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high rated
Jazz Jackrabbit 2: The Secret Files

Download added: Bonus, Jazz Jackrabbit 2 with JJ2+ v5.11

Changelog:

Feb 2023 (5.11)

• Fixed oversights from 5.10:
• Fixed glitch of clients and servers sometimes running different versions of the same level (server-side fix).
• Restored user ability to run multiple concurrent instances of JJ2+.
• Fixed some issues with corrupted savegames.
• Fixed interaction between SPRITE::CHROMAKEY and SURFACE::INNERLAYER for layers that use both.
• Bubba's new death sequence is now also used when he is defeated by a physical attack.
• Fixed crashes from loading levels or tilesets with names exactly 32 characters long.
• Uterus spike balls (event 27) no longer spawn from generators if the event to their left is Pulse Light.
• jjSampleLoad can now load .ogg files.
• Fixed Auto Volume Leveling sometimes not working after using jjMusicLoad.
• Killing a frozen enemy by shooting it while overlapping it no longer hurts you.
• Lori's animations for being stood on by another player in Cooperative are now positioned correctly.
• New event parameter for H-Pole/V-Pole events.
• Fixed glitch of getting stuck inside a slope with the One Way event when going up the slope using Spaz's kick.
• Fixed glitchy interaction from 5.3 between horizontal vines and rundashes/horizontal springs.
• Fixed negative effects of trying to use level palettes with non-black transparency.
• Fixed inconsistent parsing of the -player command line argument between 1.23 and 1.24.
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Trooper1270: AI War 2 has just received another update, taking it from 5.537 to 5.538 for Windows, Mac and Linux.

5.538 Return of The Dragons
(Released February 25th, 2023)

• Trying to load a save game now prompts you to reload your mods and expansions to -exactly match- the ones enabled in that save.
• Previously it only prompted you to enable missing ones, which lead to accidentally continuing a game with new mods added to it.
• Show spys, dsaas, and 'danger' text in Spy Network galaxy mode.
• Quickly open Encyclopedia from in game and immediately start typing a name to search using Ctrl+E by default.
• When opened in this way category is restored to All and search by is restored to name.
• Quickly search the galaxy for anything by name by pressing Ctrl+F by default.
• The dropdown for choosing Find Unit or Planet is no longer needed. If the text matches a planet name we show that. If the text matches a ship name we show that.
• Also now shown but not previously are:
• Ships in transports or guard posts, shown by what they are inside.
• Ships offered by hacking, shown by the hackable facility.
• Ships in capturable neutral transports, shown by what they are inside.
• New keybinding in Other UI: Focus Searchbox
• Recommended to try using Enter for this and reassign Open Chat Window.
• ie. within Galaxy Map or Encyclopedia, press enter to begin typing into 'search for...'
• Settings menu improvements:
• The settings menu now retains the category and scroll position when closed and reopened.
• "Set Defaults" now only does so for the currently viewed category.
• While in the mods category you can now quickly disable them all, by clicking the same button, but labeled as "Disable All".
• Pushed a forgotten change to fix the attack modifiers for game speeds not applying correctly.
• Fixed an error in the on-death spawning where sometimes entities would not spawn due to a silent exception.
• Fixed another error in the on-death spawning where if a non-drone was spawned into a drone fleet it would instantly be deleted due to not belonging in the drone fleet. Instead the new non-drone entity now spawns in the current planet's fleet.
• Thanks to Lord Of Nothing for reporting the on-death spawning issues above.
• Fixed the Zenith Architrave additional win condition falsely not respecting their home territory and in general not working at all.
• To do so added the DoForControlledOrInfluencedPlanetsSingleThread() function for factions as a pendant to DoForControlledPlanetsSingleThread that does the same, but also checks for influenced planets (controlling planets only works via player or AI command stations).
• Fixed a typo in the objective for said win condition.
• Thanks to Dismiss for reporting the issue of the Zenith Architrave win condition never appearing.
• Cleanup of some old Galaxy Settings.
• Extended section looks a lot nicer without the huge fuel section.
• Nukes and Emps really did not need a setting about 'cheating': they aren't.
• Lost Spire Frigates kiting was a tiny bit outside its beam range but is now exactly correct.
• Thanks to Lampshade for reporting (took me a while)
• New galaxy settings in Extended: Energy Production Scalar, Metal Production Scalar.
• These affect any energy or metal production, respectively, and it can be scaled from 10%-200%.

Balance

• Balance adjustments to a pair of HRF guardian units that players can hack for when HRF is enabled from the start of the game.
• Nucleophilic Protector base damage 7600 -> 4600
• For reference a regular AI Nucleophilic Guardian has a base damage of 3600 and the Royal version has a base damage of 7200. The HRF version was wildly over-performing.
• Concussive Defender base damage 450 -> 550
• Since these ships fire 10 shots per salvo this is an entire extra 1000 base damage per reload cycle. Should make them a little more appealing.

Fallen Spire

• Dragons now properly spawn for the Fallen Spire again
• Debris should no longer persist weirdly between campaigns
• Thanks to Lord of Nothing for reporting

Dark Spire

• Added in a new type of energy logic, which can be opted into in the Faction's lobby settings
• This makes VG generate energy at an overall slower rate, and increases unit variety
• It is an overall easier experience than the regular logic's state of Eidolons everywhere

Neinzul Custodians

• Can now manually control which subfactions spawn, and optionally choose which Enclave each subfaction gets
• Added per comments by Dismiss and Corpserule

Mods

Sidekicks

• The Mothership spawned by the Ametor AI Type is in pursuit mode
• Thanks to Dismiss for noting

• The Ark Empire gets access to the new arks from the Ark Sidekick
• Requested by Dismiss

• The Ark Sidekick arks now get some bonus metal/energy, since we can't assume they will get to capture a lot of planets
• The notion is "The Sidekick player is probably less experienced than the Human Empire player they are playing with, so will get to capture fewer planets"

• Fix a problem with the Dyson Sidekick Planetary Drill Notifier

• Balance tweaks:
• District 3 Vaults now grant 3 units, not 2
• Spire Frigate takes a big nerf (loses its AOE)
• Spire Cruiser gets a buff (gets the AOE from the frigate), now giving players some motivation to get Cruisers
• Spire Destroyer/Cruiser/Opalesence generally buffed to make them more desirable

Points of Interest

• Necromancer is now able to perform the Reprogram hack on the Long Range Sensor Array.
• Fix to the Rocketeer's unique fortress getting seeded for other ai types (and without a rocketeer in the game).
• Thanks to LordOfNothing for reporting
• New AI-Type Ravager: destroying its command stations causes all asteroid mines to be permanently destroyed.

Outguard Party

• Necromancer is now able to invest in Expatriate.
• Scarecrow Golem can now be placed on any planet.
• Should have more uses: scaring off hunter, not just warden.
• Orbital Missile Control damage and mark scaling reduced quite a bit.
• Can still do impressive things like kill Dire Guardposts, but not ALL of them, on one deploy.

Reclaimers
Significant Improvements!
• Near Space Outposts no longer get infinite drones!
• Major thanks to Arphar for reporting
• The Scrap Boxes setting can now be any value between 0-20. Its default is now 5.
• Thanks to SirLimbo for recommendation.
• Artificial wormholes created between deep space outposts will no longer cause the ai to place instigator bases, spire debris, or relics, outside of the normal range it would have.
• Reclaimers Research Ship is now always locatable on the galaxy map, as it shows even on unexplored planets.
• All initially seeded Reclaimers stuff no longer actually explores the planet but instead are visible to you despite being unexplored. This means they won't be a distraction to auto-exploration.
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Trooper1270:
We are real estate company. But I read content on your website daily basis. I really enjoyed this thread
high rated
Ghost of a Tale

Patch 8.33(a) (March 1st, 2023)

· Fixed an issue with the game not uninstalling properly.

Only 3 MB patch (833 to 833a).
Post edited March 01, 2023 by argamasa
high rated
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argamasa: Ghost of a Tale

Patch 8.33(a) (March 1st, 2023)

· Fixed an issue with the game not uninstalling properly.

Only 3 MB patch (833 to 833a).
Also full installer now.
high rated
GRIME

Updated to 1.11.11 (Galaxy & Offline Installer)

Changelog from SteamDB:

WARNING, CONTAINS SPOILERS!
Patch notes 1.11.11

Hey! Yarden GRIME director here, and judging by the reports we've gotten so far, this will probably be the last patch before taking a break from patches for work on the next DLC NG+.
I'll prepare the first update post with info on it if the next 2 weeks or so pass without any new significant bugs reported, confirming we are in the clear for this break.

Quality of Life:

- Added the option to disable the Low Force HUD Indicator in the Settings menu.
- Lightning platforms in Childbed are now slower to burst.

Bugs:

- Fixed an issue casing the player to appear below the Surrogate after game reload. (Most notably at Childbed with Giant of Eyes)
- The player will no longer bounce indefinitely when dying next to a bouncing pad.
- Fixed an issue with some self-pulling objects at the Artisan of Flesh arena.
- Potential fix to bugs that occur from alt+Tabbing the game. Such as the HUD becoming invisible.
- Fixed a rare bug causing the HUD to incorrectly keep fading out.
- Fixed an issue caused when warping or starting a Gauntlet challenge that caused to player to appear in the wrong place.
- Listener encounter should spawn more consistently throughout the game.
- Fixed an issue leaving enemies glowing after they are no longer pullable.
- The Amalgamation now properly removes all applied effects on fight start.
- A certain craver in nerveroot will now correctly respawn after death
- Minor collider tweaks in certain locations.
- Added missing SFX to Vase encounter in Lithic.

Languages:

- corrected some Chinese Traditional and Simplified texts.
- The names of encounters in the Gauntlet menu are now properly localized.
- Clarified hover tutorial text.
high rated
No Man's Sky

Updated from 4.10 to 4.12

Changelog from the No Man's Sky website:
Bug fixes
* Fixed an issue that caused bases built next to some building types to become buried in the ground.
* Fixed an issue that prevented recolouring of portable base building objects constructed outside of a base.
* Fixed an issue that caused ship cockpit screens to flicker.
* Fixed an issue that caused the Galactic Trade Room on freighters to be non-interactable.
* Fixed an issue that allowed cursor or stick sensitivity to be set to 0, preventing cursor use.
* Fixed a bug that caused farmable plants to appear in the wrong visual state.
* Fixed an issue that caused ByteBeat recordings to fail to save correctly.

* Fixed an issue that prevented Featured Bases from being available to PSVR2 players.
* The volume of the VR wrist projector’s opening sound effect has been reduced.
* Fixed a hang that could occur when exiting an Exocraft in VR.

* Fixed an issue that prevented terrain tessellation detail from being rendered on PlayStation 5.
* Fixed an issue that prevented controller vibration from functioning correctly on PlayStation 5.
* Fixed a PlayStation 5 issue that could cause graphical corruption during warp.

* Fixed an issue with sky rendering on Xbox One.

* Fixed an issue that prevented system language selection from working correctly.
* Fixed a number of issues that could cause stuttering.
* Fixed an issue that caused some metadata used by mods to be stripped.

* Fixed an issue that could prevent discoveries from showing.
* Fixed an issue that could prevent expedition data from being successfully downloaded.
* Fixed an issue that could cause incorrect discovery counts to be reported for discovery-based expedition milestones.
* Fixed a number of network connectivity issues.

* Fixed a crash that could occur when playing with a controller on Linux OS.
* Fixed a crash on boot that could affect PC players with integrated/multiple GPUs.
* Fixed a crash related to derelict freighter procedural generation.
* Fixed a number of rendering-related crashes.
* Fixed a number of crashes related to multiplayer.
* Fixed a rare crashed related to planet rendering.
high rated
Crypt of the NecroDancer

Updated from 3.5.1-b3875 to 3.6.0-b4022 for Windows and Linux.

Changelog:

SYNCHRONY Update v3.6.0r

Crypt of the NecroDancer v3.6.0 is now available!

Can you believe it's March already? Wild.

New features

• Added new sound effects for the Phantom, Jockey, Granite Golem, Wisp and an uncommon enemy...

• Added a Ping Tool to quickly highlight important locations and objects in-game in multiplayer

• On keyboard, ping markers can be placed on nearby objects by pressing Right Shift (player 1) or F (player 2)

• On controller, if Steam Input is enabled, ping markers can be placed on nearby objects by clicking the Left Stick

• If these keys were already bound to other actions, the 'Ping Nearby' action is left unassigned by default
• All ping bindings can be customized in the 'Reassign Controls' menu

• Ping markers can also be placed manually, by clicking on a tile or object with the left mouse button

• Pinging a distant object shows an arrow near the screen border for all players, pointing in the direction of the ping
• Pinging a chest, crate or shrine while wearing a Monocle reveals the contents for everyone

• Repeatedly using the Ping Tool in multiplayer places it on cooldown for a few seconds

• Muting a player via the 'Multiplayer' > 'Player List' menu also hides and silences their pings

• Added an option to hide ping markers placed by other players in online sessions

• Added an option to hide ping markers placed by spectators

• Added an advanced volume slider for the Ping Tool

• Added an option to reduce the intensity of flashing visual effects (Explosions, Fireballs)

• Added an option to change the speed of beat bars in the HUD

• Added a 'Menu' button to the level editor's top toolbar
• This button can be hidden using an option in the level editor's settings menu

Changes

• Changed Heavy Glass Armor to swap between armor stacks instead of merging them together and wasting surplus durability
• Changed unprovoked Leprechauns to be immune to Wall Spikes
• Changed Travel Runes to no longer disappear when covered by hot coals, ice or ooze in Synchrony
• Changed Travel Runes under Cracked Walls to be movable in the level editor
• Changed menus to more visibly indicate when their entries can be scrolled up or down
• Changed custom mode notification to appear in the lobby when custom music is enabled
• Changed most non-challenge achievements to be obtainable while custom music is enabled
• Changed the level editor's toolbar to adapt its spacing for low screen resolutions

Modding features

• Added support for generating multiple travel runes and secret shops per level
• Added function [noparse]objectRenderer.getContentVisual()[/noparse] to render custom monocle-like projections on top of container objects
• Added function [noparse]rectangle.resizeAroundCenter()[/noparse] to change a rectangle's size while maintaining its centerpoint
• Added function [noparse]render.getTileAt()[/noparse] to transform screenspace coordinates into tile coordinates
• Added function [noparse]utils.removeIfArg()[/noparse] to filter a list according to a predicate, receiving both the entry and a custom data parameter
• Added function [noparse]placementUtils.getRoomsOfType()[/noparse]
• Added optional [noparse]allowOnScreen[/noparse] and [noparse]noDraw[/noparse] parameters to [noparse]targetPointerHUD.draw()[/noparse]
• Added components _[noparse]CharacterSkinsexcludeFromSelector[/noparse] and _[noparse]CharacterSkinsexcludeFromTemplate[/noparse] to hide characters from the skin selection menu
• Added field [noparse]threshold[/noparse] to component [noparse]aiCatlike[/noparse]
• Added enumeration entry [noparse]proceduralLevel.RoomType.VAULT[/noparse], indicating vaults and potion rooms
• Changed "Publish mod" menu to clear the changelog after a mod was uploaded successfully
• Changed Ring of Regeneration to pass itself as [noparse]healer[/noparse] in [noparse]event.objectHeal[/noparse]
• Changed [noparse]itemGeneration.choice()[/noparse] to accept modded component names in [noparse]chanceType[/noparse]
• Changed [noparse]segment.setBounds()[/noparse] to resize the level to fit the segment's bounding box
• Changed entities without [noparse]voiceRangedAttack[/noparse] to fall back to [noparse]voiceMeleeAttack[/noparse]

Bugfixes

Gameplay bugfixes


• Fixed healing items or spells not granting invincibility while sliding on ice

• Fixed Travel Runes sometimes failing to appear when playing Nocturna

• Fixed Dove's bombs failing to teleport provoked Shopkeepers

• Fixed groups of Green Slimes and Mushroom Lights causing some level layouts to be impassable for Monk/Coda

• Fixed Shrine of Binding causing coin multiplier loss when bumped repeatedly by Dove/Monk/Coda

• Fixed Thief being outprioritized by Barrels and Electric Orbs

• Fixed Thief not prioritizing its target's previous position when diagonally adjacent

• Fixed Thief sometimes stealing items from its diagonally adjacent target if it cannot move orthogonally

• Fixed Warlocks duplicating their dropped gold when killed while standing on a coin pile

• Fixed Dice Trap spawning enemies on top of other traps

• Fixed Infernal Torch incorrectly casting Fireballs from non-dug wall torches while Miner's Cap is equipped

• Fixed items that would have appeared in a shop failing to spawn elsewhere after the Shopkeeper was killed
• This does not apply to the Daily Challenge

Chaunter bugfixes

• Fixed Chaunter's Lantern emitting light when entering a floor while possessing an enemy
• Fixed Chaunter's Lantern forcing single-tempo during possession when given to other characters
• Fixed Shrine of Rhythm not fully taking effect on Chaunter
• Fixed possessed enemies spawned from a Sarcophagus not receiving credit for their kills
• Fixed coin multiplier being lost when a possessed Skeleton is decapitated by self-damage
• Fixed Clones taking on Cadence's appearance when entering a level while possessing an enemy as Chaunter
• Fixed possessed Wisps' sprite not disappearing after going down a staircase
• Fixed possessed Leprechauns being unable to pick up items
• Fixed possessed Pawnbrokers being immune to self-damage

Level editor bugfixes

• Fixed secret shops not generating correctly in the level editor

• Fixed Minotaurs roaring when placed in the level editor

• Fixed Thief playing its appearance sound when generated in the level editor

• Fixed "Selection panel columns" level editor option not working correctly

• Fixed Melody's final boss creating lava tiles when placed in the editor

• Fixed the Gong killing all bosses when destroyed in a custom level, instead of only the boss that struck the Gong

• Fixed Nightmare shadows obscuring enemies and items in the level editor

• Fixed cursor movement overriding player movement in the in-game editor overlay
• This behavior can be configured by an advanced option in the editor settings

Modding bugfixes

• Fixed stack overflow errors resulting in an empty error message instead of a stack trace
• Fixed [noparse]autoCastCheckLineOfSight[/noparse] not working for vertical directions
• Fixed inconsistent results between [noparse]LineOfSight.check()[/noparse] and player field of view checks
• Fixed [noparse]tileRenderer.getFloorVisual()[/noparse] not correctly using a default value for the [noparse]beat[/noparse] parameter
• Fixed [noparse]spellcastCone[/noparse] targeting a line of tiles on diagonals, instead of a rotated triangle
• Fixed error when an [noparse]attachment[/noparse] entity's parent does not have the [noparse]position[/noparse] component
• Fixed enumeration values marked as invisible still appearing in settings dropdowns
• Fixed multi-client mode not disabling Discord integration
• Fixed multi-client mode showing changelog/character unlock menus
• Fixed custom items inheriting from Bombs registering duplicate entity types
• Fixed inconsistent spacing in controls menu when mods define both per-player hotkeys and custom gameplay actions

Input bugfixes

• Fixed missed beats when holding down a directional button late in the beat if multi-key combos are enabled
• Fixed inputs being treated as missed beats more often at the start of a floor
• Fixed rare instances of multiple inputs in a row being treated as missed beats after unpausing
• Fixed rapid key presses sometimes allowing movement during the boss intro screen
• Fixed possessed diagonally-moving enemies not enabling 8-directional D-Pad movement on Steam Input
• Fixed "ignore background mouse input" not applying to gameplay controls
• Fixed custom per-player hotkeys triggering the 'missed' HUD flyaway and sound effect
• Fixed controls menu responding to mouse input while the rebind prompt is open

Engine bugfixes

• Fixed performance issues in levels containing an absurd amount of torches, such as the lobby
• Fixed DLCs not loading on the first game launch after being purchased
• Fixed Daily Challenge not being playable offline in DRM-free build
• Fixed error when a Shock Monkey takes environmental damage

Audio bugfixes

• Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
• Fixed enemies not playing their hit sounds when squished

Visual bugfixes

• Fixed Coral Riff's splash particles not always being visible
• Fixed confusing death message when Monk dies due to Ring of Gold in multiplayer
• Fixed the Leprechaun's visual effects rendering behind walls
• Fixed visual seams in the left-facing animation for the Fireball Spell
• Fixed coins being hidden by walls after being teleported by a Warlock
high rated
Weird West
Hotfix
It has come to our attention that the latest patch we had done seemed to have broken part of the translations in the german version of the game so we just hot fixed that now!
high rated
A new update for Project Warlock II is finally available (Offline & GOG Galaxy).

Version 0.2.8.16 (March 02, 2023)
• Fix: Improved claymore hit detection
• Fix: Increased claymore hit angle from 120 degrees to 160 degrees
• Fix: Explosions from the Sharpshooter Perk no longer deal damage to the player
• Added Perk Shop. It is similar to Weapon upgrade shop as it can be found throughout the levels.
• Added collectible Perk Points. They can be found throughout the levels and are used to buy Perks.
• Added 10 new perks
• added Photo mode
• Fixed a bug where if you would start the game in Chinese, the game font would not apply correctly when changing to other languages.
• Added achievment that were missing after the level split. Happy hunting
• Adjusted in-game music volume.
• added 2 brand new difficulty levels
• overhaul to the music
• E1M1 is now accompanied by a new music track, titled GATHERUM 5
high rated
Scarlet Hollow

Updated from Scarlet Hollow Episode 4 1.1b to Scarlet Hollow Episode 4 1.1c for Windows, Linux and Mac.

Changelog:

3/2 Patch Notes

Fixed a backlog of minor spelling errors.

Finished remaining issues with restoring a handful of accidentally cut dialogue options.

Switch a menu option to hug Reese to have the (Explore) tag.
high rated
Parkitect

Updated to 1.8p (Galaxy & Offline Installer)

Changelog from SteamDB:
1.8p Update

This months update contains the following changes:

- fixed Effect Controller sometimes not playing custom sounds for the correct duration
- fixed "A True Tycoon" achievement progress could get stuck

February 2023 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

Monkey Ride

Excitement: 67,6 (Very high)
Intensity: 21,4 (Low)
Nausea: 6,7 (Very low)

Approximate Cost: ~$4,261.25
Approximate Cost (without decoration): ~$1,876.00

+++

Miracula

Excitement: 39,5 (Medium)
Intensity: 13,8 (Low)
Nausea: 5,7 (Very low)

Approximate Cost: ~$5,408.78
Approximate Cost (without decoration): ~$1,648.00

+++

Switz Toboggan Run

Excitement: 39.3 (Medium)
Intensity: 7.6 (Low)
Nausea: 5.8 (Very low)

Approximate Cost: ~$5,046.41
Approximate Cost (without decoration): ~$1,751.00

+++

Space base 19

The Company called Space Y is nearing bancrupcy after a funny blue bird stole all their funding. "how should we avoid bancrupcy?" they said. "I know! by building a coaster on the moon and sending paying coaster enthusiasts there!" Someone said, and the rest is history...

Excitement: 36,6 (Medium)
Intensity: 9,0 (Low)
Nausea: 6,7 (Very low)

Approximate Cost: ~$5,331.35
Approximate Cost (without decoration): ~$1,733.00

+++

The Beehive

Excitement: 41,7 (Medium)
Intensity: 6,8 (low)
Nausea: 7,7 (very low)

Cost: ~$5,499.69
Cost (no decoration): ~$1,854.00
high rated
Project Warlock and POSTAL: Brain Damaged both received a new patch (Offline & GOG Galaxy). Here are the changelogs:

Project Warlock

Update 1.0.6.6 (03.03.2023)
• Fixed Additional Weapon Binding
→ The keys 1-0 are now hardcoded and cannot be changed - additional bindings in the controls menu are now unable to be bound to those keys. You are still able to add alternative key bindings to the weapons, for example “X” to the Axe, etc.
• Added additional binding for Claymore to the keybinding menu
→ You can now quick-select the Claymore whenever you need it!
• Fixed Ghouls and Spiders being invincible after barrel spawn
• Fixed Dynamite throw physics
POSTAL: Brain Damaged

Version 1.07
• Optimized CPU usage for better performance
• Reduced spikes during saving the game
• Fixed ragdoll-physics after reloading levels
• Added the following text translations:
→ French
→ German
→ Italian
→ Spanish
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rjbuffchix: Not to get off track but should mention Noita is an example of pretty good treatment from an indie dev. This game has been on GOG how long...like five years? And still gets updated here. I will say it would be nice if the changelog was here too instead of grabbed from Scheme.
Just saw this. FWIW, the dev also posts the changelog here: https://noitagame.com/release_notes/

A few others do something similar.
high rated
Against the Storm

Offline installers updated to 0.45.3R

CHANGELOG (from Steam)
Number of changes: 104
Inspired by community: 49%

Changes marked with ⚡ were inspired by the community.

New content and features
⚡ Added 8 new World Map Modifiers (inspired by a recent Community Brainstorm).
Frosts - A bizarre cold rises from below and engulfs the Sacred Flame. All Hearths have a smaller radius.
Abandoned Settlement - Some other Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.
Untamed Wilds - Nobody settled in this region for multiple Cycles. Every Dangerous and Forbidden Glade contains two threats instead of one (except glades with Archaeological Discoveries in the Scarlet Orchard).
Land of Greed - The strange totem doesn't allow you to share your wealth with anyone... Choosing the "send to Citadel" option in Glade Events no longer awards Reputation Points.
Petrified Necropolis - Rocks in this region have a very peculiar shape… Dead villagers turn to stone. Gain Meat for every Stone and Clay produced.
Gathering Storm - A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer.
Overgrown Library - A remnant of a bygone era, when Royal Archivists themselves ventured out into the wilderness in search of knowledge. One of your starting blueprint choices is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).
Ominous Presence - Something strange is trapped beneath the ground. Gain double the amount of Hostility for each year, but every time a villager dies, Hostility is decreased.
All new modifiers were added to the Daily Expedition pool and can also be selected in Training Expeditions.

Balance
⚡ Increased the total number of modifiers spawned on the World Map. You should see a higher density of points of interest on the map, and this change should also make it a bit easier to find certain Modifiers required by Deeds.
⚡ Rebalanced Modifier spawn rates - they are now more equally distributed.
Rebalanced multiple orders in the game.
Advanced District
Rewards: removed Simple Tools, added 20 Crystalized Dew.
Aid For the Beaver Clan
Objectives: added a new objective to produce Wood in the Woodcutters’ Camp.
Aid for the Human Clan
Objectives: added a new objective to build Comfort decorations.
Basic Packages (Timed Order)
Objectives: replaced Packs of Building Materials with Packs of Trade Goods in the Order’s objective.
Beer Snacks (Timed Order)
Rewards: removed Amber, added the Tavern blueprint.
Bling-Bling (Timed Order)
Objectives: decreased the amount of Amber required.
Rewards: increased the number of Parts.
Building Rush (Timed Order)
Objectives: replaced the requirement for delivering Packs of Building Materials with two objectives to build Aesthetic and Harmony decorations.
Chest Chaser (Timed Order)
Rewards: increased the number of Simple Tools.
Cleanliness
Objectives: decreased the number of times the need for Cleanliness has to be fulfilled.
Construction Work (Timed Order)
Objectives: replaced the requirement for delivering Packs of Building Materials with the objective to deliver Pipes.
Delivery
Objectives: replaced the requirement to deliver Packs of Provisions with the objective to complete Trade Routes.
Devilish Curiosity (Timed Order)
Time: lowered the time limit by 1 minute.
Fearless (Timed Order)
Objectives: decreased the number of Forbidden Glades needed.
Firestarter
Objectives: decreased the number of burned Blightrot Cysts on lower difficulties.
Food Provision (Timed Order)
Objectives: increased the numbers of required Packs of Provisions
Time: lowered the time limit by 30s.
Funding the Expedition
Rewards: removed Planks and added Parts instead.
Happy Beavers
Objectives: added a new objective to sell goods to traders or via trade routes.
Happy Harpies
Objectives: added a new objective to build Aesthetic decorations.
Happy Humans
Objectives: added a new objective to deliver Grain.
Happy Lizards
Objectives: added a new objective to discover glades.
Harpy Resolve
Objectives: added a new objective to fulfill the need for Jerky.
Housing Estate (Timed Order)
Objectives: increased the number of required Shelters.
Human Resolve
Objectives: added a new objective to fulfill the need for Clothing.
Hunters
Objectives: increased the amount of required Meat.
Into the Ruins
Rewards: removed the Egg Containers perk from rewards, added the Reinforced Saw Blades Perk instead.
Into the Wilds
Rewards: removed Parts, added Insects instead.
Joyful Harpies (Timed Order)
Objectives: slightly increased the amount of required Resolve.
Joyful Lizards (Timed Order)
Objectives: slightly increased the amount of required Resolve.
Large Parcel (Timed Order)
Objectives: Increased the number of required Packs of Building Materials.
Rewards: Removed the Mortar and Pestle perk and Bath House blueprint, added the Explorer’s Lodge blueprint and the Scout’s Pack perk.
Luxury
Rewards: removed Incense, added Biscuits instead.
Magical Rainwater (Timed Order)
Time: increased the time limit by 1 minute.
Outpost (Timed Order)
Objectives: added a new objective to deliver Amber.
Outposts
Rewards: increased the number of Simple Tools given as a reward.
Pottery and Wine
Rewards: removed the Big Phials perk, added the Advanced Filters perk. Increased the amount of Reeds.
Pyromancer
Objectives: decreased the number of burned Blightrot Cysts required. Added an easier objective version for lower difficulties.
Pyromania
Objectives: decreased the number of burned Blightrot Cysts required. Added an easier objective version for lower difficulties.
Quick Packaging (Timed Order)
Rewards: Removed Amber, added Villagers instead.
Rainpunk Enthusiast
Objectives: lowered the amount of Rainwater required.
Ravenous Axes (Timed Order)
Objectives: increased the amount of Wood required.
Reckless Viceroy (Timed Order)
Objectives: Increased the number of completed events required.
Speedy Real Estate (Timed Order)
Time: lowered the time limit by 30s.
The Forum
Objectives: removed the requirement to build a Forum.
Rewards: removed the Bigger Barrels perk, added the Forum blueprint instead.
Thirsty Trader (Timed Order)
Rewards: increased the amount of Crystalized Dew. Removed the Advanced Leatherworking perk, added Amber instead.
Tooled Up (Timed Order)
Time: lowered the time limit by 30s.
Trading Master (Timed Order)
Objectives: decreased the number of required Packs of Trade Goods and Packs of Luxury Goods.
Ultimate Challenge (Timed Order)
Time: lowered the time limit by 30s.
Urgent Shipment (Timed Order)
Rewards: removed Pickled Goods, added Amber instead.
Wealthy Trader (Timed Order)
Objectives: increased the value of sold goods requirement.
Work Break (Timed Order)
Objectives: slightly increased the time requirement for not cutting down trees.
Time: lowered the time limit by 20s.
Removed two Orders from the game.
Allies
Storekeeper

Changelog to be continued below ...
Post edited March 04, 2023 by bjgamer