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fortune_p_dawg: did it work?
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MarkoH01: What exactly? Dying Light? I edited my original post. But to spare you some work - yes, it did. DLC could be accessed without even being online AND having turned Galaxy service off completely.
ah fantastic, you rock.

thank you much!
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fortune_p_dawg: ah fantastic, you rock.
thank you much!
Thank you for the compliment even though it is unearned since everybody could and would have done the same. At least I now got some practice and can speedrun the prologue ;) Believe it or not but that's all I did with Dying Light since buying it over and over and over again :D

It's just such a long game (and it really seems to be a good one judging by the prologue) that it might take a bit until I will really play it.
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fortune_p_dawg: ah fantastic, you rock.
thank you much!
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MarkoH01: Thank you for the compliment even though it is unearned since everybody could and would have done the same. At least I now got some practice and can speedrun the prologue ;) Believe it or not but that's all I did with Dying Light since buying it over and over and over again :D

It's just such a long game (and it really seems to be a good one judging by the prologue) that it might take a bit until I will really play it.
it is indeed a lengthy one but well made and fun. i finished the main campaign last year, backed-up up my save file with the intent of returning to play the expansion but have yet to do so. *thinks maybe ill do that this december*
high rated
A little hotfix for the recent CrossCode 1.0.2

CrossCode has been updated to version 1.0.2-2 (28 November 2018), only galaxy for now.
Edit (30 November 2018): Offline installers updated for Windows and Mac.
Edit (10 December 2018): The linux build was updated few days ago!

Information extracted from the ingame changelog
Version: 1.0.2-2

Fixes
HOTFIX(1): Untracked an unfinished enemy so you can get 100% of all enemies again.
HOTFIX(2): Added missing Chinese translation!
HOTFIX(2): Untracked a certain item, so you can get 100% of all items as well.
P.S: There were a couple of changes for the 1.0.2 update that weren't in its changelog, I've just updated the 1.0.2 post to add them.
Post edited December 10, 2018 by Grimlock
high rated
Tsioque has been updated.

Changelog for Update 1.1.2.0 (28 November 2018)


new languages: chinese, spanish, russian
after escaping the dragon, the mace remains on the floor.
lots of bigger and smaller bugs fixed (thanks to mr. noob).
high rated
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MarkoH01: Argh - and I thought it was just a (very) delayed update and started the download. I guess I can cancel this then?
Yes, it was a false positive. The human element in the equation failed yet again :).

Edit: I'll reuse this post to bring you the meager updates of today.

The following offline installers have also been updated:
-> Lamplight City to version 1.08 (The delayed Linux installer update)
-> Nantucket to version gog-2 hotfix (Linux only)
Post edited November 28, 2018 by WinterSnowfall
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MarkoH01: Argh - and I thought it was just a (very) delayed update and started the download. I guess I can cancel this then?
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WinterSnowfall: Yes, it was a false positive. The human element in the equation failed yet again :).
Ah, don't worry a bit. Thank you for the confirmation and let me take the opportunity to thank you and muntdefems for your ongoing and great work here. Without you both this thread would cease to exist and since I have completely given up on GOG to fix update notifications for real while I am still alive now that they created an even bigger building site (hey, I just noticed the wordplay here) they need to adress this thread is indispensable for me. Thank you (and everybody else who is posting updates here)!
high rated
28 November:

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

Games included in this batch:

· Balrum
· Divinity: Original Sin 2 - Eternal Edition [Premium]
· Dying Light: The Following - Enhanced Edition
· Factorio [In Dev]

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

Balrum has changed


[FILE UPDATES]

* Files removed: Windows installer, English (parts 1-2)

* File added: Windows installer, English --- Size: 189.0 MB --- Version: 1.6 Hotfix 3


[NO CHANGELOG]

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

Divinity: Original Sin 2 - Eternal Edition [Premium] has changed

>>> Supported languages changed *FROM* Audio and text: English, Polish. Text only: Chinese, Czech, German, Spanish, French, Italian, Russian *TO* Audio and text: English. Text only: Chinese, Czech, German, Spanish, French, Italian, Polish, Russian

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

Dying Light: The Following - Enhanced Edition has changed


[FILE UPDATES]

* File removed: Patch 1.15.0 [Windows]

* File added: Patch (1.16.0 to 1.16.0 CD) [Windows] --- Size: 3.0 MB --- Version: 1.16.0 CD

* File changed: DLC: Crash Test Skin Pack: Windows installer, English --- Size *FROM* 6.0 MB *TO* 5.0 MB --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: Gun Psycho Bundle: Windows installer, English --- Size has not changed (6.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: Harran Military Rifle: Windows installer, English --- Size has not changed (5.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: Harran Ranger Bundle: Windows installer, English --- Size *FROM* 5.0 MB *TO* 6.0 MB --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: Vintage Gunslinger Bundle: Windows installer, English --- Size has not changed (6.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: Volatile Hunter Bundle: Windows installer, English --- Size *FROM* 5.0 MB *TO* 6.0 MB --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: DLC: White Death Bundle: Windows installer, English --- Size has not changed (5.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 1 of 7) --- Size has not changed (1.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 2 of 7) --- Size has not changed (4.0 GB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 3 of 7) --- Size has not changed (4.0 GB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 4 of 7) --- Size has not changed (4.0 GB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 5 of 7) --- Size has not changed (4.0 GB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 6 of 7) --- Size has not changed (4.0 GB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD

* File changed: Windows installer, English (part 7 of 7) --- Size *FROM* 3.8 GB *TO* 3.8 GB (+1.0 MB) --- Version *FROM* 1.16.0 *TO* 1.16.0 CD


[CHANGELOG UPDATED]
Update Content Drop #10 hotfix (28 November 2018)

- Minor installer bugfix.
(Full changelog)

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

Factorio [In Dev] has changed


[FILE UPDATES]

* File changed: Linux installer, English --- Size *FROM* 816.0 MB *TO* 817.0 MB --- Version has not changed (0.16.51)


[NO CHANGELOG]
high rated
Empire Earth Gold Edition

Internal Update (29 November 2018)

[WIN] improved game compatibility with newer systems
[WIN] added some misc files to help NeoEE mod recognize the game version properly (2.0.0 instead of 1.0.0)

Note: If you experience black blocks in The Art of Conquest main menu, please switch to Direct3D Hardware TnL renderer in video options.
high rated
I didn't get it - is it a bug or something but it is really changelog from game card.


Pathfinder: Kingmaker

Patch 1.1.2 (29 November 2018)

Hell- every-ne!

Please, be aware -f the pl-t sp-ilers in the descripti-n bel-w (in the Quest, Areas and Kingd-m secti-ns)!
Quests

The "Turn the bar-ny int- an independent c-untry" -bjective -f the quest "H-w t- Build a Kingd-m" c-uld get stuck even after the player fulfilled necessary c-nditi-ns. Res-luti-n: fixed.
The "H-w t- Build a Kingd-m" quest g-t stuck -n the "Reach rank 8 -f any kingd-m's stats" -bjective even when the rank -f kingd-m stat was already 8 -r higher. Res-luti-n: fixed.
Added inf-rmati-n -n where t- find Jenna during the "L-st Child" quest t- the J-urnal (she is waiting f-r the player at the Capital Tavern, as she always was).

Areas

The peasant rebelli-n at the Capital Square c-nflicted with the r-mance event at the Tavern. Res-luti-n: fixed.
N-k-N-k c-uld get stuck in the "G-blin Clearing" area. Res-luti-n: fixed.
F-r Tristian and Jaethal, inc-rrect dial-gue c-uld be displayed after the "Test -f L-yalty" event. Res-luti-n: fixed.
Fr-m n-w -n, c-mpani-ns inv-lved in a r-mantic relati-nship with the player will gain twice as many affecti-n p-ints f-r dial-gue interacti-ns during the Twice-B-rn Warl-rd and the War -f the River Kings chapters. This will give the players an-ther chance t- pr-perly devel-p their r-mances bef-re the game's finale.

Kingd-m

The number -f new pr-jects sh-wn in the kingd-m UI c-uld be inc-rrect. Res-luti-n: fixed.
The event ab-ut Jubil-st's article c-uld trigger even after Jh-d was n-t available t- present it. Res-luti-n: the event will n-t happen in this case.
Inc-rrect visualizati-n f-r results -f Pitax Influence events. Res-luti-n: fixed.

User Interfaces

Many tut-rial illustrati-ns have been updated.
Carry weight: there used t- be n- n-tificati-n -n party -verl-ad. Res-luti-n: fixed.
Inspect: the DCs -f checks that must be passed t- reveal inf-rmati-n ab-ut enemies were added t- the Inspect wind-w.
There was n- inf-rmati-n -n the Fav-red Enemy b-nus with ranged attacks in the C-mbat L-g. Res-luti-n: fixed.

Classes & Mechanics

S-me effects fr-m cleric D-main P-wers did n-t pr-vide b-nuses. Res-luti-n: fixed.
S-me cleric D-main P-wers did n-t sh-w the pr-per number -f charges left -n the c-ntr-l panel. Res-luti-n: fixed.
Ald-ri Defender's ability Defensive Parry was -nly giving +1 AC regardless -f character level. Res-luti-n: fixed.
Wild Hunt Archer's Attack b-nus increased every time they attack targets in s-me specific cases. Res-luti-n: fixed.
Players c-uldn't level-up -ctavia using a premade build. Res-luti-n: fixed f-r players that haven't had -ctavia as their c-mpani-n yet.
Enhancing y-ur weap-n f-r +2 with Arcane Weap-n Enhancement while Enduring Blade was -n resulted in -nly a +1 b-nus. Res-luti-n: fixed.
Enabling m-re expensive Arcane Weap-n Enhancements f-r Magus and Divine Weap-n Enhancements f-r Paladin w-uld n-t always disable the pr-per am-unt -f previ-usly used enhancements and did n-t pr-perly recalculate the enhancement b-nus left. Res-luti-n: fixed.
B-nuses t- attack and damage fr-m Shield Master feat were n-t sh-wing up -n the character screen. Res-luti-n: fixed.
Shield Master feat did n-t negate the penalty y-u suffer -n y-ur attack r-lls with a shield when fighting with tw- weap-ns. Res-luti-n: fixed.
The Lantern King's Curse restricted characters' caster level and didn't impact -n -utg-ing healing. Res-luti-n: fixed.
Balance adjustment: the Dаmage Reducti-n and Energy Resistance -f enemies is halved -n N-rmal difficulty and disabled -n St-ry difficulty.

Misc

S-me b-w m-dels c-uld make the character m-del invisible in the Invent-ry. Res-luti-n: fixed.
Linzi, Tristian and Jaethal c-uld disappear fr-m the party r-ster in s-me cases. Res-luti-n: fixed. Affected players can pick up the missing character in the Capital.
Players were c-nfused by the absence -f a l-ading screen after the "bar-nati-n" event - there was just a l-ng fade--ut instead. Res-luti-n: fixed
Sh-rt b-ws had visual issues while equipped -n the back. Res-lved: fixed.
S-me fixes f-r death and fainting animati-ns.
high rated
Battle Brothers

Patch 1.2.0.17 (29 November 2018)

Added new main menu background.
Added icons to the main menu showing what DLC are installed or missing.
Added 24 new settlement situations for a more dynamic economy.
Added 16 new character traits.
Added ability to pay for a tryout and uncover a potential recruit's traits before hiring them.
Added button to end the current round and have all your men skip their turns until the next round starts.
Added ability to give potions, strange mushrooms and antidote to other characters in battle without having to drop them on the ground first.
Added 'Free Ally' skill to free adjacent allies from nets, webs and vines.
Added 'Grant Night Vision' spell to Goblin Shamans.
Added lots of new event and contract illustrations.

Added more names for characters, settlements, regions, items, locations and opponents for more variety.
Changed world map to be 25% larger and include two additional settlements. New campaign required to take effect.
Changed map seed to use words made up of characters from a to z, and no longer exclusively numbers in hexadecimal notation. For example, the word "overhype" is now a possible map seed.
Changed XP required for veteran levels to increase by 1000 for every level. In effect, the first levels are attainable roughly as fast as before, but attaining the following levels takes longer as to cut down on the attribute inflation for very long campaigns. Also, with a linear increase in XP cost, there's no longer any sudden roadblocks where one veteran level would require twice as much XP as the previous one did. And because enemy strength scales in part with the levels of your characters, having the average level a bit lower in long campaigns will also reduce the number of enemies a bit, leading to quicker combat and less pressure to replace everyone with superhumans as time goes on. Note that when loading old campaigns, veteran level characters may seem to need excessively much XP to level again - this isn't the case when starting new campaigns.
Changed starting size of stash to 99, up from 90.
Changed named shields to always have either the same or better fatigue penalties than regular ones.
Changed strength of roaming beasts to scale more depending on distance to civilization, and less on campaign time.
Changed enemy bases to be more proactive in sending out parties to intercept enemies threatening them, but also have a weakened garrison while doing so.
Changed all end game crises to start slightly later, to take slightly less time to defeat, and to fade out more smoothly.
Changed greenskins and undead to be a bit less active in destroying settlements, as to make using the 'Permanent Destruction' setting more viable.
Changed chance of any human dying during the Undead Scourge crisis to return as a Wiederganger to be lower.
Changed 'Escort Caravan' contract to give better directions, an approximation of the time required (e.g. two days), pay slightly more per tile of distance, to support payment per head, and to have a cap on distance, especially in the early game.
Changed 'Armed Courier' contract to have a cap on distance, especially at the start of a campaign, to pay slightly more, and to give an approximation on the time necessary for travel if going by road.
Changed 'Defend Settlement' contract to make sure that there's bases of the attacking faction near enough to not have the player need to wait for too long for the attackers' arrival.
Changed contracts to be more readily available at the very start of the game.
Changed renown to decrease by -2 each passing day, as stories about your company will slowly fade from people's memories unless you continously create new ones.
Changed effect of different training regimes at Training Hall to be slightly stronger and made them stay for a certain number of battles, and no longer a certain number of days. Also, they're more affordable now.
Changed costs and stats for various character backgrounds to some degree, and introduced a random +/- 10% factor for all daily wage demands, so you'll find cheaper and more expensive recruits also within the same background.
Changed how daily wages for mercenaries employed by the player are calculated. Instead of a flat +2 crowns for every level, it's now a cumulative 10% on the wage for every level until the 11th, and then 3% on the wage for every level afterwards. In effect, there's less wage pressure in the beginning, low tier backgrounds have become cheaper to employ in the longterm, and some backgrounds have become more expensive to keep around if they reach veteran levels.
Changed how retreating works. If your men are already on the edges on the map, you'll safely retreat as before. If they aren't, they'll now attempt to move to the edges of the map by themselves until either they succeed or die. While this is going on, they'll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level.
Changed enemies and player characters to make no more than 2 attempts to flee from a position in a single turn.
Changed morale checks to always have a 5% chance to succeed or fail, just like attacks do.
Changed dropping items to the ground, or switching between hands and bags, to no longer grant effective fatigue to spend in the same turn.
Changed polearms to have a -15 chance to hit targets directly adjacent, reflecting how long and unwieldy they are in close combat. Picking the 'Polearm Mastery' perk will remove this penalty.
Changed 'Polearm Mastery' perk to reduce the action point cost for using skills of polearms from 6 to 5. The 'Repel' and 'Hook' skills now always apply the 'Staggered' effect, even without the mastery.
Changed 'Hold Out' to be called 'Resilient' and have a new effect; any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced by -1 turn, to a minimum of 1 turn.
Changed description of 'Shield Expert' to include the fact that picking it grants a +15% bonus to hit chance to the 'Knock Back' skill. This was already true in previous versions, but the game neglected to mention it.
Changed 'Killing Frenzy' perk to count the turn the effect first triggers as part of its 2 turn duration.
Changed 'Reach Advantage' to provide a bonus of +5 to melee defense per stack, with a limit of 5 stacks, instead of the +20% of total melee defense per stack it provided before.
Changed 'Nimble' perk to now give consistent damage reduction to hitpoints up to 75%, but reduced exponentially by the total fatigue penalty of body and head armor. Fatigue penalty from other equipment does not affect the damage reduction, but neither do the 'Brawny' perk or traits.
Changed 'Battleforged' perk armor damage reduction to be based on current total armor value, and no longer maximum total armor value. Also, a status effect now displays details on the effect as with 'Nimble'.
Changed 'Underdog' perk. The defense malus due to being surrounded by opponents is negated, as was previously the case. However, if an attacker has the Backstabber perk, the effect of that perk is now negated, and the normal defense malus due to being surrounded is applied instead.
Changed 'Brawny' fatigue reduction to 25%, down from 30%.
Changed 'Bags & Belts' perk to no longer entirely remove the fatigue penalty for two-handed weapons and shields.
Changed Lindwurms to have slightly more hitpoints, and to give significantly more XP. Their 'Tail Slam' skill now has an equal chance to either stun, daze or knock back their target. Also, they're a bit less rare now.
Changed out some assets for updated versions.
Changed AI of many enemies to perform better in a variety of situations.
Changed AI to make better use of parallelization for faster turn processing times.
Changed savegames to use compressed fog of war information for smaller file size and faster cloud synchronization.

Changed lots and lots of smaller things for the better.
Fixed game sometimes not continuing when a Lindwurm retreated from the battlefield.
Fixed game sometimes not continuing when a character that used the 'Taunt' skill died in the same turn.
Fixed rare issue with frenzied direwolves not dying properly.
Fixed issue with 'Reset Equipment After Battle' option not working properly under very specific circumstances.
Fixed issue with 'Last Stand' contract where the game would potentially freeze when defending settlements isolated on small islands.
Fixed 'Caravan Escort' contracts failing without battle in some cases.
Fixed combat slowing down in very long campaigns for some people.
Fixed player banner bonus not being updated immediately after moving.
Fixed wrong damage values displayed in tooltip of 'Knock Out' skill.
Fixed morale chain events being displayed in the wrong order in the combat log under certain conditions.
Fixed 'Nine Lives' perk not properly resetting after triggering once combat is concluded.
Fixed coastal settlements not being reachable by boat in some cases.
Fixed various minor issues and annoyances.
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Edward_Carnby: I didn't get it - is it a bug or something but it is really changelog from game card.
Looks like a character set conversion gone wrong, but yeah, I see it too... s-mething went terribly wr-ng! :P
Post edited November 29, 2018 by WinterSnowfall
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Edward_Carnby: I didn't get it - is it a bug or something but it is really changelog from game card.
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WinterSnowfall: Looks like a character set conversion gone wrong, but yeah, I see it too... s-mething went terribly wr-ng! :P
Lets pretend its to add some guess work to the sp-ilers it mentions
high rated
29 November:

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

Games included in this batch:

· Empire Earth Gold Edition
· Metrocide
· Parkitect
· Space Quest 4+5+6
· Zombasite

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

Empire Earth Gold Edition has changed

>>> Supported OS changed *FROM* Windows (XP, Vista, 7, 8) *TO* Windows (XP, Vista, 7, 8, 10)


[FILE UPDATES]

* File changed: Windows installer, English --- Name *FROM* setup_empire_earth_2.0.0.14.exe *TO* setup_empire_earth_gold_2.0.0.3466_(25522).exe --- Size *FROM* 518.5 MB *TO* 635.6 MB --- Date *FROM* Thu 07 Nov 2013 15:26:54 GMT *TO* Thu 29 Nov 2018 11:00:13 GMT --- Version *FROM* [empty] *TO* 2.0.0.3466


[CHANGELOG ADDED]
Internal Update (29 November 2018)

- [WIN] improved game compatibility with newer systems
- [WIN] added some misc files to help NeoEE mod recognize the game version properly (2.0.0 instead of 1.0.0)

Note: If you experience black blocks in The Art of Conquest main menu, please switch to Direct3D Hardware TnL renderer in video options.
(Full changelog)

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

Metrocide has changed

>>> Companies changed *FROM* Flat Earth Games / Surprise Attack *TO* Flat Earth Games / Fellow Traveller

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

Parkitect has changed

>>> Game title changed *FROM* Parkitect [In Dev] *TO* Parkitect

>>> Supported languages changed *FROM* Text only: English, Danish, German, Dutch *TO* Text only: English, Chinese, Danish, German, French, Dutch, Russian

>>> Release date changed *FROM* Unknown *TO* November 29, 2018

>>> Addition date changed *FROM* June 9, 2016 *TO* November 29, 2018


[FILE UPDATES]

* File removed: Windows installer, English

* File removed: Windows installer, English (32-bit)

* File added: Patch (Beta 12 to 1.0) [Windows] --- Size: 195.0 MB --- Version: 1.0

* File added: Windows installer, English (part 1 of 2) --- Size: 542.0 MB --- Version: 1.0

* File added: Windows installer, English (part 2 of 2) --- Size: 544.0 MB --- Version: 1.0

* File changed: Linux installer, English --- Size *FROM* 442.0 MB *TO* 555.0 MB --- Version *FROM* beta 12 *TO* 1.0

* File changed: Mac OS X installer, English --- Size *FROM* 420.0 MB *TO* 534.0 MB --- Version *FROM* Beta 12 *TO* 1.0

* File changed: Patch (Beta 10 to Beta 11) [Windows] --- NOTE: the download link has changed for this file

* File changed: Patch (Beta 11 to Beta 12) [Windows] --- NOTE: the download link has changed for this file

* File changed: Patch (Beta 9 to Beta 10) [Windows] --- NOTE: the download link has changed for this file


[CHANGELOG UPDATED]
Patch 1.0 ( 29 November 2018)

- added campaign mode! Can YOU become the ultimate Parkitect?
- added tutorial
- added French translation
- added Traditional Chinese translation
- added Russian translation
- added time challenge goals (= finish the scenario within a certain time)
- added ride profit goals
- added shop profit goals
- added a bunch of basic coaster blueprints
- added flags
- added tree type selection to terrain generator
- added helix to Inverted Coaster
- added UI audio volume setting
- improved preview trains to keep running when building coasters during thunderstorms
- improved behaviour when hovering shop/flat ride/utility building over uneven terrain
- improved performance when terraforming below wooden supports
- improved performance if there are many people on screen
- improved performance when disabling Temporal Anti-Aliasing
- changed profit display on main menu to show operating profit
- hundreds of tiny balance adjustments and fixes
- fixed trains going crazy when derailing
- fixed a case where trains could play lift sounds while not being on a lift
- fixed shop prices not being properly synchronized if shop is built from a blueprint
- fixed brush tool not working on smoke/fog effects
- fixed holding brakes counting towards air time
- fixed a problem where hitting keyboard keys could trigger unintended actions
- fixed a case where too many shopkeepers were hired
- fixed a case where queue entrance signs would show the wrong text
- fixed a case where the deco window could become unresponsive
- fixed camera moving when holding left alt
(Full changelog)

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

Space Quest 4+5+6 has changed


[FILE UPDATES]

* File changed: Space Quest 5: Windows installer, English --- Name has not changed (setup_space_quest_5_-_the_next_mutation_1.04_(20240).exe) --- Size *FROM* 33.2 MB *TO* 69.0 MB --- Date *FROM* Mon 23 Apr 2018 13:17:10 GMT *TO* Thu 29 Nov 2018 07:54:42 GMT --- Version has not changed (1.04)


[NO CHANGELOG]

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

Zombasite has changed


[FILE UPDATES]

* File changed: DLC: Orc Schism: Linux installer, English --- Size *FROM* 45.0 MB *TO* 40.0 MB --- Version *FROM* 1.019 *TO* 1.0.21

* File changed: Linux installer, English --- Size has not changed (306.0 MB) --- Version *FROM* 1.021 *TO* 1.0.21


[NO CHANGELOG]
high rated
avatar
muntdefems: [...] Space Quest 4+5+6 has changed


[FILE UPDATES]

* File changed: Space Quest 5: Windows installer, English --- Name has not changed (setup_space_quest_5_-_the_next_mutation_1.04_(20240).exe) --- Size *FROM* 33.2 MB *TO* 69.0 MB --- Date *FROM* Mon 23 Apr 2018 13:17:10 GMT *TO* Thu 29 Nov 2018 07:54:42 GMT --- Version has not changed (1.04)


[NO CHANGELOG] [...]
Any chance a blue-text's going to shed some light on why there's a more than double increase of the installer size with no other apparent change?