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high rated
Prison Architect

Updated to the_glasshouse_5352 (Galaxy & Offline Installer)

Changelog from Steam:
Going Green bug fix update changelog

Wardens,

Later today, we will be releasing a new patch with many new fixes and improvements. We really appreciate all your reports and help in locating them. You can find the full changelog below.

Bug fixes and improvements

- Fixed: Orderlies turn Large Prison Doors as they go through them.
- Fixed: Damaged items will reset their rotation.
- Fixed: The staff can endlessly transport Laundry Baskets between the Laundry and Reception rooms.
- Fixed: Prisoners standing on the spot during a "Free Time" regime slot.
- Fixed: Reform rating for individual prisoners is always displayed at 200%.
- Fixed: Clone Tool charges the player twice on the cost of objects in the cloned room.
- Fixed an issue that prevented players from placing additional capacitors in the "Death Row" mission.
- Fixed an issue that made it possible to place objects like the Sink & Mirror without a wall.
- Repairing damaged Transformers is faster now.
- Improved the behavior for using "All Switch On" and "All Switch Off" options for green energy objects.
- Fixed false "No Route" errors being displayed while any building UI is open
- Fixed an issue that allowed players to install prison staff via the "Connect" menu.
- Fixed: Moving storage shelves with ingredients to the edges of a room causes the ingredients position to end up in between walls.
- The staff alert "The prison is running out of money" has the correct staff sprite now
- Fixed: Game crashes after assigning any type of Guard to a deep water area in the middle of the lake.
- Fixed: Some objects are not in crates when stored on the Storage Shelf.
- Fixed: Every time the Intelligence menu is opened, the Produced Narcotics Demand bar is raised from 0 to accurate level.
- Fixed: Moving a water valve that's turned off retains function on original tile
- Fixed: Recent misconduct text string overlapping with other text strings in prisoner experience tab
- Fixed: Trees can be planted next to a wall or on the wall when using the Grove Quick Build room.
- Fixed an issue that allowed players to sell crops seeds from Farmer's hands during the "Plant Crop" action.
- Fixed: Prisoners will not plant flowers if seeds are located in different Sheds
- Improved the interaction of moving Sheds.
- Fixed some issues with the sprites of Windows
- Fixed a crash that occurred when cloning any room from DLCs without them being enabled.
- Fixed: Pipes cannot be placed under the Practice Solar Panel.
- Fixed: Some types of walls do not have padding on the inside walls of Padded Cells.
- Fixed: Family cells are defined as insecure after a cell room is drawn.
- Fixed: Family cells can be linked to the Canteen.
- Fixed: Constructing Quick Rooms on top of already built structures results in texture flickering
- Fixed: Auto Harvester & Auto Scythe can be used to harvest trees is Fruit Orchard.
- Fixed: Wall lights can be placed inside a wall.
- Fixed: Tooltip flickers on "Reports" window if the fps of the game is higher than the screen refresh rate.
- Fixed: Crop won't be planted again if there was a garbage bag in the same square.
- Fixed: Extra cost charged when cancelled a clone room.
- Fixed: Some cloned room price not showing correctly.
- Fixed: Can't construct objects in Quick Rooms while they are still under construction
- Fixed: Cloning Farming Field and placing it on walls causes the crops to be planted on the walls.
- Fixed: Time of Prisoner Intake can go to negative value if prison has Riot Underway.
- The button to close the window is now displayed in the Ingredients menu.
- Fixed an issue that prevented blackouts from occurring after players connected two power sources
- Fixed a false staff alert about the prison's capacity on the Green Power Plant map
- Moving electrical appliances will no longer delete existing cables of other appliances next to them.
- Fixed: Some objects are not in crates when stored on Storage Shelf
- Fixed an issue that caused any form of zoning or dragged construction (e.g. water pipes or patrol routes) to get canceled when the construction of a Quick Build room was completed at the same time.
- Fixed false "No Route" errors being displayed while any building UI is open.
- Fixed: Recent misconduct text string overlapping with other text strings in prisoner experience tab.
- Fixed an issue where farming rooms would not be flagged as insecure when they should have been.

Island Bound

- Fixed: Tired staff gets stuck on Ferry piers
- Fixed visual artifacts that occured when the Inmate Ferry was moving downwards
- Fixed issues with civilians not arriving at the prison via helicopters

Multiplayer

- Made improvements to the task progress on the client's "To do" list.
- Improved the synchronicity of host and client.
- Fixed: Sound after connecting Power Export Meter to Transformer is heard all the time in Client's game.
high rated
Redout: Space Assault

Updated to 1.0.2.1 (Galaxy & Offline Installer)

Changelog from Steam:
Hello everyone and thanks for playing Redout: Space Assault!

Some of you reported bugs with some missions and achievements, which should all be fixed now:

- The Perfectionist and Completionist achievements now unlock as soon as the relevant objectives are completed
- Progress for the Farmer achievement is now correctly saved
- FIXED: Mission objectives did not scroll correctly in the mission selection screen
- Resolved more hardlock issues in 0905, the missions should flow more smoothly now
- Resolved some railgun issues in 0401, never look into the guns.
- Resolved some lighting issues in 0107

Hope you'll enjoy the game even more!
In addition to that, Redout: Space Assault now has Galaxy achievements.
high rated
Iron Harvest

Updated to 1.1.4.2102 rev. 46829 (Galaxy & Offline Installer)

Changelog from the developer's website:
We Continued To Improve Gameplay With Adjustments To Heroes And A Reworked Reserve System!

News: Heroes’ FOW and Revival!

These are another two key community suggestions that we are happy to now implement.

You can now use infantry and foot Heroes to revive Heroes from allied teams who have valiantly fallen unconscious in battle.

Furthermore, the Fog of War revealed by unconscious heroes has now been reduced to prevent them from being used to spy on enemies while still allowing you to easily find them on screen and the mini-map.

Reserves Rework!

Thanks to all your recent feedback we are ready to rework the Reserve System. This update aims to increase the variety of viable loadouts and encourage players to opt for having units in both Reserve I and II. From the data it is clear that Reserves have a huge impact on the game and are often the deciding factor. We want to reduce this on the games while maintaining the wow factor once it hits. Here’s how:

- The cost of a Reserve ingame now depends on which specific units it contains. This cost is still cheaper than building them normally through the Barracks or Workshop.

- Reserve Slots have been reduced from 3 to 2 per tier.

- Reserve Coins have been reduced from 6 to 5 per total.

- Exo-suits, Straznik, Grimbart and Ognivos can now only be picked for Reserve II.

- Instead of at least one advanced building and a basic building, deploying Reserve II now requires one advanced building, or two basic buildings.

- Deploying an empty Reserve costs 100 iron. It will still grant the player plus 25% maximum population capacity.

Info: ChangeLog 18

General Changes

- The A.I. now spends the same amount of coins as those available to the player.
- The Rusviet’s Nagan and Polania’s Tur mechs chrome skins have returned to the cosmetics screen as intended.
- Prevented Destroyer Cannons from firing at targets that have disappeared into the Fog of War.
- Fixed a few instances where larger mechs would fall through the terrain. We’ll be keep an eye out for more of these.
- Enemy buildings within the campaign are correctly described in their tool tip.
- Fixed an issue that caused game freezes to occur in both single player skirmishes and multiplayer matches at around 10 minutes.
- Fixed an issue that would cause checksum errors on older machines.
- Fixed an issue that prevented resource display from correctly updating when building a HQ in campaign missions.

Balance Changes

Since the last update we’ve observed that the infantry changes had a lot of impact on the games progression. Mechs are closer to the state we want them to be and so we’ve decided to refrain from modifying them all and tuned back the infantry buff.

Gunners: have now been moved from the Barracks to the Advanced Barracks in order to make the counter of early mechs more difficult.

Advanced Barracks unit cost reduction has been readjusted: Engineers, riflemen, stormtroopers, vanguards, grenadiers, medics, and flamethrowers are cheaper when built through Advanced Barracks compared to the normal Barracks.

- Engineers cost increased from 100 to 125 Iron.
- Riflemen/Stormtrooper/Vanguard cost increased from 125 to 175 Iron.
- Grenadier cost increased from 150 to 200 Iron.
- Flamethrower cost increased from 150 to 200 Iron.

Mortar systems: Compared to Polania's and Saxony’s artilleries, the mortar weapon system couldn't hold their ground or find a role to fill. By comparison, their inferior range is now compensated for by more damage potential, especially against larger groups of enemies.

- Damage against unarmored increased from 50 to 65.
- Damage against Light armor increased from 93 to 100.
- Damage against Medium armor increased from 80 to 100.
- Damage against Heavy armor increased from 67 to 100.
- Mortar system’s explosion radius increased from 1.5 to 4.
- Mortar system’s outer explosion radius increased from 4 to 6.
- Mortar system’s outer explosion radius damage modifier increased from 0.2 to 0.4.

RUSVIET

The Serp (Sickle mech): Against high skilled players, this monstrosity would not effectively reach their targets. Increased HP should help it survive long enough to inflict damage.

- HP increased from 1150 to 1400.

SAXONY

Prince Wilhelm: His Lay Waste ability now has a good portion of its former glory restored (#Bringbackthebrr), while still using an appropriate fire rate.

To make him more worthy of the Kaiser and better able to survive long enough to menace other mechs we have increased his resilience. Also, don't be mistaken by the flat damage values below, the increased Area of Effect of each bullet also contributes to more damage output.

- HP increased from 650 to 700.
- Armor class adjusted from Medium to Heavy.
- “Lay Waste” ability Splash radius increased from 1.5 to 2.5.
- Damage vs. unarmored increased from 40 to 50.
- Damage vs. light armor increased from 20 to 30.
- Damage vs. medium armor increased from 15 to 30.
- Damage vs. heavy armor increased from 10 to 20.
- Damage vs. structure increased from 7 to 15.

The Grimbart (Gatling Mech): This chonky boy now suppresses targets and is more effective against groups of enemies.

- Suppression added to its main weapon.
- Its “Sweep” ability suppression value and area has been increased.

Mechs and exo-suit Reserve coin costs have been adjusted as well:

Saxony

- The Grimbart and Eisenhans now cost 1 coin each.
- The Isegrim and Erlkönig now cost 2 coins each.
- The Wotan and Stiefmutter now cost 3 coins each.

Polania

- The Łowca and Żółw cost 3 coins.
- Śmiały and Mocny cost 2 coins.
- Straznik and Exosuits cost 1 coin.

Rusviet

- Nagan and Serp cost 3 coins.
- Kolokol and Nakovalnya cost 2 coins.
- Groza and Ognivo cost 1 coin.

The Battlefield Is Refreshed and Waiting For The Newest Strategies From A Versatile Commander

Stay tuned for the release of March’s Roadmap soon.
Post edited February 26, 2021 by Hustlefan
high rated
Dying Light: The Following – Enhanced Edition

Standalone installer updated: 1.38.0 ⇒ 1.39.0.

Patch Notes 1.32

According to these articles ...
1
2
... the following has been changed in the game:
• Added new weapons and blueprints
• Added new outfits
• A new type of live event added
• Minor bug fixes
high rated
Deadlock 2: Shrine Wars

Internal Update (9 September 2028)
Windows 10 support added.

Never trust an update from the future.
high rated
Underrail

Standalone installer updated: Windows, 1.1.2.4 ⇒ 1.1.3.0.

Crossing the Styx (1.1.3.0)

Hi guys,

We're rolling out a new content update. It's going to be a somewhat weird update because the main bulk of the content is centered around something that is not part of a mainstream playthrough. We added an interesting adventure and resolution to players who get... genetically compromised during their time in Underrail. Where and how is for you guys to find out (it does require the Expedition DLC though).

Also we've added more than a dozen new areas to the game, some of which will appear randomly in different playthroughs.

Mechanics-wise I've taken a look at firearm pistols, throwing, and super steel weapons and made some improvements and/or tweaks there.

Anyway, here's the full list of changes, minus the secret stuff:

Items
• You can now throw acid vials
• Obscure weapon improved in an obscure way [Lemurian Spear works with High-Technicalities]
• Infused Bison leather will now provide more fortitude when crafting boots (not applied retroactively)
• Vigorous Belt now also grants 15 fortitude
• AI Scrambler and Hypno Goggle value will now scale with their effective level

UI
• Added a toggle on the right side of the action bar that, when turned on, will prevent you from interacting with all containers and other usables while in turn-based mode; The main purpose of this feature is to prevent you from misclicking enemy remains, but it will also help with the doors
• In character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow

Specializations
• Reduced the max spec points that can be invested in Wrestling spec to 5, since more would just take you over 100% chance to apply. If you invested more than that: lol noob! (j/k You'll get those back on the next level up (unless you're max level in which case: lol noob!))

Metal Weapon Changes
• Tungsten sledgehammer critical chance reduced by 1%
• Supersteel sledgehammer critical chance increased by 2%
• Supersteel sledgehammer action point cost reduced by 2
• Supersteel spear will now grant 3% precision bonus
• Supersteel machete will now grant 3% precision bonus
• Supersteel machete action point cost reduced by 1
• Supersteel combat knife will now grant 5% precision bonus

Pistol changes
• Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)
• Firearm pistols damage increased by about 25%
• Firearm pistols now ignore up to 40% of target's evasion at close range
• Sharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focus
• Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
• Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.

Throwing Knives
• Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%
• Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)
• Added Knife Throw's Gloves which increase knife throwing precision by 5% and reduce AP cost by 3
• Added Shock Shurikens

AI
• Certain plasma sentries will now deploy their plasma cannons in real-time and wait for the player

Mechanical Tweaks
• Incendiary grenades will no longer be activated if they hit a traversable water tile (they will trigger if they hit an occupied water tile, though)
• Groin Guard now also grants immunity to Dirty Kick's extra stun duration
• TNT Charge will now use the new explosion visuals (same as HE grenades)
• Pyrokinetic stream will now emit light
• Added a small cooldown to playing sounds that should, hopefully, prevent volume stacking
• Fixed a number of ability and feat descriptions to properly state "humanoid" instead of "human" if they affect that category
• Fixed a number of ability and item descriptions to state when the bonuses are only affecting weapon and unarmed attacks
• Fortitude will now help with poison resistance (mostly manifested through reducing poison duration)

Content
• Added Napalm Barrels, a stronger version of regular explosive barrel that also spawns fire; these can be thrown by the usual suspects
• A certain very, very bad gas that's been released into an under-passage hideout now dissipates after some time
• Added the Lost Vault dungeon in Upper Caves
• Added new Core City sewers random fragments
• Added new GMS vault cave which are randomly selected when starting a new game. Ongoing playthroughs will still have the default map
• Added a new source of very bad gas inside a certain bunker in Upper Caves
• [Expedition] Added the ability to climb up the cliff at the entrance to the Black Sea (requires some high agility)
• [Expedition] Added a rift to Fort Apogee
• [Expedition] Added a certain mentioned wild boar to the Hathorian hunting grounds. Snort!

Content Tweaks
• Decreased movement speed and movements points of Tithonus Lab residents; also tweaked their AI as to make them more likely to give up chasing the player
• Added the ability to peek over the guard rail outside Arke's power room to see if anything's waiting near the elevator
• The player can now tell the Core City warehouse defenders to set up their defenses at three different positions in the building
• Various minor changes to the Lost Vault entrance area, as well as some npc and dialog tweaks
• The Emporion Mall Lunatics are now a bit less sensitive to sound. Reckless players will still be able to alert entire floors, but playing with care will result in fighting smaller groups at a time, which also prevents pathfinding slowdowns
• Jookhela got a new coat of paint
• [Expedition] Minor tweaks to Ray's Shop as to prevent a few camera vision exploits
• [Expedition] Dude will now make you another Juice in case you waste the first one.
• [Expedition] He'll also take hydraulic fluid from DC instead of a certain gun lube (as they're both mineral oil-based).
• [Expedition] ...and he accepts mushroom brew as currency following a certain event.
• [Expedition] Reduced the slowdown that occurs during the boat-riding cutscene at the start of the expedition

Bugs
• Pyrokinetic stream will now properly apply Thermodynamicity when the invocation ends
• Pyromaniac's extra damage from specialization will now properly be applied
• Thermodynamic Destabilization can now trigger Pyromaniac
• Psi window will now be hidden while the character sheet is open like other windows are
• Invoking Psycho-temporal Contraction while already under effects of one will not grant you more action and movement points in that turn
• Fixed the value rounding bug when displaying character damage resistances
• Fixed the bug that caused doppelgangers to not despawn in real-time combat
• Fixed a long standing animation glitch that caused the animation to abruptly end after the psi ability is invoked
• Fixed the bug that would sometimes cause the game to crash when an acid barrel is thrown
• Fixed the bug that would sometimes cause the death screen to be uninteractble when you die during a cutscene
• Fixed being able to avoid confronting Jookhela through the power of turn-based mode exploits
• Fixed Tobias in Tithonus Lab turning on the power during turn-based combat instead of trying to make sure it's off
• Fixed Aran not getting a health buff on Dominating
• Fixed GMS level 3 doors not working with automatic door opening option checked
• Fixed sometimes not getting xp when completing a certain assassination quest for Edgar
• [Expedition] Fixed not being able to talk to Katya after visiting "the cave", as well as a certain dialog option not showing up regarding something you see at the entrance to the Black Sea
• Various minor dialog and map fixes and tweaks

That's all for now. Let us know how you like the new content.

Cheers.
high rated
No Man's Sky
Offline installer updated to 3.22_Companions_69111

**************************************************************
Changelog from the dev's blog:

" COMPANIONS PATCH 3.22
February 26, 2021.
Hello everyone,

Thank you to everyone playing the Companions Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes have been combined into patch 3.22, which will be live on all platforms today.



Patch Notes

Fixed a crash that could occur when loading creature or companion textures in multiplayer.
Fixed a crash that could occur when renaming a companion on Xbox.
Fixed an issue that could cause the wrong companion to be renamed when renaming a companion.
Fixed an issue that prevented personal items such as ships/freighters/Multi-Tools and companions from being renamed on PlayStation 5.
Other player’s companions will no longer collide with you in multiplayer.


All companions now correctly defend their owner when attacked by a hostile creature.
Fixed an issue that prevent creatures from being harvested by the Livestock Unit.
Fixed an issue that could cause robotic companions to eat pellets rather than ion batteries.
Fixed an issue that caused companion species to be listed incorrectly when viewed in the Companion Manager.
Fixed an issue that caused the hostile aliens found inside derelict freighters to immediately despawn.
Fixed an issue that caused your own companion’s information to be displayed when viewing another player’s companion through the Analysis Visor.


Fixed an issue that could cause companion eggs received from Xbox players to fail to hatch.
Fixed an issue that could cause overly dramatic camera shake to occur when the sandworm is spawned.
The Living Ship can now be repaired without needing advanced bait.
Fixed an issue that could occur when rendering trails in VR.
Fixed an issue with cloud rendering when taking screenshots in VR.
Fixed a texture rendering issue.


Fixed a rare crash that could occur when viewing creatures in the Discovery Page.
Fixed a PC-specific memory leak that could occur when alt-tabbing or changing resolution.
Fixed a PlayStation 5 specific GPU crash.
Fixed a number of crashes related to terrain rendering.


We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,

Hello Games "
high rated
Strategic Command WWII: War in Europe

Update 1.20.00 (25 February 2021)
GAME ENGINE CHANGES

Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).
Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).
Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).
Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).
Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.
Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).
Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).
Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).
Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).
Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).
Improved an AI HQ position vulnerability issue (Joseph).
Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
Loop sea transfer hexes enhanced for greater visibility (Christolos). EDITOR CHANGES
Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)

1939 and 1940 campaigns.

Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).
If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich). All Campaigns
Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
Header explanations for the Supply scripts updated.
Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
HQs can now upgrade AA to level 3 (Will952).
National Morale script for the liberation of London corrected (BigJohn).
Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).

Strategic Command WWII: World at War

Update 1.10.00 (25 February 2021)
GAME ENGINE CHANGES

Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).
Loop sea transfer hexes enhanced for greater visibility (Christolos).

1939 Campaigns

Mobilization_2 script Italy Mobilizes In Response To Allied Invasion Preparations (Italy->Axis) corrected to swing Italy rather than the Dutch East Indies (EarlyDoors).
Chinese HQ Xue moved from 188,60 to 189,63, Chen deployed at 188,60, and Peng removed from 187,55 (Cpuncher).
Duplicated US unit names for 2nd and 3rd Mar Div removed (Mithrilotter).
Surrender_2 script amended so that French Somaliland will now only accept the armistice (i.e. if Vichy France is formed) if there is no Allied unit in Djibouti. However, if there is an Allied unit there that should later move out of Djibouti then French Somaliland will automatically accept the armistice unless France has been liberated, so it may be wise to keep one there.
Notes added to DE 105 explaining that saying yes means that Malaya will join the Allies.
Increased the chance of New Guinea joining the Allies as well as bringing forward the date of this being possible, so that the Allies will have a much better chance of getting a unit there before the Japanese.
Strategy Guides updated to mention that Japan can impede the flow of 30 MPPs reaching the USSR by placing naval units in the hexes adjacent to Vladivostok port (Pocus). All Campaigns
Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
The spelling of the US sub Archerfish has been corrected.
Made Vladivostok a Secondary Supply Center and corrected all spellings of the place in the game.
The spelling of Schukow corrected to Zhukov in the German language version of the game (IIo4Tu).
Road of Bones in Siberia added.
Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
Hex 176,73 changed from Jungle to Hill in order to provide some more frontage for combat east of Rangoon (Mithrilotter).
Rome has been added to the Victory text that appears in the image for the Axis Decisive Victory.
Axis AI Unit scripts amended so that if the Allies have captured the Philippines before 1944 then some of the Kamikaze units that were to deploy there may deploy in Japan instead. The condition of the Philippines having a surrendered status has also been removed (Mithrilotter).
The ability of China to research Advanced Subs and Heavy Bombers has been removed (IIo4Tu).
The ability of India to research Advanced Subs, Naval Warfare and Heavy Bombers has been removed (IIo4Tu).
Some Fortification scripts added for the Japanese AI (Mithrilotter).
Sound file battle3.ogg is now associated with the Supply scripts for Resistance Activity in Manchuria and Communist Partisan Activity in China (Mithrilotter).
Tool tip updated for Naval Weapons research (Christolos).
Loop sea transfer hexes enhanced for greater visibility (Christolos).



Strategic Command: World War I

Update 1.04.00 (26 February 2021)
Changelog
Post edited February 26, 2021 by Edward_Carnby
high rated
Stirring Abyss just updated on offline installer. Probably Galaxy as well.

No patch (727MB full reinstall)

No changelog.
high rated
avatar
Staredown: Deadlock 2: Shrine Wars

Internal Update (9 September 2028)
Windows 10 support added.

Never trust an update from the future.
And the new installer shares exactly the same filename with the old one.
GOG's workflow is really troublesome.
high rated
avatar
kbnrylaec: GOG's workflow is really troublesome.
Well, right now I am already happy if their work actually HAVE a flow ... if I look at all my open tickets (which also contains missing offline installers) ... not much flow to it. So every update still coming is a good news for me.
high rated
avatar
Staredown: Deadlock 2: Shrine Wars

Internal Update (9 September 2028)
Windows 10 support added.

Never trust an update from the future.
avatar
kbnrylaec: And the new installer shares exactly the same filename with the old one.
GOG's workflow is really troublesome.
The internal update delivering win 10 support is from September 2020:
https://www.gog.com/forum/deadlock_series/windows_10_support_added_on_982028_patch

In the latest "update" only installers were swapped.
avatar
MarkoH01: if I look at all my open tickets (which also contains missing offline installers) ..
I'm currently in close contact with mod's and support about installers.
Give me your problem list please - I'll pass it to GOGers.
avatar
MarkoH01: if I look at all my open tickets (which also contains missing offline installers) ..
avatar
Edward_Carnby: I'm currently in close contact with mod's and support about installers.
Give me your problem list please - I'll pass it to GOGers.
Thank you. Don't know if the missing offline installers in my case would be a list - I do remember "Someday You'll Return" offline installer being outdated right now - most of my other tickets afair have other issues but I will browse through them and if I should find additional outdated installers I will contact you in chat if this is all right.
Post edited February 28, 2021 by MarkoH01
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MarkoH01: I will contact you in chat if this is all right.
Of course it's all right. =)

PS: Transferred the info about "Someday You'll Return" to GOGers.