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high rated
Steel Division 2

Update to V89334.

No changelog.
high rated
AI War 2 has just received another update, taking it from 5.535 to 5.536 for Windows, Mac and Linux.

5.536 Extended Sidekicks
(Released January 30th, 2023) Part 2

• Vanilla Frigates:
• Translocator Sniper Frigate: No changes - it looks decent to me.
• Shredder Frigate: Base hull points 300k -> 50k, Hull Tech Heavy -> Light. This reduces their overall durability (which makes them too powerful in my opinion) and also increases the vulnerability to fusion damage, since their shields are still at 300k base. Since there is an absolute overabundance of Heavy+Melee, and still quite a few Medium+Melee ships the Shredder Frigate and its variants are now Light.
• Sharpener Frigate: Hull points 100k -> 35k, shield points 150k -> 210k, damage amplification 1.5x -> 1.25x, base ship cap 4 -> 6, Hull Tech Heavy -> Light, strength rating 2.5x -> 2x. This reduces their damage amplification to somewhat reasonable values but in return gives a number more ships to apply it with (and thus also more redundancy, overall the durability goes up quite a bit!). THe hull and tech changes are in line with the Shredder Frigate changes. The strength is adjusted for the reduced damage amplification.
• Wedge Frigate: Damage 5000 -> 7500, speed 1600 -> 1300, tech Melee+Heavy -> Melee+Core. Before the Wedge Frigate was probably actually weaker than the Shredder, due to its lower overall durability and damage modifier against lower-hull targets at exactly the same DPS, but with the added requirement of high-mass targets and more damage wasted on overkills. This is a buff: Not only isn't its durability nerfed like the Shredder Frigate, it also gains marks easier (usually) due to double-weapon-tech upgrades and can if fully upgraded against the right target exceed the Shredder's DPS. The only negative change is the speed going down, which I believe to be fair.
• Stealth Carrier: Speed 1500 -> 1600, explicit kite distance 15000 -> 500000, cloaking loss per weapon fire and drone deployed 5% -> 2%. The Stealth Carrier loses out on a large chunk of drones due to them deploying every 6 instead of 4 seconds. To stay hidden better (which is the point of this ship) the cloaking point loss was reduced. Additionally they should also stay far, far away from the fight (this ship is more manual control specialist than attack-move main fleet ship) and are a bit faster doing so.
• Attack Carrier: Strength rating 1x -> 1.5x. A well deserved estimated strength buff since the ship misses the engine slow/stun gun and cloak of the normal Ambush Carrier, but makes up for it in extra drone production.

• DCL 1 Strike Craft:
• Beam Bombard: Base hull points 500 -> 5000, base shield points 6500 -> 0, metal cost 13k -> 20k, AI purchase cost 120 -> 140, base ship cap 14 -> 12. Beam Bombards, the long-range deleters of strike craft were probably a bit too powerful with their alpha strike power, being as numerous as normal Bombards. A reduced cap should serve well here. Additionally their shield has mostly been moved to health (which was probably still a relic of when Strike Craft used to have shields) and the metal and AI cost that was far below the original Bombard (which costs 16k metal) increased a lot. These ships should be kept in the rear and valued.
• Compact Bombard: Base hull points 3000 -> 4500, base shield points 1500 -> 0, metal cost 10k -> 13k, AI purchase cost 120 -> 100. Similar changes to the above, the actual balance of the ship itself looks fine.
• Rail Bombard: Base hull points 1500 -> 4000, base shield points 2500 -> 0, metal cost 20k -> 40k, AI cost to purchase 120 -> 140, strength rating 2x -> 2.5x, adjusted the tooltip. Similar changes to the above, the ship itself is costly but also very powerful. The tooltip no longer states that if dropped in the center of a planet the entire gravwell can be covered (as they are now potentially variable), and instead of how to use the ship effectively.
• Cloaked Viral Shredder: Base hull points 1500 -> 2250, shield points 750 -> 0. The ship itself seemed just fine, with the exception of having shields.
• Parasitic Viral Shredder: Base hull points 3000 -> 4500, shield points 1500 -> 0, damage per attack 30 -> 50. Same shield-to-hull adjustment for strike craft, and given that its cap is only 62.5% of the base Viral Shredder its damage was rather lackluster even accounting for it applying zombification.

• DLC 1 Frigates:
• EMP Missile Frigate: No changes - I'm pretty happy with this ship.

• DLC 2 Strike Craft:
• Electric Blaster: No changes - Another ship that I think of as fairly balanced.
• Static Bomber: Ditto!
• Polarazer: Base hull points 1600 -> 1000, speed 600 -> 800, damage per shot 50 -> 30, damage multiplier per 35 -> 60 armor mm, max multiplier 10 -> 3, Damage multiplier based on mass 3x -> 2x, flat damage amplification 32 -> 16 + 8 -> 4 per mark, armor 80mm -> 50mm. This ship was simply absurd with its ability to multiply its own damage into the stratosphere as well as having increased damage itself. A well deserved nerf to an already very powerful base ship. The reduced hull strength, reduced armor (to become vulnerable to certain weapon types) and increased speed should hopefully promote a bit more of a controlled playstyle instead of simply throwing the ship into a swarm of strike craft.
• Polaraider: Damage per shot 150 -> 35, armor 50mm -> 30mm, hull tech Light -> Medium, AI cost to purchase 24 -> 36. This needed a big fat hit with the nerf bat hammer. The reports received from the AI annihilating fleets with swarms of Polaraiders were shocking. It came from the base Polarizer having been nerfed in damage in exchange for a damage multiplier against targets >= 5tx mass, but the Polarazer and Polaraider never got adjusted to compensate. The Polaraider was moved to the Medium hull tech in order to prevent it from teching up with too many similar ships ever so slightly.
• Exemplar Polaraider: Inherits all the changes from the Polaraider, for the same reason.
• Shrike Fighter: Energy cost 700 -> 900, AI cost to purchase 30 -> 60. Effectively it's a bit better than 2 Shrike Interceptors in actual combat, and thus the costs needed to be adjusted especially for the AI.
• Shrike Seeker: Shrike Seeker: Energy cost 500 -> 600, AI purchase cost 30 -> 35. Looked like the ship itself was fine, only noone would be charged extra for the upgraded ship line.
• Dark Splitter: Metal cost 6000 -> 7500, AI purchase cost 750 -> 90: The ship itself looked fine, but should probably be costing some more for the increased strength.
• Toxic Mirror: No changes, this ship looks fine by me.

• DLC 2 Frigates:
• Darker Gravity Mirror Frigate: No changes, another ship that I don't think is in any need for change.
• Darker Echo Frigate: Its echo now decays twice as quickly but also spawns Shattered Mirrors when dying.
• Bomber Host Frigate: Decoy base hull points 75k -> 40k. This seemed like the only change necessary, to bring it in line once again with the base variant.
• Decoy Host Frigate: No changes, another ship that I don't think is in any need for change.

• Fixes:
• Fixed the Electro Strike Corvette having a too small weight in the AmbushStrikecraft AI ship group.
• Fixed the Space Bomber being in only a single AI ship group which lead to them probably appearing in barely any waves at all, ever.
• Fixed the Parasitic Viral Shredder in the ReplicatingOffensiveMix fleet template having a base ship cap of 25 instead of the correct 20 it had everywhere else.
high rated
Cyberpunk 2077

Updated to 1.61_DLSS3 (Galaxy & Offline Patch)

Changelog from the official website:
DLSS 3 & Reflex PC Update

An update for Cyberpunk 2077 is out on PC. It adds support for NVIDIA DLSS 3 and NVIDIA Reflex on compatible hardware. The update won't change the game version (1.61).

More information about DLSS can be found in this support article.

Note: If you're using GOG GALAXY, please make sure to also update the app. If the app is not up to date, the game will still work correctly but the GOG GALAXY Overlay will not run.
high rated
Intravenous:

Updated from 1.4.0.3_(61881) to 1.4.0.4_(62084)

Patchnotes:

This patch fixes a problem with the fake shadows improvement introduced in version 1.4.0, which would sometimes cause them to stop rendering.

Version 1.4.0.4:

fixed fake shadows ceasing to render when following a certain order of actions
fixed vent entry visuals being glitched due to an oversight related to the updated fake shadows rendering system
Post edited January 31, 2023 by BreOl72
high rated
Lust Theory Season 1 has been updated on Galaxy (win) and the mac reelase got a new installer if I interpret GOG db correctly. Strangely enough the version number went down from 1.1 to 1.0.2 but then again in opposite to the releas e version which showed "Steam release" in the titles it now shows "GOG release" so I doubt that this actually was a downgrade. In any case they corrected the install size (which went from approx. 16GB to approx. 5GB) by deleting unnecessary archived copys of the install. They still hane unnecessary (hidden) desktop.ini files in it but they are tiny and are not doing anything. No changelog but I guess they fixed some of the bugs reported on their discord which are mostly spelling mistakes and very few missing renders.Some of the (tiny) bugs I have reported have not yet been fixed so I still expect additional updates. For now I am happy that they fixed the size :)
Post edited February 01, 2023 by MarkoH01
high rated
Cult of the Lamb

Updated from 1.1.3 to 1.1.4

Changelog from Steam:

Hello Cultist! Another small patch!

• Fixed grass not appearing across various locations
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MarkoH01: Strangely enough the version number went down from 1.1 to 1.0.1
Actually it went from 1.1 to 1.0.2
old: setup_lust_theory_1_1.1__(61908).exe
new: setup_lust_theory_1_1.0.2_(62101).exe

There was obviously quite a mess when they uploaded the first version, so I assume the 1.1 should have been 1.0.1
But then again it doesn't matter anyway, Season 1 was completed long before it arrived on GOG, they're working on Season 2 for some time now. Maybe they fixed the audio bug on all releases, but they certainly didn't change the content.
Post edited February 01, 2023 by neumi5694
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MarkoH01: Strangely enough the version number went down from 1.1 to 1.0.1
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neumi5694: Actually it went from 1.1 to 1.0.2
old: setup_lust_theory_1_1.1__(61908).exe
new: setup_lust_theory_1_1.0.2_(62101).exe

There was obviously quite a mess when they uploaded the first version, so I assume the 1.1 should have been 1.0.1
But then again it doesn't matter anyway, Season 1 was completed long before it arrived on GOG, they're working on Season 2 for some time now. Maybe they fixed the audio bug on all releases, but they certainly didn't change the content.
Thanks for the correction. Yes, you are correct: S1 was ready a long time ago but they are still fixing and updating the game and no, they did not fix the audio issue yet. So for now I'll keep my workaround for that.
Post edited February 01, 2023 by MarkoH01
high rated
Martha Is Dead

Updated to 1.1117.00 (Galaxy & Offline Installer)

No changelog.
high rated
Factorio

Updated from 1.1.74 to 1.1.76 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 1.1.76 released as stable

Changes


• Added autosave slots to "The Rest" settings gui. more

Bugfixes

• Fixed a crash with crafting machines using burner energy sources and items that produce burnt results. more
• Fixed that the bonus GUI could show incorrect values for modded inserter bonuses. more
• Fixed that additional layers of multi-layer recipe icons were tinted when building. more
• Fixed that restoring a window minimized to the macOS dock would freeze the graphics. more
• Fixed a crash related to failed audio initialization and switching audio devices.
• Fixed a crash when creating surfaces during the chunk deleted event. more
• Fixed that projectiles didn't draw oriented lights at the correct orientation. more
• Fixed that the 'create_spidertron()' Lua function didn't set the correct minable result name. more
• Fixed that 'item on ground' didn't show item amount in the tooltip. more
• Fixed a crash when restarting after syncing mods with save if the mod(s) were disabled and the save had a valid replay. more
• Fixed working sound's volume or speed not being matched to activity when fading, for example with pipes. more
• Fixed overlaping red and green wires connected to a power switch. more
• Fixed that moving a container with which a loader was interacting would not disconnect the loader.
• Fixed that vehicle ammo slot filter selection would show ammos that the slot cannot accept. more
• Fixed vehicle ammo slot style when filtered. more
• Fixed train lights in preview would render for trains on surface a player is on, not for the surface being rendered. more
• Fixed that cloning item entities wouldn't clone the to-be-looted flag. more
• Fixed that boilers wouldn't consume fuel if fed fluid at maximum temperature. more
• Fixed a desync related to custom blueprints. more
• Fixed transport belts not decompressing overcompressed items in certain cases. more
• Fixed drawing an extra shadow for health bars of items on ground and items on belts.
• Fixed that connecting circuit or copper wires in map view did not work if the Build and Drag map controls conflicted. more
• Fixed override_sound_type having no effect. more
• Fixed a crash when trying to filter car/spider ammo slots. more
• Fixed visual artifact in water when zoomed out.
• Fixed 'on_entity_renamed' Lua event not including 'player_index' if copy-pasting to a train stop. more

Scripting

• Added 'entity' to LuaPlayer::open_map and LuaPlayer::zoom_to_world, which specifies an entity to follow.
• Added LuaRailPath::is_front read.
• Added LuaEntityPrototype::alert_icon_scale read.
• Added LuaBootstrap::get_prototype_history().
• Added LuaGameScript::console_command_used read.
• Added is_split to on_player_fast_transferred.
• Added LuaPlayer::drag_target read.
• Added LuaControl::surface_index and force_index read.
• Added LuaEntity::inserter_target_pickup_count read.

Modding

• Added LoaderPrototype::allow_rail_interaction and allow_container_interaction.
high rated
Patron

Updated to 1.320.0 (Galaxy & Offline Installer)

Changelog from SteamDB:
Back-porting for the win!

Greetings and salutations fellow governors!

We come to you today with a nice new update for Patron.

Aquatico, by our colleagues at Digital Reef, is about to be released and since both Patron and Aquatico use the same underlying tech, we've helped the ladies and gents there with some engine updates. We're gradually back-porting these changes and improvements into Patron because... well... why not make Patron better? :)

Naturally, there are other fixes too, and we've thrown in a completely new map as well, just for the fun of it ;).

We hope to bring more improvements in the near future, and if you haven't already, do check out Aquatico. Give the demo a go and let Digital Reef know what you think.

With the kindest of regards, we salute you, governors!
Overseer Games
high rated
Them and Us Bundle

Updated to 1.0.9 (62065) (Galaxy & Offline Installer)

No changelog.
high rated
Northgard

Updated to 3.0.19.30900 (Galaxy & Offline Installer)

Changelog from Steam:
Patch notes v3.0.19.30900:

Cross of vidar:

Mission 2 - Briga:
- Balanced the mission

Mission 3 - Oissel:
- Balanced the mission
- Reworked how Carloman manages his troops

Mission 4 - Cantivic:
- Balanced the missions
- No happiness malus when starving during the mission
- Rig's tower will regenerate if they are not attacked

Mission 8 - Poildran:
- Changed how Mine works, it has the same behavior as the scout camp, regarding how assignment works.
- Increased the amount of relation gain while trading with dwarves during the mission.
- The mining progressions is kept between mining sessions on the Tarrasque

Mission 10 - Nermoster:
- Fixed some crashes during the mission
- Fixed an issue with Fenrir's offspring that can explode, which now deals damage.
- Balanced the mission especially in extreme

- Fixed the issue with Operative Dwarf not being able to forge with a deposit near them.
- Fixed issue with neutrals attacks
- Fixed an issue for Signy’s bodyguard against ranged unit
- Fixed an issue with Paladin holding relics, especially the "Lance of Longinus"
- Fixed Offering Well and Altar to not be used by the Clan of the Lion
- Fixed an issue where a viking player could recruit a Lord
- Fixed an issue during a Battle Conquest: Gem Cutter
- Fixed colonization issue in multiplayer
- Fixed a null access on the Bifrost and Tremors mission (Rig's Saga)
- Fixed some save issue for both story mod
- Fixed an issue with the replay of the prologue of Cross of Vidar
- Fixed an issue for the secondary objective of Grif in mission 9 of Cross of Vidar
- Fixed a couple of UI issues
- Fixed some text issues
- Fixed some localization issues

- Military XP can no longer exceed 3000 in the end’s stats of a game
- Changed the background in the multiplayer menu.
- Added a "reset to default" button for controls in the settings menu
- Embellishment of the zone where the Barenton Fountain can be spawned

- Removed the depreciated Conquest Bonuses from NGEditor
- Removed ReadOnlyArray and ReadOnlyMap type from Script
- Updated the document about Scripting

Known issue:

- The effect of the Bear’s relic doesn’t work
Post edited February 02, 2023 by Hustlefan
high rated
The Witcher 3: Wild Hunt - Complete Edition

offline installer finally updated to 4.00 hotfix 2 (previously only available via patch)
Post edited February 02, 2023 by S_H_O_D_A_N
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S_H_O_D_A_N: The Witcher 3: Wild Hunt - Complete Edition

offline installer finally updated to 4.00 hotfix 2 (previously only available via patch)
Thank you. Did you get a flag for this update?