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high rated
Tropico 6

Updated to t6-#1109-winmaclin-gog@f400b1d (Galaxy & Offline Installer - Windows, Mac)

Changelog from Steam:
Tropico 6 Update 21 - Hotfix 2

Fellow Tropicans,
We have just released an additional Hotfix for Steam, Epic, PlayStation4 and Playstation 5 for issues with the Going Viral DLC.
GOG, Microsoft Store, Xbox One and Xbox Series X/S will follow shortly.
For more details, please check out the full changelog below.

Viva Tropico!

Changes

[Going Viral] Fixed issues with the reset of the disease world discovery timer after loading a save game & issues with the next disease starting timer after loading a save game.
[Going Viral] Fixed an issue with the client not being able to find and publish the cure in multiplayer mode.
[Going Viral] Fixed several UI issues specific to the multiplayer mode.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed an issue with the world statistics not being updated after loading a game.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed a multiplayer issue where the pandemic was not ending when client selected "Declare Harmless".
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed a quest in mission 3 with resources not being counted properly when the cure recipe is changed after firing the healing howitzer at the ship.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed an issue with the UI section in the disease overview collapsing when selecting tropicans.
• Several fixes for various crash issues.
high rated
Brigand Gold

Added a virtual keyboard for Steam Deck string input, abilities are now auto-sorted by required skill for modders who want to add their own abilities, all main stories are now listed first, you can now access manuals from the game menu. Tons of other little fixes from bug reports on Steam, itch, Twit, Reddit, and Discord. See below:

Complete list of changes:

SOURCE CODE:
-New virtual keyboard in input windows for Steam Deck.
-Stories are now auto-sorted so that official stories come first.
-Abilities are now auto-sorted by required skill (so modders can smoothly add abilities).
-Cursor no longer locks in loading screen, minigames, etc. (only locks when game is running unpaused).
-Added Player's Manual and Builder's Manual to settings menu, disabled in Exclusive Mode (web link also disabled).
-Allowed one more line to ability list in character info screen before it gets cut off.
-Fixed ground slide collision for flying objects.

SCRIPTS:
-Ramirez now sells radiation pills.
-Fixed bug where Ricardo wouldn't initiate target practice if you bought Thumper SMG or Enforcer 30-Cal.
-Demolition Man ability now lets you produce Hex Rockets using the ability itself (not just using Produce Rockets).
-Fixed bug with Hex Charges where they would explode instantly or in the wrong location.
-Hex Charges now automatically decrease faction respect in scripts if anyone is hit.
-(PANAMA) Fixed bug where Hutch wouldn't disappear from Culebra cut after Chapter 2.
-(BATTLES) Fixed objectives list for BATTLES maps.

RESOURCES:
-Added keyboard images to the HUD folder.
high rated
EVERSPACE 2

Updated to 1.1.36529 (Galaxy & Offline Installer)

Changelog from the official website:
1.1.36529 Update | Armor Repair Bug Fixes | Maddocks Chase Fix

Greetings pilots!

Today’s hotfix (1.1.36529 on PC, 1.1.36565 on console) brings an end to a rare game-breaking bug, and a few more common irritating issues. EVERSPACE 2 players on PC, PlayStation, and Microsoft Store/PC Game Pass will see the hotfix coming to their platforms today and we’ll be following up shortly on Xbox as we have a small adjustment to make before getting the build back into certification.

The most important change fixes an unusual case where a player can find themselves in a situation during the Maddocks chase in the “The Magic of Umami” mission where Maddocks does not spawn correctly and an autosave occurs.

Other fixes address issues where armor repaired in the Hangar reset back to its damaged state on departure, repairing not working when certain hitpoint-increasing effects are enabled, and the Gunship losing armor when leaving homebase.

For a full list of changes, read on!

Changelog

• Fixed that there was a 2-second timeframe in which the game could be saved after failing to follow Maddocks in Prescott which could result in a broken saved state preventing mission progression
• Fixed Gunship losing armor when docked at homebase under certain conditions
• Fixed that repairing did not work with certain hitpoint-increasing attributes
• Fixed that it was possible to heal by swapping between modules when one of these had hitpoint-increasing attributes
• MacOS: Fixed joystick input not working

Work continues on our next big free update and expansion. There are plenty of cool things being created behind the scenes. [REDACTED] is visually amazing and [SECRET FOR NOW] changes up [CAN’T SAY]. Perhaps we’ll even give a sneak peek at something before the end of the year. In the meantime, we’ll see you in the stars.

Lee & your dedicated ROCKFISH Games team
high rated
Agatha Christie - Hercule Poirot: The London Case

Updated to 1.0.6 (Galaxy & Offline Installer)

No changelog.
high rated
Mothergunship

Standalone installer updated: [Windows] 1.0.980.195 ⇒ 1.0.980.203.

No Changelog

✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰✫✬ ✭ ✮ ✯ ✰


UnderRail

Standalone installer updated: [Windows] 1.2.0.10 ⇒ 1.2.0.11.
Version 1.2.0.11

⯈ Bugs
---• Fixed the bug that would sometimes prevent a save being loaded on Steam Deck or on PC if it was saved on Steam Deck
---• [Expedition] Fixed Kzozel Yantar missing status effect text
---• [Heavy Duty] Fixed strength requirement (changed to 1 from 2) and crafting visuals of 80-round Ammo Belt
---• Minor dialog/zone fixes
high rated
Lust Theory 2 has been updated to ver. GOG 1.1.1. (atm Galaxy only) which along some bugfixes now also includes the free Beach Day DLC which you can access after finishing the game (in case you were searching for it) by chosing "Beach Day" in one of the final dialogues in the game.
high rated
Baldur's Gate III

Hotfix #10 Now Live!

FIXES

Fixed Shadowheart not following the party.
Fixed the sliders for eye makeup and tattoo intensity not working on controller.
Fixed a potential crash relating to Vulkan. This solves the DEVICE_LOST error upon minimising the game window.
Fixed an issue causing a desync between Astarion's voiced lines and subtitles.
Player characters will no longer be on literal fire in the scene with [spoiler]Vlaakith[/spoiler] in the crèche.
Fixed male dwarf barbarians' shoes, which were missing their texture and looked like big blueberries.
The waypoints menu now opens correctly when triggered from the Character Sheet on controller.
Fixed items always being picked up as wares after you picked up at least one as a ware.
Fixed enemies in Ramazith's Tower getting stuck during combat if they are trying to fly from a lower floor to reach players on an upper floor.
high rated
LEGO Bricktales

Updated to 1.7_R20930-20939 (Galaxy & Offline Installer)

No changelog.
high rated
Megaquarium

Updated to v4.0.18g (Galaxy & Offline Installer)

Changelog from Steam:
v4.0.18 Changelog - 10/11/2023

• Fixed bug: 'Sandbox Trials - Completionist' achievement unlocked at Rank 12 rather than Rank 13 when Deep Freeze DLC was active making it possible to miss the achievement.
• UX: Improved consistency of paint and theme names in non-English languages.
• Fixed bug: Updated latin name of Oriental Sweetlips.
• Fixed bug: Corrected Chinese translation of 'Roach' thanks to player feedback.
high rated
DUSK

Standalone installer updated:
[Windows] 1.8.21 ⇒ 1.8.25
[Linux] 1.8.1 Linux ⇒ 1.8.25 Linux

No Changelog

[As only files in the Duskworld folder were changed, one can assume that it is a multiplayer update. All former MP levels were updated, and a new MP level 12 was added.]
high rated
Vagrus - The Riven Realms

Updated to 1.1501109Z for Windows, Linux and Mac.

Changelog from Steam:

Hotfix I-II. v1.1501109Z - Live as of Nov 9, 4 AM for all OSes

Hotfix I


• Deputy tutorial crash fixed
• - it is extremely awkward that we put this bug in with a performance improvement "fix" the day before release, sorry about that...
• Camp UI calculation glitch solved
• Several behind the scene crashes solved
• Ambition texts still referring to the in-game 10-year limit were removed (Explanation here)
• Allies can now be properly recruited in the later stages of the Nemesis questlines
• A rare controller bug during the tutorial right before leveling up Morwen was fixed
• A rare Steam Deck specific navigation issue in the Outer Realms was fixed
• The occasional Movement Point weirdness in the Outer Realms was fixed
*Spoiler removed here. Check link to the patchnotes if you want to see what it is.*
• Some NPCs received additional talk options sensitive of the state of the Nemesis questlines
• The Forsaken Colony Codex entry can be attained by new means now
• Some quest markers were updated
• A number of smaller spelling and text issues were ironed out
• A bit more informative "What's new?" pop-ups were added to point out where to start the Expansion

Hotfix II

• Outpost capacity miscalculations from extremely old saves solved and some tweaks applied to the calculations, too
• Outer Realms movement glitch with controller was fixed and some polish was applied
• Settlement art enlargement related UI issues were fixed
• Various smaller Event fixes, including some background image updates in old quests
avatar
Hustlefan: Tropico 6

Updated to t6-#1109-winmaclin-gog@f400b1d (Galaxy & Offline Installer - Windows, Mac)

Changelog from Steam:

Tropico 6 Update 21 - Hotfix 2

Fellow Tropicans,
We have just released an additional Hotfix for Steam, Epic, PlayStation4 and Playstation 5 for issues with the Going Viral DLC.
GOG, Microsoft Store, Xbox One and Xbox Series X/S will follow shortly.
For more details, please check out the full changelog below.

Viva Tropico!

Changes

[Going Viral] Fixed issues with the reset of the disease world discovery timer after loading a save game & issues with the next disease starting timer after loading a save game.
[Going Viral] Fixed an issue with the client not being able to find and publish the cure in multiplayer mode.
[Going Viral] Fixed several UI issues specific to the multiplayer mode.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed an issue with the world statistics not being updated after loading a game.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed a multiplayer issue where the pandemic was not ending when client selected "Declare Harmless".
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed a quest in mission 3 with resources not being counted properly when the cure recipe is changed after firing the healing howitzer at the ship.
[Going Viral - PS5, PS4, Xbox One, Xbox Series X/S] Fixed an issue with the UI section in the disease overview collapsing when selecting tropicans.
• Several fixes for various crash issues.
avatar
Hustlefan:
https://epicorium.com/
high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.571 ⇒ 5.573.
5.573 Hotfix
(Released November 11th, 2023)
•Fix to some index out of range exceptions because of the new release memory function.
•Fix to some asset bundles which were not updated as expected.

5.572 Polish And Reduced Memory Pressure
(Released November 11th, 2023)
•Added in a new ReleaseMemory() call on Dictionary and List, for purposes of removing the internal array on certain collections that otherwise could grow too large on certain objects, most notably ships/squads.
---•This is dangerous to use on any object where it might still be actively iterated by some background threads. So this is happening only on "mid cleanup" when it has been between 40-59 seconds since the now-dead unit was last known to be alive.
------•For example, using this needlessly on deep logic areas of the game for collections that are not going through a time-based pool would likely lead to issues, but intermittent ones.
---•In some respects this is a form of array compaction, but it's just a really aggressive form that throws out the entire array. Again this has to be used with care because it can cause gc pressure, but in the cases where it is used right now, it's small enough that it shouldn't ever be a problem, especially with the incremental gc.
------•For example, however, trying to use this same approach on GameCommands would likely be a disaster in terms of introducing stutter and other issues.
---•Overall, this is a tool that should not be used very much, or used with great care and sparingly. Most collections are set up in a way that they are non-gc'd for a reason, and that reason is primarily thread safety as well as making sure that things are able to be tracked long-term. We were getting memory islands that we could not see, for example.
------•The way that this is being used avoids the issue of memory islands, specifically because there are no possibilities of rings of ultimately-circular references within these internal-arrays that are being released, because everything that has a reference to something approximating the internal array actually has a reference to the outer collection, which remains un-gc'd.
------•So the fact that this now exists doesn't mean it should be frequently used, or used beyond where it is being used. But for where it is being used, it should prevent late-game memory-leak-like behavior, if this was the source of that. Worst case, it will at least make that smoother, and if there was a place that is an actual memory leak separate from this, it will be more apparent.
•Standardized the for-text icons (resources mostly).
---•Previously they had different scales, yoffsets, apparent blurriness, amounts of horizontal blank space in image.
•Error window improvements.
---•The game is paused while it is open.
---•It is now possible to close the error window with escape.
---•Other windows do not handle input while it is open.
•New tooltips are all moved into a 'experimental tooltips > 'formatted' option.
---•this is not ready for use, yet
•Standardized the 'added by/from' mod/dlc text.
---•The abbrev shown after choices in a drop-down now look more appropriately spaced/sized.
•Hovering over faction within the "Add Faction" popup list now show descriptions.
•Added a 'short name' for several lengthy hacking-type names.
•Added a real description tooltip for galaxy setting: AI Behavior > AdvancedDangers > PowerLevelMultiplier (was 'TODO')
•New 'extended' galaxy setting 'AIPMultiplier' which is a percentage value 100-300 in normal games, and 0-300 in sandbox, that scales aip as it is applied.
•Fixes to dying ships re-spawning.
---•See coders section for details.
•"Destroyable Target Density" tooltips reworked.
---•These were previously mentioning being scaled down in MP and are in fact not.
---•Also I made some effort to recommend being very careful with changing any of these, since it greatly affects overall game balance.
•Bindable input action 'reboot aiw2' now first prompts the user to continue or not, and then first returns to the main menu, before rebooting.
•Fix to input action binding conflicts.
---•conflicts are now correctly detected based on current bindings rather than only the defaults.
•New setting "Escape Closes Sidebar".
---•Normally escape opens the paused/escape menu, even if a sidebar is shown, and the sidebar will still be open when leaving the pause/escape menu. But if you like not having the sidebar open, its much easier to close by enabling this setting.
•Some new safety precautions when saving and loading settings, so they are less likely to be lost.
---•Saving now happens to a .tmp file and is only copied over other previous files after that succeeds.
---•Loading now waits until everything has succeeded before assigning to GameSettings.Current
•Fix to Shattered Mirror still having the short-name of Dark Mirror.
•Making sure all battlestations are marked with capturable_can_seed_at_all="false" just to be perfectly clear.
•Removed attributes fleet_design_templates_i_always_grant and fleet_design_logic_i_grant_one_from from battlestations.
---•These were causing them to show in encyclopedia as a fleet with stuff they actually don't come with.
•Fix to ui control sizing for multi-line text, it's also done more efficiently now.
---•Odd amounts of top/bottom/left/right margins should be improved.
•Encyclopedia no longer showing "x1" by everything. If its not an actual capturable/hackable with a line size nothing is shown.
•Protect against divide by zero in DoMultiHittingAoEAttack.
•Making DeployAIReinforcementContents a little safer in response to an exception report.
•Fix to beam rendered with a y-offset.
---•They are now spread out in a horizontal circle, rather than a vertical one.
•Clarified bonus damage tooltip for shield/hull/%/self/target.
---•It was incorrectly flipping target/self in the description of the stat comparison.
•Can now toggle/activate custom systems by clicking the notification.
•Experimental Tooltips
---•Weapon dps range now considers aoe and max targets per salvo.
---•Only showing multi-beam line in full detail, same as multi-shot.
---•Regular beam tooltip greatly simplified (and made accurate).
•Reduced excessively long HRF faction name.
---•"Human Resistance Fighters", may 'ye rest in peace.
---•Long live the "Human Resistance"!

① Mods
⯈ Outguard Party
---•SuperCombatFactory no longer able to be seeded (Thanks for the report @RadiantPhoenix)
⯈ Radiant Maps
Spiral2:
---•Added a setting to reduce halo linkages
---•Tweaked wibble to be less snarling
---•Improved large cloud generation
---•Added more hairs on the rim
⯈ Radiant Fleets
---•Some of the Arks from this mod should now seed in the galaxy
---•Tweaks to this mod's Arks
⯈ Radiant Colors
---•Two new shades of orange
⯈ Reclaimers/Bonus Assets
---•now has per-platform bundles, fixing errors on linux/mac
---•fixed issue when unstable explosion when one is loaded from a save game
------•it now actually serializes its data

② Coders
•Helper_SendThreatOnRaid now always return its temp lists.
•Fleet.IsLooseFleetForFaction is now properly set false when returned to pool.
•Some validity checking for Fleet.IsLooseFleetForFaction when deserialized.
---•If the fleet type is anything other than NPC/PlayerLoose we clear it to false.
•DumpFleetContentsIntoFactionLoose now does a few new things:
---•If the faction's loose fleet is null, safely log that and destroy the dying fleet instead
---•If the fleet dying thinks it IS the faction's loose fleet, safely log that and destroy the dying fleet instead.
---•The centerpiece entity itself will -never- be respawned into loose fleet.
---•Entities in the fleet that are already dead, do -not- get spawned again, in the loose fleet.
---•Entities moved to the loose fleet now maintain their ship count, if it was a stack.
•If multiple windows are open, the top one now handles input first instead of the bottom.
•Fix to 'object' being detected as an 'INeverGarbageCollected' so you can have it in dictionaries now.
•Override material should now work for copy_from.
•Fixed issue occurring when splitting a stack, if a ship has a chargeamount from a previous life.
•Fix to ArcenDoubleCharacterBuffer to once again be able to skip tostring calls when its contents are the same.
•ArcenCharacterBufferBase can now be backed by either a StringBuilder or a new alternative (ZString) which can do no-allocation formatting of numbers
•entity attribute external_invulnerability_hide_if
---•"None" by default and is always shown in tooltips.
---•If set to "Vulnerable" then will not be shown in tooltip if currently vulnerable.
---•Used this attribute to make human command stations not constantly show as "vulnerable" when not bolstered by a spire buttress.
•New table TextStyles that is for authoring, in xml, a named set of text-tags to be used when displaying text.
---•This will be used for the unreleased experimental 'formatted' tooltips.
•Reduced string garbage for names over wormholes.
•New codehook LoadExternalData: Called at the end of Engine_AIW2.LoadExternalDataLate after all tables have been initialized.
•New codehook ReloadSelectData: Called at the end of Engine_AIW2.ReloadSelectDataFromXml after other tables have been called.
•This allows one to create new ArcenDynamicTable or ArcenAbstractExternalData type in external code and have it initialized and support reloading without core needing to be modified or know of it.
high rated
GUNHEAD has been updated (Offline & GOG Galaxy).

1.3 (November 11, 2023)
• Fixed rare generation issue with section with no doors to a section
• Fixed issue with the star map (ship selection) displaying wrong bonus reward amount
• Default FOV now 90. Can now set FOV in 5 increments.
• Updated Steam Cloud to not sync the settings, just profile/stats
• Fixed systems starting in the lava in Network • pipes section
1.22 (November 10, 2023)
• Increased In Air move speed slightly
• Fixed issue with keys being in locked Core room in some generated Wreck levels (forum post)
• Core room generation fixes
• Added 'In Space Blur' option to Game options
• Chinese language updates - should be a better translation
high rated
POSTAL 4: No Regerts

Updated to 1.2.0

Changelog from SteamDB:

POSTAL 4: No Regerts - "Filthy Gorgeous" Update [1.2.0]

Attention POSTAL fans and frenemies!


This update is less about throwing more features into the game and more about improving presentation and polish.

Our development team has been hard at work (and will keep at it) programming our NPCs to take in their surroundings and interact with each other in more complex and, dare we say, more interesting ways.

We've given particle effects a long-awaited makeover. For all the pyromaniacs out there, setting things ablaze and extinguishing them with your personal... ahem, 'firehose'... is now more visually gratifying than ever. And for those who love a good kaboom, you'll find explosions much more rewarding with the revamped effects. As for the chaos-causing explodable vehicles, we've tweaked them for maximum boom!

Turning to the world of POSTAL 4, we've rolled up our sleeves and reworked various environments to enhance your gameplay experience. The notorious Zag has received particular attention and is now bursting with new details and easter eggs for you to discover. We've also ironed out more kinks with physics objects, improving how they behave and interact following their introduction from the last update.

We haven't forgotten about the heat of battle, either. You'll notice smoother performance during intense gunfights, especially when the screen is crowded with NPCs going POSTAL.

And for all you controller warriors, we're taking PC controller support up a notch, with a batch of fixes already in place and more refinements on the way.

Stay tuned for more updates!

The Running With Scissors team.

ADDED

AI Improvements! We are continuing the work on AI, this update introduces some improvements and new additions:

• Improved navigation
• NPCs will react better to fires. They’ll try to run away from a burning NPC that’s closest to them
• If you hit an NPC, they may start recording you and talk trash, there’s also a chance they will hit you
• Female NPCs might complain to a random male NPC or a Cop
• If an NPC decides to stand up for the victim, he will scold and may kick you
• If you hit an NPC from behind and run away with your weapon hidden, they may become suspicious of another character closest to them
• NPCs will bypass others without colliding with them
• More dialogue is now used for different NPC states

More Interest Points for NPCs across levels!

Custom Difficulty Menu with ability to save / load custom difficulty presets!

Sounds to more buildings and areas!

New and improved particle effects! (Explosions, blood effects, impacts, piss, fire)

Few Dropkick 'Going POSTAL' Challenges!

Camera Shakes from Explosions and added Camera Shake support for the Reflex Sight reticle!

Better skyboxes, changing depending on the day with Friday being the darkest in tone!


Police Scooter variant!

Interactable safes around Edensin! Explore, find codes to open them and enjoy some extra cash / goodies

CHANGED/IMPROVED

Set dressed more empty areas in the game such as MikeJ’s mansion, Food Court, High Seas hotel in the Zag, Pie House, added more breakable windows, improved lighting, landscape and more (See screenshots below)

When walking over grated metal surfaces while with wet feet will now play the grate footstep sounds

NPCs will now scream about the birds when hit with the Pigeon Mine

Pigeon Swarms will now move around a bit after spawning

Improved the scale of weapons in third person view

Improved Spike’s navigation and end cutscene

Mall improvements: Added additional pickups, few exploration secrets and rewards. Properly set up intended items and prices for cashiers. Added all vending machines variations to appropriate locations

Scaled up all houses in Riverside and Commercial tiles by 10% to accommodate the Dude's character model better

Taught the Dude some basic trigger discipline while reloading pistols (Adjusted animations)

Set up more mirrors across the buildings

Scooter drivers will now fly after getting hit with a Grenade or a Rocket Launcher

High Seas Hotel will now have a working elevator, allowing you to travel between floors quicker

Added third-person dual wielding Shotgun firing animation

Improved a lot of areas in which pop-in was prevalent

Improved shading on trees and general foliage

Kart will now have impact effects

Updated Mariachis and El Plago to use better models

Set up more physics object sounds

Dude playing “Look at the size of that thing…” line again after reaching the starting area during Apocalypse

Optimized performance when player or NPCs use weapons

Setting the language for the first time via the First Run Language menu will also set the subtitles to the selected language

Improved behavior of explodable vehicles:

• Adjusted health, ignition health ratio, explosion delay, and explosion upwards impulse on all explodable vehicles
• Adjusted explosion damage and radius on larger vehicles to be bigger and do more damage
• Fixed missing engine fire and smoke particle effects on explodable vehicles that pass ignition damage threshold
• Added burning fire audio to accompany engine fire particle effect
• Significantly decreased time it takes for engine fire to appear (more warning time for players that the vehicle is about to explode)
• Fixed several vehicles not taking damage from fire
• Fixed food trucks' and certain vans' front windows not breaking properly
• Fixed SUV variant missing breakable side rear windows
• Improved ignition and explosion setups for explosive barrels and propane tanks
• Modified SUV interior texture

FIXED

Various controller fixes and improvements:

• Controller not being able to place waypoint markers
• Controller navigation on cell phone
• Controller not working in Cheats menu
• D-Pad Up / Down not working properly in the wheel UI
• Gamepad navigation in the Clothes Bag Menu
• Analog sticks on Map Screen
• Not being able to press ‘Start’ on the controller to dismiss the Pause menu
• Gamepad aiming on the Scooter being inconsistent with when on foot

Many level design bugs, floating models, nitpicks, etc. Too many to list individual ones

Janky physics on a lot of assets

Collision issues on various meshes

Fixed a bunch of crashes

Certain languages not having full subtitle / UI support

Fixed some settings not saving properly or resetting

SiC armor not showing properly on saved games

Third Person Deagle offset

Sight and Silencer attachments not saving properly

A bunch of clipping issues with dual wielding

Janky-looking Rattler Weight

Some issues with weapon scaling in third-person

Great amount of level design bugs across the whole game

Replaced janky water volumes in Dark Lodge

Fingers in bumped into animations

Being able to progress through the lightbulb section in Sewer errand without picking up light bulbs

Meshes that were using default / broken textures

Few broken Going POSTAL Challenges

Two old male textures missing eyes, teeth and dismemberment

Removed the small amount of dual wielding weapon tilt when sprinting

Color Wheel not closing in toggle mode. Implemented various fixes and improvements to the weapon, item, and emote wheels as well

Sniper Rifle reload sounds playing twice

Issue with Fix Race errand where finishing it in third person and staying on the Scooter would cause the camera to get stuck

NPCs sometimes remaining shackled after being released from handcuffs

Double-cheat error which prevented certain cheats from working in Cheat menu