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high rated
Westmark Manor

Updated to 1.021 (Galaxy & Offline Installer)

Changelog posted by the developer in the game's forum:
Today sees a patch to address the following:

* We've changed so your lantern doesn't take inventory space and it is always equipped. You only need to press F to turn it on and off.
* Rectified the issue with locking/unlocking the Chest on the second floor entrance hall.
* Rectified the failstate with the room to attic puzzle is fixed which created problems for players that tried out the puzzle and failed, and couldn't retry.
* Rectified the curse that blurs the map makes you unable to use crafting.
* Achievement renamed to Distinguished transcriptionist.

Please update the game to receive these changes


Updated to 1.0.37112.57 (Galaxy & Offline Installer)

Changelog from Steam:
Windbound Update #1

Hi all,
Thanks so much for playing Windbound, and also for taking the time to give us your feedback. We can’t address every piece of feedback in a single update, but please know that we are working through it all and we will be providing more updates (and additional features and content) in the future. But right now here’s what’s changed in our first update on PC (with consoles to follow).

Game Stability
We’ve addressed a bunch of issues with this update, but we’d like to ask for your help in tracking down any remaining crashes. We really want to resolve these issues as quickly as we can, so what would help us enormously is that if you do experience a crash after this update you send us your log and crash dump files. Email them to brent (at) 5livesstudios (dot) com

The log is located here:
C:\Users\<USERNAME>\AppData\LocalLow\5 Lives Studios\Windbound\player.log
And if there’s a crash dump it’s located here:
C:\Users\<USERNAME>\AppData\Local\Temp\5 Lives Studios\Windbound\Crashes

Saving progression
The next biggest and most consistent theme we see in your feedback is that you want the game to save your progression automatically.

We’ve added auto-saving as you acquire each Nautilus key.
We’ve also added an additional auto-save as you use the final Nautilus key before Kara enters The Crossing.
We already auto-saved when you successfully emerge from The Crossing and begin the next chapter, and this remains the case.

Game Difficulty
Storyteller vs Survivalist
The feedback we’ve got is that parts of Storyteller felt too punishing, and it wasn’t clear what the difference was between Survivalist and Storyteller.

- We’ve renamed Storyteller to Adventurer mode, and updated the description of the difficulty modes to make the difference between the two modes clearer. This is in English first, but localised text will follow.

Adventurer Mode
- This is now the default mode when you start a new game.
- Full inventory is retained upon death.
- Boat is retained upon death, go through the portal and you’ll be reunited with it.
- Chapter progress is retained upon death, no more going back to Chapter 1.
- Combat difficulty is easier than in Survivalist Mode.

Survivalist Mode
- This is the classic Roguelike mode.
- Only items in "Held" inventory slots are retained upon death
- Boat is lost upon death.
- Return to Chapter 1 upon death.
- Standard combat difficulty.

Some of you have told us that food goes bad too quickly and makes the game too punishing. So we’ve made a few changes to how quickly different types of food go bad. These should make a big difference for players who have been struggling managing their food and hunger levels.

- Berries and mushrooms will last for 40 minutes instead of 30.
- All raw meat will last for 30 minutes instead of 20.
- All cooked meat will last for 50 minutes instead of 30.

Additionally there’s been some confusion around the “Food has degraded” pop-up. Previously it popped-up as food got 30% of the way to rotting, and some users interpreted this as the food having gone bad already. So we’ve changed it to only appear one time just before food goes off and then a final “Food has gone bad” pop-up appears.

Stamina is a key resource for Kara, and it perhaps recharged a little too slowly.

- So we’ve increased the backup stamina recharge rate by 25%.
- Additionally we’ve reduced time to recover from dodging when you have no stamina by 50%, so Kara should be able to get moving again in combat much quicker.

Crafting containers for your boat is a great way of increasing the amount of items you can store, and they’re perfect for holding items you don’t need to consume all the time. However the capacity of some containers was a little low. So we’ve adjusted the capacity of containers as follows:

- Grass Container now has 5 slots, up from 3.
- Bamboo Container now has 9 slots, up from 5.
- Wood Container now has 12 slots, up from 7.

Additional Bug Fixes

- Fixed an intermittent crash in shadow culling.
- There was a bug in the Gameplay Options menu that if you reset to default options it reverted difficulty to Survivalist as well. This was obviously not a good experience for those of you who chose to play in Storyteller mode. This has now been fixed.
- The “Food has degraded” prompts were intended as regular warnings that the food is slowly going bad, but many players seem to think the first warning out of three is actually telling them that the food has already gone bad. So we've reduced the frequency of the prompts so it only starts to warn the player about food degrading when it gets down to 33%. And we’ll be making the phrasing clearer pending localisation.
- Players may have been prevented from climbing some towers when large rock formations were generated too close, blocking the route. These rock formations are now being created further away from towers to ensure player progress is not blocked.
- At times coral was popping in too close to the player and when sailing at speed that didn’t give a fair chance at avoiding it, this has been fixed and coral is now visible from a further distance.
- Fixed an issue where Koji Berries were sometimes not appearing in player inventory.
- Fixed the Ancestors outfit not appearing wet after Kara has been in water.
- Corrected a number of Achievement descriptions.
- Fixed a bug with the Pro Skater achievement where sometimes it would not correctly trigger despite the boat catching air for longer than 2 seconds.
- Removed an unintentional feature where F11 would toggle the UI off/on. Players accidentally did this and had no idea how to bring it back.
- Fixed an issue where player settings were not always being properly being applied.
- After finishing the game players can now continue in the same slot from Chapter 1 with all their blessings in a New Game+ mode. This mode does not replay the intro cut-scene.
- Fixed an issue where creature navigation meshes were not properly cleared between Chapters potentially causing odd behaviour.
- Added the TAB key to be the default crafting menu button, ~ key still works as well.
- Improvements to game loading time.
- Fixed potential memory leak when saving game.
- Fixed issue where 2 held item slots contents could be lost on death if the player had the “Arms of Imakl” blessing.

Known Issues
There are other issues that we’re still investigating. Thanks for your continued feedback and bug reports.

- Occasional lock-up on exiting the game.
- Loss of items between Chapters.
- Some achievements are not triggering correctly.
- Issues with UI visibility.
- Occasional erratic ragdoll behaviour when defeating creatures.
- Ongoing balancing.

Thanks again for all your feedback and your patience. We’re working hard on Windbound to fix issues and improve your experience.

5 Lives Studios

Saint Kotar: The Yellow Mask

Updated to 1.4 (Galaxy & Offline Installer)

Changelog from Steam:
Significantly faster loading times!

We've pushed a new update which we fully recommend you to download as it makes the game:

- faster! The game now has significantly faster loading times between locations
- smaller in size! The game now "weighs" only 3.1 Gb (in confront to the 7.5 Gb before the update)
- cleaner and more enjoyable (with less bugs)

As we continue our work on the full game Saint Kotar we'll continue to update the prologue as well. Don't forget to add it to your wishlist, and to stay safe in these troubled times!
high rated
S.T.A.L.K.E.R. Clear Sky has been "updated".

Changelog for Update (17 September 2020)

We have added the following goodies from the S.T.A.L.K.E.R. Clear Sky Special Edition DVD:

Chernobyl Pictures Oblivions Lost

Music inspired by S.T.A.L.K.E.R.

Making of S.T.A.L.K.E.R.: Clear Sky

Oleg Yavorsky interview

3 trailers for the game

We have also added an additional sketch to the concept arts and 7 additional artworks to the artworks goodie.
high rated
Pathfinder: Kingmaker has been updated to version 2.1.3b. No changelog currently.

Jeez, Owlcat are patching the hell out of that game. That's how many updates over the last few weeks? Five? Six?
high rated

Beatbuddy: Tale of the Guardians

Windows offline installer was updated to version 1.1
No GOG changelog.
high rated
Order of Battle: World War II and the DLCs were updated to version 8.6.0a. No changelog available.
high rated
Neverwinter Nights: Enhanced Edition and the DLCs were updated to version 81.8193.16.

A changelog is available, but it seems to be too long for the buggy message board software.
high rated
A Legionary's Life

Update 1.3.14 (17 September 2020)

Added a brief description to over 40 enemy types. The description can be seen in the details screen of each enemy (and ally), below the name. It should provide more background information to players who are not familiar with the time period, and also add more depth to the encounters.
Fights against enemies who have the terrain advantage are preceded by an alert that explains the situation and its consequences. The icon indicating this condition and your Stance circle are highlighted for a brief moment. High ground is a crucial factor in combat and it was commonly overlooked by players. This change should make it less elusive.
When fighters enter the fray, a tip will remind you that you can click on their avatar to see detailed information about them. If you find this feature annoying, you can turn it off in the Combat options.
Every time you adjust your Attitude, a basic tip will appear next to the slider to show whether your Attack and Defense are being affected positively or negatively. This should help new players figure out as early as possible how Attitude affects their performance, and its extreme importance in combat.
Libyan spearmen now spawn in the second campaign with exactly the same range of possible skills they have in the first.
If your missing Health is less than 10% of its maximum value (for example, if your current Health is 46/50), you won't lose Morale when you spend turns during the camp phase. If the missing portion is 10% or more, the behavior will be the same as before.
high rated
HypersomniacLive: - Slay the Spire:
--> Windows & Linux: 2020-07-06-2bd3f3b7b06af174084d848a4ffadc4fcbc09b8f ⇒
I forgot to mention before that the patch is broken, yielding a 404.
Post edited September 17, 2020 by mrkgnao
high rated
Neverwinter Nights: Enhanced Edition & DLCs

Update 81.8193.16 (16 September 2020)


This is a hotfix patch to 8193.15, which we released yesterday. The changes in this patch are clientside only. You do not need to upgrade your dedicated server if it is already on .15 for full feature support.

The hotfix should address the issues for non-english versions of the game. Here is a list of the fixes from today's release:

● Fixed the game not starting when a language override was selected
● The music tracks added in the DOD/TOTM content release now show up properly in the toolset (instead of "Bad Strref")
● The game no longer tries to read the N: drive when trying to load a non-existent supermodel
● nwscript.nss: Fixed error in description of StringToObject

Known Issues
This is a (incomplete) list of known issues on this build. Items on this list do not need to be reported!
● Ability score bonuses from levelstat (class progression) do not contribute toward feat requirements when the score increase is received on the same levelup.
● Non-functional anti-aliasing and anisotropic filtering settings have been removed pending a potential future reimplementation. We suggest you use the driver control panel to force it meanwhile, if so desired.
● UI: Nuklear-based UI (NWSync, Configuration) does not observe ui scaling
● UI: Nuklear-based UI (NWSync, Configuration) is not skinned as beautiful as can be
● UI: Nuklear-based UI (NWSync, Configuration) does not close with the Esc key
● UI: Nuklear-based UI (NWSync, Configuration) is only partially translated or labels are less descriptive than they could be
● Water renderer does not use the area environment map, resulting in unseemly seams
● VM: DestroyArea() sometimes erroneously removes the wrong minimap data on clients, resulting in black/unexplored areas.
● Hosting a module from within the DM client does not update/show the creator palettes correctly
● Items dropped on the ground appear to be floating slightly. This is a clientside rendering issue and does not require server/module adjustments by you!
● Items dropped on tables fall through (mesh hit check). This is also clientside only and does not require you to fix things in the module/in scripting!
● There is a memleak on the main menu. It does not manifest in game.

Update 81.8193.15 (15 September 2020)

Lighting Engine Improvements
This patch includes a new enhanced lighting engine, that is governed by the same principles as you would see in other modern games that aim for realistic lighting. The aim is both to allow much higher quality future content, but also to enhance the visual quality of existing content.

These are the main elements of this new lighting engine:
● Physically based rendering (PBR), with emulation of specular reflection, surface “roughness”, Fresnel-effects and gamma correction. All in all, this gives a more realistic and “natural” look.
● Tone mapping that prevents color distortion of bright lights and enables overbright.
● Per-pixel lighting rather than per-vertex of the old setup, yielding much more precise light illumination levels relative to distance.
● Full dynamic lighting, supporting up to 32 dynamic lights (previously NWN effectively only supported 6).

Since a picture says more than a thousand words, please visit this link to see some comparison shots:

Slide the blue dot in the middle of the images to compare before/after. The left side is the old/current render; the right side is the new lighting engine.

The lighting engine is by default on, but optional, as it is heavier on the GPU than the previous lighting model (especially if you run with 32 lights, but a minimum of 16 lights is recommended). You can turn it off in the Options menu. You can also tweak various parameters of the new lighting engine, such as attenuation and falloff. We would suggest leaving them at the defaults though, to ensure uniform content presentation.

Note that since the new lighting engine constitutes a significantly different way of computing light interaction and behavior, it is inevitable that overall illumination levels in some areas will change, which can result in certain areas becoming too bright or too dark. We have been carefully tuning the various parameters to minimize this effect, but ultimately, moving toward more realistic and sophisticated lighting will always come with this trade-off. If you find that the game has become too dark or too bright, we recommend that you adjust the brightness level by using the gamma slider accessible in the graphics options.

New Water Rendering
Water presentation has also been improved significantly. It now renders full dynamic light reflections, including sun and moon. It also shows wave displacement based on area wide and local wind sources (such as explosions) much more realistically than the previous water did.

As with the other lighting changes, some areas may appear differently, and builders using tile lights will now see them in the reflections, and may wish to edit an area’s lights so that both the area and the reflections appear as desired.

There are configuration options in the UI to turn this feature off.

Again, please visit this link to see the improvements to water in action:

Other miscellaneous graphical improvements
Models spawned by visual effects now have fog properly applied and are not self-illuminated with a bright light anymore. This makes content spawned as visual effect render identical to other in game content, making things such as VFX spawned tiles and character equipment appear more natural.

Tileset Additions:
This patch includes all content from Darkness over Daggerford and Tyrants of the Moonsea.
● Tileset facelifts for the Forest and Rural Winter tileset, crafted by Zwerkules
● Medieval City, Medieval Rural, and Mountain Snow sets, also by Zwerkules
● Lizardfolk Interior microset
● Seaships microset
● Additions to several tilesets:
● Several new docking ships groups, and a thatched-roof building, in Castle Exterior, Rural
● New doorway tiles for Crypts and City Interior
● 476 assorted placeables
● 13 creature models
● 3 shields, the Wand of Orcus, and a brass candlestick 'torch'
● A complete "time of day" skybox texture set for the “Icy, Clear sky” skybox
● 42 ambient Music tracks
● 54 load screens
● 25 assorted ambient sounds
● 5 sound sets (for specific new creatures)
● Palettes and blueprints for all imported Ossian content: Items, Creatures, and Placeables

For the tileset facelifts, there is a configuration toggle (on by default) to use them in the main campaigns and all official DLC. Custom content modules can use them as new tilesets. (As the tile layout is compatible, you could also just open the .are file in GFFEditor and replace the tileset reference.)

Continued below ========>
high rated
Neverwinter Nights: Enhanced Edition & DLCs (continued)

Update 81.8193.16 (16 September 2020)

Player Dungeon Master Mode
Players can now acquire and relinquish DM privileges during normal play, assuming they know the DM password. A player DM will have all of the normal dungeon master ruleset amenities: Their player character will turn invincible; they will be able to cast any spell they wish, and their skill checks will always be made against max.

However, player DMs will not gain features specific to DM characters: Their feat list will not include all the DM abilities, and they will not walk any faster. They will also not join the DM party/faction, so they will not be able to see all player parties.

Dedicated servers can turn this off in configuration.

To enter player DM mode, you can use the console commands (`dm_login <pw>` and `dm_logout`), or you can use the debug UI.

There is a new script command that can be used to distinguish between player DMs and “real” DMs:
| // Returns TRUE if the given player-controlled creature has DM privileges
| // gained through a player login (as opposed to the DM client).
| // Note: GetIsDM() also returns TRUE for player creature DMs.
| int GetIsPlayerDM(object oCreature);

As a consequence, GetIsDM() will now return TRUE for player DMs. Previously, you could rely on this being static per-connection, as true DMs could not drop their privileges.

Pathfinding improvements
Pathfinding quality in placeable and creature-heavy areas has been significantly improved, beyond the optimisations already done in 8193.13.

Your character should no longer get stuck on random placeables, or not find their way around other creatures.

Conversation script parameters
You can now specify script parameters in the toolset conversation editor, and these parameters can be queried via new t<he new script command:
| // Returns the script parameter value for a given parameter name.
| // Script parameters can be set for conversation scripts in the toolset's
| // Conversation Editor, or for any script with SetScriptParam().
| // * Will return "" if a parameter with the given name does not exist.
| string GetScriptParam(string sParamName);

There is also a script command to set parameters when invoking other scripts via ExecuteScript.
| // Set a script parameter value for the next script to be run.
| // Call this function to set parameters right before calling ExecuteScript().
| void SetScriptParam(string sParamName, string sParamValue);

Scripted access to SQLite databases
Full access to the sqlite API has been added.

You can access the following databases:
● Campaign: Databases spanning modules and savegames, living in database/.
● Module: A database attached to the running module, persisted to savegames.
● Player: Each player character has a database attached that gets saved to the character .bic file when saving to a vault (local/server), or exporting the character in singleplayer. It also gets saved to savegames.

To get you started, please check INSTALLDIR/lang/en/docs/SQLite.txt for a short introduction and further documentation on the newly-added script commands.

Please note: This is an advanced feature, and requires a solid understanding of SQL to make robust and effective use of.

Scripted mouse targeting mode
You can now trigger cursor targeting mode from scripting:
| // Makes oPC enter a targeting mode, letting them select an object as a target
| // If a PC selects a target, it will trigger the module OnPlayerTarget event.
| void EnterTargetingMode(object oPC, int nValidObjectTypes = OBJECT_TYPE_ALL, int nMouseCursorId = MOUSECURSOR_MAGIC);
| // Gets the target object in the module OnPlayerTarget event.
| // Returns the area object when the target is the ground.
| object GetTargetingModeSelectedObject();
| // Gets the target position in the module OnPlayerTarget event.
| vector GetTargetingModeSelectedPosition();
| // Gets the player object that triggered the OnPlayerTarget event.
| object GetLastPlayerToSelectTarget();

A new module event has been added to support this.
Caveat: The toolset cannot currently configure this module event. You need to set it via SetEventScript() at module load.

New script actions related to item property usage
These script commands allow NWScript to properly trigger item property usage, circumventing the Talent system.
| // Returns the number of uses per day remaining of the given item and item property.
| // * Will return 0 if the given item does not have the requested item property,
| // or the item property is not uses/day.
| int GetItemPropertyUsesPerDayRemaining(object oItem, itemproperty ip);
| // Sets the number of uses per day remaining of the given item and item property.
| // * Will do nothing if the given item and item property is not uses/day.
| // * Will constrain nUsesPerDay to the maximum allowed as the cost table defines.
| void SetItemPropertyUsesPerDayRemaining(object oItem, itemproperty ip, int nUsesPerDay);
| // Queue an action to use an active item property.
| // * oItem - item that has the item property to use
| // * ip - item property to use
| // * object oTarget - target
| // * nSubPropertyIndex - specify if your itemproperty has subproperties (such as subradial spells)
| // * bDecrementCharges - decrement charges if item property is limited
| void ActionUseItemOnObject(object oItem, itemproperty ip, object oTarget, int nSubPropertyIndex = 0, int bDecrementCharges = TRUE);
| // Queue an action to use an active item property.
| // * oItem - item that has the item property to use
| // * ip - item property to use
| // * location lTarget - target location (must be in the same area as item possessor)
| // * nSubPropertyIndex - specify if your itemproperty has subproperties (such as subradial spells)
| // * bDecrementCharges - decrement charges if item property is limited
| void ActionUseItemAtLocation(object oItem, itemproperty ip, location lTarget, int nSubPropertyIndex = 0, int bDecrementCharges = TRUE);

Override hilite colour on objects
You can now override the mouse-over (“hilite”) colour on objects.
| // Sets oObject's hilite color to nColor
| // The nColor format is 0xRRGGBB; -1 clears the color override.
| void SetObjectHiliteColor(object oObject, int nColor = -1);

Custom mouse cursors
You can now override the mouse cursor a ingame object presents. Additionally, mouse cursors have been unhardcoded, so you can add more via custom content (see MOUSECURSOR_CUSTOM_00).
| // Sets the cursor (MOUSECURSOR_*) to use when hovering over oObject
| void SetObjectMouseCursor(object oObject, int nCursor = -1);

ProgFX have been unhardcoded
A new 2da, progfx.2da has been added, that links visualeffect.2da columns. This allows for adding additional custom skin effects, beams, MIRVs, etc.

Continued below ========>
high rated
Neverwinter Nights: Enhanced Edition & DLCs (continued)

Update 81.8193.16 (16 September 2020)

Texture replacements
You can now replace individual textures on objects at runtime.
| // Replace's oObject's texture sOld with sNew.
| // Specifying sNew = "" will restore the original texture.
| // If sNew cannot be found, the original texture will be restored.
| // sNew must refer to a simple texture, not PLT
| void ReplaceObjectTexture(object oObject, string sOld, string sNew = "");

Walk animations have been unhardcoded
You can add new walk anims by naming them `walk_002`, `walk_003`, etc. (001 is walkdead, 002 is hardcoded to walkinj)

Weather Types Unhardcoded
Added new 2da: weatherypes.2da; which - unsurprising, considering the name - unhardcodes weather types.

Scripted wind management
The game now allows much finer-grained scripted control over the wind data.
| // Sets the detailed wind data for oArea
| // The predefined values in the toolset are:
| // NONE: vDirection=(1.0, 1.0, 0.0), fMagnitude=0.0, fYaw=0.0, fPitch=0.0
| // LIGHT: vDirection=(1.0, 1.0, 0.0), fMagnitude=1.0, fYaw=100.0, fPitch=3.0
| // HEAVY: vDirection=(1.0, 1.0, 0.0), fMagnitude=2.0, fYaw=150.0, fPitch=5.0
| void SetAreaWind(object oArea, vector vDirection, float fMagnitude, float fYaw, float fPitch);

Visual effects can now use PLT textures
Visual effects can now refer to PLT textures. The layer colours/indices are inherited from the object the effect is applied to (such as creatures).

Visual effects can now be scaled, rotated, and translated
When applying a visual effect, you can now scale, rotate and translate it, in relation to the parented object. The script commands have been extended to support this:
| effect EffectVisualEffect(int nVisualEffectId, int nMissEffect=FALSE, float fScale=1.0f, vector vTranslate=[0.0,0.0,0.0], vector vRotate=[0.0,0.0,0.0]);
| effect EffectBeam(int nBeamVisualEffect, object oEffector, int nBodyPart, int bMissEffect=FALSE, float fScale=1.0f, vector vTranslate=[0.0,0.0,0.0], vector vRotate=[0.0,0.0,0.0]);

Modules and HAKs can now contain more than 16k items
The game can now load more than 16356 resources from ERF containers (modules and haks).

New Configuration UI
The game options UI has been replaced with a new implementation that now allows access to all of the new configuration options. The “Debug UI” configuration tab has been removed as a consequence.

This UI is still work in progress, but it is useful enough to include now.

Debug UI has been revamped, including a new NWScript evaluation helper
The debug UI has been rewritten to be leaner and expose more useful features. You can now toggle DebugMode, renderaab, rendertilepathnodes via checkboxes.

A new widget has been added that allows evaluating NWScript snippets on the running server (assuming you have DM privileges, or are in DebugMode).

Local variable access has been sped up significantly
Local variable access on objects is now O(n) in the worst case, but usually significantly faster than that. This is especially noticeable when you have thousands of variables on a single object. Previously, this could take up to 500ms to read a single variable; now access is below 10ms in these scenarios.

Art Changes
● TDT01_G02_01,TDT01_G02_01,TDT01_G08_01: Repaired walkmeshes, #46
● Repaired DAG01.set file to NOT offer unsupported height transitions #70
● Eliminated a SQRT Domain error in a couple Treehouse Side Log Tiles (TTF02_B01_02,TTF02_B01_12) #76
● TTF01_G04_05: Fixed bad texture assignment, tweaked alpha for better blending #77
● TTF01_C01_02: Replaced wintery leaf texture from Winter tileset w/ proper Forest texture #77
● TTF01_G01_01: Fixed a typo in TTF01.set which kept minimap from showing up #77
● TCN01_Water01.tga: Increased size to 256x256, cleaned up tiling seams
● TRM02: Recompiled a few tiles throwing SQRT domain errors #72
● TDE01_H07_01: Fixed a bad texture assignment and UV's, added lava spouts to either side of bridge (w/ animloop01 toggle) #122
● TDE01_A08_01: Adjusted lava mesh 0.382cm to eliminate a visible seam with neighboring tiles #117
● PTM_CardTable1: Fixed Bounding Box #109
● TDS01_D07_01: Fixed a SQRT domain error
● Reworked a few creature blueprints to more closely match 3E #95
● Fixed bad collisions in tn_sdoor_04 and tn_sdoor_16
● Repaired city exterior tcn_a11_01
● Compiled 165 more models in tno01
● TNO01_V02_03: Fixed splash VFX on waterfall (back onto its own animloop, waterfall animation still intermittent)
● TWC03_A04_07: Fixed broken/blinking chandelier candle animations
● Repaired bounding box on Candlestick torch; changed light to yellow 5m; repaired mesh and fixed smoke placement #95
● Removed erroneous palette entry from Birds category #107
● Compiled ~200 models (mostly for DODEE)
● TTF02 & TTS02: Baked a new set of minimaps, to add missing waters and roads
● TNO01: Fixed 3x1 and 4x1 Ship (Grass Set) for floating meshes (X-form)
● TTS02: Replaced Road to Bridge texture, fixed walkmesh
● Placeable Fog Emitters: Added missing mf_smoke texture
● Daggerford & Tyrants of the Moonsea Placeables:
● Reworked placeable Use nodes on card table, and a couple other placeables (#110)
● Shadow and Mesh fixes
● Bounding Box fixes
● PX2_G02 (Dragon Statue): Fixed flipped collision
● Emerald Golem: Set the skinmesh so golems body would also be translucent
● TNO01: Fixed tiles from Grass group that were using tno01_dirt03 City ground (#152)
● PLC_F06 (Catapult): Fixed shadows on multiple meshes, welded parts and gave it a proper rope texture
● TTS02: Several Shadow Fixes, Mesh Fixes
● TNO01: Restored 3 thatch houses (Grass section) that never made palette. New doors added to doortypes.2da (tn_sdoor_03, tn_sdoor_25)
● TDM01: Mining Platform 2 (2x2) Fixed an animloop that wouldn't shut off, and added one for the molten forge tile
● TWC03_A02_07: Fixed a broken fireplace animation
● TTS02 & TTF02: Shadow fixes, new & fixed animations (w/ new animloop options), a-nodes for transparency (water etc. blends properly)
● TSS13 (Seaships): Fixed several boats that were causing a toolset crash #142

Miscellaneous Script Commands
The StringToObject() script command can be used as the reverse of ObjectToString().
| // Convert sHex, a string containing a hexadecimal object id,
| // into a object reference. Counterpart to ObjectToString().
| object StringToObject(string sHex);

Continued below ========>
high rated
Neverwinter Nights: Enhanced Edition & DLCs (continued)

Update 81.8193.16 (16 September 2020)

Miscellaneous Improvements
● Texture pack support has been removed. All texture pack content has been merged into nwn_base.key.
● GUI: The bright ambient light has been disabled in UI scenes. This results in a more natural look in chargen and the compass.
● Nui: Windows now store position, size and collapse state in tml
● Nui: Modal windows now autosize to parent
● nwsync: increased check batch size for verifying existing data, dramatically speeding up process
● nwsync: increased local recv buffer size, speeding up transfers on low framerates
● WriteTimestampedLogEntry() now gets sent to all players as a console/debug message, if the server is in DebugMode. This is mostly useful for singleplayer module testing, when the module author uses the game log for debugging.
● ExoConfig: Trap and highlight colors are now stored as hex codes.
● DDS textures now support BC4 and BC5 encodings, to provide higher quality DDS options for greyscale and two-channel textures, such as height or specularity.
● Config UI: Added graphical presets: Low, Good, Best.
● Config UI: Added a configuration setting: General Shader/Lighting Quality.
● Shaders: Defines BUILD_VERSION and BUILD_REVISION expose build info.

● Renderer: Fixed needlessly recalculating static lights in full dynamic light mode; this used to impact performance heavily with some specific static tile lights.
● Fixed grass occasionally overlapping, resulting in flickering.
● Fixed wind direction variation being offset by 120 degrees at peak.
● SQLite: No longer emit “error: schema has changed” non-errors when related to migrations.
● VM::DestroyArea() will now also fail with return code -2 if players are currently on a load screen transitioning into the area.
● Fixed large creatures intruding into your personal space. #124
● Config: The experimental “Aggressive Texture Caching” option has been removed (it is now on for everyone).
● Sending WriteTimestampedLogEntry messages to clients in DebugMode can now be toggled off with a setting.
● NUI expand/minimize chevrons have been inverted.
● Chat Panes: When in split mode, second chat pane now shows CONSOLE-level messages (debug messages, etc) #18
● Character generation: Spell school strrefs are now actually read from the 2da
● VM: Script situations now always keep a hold of the actual bytecode they are spawned from. This fixes the game doing funny things when the underlying compiled script file is swapped out. This also fixes code closures from within ExecuteScriptChunk (and the Debug UI).
● Store and load TemplateResRef from gff for door object types (so that GetResRef() does not return “”). #100
● Dead players now call CNWSArea::DecrementPlayersInArea() #105
● VM::AdjustAlignment(): fixed ALIGNMENT_ALL echoing wrong axis labels #55
● VM::AdjustAlignment(): Game will now render the actual alignment shift that has happened, instead of the requested one: AdjustAlignment(-100) when at 50 will now say "You have shifted by -35" (to get you to 15, where the good/evil notchiness is) instead of "You have shifted by -100" but still putting you to 15.
● VM::AdjustAlignment(): Game will now not render any feedback if no alignment shift occurred (previously, it would render "Your alignment has shifted by -100" if you requested -100, even if you were already at rock bottom).
● Object hilite state is now properly persisted to GFF.
● Fixed the game crashing or reading invalid memory when quickslotting spells as a DM.
● Fixed a crash happening with drag & drop of inventory icons.
● Area transition screens on the client no longer partially render a grey overlay.
● Drag selection rendering in DM client was fixed.
● The nwhak.exe binary has moved into bin/, out of util/.
● Fixed heap overflow in ExoString::Insert (VM::Insert, dm_dumplocals)
● DestroyArea(): no longer skip the last object; this used to leave things in object space attached to nothing
● Movies: search path now prefers userdirectory over install, allowing users to override base movies.
● GUI: Nuklear-based UI now emits sounds when clicking buttons. #5
● GUI: The button “Remove Server from Favorites” in MP ui has been made to work once again.
● GPU vendor optimisations are now detected automatically; the config key optimize-buffer-updates has been removed.
● ambientmusic.2da: Fixed ids #80
● VM: A memleak in PostString has been fixed.

● Toolset: Fixed bearing not being saved for placeables and doors
● Toolset: texture pack selector was removed.
● Toolset: Removed errant “OK” label in Area Properties #59
● Toolset: Portrait backgrounds in object properties have been fixed.
● Toolset: Update static lighting after changing tile light properties.
● Toolset: The Bearing float should no longer flap sign when saving out the area gff.
● Toolset: Improved script editor responsiveness as well as save/load module performance.
● Toolset: Area view settings are now applied to all open tabs.
● Toolset: A menu option to toggle AABB rendering was added.
● Toolset: No longer select last-opened module in save UI.
● Toolset: The UI for caching scripts has been removed, as the underlying system has been disabled for a while. It was pointless and counterproductive from a performance standpoint.
● Toolset is now linked to 32bit oal-soft. Hopefully no more sound woes.

Campaigns and Premiums
● Campaign SoU: Fixed the Baby Achievement
● TotM: Small fix for floating placeables in Elmwood

high rated
MarkoH01: S.T.A.L.K.E.R. Clear Sky has been "updated".

Changelog for Update (17 September 2020)

We have added the following goodies from the S.T.A.L.K.E.R. Clear Sky Special Edition DVD:
Chernobyl Pictures Oblivions Lost
Music inspired by S.T.A.L.K.E.R.
Making of S.T.A.L.K.E.R.: Clear Sky
Oleg Yavorsky interview
3 trailers for the game
We have also added an additional sketch to the concept arts and 7 additional artworks to the artworks goodie.
They've since added this line to the changelog:
We would like to thank Charcharo for contacting us and gathering this bonus content!
Post edited September 17, 2020 by mrkgnao
high rated
This is actually old but I'm putting it here since it doesn't look anyone ever posted about it.

Alwa's Legacy

1 Patch 1.4 (26 June 2020)

Our first patch is now live! It's mostly small fixes but we've done a few tweaks as well. Here's the changelog:


Increased Torne’s cooldown time
Increased Valo’s cooldown time
Increased Kloki cooldown time
Updated art in book to better fit the pages
Idle Hands achievement now triggers on all bosses
Decreased range of bubble projectiles
Updated cutscenes for the altars in Eydie’s Keep (now it doesn’t show an empty room for 3 seconds)
Updated late game cutscenes in Grand Library
Desktop screen resolution will now be selected as default when first launching the game
Brightness settings screen removed from initial boot (still accessible from settings)
Updated Elden Pixels logo in the intro
Updated info popup size for completing NewGame+
Updated position of Vampire in final dungeon, they should no longer fly through walls
Increased HP of The Collector and The Architect
Moved Lirod’s position in the intro
Chest rewards now move faster
Updated Spirit Flame cutscene
Beth will now ask you about your gold even if it’s the first time talking to her
Updated trigger position for Duck Tale achievement
Updated start positions of the blockslide puzzles in Rose Castle
Added interaction prompt for the first gravity platforms in Eydie’s Keep
Updated Demon’s animations to make it more clear when they’re vulnerable
Aligned text in stats screen
Updated the art for the key hidden in the wall in Rose Castle
Music box now also triggers controller rumble
You now get an info popup whenever your max HP increases
Updated checkpoint position in Sylvan Temple to prevent softlock
Removed door in the gold cave in Central Alwa
Added support for localized NPC names
Demon enemy no longer drops health

Bug Fixes

Player no longer gets stuck if attacking while transitioning into another room
Credits now always displays the correct button prompt
NewGame+ now triggers the correct cutscene in the final dungeon
You can no longer pause during screen transitions, this prevents enemies from freezing
Added sound effect when entering final area
Main Menu music should no longer stutter
Cleaned up misplaced sprites in Monk’s Mire
Added collision to prevent falling out of bounds in final area using Incantation of Umbra
Selections in Main Menu should no longer flicker
Boss door in final area should now properly open in NewGame+
Interaction prompt for dungeon doors should now be the same across all doors
Zoe should no longer get stuck in an infinite death loop in Gloomy Cellar
Mary should no longer appear behind the door in the Valley house
Wunderling orb in Central now counts towards the secrets percentage

Update: Seems there was another patch after that though because the game is actually at v1.5 according to the offline installer. No other changelog.

Update 2: Ok found the 1.5 changelog (patch 2) from the Steam page.


Patch #2 is here and bringing you lots of small improvements. We've reworked our controller scripts so hopefully they should work better now. Here's the changelog:

2020/07/08 - changeset 6973


Implemented new animation for Demon enemy making it easier to see when you can attack them
Screenshake now triggers properly during lowering water cutscene at Rose Altar and bossfight in Sylvan Temple
Boss-jingle now plays as intended in Gloomy Cellar
Cohen will now always say his introduction dialogue the first time you talk to him
World spawned bubbles can no longer spawn inside of Zoe
Wall and ceiling spikes now damages Zoe even if she has her shield ability active
Assist mode will no longer spawn you in Vampire rooms
Updated DisBlock graphics in Gloomy Cellar
After defeating Sir Pent, Zoe is invulnerable to prevent her from dying on the spikes after defeating the boss
Trapper projectiles glow now fades out upon impact
Demon glow now fades out upon death
Keydoors glow now fades out when opened
Torches interaction prompts are lowered to make it more clear what you're interacting with
Updated Torne's animations
Rovio now plays take damage sound when they are attacked
Bats glow now fades out upon death
You can no longer enter dungeon doors while standing on a bubble
Sander projectile now breaks on camera transition
Pacifist Mode rose UI now fades out with the rest of the UI
Zoe's staff now changes color depending on which magic you have equipped
Boss items no longer triggers doors when in Pacifist Mode
Entering doors now feels more consistent even when jumping into them
Information popup now appears above the black fadeout
Entering and exiting the Pacifist Mode select screen now plays a sound effect
Cleaned up graphical errors in multiple levels
Remapping should now work better for more controller types

Bug Fixes

Alferd is now properly aligned with the chest
Sander no longer lifts off the ground when attacking
Bombwall in Central Alwa now explodes in the correct order
Barrels no longer play landing sounds after being destroyed
Guardian no longer plays burn sound if they've been defeated
Music no longer clips or jumps when transitioning from intro to loop
Health pickup lo longer falls through cloud tiles
Zoe sprite no longer shakes in the elevator between Town of Westwood and Castle Gardens
Skeleton no longer collides with Rovio
Fixed bug where you couldn't rebind controller inputs
Pausing the game for a long time no longer causes it to freeze or crash
Vicar bridge event will no longer trigger twice after returning
Book cutscenes now shows the Items tab being selected instead of Map
Block no longer breaks during screen transitions if the player is on top of it
Player color now stays the same when picking up boss items
In the bridge Vicar cutscene, Zoe no longer overlaps the boxes
Demon door sound effects are no longer delayed
Town doors animations now look correct
Picking up boss items while on a bubble no longer causes the animation to play in the air
Mire Chimney no longer plays a door sound
Tiny altar cutscene in Valley now moves the parallax correctly
Health Pickup sprites are no longer cut off
Fadeout in the defeating Vicar cutscene no longer flashes
Spikeblock no longer breaks when passing Valo, Inhaler and Torne
Protector can no longer damage you after they’ve been defeated

Thanks everyone for playing!

All the best,
Elden Pixels
Post edited September 18, 2020 by Crimson-X
Westmark Manor

Updated to 1.0210 (Galaxy & Offline Installer)

No changelog, but should be a hotfix for the issue described in this thread.