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high rated
Divinity: Original Sin 2 - Definitive Edition

Update v3.6.32.4166 (16 November 2018)

Fixed game crash after DXGI_Error_DEVICE_Removed
Fixed issues related to changing display modes in graphics options
Fixed Windows 7 compatibility issues
Fixed DirectX errors related to 144hz screens (also gave DXGI_Error_Device_Removed error)
Fixed alt-tab stability issues
Fixed crash on startup related to graphics settings
Fixed Fake Fullscreen resolution issues


Pathfinder: Kingmaker

Patch 1.1.0h (16 November 2018)

Full changelog
high rated
Battle Chasers: Nightwar has been updated.

Changelog for Patch 24037 (16 November 2018)

[WIN] We've pushed a new minor patch, original post here: http://community.airshipsyndicate.com/t/windows-patch-v-24037/

v. 24037

Updated Discord API to try to eliminate crashes some users reported
Fixed error re-saving a save file with invalid objects in a vendor’s inventory. (Rare issue some users reported.)
high rated
Project Hospital

#### Patch 1.0.14523 (15 November 2018)

* Selecting ICU treatment automatically switches patient's department to ICU
* Doctors prescribe more treatments for symptoms causing discomfort
* Implemented new music track for events and critical situations
* Implemented immediate transport by the same ambulance when sending away patients who just arrived and are waiting for a free trauma center
* Simplified some steps in tutorial 3, fixed undesired collapses during the tutorial
* Improved a lot of text boxes and tooltips to better support localization and longer texts
* Removed unused message types from options
* Fixed main treatment for a diagnosis sometimes not applied for patients with wrong diagnosis
* Fixed looping sounds sometimes not paused with the game (for example when popups pause the game)
* Fixed hidden patients shown in patient's table with some filters
* Fixed shifts not shown for janitors in table of employees
* Fixed sofas stuck reserved when deleting doors while a character is already walking to the sofa
* Fixed a few specific errors causing characters getting stuck while deleting rooms during collapses or medicine and food delivery
* Fixed patients stuck when their room got deleted right when they were about to be released
* Fixed a couple more hidden errors

##### Next week

* More languages including Russian are expected to be included in next week's patch
Kynseed

#### Patch 0.1.11.1944 (15 November 2018)

* Prevented mouse dragging of items which can't be placed in the hotbar
* Prevented 0-9 keys from placing items that shouldn't be placed on the hotbar
* Hotbar now allows swapping in inventory when not dragging from inventory (same as in-world ability to swap items around)
* Setup to allow mapping to combat slots
* Combat slots now show when mouse is over combat item (to be refined)
* Swapping on hotbar should now work for non-combat and combat mappings
* Fixed a further problem with combat which may've prevented it combat activating in the combat zone
* Friendship ratings with NPC's now saves correctly (animal ones to follow in a subsequent pass)
* Spring season correctly uses different assets as expected
* Fix for being able to escape the mine in Poppyhill
* Fix for a few layering issues in the two villages
* Fixed Twig not appearing after the prologue event - his missing dialogue state should reset to allow you to get an item from him if you have not already!
* Slot equipping for hotbar uses a surrounding outline rather than a rectangle outline
* Some mint has appeared in Poppyhill!
* Control prompt now shows for bartering
* Friendly fire should now be off within combat zones
Deep Sky Derelicts

#### Patch 1.0.4 (16 November 2018)

##### New:

* Added a tooltip showing energy cell reserves to the map energy display.

##### Changes:

* Significant asset handling improvements. Loading times should be faster and the game size has been massively reduced.
* Recycled cards are now returned to the unit's hand after the turn ends.

##### Fixes:

* Fixed an issue where the turn order would get stuck in some situations when a unit was killed by a DOT (or a similar effect) and the comic panel was skipped.
* Fixed a quest path that could lead to a dead end with Noether, Hemlock and Elvin. Talk to Elvin again to resume the quest.
* Fixes and safety checks towards rare cases where a ship would have an invalid map.
* Fixed energy being used when the low energy warning stopped a move. Also added a cooldown to the warning to cut down on repeated popups.
* Fixes towards a problem where the encounter dialogue wouldn't start after visiting a trap tile.
* Fixed units sometimes not using the stunned animation state when out of shields.
* Fixed missing lethal hit resistance on some high-level enemies.
* Fixed an issue where some starmap targets could be unclickable in narrow aspect ratios.
* Fixed issue where a dead unit could try to trigger a speech bubble during combat.
* Fixed uncapped framerate during intro videos.
Need to Know

#### Update 1.23.2 (16 November 2018)

Thanks so much for your continued feedback and bug reports! If you have any
bug reports or suggestions to make - you can also visit this board to post
them:[https://trello.com/b/ABG1gSZb/need-to-know-bugs-feature-
requests](\\https://trello.com/b/ABG1gSZb/need-to-know-bugs-feature-
requests\\)

For a list of the changes made in v1.23.2, see below:

* Added clearer indicator that suspects can be closed (using button on suspect card)
* Added later-stage protagonist character faces in player face selection, so player can see what the character will look like later in the game immediately
* Changed display of player selection UI
* Changed early tutorials to allow dialogue to be skipped, to reduce/remove waiting time
* General bugfixes and typo fixes
The following offline installers have also been updated:
-> Corpse Party: Book of Shadows to version 2018.11.16
-> Runner3 to version 2018.11.12 (Mac only)
-> Pizza Connection 3 to version 1.0.6885.23916 (Windows only)
Post edited November 16, 2018 by WinterSnowfall
high rated
The Guild 3

#### Patch notes for version EA 0.5.9 (16 November 2018)

##### New features

* Finally! As you know feedback on what’s happening in the game world has been a big issue for us. A lot of information was either not shown at all or as a notification (lower left side in the HUD). The notification center got spammed really quickly with updates on health changes of characters, etc. Additionally the impact of the results of actions (eg. complimenting someone) were very hidden. We wanted to change that. So with the new version you get feedback directly in the game world for giving/receiving damage, applying status effects, spending/earning money, reputation changes and it also shows if a dice roll was a perfect success, success, failure or critical failure. In order to clean-up the notification system we removed notifications which are now covered by the new floating text system. We hope that action gameplay is now a lot clearer. Enjoy!
* We implemented a new fallback system to the market. From now on base resources (eg. iron, fat, etc.) are added to the market in certain intervals if the market stock of those resources falls beneath a threshold. This way the economy should be more stable in the beginning.
* Another economy/production system change was introduced with 0.5.9 to improve gathering businesses. With the new system, components which are used to craft higher level products will only be sold by the business if there are still enough to support the production pipeline.
* You now have a checkbox available in the production menu to enable/disable the front store. It’s not activated by default. If you have automated transporters and the checkbox is set, items will be put in the front store as well.
* The amount of city guards is now linked to the neighbourhood. If a city guard dies (naturally or by your mean actions) a new city guard is appointed by the city after a while and then sent to the assigned district to take on duties. It should now also be possible to change the amount of city guards per neighbourhood if you hold the correct office.
* In preparation for features to come, we changed the way your heir is appointed. Before this change, the heir was appointed after your current leader died. This of course removes a lot of interesting aspects, like having some actions only be available to your heir or making the heir vulnerable to other dynasties. It’s also not really fitting the setting as usually the first born is automatically appointed as the heir. So what did we change? From now on your first born will be appointed as heir but that’s not all. You can also manually appoint another character of your family as heir directly in the family tree. If you do that please consider that your previous heir won’t like it and receive the “humiliated by family” status effect which affects the character’s stats. This implementation is the preparation for bigger things to come related to your family.
* Thieves are from now on taking their chance of success and the wealth of their targets into account when deciding who they want to pickpocket.

##### New features (under the hood)

* We have integrated support for text styling, e.g. outlines and color highlighting etc., enabling us to do more advanced text formatting.
* Health has been integrated with the character and building attributes, adding a lot more flexibility to what actions and items can do to it.
* We continued refactoring the error prone action system. That system is the base for most of the action and economy gameplay so we want to make that as solid as possible.
* We continued to refactor the code to reduce compile time thus improving development speed.

##### Content

* Boozy Breath beer has been added. Provide your competitors with a horrible breath and lower their charisma and reputation.
* Dr. Faustus Elixir was added and increases the max health of the character who uses it.
* You can now write a poem to impress the other gender. It’s slightly more powerful than just giving a compliment.
* We updated most of the equippable items in the game to support the new attributes and derivative attributes.
* We adjusted the amount of money you receive from Ambush and Pickpocket. Money amounts should now be more reasonable.

Please note: The game does not display/load save games from outdated patch
versions as they have become incompatible due to the rework of the employee
automation system and other core systems.

##### Bug fixes

* Fixed a number of bugs which under certain circumstances caused the game to crash on start-up.
* Fixed a bug that caused the game to crash when a game was saved and loaded while sending a female character on a long distance travel. Yes, it is as weird as it sounds.
* Fixed a bug that caused the find evidence action to crash.
* Fixed a bug that caused the game to crash when the find evidence action was interrupted before the first valid target was identified.
* Fixed a bug that caused the portrait to not get updated when a new item is equipped.
* Fixed a bug that caused the face you chose in the character creation to change after the game started.
* Fixed a bug that caused the scroll bar to not resize correctly in the production UI which prevented you from hiring additional employees.
* Fixed a bug that caused the dagger to not disappear after the eliminate action has been used.
* Removed the button to cancel the current action for employees which have been automated in the production window.
* Removed the amount controller UI in the market as it is not used anymore since EA 0.5.8.
* Fixed a bug that caused some actions to show twice in the action bar.
* Fixed a bug that caused the eliminate action to not show any feedback when the action fails.
* Fixed pricing for Brocade and Silk.
* Fixed a bug that prevented guards from dying of old age.
* Fixed a bug that allowed npcs to set a building under construction on fire.
* Fixed a bug that prevented amounts from being shown in the grove and other gathering buildings.
* Fixed a bug that caused thieves to always steal from the same victim.

##### Performance

* We improved the performance when the market UI is opened a lot.
* Health was being updates very often so that it had a big impact on performance. We fixed this and additionally reworked the functionality so it should no longer cause such a performance loss.

##### Known issues

* Currently we are exchanging all the bonuses with our new actor value and modifier effect system. That’s why bonuses of items are not shown in EA 0.5.9. It’s already in the works and you will see item effects again in EA 0.6.0.
* We identified an issue that causes the performance to drop if a garrison is destroyed as your employees who are outside patrolling don’t get properly removed. Firing of employees who are currently executing an action outside the building is a bigger thing which we want to solve properly. We didn’t want to delay the release of the EA 0.5.9, so the bugfix will be delivered probably with the next patch.

##### Important information

If you are experiencing difficulties with loading and saving the game, you may
attempt to delete all files from the folder “Games” in the installation
directory of The Guild 3.It is quite possible that some problems that you have
in your game are caused by missing or corrupted files. In this case, the
following can help: right-click on The Guild 3 in your library, then
Properties - More \- Manage Installation - VERIFY/REPAIR

##### What we are planning for the next patch

* We are very excited about EA 0.6.0 because we will release character levelling with that version. So you will be able to level up your characters and upgrade their attributes.
* We will introduce a cleaned up action bar, so it’s easier to find actions.
* We will change when, and if, the building UIs are automatically opened when a character is selected.
* We will also show costs on activities so you don’t get surprised anymore when going on a far distance travel.
* We will continue to fix issues in the action system to make it less error prone.

##### A short outlook…

Soon we will completely change how you procreate, how your family tree works
and how attributes are passed on to your children.

* * *

##### We value your feedback!

If you have the time, we would appreciate it if you could fill out a short
survey regarding the changes we made in patch EA 0.5.9: Google Form:
[(\\https://docs.google.com/forms/d/e/1FAIpQLSdfEQLOEHIhZXLE8jwfj7ToFgvjFlN2n2albfB4rGq89SBQ1g/viewform\\)Please]https://docs.google.com/forms/d/e/1FAIpQLSdfEQLOEHIhZXLE8jwfj7ToFgvjFlN2n2albfB4rGq89SBQ1g/viewform](\\https://docs.google.com/forms/d/e/1FAIpQLSdfEQLOEHIhZXLE8jwfj7ToFgvjFlN2n2albfB4rGq89SBQ1g/viewform\\)Please
note: we do not collect any personal information other than your feedback -
you will remain completely anonymous. This survey end the day we release the
patch EA 0.6.0.
high rated
16 November:

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

Games included in this batch:

· Divinity: Original Sin 2 - Definitive Edition
· Kenshi [In Dev]

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

[Part 1 of 2]

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

Divinity: Original Sin 2 - Definitive Edition has changed


[FILE UPDATES]

* File added: Patch (3.0.226.993 CN2 to 3.0.226.993 CN3) [Windows] --- Size: 29.0 MB --- Version: 3.0.226.993 CN3

* File added: Patch (3.0.226.993 CN3 to 3.0.226.993 CN4) [Windows] --- Size: 8.0 MB --- Version: 3.0.226.993 CN4

* File added: Patch (3.6.32.1810 to 3.6.32.4166) [Windows] --- Size: 16.0 MB --- Version: 3.6.32.4166

* File changed: DLC: Sir Lora: Windows installer, English --- Size *FROM* 6.0 MB *TO* 5.0 MB --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Patch (3.6.31.2130 to 3.6.32.1810) [Windows] --- NOTE: the download link has changed for this file

* File changed: Windows installer, English (part 1 of 13) --- Size has not changed (1.0 MB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 2 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 3 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 4 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 5 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 6 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 7 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 8 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 9 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 10 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 11 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 12 of 13) --- Size has not changed (4.0 GB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166

* File changed: Windows installer, English (part 13 of 13) --- Size *FROM* 1.1 GB *TO* 1.1 GB (+3.0 MB) --- Version *FROM* 3.6.32.1810 *TO* 3.6.32.4166


[CHANGELOG UPDATED]
Update v3.6.32.4166 (16 November 2018)

- Fixed game crash after DXGI_Error_DEVICE_Removed
- Fixed issues related to changing display modes in graphics options
- Fixed Windows 7 compatibility issues
- Fixed DirectX errors related to 144hz screens (also gave DXGI_Error_Device_Removed error)
- Fixed alt-tab stability issues
- Fixed crash on startup related to graphics settings
- Fixed Fake Fullscreen resolution issues
(Full changelog)

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

Kenshi [In Dev] has changed


[FILE UPDATES]

* File removed: Patch (0.98.48 to 0.98.51) [Windows]

* File added: Patch (0.98.62 to 0.99.15) [Windows] --- Size: 132.0 MB --- Version: 0.99.15

* File changed: Patch (0.98.51 to 0.98.53) [Windows] --- NOTE: the download link has changed for this file

* File changed: Patch (0.98.53 to 0.98.55b) [Windows] --- NOTE: the download link has changed for this file

* File changed: Patch (0.98.55b to 0.98.62) [Windows] --- NOTE: the download link has changed for this file

* File changed: Windows installer, English (part 1 of 3) --- Size has not changed (2.0 MB) --- Version *FROM* 0.98.62 *TO* 0.99.15

* File changed: Windows installer, English (part 2 of 3) --- Size has not changed (4.0 GB) --- Version *FROM* 0.98.62 *TO* 0.99.15

* File changed: Windows installer, English (part 3 of 3) --- Size *FROM* 2.9 GB *TO* 2.9 GB (+31.0 MB) --- Version *FROM* 0.98.62 *TO* 0.99.15


[CHANGELOG UPDATED]
Update 0.99 (16 November 2018)

- The new map section is finally open! I won't detail its content to avoid spoilers but basically this area is less civilised and more dangerous, designed for end-game exhibitions.

FIXES
- An AI fix that should stop characters running off for no reason sometimes


Update 0.99.1

- Added a few missing armour crafts
- fixed 2 inaccessible towns (import game if not fixed)
- fixed staff weapon reach


Update 0.99.2

- Added leather and chain shirts for the Hivers
- Rugs are no longer available for the player to build, now they are an item you can buy from traders and drop on the floor to place them.
- Added a new hat

FIXES
- Fixed random camera jumps when tracking a character
- Fixed some town NPCs getting deleted from the world if they were knocked out or imprisoned, basically the "murder detector" was too sensitive.
- Fixed dead animals appearing in trader list
- Fixed NUM+ keybind not saving
- Few other small fixes and a crash fix


Update 0.99.3

- Fix for NPCs (usually slaves and recruits) going missing when you leave and return to a town. Import recommended to restore missing NPCs
- Engineer job doesn't automatically repair destroyed buildings
- Japanese translation update
- Portugese translation update
(To be continued in the next post)
high rated
---------------------------

[Part 2 of 2]

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

Kenshi [In Dev] has changed


[CHANGELOG UPDATED]

(Continued from the previous post)
Update 0.99.4

- Added L/R mouse button swap option, for left-handed mousers
- Fixed a bug with sound detection not working properly with th the stealth stat, so extremely high stat would make them hear you
- Headgear can now have stealth bonuses, but not penalties
- Fixed player towns sometimes becoming undiscovered on import
- Fixed crash if mounted building doesn't exist
- Fixed a crash in build mode


Update 0.99.5

- Update to the RTWSM shadow system, improves a lot of the shadow glitches
- Improved characters staying together in speed matching movement mode- the leading characters will slow down to let the stragglers catch up
- Fixed a crash when trying to load corrupt save
- A few pathfinder/movment fixes
- Stopped having no shoes affecting 'looks like a slave' if you can't wear shoes
- Fixed Tinfist not talking
- Fixed unique prisoners not spawning (requires import)
- Fixed an NPC duplication bug
- Fixed slavers continually picking up and dropping targets that are 'staying low'
- Fixed Anti-slaver ally bodyguard bug
- Fixed King Gurgler's head value
- Fixed endless dialogue with Crab Queen
- Added Mourn barman dialogue
- Fixed Shek pacifier not increasing relations after being paid
- Fixed Esata leading a war campaign against player ally base
- Changed bounty relations gained from Holy Nation inquisitor. You can now still increase relations slightly even when accepting payment.
- Changed enemy faction relation penalties for certain alliances. This means you shouldn't get armies marching to your base simply for allying with a faction. Unless you've murdered their friends.
- Balances to Holy Nation assault repetitions
- Added Holy Flame to holy bar shop inventories
- Additions to Boss Simion's dialogue. He now recognizes carried nobles
- Adjusted Luquin's stats to avoid recruiting issues
- Added armour trader to ally skin bandits (find them in the HQ)
- Added dialogue for Yamdu, Tengu and Koin
- Fixed Noble Ohta going missing after world state change
- Changes to UC world states
- Added extra ally UC campaigns
- Added ally UC bodyguards
- Savant can now give you a certain unnecessary machine blueprint
- The Hub now sells crossbow bolts

TRANSLATION
- Japanese version fix for tooltips not displaying line breaks
- Changed to a more readable font


Update 0.99.6

- If you named your faction "Spiders", your characters would randomly turn into spiders
- Burning damage no longer affects robot limbs
- Holy Citizen start now has a holy flame book and better relations. Also you can now buy "the holy flame" from traders in the holy nation
- Added "harpoon limit" to the graphics options
- Tweaked ancient science book distribution so it doesn't go mostly to the ashlands (needs import)
- Fixed flickering buildings bug
- Tweaked AI for inquisitors and nobles to stop them patrolling and getting lost
- Fixed town allocation when starting your outpost by building walls
- Fixed construction scaffold shadows for some building material modes
- Fallback RTWSM shader if tessellation unsupported
- Fixed _DEADSQUAD sometimes appearing on load

TRANSLATION
- French, German, Russian, Portugese added some missing wordswaps


Update 0.99.7

- Fixed some bars not being used by AI
- Fixed a bug that would have randomly prevented dialog from triggering with repeat limits
- Fixed some campaign chains getting broken due to duplicate triggers being disallowed
- Fixed some campaigns not triggering if player base is nearby to a ruined town of that faction
- Fixed a crash


Update 0.99.8

- Fixed hivers being able to wear human shirts
- Fixed unique NPCs getting lost forever when disappearing in the wilds. Now they will turn up back home when they escape captivity etc. (import required to replace any missing unique NPCs)
- Another bug fix that should stop NPC squads sometimes getting doubled
- Fixed thief fence not refreshing money
- Fixed NPCs getting stuck carrying characters


Update 0.99.9

- Hive princes can no longer eat foul meat, because they are too good for it. Also they now have 80 HP
- Fixed characters randomly not eating
- If you buy a normally-hostile type of slave or prisoner such as a bandit, he will no longer be attacked the moment he leaves his cage
- Fixed the "grouped" movement speed orders affecting characters when they weren't part of the group, eg when someone goes off to operate a machine
- Also fixed a crash
- Fixed attributes in character stats window displaying incorrectly for animals
- FCS
- Fixed search function not working properly in translation mode


Update 0.99.10

- Added a new option to the AI panel for turrets to shoot at neutral targets, like bandits and wildlife. May cause extra aggro and corpses.
- Fixed the slave AI in the holy mines
- Gate guards are a bit stronger
- Some of the more mild mannered factions should no longer bash your gates down just to casually get past
- Increased number of simultaneous attack slots for some of the larger creatures
- Added "training" category to the building options
- Made final boss a bit harder
- Added separate factions to Shark bar fights to avoid town civil war outbreaks
- Fixed being unable to talk to Grey
- Added dialogue to Bo

TRANSLATION
- Updated the base translation data, some dialogs were missed
- Update to the FCS to fix some related translation problems


Update 0.99.11

- To help town guards from getting gradually worn down and killed off, leading to town depopulation, gate guard squads can now regenerate over time (as the town would have assigned new guards). Doesn't yet work if you are permanently resident in the town.
- Fixed a bunch of crashes


Update 0.99.12

- Bandit squads used to "occupy" your town in spirit, even if they failed the assault, causing bugs and nuisances. Now they won't occupy the town if they are defeated first.
- Fixed a bug with unique characters that join the player getting incorrect world states, which could trigger the wrong dialogs and war campaigns.
- NPCs can no longer enslave, loot or butcher anyone while they themselves are playing dead
- NPCs on turrets will now also shoot anything attacking their fellow residents, sometimes they wouldn't help if they were different factions
- Fixed another random "not eating in town" bug
- Shrieking bandit relations can now deteriorate, so they don't stay neutral forever
- Lockpicking a slaves shackles now correctly counts as the crime of "slave freeing" rather than burglary
- Removed player hauling job from general storage
- Fixed carried characters disappearing when character edtor opened
- Fixed beard colour on character model for some hairstyle combinations
- Finished the ragdoll for the land bats
- Fixed crash moving characters to squads that were saved empty
- Items on buildings drop to the ground when the building is dismantled


Update 0.99.13

- Mouse buttons are now reconfigurable
- More fixes to stop Shark town destroying itself
- Fixed trade caravans going to some bandit hideouts and starting a fight
- Fixed town reaction changes sometimes missing part of the town when the town covered multiple zones, so would keep some old residents
- Kidnapping slaves now counts as "slave freeing" rather than kidnapping
- Fixed inaccessible roof of the metal wall-house


Update 0.99.14

- Improved some aggro/law based stuff:
- Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
- The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
- Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
- Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
- Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
- Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
- Anti-slavery factions will fight to free their allies from slavers if they see them get captured
- Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
- Fixed a crash with NPC AI looting
- GUI buttons no longer pressed on mouseup after drag-selecting
- Added import Relations option to import game


Update 0.99.15

- Fixed missing import faction relations option
- Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
- Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
- Town shek now react to player HN ally with 'Thug hunter' rather than attack
- Fixed Reavers sending out Slave Traders to raid player base
(Full changelog)
high rated
One blue claimed that they "will try to do" something about those wrong forum links [1] in game Library.

Let's see when will GOG really fix those known-for-years bugs.

HunchBluntley initiated the issue on Mar 17, 2017 [2], and the blue fixed a few games on Nov 14~15, 2018.
It took 1.66 years for GOG to trying to fix the bug.

[1] https://www.gog.com/forum/general/gog_games_subforum_link_point_to_forumgeneral/post3
[2] https://www.gog.com/forum/general/lets_try_to_make_a_list_of_incorrect_game_forum_links_from_library_game_entries
Post edited November 17, 2018 by kbnrylaec
Deleted
Post edited November 17, 2018 by MarkoH01
avatar
MarkoH01: What type of a community is downrating posts in which a person is asking a question?
Hmmm... I'd bet the "reason" behind those downvotes was not the question, but your definition of DRM which must be less strict than that of the downvoters.

Anyway, the rep system must go. Or probably it'd be just enough to list publicly the upvoters and downvoters of each post. I'd like to see if people would be as "brave" as before in that case... :P


Back on topic for this thread, here's the list with all the updates of the week, in case you've got some catching up to do with your backups:
https://www.gog.com/forum/general/the_what_did_just_update_weekly_digest/post72
high rated
As promised I tested the Dying Light DLC issue. For those who are interested, here is the result:

For the remaining DLCs from Dying Light to be installed you don't need Galaxy at all. That is all good there is to say to it.

If you install the game using the offline installer and start it offline you will see 8 DLCs listed.
If you install the game using the offline installer and start it online you will see 13 DLCs listed.
Go offline again and start it again and the DLCs will be missing again.

Without being online while starting the game it is not possible at all to access the remaining DLCs. The game simply seem to behave different the moment you are going online.
Post edited November 17, 2018 by MarkoH01
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MarkoH01: Without being online while starting the game it is not possible at all to access the remaining DLCs. The game simply seem to behave different the moment you are going online.
That's a textbook case of DRM, and GOG staff have been aware of it for about 6 months and refuse to do anything about it. Thanks for testing it. +1
Post edited November 17, 2018 by finkleroy
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MarkoH01: Without being online while starting the game it is not possible at all to access the remaining DLCs. The game simply seem to behave different the moment you are going online.
If that's the case... well, it's much worse than needing Galaxy mandatory installed. My only remaining hope is that the actual content remains unlocked once the game has been able to phone home, even though it's not displayed in the What's New section. All in all, it's a giant mess and an updated offline installer with everything released so far seems necessary at this point. Thanks for the tests anyway :)
Post edited November 17, 2018 by Desmight
Anyone tried installing that latest 3.05 to 3.10 patch for Gal Civ III ?. I am already on 3.05 and that new patch comes up with "This patch does not support your version of the game please download a new installer". I dont fancy download 8 gb allover again...
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Pathfinder: Kingmaker have at least 29 updates (daily basis) since it launched at GOG.
But it have zero update flag so far.

The game have a major version bump recently, from 1.0.x to 1.1.x, but GOG still have no any update flag for it.
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MarkoH01: What type of a community is downrating posts in which a person is asking a question?
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muntdefems: Hmmm... I'd bet the "reason" behind those downvotes was not the question, but your definition of DRM which must be less strict than that of the downvoters.

Anyway, the rep system must go. Or probably it'd be just enough to list publicly the upvoters and downvoters of each post. I'd like to see if people would be as "brave" as before in that case... :P
I don't downrate posts for asking questions, provided the post doesn't meet any other criterion I have for downrating the post. (For example, if the post contains a certain 3-letter acronym (no, not RPG) that I won't post here.)

I *do*, however, downrate posts for having their original content removed, as I find that such actions make it harder to follow the conversation.

Perhaps, in addition to showing the {up,down}voters of the post, there should be an option to display the history of edits that have been made to a post. (There would be a facility to allow mods to redact the history, but it would be reserved for serious cases, like doxxing and links to illegal or harmful websites.)

Edit: Or, of course, one could opt to remove reputation and ad the ability to view edit history.
Post edited November 18, 2018 by dtgreene