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high rated
Hand of Fate 2

Updated to 1.9.7.
No changelog.

Battle Brothers

Update 1.3.0.25 (23 August 2019)

Changed 'Permanent Destruction' setting to be disabled by default when starting a new campaign as to better reflect the setting prefered by the majority of players.
Fixed issue when continuing to play a campaign with DLC that was started without DLC.
Fixed named Pikes missing as potential loot for locations.
Fixed some minor issues such as typos.

Warhammer 40,000: Gladius - Relics of War

Update v1.03.05 (22 August 2019)
Bug Fixes

Loosened memory requirements.
Fixed incorrect sample count for stereo cached sounds causing them to not play properly.
Fixed unit-city boni applying twice.
Fixed a rare crash that could occur when a unit tried to move onto a blocked tile without having vision.
Fixed several disabled weapons being in the compendium.
Fixed max tick rate under certain circumstances not getting set properly when disabling vertical synchronization
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surfer1260: StarCrawlers

Update 1.1.3.3 (22. August 2019)

No Changelog
Linux wasn't updated so its possible it was galaxy/achievements related?
high rated
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surfer1260: StarCrawlers

Update 1.1.3.3 (22. August 2019)

No Changelog
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Cusith: Linux wasn't updated so its possible it was galaxy/achievements related?
The update fixed this: https://steamcommunity.com/app/318970/discussions/0/1638668568129879628/?ctp=2

I've already asked the dev to look into the missing Linux patch on GOG (last post on Steam as of writing).
high rated
Galactic Civilizations III

Patch 3.80 (12 August 2019)

Galactic Civilizations III v3.8 Update Brings Major UI Changes

Set in the 23rd century, Galactic Civilizations III is a 4X space strategy game where humans and aliens compete against each other for domination of the galaxy. v3.8 brings a few exciting changes to this already massive game, which you can read more about below.

No more sneaky Ascensions! At the forefront of the update are changes to the Ascension notifications and UI. Each civilization's progress is now displayed on an easy-to-read progress bar, and anytime someone gains control of an Ascension crystal, an icon will alert you to it.

The shipyard display now shows how much production is being sent to that shipyard so that you know how fast it's able to build things. The planet list views will now also show research.

We've also made some other improvements to the UI's layout, including updating screens so that they use fonts, colors, and font sizes consistently. We've also added a feature where you can adjust the difficulty level in the middle of a game. Read the full list of changes below!

Changelog

As soon as someone controls an Ascension crystal, have an icon show up and informs you that Ascension has started. Mousing over should show you how far along each civ with Ascension is from ascending as a % bar with (turns).
UI Layout updates
Updated most screens to use fonts, colors, and font sizes consistently.
Made fonts bigger wherever possible.
General cleanup of margins and list entries wherever possible.
Removed extra returns from the "word on the street" blurbs.
Move some of the drop-downs in options screens to keep them from clipping.
You can now adjust the difficulty level mid-game through the options screen (single player only).
Starting ships don't append a number to their name unless another ship of the same design has already been spawned. This is to support custom flavorful names for core starting ships from starting ship designs
Updated starting ship names of factions added to the game after Crusade.
Shipyard display now shows how much production is being sent to that shipyard, so you know how fast it can build things.
Fixed an issue causing the unit buttons from not showing up in Medium UI on the Colony List screen.
Planet view list now displays research
Fixed Tourism exploit in Crusade version of the Consulate
The AI has been ordered top stop freezing time to keep its mission ships safe. (stuck turn fix)
Addressed "word on the street" grammar and spelling mistakes
Removed duplicate planet data in crusade and base game data folders that could potentially cause bad things(TM)
Adjusted the choose civ screen to improve text wrapping
Fixed alignment issue on the Drath starting screen
Fixed a bug that prevented commanders from being assigned to United Earth ships

No Man's Sky

Updated to 2.09.1

https://www.nomanssky.com/release-log/
high rated
Astrox Imperium
BUILD 0.0072 (28 August 2019)

Changelog posted in the game forum by the dev here.
***

Grim Dawn
Update 1.1.4.2 (28 August 2019)

Changelog posted in the game forum by user DampSquib here (in two consecutive posts)
All its DLC were also updated to v.1.1.4.2.

***

ZED
Update (27 August 2019)

- We have added the Mac version of ZED to everyone's accounts.
***

Standalone installers updated 27-28 August 2019 with no changelog:

- Airships: Conquer the Skies: 1.0.9.2 ⇒ 1.0.9.3.
- Between the Stars: 0.2.0.7.0f ⇒ 0.2.0.7.0f1.
- Caves of Qud: 2.0.189.1 ⇒ 2.0.190.0.
- For The King: 1.0.12.10050 ⇒ 1.0.12.10054.
- Galactic Civilizations III, and all its DLC: 3.80 ⇒ 3.90.
- Objects in Space: 1.0.7 ⇒ 1.0.8.
- PC Building Simulator, and all its DLC: 1.2.3 ⇒ 1.3 ⇒ 1.3.1 ⇒ 1.4.
- Rescue HQ - The Tycoon: GOG 1.02 Hotfix ⇒ GOG 1.05b.
- Warhammer 40,000: Gladius - Relics of War, and all its DLC - Linux: 1.03.04 ⇒ 1.03.05.
high rated
Oriental Empires

Update 1.0.1.7

No Changelog

(Seems to be connected to the new DLC: https://www.gog.com/game/oriental_empires_three_kingdoms)
Post edited August 29, 2019 by surfer1260
high rated
Battlestar Galactica Deadlock

Patch 1.3.85a (29 August 2019)

Support for Resurrection campaign. A 10-mission campaign, set 3 years after the events of Sin & Sacrifice.

The legendary Battlestar Galactica -badly damaged during the battle to save Caprica after the betrayal of the Kobol Alliance - has been upgraded. The war against the Cylons continues to escalate, and BSG-75 is at the vanguard.

A new command centre. Command Colonial Fleet from the CIC of the Battlestar Galactica.

13 New Resource missions.

CNew Ships:

Jupiter MkII-class battlestar. A upgrade to the Jupiter-class battlestar, with more firepower then ever.

Cratus Basestar. The Colonials aren't the only ones bolstering their firepower. The Cratus basestar is a new evolution is Cylon ship design.

Taipan Fighter. A fighter deployed by the Colonials, with a powerful anti-capital cannon and a mysterious origin.

Cylon Vespid Bomber. A deadly Cylon squadron with the ability to launch devastating bombing runs.

Changes

User interface improvements. Numerous improvements and enhancements to make giving your fleet orders faster and easier:
Multi-select support. Select multiple ships at once and give them orders simultaneously.
Right-click context menus for hostiles. Right clicking on an enemy will show a context menu of actions available to the selected ship(s) in the players fleet
Faster squadron grouping. Select multiple squadrons and press CTRL+number to assign them to a squadron group.
All select. Pressing CTL+A selects all ships in your fleet.
Revamp of the projectiles (bullet) systems, so bullets can now be paused between rounds. The 2-second pause of firing at the end of a round has been eliminated.
Upgraded post-processing effects. A new full-screen effects system that refreshes the look of the game in battles.
Support for a choice of character (Helena or Alex) for barks in Skirmish and multiplayer if a Season Two DLC has been activated
Adjustments to AI targeting bias in escort missions to reduce targeting of ships under escort
Added a new squadron command "Defend At Location". Squadrons will move to a location and attack squadrons and munitions that come within range.
Added the ability to zoom in the fleet loadout UI (prior to battles, or when building Skirmish/Multiplayer fleets)
Added a search bar to the ship name selector
Added a search bar to the fleet selector (in Skirmish/Multiplayer)
Improved performance of Ionized nebula
Various balance adjustments
Various other performance enhancements and bug fixes
Mouse and Keyboard support for Xbox One and PlayStation 4

Fixes

Fixed Bug: Proximity mine placement UI visible in single-round replay

Fixed Bug: Crew veterancy not set if Daidalos is at starlane

Fixed Bug: PCMs aren't behaving as expected

FIX: Prevented exiting to the main menu or doing anything in the options panel while the game was saving (to avoid save file corruption)

Fixed Bug: If a mid battle save is loaded before the Cerastes is boarded, then a boarding attack will start on the Cerastes when it is converted

Fixed various rare issue restoring save games

Fixed Bug: Explosions do not reset if a single replay round is cancelled

Fixed [BUG] When less than 1 tylium's worth of damage is done to a ship, the Repair Fleet button doesn't appear

Fixed [BUG] Replay fighter cam offsets on pause

Fixed Bug: Berzerk show munition reload rate in build screen

Fixed bug that displayed two front firing arcs on Gorgon

Fixed Bug: Officer screen the line above "Promote' scrolls off screen.

Fixed Bug: Some war room post processing profiles don't have color grading

Fixed Bug: Fleet re-targets phobos before it jumps
high rated
Strategic Command WWII: War in Europe

Update 1.16.03 ( 28 August 2019)
Game Engine Changes/Fixes

fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
fixed a STRENGTH script handling error that did not reduce unit morale as expected.
fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.
fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.
fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
there were no current games being listed.
fixed a Research calculation error that would in some rare cases lead to no advancemets when
there should be some for a particular category.
fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.
fixed a renaming of a Transport unit error that did not preserve the amended name.
all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
there are a lot of land units on the map later in the war.
HOTSEAT games now have the option to view a replay of your opponent's last turn.
MOD packages that include modified Media folder items will now also be read and loaded by the game.
a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
SETTINGS screen now allows players to change screen resolutions.
improved AI unit swapping for more optimal combat attack combinations.
Research screen will now indicate the expected advancement range including all applicable
bonuses when mouse hovering over the location where a chit is applied. This is only shown when
Fog of War is not selected.
Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%
Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.

HQ distribution supply has been changed to the following:

HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).

HQ supply 1 or 2 will have a distribution supply value of 5.

HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).

HQ supply 5 will have a distribution supply value of 8.

HQ supply > 5 will have a distribution supply value of 10.

HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.

the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.

this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.

SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.

Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.

Editor Changes/Fixes

fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.

'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.

added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical

MODS at anytime in the Editor.

mods must be installed in the USER folder for the game, typically Users\\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:

Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\

Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps

Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Interface etc.

All Campaigns

Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.
All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.
German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
Italian 3D units now reflect their facing at Bologna and no longer at Rome.
USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.
high rated
This War of Mine: Soundtrack Edition
Update 6.0.5 (30 August 2019)
This War of Mine

modding tools are working properly now and will not let the game go crashing
Citizens from your group now return home after being sent to help neighbours
Fixed an inability to build improvements in your shelter (like bed or metal workshop) in places where piles of rubble was

Fading Embers

Now the display time of the endlog in the Fading Embers is longer,
Now you can also skip the endlog with a mouse click or by hitting proper keyboard button.
high rated
Astrox Imperium
BUILD 0.0073 (29 August 2019)

Changelog posted in the game forum by the dev here.
***

Cultist Simulator
Patch 2019.8.c.1 (28 August 2019)

- Added DLC purchase links to the main menu when applicable.
Standalone installer, and that of all its DLC, updated ( 2019.8.a.1 ⇒ 2019.8.c.1): 29 August 2019.

***

DARQ
Update 1.1 (26 August 2019)

Controller
- In addition to Steam Controller, DARQ now supports X-Box One and X-Box 360 controllers, both wired and wireless.
- Now running can be triggered by both RT and L3 (pressing the left stick)
- The game can now be unpaused with "B" Button
- Now both "X" and "A" buttons can be used in the pause menu

Please note: we'll be releasing more updates soon that will add support for more controllers - the list of all supported controllers will be kept up to date in the System Requirements section.

Bug Fixes & Improvements
- Reloading chapters no longer resets brightness
- Train Level: dying while picking up the dynamite no longer disables the inventory / prevents from picking up the dynamite again. Sorry if you experienced this bug!
- Hospital Level: now the screw cannot be moved when out of view
- Cave Level: Fixed the bug that caused the wrap-head monster to appear too early in some cases (in the last section of the level)
- Improved edge walking in stealth mode
Standalone installer updated ( 1.0 ⇒ 1.1): 29 August 2019.

***

Field of Glory II
Update 1.5.18 (28 August 2019)

Field of Glory: Empires:
- Added option (in More Options in Settings in FOG2) to use FOG2 Difficulty settings for Empires battles. This is off by default. If it is turned on, Empires battles will use FOG2 difficulty settings. This means that the conversion ratio for the enemy units will be adjusted according to the same scale as used in FOG2 Campaigns – so they will get more FOG2 units on higher difficulty levels. In addition, on Deity level unit quality is adjusted slightly in favour of the enemy, and on Centurion level unit quality is adjusted slightly in favour of the player. If the default setting is selected, no FOG2 difficulty adjustments will apply.
- Added option (in More Options in Settings in FOG2) to adjust the size of Empires battles between 50% and 150% of the default conversion ratio.

Sandbox Campaigns:
- There is now a toggleable button in the Sandbox Campaign set up screen that allows you to define the focus of the campaign:
- Default: Campaign may involve other enemies as well as the main protagonists and their local allies.
- Focused: Campaign may involve historical allies local to both main protagonists, but not attacks by other enemies.
- Duel: Campaign will only involve the main protagonists. (Although the player may get the option to seek troop contingents from his local allies)
- Campaign allies are now matched against the enemy army list (and enemy allies’ army list) by date as well as geography if the Date filter is on. This eliminates a few anachronistic alliances that could sometimes occur with the previous version.

Gameplay:
- Improved consistency of how a unit being Fragmented affects different forms of movement.

Army Lists:
- Anglo-Danish army list side name changed to Anglo-Danish (instead of Anglo-Saxon).
- Later Breton list divided into 580-931 and 936-1049 lists. After the destruction of the Breton Kingdom by the Vikings circa 931 AD, the newly formed Duchy of Brittany assimilated to the Norman military system.
- Rejigged Polish 966-1057 AD list. Added unarmoured cavalry units, pre-dismounted armoured and unarmoured cavalry units, and replaced slingers with javelinmen.

Allies:
- Byzantine 963-987 AD allies added to Arab (North Africa) 789-999 AD list.
- Arab (North Africa) 789-999 AD allies added to Byzantine 963-987 AD list.
- Viking (Ireland) 900-1049 AD allies added to Scots 851-1051 AD list.
- Scots 851-1051 AD allies added to Viking (Ireland) 900-1049 list.

AI:
- Improved AI for AI reserve cavalry.

Manual:
- Correction: Pike units cease to be rated as Shock troops once the entire back rank of models has been lost. This means that they once they have suffered 25% losses, they no longer follow up enemy that fall back from them.

Bug Fixes:
- Fixed various minor army list date range issues.
- Tweaked height of dismounted armoured Muslim lancers slightly.
- Fixed bug that could sometimes cause Threatened Flank CT modifier not to be applied for CT tests following automatically resolved melees.
- Fixed issue of allies not showing correctly in MP Lobby for battles using user created custom battle modules, such as TT Mod and Silk Road.
- Fixed bug that could show a string from the Epic Battle module in the tooltip for the No Allies line in the allies list box.
- After an Empires battle, the GOG version of FOG: Empires should now open automatically if it was the last version of Empires used.
Standalone installer, and that of all its DLC, updated (1.5.12a ⇒ 1.5.18): 29 August 2019.

***

Standalone installers updated 29-30 August 2019 with no changelog:

- ATOM RPG: Post-apocalyptic indie game, and its DLC - Windows (related to achievements): 1.1081 ⇒ 1.108 fix.
- Bright Memory: 0.9.2.3 ⇒ 0.9.2.4.
- Caves of Qud: 2.0.190.0 ⇒ 2.0.190.1.
- Galactic Civilizations III: 3.80 ⇒ 3.90.
- Sniper Elite V2 Remastered: SVN 2746 PF 33302 ⇒ SVN 2791 PF 85555.
- Train Valley 2 - Windows and Mac OS: 1.4 ⇒ 1.4.1, and Linux: 1.4.1 ⇒ 1.4.2.
high rated
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finkleroy: Dying Light: The Following - Enhanced Edition
Update 1.19 (27 August 2019)
GOG provides 32-bit offline installers with filesize merely 160 MiB,
while 64-bit offline installers are 23.9 GiB.
Obviously there is something wrong.
GOG Support ticket #468701.
Post edited August 31, 2019 by kbnrylaec
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finkleroy: Dying Light: The Following - Enhanced Edition
Update 1.19 (27 August 2019)
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kbnrylaec: GOG provides 32-bit offline installers with filesize merely 160 MiB,
while 64-bit offline installers are 23.9 GiB.
Obviously there is something wrong.
GOG Support ticket #468701.
That can't be right.

My guess is that the 160MB installer isn't really an installer but a patch. I can't check that though since I don't own the game.
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Geralt_of_Rivia: My guess is that the 160MB installer isn't really an installer but a patch. I can't check that though since I don't own the game.
It's not even that. It's just trash cause when you click on the .exe file you'll just get a error message that the installer is broken.
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Geralt_of_Rivia: That can't be right.
Nope.
It's really another download bug.
It's not the first time. =)

See attach below (red - refers to 32 bit installer files, green - for 64 bit).
Attachments:
123.png (38 Kb)
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Edward_Carnby: See attach below (red - refers to 32 bit installer files, green - for 64 bit).
I see, that does look strange indeed. I haven't seen a bug like this before.