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high rated
Another Ys Origin update. No changelog, but a few people on Steam were suffering from launch errors, crashes, or missing FMVs, and a dev was talking to them, so this could be some or all of those.
high rated
Baldur's Gate 3

Hotfix #16 - January 9th, 2023

I hate posting long changelogs, so full changelog here

Happy New Year! We’re kicking off 2024 with a sizeable hotfix, handling multiple bugs, issues, and blockers. Have your party members been hoarding trinkets? Did you accidentally send Minthara’s lute to your camp supplies, thinking nobody could possibly need a lute in this day and age? In this hotfix, you will now be able to access certain quest-related items on the spot - even if they’re not held by your current party! How’s that for magic pockets?

Mac players, we're currently restructuring to ensure that future updates on Mac will arrive alongside their PC versions. It'll take a bit of time but once finished, there shouldn't be delays anymore. For the time being, we expect a delay for updates of a maximum of two weeks. We're sorry for the inconvenience and understand this is frustrating. Thank you for your patience.

Thank you for taking the time to submit these issues to us. If you have any bugs to report, please reach out to our support team. Thank you for playing Baldur’s Gate 3!

HIGHLIGHTS

The cross-save functionality will no longer sync modded saves, as they cannot be accessed by console players.
Added categories to the Waypoints list, grouping Waypoints by location.
You will now be able to access certain quest-related items on the spot, even if they are currently in the camp chest or in the inventory of a companion who is waiting at camp.
Added a couple of [spoiler] to the Epilogue.
Karlach will now get her scene in [spoiler] regardless of whether she's an avatar or a companion.
Wyll will now follow Karlach [spoiler] correctly.
Fixed the Hide Helmet option resetting for companions after saving and loading.
Cazador now has [spoiler] of his Legendary Action depending on [spoiler]. The more [spoiler] he has, the more [spoiler].
Fixed several issues with low resolution textures appearing after extended playtimes.
Fixed a visual bug where certain doors would reappear briefly when destroyed.
Fixed Gale's dialogue ending abruptly when asking him for a kiss. Enjoy the moment.
Post edited January 09, 2024 by twifight
high rated
Blackwell Legacy

Standalone installer updated: [Windows, Linux, Mac] 3.2 ⇒ 3.3.
Small patch

Thanks to Andi, who diligently reported 8 bugs, we've fixed the following.
-One interaction with Kel
-A bunch of soft-locks at the ending part of the game
-A soft-lock in the main menu.
-Le Key bug. [hopefully the last we see of that]
✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰


Blackwell Unbound

Standalone installer updated: [Windows, Linux, Mac] 3.0b ⇒ 3.0c.

No Changelog
high rated
Lust Theory Season 2 has been updated from ver. 1.2.0 to ver. 1.5.0.

This is the long awaited voice over update that almost completes voice overs for every female character in the game. They had to replace a retired voice actress and did so with 4 new ones so you will now have even more voices and a narrator voice (voiced by AI). A few lines are still missing which are announced to arrive within the next month or so. In addition to the new voice over they also added another free DLC which can be accessed at the end of the game.
Post edited January 09, 2024 by MarkoH01
high rated
A big new update for Roboquest has arrived today (Offline & GOG Galaxy).

1.1.0 Patch Notes (January 9, 2024)
Gameplay

Aqua Station, Ruins and Quarry have received additional random chunks of level design to help vary the experience in those levels
• New NPC: Lottery Luke!
• The locked doors in both Fields and Energy Center safe areas are now open by default if both players already unlocked them once
• The weapon in the chest of the Sewers in Ruins is now always epic
• Increased the level of weapons found in Max's Chests in all safe areas by 1
→ Developers’ Note: These weapons will now be at the same level as the ones from Chef Paul and Smithing Joe and create more of an interesting choice for the player.
• Digging a hole will dig it for your brobot as well
• Increased Cryo application rate by approximately 10%
• Increased damage scaling for all minions deployed from weapons from 10% to 15% per level
• Reduced "Jetpack" duration from 3s to 2.5s and increased regeneration duration from 2.5s to 4s

Classes

General
Perks
• Increased the range of damage auras from 6m to 7.5m
• Increased "Meteo Bubble" aura damage from 15 to 17
• Decreased "Chromatic Tempest" damage from 8 to 7
• Decreased "Radiance" damage from 8 to 7

Recon
Perks
• Increased "Happy Slice" duration from 6s to 9s and decreased damage bonus from 60% to 50%
• Increased "Overpower" damage from 50% to 75%
• Increased "Kevlar Pad" duration from 3s to 4s
• Increased "Frontliner" armor bonus from 12% to 16%
• Increased "Trueshot" maximum charge from 4 to 5.

Elementalist
Trinity
• Damage decreased from 48.0 to 46.0

Comet
• Damage increased from 45.0 to 48.0

Perks
• Increased "Attunement" Cryo base damage from 25 to 30
• Increased "Attunement" Shock ricochet number from 1 to 2
• Increased "Arcane Power" bonus ability damage from 25% to 30%
• Increased "Inner Fire" cooldown reduction from 2s to 3s
• Increased "Meteor" bonus melee damage from 75% to 100%
• Increased "Robo-Wizard" bonus damage per stack from 20% to 25%
• Increased "Dynamic Mantra" passive bonus damage from 5% to 10%
• Modified "Trinity Infusion" secondary elemental damage, decreased Burn damage from 48 to 46, increased Cryo damage from 13 to 14 and increased Shock damage from 60 to 68

Guardian
Perks
• Increased "Tiny-Punch" projectile damage from 16 to 17 and its impact force from 20 to 25

Ranger
Perks
• Increased "Trueshot" maximum charges from 6 to 8
• Increased “Augment” bonus charge for “Trueshot” from 2 to 4

Engineer
Perks
• Increased "Oiled Cannon" firerate bonus from 10% to 15%
• Increased "Bodybuilding" health bonus from 10% to 15%
• Decreased "Pyro Mastery" chance to spread from 10% to 8%

Weapons

Affixes
• Increased "Megaboom" bonus radius from 25% to 35%, increased its damage bonus from 25% to 30%and increased its chance from 25% to 30%
• Increased "Bullseye" bonus critical damage from 25% to 30%
• Increased "Spear" chance to trigger from 15% to 20%
• Increased the “Havoc” secondary ability damage bonus from 15% to 20%
• Increased the chance to trigger for "Scorch", "Thunder" and "Shard" from 20% to 30%
• Increased "Velocity" bonus critical damage from 20% to 25%
• The “Arctic Gun” can no longer roll the "Buckshot" affix
→ Developers’ Note: This was actually breaking the game in many different ways, both performance and gameplay wise.
• Added the "Prime" affix to several weapons which didn't have it previously
• Removed the "First" affix from many weapons
→ Developers’ Note: We mainly removed it from weapons which were taking advantage of the “infinite ammunition” effects and were permanently “full ammo”. The affix only remains on a few slower weapons like snipers.

Balance Changes

Raptor SMG
Primary Fire
• Damage increased from 10.0 to 10.5

Dual Uzis
Primary Fire
• Recoil pattern has been updated

Quasar SMG
Primary Fire
• Damage increased from 11.0 to 11.5

Junk Rifle
Primary Fire
• Firerate increased from 9.09/s to 10.0/s

Cosmo Gun
Primary Fire
• Damage increased from 20.0 to 24.0

Rhino LMG
Primary Fire
• Damage increased from 15.0 to 15.5

Dual Rascals
Primary Fire
• Range increased from 9.0 to 12.0

Dual Sawed-Offs
Primary Fire
• Damage increased from 10.0 to 10.5

Thumper
Primary Fire
• Projectiles no longer bounce and trigger at impact
• Damage increased from 56.0 to 57.0
• Explosion radius decreased from 2.1m to 1.9m
• Projectile speed increased from 4000 to 4250

Comet Cannon
Primary Fire
• Recoil pattern has been updated
• Firerate increased from 2.22/s to 2.5/s
• Explosion radius decreased from 1.6m to 1.0m
• Projectile speed increased from 5000 to 6000

Dart Spitter
Primary Fire
• Impact force increased from 15.0 to 16.0

Igniter Gun
Primary Fire
• Firerate increased from 5.0/s to 5.26/s

Beluga Cannon
Primary Fire
• Damage increased from 50.0 to 53.0
• Explosion radius decreased from 2.6m to 1.8m

Junk Beam
Primary Fire
• Firerate increased from 6.66/s to 7.69/s
• Range increased from 12.0 to 16.0

Hurricane Rifle
Primary Fire
• Damage increased from 10.0 to 10.5
• Energy cost decreased from 2.5 to 2.25

Valkyrie Rifle
Primary Fire
• Recoil pattern has been updated
• Damage increased from 11.0 to 11.5
• Impact force increased from 10.0 to 11.0
• Firerate increased from 11.76/s to 12.12/s

Typhoon Minigun
Primary Fire
• Damage increased from 10.0 to 11.5

Mammoth Minigun
Primary Fire
• Damage increased from 10.0 to 11.0

Ram Shotgun
Primary Fire
• Damage increased from 9.0 to 10.5
• Impact force increased from 7.0 to 10.0
• Firerate decreased from 2.94/s to 2.5/s

Behemoth Shotgun
Primary Fire
• Damage increased from 18.0 to 18.5

Gorilla Bolter
• Ammo in clip decreased from 30 to 20

Primary Fire
• Firerate increased from 2.77/s to 3.03/s
• Explosion radius decreased from 0.9m to 0.8m

Patator
Primary Fire
• Damage increased from 66.0 to 68.0

Flak Cannon
Primary Fire
• Damage increased from 19.0 to 19.5

Ionic Sniper
Primary Fire
• Damage increased from 44.0 to 46.0

Cobra .50
Primary Fire
• Damage increased from 48.0 to 54.0
• Critical ratio decreased from 1.5 to 1.25

Mantis Crossbow
Primary Fire
• Damage increased from 56.0 to 58.0

Ionic Palms
Primary Fire
• Damage increased from 20.0 to 23.0

Cyclone Rifle
Primary Fire
• Damage increased from 46.0 to 51.0
• Critical ratio decreased from 1.5 to 1.25

Items

• Reduced "Red Car" cooldown from 6s to 4s
• Increased "Snowglobe" damage from 20 to 22
• Decreased "Tiny Bicycle" charge rate from 0.5s to 1s, reduced its max. stack from 10 to 5, increased its bonus damage from 10% to 20%
• Reduced "Ice Cube" damage amplification from Burn from 100% to 80%
• Decreased "Fireman Truck" charge rate from 0.5s to 1s, reduced its max. stack from 10 to 5, increased its bonus damage from 10% to 20%
• Increased "Screwdriver" execution threshold from 15% to 20%
• Reduced "Magic Broom" cooldown from 8s to 6s
• Decreased "Jetfighter" explosion radius from 2.1m to 1.8m, increased its damage from 50 to 56, increased it's cooldown from 2.5s to 3s
• Decreased "Cheese" jetpack bonus duration from 2s to 1.5s
• Decreased "Flower Pot" crowd control duration reduction from 70% to 50%

Enemies

Boss
• Increased "Dr. Turret" base health from 5000 to 5150
• Increased "Flame Cone" damage from 14 to 16
• Increased "Billy Boom" health from 5000 to 5250
• Increased "Beetle Royale" damage of all attacks by 10% in average
• Increased "Beetle Royale" base health from 6000 to 6300
• Increased "Uncle Jim" base health from 6000 to 6500
• Increased "Mostiko" base health from 4100 to 4300
• Decreased "Mini-Mostiko" base health from 200 to 180

Bug Fixes

• Fixed an issue where you could be stuck in a black screen after Billy Boom's explosion
• Eggs spawned from Mostiko and Beetle Royal will properly be destroyed at the end of the fight
• Bullflies should now properly be able to hit you when charging from a very close distance.
• Xbox Series: Ground Z-fighting issues should be resolved
• Fixed an issue where using "Grappling Hook" and "Dash" one after the other would prevent you from using "Jetpack" until your next Grappling Hook use
• Enemy Hit Sound in Max's Museum no longer fail to trigger when using spacebar
• Drones will no longer be invulnerable forever after picking the "Cozy Kennel" perk
• Fixed a few issues and spots where you could get stuck when using "Dash" on
• "Dash" will no longer act weird when casted right before a boss cinematic
• Pinging weapons spawning out of holes will properly work in Multiplayer
• The doors with a timer are now properly sync on Multiplayer
• Fixed an issue where you'd be stuck forever in "Looking for a Brobot" after going back to the basecamp while already in multiplayer
• You can open locked doors by yourself even after your brobot has disconnected
• Battle Room will no longer fail to be cleared after one of their enemies flew off the map
Post edited January 09, 2024 by Berzerk2k2
high rated

Stellar Tactics




A bunch of changes today. Some may be relieved to see a new option in the gameplay menu that will revert mining to the old system if you prefer the original mining system.

VERSION 0.724

ADDED: A new option ( "SIMPLE MINING" )is available in the gameplay options menu if you prefer the original mining system.
UPDATED: You can now press "ESC" to exit the ore refinery.
UPDATED: Added a label to the ore refinery that explains that once you start the ore refinery, you can exit the screen and refining will continue in the background. Ore refining can take place anywhere, even when exploring ground locations - as long as you have ore to refine.
UPDATED: Camera cursor edge scrolling is disabled by default. You can set the option in the options menu. If you had already set the option on or have an existing game, edge scrolling should still be enabled.
FIXED: A bug related to autosaves overwriting options settings.
FIXED: An incorrect options save parameter for the new dark space option.
FIXED: In rare cases, faction agents were not accepting completed missions.
FIXED: Faction agents could offer multiple missions in rare cases if players very quickly clicked and asked for a new mission while the originally accepted mission was still processing acceptance. This would break the agent.
FIXED: Selecting a completed faction agent mission in the objectives list would, on occasion, not select the target location when returning to the faction agent when in the return star system.
FIXED: Reduced volume of NPC ship FTL jump sound effects.
FIXED: Mission prompts and incursion requests should no longer interrupt various tutorials.
FIXED: If a med-kit is enabled when entering inventory or other menu's - the med-kit is disabled and the default cursor is restored.
FIXED: Ship speed in FTL space was being reduced/interrupted when setting a new course or selecting a new target.
FIXED: When approaching a ship in FTL space, your ships speed is reduced to match the targeted ship when you are close to the targeted ship.
FIXED: Enemy ships in FTL space cannot be attacked using the attack ship key bind.
FIXED: Many small consistency issues with UI elements.
high rated
Parkitect

Updated to 1.9b (Galaxy & Offline Installer)

Changelog from SteamDB:
1.9b Update

This months update contains the following changes:

Version 1.9b:

• added master volume slider to audio settings
• improved save/load times and savegame sizes for parks that have been running for a very long time (= hundreds of in-game years)
• fixed new bonus scenario being visible when it shouldn't be
• fixed staff task list containing duplicate task entries/some entries would not get removed when a task got finished
• fixed guests teleporting around when leaving the top station of an Elevator ride
• fixed money counter being wrong when having a lot of money
• fixed ride stat visualization looking wrong during first test run

Version 1.9a:

• fixed new bonus scenario could disappear from the map again
• fixed error that could appear in multiplayer mode in parks with multiple boat rides
• fixed desync that could happen in multiplayer mode in parks with multiple boat rides

December 2023 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

Gold Rush

Excitement: 64,8 (Very high)
Intensity: 11,1 (Low)
Nausea: 7,0 (Very low)

Approximate Cost: ~$7,538.19
Approximate Cost (without decoration): ~$3,401.00

+++

Elven Twilight

Excitement: 60.1 (Very high)
Intensity: 6.7 (Low)
Nausea: 7.0 (Very low)

Approximate Cost: ~$7,519.95
Approximate Cost (without decoration): ~$3,215.00

+++

Butterfly Effect

Excitement: 91,6 (Extreme)
Intensity: 17,4 (Low)
Nausea: 7,6 (Very low)

Approximate Cost: ~$7,999.72
Approximate Cost (without decoration): ~$4,120.00

+++

The Joy of Rafting

Excitement: 95,3 (Ultra extreme)
Intensity: 17,5 (Low)
Nausea: 6,5 (Very low)

Approximate Cost: ~$7,999.96
Approximate Cost (without decoration): ~$4,311.00

+++

Red Desert Mountain

Excitement: 77,7 (Extreme)
Intensity: 11,3 (Low)
Nausea: 8,9 (Very low)

Approximate Cost: ~$8,000.01
Approximate Cost (without decoration): ~$3,618.00
Post edited January 10, 2024 by Hustlefan
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.67 (Offline installers updated)

v0.91.67 Patch Notes - Assassin, New Adventure Preview #4
====================
New Prestige Class: Assassin
A remorseless murderer who kills for money and the sheer thrill of death-dealing.

A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes.

The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.

Base Classes: Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity. While nearly any class is capable of becoming an assassin, rogues suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, assassins excel in more clandestine situations, and the best assassins are the ones the victims never knew existed.

Role: Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassins missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes.

Alignment: Due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others. Because the profession requires a degree of self-discipline, chaotic characters are ill suited to becoming these shadowy killers. Neutral characters sometimes become assassins, frequently thinking of themselves as simple professionals performing a job, yet the nature of their duties inevitably pushes them toward an evil alignment.

Non-adventurers: Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup.


Prerequisites:
Alignment: Evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: Kill someone for no other reason than to join the assassins.


Class Features:
Level Limit: 10.
Hit Dice: d6.
Base Attack Bonus: Average.
Good Saves: Reflex.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.
Skill Points per Level: 4 + Int modifier.

Weapon Proficiency: Crossbow (hand, light, or heavy), dagger, dart, rapier, sap, shortbow, and short sword.
Armor Proficiency: Light armor.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).

Spells: Assassins cast limited arcane spells with Intelligence and need not prepare in advance.


Class Abilities:

Death Attack
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has an additional effect: If the victim fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier), he dies.

While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target, but cannot use attack actions on the victim.

Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Special: Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th.

Sneak Attack
If a rogue (or any other class with this ability) can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A rogue can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Save Bonus against Poison
The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Uncanny Dodge
Retains Dex bonus to AC even flat-footed, except immobilized.

Special: When a character would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it.

Improved Uncanny Dodge
You can no longer be flanked (so rogues cannot use flank attacks to sneak attack you), unless the attacker has at least 4 rogue levels higher than the sum of your class levels that gained uncanny dodge.


Auto Gained Abilities:
Lv 1 Sneak Attack +1d6, Death Attack
Lv 2 Save Bonus against Poison +1, Uncanny Dodge
Lv 3 Sneak Attack +2d6
Lv 4 Save Bonus against Poison +2
Lv 5 Sneak Attack +3d6, Improved Uncanny Dodge
Lv 6 Save Bonus against Poison +3
Lv 7 Sneak Attack +4d6
Lv 8 Save Bonus against Poison +4
Lv 9 Sneak Attack +5d6
Lv 10 Save Bonus against Poison +5


Others:
Brute Throw also applies to Sling
Fixed: Divine Favor and Prayer luck bonuses stack bug
Fixed: access save/load menu items in battle
Some windows can be confirmed with spacebar
Optimized some UIs
Updated French text (by Soifran)


New Adventure Mode Dev Preview #4:

Dungeons
As common adventuring locations, dungeons can be subdivided into various types, such as caves, ruins, remnants, temples, towers, and graveyards, etc.

These dungeons have different shapes and are located in different terrain environments, and also affect the types of monsters inhabiting them; for example, animals usually inhabit caves, while undead creatures are more likely to roam around graveyards.


Next, we'll work on (rough list):
Adventure mode, and its predecessor works: player races (Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
avatar
Geralt_of_Rivia: Star Wars™: Jedi Knight™ - Jedi Academy™
avatar
Edward_Carnby: Looks like the only thing that has been updated is ™ marks.
I don't see any other differences.
My reaction.
high rated
ARROW

Standalone installer updated: [Windows] 1.2 ⇒ 1.3.

No Changelog

✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰

Summer with Mia Season 1

Standalone installer updated: [Windows, Linux, Mac] 1.0 ⇒ 1.5.1
Summer with Mia The Translationing update

Hi,

We are super excited to announce a big event for Summer with Mia called The Translationing!
We have translated the game to the following languages:
- Bulgarian
- Czech
- Danish
- German
- Greek
- Spanish
- Finnish
- French
- Hungarian
- Indonesian
- Italian
- Japanese
- Korean
- Norwegian (Bokmål)
- Dutch
- Polish
- Portuguese (Brazilian)
- Portuguese (all Portuguese varieties excluding Brazilian Portuguese)
- Russian
- Swedish
- Turkish
- Ukrainian
- Chinese (simplified)

We have also given the Narrator a voice.

Other updates:
• Updated UI
• Modernized intro splash art
• Other minor tweeks and bug fixes

We hope that you will enjoy this update.

Best regards,
Inceton Games Team
Post edited January 10, 2024 by surfer1260
high rated
Factorio 1.1.100 -> 1.1.101
Factorio Forums 1.1.101 Changelog
Bugfixes
- Fixed a crash when entering bad number values in some input fields.
- Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.
- Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.
- Fixed cloning a furnace would not preserve previous recipe id.
- Fixed that selecting a locale would sometimes reset the setting back to "Default"
- Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.
- Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.
- Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.

Modding
- Fluid ingredient amounts must be larger than zero.
- TransportBeltConnectables cannot be given given "building-direction-8-way" flag.

Scripting
- Added LuaGuiElement::elem_tooltip read/write.
- Added LuaEntityPrototype::boiler_mode read.
- Added LuaGameScript::request_train_path.
high rated
Parkitect

Updated to 1.9b2 (Galaxy & Offline Installer)

No changelog.
Post edited January 10, 2024 by Hustlefan
high rated
VVVVVV

Added support for 26 languages and a lot of bugfixes: https://vsix.dev/wiki/Version_2.4
high rated
Tunguska: The Visitation

Updated to 1.78

Changelog from SteamDB:

Bandages Revamp And More! (1.78 Update)

After considering some recent feedbacks, I have decided to rework the current bandages system. The goal is to make bleeding more of a tactical challenge than an annoyance that is avoided simply by spamming bandages. Bleeding management is now more in-depth!

• Applying bandages from backpack or directly from pocket F1-F5 now triggers an animation (of you wrapping your arm). You cannot attack/move during this animation, so you have to be careful. If you have unlocked the Tight Wrap medicine perk (40 points), this animation will play faster.

• After applying bandages while bleeding, you will see a "reduce bleeding" stat boost icon. While the icon is active, your bandaging is gradually reducing the remaining time of bleeding. You cannot apply another bandaging until the icon goes away.

• If you hear heartbeat sound it means you are bleeding very heavily!

• You can now use the scrap cloth found on dead NPCs as simple bandages. It won't restore your health and will only reduce a small amount of bleeding time.

• When you are bleeding, if you engage in any activities that reduces stamina, your bleeding severity (not the duration) will very slowly go up. But if you stay calm without using stamina, the bleeding severity will slowly go down.

• Rebalanced the bleeding property of all weapons.

• Reduced the amount of bleeding if you are hit by a melee weapon over the body area not covered by armor.

• If any NPC is bleeding, you will now see a bleeding icon next to their name tag.

• For any elite/essential NPCs (bosses), you will now see their health level on their name tag.

• Added stabbing sound when you do a stealth kill with the combat knife.

• Enemies will say something when they are startled by louder noises. Previously, they will only speak if the noise is very small, like a thrown rock. This way if your gunshot/explosion/kill startles an NPC, you will hear him saying "what?" thus alerting you to hide.

• Fixed a bug with pocket item icon on the HUD doesn't go away even if there's nothing in that pocket

• Some level exits will only check if enemies are looking for you rather than their distance from you. This way you can leave the map if you stay off the radar even if they are near.

• Fixed a bug with high value items showing double prefixes

• Fixed a bug with not able to left-swing your combat knife after a stealth kill.

• Fixed a bug with current icon not going away when you pull out a melee weapon.
high rated
A hotfix update for Roboquest has been released (Offline & GOG Galaxy). There is no changelog available at the moment. Some people mentioned fatal error crashes so I assume this update fixes that.

1.1.0 - 47598 (4,27 GB / 4.593.833.925 Bytes) > 1.1.0 - Hotfix - 19 (4,27 GB / 4.594.882.380 Bytes)

https://www.gogdb.org/product/1664741320#builds