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high rated
Age of Wonders: Planetfall (continued)
V1.200 - Tyrannosaurus Patch (18 February 2020) - Part IX

Bug Fixes (continued)
Controller
- Fixed a bug where pressing RT on a controller would not function correctly. The old behavior where the current event is selected has been restored.
- Fixed issue where the settings of a planet were incorrectly being reset when cancelling the selected planet when playing with a controller.
- Fixed issue where an invisible controller focus point was selectable in the host setup screen.
- Fixed an issue when the multiplayer session screen was empty, the user could get stuck with an controller after trying to refresh the page.
- Fixed issue where opening the Imperial Archives would automatically open the virtual keyboard.

Commanders & Customizations
- Fixed Promethean hero weapons missing particles (Purifier Gun, Veldfire, Smog Sniper, Phoenix Breath)
- Fixed Promethean Purifier units shooting Plasma Bombs from the wrong place. Also fixed the Amazon Purifier having a floating duplicate particle.
- Fixed issue where the green Kirko eyes were glowing way too much.
- Fixed issue where hair color would not affect the hair under the fishbowl helmet of the RetroScifi pack. Hopefully your character's hair color is not too bonkers all of a sudden.
- Fixed an issue where the PsiTec Staff hero item was not shooting from its tip and was missing the particle that the Overseer has. Also the shoot particles of both the PsiTec Staff and the Overseer should be coming out of a more accurately aligned place.
- Fixed an issue where the Lancer animal's neck sail was deforming strangely. Now it deforms slightly less strangely.
- Fixed bad deformations on the amazon leader arms.
- Fixed the neck suit jaw option of amazons clipping with skin in specific animations, particularly that of Raxonee from the campaign.
- Improved deformation on the RPR-Culler's wires, and also made the model of the wires smoother.
- Fixed Paragon Fanatic gun holster looking untextured and clipping with the gun.
- Fixed Assembly female capes floating off the back, and fixed all female cyber capes (SpacerPunk DLC content) floating off the back.

Anomalous Rewards
- The Hero mods obtained from Survey Site can now correctly be equipped to mounted heroes.
- Sunbringer - Can now correctly equip melee mods.
- Thadeus' Memory and Heartbreaker Handgun now correctly receive ammo mod upgrades
- Thadeus' Memory now correctly has 7 hex range (was 5 by mistake)
Standalone installer, and that of its DLC, updated: 1.1.0.4 ⇒ 1.2.0.0.

***

Standalone installers updated 17-18 February 2020 with no changelog:
- Cook, Serve, Delicious! 3?! [InDev]: 0.56a ⇒ 0.60c.
- Disco Elysium: 5bad0c96 ⇒ 579003ab.
- Monster Prom, and its DLC: 4.74 ⇒ 4.77.
- Nowhere Prophet: 1.04.001 Ekagrata ⇒ 1.04.005 Ekagrata.
- Overland: 733 ⇒ 742.
- UBOAT [InDev]: B125 ⇒ B126.

Also, from updates/changelogs posted earlier:
- Darksiders Genesis: 1.02 ⇒ 1.03.
- Fenimore Fillmore: 3 Skulls of the Toltecs: 1.7.1 ⇒ 1.7.2.
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HypersomniacLive: V1.200 - Tyrannosaurus Patch (18 February 2020) - Part IX
Impressive work but HOLY HECK Batman......I still don't get why you don't just pastebin bigger fix/update lists for single games and hand out links......it'd be a lot easier and need less posts, for one(also many know how to use and can read a pastebin/similar, i'd expect). :)

(Also this is not to say you HAVE TO do so...i'm just musing/offering ideas to cut down on posts needed and make it more tidy/etc :))

(Aside: It's times like this I wish GOG allowed people to upload text files as attachments....it'd help immensely in such situations)
Post edited February 19, 2020 by GameRager
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GameRager: I still don't get why you don't just pastebin bigger fix/update lists for single games and hand out links......
Because it's much more useful to have the information on hand without the need to follow any links. If you don't want to read the detailed changelogs then just skip the posts, but personally I really appreciate them.
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Pajama: Because it's much more useful to have the information on hand without the need to follow any links. If you don't want to read the detailed changelogs then just skip the posts, but personally I really appreciate them.
Don't get me wrong, Hyper does a fine job & i'm thankful for it, I was mainly talking about/musing that there are easier ways to do it/etc...for example: if I did such i'd pastebin/etc the info(or use a text file if GOG allowed such to be posted).....pastebin and other similar sites are very trustworthy and useful to boot. :)

(Also for REALLLY big logs it takes a ton of work to wait 10 minutes per post to post the next part, to format it all correctly, etc.....if anything I admire their dedication to helping us out with such the most :))
Post edited February 19, 2020 by GameRager
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.22.7 (Offline installers also updated)

No changelog
high rated
Parkitect

Linux Installer updated to 1.5e

Changelog posted earlier here.
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GameRager: I still don't get why you don't just pastebin bigger fix/update lists for single games and hand out links......
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Pajama: Because it's much more useful to have the information on hand without the need to follow any links. If you don't want to read the detailed changelogs then just skip the posts, but personally I really appreciate them.
The problem is that it is annoying for those users not interested in that particular game, who have to scroll past all of the lengthy changelog (or press the "-" button to hide those posts, but that's not god for the reputation of the one posting the changelog).

A better approach would be to do the following:
* On the appropriate game-specific forum, post the changelog. When it's this long, I would post it in its own topic, so that one can easily skip it by just not opening the topic.
* In this topic, post the game's name and perhaps a summary of the changes (but keep it in one post), and link to the detailed subforum, so those that are interested in the details can navigate there.

Also, the advantage of not having to follow any links is negated by the fact that the changelog crosses a page boundary under default settings, so it's still necessary to follow a link to ge the whole changelog, plus you have to press back if you actually want to read the changelog in order.
Idk if it was said but Besieged was updated
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Pajama: Because it's much more useful to have the information on hand without the need to follow any links. If you don't want to read the detailed changelogs then just skip the posts, but personally I really appreciate them.
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dtgreene: The problem is that it is annoying for those users not interested in that particular game, who have to scroll past all of the lengthy changelog (or press the "-" button to hide those posts, but that's not god for the reputation of the one posting the changelog).

A better approach would be to do the following:
* On the appropriate game-specific forum, post the changelog. When it's this long, I would post it in its own topic, so that one can easily skip it by just not opening the topic.
* In this topic, post the game's name and perhaps a summary of the changes (but keep it in one post), and link to the detailed subforum, so those that are interested in the details can navigate there.

Also, the advantage of not having to follow any links is negated by the fact that the changelog crosses a page boundary under default settings, so it's still necessary to follow a link to ge the whole changelog, plus you have to press back if you actually want to read the changelog in order.
Or you simply appreciate the work or do it yourself ;)
high rated
No Man's Sky

2.30_LivingShip_57127

https://www.nomanssky.com/living-ship-update/

Living Ship

Introduced a new style of starship, the Living Ship.
These ships have their own exclusive range of organic technologies and cannot be upgraded by conventional means.
Adjust your playstyle to the restrictions and benefits of these organic techs, or hatch and evolve new procedural upgrades to grow your own custom ship.

Missions

Incubate your Void Egg and learn about the origin of the Living Ships with a new mission chain, Starbirth.
Completing these missions will hatch the Void Egg into your own procedurally generated Living Ship.
Additional ships may be hatched from subsequently incubated eggs.

Space Encounters

While using the Pulse Engine to fly between planets, there is a chance of encountering strange objects in local space.
Drop out of pulse-flight to begin the encounter.
A large range of strange objects and exotic rewards await…
Different encounters have different chances of occurring based on the characteristics of the solar system.

Trader Hails

As well as strange objects, players may also encounter passing trader ships.
These will hail the player while using the Pulse Engine and may need assistance, offer to trade, and more…

Quality of Life

If players are in a group but do not have a Nexus mission active, then when taking off from the Space Anomaly they can now choose to exit directly to the system of any other player in their group.
Fixed a number of issues that caused planetary charts and others scans to pick from too narrow a range of buildings. Players should no longer be sent repeatedly to the same building when using multiple charts.
Fixed an issue that caused distress signals to occasionally lead to a crashed ship site with no crashed ship.
Added an instant split button to allow players to quickly divide stacks of items in half.
Players can now hold down buttons to increase or decrease stack sizes, rather than having to press repeatedly.
Fixed an issue that prevented the Exocraft Summoning Station from working if placed within a base.
Improved the range of the Exocraft Summoning Station, so that it allows Exocraft to be summoned from anywhere in the system.
Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space.
Fixed an issue that caused the planetary resources popup to flicker while pulsing towards a planet.
Fixed an issue that made it difficult to enter Space Stations from tight angles.
Allowed starships to reverse during atmospheric flight if stuck in other geometry.
The automatic Launch System Recharger now functions while the player is sitting in the cockpit, if the ship is landed.
Improved VR swimming controls for VR devices that use thumbsticks.
Significantly increased the distance players are able to move the camera in Photo Mode.

Optimisations

Introduced a number of significant GPU optimisations to terrain rendering.
Introduced a number of significant optimisations to terrain generation.
Introduced a number of significant memory optimisations.
Introduced some minor load time optimisations.
Introduced some smaller optimisations and visual fixes to cloud rendering.
Introduced a number of water rendering optimisations for PSVR.

Bug Fixes

Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.
Fixed an issue that prevented decals from working when customising Exocraft appearances.
Fixed an issue that caused the Analysis Visor UI to judder in VR.
Fixed a number of issues that made it difficult to warp to the centre of the galaxy.
Fixed an issue that caused the kill count to reset in the final mission for the Armourer if players entered a building during combat.
Fixed an issue that caused Carbon Planters to be unavailable for purchase.
Construction-style missions from the Nexus will properly mark the desired construction site if players leave the planet mid-mission.
Fixed a number of issues that prevented items from being taken out of or put into Storage Containers.
Fixed an issue where pirates would occasionally ask for wildly incorrect amounts when bargaining for peace.
Fixed an issue that could prevent special mission Portals on the Artemis path from functioning correctly if they were left while in an active state.
Fixed an issue that could cause a ship docked at a Trade Outpost to be placed underneath the landing pad when loading into the game.
Fixed an issue that caused the filter icons to be incorrectly aligned in the Galaxy Map.
Fixed a rare crash that could occur when warping to a base after having used a Portal.
Fixed a bug that allowed Nexus missions to be restarted from the mission log.
Fixed a number of issues that could cause Nexus missions to select inappropriate star systems.
Fixed an issue that could cause Nexus missions to send players to the wrong building.
Fixed an issue that could occasionally cause visual elements of the Personal Refiner to render in first person.
Fixed an issue that caused the Personal Refiner not to stop animating when refining was complete.
Fixed an issue that caused the names of unknown planets to be revealed by their moons.
Improved the position of HUD markers in the Analysis Visor UI.
Improved the positioning of the ship repair UI in VR.
Fixed an issue that could cause the ship crosshair to judder.
Fixed some minor text issues in missions objectives and the Guide.
Fixed an issue that could cause filters to apply incorrectly on the Space Station, Space Anomaly, frigates and freighters.
Fixed an issue that made the Space Anomaly too green when using HDR.
Fixed an issue that prevented the VR eject handles in ship cockpits from lighting up when the player first enters the ship.
Fixed a rare issue that allowed players to equip weapons in the Space Anomaly.
Fixed an issue that prevented Solar Panels from playing their audio.
Fixed an issue that could cause the torchlight to flicker while moving.
Fixed an issue that could cause recently used interactions to be reset shortly after loading.
Fixed an issue that caused an empty black dialogue box to appear when leaving a planetary Technology Merchant.
Fixed an issue that caused the Nutrient Processor’s inventory to be incorrectly labelled.
Updated the visuals of the Bytebeat Cable so it is distinct from the Teleport Cable.
Fixed an issue with the Bytebeat Switch that caused the On Arpeggio Note output to fire when not playing an arpeggio.
Fixed an issue with the Bytebeat Switch that caused note colours to be reversed.
Fixed an issue with the Bytebeat Switch that caused triggers to be sent for parts that are not active in the Synchroniser.
Fixed an issue in the Bytebeat that caused visuals to go out of sync when editing tempo.
Fixed a number of minor glitches when scrubbing in the Bytebeat UI.
Fixed an issue that caused pirate probes to always fail when the Pulse Engine was active.
Fixed an issue that caused the Pulse Engine tutorial to incorrectly appear in the middle of combat.
Fixed a text mismatch in the standing rewards, where Mercenary and Explorers Guild standing rewards were mislabeled.
Fixed an issue that could cause the Surveying Tutorial to move on before the player had actually learned the Survey Device.
Fixed an issue that prevented the Show HUD binding from working on PC keyboard controls when piloting a ship.
Fixed an issue that caused a number of building parts to be unknown when starting a Creative Mode game, including industrial Silos.
Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.
Post edited February 19, 2020 by EnforcerSunWoo
high rated
Darkwood recieved patch 1.3A, no changelog.
Post edited February 20, 2020 by LifeLover
high rated
Dying Light: The Following – Enhanced Edition

Update 1.25.0 (20 February 2020)

Added new game difficulty: Story Mode
Decreased damage dealt by zombies by 25%
Increased damage dealt by player by 50-100%
Decreased fall damage by 50%
Normal attacks use 25% less stamina
Charged attacks use 50% less stamina
Medkits are twice as effective
Player loses 50% less experience points upon death
Days are longer by 25%
Nights are shorter by 25%
Traders pay 20% more for player's items
Player earns 50% less Legend experience
Airdrops remain on the map twice as long
Fixed a bug with missing additional particles on:
Last Wish Revolver - additional smoke effect
Fenris Axe - additional blood effect
Dragon Ji Polearm - additional fire effect
Leaping Tiger Dao Sword - additional fire effect
Added new weapons and blueprints
Added a new explosive device
Added new types of live event
Added new outfits
Support for additional dockets
Minor bug fixes
high rated
Divinity Original Sin 2

Update 3.6.58.1306 (18 February 2020)


* Fixed a crash related to two split-screen sessions joining
* Fixed a crash related to loading a savegame that had Reactive Shot status active
* Fixed haymaker talent tooltip
* Fixed localization issues in Korean and Japanese
high rated
Strategic Command WWII: World at War

Update 1.06.01 (17 February 2020)
GAME ENGINE CHANGES/FIXES

Fixed an AI air unit attack error that allowed AI units to fly over neutral territory for attacks (greyshaft).
Fixed a last turn message error that did not properly show messages such as when a capital has been moved.
Fixed an error where Kamikaze units would not be destroyed if they attacked a submarine and the sub dove (sschnar1).
Fixed an error where recently placed understrength units by the AI, either by UNIT events or from the Production Queue were restrengthening when they shouldn't have (gdpsnake1979).
Fixed an issue where customized MOD campaign images found within the SELECT CAMPAIGN screen were no longer displaying (IronX).
Fixed a PURCHASE screen error that hung when there was a list of unit names in excess of 127 names (Michael WIldner).
Fixed an issue where re-loading from an autosave would not bring up again any applicable beginning of turn decision events (stormbringer3).
Fixed a custom campaign strategy guide launch error (El Condoro).
Fixed a SURRENDER_2 event firing issue, was not firing in some cases, that was linked to dummy DECISION event.
Added a map scroll speed adjustment bar in the SETTINGS screen.
Attacks against Ports will now target the port first and then any Transport unit located within the port with a 100% chance of potentially damaging the Transport. Previously these attacks would only attack a Transport within a port.
Port blockades can now only occur if the blockading unit has a supply value > 0. Transports can no longer blockade a port (Helsingor).
HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).
HQ highlights for assist and manual modes will now show green for attached, red for attached to another HQ, and blue for unattached for all applicable units that are within the attachable range (ArtDen, budd).
Improved the handling of New Units placements where it will refocus the game map appropriately on the available placement locations (dhucul2011).
Optimized the display of unit Supply values on the map (uneducated).
Surprise enemy contacts where the defender is favoured will no longer apply the +/- 1 to combat in order to guarantee the predicted result for the defender (Markiss)
Right clicking a unit will highlight its movement range and allow you to quickly change a unit mode (such as for subs) with the movement range automatically updated and the unit already selected for movement.
Pressing the Pause/Break key on your keyboard now also pauses AI replays.
Map will now center on a "Surprise Enemy Contact!" on a player turn (ivanov).
AI artillery, if it is set to fire before other land unit attacks, they will now fire more consistently instead of allowing land attacks first before firing (Mountaineer).

1939 Campaigns

Oslo Corps’ starting strength increased from 2 to 5 (Mercutio).
Italian Garrison unit added at Brindisi (Markiss).
The Italian National Morale penalty for when Allied forces land in southern Italy will now only fire once the US has joined the Allies (Scott Martin; Markiss).
First potential date for the Winter events in the USSR brought forward from 1st December 1941 to 1st December 1939.
Increased the chance of a reaction of the US and India towards the Allies if Japan invades the USSR, coupled with increasing the trigger position so that the presence of an Axis unit adjacent to Vladivostok will now also trigger the relevant scripts (ThunderLizard2).
Surrender_2 scripts for the German invasion of Norway amended so that the exact turn in which Norway will surrender cannot be known by the Allied player (smckechnie).
Norway’s starting mobilization level increased from 0% to 25% Axis so that Allied raiding of the convoy could render German diplomatic activity a more fruitful way of gaining Norway, rendering an invasion unnecessary (Tanaka).
1st MarDiv Special Forces in Hawaii now start with 0.5 experience (sveint).
DE 602 to form Vichy France will now only fire if the US is still neutral, as this will then prevent it from firing later in the game if it hadn’t fired earlier when France originally surrendered (taffjones).
DE 302 = NO now delivers the US aircraft straight away rather than not until the US has entered the war (sschnar1).
The Red Army Corps that starts in Vladivostok now starts with 1.0 experience, and a second Corps has been added in the hex NW of Vladivostok, with this location added to the AI’s Guard scripts too (sveint).
If Germany occupies Lithuania via DE 629 then the USSR will now move 20-25% towards the Allies, whereas previously it was 10-15% (ThunderLizard2).
The Soviet Engineer unit now arrives on the 1st January 1940 rather than the 1st September 1939.
Chinese Corps that starts at Chengdu’s starting strength increased from 5 to 8.

All Campaigns

USSR scorched earth settings changed from 30 -> 50% to 30 -> 70% for Settlements, Towns and Fortified Towns, and from 40 -> 60% to 60 -> 80% for all Cities, Major Cities, Capitals and Major Capitals.
Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0 (Markiss).
SUPPLY scripts’ explanatory text updated to include that triggering units must now have a strength of at least 5 for the scripts to fire.
Increased the range of potential damage to Axis vessels at Vladivostok from 1-3 strength points to 1-5 strength points (calcwerc).
0.5 experience given to the Soviet Cavalry Corps in the Far East.
DE 404 now requires that there are no Axis units within 5 hexes of Novgorod (Xsillione).
Mention of Scutari removed from the Strategy Guides (Treefrog).
The UK will now lose 5,000 National Morale points if India surrenders (Emmette Bird).

1943 Campaigns

Entrenchment increased for some Soviet and Japanese units in the Far East, while the Cavalry Corps and Corps in Vladivostok now start with Infantry Weapons level 1.
high rated
Ys: The Oath in Felghana

2020.02.19a Update

The English voice track for Ys: The Oath in Felghana, originally exclusive to the console release, has been added as part of an update to the PC version. Additionally, the alternate soundtracks from the console version (PC-88 and X68K) have been implemented.
The configuration tool and options menu have been updated with a voice volume slider and a BGM Type button. Voices will be disabled if the voice volume slider is set to 0.