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high rated
Steel Division 2

Patch 26680 (15 November 2019)

Hello commander!

We have some exciting news to share with our players. Much requested by you, the community, we will be releasing a full set of modding tools for Steel Division 2 today! With these new tools, you’ll be able to modify, add or otherwise alter a host of different core features of our game: from vehicles to infantry weapons, divisions, sounds, skins and 3D models, and much more.

Let’s take a look at what to expect!

The new modding tools

The modding tools is a feature set asked for by you, the Steel Division 2 community, for some time. After releasing our game, our first goal was to improve the core experience of Steel Division 2, to make sure that both newcomers and veterans alike would love it from the moment they jumped in. As you know, it included new features such as the Smart Orders, the tutorials, new maps, new divisions and a whole slew of other interesting new mechanics. The results you have been able to play with since the release of our Death on the Vistula History DLC.

Modding tools have always been on our to-do list, and in the recent weeks and months, we have finally been able to devote the necessary attention and energy to make this extensive new feature set a reality.

What can you do?

A better question is: what can’t you do with these new tools? We have opened up the inner vaults of Steel Division 2 for you to play with. Together with the modding tools, we have also released an in-depth manual for you to use as a guide in creating new models and skins, files, tweaks, total conversions, you name it.

The things you can change, upgrade, alter and modify in Steel Division 2:

Skins and Models. You can change existing skins and create new textures for your models. You can also alter existing Steel Division 2 3D models and their meshes. The famous Pink Panther is finally within reach!

User Interface. You can change and move around parts of the user interface, including the menus, loading screens, the tactical interface, the pre- and post-match screens.

Weapons and Units. You can modify all the existing statistical properties for all the weapons and units in the game, from nitty-gritty details such as the ROF of machine guns to the armor distribution of vehicles, the rotation speed of turrets, and more.

Divisions. Of course, you can also modify existing divisions and battlegroups, and add your own! Among other things, Activation Points for each category can be changed, as well as the individual costs for units.

Gameplay. Do you want Phase A to last 2 minutes? Or instead 30 minutes? You can change that! All the variables and settings involving a Steel Division 2 game can be tweaked.

AI. You can modify the AI settings and strategies. Updating existing profiles across various modes is possible, allowing you to create the most cunning of foes, for instance, in single-player Skirmish, online or Historical Battles.

Sounds. You can add your own sounds and music to Steel Division 2. You can also modify existing sounds. Get ready to hear some more oomph in your Flak 36 88 mm boom!

As you know, Eugen Systems is based in France. Our baguette language interpretation of English can be seen in the internal labels used in the modding tools. Don’t let our Frenglish discourage you from using them. We are always around to help (and explain what might have been lost in translation).

Conclusion

Steel Division 2 is a complex game with many different interconnected parts; it is something that we are very proud of having created. We know Steel Division 2 can be a hardcore game that is a challenge to master. We hope that with our new modding tools there will be an even wider breadth of complexity, of historical accuracy, of interesting new experimental game concepts - created by our players, for our players.

We can’t wait to see what our community will come up with.

Now, we need to get back in making Steel Division 2 an even better game. We can’t tell you exactly what, but lots of tasty, good things are cooking in Eugen’s kitchen. Keep an eye out on our forums and social channels (Facebook https://www.facebook.com/eugensystems/ and Twitter https://twitter.com/EugenSystems ).

See you on the battlefield, commander!
high rated
Starpoint Gemini 3

Update 0.520.2

Changelog posted by the devs in the game's subforum.
high rated
Vampyr has been updated to ver. 1.1.5.
No changelog.

Edit: I have assumed achievements since I was able to access the list in Galaxy - but they disappear after a few seconds... so no idea what they changed.

Edit 2: I was right the first time - achievemenst are now working.
Post edited November 17, 2019 by MarkoH01
high rated
Crawl "Mac installer (part 1 of 2)" and "Mac installer (part 2 of 2)" both point to the same file.
high rated
Fictorum
Update v2.0 (14 November 2019) - Part I:

New Spell Schools and Abilities
Three new spell schools (Corrupted, Earth, Wind) have been added to the game, adding dozens of new spells for you to unleash and titles to unlock! We've also created a six new movement and utility abilities for you!

New Bosses
Five new bosses have been added to the game and boss fights will always occur at the end of a chapter. In addition, defeating a boss will now grant you a choice between three guaranteed unique items!
New Enemies and Improved AI

We've added over 20 new enemies into the game! Enemies have been added to all factions, each using magic from specific schools, and they will use much more challenging abilities and spells.
- Inquisition will now use Fire magic
- Outcasts (formerly bandits) will use Lightning and Wind magic
- Debilor will use Ice and Earth magic
- Corrupted will still use Corrupted magic

Each faction will only drop spells and runes of their associated schools/types, so plan your routes accordingly!

In addition, we also have completely overhauled our enemy AI, giving them more natural movement both in and out of combat. Casters will be more transparent about the spell they are casting and melee fighters will attack and move more realistically. Archers will spawn on battlements and position themselves to best attack. Some enemy factions will even move in formations!

New Chapter Map Markers
Our wonderful artist, Leif, has crafted some really cool map markers for our chapter map, which correspond to the difficulty and faction in the location. Difficulty locations can be risky, but will grant better loot!

New Expanse Mode
We've added a new way to experience Fictorum! This single-chapter Expanse mode of Fictorum is a large, dangerous chapter and is drastically different every time!

Improved Camera and Targeting Reticle
We've listened to your feedback about our third-person camera and have overhauled it to be smoother and perform better across the board. Appropriate channeling spells will even use a targeting reticle and adjust the aiming camera to provide a clearer aiming.\

Starting titles have been improved!
We felt that several of our previous starting titles were derivative, odd, or just didn't work. After plenty of internal and external discussion, many starting titles have been drastically changed! Titles will have permanent passives (some of which are drastic and unique to the title) and will now appear on a starting title tooltip. Additionally, many of the unlock conditions for starting titles have been changed to improve progression and title unlocks will be triggered from prior playthroughs on game load. Lastly, three new unlockable titles have been added to the game, each utilizing one of the new spell schools

28 new achievements have been added
We've loaded a whole bunch of new achievements for you to unlock! Happy hunting
- Corrupted Mastery - Complete Fictorum using only Corrupted Spells (Abilities are okay)
- Wind Mastery - Complete Fictorum using only Wind Spells (Abilities are okay)
- Earth Mastery - Complete Fictorum using only Earth Spells (Abilities are okay)
- Physical Mastery - Complete Fictorum using only Physical Spells (Abilities are okay)
- Arcane Mastery - Complete Fictorum using only Arcane Spells and Abilities
- Classic Victory - Complete Fictorum on Classic mode
- Abridged Victory - Complete Fictorum on Abridged mode
- Expanse Victory - Complete Fictorum on Expanse mode
- The Uniquest - Have a unique item in every equipable slot
- Librarian - Have more than 10 spells in your inventory at once
- Master Wizard - Cast each spell in the game at least once
- Master Modifier - Cast a spell with each type rune at least once
- The Grand Inquisitor - Defeat the Grand Inquisitor
- The Earth Golem - Defeat Brazmek, the Earth Golem
- The Frost Giant - Defeat Balmur, the Frost Giant
- The Arch Mage - Defeat Rintara, the Archmage
- The Master Summoner - Defeat Giama, the Master Summoner
- Ventas' Favored - Defeat Ventas' Favored
- The Angel of Wind - Defeat Caeleste, the Angel of Wind
- The Bulwark - Unlock the Bulwark Starting Title
- The Chronomancer - Unlock the Chronomancer Starting Title
- The Voidbringer - Unlock the Voidbringer Starting Title
- The Galebender - Unlock the Galebender Starting Title
- The Earthmolder - Unlock the Earthmolder Starting Title
- The Giftbringer - Unlock the Giftbringer Starting Title
- The Titanic - Unlock the Titanic Starting Title
- The Thunderborn - Unlock the Thunderborn Starting Title
- The Bottom of the Barrel - Unlock the Bottom of the Barrel Starting Title

Bug Fixes and Minor Enhancements
- The new Spiral rune can now be found through the world
- Health will be completely restored after defeating a boss
- Many enemies and bosses will now use area spells
- Chaos and Order will now work on Area spells
- Bosses are now immune to knockdown
- Using a Nova rune with a Storm rune will now create a storm that follows the player
- Spells and runes dropped in combat will now correspond to the faction's element(s)
- Title selection has been improved to show attribute modifiers
- Choosing a victory option on Classic mode will display a confirmation window
- The standard animation for area spells will now take drastically less time to complete. (Was 1.2s, now .33s for the Fictorum and .5s for enemies)
- Clairvoyance outlines for defense structures are removed on quest completion/failure
- A grace period has been added after defeating a boss to clear trash slots
- Fixed a bug that would show completed quests as incomplete in the quest tracker
- The initial loading screen has been improved
- Trees will properly simulate physics when they are hit the first time
- Hitting a frozen solid enemy with a projectile will apply an impulse in the proper direction
- Dragging a rune from a runeset into an open slot will move the associated rune and remove it from the runeset
- Fixed bugs that would cause cooldown timers to either not display or display improperly
- Liches will now cast Skull Grenade (in addition to Nefarium) and their spell damage has been increased
- The Giftbringer will no longer start with a mana bonus
- Holiday spells have had their mana costs revised
- The unlock condition for the Verdant Incinerator has been changed
- Incendium's spell multipliers have been reworked
- Items will now spawn with +Earth, Corrupted, and Wind damage
- Frost nova now has a new visual effect, a damage increase, and a minimum slow percentage/slow duration
- Diminishing returns have been added for all negative status effects
- A close button has been added to save slot selection
- A UI indicator has been added for walking
- Doors will now shatter when forced
- Unique drop chance has been reduced from +1% to +.5% x (chapter - 1)
- A Colorblind Assist option has been added to the settings menu
- The Fictorum will get up more smoothly after a knockdown
- The settings and control binding menus have been improved visually and functionally
- Area spread will now curve around the player for non-surface snapping spells
- Rintara has been given new abilities, AI, and enemy adds
- Abridged is now the recommended mode
- Characters in the Run History screen can now be deleted
- Flare's effects have been improved
- Quest indicators will no longer flash when on low or medium effects
- A negative value for negative status effect duration will no longer appear as red
- Fixed a bug that would prevent improper imbues but still consume essence and the passive/ability scroll
- The ambush event at Hangium will properly have an ambush
- Fixed a bug that would always return 0% quest completion on Ducombe
- Tips in the tutorial level are now substantially easier to read and their placement has been adjusted
- Enemy spells will properly attenuate over distance
- Chandeliers candle effects will properly fade after being destroyed
- Fixed a crash that occasionally happens when shattering frozen enemies
- Starting Title buttons will have a different border if you've beaten the game with that title
- Casting, energy shield, mana threshold, and damage sound effects will now properly attenuate while using the observer
- Screen shake intensity has been reduced by 33% in most situations
- Proper default observer time speed will now be loaded
- Higher destruction lifespan settings will cull important destructible meshes much less often
- Quests have been streamlined and will no longer be added to the map, they will instead be resolved within the current location.
- The post-processing effect for Clairvoyance has been improved
- Spell impact decals have been improved slightly
- Jadon's Peak will give an essence reward in addition to slowing the Inquisition Legion
- Traveling through the nexus has a new visual effect
- Fixed a bug with drinking health potions that could crash the game in rare instances
- Expanse store rerolls on rest or movement (or load if you want to save scum it up)
- Grand Inquisitor has a variety of new spells to murder you with
- Collision is now properly removed from completed projectile spells
- Defeating a boss with Slow Time active will no longer halt the game indefinitely
- Fixed a bug with some combat events that would fail or succeed despite any player action
- Spells cast by NPCs will be further restricted by their current rotation
- Projectiles attached to the Fictorum will disappear after 5 seconds
- Fall damage for all characters has been reduced by 25%
high rated
Fictorum (continued)
Update v2.0 (14 November 2019) - Part II:

Bug Fixes and Minor Enhancements (continued)
- The cast animation for Christmas present is now substantially quicker
- The amount of loot on Nightmare and Hard difficulties is now the same as Medium
- X% Mana Leech and +X Mana after Kill will now appear on items
- Bigger enemies will cull equipment meshes at longer ranges
- Legion spawns will be consistently higher
- Damage over time will no longer ignore mana threshold
- Double-jumping will trigger Vault even as an equipped scroll
- Returning to the main menu with observer mode active will unfreeze time properly
- Runeset auto-movement has been improved slightly
- The fall damage threshold will be increased when jump height is increased
- Teleporting next to an loot container will no longer remove the contained loot
- Mount Ganyar's item reward is now a random item instead of a choice of item
- Cast actor runes (Storm, Sentinel, and Familiar) on spells using a bow will use a proper animation
- Snow Beam's channel sound effect will properly adjust to sound settings
- Fixed the inner materials within some of the destructible meshes
- The chapter map has been slightly improved visually
- Transcribing abilities into tomes will consume the displayed amount of essence, instead of undercharging
- Fixed a bug with Inquisition fortifications that would load the wrong level for Expanse mode
- The third-person camera will zoom in more quickly while clipping under the landscape
- Character history details screen has been overhauled to show more information
- Using channeling spells with Order, Spiral, and Chaos runes will work properly
- The Bulwark will now start with a unique Sentinel rune and the Construct Specialty passive
- Clicking on a mountaintop before an event has loaded will no longer work
- Damage from early Debilor enemies has been lowered slightly
- Fire manifestations will have more reasonable collision radii
- Reduce chances of randomly selecting night
- Destruction effects have been improved across the board
- Sentinels created by runes will now fire at sentinel towers
- Abandon with Shocking Shuriken will use a more appropriate animation
- Sentinels created from runes will now fire faster, are more accurate, and are significantly better at finding targets
- Boss music has been added
- Sentinel tower crystals have had their AI logic improved
- Weather will be more appropriate to the various settings
- Lighting visual effects will no longer remain after candles, braziers, torches, etc. are destroyed
- Pressing the close button on the inventory screen while on the main menu will properly close the inventory
- Enemies that channel spells will stop aiming or channeling if line of sight is lost
- Chapter map music will change properly based on the distance to the Inquisition Legion
- Observer has been disabled while in the developer menu
- New start of chapter perks have been added and some existing ones have been rebalanced
- If a slot is available, newly purchase runes will properly be added to the current runeset
- Friendly Sentinels will now attack townsfolk quest enemies
- Shaping speed is now available as a stat
- Fixed a bug that would cause close range rolling projectiles to fire at the proper angle
- Fixed a bug that would cause the observer control rotation to shift after releasing a spell
- Runes in runeset will no longer try to go to the rune enchantment slot when item is already in it
- Summoning SFX have been increased in volume and are given a higher priority
- Toggling out of the run history will show the proper equipment and accessories for the current slot
- Spell overlap effects have been removed from the game
- Flavor text has been added to the game over screen when killed by a boss
- The splash and impact damage of many spells have been rebalanced
- Fixed an animation lock that could occur when canceling melee spells
- The observer can now perpetually rotate around objects with the Run/Walk toggle
- Using the main menu command will properly save settings and control mappings on the settings menu
- There is now a back button when choosing a reward item/rune
- Seek will do a better job of tracking targets and searching for individual targets
- Highly powered Seek runes will maintain velocity after collisions
- The cursor will now appear over the selected mountain in the chapter map for extra clarity
- Disenchanting an item will grant the full sell value
- The damage bonus on High Velocity has been reduced
- New loading screen tooltips have been added
- The shop window has been moved to a new spot on the screen for ease of use
- An option has been added to the fountain event
- Archers and mages will now spawn on castle battlements
- The world map will dim when it is not selected
- Channeling spells will deactivate projectile shields
- Resting/waiting is no longer allowed in the tutorial
- Duplicate abilities are now viable and will trigger an independent cooldown
- Navigation on the title menu has been improved
- Snow beam and Fire Beam have new visual effects
- Frozen enemies will be turned into snowmen once killed if playing as the Giftbringer
- The inventory has been visually improved
- Fixed a bug that would lock the Grand Inquisitor in a teleporting loop
- Destructibles will once again do damage to the player (mwahahaha, foolish mortals)
- Enemies will now move if they aren't rendered (whoops)
- Indicators will appear for enemy dynamic angle spells (e.g. meteor)
- Healing costs from vendors have been significantly reduced ceil(playthrough progress*3)
- An additional failsafe has been added to prevent the Fictorum from falling through the earth
- Engaging the Grand Inquisitor in combat will stop the Inquisition Legion from teleporting in
- Fixed a serious bug that gave casting speed a ceiling of 100%
- Enemies are significantly easier to hit with melee abilities
- Fixed a bug that would allow clicking through the reward screen to a chapter location
- The Main Menu will properly reset after the initial click delay
- Fixed a bug that would prevent the inventory from opening automatically after the store is generated on the location.
- Initial and maintain mana costs for channeling spells with Familiar, Storm, and Sentinel will now be more consistent for channeling spells
- Christmas Tree will now match the size of it's targeting mesh
- Fixed a bug that will prevent houses exploding outwards from minimal damage
- Storms will fire area spells at landscapes significantly below the storm cloud
- Casting sound effects will now play for enemy, familiar, sentinel, and storm channeling spells
- Projectiles will now launch characters in the direction of the projectile, not the direction of the hit
- Enemies will be much easier to hit at very close range with surface projectiles (dreidel, flame wave, etc.)
- Fixed a very rare bug where the loading screen would infinitely loop
- Enemies will no longer halt their casting animations if you're not looking at them
- Game UIs will properly remain active or inactive while in observer mode
- Familiars can no longer be damaged by their creator's spells
- Fixed a bug that would sometimes give a mirror image item or rune from an event
- Fixed a bug that would cause Telekinesis to occasionally get stuck on itself
- Fixed a rare bug that would prevent locations on the chapter map from being selected with a gamepad
- Dropdown boxes are now easier to navigate on the settings menu
- Extra safeguards have been added for bosses that have fallen through the world, are stuck in the miasma, or are falling indefinitely
- The difficulty window on the main menu will properly show changes to enemy damage, health, movement speed, and accuracy
- Many spell descriptions and icons have been improved
- Fire manifestations have been drastically improved
- Manifest and Echo are now properly incompatible with certain transcribed abilities
- Lightning bolt will properly display visual effects when used with a Storm rune
- The Full Heal button will no longer show negative values
- Slow time animation and effects are synched properly
- Resting at a store will no longer reopened the inventory
- Fixed a bug that would show spell tomes to have a mana cost of zero when viewed in an event
- Fixed a bug that would occasionally prevent channeling spells from being cast from NPCs
- Resting in shop locations will no longer reopen the shop window
- Fixed a bug that would cause incorrect values for additional/reduced mana cost to show on reward runes
- Fixed an issue that would cause some rune sets to load incorrectly
- Switching to the first-person camera while during the inventory transition will no longer lock the camera behind the player
- Fixed a visual bug with raised yards
- Fixed a bug that would occasionally move the player location in the tutorial
- Inventory can no longer be toggled while using observer mode
- Difficulty health modifiers have been changed from 5./.75/1/1.25/1.5 to .25/.5/1/1.5/2
- Selecting the option to return to chapter one with all current gear will actually return to chapter one
- The bug logger menu will no longer be permanent if toggling into or out of observer mode
- Cooldown reduction scaling per chapter has been significantly reduced
- Tutorial no longer shows the history scroll upon death
- Control of observer will no longer be lost after completing a spell
- Fixed a bug that would show the time of death/victory as 1/1/1900
high rated
Fictorum (continued)
Update v2.0 (14 November 2019) - Part III:

Bug Fixes and Minor Enhancements (continued)

- Rune descriptions have been edited for clarity
- The Vizier event has been changed for clarity
- If the game is minimized, Clairvoyance will no longer remain active if it was being used immediately prior
- Larger enemies will have an easier time getting up from a knockdown
- Killing/fearing large groups of enemies at once will no longer cause a performance hit
- Maximum projectile range will once again be reflected while targeting
- Projectile aiming when looking up or down has been improved
- Observer mode will properly set FOV controls once active
- Fixed a bug that would cause screen discrepancies when switching to observer mode
- Haven will now properly when used with transcribe
- Classic and Abridged will more consistently spawn two paths
- Holding the cancel hotkey for one second will cancel all active spells.
- Fixed a bug that incorrectly caused fleeing folks to show up on clairvoyance
Standalone installer updated (1.2.13a ⇒ 2.0): 15 November 2019.

***

Sunless Skies
Build Version: 1.3.3.d6875ff2 (06/11/2019)

Changelog posted in the game forum by the devs here.

~~~ ~~~ ~~~

Build Version: 1.3.6.3bef75f8 (15/11/2019)

Changelog posted in the game forum by the devs here.
Latest build is Galaxy only for now.

Mac standalone installer updated (1.3.2.06feaeb ⇒ 1.3.3.d6875ff2): 15 November 2019.
Windows and Linux not updated yet.

***

Standalone installers updated 15 November 2019 with no changelog:

- The 13th Doll: A Fan Game of The 7th Guest - Mac: 1.1.0 ⇒ 1.1.1.
- Bad North: Jotunn Edition: 06ad286 ⇒ 2.00.5 (db0bf17).
- Crawl - Mac: 1.0.1 ⇒ Update 14.11.2019.
- Crying Suns:
- Windows: 1.1.1b Normal WIN32.105 win64.108 GOG ⇒ 1.1.2 Normal WIN32.108 win64.111 GOG;
- Mac: 1.1.1b Normal MAC.110 GOG ⇒ 1.1.2.113 Normal MAC GOG.
- Enter the Gungeon - Mac: 2.1.8 ⇒ 2.1.9.
- Godhood [InDev]: 0.15.12 ⇒ 0.15.13.
- Moonlighter, and its DLC - Linux: 1.9.19dlc ⇒ 1.11.24.
- Overland - Mac: 647 ⇒ 671.


Also, from updates/changelogs posted earlier:
- Gone Home - Mac: Version 4 ⇒ 2019-11-14.
- Starpoint Gemini 3 [InDev]: 0.510.3 ⇒ 0.520.2.
- Steel Division 2, and all its DLC: 26102 ⇒ 26680.
- UnderRail, and its DLC: 1.1.1.3 ⇒ 1.1.1.4.


Lastly, the dev of Indivisible linked to the Patch #39810 changelog.
low rated
avatar
HypersomniacLive: Fictorum (continued)

Update v2.0 (14 November 2019) - Part III:

Bug Fixes and Minor Enhancements (continued)

- Rune descriptions have been edited for clarity
- The Vizier event has been changed for clarity
- If the game is minimized, Clairvoyance will no longer remain active if it was being used immediately prior
- Larger enemies will have an easier time getting up from a knockdown
- Killing/fearing large groups of enemies at once will no longer cause a performance hit
- Maximum projectile range will once again be reflected while targeting
- Projectile aiming when looking up or down has been improved
- Observer mode will properly set FOV controls once active
- Fixed a bug that would cause screen discrepancies when switching to observer mode
- Haven will now properly when used with transcribe
- Classic and Abridged will more consistently spawn two paths
- Holding the cancel hotkey for one second will cancel all active spells.
- Fixed a bug that incorrectly caused fleeing folks to show up on clairvoyance
avatar
HypersomniacLive: Standalone installer updated (1.2.13a ⇒ 2.0): 15 November 2019.
My hat is off to your dedication, but if a changelog gets really big why not just post it to a text file/pastebin/etc and link it here?
high rated
Warhammer 40,000: Gladius - Relics of War

Update 1.04.02 (15 November 2019)
Balance

Weapon upgrades now provide +1 armour penetration instead of +25% damage in order to exactly compensate armour upgrades.
Skyfire weapons now have regular (instead of increased) accuracy against skimmers. Skyfire weapons were too much of a hard counter to skimmers, especially the Necron vehicle lineup.
A Predator's Killshot now grants +33% damage instead of +2 armour penetration against vehicles and fortifications, which makes it more effective in virtually all situations.
Increased Hormagaunts cost and upkeep by 50%. In combination with Toxin Sacks on tier 2 (which increase their damage against infantry by 50%) their cost was just too low.
Increased Void Shield Generator cost and upkeep by 50%.

Bug Fixes

Fixed a crash that could occur due to an artefact being destroyed.
Fixed accuracy above 100% not being capped by squad member hitpoints.
Fixed a crash that could occur when ending the turn.
Fixed Lord Commissar's Iron Will healing him when the skill is acquired or the passive toggled on.
Fixed being able to use items on cooldown.
Fixed cooldown not showing correctly on items.
Fixed being able to disable Projected Void Shield, Lasher Tendrils.
high rated
Gone Home

Update 2019-11-14:


Seems to be this update:
https://steamcommunity.com/games/GoneHome/announcements/detail/1607150351605814982

Minor patch, big in size!
Hey all! We're rolling out a patch to Gone Home that should have no noticeable impact on most users-- aside from a large patch download size! The new version of the Mac OS has security requirements that require an update to a newer version of the Unity engine, which is what this patch is all about. We're updating the game to a more current version of Unity on all OSes, which unless we missed something, should just mean the game is exactly the same, but maybe running a little smoother... and doesn't throw a security warning on Mac. Oh, we also took the opportunity to improve support for Dualshock controllers, and clean up a couple other very minor bits and bobs. The big download size is just because an engine version upgrade this big kind of touches every part of the game, meaning Steam couldn't chunk it down into a smaller patch for y'all.

****************************************

This War Of Mine & DLCs


Final Cut Update for Linux (Version 6.0.7)

https://steamcommunity.com/games/282070/announcements/detail/1610528051347456706
high rated
avatar
surfer1260: Gone Home

Update 2019-11-14:


Seems to be this update:
https://steamcommunity.com/games/GoneHome/announcements/detail/1607150351605814982

Minor patch, big in size!
Hey all! We're rolling out a patch to Gone Home that should have no noticeable impact on most users-- aside from a large patch download size! The new version of the Mac OS has security requirements that require an update to a newer version of the Unity engine, which is what this patch is all about. We're updating the game to a more current version of Unity on all OSes, which unless we missed something, should just mean the game is exactly the same, but maybe running a little smoother... and doesn't throw a security warning on Mac. Oh, we also took the opportunity to improve support for Dualshock controllers, and clean up a couple other very minor bits and bobs. The big download size is just because an engine version upgrade this big kind of touches every part of the game, meaning Steam couldn't chunk it down into a smaller patch for y'all.
Furthermore, we took the two-part 32-bit Windows installer and the two-part 64-bit Windows installer and combined them together, so that they look like a four-part (presumably 48-bit) Windows installer.

Oh, and we also forgot to delete the old 32-bit Windows installer.

That's only for y'all on GOG, not for y'all on Steam.
Post edited November 18, 2019 by mrkgnao
high rated
Caves of Qud [InDev]
Patch 2.0.199 (16 November 2019)

Patchnotes posted in the game forum by the devs here.
Standalone installers updated (2.0.198.1 ⇒ 2.0.199.0): 18 November 2019.

***

Jupiter Hell [InDev]
Patch 0.8.5 (18 November 2019)

Changelog posted in the game forum by the devs here.
Standalone installers not updated yet.

***

Stars in Shadow
Update 38646 and Hotfix 38647 (16 November 2019)

Changelog posted in the game forum by the devs here.
Standalone installer, and that of its DLC, updated (38568 (10/15/19) ⇒ 38647 (11/16/19)): 18 November 2019.

***

Standalone installers updated 18 November 2019 with no changelog:
- Enter the Gungeon - Linux: 2.1.8 ⇒ 2.1.9.
- Leisure Suit Larry - Wet Dreams Don't Dry - Mac: 1.2.0.49 ⇒ 1.2.0.49 GOG.
- Overland: 671 ⇒ 677.
- Sunless Skies:
--> Windows: 1.3.2.06feaebA ⇒ V1.3.6.3bef75f8 ⇒ 1.3.6.3bef75f8;
--> Linux: 1.3.2.06feaebA ⇒ 1.3.6.3bef75f8;
--> Mac: 1.3.3.d6875ff2 ⇒ 1.3.6.3bef75f8
- SYNTHETIK: Legion Rising, and its DLC: 17 ⇒ 18.

Also, from updates/changelogs posted earlier:
- Gone Home - Windows: Version 5 ⇒ 2019-11-14.
- Warhammer 40,000: Gladius - Relics of War, and all its DLC - Windows: 1.04.01 ⇒ 1.04.02.
Post edited November 19, 2019 by HypersomniacLive
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GameRager: My hat is off to your dedication, but if a changelog gets really big why not just post it to a text file/pastebin/etc and link it here?
I prefer the relative info to be directly accessible here on GOG's forum; it's how mrkgnao, and muntdefems did it, and I always appreciated it a ton.
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HypersomniacLive: I prefer the relative info to be directly accessible here on GOG's forum; it's how mrkgnao, and muntdefems did it, and I always appreciated it a ton.
I get that....I was just trying to say that it's not too hard to click a pastebin link(plus they are seemingly always safe) and it would save having to make 3+ posts to post a changelog.

Too bad gog doesn't allow for posting document file attachments....that could make the info directly accessible on gog but also compacted into one post. :)
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mrkgnao: Furthermore, we took the two-part 32-bit Windows installer and the two-part 64-bit Windows installer and combined them together, so that they look like a four-part (presumably 48-bit) Windows installer.
Oh, and we also forgot to delete the old 32-bit Windows installer.
That's only for y'all on GOG, not for y'all on Steam.
I guess it is time for another support ticket ...