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high rated
Ys: The Oath in Felghana has been updated. No changelog as of yet.
high rated
Ys: The Oath in Felghana update is most likely to fix an issue where the wrong vocal track was played during a side mission. Cannot find an official changelog in the usual places, but it has been a known issue since the inclusion of the PSP vocal tracks.
high rated
No Man's Sky

2.33_LivingShip_57941

Experimental Branch Update 11/03

Fixed an issue where players who lost their Void Egg during the final stages of the Starbirth mission were not able to recover it.


Experimental Branch 09/03

Introduced partial fix for an issue that could cause players to fall through the terrain.
high rated
Sins of a Solar Empire®: Rebellion Ultimate Edition

Patch 1.94 Hotfix 2

Message from Steam:

Greetings loyal Sins players!

We've released a small update today to address the following:
- Fixed missing/incorrect Titan phase jump animations
- Fixed incorrect Titan exhaust particles

These fixes shouldn't impact any mods or save games.

Thank you for your continued support!
high rated
Cultist Simulator got an update flag.

(maybe something related to the v.2020.3.a.1 on steam) ?
high rated
Stellar Tactics updated to 0.491

The current version is 0.491. This is the same version posted on Steam.

Patch 0.491 3/13/20
INCREASED CARGO VOLUME:
All smaller ships, including the starter ship, have higher base cargo volumes. Cargo expansions for these ships will also be larger (scaled from the base cargo volume of the ship). Adjustments to cargo expansions are not retroactive so you will need to buy new cargo expansions if you want the extra volume.

KCHOR
+ CRIT innate bonus with all melee weapons.
+ CRIT innate bonus with all heavy weapons.

FABRICANTS
--Fabricants are less likely to generate negative conditions when crafting regardless of skill level.
--Fabricants get a bonus to scanning ships and planets.

NEW: ROLLOVER INFO AND RIGHT CLICK EXTENDED INFO HUD
A new rollover info display. This display shows additional information at a glance - enemy difficulty, CTH, Remaining AP/Total AP, HP, shield points, and active debuffs. Right-clicking an enemy will display the extended info and targeting UI. I've had several comments that "hunting the pixel" is not fun - so, this revised hud lets you select individual body targets with the extended UI. When this UI is active, the targeted enemy is locked until you right-click again, press escape or the space bar. The extended information displays:
--Buttons that can be clicked to attack head, torso, legs, and arms
--You can reload your ranged weapon
--You can change ranged weapon fire modes
--Extended targeting information including min/max damage, range penalties if any and status effects that can be inflicted including the percent chance of inflicting the effects.
--Enemy resistance information (innate and shield totals) based on the active crew members' perception STAT. The currently selected weapon damage type highlights that particular resist icon.
Note that you can still attack without opening the extended info HUD, add attacks to the combat queue and even fine aim if you want to. None of that has changed.

RESISTS: Resists are now more important and can be reviewed by right-clicking enemies with the new popup extended info UI. Higher perception will display more resist information in the extended info popup when right-clicking enemies. Some second and third-tier enemies are immune to certain types of damage. Having an array of weapons that deal various types of damage can help you take your enemies down much faster. You now have options to change the base damage type of melee weapons (see below) to adjust your damage type strategy.

Resists have always been in the game, however, without a way to see them, it could seem at times that it took a long time to defeat a specific enemy. With the new display, you can now adjust your weapons to an enemy's weakness. An enemy that might take 10 attacks using kinetic weapons may only take 3-5 attacks using a weapon that does toxic damage. This is more important as your crew progresses.

Mitigation is now displayed in the combat log showing damage reduction from shields, armor/perks and defend.

PERSONAL SHIELDS REBALANCED
Personal shields were OP - they have been adjusted. Several things were done without modifying the loot tables so current shields are still viable without a reset.
--"The slow blade" - Melee weapons deplete shields faster than ranged weapons.
--The cost of recharging shields is now increased. The result is energy reserves for shields are depleted faster.

RIFLES AND HEAVY WEAPONS
--These weapon types now incur a ranged CTH penalty (unwieldy) when fired at close range. This promotes the use of sidearms and shotguns in close combat situations. You either need to move to range, or use your sidearms if you do not want to incur the penalty. There may be skill tree selections that adjust this penalty down when the skill tree's go in the game. A red rifle icon will display on the rollover info UI if the penalty is being applied at your current range to target.

SHOTGUNS
--Range slightly reduced for any newly purchased, dropped or crafted shotguns going forward.

SHOTGUNS, SMG'S, AND FLAMETHROWERS
These weapons now have a chance to inflict spread damage in a cone in front of the firing combatant. This effect only applies to enemies within a certain range directly in front of the firing character and applies up to 20% of the initial base damage to enemies in the weapons field of view before mitigation. This value will be increased with future changes to weapon skill tree selections. Status effects have a chance of being applied to secondary targets.
--SMG'S MUST BE IN BURST OR FULL AUTO MODES

MELEE WEAPONS
Frequency Modulators now allow you to add specific damage types to melee weapons ( thermal, electric, toxic and bleed). In addition to changing the base damage type of melee weapons from kinetic, these mods also have a chance to trigger an additional damage burst that bypasses all defenses, including Defend. The new secondary effect on this mod type replaces the critical modifier which was redundant and applied by other mods. Bleed and toxic augments also apply the bleed and poisoned status effects. Crafting adjusted for the changes above.

When a Frequency Modulator is equipped, melee weapons now display a unique particle effect associated with the various damage types.
The above changes also apply to NPCs in the universe.
Changes to Frequency Modulators are not retroactive, so older modulators will have the +CRIT secondary modifier.

Attacks of opportunity always inflict kinetic damage regardless of the modded damage type - at least for now.

PUGILIST WEAPONS
Pugilist weapons are in the game now. They are a way to augment to your melee skill with mods and damage bonuses, no special visual weapons are equipped at this time.
--While pugilist weapons to apply a small amount of base damage that scales by level and quality, primary damage derived from the characters skill level and stats.
--Mods - Melee mods and nano's can be applied to pugilist weapons bringing them in line with other melee weapons. Overall, pugilism is very effective.
--Crafting - You can craft pugilist weapons by deconstructing weapons you find. Schematics can be found by salvaging pugilist weapons or as rare random drops.
--You do not need to equip pugilist weapons to fight hand 2 hand, just unequip your current weapon as it has always been.
--Starting a new game and placing weapon points in the pugilism weapon skill will equip a starting pugilist weapon.
--Pugilist weapons can be equipped in primary and/or secondary slots.

UPDATED COMBAT BLOCKING/NAVIGATION
You can now move through your crew if they are blocking corridors or doorways. NPCs can still block you and you can block NPCs. IMO, this change is a huge improvement and I think a lot of new players were put off by being blocked by their own crew members. Being able to block an enemy is a tactic.

Crew members and NPCs now have discreet areas around them where movement is blocked. That is, you cannot click in a character's immediate area. This helps with pile-up and should help with missed combat clicks that move your crew when you intended to attack.

Crafting
--Reduced the chance of positive and negative crafting conditions
--Increased EXP gain for salvaging and crafting

FIXES AND UPDATES
FIXED: A bug related to key binds for the Q and E keys between space and ground key configurations.
FIXED: Double-clicking area exits could lock the game up in some cases - especially on the Dauntless when leaving.
FIXED: If a PC is in defend mode and hit during a round of combat, the display of the defend icon is correctly removed from the display.
FIXED: Status effects (toxic, bleed) that were mitigated completely by "Defend" are no longer applied to display 0 damage per tick.
FIXED: A number of fixes for occasionally missed clicks in the environment.
FIXED: Help hud not displaying in some cases.
FIXED: Intelligent Phage now have shields.
FIXED: The stash list no longer resets to the top on various actions.
FIXED: It was possible to add more than 10 crew members to your crew roster.
FIXED: Stairs in a specific mission location where you could get stuck.
FIXED: Broken dynamic lighting in one of the stations.
FIXED: If KO with status effects - status effects are now removed when you stand back up after combat.
FIXED: A bug that was deriving scanning bonuses from the incorrect crew member.
FIXED: In combat, if crew members are blocked by enemies and have a very long alternate navigation route to the target, they will no longer take the long route and a message is displayed to the screen.
FIXED: At level 80+ of melee skill, it is no longer possible to move small distances in combat (one node) for free.

UPDATED: Enemies in combat with the player no longer highlight when pressing the highlight key and cannot be targeted. Use the facing button while in combat - there is no AP cost to use this option.
UPDATED: If a NPCs target is blocked, they now make a second check for a new target nearby. If not, they handle various "blocked" tasks, like healing, looking for cover, etc.
UPDATED: Global tuning of enemy mitigation and shields.
UPDATED: Increased EXP gain for hacking and first aid
UPDATED: CTH values for burst and full-auto modes reduced globally based on range simulating less control when using these fire-modes.
UPDATED: CTH Values reduction values for various body parts are now fixed regardless of skill level, with the torso always receiving full CTH at any range. Head, arms, and legs receive a CTH penalty and bonuses to various status effects and damage.
UPDATED: Increased damage from "Bleed" and "Poison" status effects
UPDATED: Increased base damage from frag grenades
UPDATED: Numerous changes to resistances across all enemy types
UPDATED: Modulators and barrel mods now drop as loot more often and are the primary +DMG mod type for ranged and melee weapons.
high rated
avatar
Crimson-X: Here is the Minoria 1.08 changelog from itch.io

Version 1.08
- Parrying enemies is a bit faster now (freeze frame upon successful parry has been reduced by 10 frames).
- Improved the "!" bubble effect in the Library cutscene.
- A large room of the final area was divided into four rooms.
- Fixed a visual effect for when you defeat an enemy (little blue droplets that were barely visible before).
Even itch.io users get treated better than GOG ones...

Cheers for posting it.
high rated
Sky Cannoneer
Update v1.1.0 (12 March 2020)

Patch Notes posted in the game forum by the devs here.
Standalone installer updated (1.0.2.0 ⇒ 1.1.0.15): 13 March 2020.

***

Standalone installers updated 12-13 March 2020 with no changelog:
- Beat Hazard 2: 1.8 ⇒ 1.10.
- Book of Demons - Windows: 1.03.20073 ⇒ 1.03.20383; Mac not updated yet.
- Fantasy General II - Invasion: 01.00.09100 ⇒ 01.01.09428; DLC added.
- Minoria: 1.08 ⇒ 1.081.
- Soul Saga: Linux added (though not reflected on the game page).
- Star Control®: Origins, and all its DLC: 1.41 ⇒ 1.42.
- Strategic Command WWII: World at War: 1.06.00.01 ⇒ 1.06.01 (changelog posted back on 20 Feb 2020).
- SYNTHETIK: Legion Rising, and its DLC: 24 ⇒ 25.
- Yes, Your Grace: V1.0.7 ⇒ V1.0.8.

Also, from updates/changelogs posted earlier:
- Conglomerate 451 - Windows & Linux: 1.2.0 ⇒ 1.3.0; Mac: 1.1.0 ⇒ 1.3.0.
- Cultist Simulator, and all its DLC - Mac: 2019.11.a.1 ⇒ 2019.3.a.3.
- No Man's Sky: 2.32_LivingShip_57396 ⇒ 2.33_LivingShip_57941.
- RimWorld, and its DLC: 1.1.2570 rev624 ⇒ 1.1.2571 rev945.
- Sins of a Solar Empire®: Rebellion Ultimate Edition, and its DLC: 1.94 hotfix ⇒ 1.94 Hotfix 2.
- Wasteland Remastered: TRUNK_4835_RETAIL_1.01 ⇒ TRUNK_4916_RETAIL_1.07.
- Ys: The Oath in Felghana: 2020.02.19a ⇒ 2020.03.11.

Lastly, Stellar Tactics [InDev] standalone installer not updated yet.
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.23.8 (Offline installers now updated)

No changelog
Post edited March 16, 2020 by Pajama
high rated
Postal 4

'Smack My Hitch Up!' Update 0.1.4.1.2


Note: Older saves will not work with this new update. They will be marked as red and should be deleted. Future updates should not break older saves - this is a one off thing.

===Added===

- Bystander Deathcrawling: There are currently two ways they can get to it: by being lit on fire and left to burn out or by begging for their life and still being attacked
- Deathcrawl-after-ragdoll: if a pawn is 20% health or less, or they were kicked with Vitamin X, they'll go into deathcrawl when they recover from being ragdolled
- Stumble animation, when a pawn runs for a certain distance they will stumble and stop to catch their breath
- Machete charging sound
- New faces on more Male pawns
- Third-person animations for GasCan, Urethra, Pigeon Mine, Grenade and Beggar Sign (also TP fixes - see fixed section for more details)
Proper controller support: Map screen navigation with gamepad analog, navigation for inventory tab of phone, tab switching on map screen and more!
- New loading screen transition after Dude gets arrested
- Load zones! Due to absolutely no demand, a feature form POSTAL 2 has made a return! They are far quicker with fewer of them compared to P2 though, so they probably need a rebranding… lets call them ‘ZAP ZONES’*

*ZAP ZONES are hopefully only a temporary solution to the level hitching issues in POSTAL 4 and we aim to reintroduce full level steaming in the future when we’re doing our final optimizations. We’re pretty sure you’ll agree the trade off is worth the results in the here and now.

===Changed/Improved===

- Optimization improvements. We still have some way to go but you should see some notable improvements to the frame rate in some of the worst areas, and the hitching/stuttering that randomly happened has been mostly eliminated
- Scooter’s hill climbing capabilities and handling
- Improved sidewalk transition near the Job Agency
- Audio quality of radio songs
- Increased the top speed of the Scooter slightly
- Made improvements to the IK system - NPCs will now walk up stairs/hills/steep sidewalks more naturally
- Gap between neck spout particle and NPC’s neck
- Replaced more placeholder textures
- Text/Event messages for things like pickups will now be combined, not duplicated, when multiple items are collected at once
- Weapon wheel can now switch weapons and ammo types simultaneously
- Replaced certain foliage meshes with better looking/optimized versions
- Reduced the self hit pitch for all of our fluid weapons, meaning it’s never been easier to piss yourself out when on fire!
- Adjusted window opacity settings

===Fixed===

- Broken 'Controls Binding' menu
- Broken 'Post Process' and 'AA' method scrollboxes
- Broken motion blur setting
- Cat petting state transition not factoring the slowdown from Catnip
- Weapon flicker when changing weapons while under Catnip
- NPCs not reacting correctly to Dude carrying dismembered body parts
- Certain sound effects not respecting Audio slider settings
- Various assets that didn’t have a texture assigned
- Not being able to explode Civvie’s noggin or dismember him
- Flamethrower sound effect not looping correctly
- Third-person camera going through walls
- Third-person melee animations playing on the whole body as opposed to just the upper body
- Erroneous “Save Exists” prompt when saving
- Issue with the Save Menu where you couldn’t save over old slots
- Customers not looking at the cashier
- Generic paintings appearing behind Shady Art Dealer paintings
- Couple terrain dips for better NPC navigation
- Word wrapping/formatting issues with Firefighter side-errand
- Controller issues in the various game menus
- Ton of mapping bugs that were reported on our Janky community forums (p4isjanky.com)
- Long pause that was that was happening in the Main Menu when you opened the game
- NPCs sometimes being able to fire weapons without limbs
- Having to mash 'Spacebar' multiple times to skip cinematics
- NPCs getting stuck in continuous loop after being hit with SnS9000 Urine
- Dude’s ERC Tower remark replaying after going back to starting area
- Dude switching to last weapon used after holstering Urethra weapon
- NPCs who belong to the same faction turning on each other when receiving damage (Police)
- Art Dealer head/eyes not tracking player correctly
- Pickup sounds for Dogs and Cats
- Dude icon not showing on Map Screen
- Cell Door sound playing when Police Station level loads
high rated
Chernobylite (In Development)

Updated to 24890 (Galaxy & Offline Installer)

Changelog from Steam
General:

- We've fixed a bug that prevented storage from being used
Changelog for Major Patch - Game Quality Improvement Pass 2 from Steam
Improvements/Additions:

- Various optimization works reduced the visual quality of the Moscow eye. We're working to improve it. The effects should be visible now.
- Many of you complain about the amount of slots available in the quick menu. So we increased their number from 4 to 8.
- After returning from the mission, many of you instead of going to sleep want to use the binoculars immediately after returning to the base. We've added a tutorial that should counteract this.
- Weapon modification should now be much more readable. While upgrading weapons, statistics are now displayed in the way that dynamically respond to applied upgrades.
- We have added new generic quests. From now on go yourself or send your companions for food, medicine and ammunition. You need to start a new game loop or a new game for them to appear.
- We've added miniquests in the base. Now your companions will ask you to solve their problems with the base, while teaching how it works.
- From now on, all crafting stations can be built only once. Thanks to this, it will be easier to know what we have already built and what we have not.
- We've added an indicator that clearly shows when you can perform takedown on your opponent.
- We've improved the notes handling system. Now you can zoom and move them to make them easier to read. But if someone still has problems reading them, we've added a system that displays standardized text in the appropriate language.
- We've improved the way we hold the revolver. Now it should be much easier to aim at.

General:

- Storage content should no longer disappear when a player dies. I hope this bug will never come back again…
- Now buildings built in the base should be correctly facing the player
- Character names in subtitles should no longer be displayed in black. Never.
- We have optimized sound banks. In addition to better performance, current build should be much lighter (over 2 GB) and future patches smaller.
Changelog for Major Patch - Game Quality Improvement Pass 1 from Steam
Improvements/Additions:

- We have significantly improved the appearance of the Main Menu. New version may have minor problems and bugs, but overall, it is close to its final form.
- In building and crafting menus we added information on whether and how many objects of the given type we have already built.
- We improved the appearance and lighting of the character. They should have more detail now.
- UI for investigation board has been improved graphically
- We've added support information that encourages you to address base issues before going to bed.
- We added 3 starting perks that tell you about Igor's skills at the beginning.
- Many people did not notice the tutorials, which later caused them problems and confusion with the game. Now pop-ups should be definitely more noticeable, although they still do not stop the game.
- We introduced a lot of improvements to Level Design related to Power Plant that should break the feeling of ubiquitous "invisible walls" a bit.
- We improved the quest draw system. Now, the ones associated with the plot should appear much more often.
- Many of you don't know that instead of dying while fighting soldiers, you can just give up and let them capture you. We added a tutorial on how to do it.
- We've revised some of the texts in the Journal to make them easier to understand. We are still working on its quality.
- In the Journal, new graphics to skills are added. Now everything should be much more pleasing to the eye.
- On the second loop of the game Olivier now gives Igor adrenaline. It should make the game easier for those who often die.
- Inventory quality of life improvement. You don't have to click on it to see the item description anymore, just move the cursor on it.
- We have optimized the operation of videos, we also discarded old prototypes. Thanks to this the build should be almost a gigabyte smaller.

AI:

- We added voice system to AI soldiers. Now they should respond verbally to the player's actions. This prototype may not work very well yet, and VOs are placeholders.
- The opponents should behave much better when player disappears from their view. They no longer use suicide rush and don't shoot everything around them blindly.
- We've improved the opponents' threat meter. Now opponents react more dynamically to his acquisition.
- The way soldiers aim for the player are more polished. Fighting with several soldiers should be a bit easier now.
- We eliminated a bug in the path system that caused frequent game crashes.

General:

- The problem generating crashes in Free Play mode is fixed.
- We detected an error that caused some data to remain in memory despite starting a new game.It was probably responsible for all very rare and difficult replication errors, such as a broken radiation gate or a disappearing portal generator.
- The problem with objects jumping between storage should no longer occur. Only new storage will work properly! If you don't want to start a new game, then demolish the old and create a new one. Thanks to everyone who overwhelm us with all storage problems.
- The error that caused endless falling loop (occurs during takedown and low health animation) should not occur anymore.
- We have removed old prototype remains from the build menu
- We fixed some errors with inventory positioning. We also added signatures.
- During the "Meeting with Tarakan" quest, special effects should now activate correctly.
- Problem with the inability to interact with items, because the player is in combat, although all opponents are no longer alive, should no longer occur.
- Kopachi Vagabond event should no longer block the game.
- Dialog menu should no longer conflict with other interface elements.
- Chernobylite and Portal Generator now have final icons.
- The log now shows us the number of crafted ammo correctly.
- During training with Mikhail there were still remains from the first day on the level that made it difficult to focus on the task. Now, it’s fixed.
Changelog for Major Update - Lots of optimization and bug fixing from Steam
Improvements/Additions:

- We've added the save versioning system. Now you will be informed when save may not be compatible with the latest changes.
- We have added a popup that forces confirmation of the will to delete storage filled with items.

Optimization:

- Optimization of audio content has significantly reduced the size of the game. Build should weigh almost 2 GB less.
- Optimization of the CPU and many global settings should greatly increase the FPS of the game. Unfortunately, this was associated with the need to create settings again. If you have significantly modified the game settings (such as advanced graphics options or key mapping), then you will have to do it again.
- There have been problems with the Moscow Eye for a long time. This was our first level and object of many tests. To significantly increase its efficiency, we decided to build it again. Not everything is finished yet, some places may be bugged or look ugly, but the level itself works MUCH better than before. We will continue to work on improving its quality.

Localization:

- Language version has been updated for: Hungarian, French, Turkish

General:

- Starting mission should no longer have a problem with FPS drop
- Benchmark should now display the average frame rate correctly.
- Olivier should no longer stutter during the starting mission. At least he promised to improve very much.
- Mikhail should now appear correctly in the base after using "alternate memories"
- Quest markets should no longer break in free play mode
- Problem with the disappearing loot icon has been resolved
- We've improved resources that appeared off the map.
- Fixed an issue where soldiers sometimes walked in a very strange way.
- Gesture animations and idle animations have been improved for many. Much is yet to come ...
Post edited March 16, 2020 by Hustlefan
high rated
DARQ

Update 1.2.2 (13 March 2020) (Galaxy & Offline Installer)
Dear DARQ fans,

This patch (1.2.2) is here to fix some of the issues you might have encountered when trying to play DARQ with X Box controllers. A few notes and commonly asked questions & answers:

- What controllers are supported as of now? X-Box One (Wired / Wireless), X-Box 360 (Wired / Wireless). Also, as per your request, D-Pad is now functional. Support for more controllers will be added in the future.

- Can other controllers work with this patch? While not tested, if your controller shares X Box key mapping, it should work. Please note, these patches are quick fixes to some of the issues we overlooked in the 1.2 update (my apologies!). Adding support for more controllers is definitely on our to-do list.

- Nothing's changed, my (X Box) controller still doesn't work Please make sure that the game has been updated to 1.2.2 version. You can check the build version in the top-right corner of the pause menu.

If you continue to encounter any issues with X Box controllers, please comment on the community forum. I appreciate your diligence in reporting problems and patience as we troubleshoot & resolve issues. I'm dedicated to resolving issues as soon as possible and your positive attitude means a lot to me (as some of the issues surprisingly require more time to solve & test than it may seem)

P.S.: Stay tuned for the upcoming 2nd free DLC, it's entering production next week :)
Post edited March 16, 2020 by Hustlefan
high rated
Grim Dawn

Update 1.1.6.2 (14 March 2020)

Tech
- Fixed an issue where Monster Totems would not appear on the map until you were very close to them.

Itemization
- Component - Seal of Corruption: increased damage and reduced Energy Cost on the granted skill

Legendary Non-Set Items
- Mythical Aethereach: increased % Elemental dealt as Aether for pets to 100%
- Mythical Bane of the Winter King: reduced % Cold Resist Reduction modifier for Veil of Shadows to -10% and increased Cold damage modifier for Mogdrogen's Pact to 38
- Mythical Grasp of the Dead: replaced +1 Summon Limit modifier for Blade Spirit with 70 Cold damage modifier for it
- Scion of Arcane Force: added 90 Elemental damage modifier for Cadence

Legendary Set Items
- Deathguard Set: removed Acid damage modifier for Shadow Strike and increased Acid modifier for Bone Harvest to 230

Class & Skills

Shaman
- Storm Totem: damage can no longer be converted "twice" when using the Transmuter or Conduit of Wild Whispers
high rated
Chasm has been updated. No changelog here as of yet, but there is one on the game's forum:
http://bitkidgames.com/forums/viewtopic.php?f=2&t=458
1.076
------------------
- increased enemy gold drop chance
- fixed backdash and jump button buffers not being checked when landing on ground in walking state
- fixed tiling and collision errors in a few rooms
- Arcade: fixed consumable chest items being incorrectly added to drop blacklist
- Arcade: fixed crash if all items of a category have already been dropped by chests
- updated game controller database
- updated to FNA 20.03
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.23.9 (Offline installers now updated)

No changelog
Post edited March 17, 2020 by Pajama