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Three updates to Dying Light in about as many days and only the installer for the whole game was changed. Where are the patches?
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DoomSooth: Three updates to Dying Light in about as many days and only the installer for the whole game was changed. Where are the patches?
Don't worry, Zombies are just being replaced with Hong Kong protesters to make the game appeal to the Chinese market
Post edited December 18, 2020 by klogd
high rated
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DoomSooth: Three updates to Dying Light in about as many days and only the installer for the whole game was changed. Where are the patches?
One word. Six letters. Hint: Not a guy asks why.
high rated
Endzone - A World Apart (In Development)

Updated to 0.7.7657.24927 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Greetings Survivors!

--- Fixed ---
Scenarios & Tutorials: Fixed a bug where resources, that have been received or removed through already solved missions, are again added or removed from the settlements inventory when loading a save game from a scenario or tutorial.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 0.7.7657.24927
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@GOG: Please update the offline installer for Desperados III. Galaxy has version 1.7 since December 9!
Post edited December 18, 2020 by Hustlefan
high rated
Ghostrunner

Updated to 32091_417 (Galaxy & Offline Installer)

No changelog.

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@GOG: Please update the offline installer for Desperados III. Galaxy has version 1.7 since December 9!
high rated
Astrox Imperium

Update to V0.0109.

Changelog (from game forum):

BUILD 0.0109

- Fixed station bot AI to prevent ship being knocked around by bot.
- Fixed cursor bug when bandbox targeting while holding control key.
- Fixed ship steering bug when bandbox targeting while holding control key.
- Fixed pilot view camera focus when docking at stations.
- Fixed Shield Recharge rate value on ship stats panel.
- Fixed merc ECM bug targeting player ship.
- Fixed light flare bug on a few of prop objects.
- Fixed a number of spelling errors and typos. welcome videos also.
- Fixed GPS bug allowing warpgate paths thru unexplored sectors.
- Fixed GPS bug allowing activation of GPS when gps error has occured.
- Fixed tactical overlay bug when using the M hotkey with galaxy map.
- Fixed market economy exploit using market button spamming.
- Fixed mouse steering bug while selecting target menu option.
- Adjusted garage camera scrolling to match normal camera scrolling.
- Adjusted tactical toggle sound triggers to reduce overlapping sfx.
- Adjusted Journal station data to hide suplly and demand info if station has no market.
- Adjusted Ship Alt key steering dampening when steering up and down with keyboard.
- Adjusted lock behind camera option to be ignored inside station.
- Adjusted zoom distance max limit when lock behind camera option is on.
- Adjusted pilot mode cursor to change only when steering.
- Adjusted engine pitch sound fx code for improved dynamic pitch range.
- Adjusted dialog box when interacting with npcs while not in structure.
- Adjusted bloom threshold settings for galaxy and interior settings.
- Adjusted market loading and refresh code for reduced memory usage.
- Adjusted raider spawn code and added world options file if no sandbox present.
- Adjusted auto targeting code to target closest object by default.
- Adjusted all main ship stats, including active module count and specials.
- Adjusted refinery processing code and base timer rates.
- Adjusted fabricator processing code and base timer rates.
- Adjusted ship panel shield recharge stats to display in percentage value.
- Adjusted log file coloring on fabricator and refinery panels.
- Added alert warning sound when failing jumpdrive warp.
- Added Active module scrap to the refinery for random components based on level.
- Added Passive module scrap to the refinery for random components based on level.
- Added various exposed ship variables into the ship editor stats panel.
- Added Ship Specials database file to objects folder.
- Added Ship Specials interface into Ship Editor Stats panel.
- Added Ability to add, edit, delete specials in Ship Editor.
- Added ship texture and color updates to the Ship Editor.
- Added batch processing ability to refinery.
- Added batch processing ability to fabricator.
- Added log file and log file display for fabricator panel.
- Added new base ship textures for alpha faction ships.
- Added new base ship textures for law faction ships.
- Added updated ship parts icons to the ship editor in modtools.
- Added out of range notification to the active scanner module.
- Added chat timer scripting to all NPC base interactions.
- Added new scripting for friendly npcs.
- Added new scripting for neutral npcs.
- Added new scripting for hostile npcs.
- Added new scripting for law enforcement npcs.
- Added new scripting for raider npcs.
- Added GPS error notification for unexplored sectors in route.
- Added new ship textures for Aurora Corp manufactured ships.
- Added new ship textures for Gem manufactured ships.
- Added SHIP_base_shield_recharge variable added to all ship files.
high rated
Desperados III

Updated to 1.7 (Galaxy & Offline Installer)

Changelog from Steam:
Desperados III Adds Bounty Mode and "Level Editor Light" In Free Update

Vienna, Austria / Munich, Germany, December 9th, 2020: Desperados III gets another free update - the Bounty Mode is now part of the game and lets you choose, which of the five Desperados you want to play in almost every major mission.* Either you make it easier for yourself or spice the mission up a bit - or you try to finish the game with Hector all over the place!
* similar to the Baron's Challenges, this mode will unlock during the second chapter

Also, the newly activated "Level Editing Cheats" allow you to create your own mission setups and share the savegames with all other Desperados III players. Basically, it's a level editor light. By using the cheat codes, players can easily clean a map and then spawn all types of enemies in any location on the map and have fun by placing different objects throughout the level. You want to use 20 dynamite crates and 10 Gatling guns in Flagstone for maximum chaos? You got it! Get creative and share your own mission setups as savegame files with other players!

More info and a video tutorial explaining the tool in detail can be found here: https://www.mimimi.games/desperados-iii-level-editing-cheats/
Direct link to the tutorial videos: https://www.youtube.com/playlist?list=PL9AjxFSXaZ2yIAPzWdCuaM2rD_aTZQFT1

Watch the Trailer: Desperados III - Bounty Mode Update Trailer
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@GOG: THANKS!!! :)
high rated
Two games in my library were updated on Galaxy a while ago, but the offline installers still haven't been updated.

Project Warlock is at Version: 1.0.3.1, Date Published: 19/11/2020 on Galaxy, but the offline installer is still at Version 1.0.2.1.

Cyberpunk 2077 is at Version: 1.04, Date Published: 10/12/2020 on Galaxy, but the offline installer is still at Version 1.03.

I'm willing to cut GOG some slack when they overlook updating the offline installers in general, but Cyberpunk 2077 is their sister company's game, and I'm sure they know how insanely buggy it is, so they know how desperately it needs to be updated. There's no excuse for releasing this game in this state, and there's also no excuse for not updating it.
Post edited December 18, 2020 by finkleroy
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finkleroy: Project Warlock is at Version: 1.0.3.1, Date Published: 19/11/2020 on Galaxy, but the offline installer is still at Version 1.0.2.1.
Project Warlocks latest update is only a BETA update so until this one will be changed into a normal proper patch there won't be updated offline installer files available.
high rated
Driftland: The Magic Revival

Updated to Anniversary 2.0.110 (Galaxy & Offline Installer)

Changelog from Steam:
3rd Anniversary Update

Yes! It's been 3 years since Driftland debuted in Steam Early Access

When we reach for the memory for the game that we dared to present to you in Early Access three years ago, we can't believe how long we've come with you - our great community. We spent countless hours discussing new game features that we later implemented in Driftland: The Magic Revival. Simultaneously, we worked on complex, game-deepening mechanics and simplifications for those entering the world of strategy games. We were constantly struggling to create an original game with pioneering solutions and simultaneously understandable and similar to what we all know and like in strategy games. During these three years of development, we released dozens of updates that introduced hundreds of new features and improvements to make Driftland: The Magic Revival the game it is today.

All this makes us feel great pride and, at the same time, grateful that we can enjoy the world of Driftland together with you for 3 years.

Thank you!

The Anniversary Update introduces some important new features while also correcting minor bugs you have reported to us.

Map Editor

The most important new feature of the Anniversary Update is the first public version of the Map Editor, which will allow you to create your own maps with islands of unusual shapes and arrangements.

Minimap

You asked for a minimap, and here it is! You will find it in the lower-left corner, along with an icon to minimize it and toggle how it works - it can be independent of the main view or follow the main view.

Nomads

We added Nomads as an experiment, and there was still a lot to do to enjoy the game in this mode. Most Nomads' ills are gone with this update. The AI behavior and unit management have been improved, grouping and assignments to key groups have been added, and polished gameplay's overall flow in this mode.

Bugfixes

This update includes several minor fixes, including increasing the stability of the game.

If you find a bug or have ideas for new game features or improvements, be sure to let us know on Discord!

Thank you for all the feedback you send us. It is precious, inspiring for us, and allows us to develop the game further.

May your lands remain unshattered
- Star Drifters Team
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BROK The InvestiGator - prologue

Updated to 1.0.10 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
PROLOGUE 1.10
--------------------
- Loadings improved : The assets cache was way too small. I increased it, which makes coming back to previous rooms MUCH faster (at the cost of a little more RAM usage)
- Fixed bug : Crates did not appear in the Virtual Arena due to a bug.
- Fixed bug : Pressing pause while "start fight" or another text animation on screen would make it infinitely zooming out.
- Fixed bug : Bridge ad respawned when leaving screen.
- Fixed bug : Bubble ad in pharmacy could not be picked when using a controller.
- Fixed bug : Some timers were not adjusted when skipping cutscenes.
- Fixed bug : Holding Space while entering a room with 'skip cutscenes' enabled allows Brok to move fast through the entire room.
- Fixed bug : Skip cutscenes while exiting the Alley forces Brok to re-enter the Alley.
- Fixed bug : Scanning the prescription again after helping the tramp opened a second copy of his objective.
- Fixed bug : Tramp sprite was half the size when killed by the rats.
- Fixed bug : Gameover for getting killed by the tribots in the pyramid was not listed and had no text.
- Possible fix for a rare bug with Dart's grab causing the player to be launched in the air and then falling to death (I could not reproduce the issue so *hopefully* my fix works).
- Reduced timer for falling rocks to 15 seconds in Virtual Arena.
- Increased probability for Dart to grab.
- Attacking with stick now makes more damage.
- Added 3 fanarts.
high rated
Neverwinter Nights: Enhanced Edition

Standalone installer updated: 82.8193.20 ⇒ 82.8193.20.1.
No Changelog


Standalone installer updated: 81.8193.16 ⇒ 82.8193.20.

Greetings Adventurers,

We just launched Patch 8193.20 for Neverwinter Nights: Enhanced Edition! The update adds scores of features & fixes to the core campaigns, premium modules and toolsets. Today’s patch also addresses the voiceover issue for non-english localizations.
Huge thanks to our amazing community for helping to test out the beta versions of this patch— we couldn’t have done it without you!

Check out the Patch Highlights & Full Details below!

Patch Highlights
Non-English Voiceover: We fixed the issue causing english voiceover to play for non-english localizations
NPC Movement: We improved the movement/navigation of Non-Player Characters (NPCs) and Creatures
Multiplayer: We fixed a server-side issue and increased the module description size so players get the full details
Dozens of Fixes: We’ve added dozens of fixes to improve the overall experience in adventures, toolsets and the Dungeon Master Client
New Scripting Functionality: See details below!

Check out the full patch notes below!

PATCH NOTES

NPC Movement
• Improved navigation of NPCs and Creatures
• Creatures now move in a logical direction when they are bumped or pushed

Performance Improvements
• Optimized “Hardness” (placeable damage resistance) in the game so it no longer imposes heavy impact on server loads

Fixes
• Non-English localizations now use correct voiceovers
• Fixed the multiplayer UI not saving the network port configuration
• Increased module description size to avoid cutting off text in the multiplayer browser
• Fixed an issue causing invalid skill point messages and preventing level ups
• Fixed a rare crash when loading custom content models
• Fixed a crash occurring in character selection when existing character files have an invalid player class or race
• Added a fix to make sure NPCs, like Deekin, level up correctly
• Fixed issues in the Premium Module Darkness over Daggerford:
- - -Fixed an issue with the Daggerford Wagon
- - -Fixed minor issues in the Great Cheese Caper quest

Graphics
• Improved the appearance of armor and metals
• Shadows now fade more smoothly in relation to distance, height and angles.
• The Dynamic Contrast Shader now has adjustable settings in the options menu
• The Depth of Field Shader now has adjustable settings in the options menu
• Lights now fade in and out out more smoothly
• Texture animations now animate consistently
• Fixed the water shader showing seams
• Water now always uses the env map
• Grass now fades in smoothly rather than appearing abruptly
• Skyfade fog coloured model below the horizon now covers below area, so missing meshes and keyholing show a black backdrop
• Renderer Improvements:
- - -Optimised renderer GL buffer handling
- - -Fixed clear colour erroneously reverting to black when loading into an area if a game object was received at exactly the wrong time
- - -Fixed some erratic keyholing behaviour in certain situations
- - -Reduced the number of shader reloads
- - -Fixed dropped items floating too far over the ground
- - -Fixed weather not correctly cleaning up after lightning events, sometimes resulting in heavy FPS drops
- - -Fixed skin meshes (cloaks, robes) occasionally being warped or dislocated when animating
- - -Normal maps are now read as two-channel textures (three are still supported, but this was needed for BC5)
- - -Water reflections now ignore subsurface alpha
- - -Env map tex coords are now always calculated per-fragment in HQ mode
- - -Specular lighting now ignores material transparency
- - -Refined light occlusion calculations
- - -Shared material uniform data is now reset for each draw call. This fixes issues where a material incorrectly adopts parameters from the previously-rendered, if the current material has none.

NWSync Optimizations
• Dedicated servers can now load their module data from a specially prepared NWSync repository, instead of having to have a copy of the module and hak files. (This mainly benefits big servers that have a CI/CD pipeline set up.)
• Added argument -moduleurl, from which the module data will be sourced
• Added a new optional argument -modulehash; which is considered to be `latest` if omitted
• Generate the server/module repository with --with-module
• You can reuse the public repository to save on duplication/disk space; or use a separate/private one. If you reuse the same repository and do not want to leak the module data, turn off http content listing and write the data with --no-latest.
• Data is stored in SERVERHOME/nwsync (this works the same as on the client). It will auto-prune old data if the group_id matches. The rest is left up to you.

Content Updates
• Added half-dragon tail to half-dragon blueprint
• Added missing texture for worldmap placeables
• Rendered new icons for the gem shields
• Fixed Tanarukk Blueprints, Factions & Script
• Fixed some tile models resulting in Access Violation in the toolset
• Set all weapons for Ambient and Diffuse of 100% (1 1 1), in alignment with the new graphics & lighting
• Fixes to Shadow, Mesh and Bounding Boxes
• Added in several missing art models and portraits, along with toolset blueprints (DoD Flags, Signs, & Duke Painting; Tyrants Flowering Plants & Wavy Water 1x1, Invisible Ground 4x4, Worldmaps - Floor and Wall-Mounted)
• Rebuilt placeable walkmeshes on several larger models to be 3D instead of a flat plane
• Low Ambient Values raised to 1 1 1 (to allow other forms of tinting)
• Shields/Cloaks/Robes: Compiled shield models and turned Ambient and Diffuse values to 1.0 1.0 1.0, so area lighting and tinting can have fullest effect as well as clothing matched-up from race-to-race
• Skybox, Black: Added missing model
• XP3 placeables: Many fixes for useability, shadows, z-fighting, walkmesh, and appearance
• XP3 Gem Golems: Adjusted appearance for proper translucency & shine (creatures/weapons/shields)
• Daggerford & Tyrants of the Moonsea Placeables: Reworked placeable Use nodes to strict 13-character length requirement, cleaned up PWK walkmesh settings
• Glass and Metal textures: Fixed TXI settings, added an alpha channel to maps for specularity and custom environment mapping (new textures)
• Candles (Non-Ambient): Added a dynamic light with shadowing (Disclaimer: nearby props must not be set to Static in order to cast shadows, but work much better than Ambient lights)
• Elven Lanterns: Fixed candle flame not showing through panes and added ambient/dynamic versions, as with candles
• Kochrachon: Fixed deformed arms & a floating "thumb"
• Appearance.2DA: Curst Swordsman: Removed undesired environmental mapping
• Kobolds/Goblins/Orcs/Golems/Giants: Added default environmental mapping
• Orcus (Blueprint): Added missing creature hide and Wand to inventory
• Gem Greatswords, Warhammers, Shields and Placeable Gemstones: Fixed UV's and self-illumination settings
• Doortypes.2DA: Added proper blueprint ref's for the two new elven doors (TTF02)
• Loadscreens.2DA: Added default tileset entries for DoD and Tyrants loadscreens
• Placeables.2DA: Fixed various settings on placeable entries
• PlaceablePalStd.ITP: Added new entries for missing blueprints, removed a couple bogus entries
• Portraits.2DA: Added missing entries, for missing blueprints
• Tailmodel.2DA: Changed entry 5000 from "karandas" to "Half-Dragon"
• PLC_C10 (Placeable Door): Fixed a bad set of Use Nodes (“secret door” fix)
• TNO01: Fixed a SQRT Domain error in TNO01 Boat (at last!)
• TNO01: Fixed a crash in TNO01 Ship1 and Market Stall, Long: caused by too many mesh parts
• TNO01: Fixed chimney & window animations in Inn, Coach 2x2
• TTF02 and TTS02 Doors: Fixed DWK naming and settings
• TTF02 Water: Fixed bad transparency settings in stream tiles (as seen through tree branches)
• TSS13 (Seaships): Added edge tiles TSS13_edge.2DA
• TSS13_C07_04: Fixed a bad water reference
• TCN_UDoor_02: Fixed a shifted walkmesh and transition mesh (you could transition the door w/o opening)
• TDM01_O11_01: Replaced a missing face in the doorway mesh
• TCN01_A06_01: Fixed some meshes which had shifted from bas X-Forms
• TRM02.SET: Added a missing crosser entry
• TCM02.SET: Fixed typos in a couple tile names
• TCM02: Replaced small/misaligned water meshes on several tiles
• IIT_Torch02: Adjusted smoke to be much more minimal than a standard torch
• TTF02_I07_02: Removed a bunch of extra/ugly tree foliage meshes
• TTF02_T13-14_01: Set meshes from Render 0 to 1, fixed UV's on tent flap, added bottom mesh to lean-to
• TWC03_C53_01, TWC03_C54_06: Fixed broken fireplace animations, added a woodpile for fuel
• TDE01, TNI02, and TSW01: Restored the "Lightning Tiles" in TDE01, TNI02, and TSW01, added animloops for shutdown where needed


Continued below =========>
high rated
Neverwinter Nights: Enhanced Edition (continued)

Standalone installer updated: 81.8193.16 ⇒ 82.8193.20.

Toolset
• Fixed some shadows not rendering properly
• Fixed VFX emitters not rendering properly

Other Updates
• Fixed minimap data being assigned incorrectly when deleting an area via VM::DestroyArea
• Fixed cloaks and robes not inheriting visual transform animation speed
• Fixed items losing the possessor reference when failing to merge a stack out of a container, resulting in dead/unusable items and eventually a crash
• “Hide Second Story Tiles” setting is now disabled by default
• Linux binaries are now built against Debian Stretch (9), fixing requirements to Debian 9, Ubuntu 18.04 LTS, or newer. This should take care of the glibc issues some folks were seeing, as well as the stray libsndio linkage
• Danglymesh is now properly frozen when the game is paused
• Model loader: Set mesh ambient and diffuse to vec3(1.0) by default
• NWSync command line args now verify the URL and Hash formats
• Fixed an issue where the first texture in a material was replaced with the NULL texture after an area change
• Fixed classstat abilities modifiers not being considered for feat requirements on levelup, when the abilities are gained on the very same level
• Fixed class stat ability modifiers sometimes not updating after a levelup (for example, for STR damage bonus)
• Fixed blank value in SkillPointModifierAbility in racialtypes.2da failing ELC
• Debug UI: Fixed a client crash in the NWScript Widget when inputting a invalid object ID
• nwscript.nss: Added missing tileset resref constants
• Config: The default value for 2D/3D bias is now 1.0 which should fix sound effect quietness (you need to reset it manually in Options if you want to try this)
• Scripting:
- - -Fixed material parameters not being updated for single float changes
- - -Cutscenes: Fixed Hide Second Story Tiles not being saved/restored correctly
- - -Cutscenes: Fixed camera being reset with incorrect values despite VM::StoreCameraFacing not having been called
- - -ActivatePortal: Fixed some cases where NAT punchthrough or relaying failed to work
- - -Fixed a crash when calling area management functions twice (e.g. CopyArea(CopyArea()))
- - -EnterTargetingMode() now also triggers when the user cancels out, with the target area or object returned as INVALID_OBJECT
- - -Material filenames and params now allow underscore

New Scripting Functionality
// Sets the current hitpoints of oObject.
// * You cannot destroy or revive objects or creatures with this function.
// * For currently dying PCs, you can only set hitpoints in the range of -9 to 0.
// * All other objects need to be alive and the range is clamped to 1 and max hitpoints.
// * This is not considered damage (or healing). It circumvents all combat logic, including damage resistance and reduction.
// * This is not considered a friendly or hostile combat action. It will not affect factions, nor will it trigger script events.
// * This will not advise player parties in the combat log.
void SetCurrentHitPoints(object oObject, int nHitPoints);

***END***

https://nwn.wiki/display/NWN1/1.82.8193.20
https://www.beamdog.com/news/new-patch-arrives-neverwinter-nights-enhanced-edition/
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finkleroy: Two games in my library were updated on Galaxy a while ago, but the offline installers still haven't been updated.

Project Warlock is at Version: 1.0.3.1, Date Published: 19/11/2020 on Galaxy, but the offline installer is still at Version 1.0.2.1.

Cyberpunk 2077 is at Version: 1.04, Date Published: 10/12/2020 on Galaxy, but the offline installer is still at Version 1.03.

I'm willing to cut GOG some slack when they overlook updating the offline installers in general, but Cyberpunk 2077 is their sister company's game, and I'm sure they know how insanely buggy it is, so they know how desperately it needs to be updated. There's no excuse for releasing this game in this state, and there's also no excuse for not updating it.
I don't own the game, but I believe there's a CP2077 1.03-to-1.04 oflline patch (available since 12/12/2020, I think).
Post edited December 19, 2020 by mrkgnao
high rated
Serment - Contract with a Devil got updated to 1.3, but there's no changelog for it.

Also, Fell Seal got updated to 1.5.0b. According to a post on the Fell Seal subforum, it added another language (I think Chinese), but didn't mention any other changes.
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mrkgnao: I don't own the game, but I believe there's a CP2077 1.03-to-1.04 oflline patch (available since 12/12/2020, I think).
There's just something named "GOG GALAXY only patch (1.03 to 1.04)", which is weird for something that's available as an offline installer/patch.