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^^ Good example of a case where sarcasm works in text.
high rated
AI War 2
Version 2.017 GOG Achievements (April 7th, 2020)

Full changelog at:
then add: ?title=AI_War_2:_Building_Multiplayer#Version_2.017_GOG_Achievements

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Version 2.018 Hotfix (April 6th, 2019)

- Fix to a bug that was causing some-but-not-all savegames to fail to load in the previous version of the game. Mainly saves that were games started in 2.016 that were being loaded in 2.017. This was to do with fixing the AI reserves missing. Turns out those should not be added in mid-save. Now that no longer happens, but in the other cases where AI reserves were missing, it adds them properly (thanks to Badger for reporting).
- Also added in a helpful method on the World_AIW2 singleton object which lets us just quickly write all the factions (invisible and otherwise) to the log.
Standalone installers, and those of its DLC, updated 07 April 2020:
- Windows: 2.016 ⇒ 2.018;
- Linux & Mac: 2.016 ⇒ 2.017.


Caves of Qud [InDev]
Patch (05 April 2020)

- Fixed the cooldown of stunning force
Standalone installers updated ( ⇒ 07 April 2020.


Dawn of Man
Update 1.50 (06 April 2020)

Changelog posted in the game forum by the devs here.
Standalone installers updated (1.4.2 ⇒ 1.5.0): 07 April 2020.


Depth of Extinction
Update 52.9.9 (06 April 2020)

Changelog posted in the game forum by the devs here.
Standalone installers updated ( ⇒ 52.9.9): 07 April 2020.


Good Company [InDev]
Version 0.6.1b (Hotfix) (06 April 2020)

Patchnotes posted in the game forum by the devs here.
Standalone installer updated (0.6.1 ⇒ 0.6.1b): 07 April 2020.


Kingdoms and Castles
Update 117r2 (04 April 2020)

Bug fixes:
- Fix key for speeding camera motion up not working
- Fix rare issue where vikings could on occasion not be targeted by defenses
- Fix rare pathing issue vikings/military troops
- Fix issue first time demolish warning ui pops up
- Fix memory leak on map editing
- Improve performance during map editing
- Improve performance on maps with lots of fish
Standalone installers updated (116r12 ⇒ 117r2): 06 April 2020.
high rated
Streets of Rogue
Version 88 - Bug Fixes and Future Plans (3 April 2020) - Part I

New Content is Coming!
While this update doesn’t contain any new content, I actually have a bunch of new stuff almost ready to drop. It’s not quite there yet, which is why I wanted to do this interim update.

For anyone who has the console versions, you may have noticed that the game is several versions behind the PC version. I really apologize for these delays. My publisher and I have had some at-times unusual certification issues that have caused major hold-ups. While I don’t have a solid update timeline, rest assured that the game will eventually be updated to match the PC version.

Future plans!
Streets of Rogue has now been in development for over six years, with the game being playable from start to finish for nearly two years. It's become more and more difficult to add new features to the game that are impactful, but won’t break the existing game or fundamentally change the gameplay. I’d like to take Streets of Rogue in some big new directions, but it’s tough to do so within the current structural confines of the game I’ve created.

So, I’ve decided to begin work on a sequel! I’ll be expanding directly from the existing six-years-in-development Streets of Rogue code base. Much of this time was spent turning some extremely open-ended systems design into something that was relatively polished, as opposed to a complete janky mess. My hope is that the stability of my existing work will allow me to focus on expanding the structure of the game world ( world?) and adding a bunch of fun new systems (...vehicles?) while spending less time on bug fixes. We’ll see how that goes!

I don’t have a timeline for any of this. My next steps are basically “experiment with new tech and toy around with new systems”. It’ll be awhile before I have anything solid to show. I just wanted to give you an idea of what I’m up to. Frankly, I don't even have much of a design doc at this point, just a general idea of where I want to go. So if you have suggestions, always feel free to drop me a line!

What does this mean for Streets of Rogue? While my primary focus will be shifting a bit, updates will still be coming. Since the next game will be built off the same code base as the original, I’ll be continuing to fix bugs and make beneficial changes, with the probability of some new content along the way. Streets of Rogue is never finished!

Anyways, that's all for now. Stay safe everyone! And STAY HOME!

Version 88

Level Editor
- Player is shown the main menu after pressing Esc while testing a level, instead of immediately exiting the level
- Warning message appears when saving a chunk when walls are placed at the chunk edges
- Fix for yellow quest boxes appearing during gameplay when testing levels from the level editor
- Fix for NPC talk text always appearing on a single line when displayed in-game
- Fix for issues with text disappearing when creating Sign text and NPC Talk text

UI / Controls
- Added “Alignment Circles” setting in Gameplay Settings, which defaults to On. If an NPC is Hostile toward you, a red circle will appear beneath them. If they are Aligned/Loyal/Submissive, a green circle will appear.
- Level Editor button now appears beneath Custom Campaign and Chunk Pack buttons to avoid players accidentally entering into the level editor when they did not mean to
- Fix for Big Quest slot not always displaying all text in Chinese language version
- Fix for issues aiming with certain weapons in Trackpad Mode
- Fix for new Twitch votes appearing on interface after vote has ended
- Ghosts are prevented from traveling too far outside of map boundaries
- Player will no longer auto-aim at non-functional objects such as Turrets that have been deactivated
- Fix for rechargeable special abilities appearing transparent on interface after level completion
- If voting is tied between two items in Twitch votes, the winner will be randomly selected instead of selecting the first item

Non-Playable Characters
- Fix for NPCs not displaying user-created text on multiplayer client

- GoG Achievements will trigger upon completion even if they've already been internally triggered to reduce cases of people not being able to get all achievements

- Fix for custom character hair sometimes appearing incorrectly in Home Base
- Fix for custom NPCs sometimes appearing incorrectly when using chunk packs
- Fix for custom NPCs sometimes appearing incorrectly on multiplayer client
- Fix for Dizzy Stars not appearing and disappearing properly in Rogue Vision mode

Playfield Objects
- Fix for exit elevator being titled "Mysterious Elevator"
- Fix for Turret sometimes turning and shooting after losing power
- Fix for Signs not displaying user-created text on multiplayer client
- Fix for cases where objects attached to walls might not be destroyed if its wall was destroyed, but another object was attached to a nearby wall
- Fix for players who do an Augmentation Booth swap sometimes getting traits that they can't use because they lack the associated special ability
- Preventative measure for multiplayer client teleporting after using the level exit and not being able to exit the level
- Fix for cases where Refrigerator could be made to “run” after another player had picked it up
- A small noise occurs when travering broken windows

- Fix for Boo-Urn not working in some Industrial buildings
- Increased number of cases where health items cannot be given to NPCs who cannot use them (for example, giving a Ham Sandwich to a Cannibal)
- Player is blocked from giving follower NPCs weapons that they will not be able to use, such as if they have Pacifist
- Fix for player not being able to throw items at NPCs hidden in bushes

Status Effects / Traits / Special Abilities
- Medical Professional allows you to use Blood Bag on yourself
- NPCs cannot have Addict or Rechargeable, since they have no proper way to take care of themselves
- Fix for Class Solidarity causing all custom characters to not be able to hit each other, rather than just custom characters of the same type
- Fix for player not being able to Cannibalize NPCs who transformed back from Werewolf form
- Assassins are no longer triggered by Random Reverence
- Cannibal players can no longer receive "Cool with Cannibals" as an end-of-level trait
- Fix for Cannibal continuing to Cannibalize after NPC body has been gibbed by someone hitting it
- On the House no longer triggers when using a Free Item Voucher
- Blaster Survivor triggers for bodies that explode as a result of the player’s actions
- Player cannot begin Chaaaarge while jumping
- Fix for interactions with objects not stopping when the player is bitten
- Fix for the player continuing to use “operating bar” when being arrested or bitten
- Fix for player getting stuck if they are being bit by a player when that player loses their online connection
- Fix for Lunge and Chaaarge not working properly for players who were Enraged
- If the player has Bullet Breaker, their rockets will not be destroyed when hitting other bullets
high rated
Streets of Rogue (continued)
Version 88 - Bug Fixes and Future Plans (3 April 2020) - Part II

Stats / Unlocks
- Player receives Skill Points for successfully telling jokes
- Player does not unlock Gorilla if a Gorilla dies before they are freed from their cage

- Fix for Neutralize All missions potentially including Ghosts

Big Quests
- Fix for certain Big Quest related events occurring during New Character Every Level, where Big Quests are disabled
- Fix for Aligned NPCs that the player must kill for Big Quest not always being capable of taking hits, such as when player has No In-Fighting
- Most NPCs that must be killed for Big Quest are considered Guilty

- Fix for the No Guns and No Melee mutators not affecting NPCs in custom chunks who are given weapons by the creator of the chunk
- Zombies can be arrested during the Zombies Welcome mutator
- Fix for Bounty Hunters keeping their Rocket Launchers concealed during Rocket Chaos (this gave them away)

Level Generation
- Fix for certain cases where loading can get stuck when loading custom chunks

Artificial Intelligence
- Fix for NPCs not always sitting or sleeping when they were supposed to
- Fix for NPCs recognizing that the player hit them with Fireworks when the player is out of view
- Fix for enslaved NPCs not following the player to the exit if they had previously been involved in a quest
- Fix for Zombies becoming Submissive after being Enslaved
- NPCs will not become Annoyed when a player Bites their coop partner
- After player indicates that they want to run for Mayor, they are prompted “Are you sure?” Yes or No
- Fix for enforcers who are spawned during the Lockdown disaster not recognizing that Lockdown is in effect
- NPCs who become hostile toward someone after sleeping will walk around instead of returning to their bed and standing still
- Fix for Zombies not being hostile toward the player when “Everyone Hates You” and “Zombies Welcome” mutators are active
- Fix for player not being able to ask a submissive Slavemaster to hand over one of their slaves
- Fix for Cops becoming hostile toward players for shooting NPCs with Water Pistol when the Water Pistol contained a positive status effect
- Fix for Slaves becoming Friendly instead of Loyal if player removes their helmet with an EMP explosion or Power Sap
- Fix for prisoners not becoming Loyal toward players who deactivate computers and free them from prison through the use of Power Sap or EMP Grenades
- Fleeing NPCs no longer say “You’re ravaging my body!” since they may not have actually been attacked
- Fix for NPCs with Suspicious who are in the player's party being told to leave the Deportation Center when the player is teleported there
- NPCs are less likely to engage in combat while they are attempting to exit the level
- Fix for NPCs not reacting negatively to NPCs with Malodorous who had come from previous levels

- Added proper localization for lots of text that was added post-launch (previously some of this had been Google-translated)

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Version 88b
- Fix for NPC state indicators not working properly, which could cause issues particularly when tranquilizing NPCs
Standalone installers updated (v87i ⇒ v88b): 06 April 2020.


The Quest
1.9.11 (7 April 2020)

- Added workaround for graphics driver bug (Mac only).
Mac standalone installer, and that of its DLC, updated: 1.9.8 ⇒ 1.9.11.
high rated
Ostriv [InDev]
Alpha 3 Patch 1 (7 April 2020)

- Added a description for Empty function
- Added some more on-screen reminders on how to start your town (Clay pit, Thatchery, Charcoal pile, Forestry workers)
- Construction menu now divides to pages if doesn't fit on screen
- Wagons will now need horseshoes and tack replacements after some time
- Salaries and rents are now payed daily rather than every frame, thus making the economy consistent in all game speeds
- Not allowing to demolish field with harvest anymore
- Added tooltips on resource icons in tannery

- Tannery stuck in gathering (rare)
- Crash when relocating pigs
- A carpenter could choose a horse that's being relocated, leading to later crash
- Could build coastal buildings in inaccessible areas
- Construction workers had their path needlessly recalculated -Stone mining could stop if limestone deposits are inaccessible (yeah, vice versa)
- Wagons could deliver the same construction resource twice (left in a building afterwards)
- Church and chapel requirement didn't care if its construction is not finished
- Cows could be stuck relocation
- Crash on loading some saves
- Jerky movements of wagon wheels in later game
- When demolishing a forestry, a leftover log could be never picked up
- People and animals aged less if played on lower game speeds
- Wagons never wear out
- Wagon shed workers could neglect supplying for horses
- Laborers in fact received the same wage as workers despite coefficient
- A pig marked for slaughter manually could be slaughtered twice
- Some weirdness during windmill demolishing
- Horse tack trade was broken
Standalone installer updated: ⇒


Update 4.1.1 (03 April 2020)

What's new:
- Completely redone controller menu.
- Edit inputs for both keyboards and controllers on the main menu, or during play through the pause menu.
- Inputs are saved after the game is closed.
- For quick access press "F12" to open the new menu, and "F11" to reset to default inputs.
- Most gamepads will be compatible with the game now (no more Xbox exclusivity :P).
- This update will also be available for Mac and Linux users.
- Quicker saving times, initial loading times slightly faster too.
- New force resolution option* (More on this below).

Unfortunately we were not able to make it so icons update during play with new inputs, or new icons for different controller types. Regardless of what controller you use the game will still use Xbox 360 icons. We really tried with this one, but it was not possible and we apologize for it.

This new input system was tested with Xbox 360 controllers, Dualshock 4, Switch Pro controller, generic brand gamepads and keyboards. That said, even after a lot of testing there might be a couple of bugs that slipped through, let us know if you find anything and we will get it fixed for the next patch.

Bug fixes:
- Fixed a bug where the player couldn’t save or load because the save file wasn’t created.
- Fixed a couple of lingering typos.
- Fixed a bug were the checkered background in some menus would become smaller horizontally when zooming in and closing the menu.
- Other small bugs pertaining to the new input system.

*How to access the force resolution option:
- Go to the main menu and then to options, now press “F10” to open the force resolution screen.
- Type both a new resolution and an aspect ratio and press enter.

This was done in case the game is not recognizing or changing the correct display resolution, it’s a bit hacky but we hope it works for some extreme cases.
Standalone installers updated (4.1.0 ⇒ 4.1.1): 07 April 2020.


Standalone installers updated 06-07 April 2020 with no changelog:
- Airships: Conquer the Skies: ⇒
- Close Combat: The Bloody First: v1.01.01 ⇒ 1.01.01b.
- The Coma 2: Vicious Sisters, and all its DLC: 1.0.6 GOG ⇒ 1.0.6b GOG.
- ELDERBORN: 1,035 ⇒ 1,036.
- Exanima [InDev]: 0.8 ⇒;
- Fenimore Fillmore: The Westerner: 1.9.3 ⇒ 1.9.4.
- In Other Waters - Mac: 1.0.0 ⇒ 1.0.2.
- The Longing: 1.0.4 ⇒ 1.0.5.
- Star Control®: Origins, and its DLC: ⇒ 1.43.
- SYNTHETIK: Legion Rising: 27 ⇒ 28.
- X4: Foundations, and its DLC: 3.00 ⇒ 3.00 Hotfix 1.

Also, from updates/changelogs posted earlier:
- Endzone - A World Apart [InDev]: 0.7.7397.30764 ⇒ 0.7.7400.23352.
- No Man's Sky: 2.33_LivingShip_57941 ⇒ 2.40_ExoMech_58828.