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high rated
Spirit of the Island

Offline installers updated to 1.2.2.0

Changelog from Steam:

IMPROVEMENTS
The chest's names are now bigger and way more readable;

FIXES
Fixed vehicles not being able to build;
Fixed ATM not being able to be accessed by other players after someone used it in COOP;
high rated
Songs of Syx

Updated from 0.62.28 to 0.63.12 for Windows, Linux and Mac.

Changelog from Steam:

V63 - Tourism

Tourists will now visit the most polished version of Song of Syx yet.

Hello!

I'm finally done with the new patch.

With it, I'm pretty happy about the city building experience of the game, and now feel ready to start on the world map and its mechanics that I've promised.

I kept notes this time!

• An attempt to fix shuttering mouses on certain PCs.
• An in-game palette that lets you change colours of roads and structures for visuals.
• Climate and weather redone. Now with fully simulated cycles. Snow and ice added. Terrain has been redrawn and will respond to weather and wind. Map generation improved. Wild growing things adjusted and remade. One should now no longer be able to support maximum 100 people through harvesting.
• Buildings can be built next to deep water.
• Water now increases fertility around it. Irrigation is scrapped.
• Sweet and salt water are now environments.
• Overlays have gotten some love.
• Minimap improved + flawless zooming in/out.
• Room panels and priority panels have been improved. Now possible to prevent employment by setting priorities to 0.
• Farms have been re-coded to make more sense. The coming harvest is the result of many factors, clearly listed.
• Blight and bountiful harvest events added. (+2 years playing) 25% chance per year
• Droughts events. (+4 years playing) 6% chance per year-
• Lots of effort put into the new sprite system for room. Making it more moddable.
• Homes now need a structure, the ugly walls are gone. Easier to copy and handle. Poor isolation leads to more furniture degrade.
• Copying items is easier.
• Unique sounds for all animals. sorry about the volume, WIP.
• Animals now have fixed spawning points. These replenish at a slow rate. Animals will stick to these points. Animals will attack people near them, except for hunters. Once you build near a spawning point, no more spawning will happen.
• Hunter room simplified. The rate is nerfed.
• People will not try to fetch corpses that are in dangerous zones, such as a animal spawn point.
• Corpses bleed.
• Sounds will play when fast forwarding.
• Room rates have been improved, now showing produced per day per room.
• Workload calculations improved.
• The use of walls when building rooms have been improved.
• 3 new soundtracks
• Huge refactorings, making the game less error prone.
• Fishing events for improved/decreased fish output.
• New Housing panel panel with improved overlay and tools.
• Oddjobbers will find homes faster.
• Improved the top panel.
• Remade and improved bottom panel.
• Wiki improved + moved race info to new wiki and improved them a bit.
• Made openings of buildings a bit clearer.
• A light cycle toggle in the settings.
• Upgrades for all mines + small fixes
• Improved overlay for minables
• Difficulty settings for random game.
• New resource: Machinery. Used mostly to upgrade rooms.
• Added some visual help to room construction.
• Made roads go diagonal next to diagonal walls.
• Outdoors added as a building preference.
• Fixed Maintenance overlay
• Added a type swapper to room copying and saved blueprint placer.
• Industry recipes will revert if the recipe is re-locked.
• New script engine. Now possible to inject java code, and package them as mods. See pdf in installation directory of how to get started.
• 3 scripts added
• Shape for rooms are now individual for each room, and it's possible to please everyone regarding squareness and roundness.
• Refiners remade. Are now upgradable. Unlocked from start. Production lowered. Early survival tactics is to use grain + bakery.
• Accidents more rare, but more deadly.
• Workshops have been converted to the new sprite system. Visually improved. Has their own storage, same as refiner. Some have upgrades. They are more space efficient.
• New workshop added. Makes the machinery resource.
• New UI for individuals. Added a gimmic that generates biographies to each subject. Also added opinions as to what individuals want improved in the city. Each race can have their own template, and there are templates for scared, normal and confident subjects. Can be easily modded to add infinite flavour. If someone do, please let me know.
• Big refactoring with rooms. Room files now in folders. Modders, check out the new way of specifying rooms in other files.
• Improved the text rendering engines, taught it some new tricks, and better looking text.
• New thing - tourists. Tourists can come to see the marvels of your city. They're attracted by large scale industries that have a high work preference with the race of the tourist. Tourists will leave some cash and a review. You must build an inn to be able to accept tourists.
• Thanks to Victor Baker, who wrote a lot of tourist review texts.
• University has gotten a face lift and is more space efficient.
• Upgrades for service rooms, although, I've only enabled it for lavatories so far. Lavatories got a facelift, with sanitary lids for the toilets.
• Added population to save game files.
• The throne can no longer be instantly moved, but must be constructed. Trapped people can still function and find jobs in their vicinity.
• Changed the trade controls a bit.
• Reworked exposure to work differently. Exposed people will seek services or shelter. In shelter they are still exposed, but at a lower rate. Prior to death, that can also go insane.
• Strikes added as an alternative to emigration and riots.
• Made titles be able to lock rooms (requested by modders).
• Made trees and other growth be able to grow randomly when fertility is increased by irrigation.
• Fixed buggy Workstations
• Added different sizes to wells, and an upgrade. And emitting of sweet water.
• Gave hearths the same treatment as above.
• Added fulfilment modifiers for all monuments, meaning you can get happiness from specific monuments per capita.
• Two new monuments. Flower beds and humidifier.
• New road: festival square
• New thing: Benches. Idle subjects will search out benches to sit on in a small radius. Useful for letting them absorb the environment.
• Law remake. More detailed and more options.
• All punishment types affect fulfilment differently for races.
• Stocks added as a compliment to punishment. This shortens prison time by half.
• Guard post now come in different sizes. They now have a visible radius. The chance of arresting a criminal is based on distance to guard post.
• Fullfillment from tourists.
• The enemy kills stat increases neuroticism and crime rate.
• Guard posts remade. Now work with a radius. The closer a crime is committed, the greater likelihood for catching them.
• More crime, and more penalty from it.
• Individual crime statistics.
• Micro and macro actions for your people. Free drinks, money handouts, day off work and arrest. Can be used to temporarily boost happiness.
• Ability to set punishment for prisoners manually + better ui for managing criminals.
• New growable resource 'Herbs'. Used in the ration maker. Will be used in cooking services for the nobility in later updates.
• Serial killer event
• Added stuff to the tutorial.
• Updated external libraries.
high rated
Gordian Quest

Updated from 1.2.8b to 1.2.9

No changelog.
high rated
GRIME

Updated to 1.11.7 (Galaxy & Offline Installer)

Changelog from SteamDB:

WARNING, CONTAINS SPOILERS!
Patch Notes 1.11.7

Hey! Yarden GRIME director here, and this should hopefully be it. No more significant bugs.

We will continue monitoring the forums and Discord for any additional significant bugs, and if all goes well, this will be the final patch to be included in the console mega-patch that will be coming out Mid January. Bringing the game up to date with the PC and taking care of the vast majority of all the bugs that launched with the DLC.

Afterwards, we'll take a longer break from patches as we prepare to make some riskier updates and prepare for the next DLC.

Major bugs:

- Fixed an issue where environments some times do not load.
- Fixed a bug where Shidra's main quest cannot be continued.

Bugs:

- Fixed an issue happening to some players with the Listener.
- The keybinds changes will now save properly when closing the menu.
- Disabled the Discord button until the menu is ready.
- The area above the Amalgamation should now properly open after defeating it.
- Miniboss map markers wont re-appear by engaging via the Prey Gauntlet.
- Shidra wont repeat itself after finishing a quest.
- Fixed Prey Gauntlet loading issues.
- It is now easier to Repel the additional dancer on The Final Performance encounter when it drops from above.
- Improved Shidra's heal sound.
- Fixed Shidra's projectiles bursting from the ground.
- Shapely Fidus arena elevator wont vanish after finishing the match on Prey Gauntlet mode.
- Fixed bugged texts for certain weapons, items or prey.
- Fixed buggy interactions with pullable tooths.
- Removed the delay from the Double Jump sound effect.
high rated
Hero's Hour

Updated to 2.3.2

No changelog.
high rated
F/A-18E Super Hornet
Update Jan 3rd 2023

Added The Albanian Campaign expansion
Post edited January 03, 2023 by Wurzelkraft
high rated
Old World

Updated to build 64602

Changelog:
This fixes a bug where unit animations could get stuck and freeze the game and an issue with tribal settlement ambitions not completing correctly which was causing issues in some scenarios.
Post edited January 04, 2023 by iBeeze
high rated
Songs of Syx

Updated to 0.63.17

No changelog.
high rated
AI War 2

Updated from 5.531 to 5.532 for Windows, Linux and Mac.

Changelog:

5.532 Post Necromancer Victory Text

(Released January 4th, 2023)

• Templar castles no longer show up in the intel menu as sources of essence
- Thanks to Lord of Nothing for reporting

• Add some defensive code for wave notifications
- Thanks to crabby for reporting

• Zenith Miners now spawn at the location in the gravwell of their probe

• Add a setting for the necromancer (and dyson sidekick) to name necropolises after the planet they are on, instead of using a thematic name

• Add some defensive code for an exception in unit hovertexts
- Thanks to crabby for reporting

UI Tweaks

• The Necromancer gets its own post-game victory text (though still using the same background)
- Thanks to a lot of people for requesting this over the years

• The science sidebar menu will now show you the relevant ship icons if you hold Ctrl

• The unit hovertext often wraps around over the unit icon, in particular when the ship in question is from bolstering by another spire city/necropolis. This looks bad and is hard to read (and not typically a thing you need to know as a player). Now the "Who is bolstering me" text is only visible on Full Tooltips (and in a smaller font)

• Several hovertext elements in the Fleet sidebar now include the unit icons by default

Selection Circle Bugfighting

• Upgraded Shapes from 4.0.1 to 4.2.1
- No visible changes at the moment, but hopefully it solves some issues with errors when setting circles to be not-enabled (that rare Invalid Scene Handle bug).

• The game now explicitly cleans up a number of Shapes (like the selection rings). This does seem to improve things a bit, though the problem is not fully resolved by this
- Hopefully between these two changes we will reduce the stale selection circles significantly

Mods
Dyson Sidekick


• The Dyson Sidekick now gets unique post-game victory text

• Some dyson sidekick balance adjustments
- Flagships take less time to mark up
- Less cuendillar is available from planetoids.
- The Cestus no longer self destructs

• Miskatonic AI Type
- Fewer Golems/Venators used, in order to further differentiate it from other AI types
- Praetorian Guard gets some different units
- Add a few more lovecraftian units
- Some slight budget tweaks
- Miskatonic guardians turn to threat more easily
- Add some new guard posts, and integrate them better with the already existing guard posts

Reclaimers

• Performance was low last two patches do to debug logging, which is now off.
high rated
The Tenants

Updated to 1.0.10 (Galaxy & Offline Installer)

Latest changelogs from SteamDB:
The Tenants - Patch 1.0.9

General

- Fixed an issue with the Gotta Catch Them All achievement expecting players to complete seasonal event sets.
- Fixed a number of glitches and issues with the seasonal environment, especially when toggling it off.
- Fixed an issue with a few furniture items causing game breaking issues when saving and reloading the game.
- Fixed an issue with the Small Christmas Tree being in fact giant.
- Fixed an issue with a certain collectible in the Suburbs being hard to reach.
+++
The Tenants - Patch 1.0.10

General

- Winter seasonal content has ended. Christmas Pops will be back next year with more presents to give. Congratulations to the winners of the Winter Community Event: @Mona, @karoleem, and @Minnie!
- Fixed a number of issues with the new "Sell Everything" feature button selling things in renovation modes that don't permit rebuying all items. Also removed bulldozing windows from the action.
- Fixed a tenant request issue with requests not properly timing out when switching to a different district.
- Fixed an issue with the never ending Leaky Pipe event.
- Fixed a few issues with jobs, room detection, and preferred tags.

Balance

- Lowered the time interval between generating new Elite Contracts.
Post edited January 05, 2023 by Hustlefan
high rated
Foundation (In Development)

Updated to alpha 1.9.1.2.1221 localization update (Galaxy & Offline Installer)

No changelog.
high rated
Intravenous:
Updated from 1.4.0_[64bit)_(60710) to 1.4.0.1_(64bit)_(61478)

No changelog
high rated
avatar
BreOl72: Intravenous:
Updated from 1.4.0_[64bit)_(60710) to 1.4.0.1_(64bit)_(61478)

No changelog
https://www.gog.com/forum/intravenous/patch_notes/post60
high rated
Northgard

Updated to 3.0.8.30292 (Galaxy & Offline Installer)

Changelog from Steam:
Patch notes v3.0.8.30292:

Balancing Kingdom of the Lion :

- Subjects now consume 50% less Food and Wood than worker units during winter.
- All zones now start at 4 Livability.
- Prosperity bonus gives +15% production increase.
- Feasts have been rebalanced accordingly.
- Codex Aureus Relic now converts Faith into Happiness at a higher rate (from 30 to 50%).
- Taverner and Brewer now product 3 Happiness instead of 2.5
- The military forge “fury” inflict 30% damages in AOE of the base attack damages

- Cross of Vidar : Fixed the giant spawn on the closed doors of mission 1
- Cross of Vidar : Fixed the Town Hall upgrade banner for mission 3
- Cross of Vidar : Fixed the number of warriors sent by Rig in defense for mission 4
- Cross of Vidar : Fixed loading a save from mission 7 giving a free lore
- Cross of Vidar : Fixed secondary objectives of mission 8
- Rig’s Saga : Fixed the wolf den colonization by the AI in mission 2
- Kingdom of the Lion : Fixed a crash when cutting a golden tree
- Kingdom of the Lion : Fixed the display of the upgrade button
- Kingdom of the Lion : Fixed the decrease in happiness if one does not upgrade the TH after 4 years
- Kingdom of the Lion : New 3D model for the Hunter and Merchant
- Kingdom of the Lion : Fixed the names of the Subject
- Kingdom of the Lion : Fixed AOE damage that did not take armor into account
- Kingdom of the Lion : AI Improvements
- Clan of the Stag : Fixed the lore “Value of Greed Deeds” in the mission Greed’s Price
- Ragnarok : Operative dwarves and Clan of the Horse’s Warchief can mine molten core
- Conquest : Fixed proposed bonuses
- Fixed display of the villagers' food product
- Fix Allied AI miners who stayed on the tile when we asked them to transfer it to us
- Fixed Hvendrug's skin remaining active even if it was deselected in the treasure
- Fixed Valdemar taking AOE damage from Kingdom of the Lion military units
- Fixed clicking on the injured scout notification leading to the scout
- Fixed clicking on the raid notification of the Clan of the Raven leads to the attacked tile
- Fixed some localization issues
high rated
Another Viscerafest update just appeared (Offline & GOG Galaxy).

Viscerafest update 0.9.1.3
New Features

• The Bunker Buster now fires explosive rounds.
• The Players projectiles have received fancy impact effects.
• The Final Boss of Chapter 2 has received a new attack.
• The Melee Uppercut now pulls from the Dash Stamina meter, but does not require stamina to be pulled off.
• The Melee Uppercut now has I-Frames along with a stronger forward push.
• The Melee Uppercut now has a charge meter below the crosshair.
• Added Killmarkers.

Tweaks

• Reworked blood sprites.
• Reworked blood effects.
• New "Blood" inspired Blood trail effects when shooting enemies.
• Both shotguns projectile models have been swapped out for sprite pellets with smoke trails.
• Reworked explosion materials and sprites.
• Reworked explosion effects.
• Various misc sprite updates.
• Various misc texture updates.
• Reworked Weapon pickup sprites.
• Reworked Deus Mortis sprites.
• Reworked Plague Rifle sprites.
• Tweaked scaling of on screen weapon sprites.
• Reworked Weapon crosshairs.
• Reworked Hitmarkers.
• Reworked Melee Crosshair to be more immediately noticable.
• The general Melee range has been moderately buffed.
• The standard Melee attacks cooldowns have been reduced.
• The Melee Uppercuts cooldown time has been increased.
• The Melee Uppercuts windup time has been tweaked to more accurately sync with the windup sound.
• The Melee Uppercut's damage has been buffed.
• The Melee Uppercut now prevents the player from firing weapons when fully charged.
• The Pung Cannon's direct impact damage has been buffed.
• The Pung Cannon's explosive damage has been buffed.
• The Player now starts the game and chapters with 0 armor.
• An extra Armor pickup has been added to the start of C2L1.
• Ammo respawn timings in chapter 2's final boss arena tweaked.
• The Grenadier's HP has been moderately buffed.
• The Nomad's HP has been moderately buffed.
• The Nomad Priest's HP has been nerfed.
• All enemy corpses HP's have been rebalanced.
• Both end chapter Bosses HP's have been rebalanced
• Every Enemy and Bosses aggression, speed, projectile speed, and damage levels have been universally rebalanced across all difficulties.
• Various sounds Volumes have been rebalanced.
• Various improvements and tweaks to all of chapter 2's Ladders.

Bug Fixes

• Bug with the Halloween skins turning back on after being disabled fixed.
• Bug with Chapter 2's final boss getting stuck fixed.
• Bug with Chapter 2's final boss not moving fixed.
• Bug with Chapter 2's final boss being knocked out of mid phase transition fixed.
• Bug with Chapter 2's final bosses music not playing upon loading a save fixed.
• Bug with Chapter 2's final boss taking excessive damage from explosives has been fixed.
• Fixed missing Trooper Effigy's sprites in C2L4.
• Fixed issue where if the damage taken by the player supercedes the quantity of armor, any effects the armor might have were negated.