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high rated
Strategic Command WWII: War in Europe updated to 1.25.00

Strategic Command WWII: World at War updated to 1.15.00

no changelogs available
high rated
dV: Rings of Saturn

Updated from 0.552.9 to 0.556.5 (with 0.556.2 shortly in between) on Windows, Mac and Linux
Same for the demo.
"updated" flag lacking for both.

Changelog present and posted in the forum by the developer:
0.556.2 - Tidal Lock

Vanlock-Hosk Comet torn by tidal forces
Early today, the Enceladus Telescope Array captured the Vanlock-Hosk Comet being torn to pieces by the tidal forces of Saturn. Comet debris scattered and hit a wide area of the A and B Rings, triggering a limited Kessler syndrome - a runaway cascade of collisions causing vast clouds of debris on erratic orbits - and shifting the mass distribution in multiple registered excavation claims. While extreme caution is advised when traversing out of the plane of the rings, the Enceladian Space Observatory claims that craft operating within the rings should be well shielded from impacts. Spectrography did not detect any unexpected mineral signatures.

Astrogation advisory for in-ring transits
A sharp increase in piracy across the disturbed A-ring regions has prompted the Astrogator Guild to issue a new advisory for private operators. Performing burns out of the plane of the ring itself are no longer advised, as with the transit velocities limited by clouds of orbiting debris, ships performing manoeuvres outside the ring plane are exceedingly easy to detect, track and ambush. To prevent illicit interception, the Astrogators guild recommends performing the manoeuvre entirely in the plane of the rings and cutting all thrusts as soon as your ship enters the open space above the ring plane. Trajectories back to the station cannot be intercepted and can use a classical trajectory.

Elon Interstellar StarCAT recall
Multiple events of the fusion misfire of the famous Elon Interstellar StarCAT Stellarator were traced back to a software bug. The mars-based fusion spaceship manufacturer issued a recall on all Model-E ships for a mandatory software upgrade. To compensate customers for lost profit, the company extended the free supply of fusion reactants to their signature Z-Axial-Pinch torches by another year, or as long as the stocks last, whichever comes first.

Maintenance Logs
- New astrogation protocol for in-ring transits. You can now set the velocity of the transit, and it will require you to make the initial burn without a cutscene. This makes the astrogation burns either more challenging or much longer if you opt for an easier transit - but in return, you can orient the ship the way you want it, you are not sitting still when trying to astrogate away from a hostile situation and you have control over your ship orientation when you reach your destination.
- Improved performance of the in-game physics.
- Improved performance of the Enceladus station.
- Some of the NPC ships and drones were using much more resources than they should. This includes certain rare ship encounters using 1000% more CPU than it should and mining companions, cargo containers and drones using 400% more CPU. This dramatically improves performance in relevant encounters.
- New visuals for rare and unusual encounters.
- A new way of tracking the ring density and composition, combined with enhanced physics performance, makes the rings much denser.
- The game now tracks your excavation progress during a single dive and you are able to completely strip a region of the rings of ore and asteroids. This both incentivises discovering new areas, improves the immersion factor and enables you to clear a path for an astrogation burn in advance.
- Improved tracking of unusual excavation sites. Unique items will now be depleted gradually, and having multiple unusual sites present won’t cause their content to respawn when you visit them sequentially.
- Astrogation proximity alert now has an active display when activated, making it easier to spot objects preventing your jump.
- Improved the way the game tracks events to take into account lidar contacts and rumours that you did not check out yet. This prevents some objects that were not supposed to move around the rings from spawning in another location.
- The game now correctly takes account of your angular velocity when computing the kinetic energy of the impact. This prevents asteroids or ore chunks wedged -between your ship and cradled equipment from inflicting heavy damage when you rotated your ship.
- Disabling post-processing now disables the background nebula shader and overheated computer shader, making the game perform better on low-end hardware.
- When entering and exiting the Tuning menu multiple times in quick succession you could trigger either a crash to the desktop, or make the tuning menu miss all the settings.
- Ship transponders were visible only on the first LIDAR screen they appeared on. This usually meant that they did not display on the Pilot and Geologists tabs, but in some cases, they could be missing from your main display.
- Kinetic weapons with a high rate of fire did not fire at all when your framerate was low.
- The fusion reactor now ignites correctly in low framerates. Previously, if the frame rate was low enough, fusion-based ships were not able to boot up and leave Enceladus station in the initial cutscene, and when disabled in the Rings they remained powered down indefinitely.
- When NPC check if your ship is docked, it checks if it is docked to them specifically. This prevents weird dialogue quirks when a station will give you an unexpected “docked” conversation even if you are docked to another, nearby station or ship.
- Updated Cothon-213 description to reflect the missing Faraday’s cage.
- Fixed some of the crew-based dialogues that were referring to two different persons with the same first name.
- Race drones will not be piloted by a human anymore.
- Fixed lighting and line-of-sight glitches on ultra-wide monitors.
- Race drones and lifepods will now communicate immediately when they enter your cargo hold. This prevents the need to wiggle your ship in order to get your race reward on ships with a long cargo hold
And changelog posted in the forum by the developer:
0.556.5 - Hunting Bounties

- Bounty hunters will transfer prisoners from you again.
- Fixed the boot screen on ultra-wide monitors.
- Quickly toggling the Tuning setting for nanodrone systems could cause the game to crash.
high rated
Kingdoms and Castles has just recieved a major update to 119r1 for Windows, Mac and Linux.

War & Diplomacy Update - Now available!
Hi Everyone,

We’ve got another free update for you called War & Diplomacy! It expands upon the AI Kingdoms update a bit with your feedback and comments. New conversations, new diplomatic options, and more. Here’s the notes:

Conversation Expansion

New Conversation
- Birthday
- the AI will talk to you about their birthday, and you have the option or not to give a gift.

New Conversation
- Theater Event
- the AI has written a play and would love it if you’d show it in your theater. Let’s hope their work pleases the peasants!

New Conversation
- Origins of Power
- The AIs discuss how they came to power, different for each personality type. Some of these conversations can take a dramatic turn!

New Conversation
- Broker Peace
- If you are war long enough either your ally or a neutral AI may try to broker peace between you and your enemy. You can agree and end the war or disagree and see what might happen.

Ignore Response
-Community Suggestion-

The AIs will respond if you ignore or dismiss their diplomats. Depending on personality, how they feel about you, and how much you’re ignoring them they may decide to go to war against you.

Tribute

Player Tribute
-Community Suggestion-

When your diplomats visit an AI Kingdom you can now demand tribute from them if you’d like. The results of this demand will depend on their personality, relative military strength, mood, and if they can afford it.

Resolution for AI Demanding Tribute
-Community Suggestion-

If you refuse to pay tribute, go to war, then win and let AI stay in power they now show some deferrence to your grace. After being defeated in a war they acknowledge their defeat and will no longer demand tribute.

Warfare
-Community Suggestion-

We’ve made a few changes to improve the combat:

Archers now fire from ships
When stopped, catapults auto-attack military buildings if in range
Increased catapult damage to non-stone buildings
Increased catapult range by 1 tile



Viking Catapults

Vikings can now deploy catapults against you! Generally they appear later in the game. In harder difficulty modes more viking catapults will appear sooner.

Greek Fire Tower
-Community Suggestion-

We’ve added a new tower type that shoots out a blast of greek fire! It is extremely effective against ground units and ships - a fully skilled Greek Fire Tower can completely sink a ship with a single blast. However, it has some drawbacks. It requires 8 people to operate it, it has a very short range and can’t attack dragons. It also consumes charcoal when fired and takes a while to reload. If it catches on fire it has a chance to explode and start fires around it. Give it a try and be careful!

New Dragon Type

There’s a new dragon in town! This one flies more slowly than the others but specifically targets your military infrastructure (archer and ballista towers, blacksmiths, archer schools, etc). It appears a little later than the others, depending on difficulty mode.

Improvements and Fixes

Added option to permanently decline an AI trying to abdicate
Peasants now become unhappy if you betray an ally or treacherously surprise attack someone.
Increased happiness radius of all 1x1 and 2x1 statues
Fixed issue where sea gate pathing cost was wrong for vikings
Fixed issue where you could build a happiness building and then close it but still get credit for happiness debuffs.
Fixed issue where AI would immediately demand troop removal after you had defeated them in a war and spared them.
Fixed bug where AI would demand payment to end a war after the war had already ended
Fixed bug which caused archers to sort of ‘dance around’ when using auto targeting behavior
Fixed case where AI would have trouble balancing tax rate vs happiness
Fixed bug where AI would not build a theater
Fixed bug where AI would build too many masons



What's next?
It's finally time, we've got VR coming up next! This is a free update, totally optional, and won't impact you at all if you don't want to play in VR. We're supporting the VIVE, Index, and Occulus Rift. Expect VR to hit the beta branch in the next week or so! And after VR we've more pure gameplay content updates planned as well.

Also, don't forget, we've got a Parks & Statues DLC available if you want to decorate your kingdom!

Until next time!
-Pete & Michael
high rated
Order of Battle: World War II

Standalone installer updated: [Windows] 9.1.4 ⇒ 9.2.2.
Change History:
v9.2.2 – September 15th, 2022
• Added Allies Victorious Campaign
• Added 3 new MP maps (Caen, Cobra, Cyrenacia)
• Added new units (8inch howitzer, 17 pdr SP Achilles, 17 pdr SP Archer, Ram Kangaroo, FlakPz IV, Me 163 Komet, V-1 (missile), V-1 (grounded), Canadian Engineers 44, US Rangers 45)
• Fixed issue with Heavy Tracked units being unable to enter forests on some maps
• Fixed issue with Jet Engine VFX rendering underneath forests
• Fixed M45 Pershing availability dates

v9.2.1 – August 26th, 2022
• Added final Scenarios for the Allies Victorious Campaign
• Added scripting to Elbe scn for choice for bonus scn
• Added remaining campaign progress gfx
• Fixed Po para truck entries causing prob in Market Garden
• Changed polish infantry 44/45 to show grenade throw
• Various txt fixes

v9.2.0 – August 15th, 2022
• Difficulty resetting bug solved
• Changing map mode (2d/3d) during a game would ignore campaign banned units - fixed
• Included scenarios up to #11 Rhineland
• Most recent scenario changes
• Fixed name strings for captured units
• Included Allied truck models for Free Poland/Free Franc

v9.1.9 – July 25th, 2022
• Churchil AVRE not being able to go in forest on some maps - solved
• Jets visuals in top of forests - solved
• Latest scn/cam updates
• Campaign includes battles up to #9
• Enabled 2 more specs for Can, slightly adjusted their starting spec points
• Added 2 more unit skins usable for UK/Can
• Added two captured units in Allied look

v9.1.8 – July 08th, 2022
• Added free spec points at campaign start if players do not use core import
• Expanded roster of available Canadian units
• Enabled Canada to deploy air unit in battles
• Various other scenario changes/fixes
high rated
Turnip Boy Commits Tax Evasion was updated, no changelog.
high rated
dV: Rings of Saturn

Updated from 0.556.5 to 0.556.6 on Windows, Mac and Linux
Same for the demo.

Changelog posted in the forum by the developer:
0.556.6 - Leaking Reactors

- Fixed a memory leak that could cause weird behaviour around habitats and other dockable stations.
high rated
art of rally

Updated from 1.3.5a to 1.4.0 for Windows, Mac and Linux

Changelog posted by the developer in the forum:
Beaches, jungles and big jumps

art of rally's new location, Indonesia is available now!
This latest update is free and includes 6 new tracks, 2 new songs and a new freeroam area! Some new wallpapers too.

Launch trailer: https://www.youtube.com/watch?v=jAjm1y_3se4

GOG offline installers are already available for Windows, Mac and Linux (game version 1.4.0)
Post edited September 24, 2022 by gogtrial34987
high rated
There is a update flag for Flashout 3D: Enhanced Edition, but the file seems the same as before.


And Dying Light: The Following – Enhanced Edition was updated to version 1.49.3. No changelog.
Post edited September 24, 2022 by M3troid
high rated
avatar
M3troid: There is a update flag for Flashout 3D: Enhanced Edition, but the file seems the same as before.
Yeah, I got that and a few others today flagged as updated in the offline backup installers. The files were the same. I don't get it. Anyway...

Zoria: Age of Shattering - Demo (not the Prologue)

Version 0.4.5 (58913) to 0.4.5.1 (59008)

No change log.
avatar
LiqMat: Yeah, I got that and a few others today flagged as updated in the offline backup installers. The files were the same. I don't get it. Anyway...
Galaxy is already on 1.0.4, so not sure what happened with the offline installers. But I expect them to be corrected/updated at some point.
avatar
M3troid: There is a update flag for Flashout 3D: Enhanced Edition, but the file seems the same as before.

And Dying Light: The Following – Enhanced Edition was updated to version 1.49.3. No changelog.
I hope it means all of the owners of the GOG version got the Harran Military Rifle blueprint. I've been trying to get that for everyone for a long time.
Post edited September 25, 2022 by DoomSooth
high rated
The Chronicles Of Myrtana: Archolos

Version 1.2.6 (Italian) added.


Changelog from Steam:



The Chronicles of Myrtana: Archolos is now available in Italian!


Big thanks go to Italian translators from Piranha Bytes Italia group (https://www.piranhabytesitalia.it) for their hard work!

If you intend to switch to the Italian localization, right click on CoM: Archolos in your Steam library, choose "Properties" and go to the "Language" tab.

WARNING: It is not possible to load savegames after switching to Italian language! You need to start new playthrough.

To report translation bugs in the Italian version, we recommend posting them on Piranha Bytes Italia group (https://www.facebook.com/groups/piranha.bytes.italia.it)

Other localizations that are actively being worked on are: Russian, Spanish and Czech.

If you want to help translating the game into your own language or help the existing translation teams, get in touch with us on our Discord: https://discord.gg/FHDHweuCVB

Have fun!
high rated
Low Magic Age

Low Magic Age has been updated to Version: 0.91.57.3 (Offline installers updated)

v0.91.57 Patch Notes - Mystic Theurge, Bugbear, New Feats
====================
New Prestige Class: Mystic Theurge
Equally devoted to divine and arcane magic, the mystic theurge combines both magical traditions into one incredibly diverse class.

Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter what their motivations, mystic theurges believe that perception is reality, and through the divine forces and astral energies of the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but destiny itself.

While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost all spells. While a mystic theurge doesn’t have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility.

Mystic theurges are drawn from multiclass spellcasters who can already cast both arcane and divine spells, and the powers that they gain increase their mastery over both.

Base Classes: Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of.

Role: The mystic theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that groups goals do not directly conflict with their own.

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Non-adventurers: Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. Mystic theurges tend to be fascinated with magic in whatever form it takes. They’re always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity’s agenda.

Prerequisites:
Skills: Knowledge (Arcana) 6 ranks, Knowledge (Religion) 6 ranks.
Spells: Ability to cast level-2 divine spells and level-2 arcane spells.

Class Features:
Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Poor.
Good Saves: Will.
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 6 levels after 10th level (16, 22...).

Bonus Spellcasting Level: When gain a new level of this class, the effective spellcasting level of a spellcasting class is also increased.

When a new level of this prestige class is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.

This essentially means that he adds the level of the prestige class to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before adding the prestige class, he must decide to which class he adds each level of the prestige class for the purpose of determining spells per day.

Special:
Mystic Theurge: applied on both a previous arcane spellcasting class and a previous divine spellcasting class.

New player Race: Bugbear
This dark-furred creature raises a spiked morningstar, its tiny, milk-white eyes glittering with the thrill of the coming kill.

The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans.

Bugbears are cruel by nature and kill for fun. Humans are a bugbears favored prey, and most count the flesh of humanity as a dietary staple. Grisly trophies of ears or fingers are common bugbear decorations.

They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isnt uncommon to find small bands of bugbears working together. They prefer smaller-scale mayhem that lets them keep their favorite acts (murder and torture) on a more personal level.

Racial Traits:
+4 Str, +2 Dex, +2 Con, –2 Cha: Bugbears are strong and healthy, but their cruel and killing nature is disgusting.

Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice.

Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.

Racial Feats: A bugbear’s humanoid levels give it two feats.

Weapon and Armor Proficiency: Proficient with simple weapons, light armor, and shields.

Armor: +3 natural armor bonus.

Sneaky: +4 racial bonus on Move Silently checks.

Level Adjustment: +1. Powerful races with racial Hit Dice are more special.


New Feats:

Zen Martial
When making melee attacks, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Zen Maneuvers
When using combat maneuvers, you may use your Wisdom modifier instead of your Strength modifier on combat maneuver checks. Likewise, you may use your Wisdom modifier instead of your Strength modifier or Dexterity modifier on your combat maneuver defense.

Brute Throw
When making ranged attacks with a thrown weapon, you may use your Strength modifier instead of your Dexterity modifier on attack rolls.

Combat Expertise
When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class.

This number is up to 5 and may not exceed your base attack bonus.

The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Improved Feint, Improved Trip, Whirlwind Attack: added Combat Expertise as a prerequisite

New Combat Options:

Fighting Defensively
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Casting on the Defensive
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.

This also applies to using a spell-like ability or using a skill.

Adjusted Combat Casting: +4 bonus on AC against opportunity attacks provoked by casting. -> You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive.
Fixed: Some mechanics that work on spells do not work correctly on spell-like abilities, such as Concentration checks and Combat Casting
Fixed: Some abilities are not treated as spell-like abilities

Optimized battlefield menu
Added battlefield menu - Combat Options
- Fighting Defensively
- Casting on the Defensive
- Combat Expertise

New Optional House Rules:
Remove alignment restrictions of core classes
Remove alignment restrictions of prestige classes
Remove race restrictions of prestige classes
Remove ex-class restrictions
Defensive Stance: +4 bonus on Combat Maneuvers Defense
Heal: DC = 10 + target's level + target's Con modifier (unchecked: DC = 15)
Concentration: DC base on level and ability scores (unchecked: base on damage or fixed)
(+5 modifications of house rules for old saves)

Adjusted Monsters and AI:
High level monsters carry more ammo
Ranged monsters have backup melee weapons
Ranged monsters use backup melee weapons when run out of ammo
Fixed: AI sometimes give up attacks or make invalid attacks, or even deal more damage to allies than enemies

Optimized Portrait/Avatar/Signs Display:
Added Class/Weapon/Thrown Weapon signs
New menu items for character bars and battlefield settings: Show Portrait/Avatar/Signs
- Portrait
- Avatar
- Class
- Weapon
- Thrown Weapon
- Auto-Combat
- Level Up
- Skill Points Unassigned
- Overload
- Conditions
- Hit Points

To be continued in next post
high rated
Low Magic Age update continued;

Others:

Divine Power, Transformation: BAB equals character level
Multiclass Sorcerer or Bard: spells learning is no longer affected by other spellcasting classes
Adjusted prerequisites of spell feats: spellcasting classes -> caster level 1
Adjusted prerequisites of Turn related feats: Cleric -> own Turn ability
Adjusted category of Turn related feats: spell feats -> general feats
Arena: show all items when upgrade or modify items (originally, show first bag only)
Defeated when all combatants of one side are petrified
Attack tip: added detailed list of attack roll modifiers and damage roll modifiers
Attack tip: fixed incorrect modifiers
Optimized house rules UI
Optimized character creation/level-up UI
Optimized some other UIs
Optimized prerequisites display of some feats
Optimized descriptions of some feats
Optimized feats selection of some pre-builds
Optimized feats selection of rogues
Fixed: damage of monster's extraordinary and supernatural abilities do not increase with level
Fixed: Str bonus of Divine Power: +8 -> +6
Fixed: Str bonus of Death Knell: +0 -> +2
Fixed: share Time Stop with animal companion
Fixed: may crash when show feat/action tip
Fixed: may crash when receive loot in adventure mode
Fixed: trip not counted as close attack
Fixed: may flank with ranged weapon
Fixed: morale bonuses of Rage and Rage spell stack with other morale bonuses
Fixed: some skill checks applied natural 20 and 1
Fixed: can not learn feats when very high levels
Fixed: no sound effect for dispel
Fixed: Left UI still work when trading in town (you can even put trading items into bank)
Fixed: UI still work when moving in dungeon (you can even camp)
Fixed: bug of Substitute Characters UI when more than 6 characters (via abnormal methods)
Encyclopedia: optimized classes section


Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Lizard Scion, Gnoll), more feats and spells, etc.
avatar
M3troid: There is a update flag for Flashout 3D: Enhanced Edition, but the file seems the same as before.
avatar
LiqMat: Yeah, I got that and a few others today flagged as updated in the offline backup installers. The files were the same. I don't get it. Anyway...
Achievements added.