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high rated
Fell Seal: Arbiter's Mark & DLC

Update 1.4.1a:

No Changelog

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

ATOM RPG: Trudograd

Update 0.6.72:

Hey guys!

We're releasing a patch that fixes most critical bugs found in the last update. Some of these could not have been found without your feedback. Thank you very much!

Here's the changelog:
● Fixed Autodialogue with Shapkevich;
● Fixed the character losing AP on combat start;
● The chicken fight quest doesn't repeat;
● Mannequin quest fixed;
● Uncle Ho now has items to trade;
● Blaze using shooting gauntlet and following character when you join the police fixed;
● Several minor and rare bugs fixed.

Newest content update (28 August 2020)

Greetings, friends!

It’s time to publish ATOM RPG: Trudograd’s newest content update!

This version of Early Access features a lot of additions inspired by your amazing feedback. We added new characters, new weapons, items, animations, locations, quests and random encounter maps.

The combat system was reworked thanks to your suggestions, though some changes are not final. We have reworked large parts of the skill system, too!

We also added effective finishing moves with brutal animations. The traders in the game now have their unique preferences. Two faction based weapon traders were also added.

A lot of work is still ahead of us, but as long as you continue helping us out with your ideas and critique, we’ll push through.

As always, a content patch is soon to follow, and the next big update will come out this Autumn. We will announce everything closer to the release date.

Thank you for your continued support, and let there be ATOM!

Changelog:
● Reworked the combat system, fixed damage values;
● Enemy AI improved;
● UXUI elements tweaked and improved;
● Some sounds and music files were reworked;
● Added ability to see enemies in buildings without entering said buildings;
● Camera bugs fixed, camera no longer falls into buildings;
● Crafting bug fixed;
● Console no longer pops out when trying to exit the game;
● Animations of characters were reworked, improved and fixed;
● Status icons enlarged and improved;
● Interface works much better with atypical screen resolutions;
● Quest log localization issues fixed;
● Several Hexogen related pathing issues fixed;
● Baldan’s car no longer respawns after fixing;
● Samuil Brothers as well as many other quests fixed;
● Two handed weapons added with unique mechanics and animations;
● New firearms added;
● Fraction traders added;
● Many various minor bugs fixed.
Post edited September 12, 2020 by surfer1260
high rated
The offline installer for Jazz Jackrabbit 2: The Secret Files still hasn't been updated. There isn't an offline installer for Mac or Linux, so that isn't the issue. The current version for Galaxy is 1.24 JJ2+ (5.7), Date Published: 2/9/2020, but the current offline installer is version 1.24HF. No changelog.
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finkleroy: The offline installer for Jazz Jackrabbit 2: The Secret Files still hasn't been updated. There isn't an offline installer for Mac or Linux, so that isn't the issue. The current version for Galaxy is 1.24 JJ2+ (5.7), Date Published: 2/9/2020, but the current offline installer is version 1.24HF. No changelog.
Did you open a ticket?
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mrkgnao: Did you open a ticket?
Not yet. Usually posting in this thread gets the job done, but this is the second time I've had to post about this. I'll see if posting here a second time gets the job done before opening a ticket.
high rated
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mrkgnao: Did you open a ticket?
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finkleroy: Not yet. Usually posting in this thread gets the job done, but this is the second time I've had to post about this. I'll see if posting here a second time gets the job done before opening a ticket.
Fair enough. It's hard to figure out what they see and what they don't. Worldwide, leading ornithologists are baffled by the thread peeking habits of the blue gogckoo.
Post edited September 13, 2020 by mrkgnao
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finkleroy: The offline installer for Jazz Jackrabbit 2: The Secret Files still hasn't been updated. There isn't an offline installer for Mac or Linux, so that isn't the issue. The current version for Galaxy is 1.24 JJ2+ (5.7), Date Published: 2/9/2020, but the current offline installer is version 1.24HF. No changelog.
If I'm not mistaken the update is "hidden" as an extra download, probably because it is a mod(?). Downloading the "Jazz Jackrabbit 2 With Jj2+" bonus yields a zip-archive with two files:
setup_jazz_jackrabbit_2_1.24_jj2_(5.7)_(40952).exe
setup_jazz_jackrabbit_2_1.24_jj2_(5.7)_(40952).exe.xml

Not sure what the xml is for...
Fell Seal: Arbiter's Mark has been updated to 1.4.1a.

Unfortunately, the changelog appears to be broken, doesn't list the most recent versions, and stops in the middle of a version's changelog.

Edit: This is for the Linux installer.
Post edited September 13, 2020 by dtgreene
high rated
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dtgreene: Fell Seal: Arbiter's Mark has been updated to 1.4.1a.

Unfortunately, the changelog appears to be broken, doesn't list the most recent versions, and stops in the middle of a version's changelog.
Yes. One of at least 18 games with such highly-corrupted changelogs (all having somewhere the "|" character). Reported to GOG on August 12, 2020.
Post edited September 13, 2020 by mrkgnao
high rated
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Wurzelkraft: If I'm not mistaken the update is "hidden" as an extra download, probably because it is a mod(?). Downloading the "Jazz Jackrabbit 2 With Jj2+" bonus yields a zip-archive with two files:
setup_jazz_jackrabbit_2_1.24_jj2_(5.7)_(40952).exe
setup_jazz_jackrabbit_2_1.24_jj2_(5.7)_(40952).exe.xml

Not sure what the xml is for...
Thanks for the info. It's not a mod. It's a collection of games, and apparently one was updated but not the rest. If the offline installer has been updated, it should be labeled as having been updated, instead of being labeled as not having been updated, like it is.

EDIT: In the "extras" tab for Jazz Jackrabbit 2: The Secret Files in Galaxy, it shows the offline installer as version 1.24HF, so the offline installer has not been updated, unless it's mislabeled. This is a very strange product. On the store, there's "Jazz Jackrabbit Collection" and "Jazz Jackrabbit 2 Collection". If you buy both collections, the following will be added to your library: "Jazz Jackrabbit Collection", "Jazz Jackrabbit 2: The Secret Files" and "Jazz Jackrabbit 2: The Christmas Chronicles".

SECOND EDIT: Okay, I think I've gotten to the bottom of it. The only thing that was updated is "Jazz Jackrabbit 2 with JJ2+", which is an extra for "Jazz Jackrabbit 2: The Secret Files", and, as far as I can tell, is Jazz Jackrabbit 2 with a source port named JJ2+. This is incredibly complicated and not at all clear. The game without the source port wasn't updated, so the game shows as having not been updated, despite the fact that the extra content, the game + source port, was.
Post edited September 13, 2020 by finkleroy
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karnak1: Rimworld
Windows offline installers updated to version 1.2.2753 rev705

GOG changelog:

"Update 1.2.2753 (11 September 2020)
I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes.

Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible.

If for any reason you want to continue with an old version, please use the rollback feature to go back to the version you want.

Thanks to all the testers, translators, and our amazing developers!

-Ty

New features
New apparel - Beret: Worn by various lower-ranking Imperial nobles.
New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
New permit - Steel drop: Call down some steel resources.
New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
New permit - Silver drop: Call down some silver.
New permit - Food drop: Call down some food.
When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
We now display a text mote when a player pawn gains a new level in a skill.
If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
Use drug commands are now condensed onto a single command if a pawn carries more than one drug type." [...]
Where did you get this changelog from? Looking at the game wiki, you haven't posted it in its entirety (I'll do so in a separate post).
high rated
Project Zomboid [InDev]
Patch41.43 (11 September 2020)

Link to changelog posted in the game forum by the devs here:

NEW
- Updated with new controller icons on gameplay screen when playing with pad
- The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
- Interrupt zombies climbing through windows if the player is closing the window.
This applies if a zombie is starting to climb through a window, and isn't over the window sill.
- Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.
- Added "Automatically Drink Water When Thirsty" accessibility option. It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always. So some thirst below 10% may remain after drinking.
- Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.

PERFORMANCE
- Improved pooled objects, which should in turn improve performance in areas of high zombie density.

(On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).

BALANCE
- Removed attack that was standing in for a cancelled jaw stab
- Added more floorboard stashes, including some exotic ones.
- Increased chance of finding an annotated map
- Increased the chance of finding a Survivor Zed
- Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
- Increased chance of clip found in guns or next to it.
- changed sleepyhead and wakeful sleep times
- Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'

MODELS/ANIMS CHANGES
- Adjusted multiple bags and apron mesh so they don't clip each other
- Made welding mask replace hats and vice versa (can't wear at same time)
- Made it so earrings don't clip through hoods

FIXES
- Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
- Fixed the controller focus being on the load-game screen after loading a game with the controller active.
- Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
- Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
- Fixed the crafting, map, and mechanics UIs blocking all keypress events.
- Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
- Fixed corpses moving and changing from male to female when rotting.
- Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
- Fixed multiple player-death sounds playing.
- Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
- Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
- Fixed setting the sandbox start time to 5AM starting at 9AM.
- Fixed "Pouring in" being displayed in the inventory window when combining Thread.
- Fixed stashed planks not working (the container "hidden" in the floor).
- Fixed hotbar appearing for controller users
- Fixed CTRL+A in the inventory and loot windows causing the player to turn.
- Fixed missing function name in "xxx not defined for operands in null" exception messages.
- Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
- Fixed being able to pour dirt onto water tiles
- Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
- Fixed some benches requiring different tools for different facing directions
- Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
- Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
- Fixed park ranger not having his/her walk through trees work correctly
Standalone installers updated: 41.40 ⇒ 41.43.
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HypersomniacLive: Where did you get this changelog from? Looking at the game wiki, you haven't posted it in its entirety (I'll do so in a separate post).
Damn, you're right! I forgot to scroll down in order to get the full text of the update. I tried to edit my original post, but the forum did not allow. Thanks for the notice.
I also tried to paste all the text from the update here, but the forum keeps jamming... Jesus F'ing Christ! I'm so tired of this broken forum... 8(
high rated
RimWorld
Update 1.2.2753 (11 September 2020) - Part I:

I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 which also includes some new apparel and permits. Below is the full list of changes.

Compatibility: Hundreds of testers have been trying this build for weeks, so it doesn't have major known mod incompatibilities. Of course, with thousands of mods out there I expect a few hiccups but in general it should be compatible. Non-modded savegames will of course be totally compatible.

If for any reason you want to continue with an old version, please use the rollback feature to go back to the version you want.

Thanks to all the testers, translators, and our amazing developers!

-Ty

New features
- New apparel - Beret: Worn by various lower-ranking Imperial nobles.
- New apparel - Cape: This stylish cape functions similarly to a duster. Worn by various middle-ranking Imperial nobles.
- New apparel - Gunlink: This tactical headgear offers no protection, but increases shooting accuracy. It is used by Imperial troops.
- New apparel - Eltex skullcap: This offers little protection, but improves psycasting. Worn by some middle-ranking Imperial nobles.
- New apparel - Stellic crown: A unique, gigantic crown worn by the high stellarch.
- New permit - Steel drop: Call down some steel resources.
- New permit - Glitterworld medicine drop: Call down some glitterworld medicine.
- New permit - Silver drop: Call down some silver.
- New permit - Food drop: Call down some food.
- When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
- You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
- We now display a text mote when a player pawn gains a new level in a skill.
- If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
- Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
- Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
- Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- Mods can now be tagged as translations in the workshop.
- We now automatically add appropriate bedrolls to caravan.
- Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
- Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
- Add some text content to refugee hospitality quest.
- Recipes for crafted things now show work to make in their info card.
- New artwork for orbital targeters.
- Allow quick loading via permit shuttle from non-home maps with no hostiles.
- Upon death, all titles will not be instantly transferred to their heirs. Instead, we give favor up to the inherited title and generate a bestowing quest for the heir.

Adjustments
- Adjust text and icon for the 'Take drug' command.
- In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
- Move 'take to inventory' column over just to the right of the drug name.
- Dirt now washes away in rain.
- Changed precious lump hostile threats description to something more concise.
- Psycasts are now sorted on the interface by category and then level.
- Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
- Ensure all the mech cluster buildings wake up once it was attacked.
- Adjustments to Precious Lump quest text and world object info.
- Make pawns count as guilty while in aggro mental state.
- Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
- Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
- Give the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn.
- Added faction icon to main work tab with click through to faction and scroll to faction.
- Added max lodger count to hospitality refugee quest.
- AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop/Broadshield.
- Rewrite noble requests for help in the pawn lending quest.
- Increase frequency of bandit camp mission and shuttle crash quests.
- Food and medicine renamed to travel supplies.
- Add hediff links to recipes for implants and parts.
- Apparel with utility now has a score offset to make AI more likely to automatically wear it.
- Made nature shrines minifiable and reinstallable.
- Made shrines improve anima tree meditation.
- Farskip now affects colony animals if not on the home map.
- Colonists and pack animals unload inventory automatically once farskipped to a player home map.
- Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
- NPC pawns with titles now purchase random permits on generation.
- We now show the player a feedback message when calling resources to a caravan.
- Trade requests will no longer request patchleather.
- Added quest look target when bestowing ceremony cannot be accepted due to threat.
- Bestowing ceremony text now says that player is expected to keep bestower safe.
- Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
- Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
- Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
- Change the "Tornado generator" targeter to a utility-slot apparel item.
- Change the "Orbital mech cluster targeter" to a utility-slot apparel item.
- Increased warmup time for aerodrone permits by 1 second.
- Removed full-map light up effect of all strikes except orbital beam.
- Icons of spacer armor now display as off-white instead of dark gray.
- Adjust eltex gear colors to be darker.
- Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
- Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
- Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
- Bestower is no longer required to have archotech eyes.
- Neural heat overload can no longer cause psylink degradation or any other permanent damage.
- Member stripped goodwill penalty increased from 10 to 40.
- Royal apparel production costs rebalanced.
- Prevent farskip when caravan is overweight.
- Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
- Optimize monument marker drawing.

Technical
- Use the old root keys in PawnLend script to avoid breaking translations.
- Reset pawns enemyTarget after recovering from aggro mental state.
- Selectively finalize equipped stat offsets
- Use ThingDefCountClass to list dropped resources in permits. Added missing honor values. Zero honor cost produces a config error.
- Spread out re-validating FloatMenuOption across multiple frames.
- Improve FloatMenuMap caching and AddUndraftedOrders check order for better performance.
- Make the 'try add to inventory' debug option.
- Tweak the drawSize of various headgear to ensure their on-map size is congruent with their on-pawn size.
- Royal title requirement thought workers now pass RoyalTitle object into Formatted and GrammarResolverSimple provides all required symbols.
- Added some missing apparel score offsets for utility armor.
- GenStep_ConditionCauser now checks for existing buildings at scatter spot.
- Medieval surgeries now have links to the proper hediffs.
- Fixed an issue where if the "Insect spawning rate" custom difficulty setting was set to zero, it caused unnecessary every-tick re-checking of whether a hive should spawn more pawns.
- Remove remaining mentions of "default" load folder from ModUpdating.txt.
high rated
RimWorld (continued)
Update 1.2.2753 (11 September 2020) - Part II:

Fixes
- Fix: Colonist with a sick thought won't meditate at all.
- Fix: Pawn lend initial description and final letter mismatch.
- Fix: Ability duration on the tooltip is shown in hours even for low values.
- Fix: Gunlink displays shooting accuracy stat offset as %.
- Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
- Fix: Auto-rebuild doesn't work on bridges.
- Fix: Quest prisoners can spawn on door tiles and walk away.
- Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
- Fix: Psycast disabled status is not being updated in shrunk mode.
- Fix: Auto mortars are always active.
- Fix: Compressed commands are drawn from top to bottom.
- Fix: Quest reward pawn died before quest was accepted.
- Fix: Not all curve marks being drawn on graphs.
- Fix: Errors on generating long range mineral scanner quest via debug tools.
- Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
- Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
- Fix: No mech cluster building is multi-selectable
- Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
- Fix: XML Attribute IsNull only works on simple fields.
- Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
- Fix: Ensure Graphic_RandomRotated preserves the <drawSize> of wrapped graphics.
- Fix: Projectiles were invisible for the first few cells of flight, due to them inheriting and interpolating their launcher's y layer, and being clipped/obscured out of the camera
- Fix: Auto Charge Turret fires when stunned
- Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it.
- Fix: Unfogging adjacent cells of buildings which are more than 1x1 of size doesn't work properly.
- Fix: Grammar errors in a few 'title requirements not met' thought descriptions.
- Fix: Apparel scoring algorithm ignores heat armor.
- Fix: Rescuing downed noble ends shuttle rescue quest.
- Fix: Bandit camp returnees don't unload.
- Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
- Fix: Some wrong import settings on a few UI icon graphics.
- Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
- Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
- Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
- Fix: Rare exception when changing the "Allowed area" restriction of a colonist in the Schedule tab, while the colonist is performing certain multi-step actions (such as being in the middle of reloading a mortar).
- Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
- Fix: Bestower quest has a rootSelectionWeight of 1.
- Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
- Fix: Drug scheduling for inventory does not function when set to 1.
- Fix: Stellarch and other non-rewardable title holding pawns don't get any permits.
- Fix: Logging null leader error for factions which don't need a leader.
- Fix: Meditation preventing pawn from attending a gathering or giving speech.
- Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
- Fix: Condition causer can be spawned ontop of power conduits (wiping them).
- Fix: lastPsylinkAvailable is reset whenever a game is loaded, causing fewer neuroformer quest rewards.
- Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
- Fix: In custom-difficulty settings, the minimum value of "Turret rearm cost" was set to 1%.
- Fix: Bestowing ceremony doesn't update permit points.
- Fix: Extra newlines in quest descriptions.
- Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
- Fix: Calling a shuttle to a caravan always costs favor instead of initiating cooldown.
- Fix: Resources with null stuffProps can be accepted as "Stony" resources in monuments.
- Fix: NRE when trying to get all pawns with specific mental state in quest part.
- Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
- Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
- Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
- Fix: Animals refusing to eat reachable food when restricted to an area.
- Fix: Exception during reward-giving Quests when custom-difficulty setting "Quest Rewards" is set to 0%.
- Fix: Pawns don't face table when eating.
- Fix: Healer mech serum heals love
- Fix: Player blueprints prevent mech clusters from dropping.
- Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
- Fix: Some single-use utility items could be used multiple times via shift-clicking.
- Fix: GenStep_MechCluster spawns mech that are awake, but marked as dormant.
- Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
- Fix: "Clear prioritised work" command can interrupt neuroquake cast.
- Fix: Can't rescue invisible colonists.
- Fix: Lack of back-compatibility for mods that use old style of defining offsets in FocusStrengthOffset_BuildingDefs.
- Fix: Caravan food auto selection gives rotting food higher weight.
- Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
- Fix: Errors on viewing bestowing quest while target pawn is not spawned.
- Fix: Uncapitalized first letters in some paragraphs.
- Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
- Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
- Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
- Fix: Mission shuttles cannot auto loot.
- Fix: Taking wake-up to inventory same wording as taking wake-up.
- Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
- Fix: GetBuildingDefsForCluster_NewTemp() creates an infinite loop.
- Fix: Teetotalers can use drugs normally by using the new gizmos.
- Fix: JobGiver_OptimizeApparel.ApparelScoreRaw() reads an uninitialized variable which can lead to some weird behavior especially if there are modded races.
- Fix: You can use farskip on the caravan you're in.
- Fix: Received spelt recieved in mood and notification letter for titles.
- Fix: SoundDefOf.MeditationGainPsyfocus plays on loop after done meditating.
- Fix: Prisoner refugee leaves when refugee quest ends normally.
- Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
- Fix: Permit prerequisites are removed even when you don't have the permit.
- Fix: Can banish quest lodgers through character card UI.
- Fix: Game breaks if quest lodgers have RunWild mental break.
- Fix: Various typos.
- Windows standalone installer, and that of its DLC, updated (1.2.2723 rev655 ⇒ 1.2.2753 rev705): 12 September 2020.
- Linux & Mac not updated yet.
high rated
Wasteland 3
Update v1.1.0 (03 September 2020)

Changelog posted in the game forum by the devs here.
Standalone installer updated (J2340 ⇒ J2389 - 1.1.0.235097): 11 September 2020.

***

Standalone installers updated 11- 12 September 2020 with no changelog:
- As Far As The Eye: 1.0.0 ⇒ 1.0.0b.
- Between the Stars [InDev]: 0.2.2.0.4.1 ⇒ 0.4.4.
- Hellpoint -- Windows: v357a ⇒ v358; Linux: v357 ⇒ v358.
- House Flipper, and its DLC:
--> Windows: 1.20173 (e87af) ⇒ 1.20252 (4f552ca968fa45993c679b82a81713f930c9eab0);
- Mac: 1.20188 (7ee97)_metal4 ⇒ 1.20251 (4f552).
- Jupiter Hell [InDev]: 0.9.2a ⇒ 0.9.3b.
- Tainted Grail [InDev]: 1.21 ⇒ 1.22.

Also, from updates/changelogs posted earlier:
- Agent A: A puzzle in disguise: 5.2.5 ⇒ 5.2.6.
- ATOM RPG: Trudograd [InDev]:
--> Windows: 0.5.8 ⇒ 0.6.72;
--> Linux: 0.5.8 Linux (video fix) ⇒ 0.6.72 Linux;
--> Mac: 0.5.8 OSX ⇒ 0.672 OSX.
- Chernobylite [InDev]: 3070_hotfix21_08_ship ⇒ 31663ship.
- Endzone - A World Apart [InDev]: 0.7.7556.30406 ⇒ 0.7.7559.21725.
- Fell Seal: Arbiter's Mark, and its DLC: 1.4.1 ⇒ 1.4.1a.
- Iron Harvest: 1.0.0.1598 rev. 37858 ⇒ 1.0.0.1617 rev. 38300 (changelog available also on GOG).
- SUPERHOT -- Windows & Linux: 1.0.16c + L1.0.3 ⇒ 1.0.17_004 + L1.0.3; Mac not updated yet.


@GOG, As Far As The Eye has no game forum, might want to fix that.