It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Geneforge 1 - Mutagen

Updated to 1.0.2
No changelog
high rated
PC Building Simulator

Offline installer updated to version 1.11

Changelog with pictures and videos on Steam.

New DLC released: EVGA Workshop
high rated
The Falconeer

Updated to 1.4.3.0 (Galaxy & Offline Installer)

Changelog from Steam:
Ascend Falconeers!

A brand new patch is now available to download, featuring pt-BR text language support, better keyboard and mouse implementation, visual upgrades, bug fixes and more!

Full patch notes are as follows! :

** PC Specific **

- The settings and control menus now respond to mouse better. You can click on left to go left or right to go right in a setting.
- Resolution switcher now goes up and down logically.
- Mouse control + Aim control scheme does not drift the bird all over the place when in a cinematic zoom.
- Reduced the tendency of the bird heading towards a tracked target when holding the target tracking button while using Mouse Control + Aim Control schemes.
- Mouse controls now restored to the Worldmap menu.
- If multiple game controllers are connected, the input system will now revert to the controller type you set as your flight axis

Language

- Added Portuguese Brazilian language text support.

UI And Settings

- Added a gamma slider to settings.
- Photo-mode bindings within control menu now has a title.
- Added colour coded button icons for Xbox X, Y, A and B buttons.

Gameplay

- For normal and easy difficulty, all ammo is now refilled upon landing anywhere inhabited.
- For hardcore difficulty all ammo is now refilled at your home, pyro pots are refilled anywhere inhabited.
- Upon death you no longer lose any ammo pots you bought, only splinters.
- After completing a chapter, every mission of that chapter is now listed and can be replayed
- Storms have been made slightly more dangerous with increased flying effects.
- Diving into the water will now always stop ammo overcharging within storms.
- Mission combat events now de-spawn and reset only at further distances.
- Pirate Hunters are cleared for clean-up after the player redeems their status as pirate.
- Pirate Hunters may now spawn if you load a new game.
- Splash damage from exploding turrets fire reduced.
- Rocket fire damage reduced by 20%.
- Increased the health of the Dreadnot during Treefall mission.

Visuals

- Storms have been visually improved and can now be spotted from a distance.
- Increased the default range of the compass and the scaling of compass items.
- Made character portrait animations snappier.
- Character portraits now have different idle animations which won't sync together.
- Characters within their portraits now have roughed up hairlines.
- Tree of Souls is now less cluttered and visually improved.
- Caves have been visually improved.

Bug Fixes

- Fixed an issue whereby some ships were intersecting rocks and ending up in strange places.
- Fixed a flicker which occurred when the compass is switched between exploration and combat mode.
- Added a missing race marker.
- Fixed issue where fish could be caught within caves.
- Added additional preventions to stop wreckdive cutscenes from not displaying.
- Fixed issue with level up warning popping-up in the main menu.
- Splash damage limited so insta-kills of ships is less likely.

Let us know what you think about the new control changes, especially regarding Keyboard and Mouse!

Any issues or feedback you want to give directly you can do so in the official Falconeer Discord

And don't forget we are currently running a competition to get your best snapshots of the Legendary Aces included in the Atuns Folly update - go cause some trouble and take some fearsome pictures and you might just win some game keys for sharing them with us on Twitter
high rated
The Darkside Detective: A Fumble in the Dark received an update (offline / Galaxy installers):

0.10.195.486d_(46337) -> 0.10.202.679d_(46653)

No changelog on Gog, can´t find one on steam or Akupara Games.
high rated
Endzone - A World Apart

Updated to 1.0.7789.27508 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Greetings, survivors!
The second regular patch for the release version of Endzone - A World Apart focuses on bringing various bug fixes, tweaks and quality of life improvements to the game.

Added
Buildings: Added new fullscreen UI to adjust inventory limits for the market, to give better control over the stored resources.
Buildings: Irrigation plants, watch towers, siren towers, barricades, fields and orchards now show the work areas of other buildings while they are being placed.
Raiders: Added a world task for militia to prioritize guard towers.
Raiders: When repelling a raider attack (in a lethal or non-lethal way), you'll now receive loot from their bodies and stuff they threw away while fleeing. This way, repelling a raider attack results in more positive feedback. Every raider tribe yields specific loot.
Raiders: Added an UI indicator to the minimap, to show where raiders will appear. This happens approx. 3 seasons before they appear, so you have time to react and prepare.
Raiders: Added a settler dialogue and a notification to warn about an upcoming raider attack.
Side Missions: Added a side mission that references the population growth of your settlement.
UI: Added an UI element at the top middle of the screen to show the current growth of your settlement. The indicator is based on all fertile couples that have a home.
World Tasks: Added 6 new tasks to the building menu that allow you to perform specific actions for a selection of buildings. Supported actions are upgrading buildings, pausing buildings and dismantling buildings.

Fixed
Buildings: Fixed blocking of inventories for production buildings, especially in cases where a lot of buildings needed to be repaired, where resources were reserved.
Buildings: Fixed wrong 'no/missing resources' UI for the market.
Buildings: Fixed resources being carried to the market that were disabled.
Buildings: Attractiveness for buildings is now calculated correctly.
Buildings: Fixed wrong radiation level being displayed on fields and orchards.
Buildings: Fixed that fields and orchards in some cases were not being replanted, even though all cells have been harvested.
Buildings: Pubs now collect beer, joints and hard liquor from crates.
Buildings: Settlers now use different end positions when visiting the pioneer statue instead of just one.
Camera: Camera can no longer be zoomed when the cursor is outside of the main screen.
Expeditions: Explorers no longer lose their equipment when traveling to an already explored ruin.
Expeditions: Advantages due to the age of settlers on an expedition now request and output the correct ages in all cases.
Options: Fixed a bug that prevented the correct resolution to be applied correctly. For example: If you have a 4k monitor but choose to run the game in full HD, it could happen that, after restarting, the game would run in 4k again.
Raiders: Fixed an edge-case where a raider mob could not move due to single raiders being stuck on the map.
Raiders: Raiders now also damage buildings that are being demolished.
Research: The game time is now always paused when opening the technology window.
Scenarios: Solved a bug in the "Garden Eden" scenario where settlers who are on an expedition aren't counted as having their home supplied with electricity.
Settlers: Fixed a bug where settlers of certain professions wouldn't die of old age for a long time, as they were too busy fulfilling their tasks.
Side Missions: Catastrophe missions no longer damage unfinished buildings.
Statistics: Fixed a bug where numbers of total stored resources didn’t match with numbers displayed in the rest of the game.
System: The timer during dialogues (e.g. when interacting with raiders) is now serialized, and can no longer be reset by saving and loading.
Trading: Traders now also offer animals when the player has none in the settlement.
Visuals: Wellkeepers no longer have a water container stuck in their arm while sitting on the bike at work.

Tweaked
Buildings: The market now highlights all buildings in its work area where resources can be collected from.
Buildings: Damaged buildings in the analytic view for building condition are now displayed in several different shades (indicating their damage level).
Buildings: Production buildings with full inventory now continue production if resources in their inventory are already reserved for transportation.
Buildings: The production amount of medicine per medical facility has been decreased.
Buildings: Overhauled the inventory limits menu on storage buildings to improve the usability.
Buildings: Reduced the collection rate of herbs.
Options: Added a refresh rate warning dialogue and auto adjustments when the game is running on high refresh rate monitors.
Raiders: Changed the way the first initial raider spawn happens. Instead of simply spawning at a fixed season, a side mission will help you to undertake the required steps and prepare for raiders until they actually trigger.
Raiders: The frequency of raider attacks now dynamically adjusts based on the loot they were able to obtain. If they are very successful, they will take more time until the next attack. When there was not much loot to obtain, they will try again sooner.
Settlers: Destroyed buildings are now repaired faster, since they will be partially repaired to bring them back to a working state.
Side Missions: Side Missions that cause damage to buildings (e.g. accidents at production buildings) now cause damage immediately and not after the player has closed the dialogue.
Trading: Improved the visual feedback when a traded resource exceeds the stored amount in the settlement.
UI: Improved all UI connected to providing information about electricity consumption, production or storage.
UI: The electricity button in the UI of buildings now gives feedback during blackouts in the electricity grid the building is connected to.
UI: The areas of influence for irrigation plants, guard towers and siren towers are now rendered while placing.
UI: General fixes for line-breaks, colors and paddings in the UI.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.0.7789.27508
high rated
Iron Harvest

Updated to 1.1.7.2262 rev. 51100 (Galaxy & Offline Installer)

Changelog from the developer's website:
Changelog 21

General Changes:

- Polania Exosuits (Rycerz) now have a veteran ability “Shields Up”. This reduces incoming damage at the cost of reduced movement speed
- Fixed a bug that prevented Medics from receiving XP for healing units. They now also receive XP for unit-models that where newly created by their healing
- Faction specific portraits will now load when capturing a neutral weapons systems
- Fixed a bug that caused idle player Mechs to chase enemy units that enter their range, often resulting in finding your mechs far behind enemy lines
- In the player profile cosmetics tab it is now possible to choose artwork for your skirmish and multiplayer loading screens
- Buildings no longer briefly flicker after upgrading
- Fixed an issue whereby the flare sound effect would continue indefinitely if the player quits or ends the game while the effect is playing
- Fixed issues resulting from engineers repairing mechs while too few resources are available
- Heroes no longer slide when revived if queued move commands were not completed upon death
- Brunhilde repair VFX no longer persists after destruction

Balance Changes:

We’re happy to see the steady improvement in game balance over past updates. While there may be more to do, with the impending arrival of the Usonians, it makes little sense to make changes before fully evaluating the impact of this forth faction on the game.
high rated
Steel Division 2

Updated to 51099

FEATURES
:

tank/anti-tank gun’s ranges v.2 (see below)
new Efficient Shot smart orde. More details here: https://store.steampowered.com/news/app/919640/view/2986423397426480871
modifying flags on Gora & Lenina maps


FIXES
:

fixing a rare bug selecting a unit while none is under the cursor.
fixing a rare bug moving a random unit to a map's corner.
fixing some disorder in the friends' list
fixing the improper Lifebuoy backpack on some Greek units (si pas intégré dans patch officiel Rimini)
fixing Recon Spitfire LF Mk IX Browning's fx
fixing P-51C-10's weapon damage.
changing the type classification for the German Breda 47mm into Antitank Gun (as opposed to Infantry Support Gun as its Romanian counterpart)
fixing landing gear of some Ju 88 A4 variants.
fixing missing Puppchen in 1.FJ
fixing Lince's MG from Bren to Bedra
fixing 2nd NZ's Spitfire LF Mk. IXc model.
fixing Ostlegion models (shoulder patch)
fixing AG Tutorial #3
fixing planes veterancy ratio
fixing MG-26(t)’s model
fixing SAMPO L-41 Suppress damage
fixing VEKOTIN 20mm infinite sound
fixing some reported missing unit images’ in Iasi AG campaign.
122. ID's Sturmfuhrer's AT icon removed


GENERIC
:

AT/TD/tanks' price rehaul, based on new range system. Too many to list here, check it ingame ...
Vanguard economy changed from 140/135/100 to 140/125/90
decreased 2-man flamethrower teams' availability from 9/12/24 to 6/9/12 (depending on original total), with cards changed accordingly.
all MMG-armed transport h/t price set at 10 (+5)
all HMG-armed (.50) transport h/t price set at 15 (+5)
all recon SdKfz 251/1 & 250/1 price set at 10 (some were at 15)
Increased stress when infantry is static by 40%
Increased Air recon's optics by 50%
Increase MLRS's dispersion.
Increase MLRS's stress.
Decrease MLRS's ammo consumption.
HMG range nerf


ALLIES
:

French & US WC-52 renamed WC-25, as fitting the model
MAORIS name changed into MAORI
decrease GRUPY SZTURMOWE's price from 30 to 25
increased GPA KAO (132mm)'s price from 90 to 120
American APCR rounds have been modified to model the much better HVAP rounds, but their number per vehicle was reduced to 3.
increased M16’s ammunition
all M4A2/M4A3 (vanilla variant)'s XP ratio standardized on the US one
(97GRD) decreased GPA KAO (132mm)'s availability from 1/2/3 to -/1/2
(3Can) normalizing the Stormtroopers' XP ratio on par with other units with same availability.
(2NZ) normalizing the NZ Maoris' XP ratio on par with other units with same availability.
(2NZ) adding unarmed Willys as transport for NZ Recce
(2NZ) Maori Scout & Scout (PIAT) no longer have access to 2-in. Carrier as transport.
(3CID) Scout & Scout (PIAT) no longer have access to 2-in. Carrier as transport.
(3Arm) AA slots changed from 1/2/3/4 to 2/3/4
(1Pancerna) Armata 6-pdr 57mm's price from 50 to 45
(2ndUS) Howz. M3 105mm moved from ART to SUPP as direct fire support gun. Smoke rounds removed.
(2ndUS) Howz. M3 105mm (moved from ART to SUPP) doesn't come with a jeep or supply DUKW anymore
(2ndUS) Howz. M2 105mm (the one remaining in ART) now comes with supply DUKW
(AK) adding one C-only card of F-22 76,2mm howz.
(AK) adding one C-only card of 37mm AA gun
(AK) adding one C-only card of Stud. Supply


AXIS
:

all Hungarian 40mm gun use the improved Hungarian AT round
Lovas Felderitok's price decreased from 35 to 25
Arkaszok's price decreased from 25 to 20
all Panzer IV H's XP ratio standardized on the US one
PzGrenadier (MG-26) now display the proper number of MP-28 SMG
Wurfrahmen's MG ammo load increased
Erkundungs & Fusilier set at 25 (-10)
Jäger & Skijäger Fusilier set at 30 (-5)
Ski-Stumjäger set at 35 (-5)
Spähtrupp (all)'s price decreased from 25 to 20
decreased Reitende-Jäger (MP-44)'s price from 35 to 25
decreased FLAK M.39(r) 85mm's price from 115 to 105
Fs-Flammenwerfer now have the new 6/9/(12) availability pattern
(14Inf) Changed JU 88 C-6 (x10 50kg)’s availability 1/2/4 to 3/4/6.
(1FJ) one 3-pt AA slot removed
(Ski) replacing Marder I with Marder III
(5CavMot) Pusca Anticar now have access to Horsh as transport option
(5SS) changed Fw 190 D-9 availibility from 1/2/4 to 2/4/0
(Tartalek) 80mm AA changed from 2x cards of 2/4/- to 3x cards of 2/4/6


-------------

RANGE REWORK
:
All direct fire AT/TD/tank guns' range and penetration drop-off have been reworked to better match their historical performances.
New ranges are 750/1000/1250/1500/1750/2000, with distribution depending first on caliber/gun lenght, with some over/underpeforming guns sometimes shifteed one scale up or down.
The more a gun's range is downgraded compared to the previous versions, the more its accuracy at its new range has been increased.

Range distribution is roughly:
* 88mm+ AT guns retain the 2000m marks, as well as Panther & Resita's 75mm and 17-pdr.
* 80-85mm AT guns at 1750m, with German PaK 40 & tank gun equivalent, as well as US 76mm.
* >50mm to 76,2mm at 1500m, including most US/British 75mm tank/AT guns (but PaK 40) and Soviet 76,2mm, as well as 6-pdr/57mm guns.
* 45mm to 50mm at 1250m, as well as the US 37mm "long"
* 37mm to <45mm at 1000m

Short 75mm and artillery guns' direct fire retain a 1500m+ (depending on caliber) range, since they usually only fire HEAT rounds.

HEAT & APCR rounds have their own range, which can be different from the AP one.
ATTENTION
: remember that the default range displayed in the armory is the longest one for a weapon type (anti-personnal, anti-tank), hence make sure to check each ammo's range.
high rated
Surviving Mars

Updated from 1001569 to 1001586 for Windows, Mac and Linux

No changelog here. Copied from paradoxplaza:
* Fixed for In-Dome Buildings Pack DLC to apply Assistive Technology upgrades.
* Added a missing Upgrade in the TechPreset.
* Removed Rain Man story bit.
* Fixed tourism reward screen soft lock.
* Fixed upgrade name.

avatar
Hustlefan: Parkitect

Updated to 1.7t (Galaxy & Offline Installer)
This update now also arrived for Mac and Linux.
high rated
Superliminal

Updated to 1.15 (Galaxy & Offline Installer)

Changelog from Steam:
Quick Fix Patch

Feature Changes:

- Added translations for Arabic
- Added X-axis inversion option
- Workshop: Allow infinite subscribed and private items instead of capping them.
- Workshop: Changed door functionality to open only when all tagged buttons are pressed (levels already saved before update still act the same way)
- Workshop: Added more button/door tags
- Workshop: Added more warnings on import

Bugs Fixed:

- Fixed bug where sometimes player fall out of portals on low spec machines
- Fixed a M1 specific graphical bug
- Fixed some UI getting cut off on wide aspect ratios
- Fixed Workshop bugs relating to long loading levels
- Fixed specific bug at the end of the portal in Cubism causing players to get launched
- Fixed missing translations
- Fixed options menu navigation not working in challenge mode
- Fixed options UI ordering causing it to be blocked by other HUDs
high rated
EVERSPACE 2 (In Development)

Update 0.5.18292 (28 April 2021)

(Galaxy & Offline Installer)

Part 1 / 2
We've just released our first big content update. It features new main and side missions, a new player ship class, a new companion, a new boss fight and many quality of life improvements, tweaks and bugfixes. Note that we rely on temporary text-to-speech voices for the new missions until we've started a new recording session. These fallback dialogs can be turned off in the audio settings. Also, you can continue with your saves, but we encourage you to start a new game to enjoy all the changes we've made.

Here's the detailed list of changes:

Features

- Added new main and side missions
- Added new player ship class: Bomber (heavy fighter)
- Added new companion
- Increased level cap to 15 and added three new player perks
- Added EMP Missiles
- Added new Outlaw units: Bloodstar Prospector, Bloodstar Overseer, Outlaw Drone #####Carrier
- Added new Bloodstar-branded equipment
- Added resolution scaling setting
- Added NVIDIA DLSS setting
- Added experimental HDR support
- Added setting for third person camera stiffness
- Added keybindings for cycling through on-screen enemy targets
- Added batch actions for processing multiple items at once
- Added overview screen for data tab
- Added new WIP narrated cinematics
- Added new/hint indication marker for some menu tabs and items
- Added current conditions bar to ship menu tab
- Added dedicated mission inventory to hold mission items instead of ship cargo

Tweaks

- Manual saving is now possible anywhere while not in a fight or mission
- Balancing: Slower leveling by reducing enemy XP, slightly increased enemy DPS and #####HP
- Enemy levels are more varied now. Enemies above player level more common
- Slightly reduced Uncommon and Rare drop chances for low levels
- There are now cooldowns when installing new weapons/consumables
- Homing missiles now require a short lock-on sequence and missiles will only home in when fired while target is on screen
- Reduced Augmentation bonus from 30 to 20 per Augment
- Increase ship slots on homebase from 3 to 5
- Greatly increased resulting Critical Hit Chance bonus from Precision attribute
- HUD markers for discovered objects will now be saved and restored when entering a location / loading a save
- Modules will now always have a Firepower, Precision or Structure bonus attribute if rarity is at least Uncommon
- Increased heavy ship deceleration with enabled interia dampening
- Show additional offscreen damage indicators in HUD
- Reworked movement for most NPC ships, resulting in a less "bee line" attack style
- Enemies will now boost when investigating
- NPC ships will less likely carry the battle to the location bounds
- Reduced Outlaw Sniper Drone focus time
- Outlaw Destroyer: Now fires missiles while weakpoints are exposed, easier to spot weakpoints that now also change color when hit, more base hitpoints, higher weakpoint damage multiplier
- Sniper Drone will now try to keep 2km distance from player
- Consume at least 30% of maximum ULT charge when canceling ULT
- Faction item rewards will now have the player level when claimed
- Challenge tasks are now tracked individidually instead of the whole collection
- Increased controller auto-aming strength for mines
- Auto-aiming will now ignore friends/neutrals
- Increased amount of damage needed for a G&B Freighter to turn hostile, but now always turn them hostile when a container was (mostly) destroyed by the player
- Changed Speed Booster Recharge Speed from 500% to 300%, increased Recharge Delay from 1s to 2s
- With a Cruise Booster equipped, you can now activate the cruise mode faster (1.8s → 1s) and closer to enemies (2km → 1km)
- Increased charge duration and energy consumption of Rail Gun, slightly decreased kinetic base damage
- Targets affected by EMP will now receive 30 seconds of EMP immunity after the effect ends
- Energy Orbs: Now always floating towards player, replaced effect bonus perk level with armor recharge, better spawn effect
- Slightly decreased signal decoder and color drop chances for some enemy types
- Added VFX to make Outlaw Armor Drones stand out more
- Slightly increased maneuverability while webbed
- Added RESIST and IMMUNE impact labels (e.g. EMP on freighter: Immune, EMP on fighter with EMP Resistance: Resist)
- Reduced magnitude of bonus attribute values (firepower, resistance, precision, utility, structure)
- Decreased Thermo Gun kinetic damage by 33%
- Baron Executioner: Increased kinetic damage, removed energy damage
- Salvor Jaeger: Decreased spread, slightly increased kinetic damage / decreased energy damage
- Show "influence" offscreen indicators for nps that are debuffing the player (e.g. webbed by webber)
- Dedicated supralight music in Union system
- Optimized sorting options and internal order of item property priorities
- Removed unecessary amount selection for some item transfers
- Added small animation and highlight when selling to rebuy shop inventory
- Added icons and quality of life improvments for perk upgrade and the investment process
- Custom ship style slots now display the selected colors
- Hide HUD marker for items pulled with tractor beam
- Made page indicators in customization screens navigatable and clickable
- A small indicator is displayed below the player health bars when inertia dampeners are turned off
- Show "tracked" icon in pickup log on top of item icon when tracked for perks
- New mesh for the Flying Dutchess trading ship
- Freelook/orbit cam is automatically entered when activating autopilot in supralight
- Autopilot can now also be activated/deactivated with target lock binding (middle mouse button is default)
- Player armor, health and shield bars now all have the same length
- Show energy bars in a different color when carrying an energy orb to make it more obvious that energy is unlimited now
- Reworked Thermo Gun projectile VFX
- Reduced Energized Boost "High Pressure" mode impulse to prevent physics related issues
- Rigged Asteroid UI displays the currently activated and the overall amount of detonator triggers
- Changed name and appearance of tutorial "Outlaw Ravager" to "Bloodstar Overseer"
- The game is now also auto-saved when undocking from a station and having visited a menu or made any changes
- Decreased "create new energy sphere" hold duration from 3 seconds to 2 seconds
- Show max level info message when reaching max level
- Prevent save scumming in regards to ship and shop offers
- Various UI/Menu tweaks
- Updated Unreal Engine to 4.26, potentially fixing some low level issues (like graphics - crashes or problems with available resolutions)
high rated
Thank you all for keeping this thread going. You're doing a great service to the community.
high rated
EVERSPACE 2 (In Development)

Update 0.5.18292 (28 April 2021)

(Galaxy & Offline Installer)

Part 2 / 2
Bugfixes

- Fixed bomb thrower re-enabling shield after death
- Fixed broken state when loading a save game on Ayres Relay Station with Striker
- Fixed player ship not being auto-repaired when levelling up while docked at a station
- Fixed energized boost "Compressor" mode stacking
- Fixed weapons not always facing straight during supralight
- Fixed overlapping dialogues after finishing a job
- Fixed finished job locations still showing on map if they have item rewards that are unclaimed
- Fixed tractor beam sound not pausing when game is paused
- Fixed camera view occasionally being automatically switched to third person after using jump gate
- Fixed playing time not properly updating after crossing the 144 hours mark or so
- Fixed Interceptors "Power Converter" not using boost energy for charging weapons
- Fixed Coil and Rail Guns having the "high-velocity" affix
- Fixed Corrosion Injector "Mercy Kill" mode not resetting cooldown for insta-kills
- Fixed consumable/device keys not showing changed keybindings and also automatically refresh many icons/buttons after a keybinding change
- Fixed new high risk area waypoint not immediately showing after using signal decoder at a location and setting waypoint via map
- Fixed "tag mines" attribute of sensor not working correctly
- Fixed having to change joystick throttle or other axis input again after pause/resume in order to receive the current axis input
- Fixed Missile Defense System sometimes locking up in a loop
- Fixed that when trying to use shoulder buttons as modifiers for keybindings the options menu tab would change instead
- Fixed that activation of signal decoders were not possible if max amount has been reached and one high risk area was just discarded
- Fixed stat attributes not updating after upgrading an item
- Fixed shop discounts falsely granted for non-equipment
- Fixed previously used player ship in hangar still casting shadow when currently viewing another player ship
- Fixed high-risk-location icon looking different in supralight to what it looks lile on map
- Fixed secondary weapon meshes being hidden after having switched to "1st person no cockpit view" and going back to third person
- Fixed dialog window being transparent after plating help message was shown
- Fixed interact repair hold sound not stopping when moving out of interact range but still holding the interact button
- Fixed that EMPing a mine counted as having cleared the mine although the effect wears off after some time
- Fixed reactor repair costs not matching the mission amount
- Fixed player mines being hostile after loading a saved game
- Fixed minable resources HUD marker being visible after fully mining a resource and then re-entering the location later
- Fixed mutiple bugs regarding sorting of inventories
- Fixed a problem that showed zero credits for all items in shop
- Fixed wrong rarity displayed in resource log (hud) after taking-all-items action in container was used
- Fixed inaccessible Distress Calls being shown on map
- Fixed that upgraded modules may not receive mandatory firepower, precision, or structure attribute
- Fixed devices and ULTs becoming less powerful in higher levels
high rated
A new update for Prodeus is available (Offline and GOG Galaxy). Here's the changelog:

Update Notes For Build 0.1.10f - 04/29/2021
Game Updates

• fixed: a bug with the overkill amount limit not letting monsters explode
• fixed: made cloud saves require login

Editor Updates

• fixed: bug using previously downloaded structures
• fixed: uv tools buttons now have icons
• fixed: string copy and paste bug
• fixed: structure in out filter names bug
• fixed: structure material overrides not saving bug
• fixed: give items node not working with keys
• added: trigger volume disable on exit and exit last checkboxes

Weapon Updates

• Added recoil to double fire SMG, reduced double fire SMG spread 9 > 7
• Added skippable property to weapon transitions, some transitions can be skipped when pressing fire
• Plasma rifle transition to alt fire mode is skippable
• Grenade launcher transitions are skippable
• Arc Rail transition to alt fire is skippable but requires full charge.
• Pistol transitions are skippable
• Increased minigun rate of fire 16%
• Plasma projectile damage increased 10 > 12
Post edited April 29, 2021 by Berzerk2k2
high rated
art of rally

Updated to 1.1.2c (Galaxy [Windows & Mac] & Offline Installer [Windows])

Bugfix for an issue that has been reported here.
high rated
avatar
patrikc: Thank you all for keeping this thread going. You're doing a great service to the community.
Hello,

yes, thank you all for your time.