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high rated
Scarlet Hollow

Updated to Scarlet Hollow Episode 4 1.2c for Windows, Linux and Mac.

Changelog from SteamDB:

Auto-Advancing Text Added as an Accessibility Option!

You can now toggle auto-advancing text and set that text's speed in the game's preferences.
Cult of the Lamb

Updated to 1.2.3a for Windows and Mac.

Changelog from Steam:

Patch Notes 1.2.3

We do be Patching


We've been very busy since the latest update! Working hard to ensure everything goes smoothly.

• Fixed softlock when fighting the final boss in purgatory.
• Fixed player being unable to finish the lighthouse quest.
• Relic room will now show in dungeon when the player is wearing Fleece of the Fates.
• Fixed unable to save issue.
• Fixed inconsistent soft lock when performing a doctrine.
• Fixed soft lock when speaking to forneus in purgatory.
• Followers converted into demons will no longer become exhausted after purgatory.
• Fixed entrance shrine filling up relic charge exploit.
• Fixed multiple issues relating to houses and shared houses.
• Increased Laplace’s Dice charge amount.
• Fixed rescue room enemies not spawning.
• Fixed lamb clipping under the map.
• Fixed new skin notification showing when no new skins
• Fix name inputs allowing unlimited characters
• Fixed friendly combatants spawning outside of islands.
• Interactions will disable their highlight during photo mode
• Fixed soft lock when accepting quests from followers

Exciting things are happening over at Massive Monster - we've recently hired some amazing new people and have plenty of surprises in store for you!
avatar
Hustlefan: Arto

Updated to ver 1.0.03 (Galaxy & Offline Installer)

Changelog from SteamDB:

Patch Notes May 4th

Hi Painters,

Thank you for playing Arto and giving us your feedback. We’ve definitely heard you and have some bigger changes and improvements coming up in the near future. In the meantime we addressed some common complaints:

What’s new?

• Added full controller support for interactables, including dialogue choices and menus.
• Added a tutorial message about boss’ health bars, making players more aware of those hidden objects in boss arenas.
• Added GOG achievements.

What’s changed?

• Modified the map tutorial message to let you know that you can zoom in and out on the map.
• Fade out dialogue messages when entering menus to avoid obscuring them.
• Added a buy button to the upgrades screen to make navigation easier.
• Improved camera angles during conversations with side quest NPCs, making the conversations feel more dynamic and engaging.

What’s fixed?

• Fixed a common bug in which Liv would get stuck on something in the ground forcing you to dash, such as the gates in the Dark Realm, or the elevator entrance in Lichtenstone’s domain.
• Fixed several walls in Outrun city that made it possible to clip out of bounds.
• Fixed the BBK quest reward, which was previously disproportionately high compared to other quests.
• Sfx and audio improvements to enhance the overall immersion and atmosphere of the game.

We hope these changes and fixes make your Arto experience more enjoyable! Let us know if you have any further feedback or suggestions.
avatar
Hustlefan:
Thanks for sharing information!
Serial Cleaners

Updated to 1.2.3404 (Galaxy & Offline Installer)

Dino Park DLC available now.

Changelog from Steam:
WELCOME TO DINO PARK

And in lighter news...
A mysterious island inhabited by dinosaurs has been found by a group of misfits carrying vacuums.
It is believed they were there to clean up a large mess and to investigate the area.
Everyone here at radio station feels their pain - we all hate cleaning too - especially those unsightly limbs laying around the house!
That's it from us at New York Nights! Have a great evening folks!

Clean up a new type of crime scene in Serial Cleaners - Dino Park DLC.
Uncover the truth about the island, its owners, and the thought-to-be-extinct overgrown lizards.

Experience 4 new maps, each with a distinct style and unique objectives.
Find collectibles, complete challenges and earn trophies.

Serial Cleaners - Dino Park Trailer
Post edited May 14, 2023 by Hustlefan
high rated
Stellaris

Updated from 3.7.4 to 3.8.1 on Windows, Mac and Linux.

Changelog present (1/3)
VERSION 3.8.1 - Gemini
FEATURES
* Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
* Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
* Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.
* Please note that Cooperative modes are still considered to be a beta, and may be less stable than standard multiplayer, or may have some unusual experiences. We will continue to polish and refine Cooperative mode over the next few patches.
* Empire Council: Ruling a Galactic Empire is hard work, and your council of trusty leaders is there to help you. Base-game Stellaris now includes a ruling council, where up to three leaders will assist you in ruling your empire - your Ruler, your Head of Research, and your Defense Minister.
* Each leader gives bonuses to their area of expertise, which grow increasingly more powerful as they level up over time.
* Gestalts will have a collection of immortal “nodes”, that will level up and gain new traits over time, which we feel better suits them thematically.
* Ruler Creator: Added a new step in Empire Creation that permits the selection of your ruler’s appearance and starting trait(s).
* Renowned Leaders: Updated several leaders to use new Leader systems:
* Updated Tuborek with new effects to use the Paragon System.
* Updated Reth Unddol with new visuals and effects to use the Paragon System.
* Updated Gray's Menu and effects to use Paragon Systems.
* Updated the Caretaker with new visuals and effects to use the Paragon System.
* Updated the S875.1 Warform with new visuals and effects to use the Paragon System.
* Updated the Oracle with new visuals and effects to use the Paragon System.
* Ground Combat and Bombardment Changes: Several changes have been made to armies and bombardment.
* Army Builder tab added to starbases, which allows easier creation of Assault Armies across a sector.
* An army can be set as a Rally Point - new troops will automatically try to merge with this fleet (regardless of whether they were queued with the Army Builder or the old Recruit button).
* Planets can now select whether or not to Deploy in Orbit any newly recruited armies.
* Planets can now be taken through Orbital Bombardment if all defending troops have been killed. A policy can be set if you wish to refuse this form of surrender, and planets will not surrender to genocidal opponents.
* Bombardment is significantly more damaging than it used to be. More pops will die, and more buildings and districts will be ruined.
* Orbital Bombardment will now scale with the amount of ships bombarding, the first 100 fleet size ships will do full damage, after that each additional 100 fleet size will add 70% of that efficiency. For example, 300 fleet capacity worth of ships will deal 100% + 70% + (0,7^2 = 49%) = 219% total worth of bombardment damage.
* Bombardment effects are scaled based on the number of pops, buildings, and planet size. Small dense planets will suffer greater losses than large, sparsely populated planets.
* Ground Combat is also more devastating to planets than it used to be, but much less so than bombarding.
* The effect of collateral damage from different army types have also been adjusted, previously the collateral damage on army types was a linear value and not a multiplier, which meant that in practice high damage high collateral units like Xenomorphs could effectively do less collateral damage on the planet compared to normal troops because they would kill the enemy troops very quickly. This is no longer the case as the collateral damage modifier now acts as a multiplier on any damage dealt.
* Planetary Capital buildings now spawns 0/4/8/16 defensive armies for free based on the tier of the building.
* Sector Editor: It is now possible to edit Sectors in the Planets and Sectors screen. Systems can be freely moved between sectors as long as they are in range of the Sector Capital. Sector Capitals must now be at least four jumps away from any others.
* Customizable Menu: It is now possible to rearrange the list of options in the left side menu, by pressing the new Cog icon at the top. This will also correspondingly change the hotkeys to open these menus, allowing you to rebind these menu items to whichever F1-F10 key you prefer to have them on.
* Customizable Message Notifications and Toasts: Messages and notifications can now be customized to suit your needs.
* Added a new message type called a “toast”, which pops up and disappears automatically after a brief period of time.
* Settings -> Messages, Ctrl+Click, or cogs (on certain messages) will open the Message Settings menu.
* Messages can be disabled, enabled, or set to automatically pause the game.
* Fleet and Ship Designer:
* Merged into tabs of the same screen.
* Now displays a longer list of fleets.
* Copy Fleet Template and Overwrite Fleet Template features added.
* Delete + Enter will delete a fleet.
* Science Ship Automation: You can now enable or disable more Science Ship automation modules.
* Explore Systems - will explore the galaxy by entering systems and discover any planets and hyperlanes in there
* Survey Systems - will survey new systems the science ship enters
* Investigate Anomalies - will automatically research anomalies
* Excavate Archaeology Sites - will automatically excavate Archaeology sites
* Research Special Projects - will automatically research special projects

IMPROVEMENTS
* Added new Capital Designations for non-Gestalt empires. (Factory Capital, Forge Capital, Trade Capital, and Extraction Capital).
* Added unique textures for Mercury, Venus, Neptune and Uranus for the Sol system.
* Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
* Improved animation for gas giants.
* Added a new anomaly: The Orb.
* Added a special solar system protected by the Lone Defender.
* Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
* Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
* The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
* There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.
* Added hotkey 'u' to upgrade fleet button.
* Broken Shackles empires will now have their starting Minister of Defense and Head of Research be recruited from any of the species in their empire.
* Added keyboard command for jumping to the next day, ‘.’
* Added Ship Section Templates to the Ship Designer which allows for easier creation of designs of a certain role, such as carriers or missile focused designs.
* Auto-designed ships and those designed by the ship role button will now only equip archaeo-components if your empire has the Archaeo-Engineers AP.
* You can now hotjoin an MP game to control the Daemonic Incursion.
high rated
Stellaris 3.8.1

Changelog (2/3)
BALANCE
* The Khanate Successor origin now unlocks raiding bombardment.
* Fallen Empire starting rulers are now level 10.
* Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits.
* Reduced focused capital production bonuses from +20% to +15% following dev diary feedback.
* Random leader starting age range increased to 25-35
* Bonuses for many Authorities changed. Previous benefits such as the old form of Agendas and Mandates have been removed.
* Democracies focus on their factions, with +10% Faction Approval and they Reset Government Reform and Policy cooldowns following elections. Their ruler provides +2% Faction Unity and +5 Edicts Fund per level. The people have spoken!
* Oligarchies focus on their ruling council, and have +2 Effective Councilor Skill. Their ruler provides +5% Councilor Experience Gain and +5 Edicts Fund per level.
* Dictatorships focus on their ruler, who provides -2% Pop Amenities Usage and +10 Edict Fund per level.
* Imperial empires focus on their Capital System, which produces +10% Resources from jobs. Their ruler provides +0.25 Maximum Influence from Power Projection and +5 Edicts Fund per level.
* Megacorps have +20% Commercial Pact Efficiency, but +50% Empire Size from Planets. Their ruler provides +2% Branch Office Value and +5 Edicts Fund per level.
* Hive Minds have +25% Pop Growth Speed and -25% Empire Size Effect. Their ruler grants +2% Monthly Unity and +5 Edicts Fund per level.
* Machine Intelligences have +1 Pops When Establishing Colonies, +1 Mechanical Pop Assembly, +10% Mining Station Output, +50% Empire Size from Planets, and 50% Pop Growth Reduction. Their ruler grants -3% Empire Size from Pops and +5 Edicts Fund per level.
* Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 2,000 or by 4,500 if the Archaeo-Engineers AP is taken.
* Criminal Syndicates now have -20% to Branch Office cost.
* Broken Shackles laborer jobs no longer benefit from modifiers applying to artisans or metallurgists.
* Broken Shackles scavengers are now considered researchers for the purpose of modifiers.
* Gave the Grand Herald archaeo-tech components.
* Rebalanced the "Shroud-Touched” traits that can be gained by leaders going through a Shroud Tunnel.
* Commercial Pacts now give High Economic Intel on Colonies.
* Empires with the Payback origin gain a damage bonus against ships belonging to militarily superior empires.
* The Seize Galatron casus belli is now unlocked the first time the Galatron is used, instead of upon acquisition.
* Trade collection will now prioritize the capital and then sector capitals if they are in range, even if other starbases are closer, resulting in overall greatly reduced piracy from trade routes if collection is there.
* Curator order now offers Gestalts a Trait instead of a Scientist.
* Changed Technocracy bonus to award Scientists a random expertise trait in addition to their other traits.

AI
* Massively reduced the number of starbases assigned to cloaking detection for the AI.
* Fanatical Spiritualists will now always outlaw robot workers.
* AI attitude updates now happen only monthly and on diplomatic actions.
* Relaxed AI budget requirements for orbital ring upgrades.
* Allowed AI to build economically useful orbital ring buildings without a matching designation.
* AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings.
* Stopped AI from never fully re-evaluating ship designs if it had no preferences specified in its AI personality.
* Fixed an issue where AI would calculate a forecast of planet build queue items using a pop which could not work jobs provided by these buildings leading to incorrect results.
* AI is now much more restrictive about building gene clinics.
* AI will now prioritize building new starbases at the Sector Capital more.
* AI will now micromanage their enforcer jobs by using the scripted logic provided by the Planet Automation System.
* Fixed an issue where AI would not attack pirate stations in their empire.
* Ai will now resettle pops with low habitability to planets with higher habitability in the early game.
* Adjusted AI alloy spending budget to be a bit better at spending alloys on starbases and colony ships at the same time.
* Fixed several issues where AI would build or upgrade amenity or crime buildings even when they had already forbidden jobs from these buildings.
* AI trader persona are now the only ones who will build trade hub starbases and they will now only build them in sector capitals.
* Improved peace time AI for upgrading fleets and patrolling trade routes.
* AI empires that has Thrifty perk on their main species are now also eligible for the Peaceful Traders and Ruthless Capitalists AI personalities.

STABILITY
* Tooltips will no longer be shown when the game has lost focus (tabbed out or any other focus loss). This will prevent crashes caused by tooltips being generated in contexts where they aren't expected.

UI
* Disabled tutorial in Multiplayer (but not coop PvE).
* Auto-close auto-opened anomaly window if the science ship has already started researching the anomaly.
* DLC icons on the empire creation screen now appear in the same size and in order of releases.
* The popup when you are kicked or banned or the server is lost will now appear in front of other windows.
* Truncate long empire, government and species names in hotjoin.
* Make scrolling smoother in some places.
* Display special project energy cost in situation log.
* Auto Track Log Entries setting is saved in the save game.
* Fix certain windows (e.g. ship orders) being too small compared to the sprite tiling, which caused graphical bugs.
* Removed the in-game web browser. The game will now use the system browser instead.
* Adjust chat input and chat entry to the new chat window size.
* Changed player ready string to text icon.
* Planet view no longer closes when opening other UIs like the pop resettlement or market view.
high rated
Stellaris 3.8.1

Changelog (3/3)
BUG FIXES
* The Espionage Operation "Imperium: Target Seditionists" now correctly aborts if the Imperium falls.
* Fixed incorrect costs for Caravaneer deals.
* Payback: fixed incorrect tooltip in "Flagship Updated" event.
* Broken Shackles: fixed "First Contact with MSI" modifier not disappearing under certain circumstances.
* MSI can now use raiding bombardment with fleets hired from mercs.
* Fixed checkbox tooltips in "Host server" window not appearing.
* Fixed some scoping errors that prevented the "Indoctrinate Society" operation from working correctly.
* Fixed an issue where it was possible to do two jump drive orders back to back by queuing them up via shift clicking.
* Insight technologies should no longer be randomly awarded from events such as Old with Defects.
* Removed Broken Shackles being scripted to start without a shipyard.
* Pledging Secret Fealty to another empire now gives them +20 Intel on and knowledge of all of your diplomatic pacts.
* Fixed the trapped in the storm special project stating the planet is trapped in a storm on the planet instead of the science ship being trapped in the storm.
* Fixed "Cross-platform play" checkbox sometimes not being checked by default.
* Choosing to hand over system ownership during the course of Pre-FTL Observation event "Among Us" now correctly grants you a Claim on that system.
* Removed erroneous custom tooltip for the finisher effect of Psionic traditions.
* Fix an issue where starbases would do cloaking detection for the wrong empire for 1 day.
* System and star name should now match even if the player selects an origin that has a special starting system.
* Enclaves should no longer keep offering you their services if you become a fanatical purifier.
* If you are a corporate angler when you finish the Fear of the Dark story line you will now become a regular angler.
* You will no longer get stuck with two unuseable civics if you become a Fanatical Purifier while a Barbaric Despoiler.
* You can no longer become a Fanatical Purifier while the Galactic Custodian or Galactic Emperor.
* A synthetically ascended empire should no longer refer to their own pops as having owners.
* Fixed some grammar in the Hivemind Voidspawn reanimation event.
* Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
* Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
* Removed a double “be” from a machine become the crisis event.
* Multiple Tuboreks should no longer be hidden inside the shielded worlds.
* Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
* Fixed incorrect calculation used for Offspring amenities.
* Lithoid pre-sapients "working" in zoos now correctly eat minerals.
* Fixing truncated build queue items in the starbase view.
* Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
* Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
* The "Direct Join" window now blocks other input.
* Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
* The Radio Telescope Array now reduces the chance of Pre-FTL awareness decay instead of increasing it.
* Archaeoshields should now properly provide their shield hardening bonus.
* Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
* Fixing custom diplomatic action sounds playing for unrelated empires.
* Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
* Added missing background for Ironman game setting.
* Added missing "gateway" icons and tooltips to cloaking and detection technologies.
* Changing policies now correctly removes diplomatic pacts with pre-ftl civilizations.
* Fixed issues where sectors would not always include all systems within range, also fixed related issue where sector map mode would sometimes draw borders between systems in the same sector
* Deleting templates in the fleet manager will no longer reset the scrollbar, added 'Delete' hotkey to template removal.
* The "Host server" window now blocks other input.
* Prevented joining full MP games.
* Fix MP game browser listing full games even if "Not full" is checked.
* Species with servile trait can no longer be given the Full Military Service rights and thus generate leaders.
* Ringworlds now use empire color.

MODDING
* Add_random_research_option script effect now ignores Insight technologies by default.
* Added the creator scope for leaders, allowing you to scope to a leader's country of origin.
* Added reset_policy_cooldowns = yes effect.
* Added the special_max_amount = yes/no parameter for resources.
* Council position support use of conditional_tooltip = "LOCKEY" to display custom tooltips for triggers you define in is_leader_possible = { }, triggers defined here are not otherwise shown in the council position tooltip.
* Scripted triggers may now generate up to one automatic event option icon each
* Calling GetAge in localization should no longer show the leaders age if marked as hidden
* Added controls to the fleet imgui view and added jump drive information to ships
* Using the ImGui view shortcut for selectables (ctrl+alt+right click) on the same selectable when it's already open, will now close the view.
* Added expansion_planner = yes/no for districts. This controls if the district type should be visible in the expansion planner or not and defaults to no.
* Views containing longer texts will now automatically reload when changes in localization are detected.
* Added damage_vs_superior_empires_mult modifier
* Add remove_from_federation script effect
* Removed support for the "Major" flag and potential trigger in events.
* You can also use from for the ship design in section template ai weights
* You can now scope to a ship's design using 'design = {}'
* Added has_role trigger for ship designs
* You can now refer to the ship design using "from" in ship components. It may have incomplete information, but it will have at the very least the ship's designated role stored in it.
* Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
* Replaced set_is_female with set_gender
* Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
* You can now use "initializer = random" in the spawn_system effect
* New trigger "num_candidate_supported", returns number of times an election candidate has been supported this election.
* Removed add_ruler_trait and remove_ruler_trait in favor of using add_trait and remove_trait instead
* Add random_ruler to create_leader's class field. This will randomize between valid ruler classes for the empire
* Removed the ruler specific class. The ruler can now have other
* Kill_leader leader effect now accepts ruler = <yes/no> instead
* Has_ethic trigger now works on pop_faction scope too, returning their guiding_ethic.
* Added on_planet_returned on action which triggers when an owner of a planet regains control of it
* Made species_classes overwrite extendably too
* AI economic plans now overwrite in an "extendable" way, so you can define a further "basic_economy_plan" which adds an extra subplan, and it will append this subplan to the existing basic_economy_plan
* Ownership limits now no longer overwrite the full object but are instead "extendable", which means you can define a second "default" and put an entry in, and the game will add that to Vanilla's definition of "default"
* Activating an Agenda triggers OnAction "on_agenda_finished".
* Fixed faction_approval not working as country modifier.
high rated
Quake 4 patched today

New language in game (efigs).
Post edited May 09, 2023 by Lukin86
high rated
Northgard

Updated to 3.1.5.32554 (Galaxy & Offline Installer)

Changelog from Steam:
Patch notes v3.1.5.32554:

• Adding logs for a better understanding of server issues
Post edited May 09, 2023 by Hustlefan
high rated
Dead Cells

Updated to 1.24.3 for Windows, Linux and Mac.

No changelog.
high rated
Showgunners
Patchlog from Steam.

PATCH 1.0.1

Improvements:

- Added the button in Options screen to swap the licensed music tracks used in some tactical levels for originally composed tracks.
- Added the support for HUD hotkeys in AZERTY keyboard layout and other non-QWERTY layouts.

Bug fixes:

- Fixed the issue where Scarlett would sometimes get blocked while interacting with a lootbox or other interactive object.
- Fixed the risk of progress being blocked due to teleporting outside the windmill puzzle in the Abandoned Housing Block.
- Removed the risk of healing station in Horror Hospital level being revived after destruction, leading to other serious issues.
high rated
Crypt of the NecroDancer

Updated to 3.7.0-b4402 for Windows and Linux.

Changelog from SteamDB:

SYNCHRONY Update v3.7.0

Hey NecroDancers, we've got a big SYNCHRONY update for you this time around featuring a brand new game mode (Ensemble Mode!), new achievements, more options, and lots of various changes and fixes!! Check out the full details below:

Crypt of the NecroDancer v3.7.0 is now available!

New features


• Added Ensemble Mode to SYNCHRONY:
• Complete all zones in one run, but play a different character each floor!
• Pick a character for each floor before starting the run.
• Items and extra heart containers are carried over across levels!

• Added new achievements to SYNCHRONY:
• Polyphonic: Complete an "Ensemble Mode" run in single-player or co-op mode
• Family Trip: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
• Tachyarrhythmia: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
• Fool's Mate: Checkmate Deep Blues without harming another piece
• Destructive Interference: Kill Dead Ringer with his own attack
• Fully Loaded: Equip an item in every possible slot
• Ghost in the Pot: Take control of Teh Urn
• Sunk Cost: Sell everything you have to the Pawnbroker

• Added character previews to Character Select room

• Added Reflective and Prismatic Mirrors to the level editor

• Added accented characters to the game's primary font

• Added an option to import all unlocked characters, items, NPCs and modes from previous versions of the game
• This option can be found in the Gameplay options menu, under Manage save data
• Using the option does not overwrite any existing unlocked content - the old and new unlocks are merged together
• Save data is copied from versions 1.27, 2.59 and 3.6.1

• Added support for pressing 'Ctrl+C' to copy the seed in the run summary menu

Balance changes

• Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster

• Shrine of Duplication: Now drops Reflective Shield when destroyed before activation

• Ring of Luck: Now allows chests to appear in multiple locations, making them easier to find
• After a chest was observed at any of its possible locations, the superposition collapses and the chest stays in place
• Wearing a Monocle causes all chests to be observed immediately, cancelling out the effect

• Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors

• Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack

• Shrine of Sacrifice: Now drops copies of items held by sacrificed players

• Shrine of Binding: Now drops items across multiple tiles

• Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it

Charm spell rework

• Charmed monsters are now permanently converted into Pets
• Pets follow their owner across floors
• Pets target the closest visible enemy near their owner
• Pets that are not currently targeting an enemy now follow their owner instead of idling
• Kills made by Pets now contribute to their owner's Coin Multiplier and spell cooldowns
• Minibosses can now be charmed, causing the exit stairs to be unlocked
• Shopkeepers can now be charmed after being provoked, causing all future shops to be empty
• Pets can be healed by re-casting Charm Spell near them
• Now spawns a Green Slime if no charmable enemies are nearby
• Greater Charm now affects monsters within a larger radius
• Cast cooldown decreases every beat once all Pets are dead
• Pets no longer take damage when shoved into an obstacle
• Multiple Pets in a row can be shoved at once
• Shoving a submerged Pet clears the liquid
• Shoving a Pet against a door opens the door
• Shoving a Pet against a solid obstacle now swaps positions with the owner or pushes the Pet aside

Item pool changes

• Ice Spirit Familiar: Added to Melody's item pool
• Shopkeeper Familiar: Added to Melody's item pool
• Grenades: Added to Diamond's item pool
• Throwing Stars: Added to Diamond's item pool
• Reflective Shield: Added to Flawless Victory boss reward chests
• Heavy Shield: Removed from Flawless Victory boss reward chests
• Courage Shovel: Removed from Coda's item pool

Item price changes

• Shovel of Courage: Reduced price from 300 to 200 gold
• Dash Spell: Reduced price from 313 to 188 gold
• Berserk Spell: Reduced price from 250 to 188 gold
• Onyx Broadsword: Reduced price from 188 to 125 gold
• Onyx Spear: Reduced price from 250 to 125 gold
• Onyx Cutlass: Reduced price from 375 to 250 gold
• Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
• Reflective Shield: Increased price from 75 to 150 gold
• Torch of Foresight: Increased price from 50 to 75 gold

All balance changes are applied while the SYNCHRONY DLC is active.

Other changes

• Changed "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly
• The 5x5 region around the spawn room is a safe zone in which players cannot attack each other

• Changed Chaunter to collect heart containers as "shattered hearts", which are retained across possession

• Changed equipment sprites for Rapier, Warhammer and Whip

• Changed sprite for Shrine of Duplication

• Changed Dove to be able to "defeat" bosses by tickling them with her Flower

• Changed Throwing Charm to visually indicate when its returning throw recharges


to be continued...
Post edited May 10, 2023 by (ø,ø)
high rated
Crypt of the NecroDancer SYNCHRONY Update v3.7.0 continued...

Modding features

• Added "Did you mean?" suggestions for fixing various errors
• Added function [noparse]characterSwitch.perform()[/noparse] and for changing player characters mid-game
• Added events [noparse]event.objectCharacterSwitchInit[/noparse]/[noparse]SwitchFrom[/noparse]/[noparse]SwitchTo[/noparse] for handling player character changes
• Added function [noparse]objectPreview.draw()[/noparse] and rendering entity previews, such as in the character selection room
• Added function [noparse]object.die()[/noparse] for passing additional parameters to [noparse]event.objectDeath[/noparse]
• Added event [noparse]event.objectPreview[/noparse] for customizing how an entity should be drawn in its preview
• Added event [noparse]event.spellRedirect[/noparse] for handling spell redirections
• Added event [noparse]event.objectUpdateTargetability[/noparse]
• Added event [noparse]event.itemBanCheckType[/noparse] for cross-character item ban checks
• Added component [noparse]spellcastRedirectable[/noparse], [noparse]spellRedirector[/noparse] and others for spell reflection
• Added component [noparse]projectileReflectable[/noparse], [noparse]itemReflectProjectileOnKill[/noparse] and others for projectile reflection
• Added component [noparse]itemInitial[/noparse] for tracking items given as part of the starting loadout
• Added component [noparse]inventoryBannedItemSlots[/noparse] for specifying individual item ban flags per item slot
• Added component [noparse]soundInteractFocus[/noparse] for sounds only audible to the interactor
• Added component [noparse]worldLabelCharacterStats[/noparse] for displaying stats as in-world text
• Added component [noparse]wiredDamageTypeModifier[/noparse] for adding damage flags to attacks performed while standing on a wire
• Added component _[noparse]SynccharmablePriority[/noparse] for increasing the move order of charmed pets
• Added component [noparse]targetableOffByDefault[/noparse] for marking entities as conditionally targetable
• Added component [noparse]dropTombstoneOnDeath[/noparse] to control lingering enemy hitboxes
• Added field [noparse]initialInventory.pending[/noparse] for controlling whether starting items are given out
• Added field [noparse]initialInventoryUnlockReceiver.pending[/noparse] for controlling whether Single Zone items are given out
• Added field [noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse] for controlling whether training weapons are given out
• Added field [noparse]castOnCollision.attackFlags[/noparse] for controlling the targeting flags for deployed Familiars
• Added field [noparse]grabRowOrder.offsetZ[/noparse] for controlling the render order adjustment when a Monkey grabs another entity
• Added field [noparse]cameraMode[/noparse] to level table for overriding which camera mode is used in a level
• Added fields [noparse]cameraLockToHomeArea.offsetW[/noparse] and [noparse].offsetH[/noparse] for adjusting the view range in some boss fights
• Added module [noparse]PersonalStats[/noparse] for tracking character progress
• Added module [noparse]SequenceUtilities[/noparse] for generating lazy-initialized lists of tile coordinate pairs
• Added function [noparse]fileIO.isSubstituted()[/noparse] for checking if a resource pack replaces a specific file
• Added function [noparse]settingsPresets.loadFromTable()[/noparse] for loading settings presets in-memory
• Added function [noparse]menu.suppressKeyControlForTick()[/noparse] for preventing misinputs from in-game-triggered menus
• Added function [noparse]commonEnemy.ignoreLiquids()[/noparse] for making enemies immune to liquids in entity schema events
• Added function [noparse]targeting.updateTargetability()[/noparse] for recomputing the targetability flags of entities
• Added event parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]TakeDamage[/noparse]/[noparse]Death[/noparse]
• Added event parameter [noparse]ev.attacker[/noparse] to [noparse]event.objectDeath[/noparse], storing the original attacker for forwarded kill credit
• Added event parameter [noparse]ev.context[/noparse] to [noparse]event.pingCheckTile[/noparse] and [noparse]event.pingCheckEntity[/noparse]
• Added parameter [noparse]closeDelay[/noparse] to confirmation menu
• Added support for attribute [noparse]ignoreLiquids[/noparse] in legacy XML mods
• Changed stack traces to include a larger number of stack frames

Bugfixes

Gameplay bugfixes


• Fixed Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
• Fixed Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
• Fixed Throwing Charm not auto-returning thrown weapons when the holder dies
• Fixed Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
• Fixed Throwing Charm allowing weapons to be thrown from inside walls
• Fixed Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
• Fixed some maps being impassable for Coda without spending a bomb or using items
• Fixed Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
• Fixed Training Sarcophagus being targeted by charmed monsters
• Fixed friendly Electric Orbs being targeted by enemies
• Fixed shields not consistently blocking Electric Orbs
• Fixed Electric Zombies not inflicting electric damage while standing on a wire
• Fixed Coral Riff's Tentacles sometimes attacking while submerged
• Fixed Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
• Fixed Red Dragon sometimes breathing fire immediately after unfreezing
• Fixed secret shop entrance walls sometimes spawning in unreachable locations
• Fixed barrels getting stuck in place when rolling through a Rat Familiar
• Fixed Aria's final boss not taking damage when attacked via the Golden Lute
• Fixed Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
• Fixed Shrine of War not applying to all enemies on Aria and Tempo
• Fixed minibosses being downgraded by Ring of Peace in Training Mode
• Fixed Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
• Fixed invincibility frames not preventing the Leprechaun from stealing gold
• Fixed Armadillos not rolling when the player jumps past them via a bounce trap
• Fixed Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
• Fixed Dove being able to encounter Shock Monkeys
• Fixed Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
• Fixed confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
• Fixed confused Bats sometimes standing still
• Fixed Chaunter being ejected from Gorgons when turning into a statue
• Fixed Shrine of Binding creating three-way or four-way links if local co-op players are involved
• Fixed charmed Shopkeepers running away from enemies
• Fixed charmed Nightmares casting a shadow
• Fixed Shrine of War not applying to arena secret rooms
• Fixed Heart Transplant and Shrine of Rhythm appearing in No Beat mode
• Fixed Zone 4 floors sometimes lacking a treasure wall
• Fixed Tempo's clock not resetting when activating Shrine of Fire
• Fixed Chaunter half-dying when killed by retaliation damage
• Fixed Monkeys being able to grab Chaunter immediately after unpossessing

Modding bugfixes

• Fixed error when a modded entity has [noparse]wiredAnimation[/noparse] component without also having [noparse]wired[/noparse]
• Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
• Fixed [noparse]object.clone()[/noparse] not resetting the state of equipped items cloned without their holder
• Fixed uncommon errors when using [noparse]objectEvent.fire()[/noparse] with prototype entities
• Fixed rollback deferral settings being marked as cheats
• Fixed Rat Familiars being able to deal damage to their owner after switching teams
• Fixed "Song ended!" trapdoor appearing in lobby if the song is removed
• Fixed [noparse]deleteOnBossFightStart[/noparse]/[noparse]deleteOnBossFightEnd[/noparse] despawning persistent entities
• Fixed [noparse]targeting.getAlignedHostileEntity()[/noparse] sometimes returning a friendly entity
• Fixed duplicate images being uploaded when publishing mod updates
• Fixed mod publishing indicator not displaying upload progress percentage
• Fixed color-specific item pool components being aliased to [noparse]itemPoolChest[/noparse]
• Fixed custom tiles turning into the void after the mod adding the tile is unloaded
• Fixed custom characters inheriting their template character's unlock condition
• Fixed custom characters not inheriting Synchrony balance changes

Level editor bugfixes

• Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
• Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
• Fixed level editor being able to delete local co-op link entity
• Fixed dungeon upload menu not handling screenshot preview mouse input correctly
• Fixed Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon

Input bugfixes

• Fixed Pause and Run Summary menus sometimes opening without a selection cursor
• Fixed Ping Tool being activated when clicking during a cutscene


to be continued...
Post edited May 10, 2023 by (ø,ø)
high rated
Crypt of the NecroDancer SYNCHRONY Update v3.7.0 continued...

Multiplayer bugfixes

• Fixed desync when multiple players reveal a co-op enemy simultaneously
• Fixed Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
• Fixed Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
• Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
• Fixed own shrine activation sounds being attenuated in multiplayer
• Fixed possible desync when a backpack is equipped/unequipped during a level transition
• Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
• Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
• Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
• Fixed visual stutters when two players open a chest simultaneously

Engine bugfixes

• Fixed performance issues when generating large numbers of items at once
• Fixed item generation rarely leading to different results across processor architectures
• Fixed non-existent Daily Challenge leaderboards appearing in the lobby

Visual bugfixes

• Fixed long subtitles being cut off in some languages
• Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
• Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
• Fixed dig particle colors not matching their corresponding tiles
• Fixed Clones appearing unobscured in Mystery Mode
• Fixed ability icons sometimes not appearing in the HUD
• Fixed Tar Monster creating tar particles while submerged
• Fixed Tar Monster sometimes appearing above the entity being grabbed
• Fixed pixel scaling artifacts on Aria's final boss
• Fixed overlapping elements in the mod menu when using a high view multiplier
• Fixed menus with extremely long captions extending past the screen borders
Post edited May 10, 2023 by (ø,ø)
high rated
POSTAL 2 and Postal 2: Paradise Lost are both finally updated to the latest version 5100. The changelog can be found here: https://www.gog.com/forum/postal_series/changelog_postal_2/post4