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high rated
House Party

Standalone installer updated: [Windows] 1.3.2.12206 ⇒ 1.3.2.12219.
Patch 1.3.2.12219

• Fixed an issue that caused the all.change v2 console command to not work.
• Fixed an issue that caused the nails on Leah's left hand to not be customizable.
• Fixed a bug that caused House Party to freeze on loading on the main menu for players with a + in their House Party path.
high rated
Suzerain

Standalone installer updated: [Windows, Mac] release_3.0.4 ⇒ release_3.0.5.
Hotfix 3.0.5 Released!
(05/04/2024)

Dear Suzerain Universe fans,

We are updating the game with a fourth hotfix. If you want to support the endeavor please report your issues in our Discord forum here. We read all your feedback.

The hotfix is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.

Kingdom of Rizia DLC

① Content Updates
• Added Epilogue images
• Expanded Death and Continued Reign epilogues to reflect player choice more
• Added more arms export decrees
• Implemented player country details government field updates
• Edited Alvarez' wording about selling the field to match with the budget cost
• Added missing changes to government type in country overview panel
• Small edits to Elena's dialogue in turn 8 to be more clear about workers rights
• Added varying budget modifiers to territorial returns and allegiance of returns based on tax levels
• Improved some ending checks and conditions

② Design and Balancing
• Corrected budget/energy numbers in Morella and Wehlen trade deals
• Reduced starting budget to 5
• Increased cost of army focus and added additional mountaineer to it
• Rebalance pass on revolts and added some public opinion buffs and debuffs
• Reworked the revolution triggers and decisions
• Reduced starting support vehicles slightly
• Adjusted the availability of some resource sale decrees
• Added some public opinion damages to having no authority and no gain modifier
• Added public opinion damages for consistent energy crisis
• Added public opinion damages for nationalist, religious, reformist unrest
• Reduced the new industry decision condition to increase trigger likelihood

③ Controls
• HUD stats are now viewed with controller
• Fixed controller not selecting the decision panel after character customization
• Fixed naval initial deployment point in operation 2
• Fixed center position of enemy naval units in operation 2

④ Bug Fixes and Polish
• Fixed check for setting Equipment Reliance situations
• Added missing triggers for Separation of Powers situations
• Removed Pales trade deal modifier when war is declared
• Fixed typos in Lucita Azaro's codex entry
• Stopped Axel from showing up at jubilee after death
• Fixed incorrect MITZ final agreement dialogue
• Changed inconsistent feedback on Rizia-Sordland relations
• Addressed inconsistency between abolishment of monarchy intention and reform outcome
• Stopped Zille return article from triggering incorrectly
• Stopped Zille return speech from triggering when independent republic declared
• Factored funded militias into Zille referendum interference results
• Fixed issues with enable/disable token notifications
• Fixed issue with text variables not working in choices
• Fixed collections item text
• Fixed issue with text concatenation
• Fixed checks for superpower trade war event
• Fixed checks for blockade of Heljiland event
• Added missing welfare expenditure cost text to decree
• Fixed wrong authority condition on coal mine decree
• Fixed duplicate military conscription policy
• Added missing disabling of provincial unrests
• Simplified some revolts and grouped them
• Fixed some wrong triggering narrative support articles
• Many spelling and grammar corrections

⑤ Missing Content List
• Achievements beyond prologue and chapters (We are working on them!)
• Transition images for turns (We are working on this too!)

Suzerain Base

① Changes
• Fixed missing option to not allow the Aschraf Anniversary when gatherings are suspended during emergency
• Fixed Wehlen leaving war when BFF is destroyed
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.593 ⇒ 5.596.

[Ingame version number is 5.595.]
5.595 Deprotect
(Released April 6th, 2024)

① General
• Elderling Zombify/Nanocaust Fix
---• GameEntity_Squad.GetImmuneToCaptureReason() was incorrectly treating SpecialEntityType.None as immune.
---• Elderlings were inconsistently marked as either normal or can_be_zombified_and_similar="true".
---• This shipclass attribute applies to both zombify and nanocast effects, but due to some changes in how immunity is now handled (by obeying that shipclass attribute) elderlings needed their shipclass to be tweaked.
---• Base Elderlings (of the faction): Immune to zombification, can be nanocaust.
---• Hacked forms and Transcendental: Immune to both zombification and nanocaust. As these cause AIP on death, i doubt people would enjoy having them die twice.
---• AI Elderlings: Can be zombified, can be nanocaust. Exception: the biggest tier of ai elderlings which it uses as exo leaders are immune to both nano/zombify - to match the theme of all other exo-leader ships.
---• Also, by doing this immunity via a 0x multiplier to specific death-effect damage types, this means the elderling will only show as having nano/zombify damage points on it, if its actually capable of being turned (for either effect, individually).
• Tractor Fixes
---• Reverse-tractors now actually do pull the ship with them along with movement of the target, whereas before they would only remain in range do to their own efforts at kiting, which did not look very 'tractored' at all.
------• Note that this is done as a positional offset applied at the beginning of movement planning, and does not prevent the ship with the reverse tractor from disengaging if ordered to do so.
---• Also fixed, ships with reverse tractors will no longer decollide with the ship they are holding on to.
---• Also fixed, all tractors now check range the same way weapons do (considering radius of self and target).
------• Mosquito Corv. was found to not be in range to tractor its own target at its own kite distance, despite both the same range (this would only occur if the target radius is big enough, but since its tractors only work on >5 mass, they are pretty big).
---• Also fixed, now by default ships do not kite at all relative to ships that are held in our own tractor, or that hold us in their reverse tractor. Doing so would obviously be futile. For specific entities which had this behavior before, intentionally (tackle drone, deathgrip drone) -- they have been marked with a new attribute to enable this behavior custom_KiteEvenTractored="true".
---• Also fixed in the process of this, knockback will now occur for some entities that would have been skipped for unclear reasons before (entities with no kite target, entities paralyzed).
---• Also fixed, ships held by tractors are no longer allowed to do decollision movement. Since doing so looks super bizarre and could even break the tractors lock.
• Formatted tooltip improvement to how target requirements are shown.
---• This applies to tractors, gravity field, and other such non-weapon systems which have stat requirements for a target to be affected.
---• Previously shown as "| req.[stat]>N" is now "| if [stat]>b" and also I'm using an up/down arrow rather than >/< symbols.
• Fixed memory leak which occurred since last update. Details of this and other unrelated memory use improvements in Coders below.

② Coders
• Misc mod .csproj edits.
---• MacrophageHistriocytes projects converted to use Base.props
---• RadiantMaps converted to use Base.props
---• All starkelp mods fixed to not show up as modified binaries every time they build.
------• The important part of doing this is <Deterministic>true</Deterministic>, but also, giving a unique intermediate directory for the base/deep projects which share the same folder. Otherwise, they will dirty each others obj/ folder and always need to build every time despite literally nothing changing.
• Base.props and batchScripts changes.
---• Fix to copy script so it does not error if the path contains spaces (if from steam install location, it usually will).
---• Base.props in root is gone.
---• XmlMods/Base.props is improved.
------• Arcen projects which exist will be project references.
------• Ones that do not exist, will be assembly references.
• Squad memory usage reduction re: PotentialTargetsToPriorityLookup dictionary
---• This was added in the last update and is the cause of memory use growing more than before.
---• Is now a DoubleBufferedDictionary<int,int> instead of ConcurrentDictionary.
---• Is cleared/released unless debug setting 'show target info' is on.
• Squad memory usage reduction re: ProtectingShields lists
---• Removed GameEntity_Squad.ProtectingShields_NoDamageReduction
---• Removed GameEntity_Squad.ProtectingShields_ReduceDamage
---• Added GameEntity_Squad.ProtectingShields (DoubleBufferedList<LazyLoadSquadWrapper>)
---• Added GameEntity_Squad.IsUnderDamageReducingShield (DoubleBufferedValue<bool>)
---• Instead of two lists squad now has a single list and its capacity is capped at 5. If a squad is under any shield which does reduce damage, there is a separate double-buffered bool for that. Note that the bool will always have the correct value of 'true' if the squad is under any shield which does so, even if that shield is #6 and therefore not included in the list.
• Squad memory usage reduction re: AreaBoosters_ShotEvaluated list
---• This list is now capped at 3 items. Knowing one is protected by 20+ shot attractors is not actually useful information and allows this list to grow into significant size that is permanent until world shutdown.
• Squad memory usage reduction re: AreaBoosters_NotShotEvaluated list
---• GameEntityTypeData.ProjectsAreaBoost_NotEvaluatedAtShot is a bool that is not actually tied to any xml attribute, and has been removed.
---• GameEntity_Squad.AreaBoosters_NotShotEvaluated is a list which would contain such entities within range to boost/affect them in some way, but no such effects exist nor code that even iterates the list, and hence has been removed.

③ Sidekicks
• Some nerfs to the Reapers (the enemy of the Dyson Sidekick), they're a bit overtuned
⯈ Spire Sidekick
---• The Spire Sidekick will find its own variants of the Zenith Golems that it can use as Flagships
---• This helps make them more paowerful/interesting, but with a relatively small number of ships; this is beneficial to MP performance.
⯈ DZ Sidekick
---• The DZ has a bug where their upgrade to give themselves more Epistyles per planet was not working. This bug is now fixed for the DZ Sidekick.
------• The base game behaviour is unchanged, since I didn't want to rebalance the DZ lategame; if it's desired to extend this fix to the base game DZ its very easy in XML
---• The DZ Sidekick economy will now work a bit better; a few more resources, and things are a bit cheaper
---• The DZ Medusa flagships are buffed
---• The DZ Sidekick now uses Hacking to claim Flagships and fimbulwinter planets
---• Periodically, new AI allies, the Nadir, will spawn; killing them will grant science and hacking to the DZ Sidekick (and science to the Necromancer)
high rated
ΔV: Rings of Saturn

Updated to 1.44.4

Changelog from SteamDB:

1.44.4 - Ludocognitive Dissonanse

• A new cognitive enhancer is available at drugstores across Enceladus. It allows ship captains to retain memories of previous encounters with other ships, factions and players, making subsequent encounters with the same ships more consistent.
• The Enceladian Tuning crew was found to often leave the ship computer running after the initial examination of the ship. This wasted quite a lot of power and caused the performance on the Enceladus station to degrade after entering the Tuning menu until you left the station. The crew was instructed to power down any hardware they used after they finished working on it.
• Improved performance of the Fleet and Dealer menus.
• When you acquired an encounter location via dialogue near the inner or outer edge of the rings, you could find that location much closer than it was supposed to be, up to spawning just next to you as soon as you finished up the dialogue. A proper distance will be maintained now.
• Crew leaving damaged derelicts will turn off their autopilot.
• The time of travel display on the Astrogation console will now be consistent with the distance display, both showing zero when you are near a spot where you lost track of a destination.
• The Ganymedean base now has access to cognitive enhancers, so it will remember your personal reputation when you return to it. This shifts the balance of gaining the favour of the base itself with trade, smuggling, and other personal favours and prevents the base from only vaguely remembering both good deals they had with you, as well as your attacks on them.
• When you deal with the Ganymedean station, the deal will be marked as accepted once you actually accept it, not when it's first mentioned.
• Fixed a vertical splice visible sometimes on a prototype K44 ship's hull.
• Fixed a potential crash to desktop if you exited the Tuning menu with the sensor simulation running.
• The banding-like wave formations in the rings should now be limited to places where they are actually placed on the map.
• You can't extort pirates over and over again by shooting them just after you finish talking.
• If you deploy a B8 claim beacon and then pick it up again immediately, you will now be able to re-deploy it in another spot.
high rated
After one month, the Windows update installers for Old World version 1.0.71309 are finally available to download. This was on GOG's side, after the developer and user tickets trying to contact them for weeks. Changelog posted by the dev on the game subforum: https://www.gog.com/forum/old_world/march_6th_patch_notes

Two new versions have supposedly been added: 1.0.71795 and hotfix 1.0.71814. The offline installers for the latest version are available for Mac (and maybe for Galaxy, I don't use the client so I can't check it), but once again, inexplicably, are missing for Windows. I will open another ticket, I hope this gets more attention than my previous one. Changelog: https://www.gog.com/forum/old_world/april_4th_patch_notes
high rated
A Hat in Time

Updated to 2024 Update 2 (Galaxy & Offline Installer)

No changelog.
high rated
Parkitect

Updated to 1.9e (Galaxy & Offline Installer)

Changelog from Steam:
1.9e Update

This months update contains the following changes:

Version 1.9e:

• fixed fences could get jumbled by terraforming
• fixed Knight entertainer using wrong walking animation after loading savegame
• multiplayer: should fix certificate errors some people were getting

March 2024 Build Challenge Results

Here are the winning entries:

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

Tropic Spirals

Excitement: 95,1 (Ultra-extreme)
Intensity: 50,8 (Medium)
Nausea: 28,8 (Low)

Approximate Cost: ~$12,335.86
Approximate Cost (without decoration): ~$6,741.00

+++

Waste Treatment Facility #3

Excitement: 84.4 (Extreme)
Intensity: 61.3 (High)
Nausea: 36.7 (Medium)

Approximate Cost: ~$14,984.90
Approximate Cost (without decoration): ~$9,180.00

+++

Wadi Rum

Excitement: 66,9 (Very high)
Intensity: 57,3 (Medium)
Nausea: 20,6 (Low)

Approximate Cost: ~$13,029.46
Approximate Cost (without decoration): ~$6,535.00

+++

High Tide

Excitement: 65.5 (Very high)
Intensity: 69.0 (High)
Nausea: 29.7 (Low)

Approximate Cost: ~$14,136.46
Approximate Cost (without decoration): ~$7,562.00

+++

Flying Frog

Excitement: 73.6 (Very high)
Intensity: 53.9 (Medium)
Nausea: 26.0 (Low)

Approximate Cost: ~$11,839.18
Approximate Cost (without decoration): ~$6,693.00
high rated
Remains

Standalone installer updated: [Windows] 0.50x7933a ⇒ 0.50x8211a.
0.50x8211a - Device upgrades and Korean
Beep beep beep beep beep beep beep......

Hi, in this update I tried to make your life easier and added a system of upgrades for devices, as well as reworked learning recipes.

Let's get straight to the point.
Improvement recipes learning tree. I decided to rework the recipes and remove that strong grind and make it something like a tree, now you can see the order and choose which recipes to make first. I also tried to balance the order of the recipes.

Device upgrades, I made a system, but added only 2 upgrades so far: Generator and Trap.
To upgrade an item you need a tool. You can learn the recipe for it and then craft it.

Upgrades:
Generator - after upgrading you can add plastic with reserve and the generator will automatically refill when it drops below 15% charge.
Trap - increases radius and attraction power

The next updates that will come are the automation of the Recycler and the 3D printer.

Korean language has also been added.

Also the behaviour of the orbit, sun and planet rotation has been reworked. Now everything is dependent on each other and it is necessary for the game to have time. You can see your current time in the shippecore. In the future I will add a manual clock and calendar. The days of the week and month are also present.

⯈ Changes and fixes:
• Generator enhancement and traps are not correctly displayed in the creatives
• Devices are not saved
• Unknown objects in creative
• Load game Worlds date fixed
• When entering the tutorial there is a shippecore panel weighing down that won't disappear
• Cursor bug in J (quests)
• Black box spawn bug
• General game improvements
high rated
SteamWorld Build

Updated to 1.0.7 (Galaxy & Offline Installer)

No changelog.


+++


Tintin Reporter - Cigars of the Pharaoh

Updated to Cigars_2024040401_GOG (Galaxy & Offline Installer)

No changelog.
high rated
Darwinia 2.3.3-40 hotfix

changelog from Steam:
This update contains significant fixes and enhancements since the 2.3.3 release.

Major changes:

Fixed crashes on macOS versions older than 14.0.
Fixed a crash when closing certain level editor and options windows.
Fixed some prediction bugs causing incorrect rendering of lasers and other weapons.
Fixed calculation of spirits-per-minute on the Receiver map, and reduced spirits-per-minute goal to 50.
Fixed a possible crash when generating the language table.
Enable missing SDL feature required for Playstation DualSense controller support.



Minor changes:

Fixed incorrect scaling when using borderless fullscreen and a non-default resolution.
Fixed an unnecessary render pass break when "full" pixel effect is enabled.
Updated game controller database.
Updated contributing libraries.



Known issues:

macOS: On MacBook Pro 14"/16" with 120Hz displays (or in fact any Mac with > 60Hz displays) there is stuttering in full screen mode. This is caused by the "Direct-to-Display" feature in Metal, which cannot be opted out of. We have implemented a partial workaround to this problem, but there is still occasional render stuttering. Players can work around this by running the game in Windowed mode, or by running an application that keeps a hidden always-on-top window running (such as Notchmeister). We have an open bug with Apple about this problem and will continue to look for a better solution.
Windows: Some applications (e.g. ReShade, Bandicam, Overwolf, RivaTuner Statistics Server, etc) may inject Vulkan layers into the game process, even if those applications are simply installed but not running. Some of these layers are known to cause occasional crashes when using the Vulkan renderer. To work around this, either uninstall those applications or use a different renderer in the Screen preferences (OpenGL or Direct3D 11).
Older graphics drivers may be less reliable and cause crashes. Please update your drivers from your card/chipset vendor's website.
high rated
Old World has received another hotfix (1.0.71865) but the offline installers are only available for Mac. The Windows offline installers are inexplicably stuck at 1.0.71309 (that's three updated behind). Please fix it, GOG.

Waiting on a reply for the ticket I opened for the previous update.

Content of the update (from Discord):

Another Old World hotfix release today to version 1.0.71865 release 2024-04-09. This fixes issues with premade maps failing to generate without DLC being active and AIs occupying the players free city sites before they should.
Post edited April 10, 2024 by ConsulCaesar
high rated
Steel Division 2

Update to V120142.

No changelog.
high rated
Ctrl Alt Ego

Updated to 1.3.16.03

Changelog from SteamDB:

Patch Notes v1.3.16

But first, an announcement


Before I list the changes for this patch, let me first announce sneakily here that New Game Plus (NG+) is coming in a major update on 15th April. You'll get a new gravity manipulation ability, there's a new enemy variant, different enemy placements, at least one new shortcut/skips, some surprises along the way, and you can carry over your resources from any existing save.

Patch Notes v1.3.16

• Fix issue whereby a previously serialized Bug that had since been reprinted could end up thinking it was still inside DAD
• Fix: Correction to bug grab state across level loads - could end up in a state where it never cleared the grabbed thing
• Fix: Egonomics - Exterior geometry was disabled in the Comms Tower section! Might have been broken since v1.3.0, oups.
• Fix: The Cloud elevators were missing ceiling collider! Also probably broken since v1.3.0
• Improvement: For ultra low VRAM PCs, the game will now run with a very low texture budget - meaning it will look very bad but at least it will run. Anything under 1GB VRAM is considered ultra-low. One player was able to complete the entire game with a mere 128MB VRAM.

Patch Size: 19 MB
high rated
Between Horizons
Between Horizons Demo

Updated to 1.0.8 (Galaxy & Offline Installer)

Changelog from Steam:
Build version 1.0.8, 2024-04-10

Small but significant patch fixing a major underlying issue and introducing the clues filtering feature:

• Introduced filtering by clue types in Evidence tab and "show evidence" UI
• Fixed underlying issue leading to broken game states in GOG builds without GOG Galaxy running
• Fixed underlying issue leading to stuck startup and loading screens
• Journal scroll bars continue to work even after case submission
• Miscellaneous small polish (e.g. new case submission sound)

We worked on some more stuff that isn't in the update yet, but wanted to get this out now to get people unstuck who were wrestling with the various ways in which said underlying issue could manifest. Plus, we didn't want to keep the much requested clue filtering feature from you any longer. The next big addition will be remappable key bindings.

Please let us know if you still experience any issues getting stuck on loading screens or in a weird gameplay state with broken interaction mechanics!
high rated
Ghost 1.0

Updated to 1.1.8B4 (Galaxy & Offline Installer)

Developer's message from the game forum:
A player just emailed me explaining the issue and sent me the link to this thread.
I have fixed the issue (a missing "save" folder in the project removed by the system for being empty).

My apologies for not having fixed this before and the inconveniences that this issue has caused.