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high rated
Astrox Imperium

Offline installer updated to Build 0.0123

- Fixed bug preventing command given to merc via overview panel when drones view is active.
- Fixed drone dock command bug on 'select and dock all'. no long will ignore if already docked.
- Fixed bug when quitting to title while in galaxy view. no longer reloads with galaxy view visible.
- Fixed bug when quitting to title while in tactical view. no longer reloads with tactical objects visible.
- Fixed ammo display lable on module mouse over for non energy based weapons.
- Fixed spelling error on the warp drive fuel warning message box.
- Fixed toggle transfer panel bug when no target object is present, or has been destroyed.
- Fixed merc autoscan task bug allowing for targeting of your main ship.
- Fixed bug that plays sound fx for doors when loading structure into game or editor.
- Fixed text error in restock event title and description.
- Fixed bug causing merc to move too slowly whenadjusting fromation settings.
- Fixed merc bug with crate collection causing loop when full.
- Fixed cargo item bug showing 0 qty when transfering items from npc ship with full ship cargo.
- Fixed bug showing incorrect number of items in cargo panel when cargo is full and items are dragged onto the panel.
- Fixed runaway merc bug causing merc to run to the edge of the map when formation data was null.
- Fixed bug causing from very small inventory items to be requested at ridiculous quantities via collect missions.
- Adjusted star coloring layer and glare layer code. (New game required for map adjustments.)
- Adjusted wallpaper slidershow to scroll backwards in modtools.
- Adjusted drone dock AI code.
- Adjusted module mouse over panel to only show bonus values where bonuses have been applied.
- Adjusted drone lighting and the coloring of the active halo.
- Adjusted drone Idle AI code, as well as it's persistent target lock.
- Adjusted the mouse control on selected part of structure editor. ALT key will lock / unlock mouse.
- Adjusted turret tactical lines to show only when module is active.
- Adjusted star color load function to allow more control over star color layers.
- Adjusted Dynex material and texture for improved resolution and less pixelation.
- Adjusted main scripitng function to allow mission processing for npcs inside of structures.
- Adjusted general drone AI and some of the targeting AI.
- Adjusted the sector lighting setup variables used in the sector files.
- Adjusted star lighting and skybox colors on a number of sector maps.
- Adjusted raycast layer for all ship engine parts to prevent rightclick blocking on ships.
- Adjusted merc AI for better formation pathfinding distance control.
- Adjusted descriptions of all structure skills and market prices of skillbooks in the items database.
- Adjusted merc patrol pathfinder code to prevent mercs from exploring outside of the sector bubble.
- Added new skybox editor that now allows for manipulation of the star particle systems.
- Added Spoony's updated wormhole tutorial to replace the old tutorial_wormholes.txt file in scripting.
- Added new color picker widget for the in-game skybox editor.
- Added chat timer functionailty to structure npc triggers.
- Added structure material coloring to the in game structure interior, and the editor stats panel.
- Added new Recon structure interior layout.
- Added Recon structure scripting file.
- Added new volumetric light shader to all exisiting light objects.
- Added Beam color, intensity, range, fog, length and fill parameters to all structure light objects.
- Added Clone Part by holding C key when clicking to place part in FPS mode of structure editor.
- Added notification when autotask merc completes scanning all available targets.
- Added new engine thrust particle effect for each engine part.
- Added new engine afterburner effect for each engine part.
- Added new Raider Hideout structure interior layout.
- Added new ship hangar modifiers for all station shipyards.
- Added bonus to max scan targets and to energy recharge of all Alpha, Science, and Civil Shipyard ships.
- Added bonus to cargo and to thrust of all Trade, Finance, and Commerce Shipyard ships.
- Added bonus to shield and to speed of all Pirate, Outlaw, and Sovereign Shipyard ships.
- Added bonus to energy and to mass reduction of all Temple, Missionary, and Orthodox Shipyard ships.
- Added bonus to passive slot to all Labor, Contractor, and Extractors Shipyard ships.
- Added display to ship mouse over in shipyard market for faction stat bonus info.
- Added new right click radial menu to player ship when undocked allowing for quick access to some commands.
- Added right click radial menu to mercs, allowing for quick access to cargo, autotasks, and more.
- Added right click radial menu to npc ships, attack target will reset all active modules to the target.
- Added right click radial menu to resource objects, allowing for focus, harvest, and unlock.
- Added new icon for all modules to target command for player ship.
- Added npc ability to take partial contents of crate when cargo space is limited.
- Added ship bonus stat percentages to the main module mouseover tooltip panel.
- Added ability to turn in a Transport, Delivery or Collect missions with partial cargo in both ship and storage.
- Added ability to turn in a Harvest, Recover and Kill Recover missions with partial cargo in both ship and storage.
high rated
Spiritfarer

Updated to 34297_windows (Galaxy & Offline Installer, Windows) & 34297_osx (Galaxy, Mac)

Changelog from Steam:
Patch Notes 8/31 - 34223

Hey Spiritfarers!

Here's the patch notes for the Beverly Update!

New Spirit:

- Beverly: A tiny owl found in Oxbury

* Beverly's house
* Full length spirit questline

New Features:

- Save system: you now have 3 save slots.
- New station: Archive room - A place where you can store and look up old documents. Prime location to view treasure maps or Acetates.
- Buck's Looter's Literary reviews: Special magazines that contains a series of quests with treasure maps.
- Radio in the Lounge: Hang out by the bar and take a listen to any of the songs from the soundtrack you've heard before!
- New spicy food has been added:
* Lakaa: A delicious spicy noodle soup that will cure any cold.
* Milquetoast: It's just wet bread.
* Flamin' Firebirdz: After a bag of these bad boys, you won't even feel your face.
* Aloo Gobi: A vegetable delight with flavour to boot.
* Chai Latte: A spicy drink for cold or hot days.
* Chilaquiles: A breakfast classic for people in the know.
* Dakgangjeong: Sweet, crispy and spicy. Three delicious words!

Quality of Life Improvements:

- You can now keep track of required materials for buildings, houses, stations and improvements inside the Captain's log.
- Destination queue: select up to 3 points to explore in a single travel!
- New "Safe Travel" mode for travelling, which automatically skips events during your next travel.
- You can enable and disable Alex's bus station music.
- In-game optional assistance for all Elena's events when you fail.
- New Watering Upgrade and visuals for Field and Garden (Quest rewards)
- Sitting on any chair at night now enables the Stargazing mode, which hides the buildings and shows the starry night sky.
- Added more drawings from Stanley!
- "Going to sleep" sequence is now faster.
- Small screenshake when you use the light burst ability.
- Documents in Inventory: New to Old, the red appears on them to mark them as "new".

- New Game Options available:

* Screenshake (scale 1-10)
* Controller vibrations (scale 1-10)
* Input Source (Direct Input / Raw input)
* Text bubble size (scale 1-10)
* Game running in background (Disabled / Enabled)

- Improved Build mode:

* Ship View mode: disable the UI to see your boat in full.
* The star cursor should be bigger and is now bound to the grid.
* Selecting a building should snap the cursor to the middle of said building.
* Hovering over buildings shows their name in the edit/improve mode.

- Small UI tweaks:

* There is a "No blueprint" text display when trying improve buildings with no improvements available.
* The "Build" button will now appear greyed out if you hover a building that you are unable to build.

Narrative Improvements:

- Tweaked the narrative surrounding Stanley's takeover of the Guest house:

* A new shenanigan quest unlocks, which prompts the player to craft a new Guest house.
* Some spirits will complain about their lack of habitation. They will also show a "hates sleeping outside" mood debuff if they are forced to sleep outside.

- Added new narrative moments with some Spirits in some specific locations.
- Added hints to each character's favorite food in their dialogs.
- Spirits now have more interactions with one another.

Note: The changes to Gustav's story are still coming, but they missed the boat for this patch. They should arrive in a subsequent patch alongside some bug fixes.
Post edited September 01, 2021 by Hustlefan
high rated
Iron Harvest

Updated to 1.2.5.2547 rev. 54454 (Galaxy & Offline Installer)

Changelog from the developer's website:
Live Patch 25

Our 25th live patch will go live 1.9.21 (September 1st 2021) on Steam, GoG and Epic Store. The patch for the Microsoft Store Xbox Game Pass for PC will arrive with a small delay for technical reasons. Here are some of the highlights:

- New Map “Night Raid”, see below.
- New “Skip Mission” button that enables you to skip a mission after defeat.
- You can now build Anti-Air turrets.
- We adjusted the “easy” and “normal” campaign difficulties. Since our AI improvements, some missions are harder than intended. With these adjustments, Enemy Units will have lower HP and much lesser DPS on easy and only lesser DPS on Medium (HP stays untouched).

Changelog: See below.

New Map "Night Raid"

The fighting has dragged on for weeks, with rain-steeped trenches and craters where fields and forest once were. A night strike has been ordered by high command in the hopes of catching the enemy by surprise and breaking the stalemate once and for all.

Changelog

As always, we worked on many improvements and fixes based on your feedback.

Fixes

- The "!" bubble on the main menu is now appearing again when season objectives are completed
- The Level Modern Times will now always ends after surviving for 5 Minutes
- Prince will now behave correctly while using the “Lay Waste” ability
- Prince will now use his abilities immediately
- Units will now walk on the frozen lake on Arctic Storm
- Fixed a bug with the target selection of Lechs’ “Relentless Fury” ability and clarified in the tooltip that this ability will hit at most 5 targets
- Fixed a bug that could let Gulyay Gorod get stuck while retreating
- Potential fix for the spinning train cannon
- Smoothed out Brunhildes Mortar Animation
- AI can now use the Skybike properly
- Retreat Icon on Air Units is now fully visible
- Wojtek Health now remains the same when Anna enters a garrison
- Fixed a vulnerability in the codebase that could be used for cheating in multiplayer games
- … and more

Balancing Changes

Smokescreens

There were some technical imperfections with smokescreens which we have fixed and we have adjusted some of the smokescreen behaviour. In general, smokescreen ranges have become smaller, and the duration became shorter. Additionally, Mocny's and Isegrim's smokescreens are now static and thus do not move with the unit anymore.

POLANIA

Michal Sikorski: Michal’s ability to chase and kill retreating infantry was impacted by last patch’s change that prevents retreating units from tumbling. Michal's was already on the weaker side, and this change made him even weaker. We have increased his health to give more time to chase, kill and retreat before being caught in the crossfire.

- Increased Michael’s health and that of his cavalry soldiers from a total of 690 to 820.
- Increased Michael’s range in which he independently attacks targets in melee from 2 to 3 meters.

Mocny: Mocny feels underpowered compared to other artillery mechs. We increased the damage and reduced reloaded cooldown of the deployed Mocny to give it more opportunities to make a difference on the battlefield.

- Reduced reload cooldown when Mocny is deployed from 19 to 10 seconds.
- Increased damage while deployed against medium from 75 to 90.
- Increased damage while deployed against heavy from 65 to 90.

SAXONY

Eisenhans: We want to bring Eisenhans closer to the player expectation without steering away too far from his role in the unit roster. We have increased his capabilities to deal damage by increasing the chance of his projectiles hitting moving targets, and by increasing their damage.

- Increased projectile speed from 6 to 2 seconds.
- Increased damage on unarmored from 30 to 60.
- Increased damage on light/medium from 40 to 60.

Prince:

- Increased Prince’s repairspeed

RUSVIET

Olga: Veterancy damage scaling was not properly applied to Olga's detonator, which was fixed in this patch. Her detonator now deals less damage when she is not a veteran, and more when she is veteran level 3 or 4. Her veterancy thresholds have been reduced slightly to accommodate for the change in detonator damage.

- Reduced Olga detonator damage against unarmored from 150 to 120.
- Reduced Olga detonator damage against light and medium from 250 to 210.
- Reduced Olga detonator damage against heavy from 200 to 170.
- Reduced Olga detonator damage against structures from 150 to 125.
- Reduced Olga veteran threshold from 1500 to 1300.
- Reduced Olga elite threshold from 4000 to 3500.

USONIA

We want to observe the state of the faction over a longer period and thus there are no Usonia specific changes this patch. Next patch might include balance changes for the faction.

Common

Gunship: The gunship has a similar role to Wotan and Nagan but used to cost only 2 reserve coins, we have increased that to 3. Additionally, we have reduced the anti-air capabilities of the Gunship to increase the number of effective ways to counter it.

- Reduced anti-air MG damage
* On unarmoured from 10 to 3.
* On light from 4.5 to 3.
* On medium from 3.5 to 2.5.
* On heavy from 3 to 2.
* On structure from 0.1 to 0.5.

- Increased reserve coin cost from 2 to 3.
- Reduced splashradius for Gunship anti-ground weapon.
Hmm i have tried to post Wasteland 3s Patch notes 1.5.0 "Going the Distance" since yesterday but the post button keep loading endlessly and it's dificult to spot a word in the patch notes that GOG doesn't allow to be posted.

Annoying is what it is ! especially since this post get posted and full notes doesn't.
Post edited September 01, 2021 by ChrisG_
high rated
Imperator Rome - Complete Soundtrack (GOG support solved my ticket)

The missing songs from The Punic Wars have been added to the offline installer downloads of the mp3 and the flac zip files:

The Mediterranean
The Punic Wars
Tyros
Post edited September 01, 2021 by Arundir
avatar
ChrisG_: Hmm i have tried to post Wasteland 3s Patch notes 1.5.0 "Going the Distance" since yesterday but the post button keep loading endlessly and it's dificult to spot a word in the patch notes that GOG doesn't allow to be posted.

Annoying is what it is ! especially since this post get posted and full notes doesn't.
It is probably too long. Try to split the changelog and use two or more posts.
avatar
ChrisG_: Hmm i have tried to post Wasteland 3s Patch notes 1.5.0 "Going the Distance" since yesterday but the post button keep loading endlessly and it's dificult to spot a word in the patch notes that GOG doesn't allow to be posted.
This very probably means the post is too long. Try posting just the first half, and then (11 minutes later, so it won't be merged) the second half in a separate post. (If the first half still doesn't post, cut it in half again.)
high rated
Patch 1.5.0 "Going the Distance" Now Live

Patch Notes (taken from steam but is also available on GOG through a link to inXiles official blog when searching changelog)

In the rearview mirror of the Kodiak, you see the engines of Steeltown belching out their tar-black smoke far into the air above. Tinged with fire, it blankets an already charred sky with a reminder of the valorous work you accomplished there… or the inglorious chaos you happened to set loose. Regardless of how you dealt with the town’s conflict, you know that the road ahead is fraught with even greater challenges and dangers that have yet to reveal themselves. Just over the horizon looms Cheyenne Mountain, and before we set that adventure loose, your squad will need to be prepared.

As noted in the State of the Frozen Union article, Patch 1.5.0 is primarily focused on improving the co-op experience, as well as allowing those at the endgame to experience the Steeltown and Cult of the Holy Detonation expansion content. We’ve also taken a bright light to some of the underused quirks, perks, and backgrounds, balancing those with the intention of making them even more attractive options when you’re creating and evolving squad members. Rounding all this off is a bevy of overall polish, fixes, and other general improvements that aim to please.

A big thanks to our community for continuing this journey with us. We think you’ll agree that we’re no longer reluctantly crouched at the starting line and that this Kodiak’s engine is now solidly pumping, perhaps even thumping, in time. A green light hath flashed for us all, and the flags doth go up. Our devs are churning and burning, and they yearn for the cup.

What we’re saying is, with Patch 1.5.0 we’re going the distance.

We’re going for speed.

Patch 1.5.0 'Going The Distance'

Highlights
Players are now able to leave the endgame area and head back out into the world to experience The Battle of Steeltown and Cult of the Holy Detonation content as they damn well please. Additionally, players with one of the expansions (or both) will also have access to a specific squad management option available to them within the endgame area.
Note: These options are only available to games that have access to The Battle of Steeltown or Cult of the Holy Detonation expansions.

Say goodbye to blindly crafting items and guessing at what they might be good for—the crafting interface now shows detailed information and stats for what will be crafted. We truly live in the future.
We now display how long it’s been since you last saved your game next to the Quicksave menu button. Not displayed is whether you’re save scumming to try to force a specific outcome. But we know. We all know.
Do we smell bacon? Hot Hogs will no longer immediately charge you the same turn their fuses have been lit, allowing you to respond to them more effectively. They will also properly switch their hostility to Hostile/Red, making it easier to shoot them or tame them. Time to go H.A.M. on your enemies; which stands for Hogs Attacking Murderclowns.
Numerous co-op quality of life improvements have been implemented in this patch, and are noted in detail below.

Co-op
Peer-to-peer communication between co-op game clients has been optimized, which should result in fewer soft-locks and desyncs between players in cooperative mode.
Note: As Wasteland 3 is a peer-to-peer game, the individual network configuration and performance of the host and client still play a huge role in starting and sustaining a stable connection.

[GOG] Co-op sessions can now be started through the GOG Galaxy client.
The connection strength indicator, which is displayed in the multiplayer lobby, will now more accurately display the signal strength between players. Strong signal, good. Weak signal, bad.
Your co-op partner’s selected grid square is now displayed during combat, while browsing the squad inventory together, and while perusing merchant wares. Our goal here is to create a strong, psychic bond between co-op players. Soon you will become a single being of light, operating as an enhanced quantum emergent structure of consciousness. Don’t fight it.
You are now able to select your friend’s Rangers in the inventory screen to see what the hell they have equipped. No more having to ask what that weird thing with the green squiggles is on their head. Now you’ll just know, and of course, knowing is half the battle. The other half is probably telling them they’re playing wrong.
When you’re in a conversation with a skill check that you cannot pass without your partner present, the skill check will properly update as soon as your friend joins the conversation.
“Game-exit flow” & messaging improvements have been implemented. Just keep reading.
When a player opts to go back to the main menu or quit to desktop while in a co-op session, they’re now met with a prompt informing them that the action will disconnect both players. You’ll also be informed whether progress is able to be saved at that point or not.
If the session end is at a point where saving *is* allowed, progress will be auto-saved using the multiplayer auto-save slot. This save will be provided to both players. If saving at that point is *not* allowed, then no new save is created.
Conversely, the player who did not quit the game will now also see a prompt informing them why the game ended, in lieu of receiving a generic “Game Disconnected” error message. This messaging will likewise indicate whether progress was able to be auto-saved. Unfortunately, it will not include an evaluation of the health of the friendship, and whether the session was ended in anger or on amicable terms. You might want to shoot them a quick message like “we cool?”

Resolved an issue where the host would be unable to use the Kodiak after the guest player revived them with a Nitro Spike.
Resolved an issue where merchant and inventory selections could get stuck for both players.
The "Join Shopping" prompt will now properly appear when a player hovers their mouse cursor over the merchant that the other player is trading with.
Resolved an issue that could result in infinite enemy/friendly turns occurring during specific combat scenarios.
Resolved an issue that could break the host’s camera view while they were using Precision Strike.
Resolved an issue where the selection in the appearance customization would reset for one player if the other was also making changes to their appearance customization at the same time
Both players will now be properly pulled into combat with the Refugee Smugglers outside of The Bizarre.
Resolved an issue preventing players from sometimes joining conversations.
Fade in/out for cutscenes should now for real only happen while viewing cutscenes.
Resolved an issue where armor coloration could be incorrectly displayed after a saved game was loaded.
Disabling the Difficult Skill Check option in the Multiplayer Lobby will properly disable it every time.
Resolved an issue that could result in an infinite loading screen when players attempted to start a co-op session via Steam.
[Consoles] Resolved an issue that could trigger a softlock during the transition to the Garden of the Gods map.
[Controller] Resolved a display issue that could prevent players using a controller from being able to host a game session.
[Steeltown] Resolved an issue where co-op players could “kill” Crow's hologram by bypassing the opening cutscene on the Factory Level. We use quotes liberally here since “killing a hologram” seems like a good thing to use quotes for.
[Steeltown] Resolved an issue where players were sometimes unable to move their characters after Blue’s arrest.
[Steeltown] Fixed a bug allowing a co-op guest’s character to travel through radiation without taking damage after a host used an injury kit on the affected squad member.
[Steeltown] Resolved an issue where only one co-op squad could be healed by Doctor Breeler after the Ghost Garage encounter.
[Steeltown] Resolved an issue after Steeltown’s completion where only the guest was able to participate in the conversation with the Steeltown Refugee.
Post edited September 01, 2021 by ChrisG_
high rated
Balance

Dev Comment:
"This post-Steeltown DLC period was a great opportunity for us to take stock and act on some of the community's feedback on character builds, as well as look at playtest data on which perks, quirks, abilities, and backgrounds were being used less than we'd like. Our hope for these changes is to inspire you to pick options you've never used before or see them in a new light, and generally beef up underpowered options.”

Note:
In the last patch, a number of the text descriptions for these balance changes accidentally went in. With this patch, the actual functionality changes will be active.

Quirks
Doomsday Prepper - Increased Status Effect Resistance to +33% (previously +25%), added a +15 CON Bonus.
Two-Pump-Chump - Removed the -15% Hit Chance Penalty.
Varangian Blood - Changed the -4AP penalty to -20% Evasion for 2 turns.
Lone Wolf - Increased Initiative to +30% (previously +20%), added +15% Healing Rate.
Circus Freak - Removed -10% Evasion because clowns suffer enough, but doubled the detection time down to -2.00 (previously -1.00) because bright neon colors do NOT make for good camouflage.

Perks
Bloodsport (Melee Lvl 6 Perk) - Increased the number of debuff enemy types to Shocked, Bleeding, and Poisoned enemies (in addition to the original Stunned and Blind enemies).
Conductive Beams (Weird Science Lvl 9 Perk) - Increased the chance to activate Electrocute to +20% (previously +10%).
Pressure Cooker (Big Guns Lvl 7 Perk) - Pressure Cooker is now a lvl 6 Perk (previously lvl 7).
Close Call (Sneaky Shit Lvl 7 Perk) - Increased the malfunction chance to 66%, this perk affects all squad members.
Breakfast Bandit (Toaster Repair Lvl 5 Perk) - Added the description of the Toast healing item to the perk; Toast is delicious!
Shrug It Off (Melee Combat Lvl 10 Perk) - Increased Armor gained for every adjacent enemy to +5 (previously +2 Armor), added +10% Status Effect Resistance for every adjacent enemy.
Minesweeper (Explosives Lvl 4 Perk) - Added +1 Perception bonus.
Fortify (Mechanics Lvl 7 Perk) - Increased the amount of armor gained to +7 for friendly vehicles, robots, and deployables (previously +5 Armor).
Toasty (Toaster Repair Lvl 10 Perk) - Your first attack every turn will inflict Burning (previously the first attack after killing an enemy inflicted Burning).
Tender Loving Care (Armor Mod Lvl 10 Perk) - Increased Armor gained to all squad members to +8 Armor (previously +5 Armor).
Reinforced Plating (Mechanics Lvl 5 Perk) - Increased the amount of CON gained to +33% on repaired Vehicles and Robots (previously +25% CON).]
Backgrounds
Grease Monkey - Increased Damage to Robots and Vehicles to +15% (previously +10%).
Paladin - Increased Crit Resistance to +15% (previously +10%).
Stoner - Increased Status Effect Resistance to +15% (previously +10%).

Gameplay
Rangers who may leave your squad at the end of the game will now drop their loot for you to pick up.
Note, dropped gear that was previously modded will drop as un-modded. This is an issue that our Dev team is aware of.

Resolved an issue that was allowing certain abilities such as Rally and Demoralize to apply status effects from an active weapon.
Abilities that dealt a percentage of your equipped weapon's damage should now deal the correct amount of damage again.
Loading an autosave that was made after starting a fight with a Scorpitron on the world map will no longer make the encounter disappear.
Deployables that are spawned far from combat will now be destroyed after combat ends, resolving an issue where a combat encounter could seem to have no way to end it.
We resolved an issue that allowed players to duplicate scope mods. We see you. Through non-duped scope mods.
Those damned elves will no longer softlock the game if they’re freed during the Elf on a Shelf quest. You know what though? Don’t free them. Blow them up. They cause too many problems.
We’ve hacked the hacked robots so that they will no longer be targeted by a player’s ambushes.
Combat speed penalties for weapons you lacked the skill to wield, are now correctly applied to those weapons.
Benjie Braddock now appropriately rewards the player, if helped.
As intended, it is now possible to use the Suture and Injury Kits to save Georgia Overdrive or Shotgun.
We fixed a specific tripmine that was not able to be disarmed in Yuma County Speedway. Trippy Tripmine, Trips are for kids.
Resolved an issue where the Patriarch would incorrectly state that Cordite had been freed even if you did not free Cordite.
Strength will now correctly apply a range bonus to all throwable items (including snowballs).
Resolved issues with the components required to craft Extended Mag and Rubber Grip mods, allowing them to now be crafted correctly.
Fixed some edge cases that could cause experience points to not be granted to the squad for every enemy death in the combat, such as kills by friendly units or status effects applied by the enemy.
The Sonic Emitter can now be used out of combat so you can emit… sonics (???) whenever you want.
Resolved an issue that was resulting in new characters having their starting weapon field marked as complete during character creation, before their weapon was selected.
[Consoles] Resolved an issue that was preventing players from sometimes creating custom Rangers at the start of a new game.
[Controller] Resolved an issue that allowed players to sometimes attack multiple times in one action by repeatedly pressing the attack button. By the way, remember the NES Max controller with that sweet turbo button? Stubin’s Farm remembers.
[Controller] Resolved an issue that was preventing players from being able to select status effects in the inventory.
[Steeltown] We resolved the issue where DI would sometimes go missing and would not rejoin the player's squad as a companion. The faint scent of cheese curds may though be detected on her breath...
[Steeltown] We replaced a Guard-Bot to its appropriate station for certain Markham outcomes.
[Steeltown] There is now additional dialog with Serena Ash when a player speaks with Luna Moon first.
[Steeltown] DI’s conversation is now correctly triggered when Markham asks about the Synaptic Degausser.

UI & Controls
Squad Management Screen updates!
The Squad Management screen will now display skulls atop incapacitated squad member portraits, and EKG lines on portraits of Rangers that are downed.
There’s now an alert reminder within the management screen that the squad can only be modified back at Ranger HQ.
The number of skill points each new recruit has available is now displayed beneath their portrait within the squad management catalog at Ranger HQ.

The Mission Log now defaults to open, making the details displayed there quicker and easier to read.
We now warn you when you’re about to leave a World Map merchant interface. Once it’s closed, it’s closed for good, so we want to be upfront with you about that.
The game will now automatically close the menu after saving your game, letting you get back to the action quicker.
When targeting robots and animals, the user interface will now indicate whether you meet the requirement or not for hacking and taming. Not indicated is whether the robot or animal will fill the void left by the retirement of the Mexican Pizza.
Default stack sizes are now smarter when shopping.
When selling stack size defaults to 100% of the stack​.
When buying stack size defaults to 50% of the stack and/or does not exceed what you can afford.

The interface now displays Hit Chance when you’re aiming your weapons at non-hostile NPCs.
Players can now launch brightness calibration again from within the options menu.
The inspection panel interface now lists the level of the enemies you’re hovering over.
We improved messaging within the UI when you’re attempting to equip an item that you don’t meet the requirements for. It’s the visual equivalent of a slide whistle making a sad ‘beeooooo’ sound.
The modding screen will now display a label indicating your highest-skilled character.
Fixed some localization errors for various languages.
Resolved an issue that was causing quick slot items to disappear after players transitioned across maps or loaded a saved game.
[Controller] The AP bar now highlights a preview of spent action points during the radial menu selection; this matches the existing mouse and keyboard behavior.
[Controller] As you hold the joystick when selecting a stack size within an inventory window, the selection rate will accelerate to make it less tedious.
[Controller] The gamepad selection cursor now sticks to patrolling enemies.

Audio
Everyone can once again have fun tonight, as we’ve made sure to return the song “Everybody Have Fun Tonight” to the Cannibal Jamboree. We suspect the elves from Santa’s Village had something to do with its absence. BLOW. THEM. UP.
Resolved an issue that was resulting in looped sound effects when the cloning sequence dialog was skipped. Another clear example of why cloning people is an affront to the natural order of things.

As a sidenote ! many thanks to Hustlefan and Gogtrial34987 for their help, it was something so little as a typo that changed everything and probably also too long.
Post edited September 01, 2021 by ChrisG_
high rated
Subterrain is flagged as updated in my library. According to steam the new version is 1180.

Changelog from steam:

We have just updated the game to version 1180.

- Added Hungarian localization support. (a lot of thanks and credit to Norbi for his hard work!)
- Added limited item mod support. Please join our discord server for more info.

Thanks!
Edit:
HROT Demo is also flagged as updated. Version 0.4.0.

Changelog from steam:

Just a few things today:

- typewriter improved (e1m2)
- explosion can cut down trees (video)
- weapon up/down view pitch
- main menu improved
- 1 secret added in map Točník

That's it for now, but I can promise a new map during September.
Post edited September 01, 2021 by viperfdl
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.45.3 (Offline installers updated)

No Changelog
high rated
Patron

Updated to 1.008.0 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Patron Update 9

A touch of fixes, a dash of rebalance, a snippet of modding
Update 9 is here. We're pacing along as noted before: some fixes, some additions, some modding stuff.

- Exposed some Social issues parameters into the Data\DefaultConfig\Gameplay.cfg, specifically regarding Education, Religion, Immigration
- Tweaked handling of some social issues, especially in the later stages of the game. A single luxury is no longer enough to satisfy your citizens' needs. They want more diversity.
- All buildings that provide bonus on Happiness affect it at a reduced rate.
- All combo-bonuses that provide Happiness affect it at a reduced rate.
- Exposed crop seed research (unlocks) and added it into the research database tables
- Research database table (the details part) is now moddable. Any research detail block added into a mod, will be added to the default research (if new) or will override existing research (if it has the same keyname)
- Fixed a couple of errors with Brick mansions that manifested after loading a save game that has existing Brick mansions
- Fixed a couple of errors that could cause happiness (in any housing) to go below 0
- Navmesh generation optimized. Approx. 50% less links are generated. This unfortunately will NOT affect existing saves, but any further changes on the navigation mesh will be affected by this improvement.
- Death by plague (event) is now properly counted as death by disease
- Social issues stats on housing no longer takes children into account
- Fixed an issue with the Call of the clergy event where the wrong stats were hinted
- Added the option to activate the Map editor. Improvements and fixes will be made, but this is the beginning and basically a beta. Once this option is enabled, when you restart the game, you can activate the editor by pressing F4.

We've uploaded a quick tutorial-like video on YouTube for those of you interested in checking out the map editing possibilities.
https://www.youtube.com/watch?v=HBcSRyJuFvw&t=46s

Enjoy!
high rated
VirtuaVerse

Updated to 1..33 (Galaxy & Offline Installer)

No changelog.

Edit: Mac & Linux offline installers now updated as well.
Post edited September 02, 2021 by Hustlefan
high rated
Timespinner's Windows version got updated to 1.033; the Mac and Linux versions haven't been updated yet.

No changelog on GOG, unfortunately.
high rated
Tinytopia

Updated to 210831GOG (Galaxy & Offline Installer)

No changelog.