
* Generators, Hyperdrives and Power Capacity nodes now use system points.
* Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
* Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
* When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
* The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
* Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
* Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending
* shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
* Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
* Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
* Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
* Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
* Implemented user interface improvements to the prepare for a hyperjump menu.
* Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
* Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
* Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
* Created new random derelict spaceships.
* Polished and added more details to derelict ships rooms.
* Logistics robots and salvage robot docks now consume a bit less power than before.
* Logistics robots and salvage robots consume a bit less energy cells than before.
* The Solar panel produces basic power and costs less in building resources.
* Plants now have a higher growth rate penalty if left untended.
* Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
* Modified the default meal recipe in the Kitchen settings.
* Modified the behavior related to how crew members seek out food to eat.
* The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
* When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
* Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
* The chance for the Military Alliance to carry out an inspection of your ship has been increased.
* The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story
* can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
* Added translations to the new Call Me Crazy data log.
* Improved graphics for roof elements, to make them integrate better with the roof.
* Improved salvaging to avoid hauling resources to an airlock far away, if another airlock is available at a closer distance.
* Set default zoom a step higher in the starmap.
* Energy cells now take less energy rods to produce.
* Gas scrubbers and Oxygen generators now have information of what they are working on in the information window.
* Improved description texts for many facilities.
* Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
* Fixed hyperdrive placement on many NPC ships.
* Fixed bugs.
The dev also posted in the gog forum to point to the announcement post at steam for a bit more context and screenshots related to the changes from this release.
Post edited February 10, 2022 by gogtrial34987
high rated
Conway: Disappearance at Dahlia View

Updated to 1.0.0.6-Hotfix (Galaxy & Offline Installer)

Changelog from Steam:


WARNING, CONTAINS SPOILERS!
Conway: Disappearance at Dahlia View Patch 1.0.0.6 is now live!

Hey all!

We can't thank you all enough for everyone leaving reviews - as of writing we're at 93% recent positive player reviews!!

We also want to say a big hello to all our new players who picked up Conway over the Lunar sale - thank you so much for taking a chance on our detective game. We hope you enjoy what you play!

With patch 1.0.0.6, we've been able to put a lot of small fixes into the game of anything people have highlighted on their playthroughs.

We've included the patch notes below but as ever, please do let us know if you experience any type of issue whether it be a bug or usability and we'll be sure to take a look.

Main Fixes

- Two sets of lockpicks in Levy's garage have had their keys changed from a combination of C, J & T to X, J & T to prevent keyboard 'ghosting' issues

Small Fixes

- The candles in Doer Manor now save their state
- Prevented Lady Doerr defaulting to wrong location in intro
- Fixed an issue where the metal door in Levy's Garage could end up locked shut, preventing player progression
- Prevented a situation where player could not progress Doerr key conversation because all the boxes on the key are disabled

Quality of Life

- 'Inspect' and 'Use' item prompts now display when you hover mouse over “notepad & inventory” bar at top
- When opening inventory bar, “click to use and f to inspect” is now displayed on items

Spoiler Fixes

- Fixed an issue when leaving Levy’s Garage during door closing, it glitches back open
- Fixed an issue where the cryptex is solved but sometimes the cipher stayed on screen

As always, please do keep us updated with any issues you may be experiencing either on the forums or via email at support@whitepapergames.com and we'll be sure to continue to collect feedback and work on any patches that need creating.

Thanks!
high rated
KAPIA
KAPIA Demo


Updated to 1.266 (Galaxy & Offline Installer)

Changelog from Steam:
Patch 1.266

ADDED: Skip mini-games feature
Press Esc during a mini game, select Skip
high rated
Gemini Rue has received an update flag.

Current versions are as follows:

Version 2.0 (Windows)
Version 2.1 (Mac)
Version 2.0a (Linux)

Not sure what was updated, no new info in changelog.
.