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Europa Universalis IV - PDXRyagi
Hello and welcome to another EUIV DD!

Today we will be talking about the rebalance of the Unit Pips we're working on for the upcoming 1.35 update. This task has been led by our QA Team, which was reinforced throughout the year, and that has been key to the release of Lions of the North, as the new members that have joined the Team credit over 5,000 hours of gameplay on EUIV. But apart from testing the game, they are also involved in the game design process, a classic at Paradox, which usually relies on close cooperation between the different teams. Therefore, this is the proposal we'll be testing in the following weeks, taking also into account the feedback we receive in this DD, of course!




Hello everyone, I'm Pintu, one of the Embedded QA’s working at Tinto.

I want to show you the rework we are doing on the Unit Pips of the different Techgroups, one of the Systems that saw very few changes since the Release of EU4. As we implemented changes to the Combat calculations in the 1.34 update, we think now it’s a good moment to address this rebalance.

First I want to quickly outline what the Unit Pips do in what parts of combat they matter, for those not as experienced in the game. In each combat phase, Strength Damage is dealt depending on the Offensive Damage Pips of the Units, while Morale Damage is dealt based on Offensive Damage and Offensive Morale Pips. Defending works the same way with the Defensive Pips of the Unit, but half of the Defensive Pips (rounded down) of the Backrow Units is added on top of that. That means that over the course of the game, the priority of pips shifts from having a strong Shock Phase to a strong Fire Phase with a focus on defensive Pips, especially for Infantry.

With this rebalance of Unit Pips we mainly want to focus on Infantry Units that are clear strong or weak outliers on their Tech level and the introduction of more choices in Artillery Units beyond the first Technologies when they become available. As always, these are by no means final numbers and will be under close observation during our Testing, apart from the feedback we are receiving in this DD, so there are good chances these will change until the release of the patch.

One of the swiftly explained changes is that related to Aboriginal and Polynesian Units: both got their total amount of pips reduced, to be in line with the American and African Unit Groups. These changes make them preserve some of their strengths, while not being an outlier over other units.

Now onwards to a change that influences other groups as well, which means they have to get adjusted together. The Anatolian group has a very big advantage with their early Units with their Offensive Moral Damage. We decided to tune that down a little in their Unit Options on technologies 5 and 9. Unfortunately, this affects Muslim Unit groups, which should not have an advantage over Anatolians at that point, which in turn affects Indian Units. That's why we had to tune them down as well.

The Anatolian Group will keep one of their big Spikes in Pips on Tech 12, which will let them be a threat to the groups around them. This is also partly because their Unit will stay around until Tech 18, significantly later than other groups get new units.

Speaking of the Muslims, let's take a look at the changes the group got independently from other groups. The Muslim Unit on Tech 23 suffered from both very poor Offensive and Defensive Fire Pips. They do have great Morale and Shock Pips to make up for it, but with the importance of Fire Phase in the later stages of the game, we decided to help them out a little by buffing their defensive Fire on the cost of their defensive Shock.

The Chinese Group has one outlier in their Unit selection, which is situated on Tech 19, with both 3 offensive and 3 defensive Fire Pips, in addition to 3 Offensive Morale. The one drawback with that Unit is that its successor becomes available only on Tech 25, later than most other groups. Since they have an edge with that against most of their neighboring groups, the solution for this is that they lose one offensive Morale.

On the same Techlevel, the Nomadic Group has a very solid, while not great, Infantry Unit, that would do with a small Nerf to fit their theme of military decline more.

The African Groups (this includes Central, East, and West African), got a small reshuffle of Pips, to make their Last Unit on Tech 30 an actual upgrade over the previous version.

Last but not least a small change to the High American Group, where their Unit from Tech 18 gets a small bump in Pips. Before this Unit had the same amount of total Pips as the previous unit level.

Let's now move on to the Changes to Artillery. These mainly focus on the Introduction of one new Alternative per Unit, which focuses more on a defensive style, where Artillery is used to push half of their defensive Pips towards the frontline while sacrificing their damage output with lower Offensive Fire and Morale Pips. There will also be a small Adjustment on Tech 13, with making one of the Options a defensive one.

[center][/center]
You may notice that for the new types of Artillery we've just named them the 'Defensive' version of each level. This is not definitive, as it's mainly a placeholder; so, we will accept suggestions for naming each of the unit types.

And this will conclude the Dev Diary for this week and this year. Just like the Idea Group rebalance of last week, we are very eager to read your feedback and suggestions on this topic to improve it as much as possible.

See you at the next DD, on January 10th!
Europa Universalis IV - PDXRyagi
Hello and welcome back to another Europa Universalis IV Dev Diary!

It’s been a while since the last one, back in September. The main reason for this is that the Team has been quite busy during these months. In October we released the 1.34.4 update, that fixed most of the issues we wanted to cover after Lions of the North, and participated in the last edition of the Grandest Lan, which could be organized again at Moszna Castle (and that you can watch at the Paradox Grand Strategy YouTube channel!). In November, the team focused on launching EUIV on a new platform, GOG, with the 1.34.5 update; this is the fourth platform in which the game can be played, after Steam, Microsoft Store, and Epic Games.

So now comes December, and we feel it’s the proper time to give you an insight into what we’re working on and share with you a roadmap to the 1.35 update (as we won’t be releasing more patches for the 1.34 version).

First and foremost, and although we’ve already said this, we want to thank all the players that have bought and played EUIV: Lions of the North, making it one of the most successful releases in the history of this game. We think that a non-trivial part of this has been the quality of the 1.34 ‘Sweden’ free update, and we are very happy about the fact of having to patch it only two times, as we deem this version quite stable.

So, what are our plans for the future? Well, not surprisingly, we want to keep focused on continuing to reduce the bug count as much as possible; in the last couple of years, the Team has fixed between 2,000 and 3,000 backlog bugs, and we think that the state of the game is much better after this effort. However, we still have hundreds of issues in our backlog, so more effort needs to be put into it.

The good news is that now we have some extra room to rework some game mechanics. Don’t expect anything very ambitious, but some more changes that are on the line with the fixes for the AI and the new government reforms we implemented for 1.34, fleshing out features of the game that haven’t received any update in a while. We will cover two of these topics today and next week.

And when is new content going to be shown? We will get started with that in January after the Team comes back from the Christmas Holidays. We’re very excited about it, but you will have to wait a bit more to take the first look at it. And with no further words to say, let's go with the first ideas we want to share with you!

------------------------------------------------

Idea Group Additions and Rebalance

Hey everyone, PDX Big Boss here! We decided to add a few new idea groups to the game as well as a lot of new policies and new events, to accompany a general rebalance of the existing idea groups.

First things first, we wish to introduce 3 new idea groups:
  • Infrastructure Ideas for the Admin Category
  • Court Ideas for the Dip Category
  • Mercenary Ideas for the Mil Category
A few notes we should mention here! This by no means reflects which will be the released version of the changes. Lions introduced a very high bar of quality and our intention is - at the very least - to meet this bar. So please keep in mind that what you see here is far from finalized, in fact, this is hot code. Having said that, I would genuinely like to encourage you all to give feedback, especially on stuff you don’t like and help shape this beautiful game together. The intention behind these new groups is not to introduce a new powerful single-line meta, but rather to spruce up the game and maybe offer more options for the player, in the interest of making your games more fun and enjoyable. Enough with the boring stuff, onto the Ideas!

The goal behind Infrastructure ideas is to give you the ability to build up your nation, by granting you the tools to speed up construction, reduce its costs, autonomy levels, and more. Let’s take a look:



For the purpose of creating this new group, we chose to separate it from Economic Ideas, which now focus exclusively on the money-making aspect of the game, directly. More on that later, when we tackle existing idea groups.



Infrastructure Ideas offer great bonuses such as construction cost and time reduction, a merchant, autonomy decay, and development cost. Let’s take a look at the Diplomatic Policies for it:



Note: Years for Personal Union Integration: -10

And a quick peek at the Policy Combination of Infrastructure + any Military Idea Group except Aristo/Plutocratic/Horde/Theocratic:



Infrastructure and Aristocratic:


Infrastructure and Plutocratic:


Infrastructure and Horde:


Infrastructure and Divine:

Note: the prestige gain here is 0.5 per Development Point

Moving to the next set of new Ideas, the goal behind Court ideas is to introduce some internal flavor, maneuverability in regards to estate manipulation, and more. Let’s take a look:



We took the decision to make some room for the Prestige here, by moving it over from Religious ideas, more on that later!


Note: an idea we’ve had is to add a unique modifier here ‘max_privilege_slots = 1’ somewhere in this set

Court Ideas + any Admin idea group policy:



Court + any Mil idea group policy:


Note: hmmm this 0.5 Yearly Army Professionalism looks a bit too strong hmm…

Court and Aristocratic:


Court and Plutocratic:


Court and Horde:


Court and Divine:


Finally, let’s look into the new Mercenary Ideas. This one is a bit deeper of a rework because one of our plans is to accompany this new Idea Group with somewhat of a rework on how Mercenaries are distributed, so as to make them a tad bit more interesting at certain points during the game.





Mercenary Ideas + any Admin Group Policies:



Mercenary Ideas + any Dip Group Policies:


Moving on, we have made some tweaks to existing idea groups, let’s look into them:

Religious Ideas
  • Removed Stability Cost Modifier and replaced with Religious Unity
Humanist
  • Removed Religious Unity and replaced with Max. Tolerance of Heathens and Heretics
Administrative Ideas
  • Removed Merc Cost and replaced with Admin Advisor Cost
  • Removed Merc Maintenance and replaced with Max Promoted Cultures and Promote Culture Cost
  • Removed Interest and replaced with Religious' Stability Cost modifier
  • Removed Merc Manpower and replaced with States Governing Cost
Economic Ideas
  • Removed Construction Cost and replaced with -25% Monthly Gold Inflation and -25% Gold Depletion Chance reduction (This is a niche change, we would would welcome feedback on this)
  • Increased Interest to 1 instead of 0.5 due to 0.5 being removed from Admin Ideas (this will probably get nerfed and the other half will be reintroduced elsewhere)
  • Removed Monthly Autonomy and replaced with -25% Reduce Inflation Cost and -33% Autonomy Chance Cool down
  • Removed Development Cost and replaced with +10% Goods Produced Modifier
The goal of this rework is to breathe some new life into the Idea Groups that were introduced nearly 10 years ago. On top of that, many existing groups will potentially receive new modifiers such as Humanist’s Heretic Opinion of Us (name TBD) which would increase Heretics’ opinion of your nation, due to your humanist approach towards their people.






Note: most of these Improve Relations Modifiers are Placeholders for relations with own religion/culture group and similar modifiers.

We also aim at revisiting more existing idea groups in the Diplomatic and Military Groups as well as the Events from all idea groups. Furthermore, here’s a little event you may get if your ruler has poor diplomatic skills while Court Ideas are active:




Note: shameful display!

And that’s all for today! We’ll be glad to receive your feedback regarding these changes, as we really wanted to tackle them as early as possible with the community, so we have enough time to change/rebalance the different issues that could arise from discussing them with the community.

Next week there will be another Dev Diary focused on another aspect of the game that we are working on rebalancing: Unit Pips. See you then!
Knights of Pen and Paper +1 Edition - Saulotti


Come be part of the last hours of the Kickstarter campaign. You'll be able to get exclusive perks, t-shirts, enamel pins, posters and a lot more.

Don't miss this opportunity!



https://www.kickstarter.com/projects/saulocamarotti/mahou-senshi-cosplay-club-behold-studios
Europa Universalis IV - BjornB
Greetings!

We just released patch 1.34.5 which is a minor patch to facilitate the launch of Europa Universalis IV on GOG. The contents of this patch should have no impact on your game on Steam.

The new checksum is 2f83

#############################################################
######################## 1.34.5.0 ###########################
#############################################################

###################
# Other
###################
- Added integration for GOG.COM store.
Knights of Pen and Paper +1 Edition - Saulotti


A lot of people were asking for a Kickstarter relaunch since we didn't get the 100% goal on the first try. And we hear you. We did some changes to the campaign and we're trying it again!

But we want to break the algorithm and fund it on the first 24 hours so the platform promotes our campaign even more, creating an amazing snow ball effect. And we might get all the stretch goals! Why not?

To achieve this, we need you to pledge on the first 24 hours of the campaign, starting tomorrow morning, 9am EST.

https://www.kickstarter.com/projects/saulocamarotti/mahou-senshi-cosplay-club-behold-studios

Knights of Pen and Paper +1 Edition - Saulotti


Last 48 hours of the Kickstarter!

Mahou Senshi Cosplay Club is a turn-based RPG about a magical girl that gets her powers from cosplaying. You'll get to design and craft your cosplays and live the life of a cosplayer! Suuuuuper fun!

Heavily inspired by Chroma Squad, that we all know that you loved! <3



Come help us fund this game so you can play in 2023!
Knights of Pen and Paper +1 Edition - Saulotti


WE HAVE A FREE DEMO! Try it out now!

https://store.steampowered.com/app/2198080/

And we're running a contest!

Contest rules
Are you a creative person? Try out our Cosplay creator and share your creations to the world. We will send a special T-SHIRT and STICKERS for the best design! But you need to follow the rules below:

  • Follow at least one of our pages on: Twitter (@beholdstudios), TikTok (@beholdstudios) or Instagram (@beholdstudios_)

  • Post an image or video, on one of those social medias, of your cosplay design with the following hashtags and mention our page:
    #NowOnKickstarter #CosplayContest #MahouSenshiCosplayClub

  • Remember to mention our page so we can get a notification of your post!

  • Post before midnight October 31st, in your local time.

If you want to discuss your design ideas with other community members, join our discord server meanwhile: discord.gg/beholdstudios

Stream the demo and Share

We still have a week to go in our Kickstarter campaign! Let's make some noise. If you want to stream the demo, feel free to do so, but please, make sure you're mentioning our page and our Kickstarter: https://www.kickstarter.com/projects/saulocamarotti/mahou-senshi-cosplay-club
Europa Universalis IV - PDXRyagi
The Grandest LAN is back in it's physical form!

~100 people from the community and Paradox Tinto will be taking up the mantle and once more spend three days in a Polish Castle for some amazing Roleplaying and Multiplayer action. If you are not one of the lucky participants this year you'll be able to follow the event in real time through our Twitch livestream as well as Skanderbeg for some interactive map exploration.

Streaming Schedule
(small deviations may occur)
Thursday 20th Oct - 19:00 - 00:00 CEST
Friday 21st Oct - 10:00 - 00:00 CEST
Saturday 22nd Oct - 10:00 - 23:00 CEST

Our channel on Twitch: https://www.twitch.tv/paradoxinteractive

Caster Team:
FlorryWorry
JibblyJam
Count Cristo
MordredViking
Lia
The French Paradox
Ryagi
BjornB

Here is a map of our players:

feel free to make your bets for how things might play out now!

This year the played countries will be:
The Knights
Lubeck
Tlemcen
Ryazan
Ferrara
Hesse
Augsburg
Holland
Wolgast
Byzantium
Livonian Order
Wallachia
Desmond
Perm
Frankfurt
Serbia
Pskov
Three Leagues
Moldova
Dithmarschen
Munich
Gotland
Cili
Hamburg
Granada
Sus
Opole
The Papal States
Provence
The Isles
Mazovia

Want more info on the event itself? You can find the Grandest Lan 2022 webpage here!
Europa Universalis IV - BjornB
Greetings all!

Today we release the 1.34.4 patch for Europa Universalis IV with some balance changes and addressing some issues that has come to our attention. Please read the spoiler below for the complete patch notes.

As usual - we strongly recommend that you finish off any ongoing saves you have in previous versions before updating your game. You can read how to revert your game version here! In our tests 1.34.3 saves are working, but this can never be guaranteed!

And as always, please report any issues in our bug report forum or submit a support ticket. Thank you!


We will not be collecting bug reports from the Steamhub so please use above linked channels if you encounter any issues

###################
# Gamebalance
###################

# Governments
- Consolidated Power government reform cannot be chosen if the head of state rules for life.
- Venetian Doges will now die less frequently.
- Germany now has access to the Prussian Monarchy T1 Government Reform either by becoming the Military Hegemon or by having 25% Discipline or by having 500 Development in provinces with the Prussian culture (the reform stays after you pick it.
- Grabbing the Prussian monarchy as a custom nation will no longer remove it immediately after the game starts.
- The government reform "Empower the Monasteries" now strengthens the Monastic Temples estate privilege, increasing the Karma gain and loss from 3 to 5, removing the influence and absolutism penalties and increasing Yearly Karma Decay by +0.03.
- The government reform "The Social Contract" now gives -1 Global Unrest instead of Religious Unity. Additionally, it now removes the Max Absolutism and the Clergy loyalty penalty from the "Enforced Interfaith Dialogue" privilege.
- The reform "Machiavellianism Reign" now hits -1 Stability on Declare War (which means a no-CB with that would give you -1 Stab instead of -2).
- The government reforms "Centralized Bureaucracy" and "Centralized Monarchical Bureaucracy" now refund 50% of the cost of centralizing a state instead of 100%.

###################
# Interface
###################
# Country
- Fars is now slightly pinker.

# Tooltips
- Added proper tooltip for Guns Drums and Steel volume 3 on the lobby screen.
- Fixed 2 tooltip errors in the "Loyalty of the Regent" event.
- Renamed the modifier "+1 Tax, +1 Production and +1 Manpower when Colony Finished" to "+1 of §Yeach Development§! when Colony Finished.

# Other
- Bahmani’s' mission "Southern Frontier" no longer shares the same icon name as a Norwegian mission, they are now titled southern_frontier_dharma and southern_frontier_lotn.

###################
# Usermodding
###################

# Other
- The scripted triggers which ask you to have a building of a certain type now have a custom tooltip.

###################
# Script
###################

# Decisions
- AI will now look to actively form Prussia after the Reformation has begun, to a reasonable degree.

# Events
- The Teutonic Order should no longer be able to cheese its entry into the HRE via the mission tree after deciding to follow the Crusader of the steppes path.
- The "Times of Need" event does not refer to a dynasty if you don't have one.
- The Burgher Estate agenda to expand your Trade Company does not fire for the Lapponian area since it does not have enough provinces that fulfill the criteria of the agenda.
- The event "Bergen Riots" now correctly reduces Norway's opinion of Denmark, instead of reducing Denmark's opinion of Norway.
- Picking the Holy Horde or the Crusading Kingdom as the Teutons no longer mistakenly replace a non-T1 reform for them.
- The event "A Helping Hand" no longer mentions "nodynasty”.
- The event “A Helping Hand” will not fire if all owned great projects are already fully upgraded.
- Polish-Hungarian and Polish-Bohemian events now correctly reflect when the player is not playing as Poland and is instead playing as the Commonwealth.
- Declaring war against the HRE will no longer cause the Illegal War event to fire if you are not the Teutonic Order anymore.
- The Rigan event "Religion as a Business" adds instead of removing government reform progress and the estate loyalty if you refuse to take the government reform.
- The Shadow Kingdom incident now informs you that you lose Imperial Authority per development which breaks away from the Empire.
- The event "The Crown of Rome" will now only convert provinces in the Balkan region to your culture and religion.
- The Spanish event "The Valladolid Debate" will no longer clutter your entire screen if you happen to have many colonial subjects.
- The event "Repairing the Great Wall" now requires you to own and control Ningxia to fire.
- Adjusted the localization of Incan events which revolve around Machu Picchu to reflect that the monument is actually in Abancay and not Cusco. Also, the event "Machu Picchu" will give Abancay 4 Base Tax and make it to your capital.
- The event options of the Livonian event "Administrative Chaos in the Office" will no longer clutter the entire screen.
- The Teutonic event "Fate of Moscow" and the Danish event "A new Capital for the North Sea Empire?" now give 100 diplomatic power if you cannot accept the culture.
- The Spanish event "A Very Strategic Marriage" now grants all Austrian provinces in the Low Countries to Spain / Castile properly.
- The event "Incompetent Cousin" now tells you which of your vassals has the incompetent ruler.

# Ideas
- Norse national idea "Berserkir" now grants +20% Shock Damage, and "Norse Seamen" now grants +15% Morale of Navies and +1 Combat Roll off owned Coast.
- The Norse National Idea "Norse Seamen" now grants +1 Combat Bonus Off Owned Coasts and +5% Ship Durability instead of +15% Morale of Navies.

# Missions
- Being a pirate no longer blocks progress in your East African-based mission tree.
- Aragonese Mission "Integrate Naples" can no longer be autocompleted if you do not own Golden Century.
- Fixed a typo in the Lithuanian mission "Enforce the Tribunal" so now it properly counts Noble Estate privileges.
- Rearranged the Third Rome mission tree for minor Russian nations to fit more missions and enable a little more flavor.
- The Polish mission "The Commonwealth" now correctly highlights provinces needed even if they are owned by a non-tributary subject.
- Lithuania now has access to the entire Commonwealth tree's branching path about developing Ruthenian lands.
- The mission “Store Kopparberget” can now be completed without requiring prosperity if you do not own the Mandate of Heaven.
- The Polish mission 'Break Livonia' now grants claims to conquer Pomerania.
- The PLC mission Path of entering and interacting in the HRE now has alternatives in case the HRE is dissolved after picking your missions.
- The Majapahit mission "The Porch of Mecca" allows you now to convert Muslim and Christian provinces through Propagating Religion.
- The Danish mission "Eliminate Novgorod" can now be completed if subjects own the provinces instead.
- The Danish missions "Integrate Norway" and "Integrate Sweden" now remove the diplomatic reputation hit from annexing subjects when completed.
- The Livonian mission "Secularize the Order" no longer requires you to wait for Protestantism to spawn.
- The Livonian Crusader mission "Heal the Schism" no longer requires you to own the Russian provinces yourself.
- Fixed the encoding of the Swedish mission file. By Odin, Novgorod shall now be renamed Hólmgarðr.
- Adjusted the tooltips of a few Danish, Gotlandic and Swedish mission requirements so they are easier to understand.
- Made the first missions of Livonia available for Kurland too.

# Setup
- The game no longer steals your custom nation points by taking away the Great Veche Republic reform once you start the game as a custom nation.

# Other
- The emperor will now always reject the Teutonic wish to join the HRE if they take the Crusader Path during the incident.
- Republic AIs in the HRE no longer pick "Union of States" if they are an OPM so they do not refuse to become a Free City.
- The scripted trigger "province_has_current_tech_fort_trigger" is now true if you have a fort that is ahead of its time in a province. This fixes an issue where missions like "Fortify the Caucasus" could not be completed.
- The tooltip of the government reform "Regional Councils" now tells you what these state edicts for the ages are.
- The Norse culture is now a valid culture for recruiting Carolean units.
- The estate privilege "Grant Orthodox Autonomy" is now available to all non-Orthodox/Coptic Christian nations and is no longer locked behind mission tree rewards.
- Adjusted the localization of the government reforms "Open Public Elections", "A Dynastic Order" and "Lords of the Sea" to make them more fitting with non-monastic orders.
- Government reforms which previously needed an idea group to be visible are now always visible. They, however, still require you to take the necessary idea group to be picked.
- Poland and the Commonwealth's modifiers now have descriptions.
- The Monument "Dujiangyan" now gives only local dev cost in the area instead of global dev cost.
- The progress list for the Dutch Revolt has been simplified so it does not bloat your screen anymore.
- The Custom Nation idea for Expand Administration Cost modifier has been buffed now, decreasing the cost by 100% for each level.
- Added new ideas available for Custom Nations.
- The objective "Asian Trade" of the Age of Reformation can now be completed if you trade in Cloves too.
- State Centralization now grants -20% Local Governing Cost and +0.25 Prosperity Growth instead of -25% Local Governing cost and +0.1 Prosperity Growth.
- The Teutonic mission "Secularize Prussia" no longer requires you to wait until Protestantism spawns to be completed.
- Lübeck will no longer get two events related to "Georg Giese". The event which gives you him as your advisor as its only option will no longer fire.
- Lubeck's modifiers now have descriptions.
- The Teutonic/Prussian mission "The Silesian and the Sorbian" can now be completed if there are no Silesian or Sorbian in North Germany and Poland present.
- Finland's modifiers now have descriptions.
- Lithuania's modifiers now have descriptions.

###################
# Bugfixes
###################
- The triggered province modifier "Imperial Prussian Capital" is now working properly for the Stratocratic Administration reform.
- Fixed an issue that made you lose the Prussian government if you form Germany.
- Conquering a province with a temple or a cathedral while having the "Expand Temple Rights" government reform will now apply the modifier to the province.
- Fixed missing strings for the unlockable Livonian governments. Also, fixed a bug for the Livonian Plutocracy where the Global Trade Goods Modifier was not applied correctly.
- The events "The Situation of the Teutonic Order" and "The Situation of the Livonian Order" now triggers if you have Lions of the North instead of Emperor active.
- Fixed a bug that prevented Riga from maintaining the Propagate Religion trade policy.

Knights of Pen and Paper +1 Edition - Saulotti


Our studio is back to the Kickstarter! We just revealed our new crowdfunding project and we're hoping to have the same success that we had in 2013 with Chroma Squad. Do you remember the manager RPG about Power Rangers and TV Show?

“Getting back to the Kickstarter once again is not for the faint-hearted. Chroma Squad in 2013 was a huge undertaken, but it was a very successful one.” said Saulo Camarotti, the lead creator of the studio. “Today we’re getting back to crowdfunding, but we want to bring more experience and maturity to the project” he completes.

The new project is called Mahou Senshi Cosplay Club, where the studio is focusing in creating a story driven RPG with their very well-known twist of mixing realities of imagination and meta reference. This time a Magical Girl gets her power from starting a journey in becoming a Cosplayer, and the game will allow you to create costumes and fight in turn-based battles using the costumes you create.

The game features a complete RPG set in a cosplaying world. You’ll have the opportunity to explore events and exhibitions to participate in cosplaying contests. Through exploration, you will expand your inventory with new materials and design parts so you can be more creative on crafting new costumes.

We're looking for support to complete the game on Kickstarter and we've put some interesting options in the pledge list, such as buying access to an early playable build of the game, or even becoming an NPC cosplayer inside the game that looks just like you and would be wearing a nice cosplay of your choice.

Mahou Senshi Cosplay Club will be heading first to PC and Major Consoles, and it is expected to release in 2023 upon the success of the Kickstarter. If you want to check out their crowdfunding page, please go to http://www.playcosplayclub.com.



Behold Studios was founded in 2009 and is known for games like Knights of Pen & Paper, Chroma Squad and Out of Space. With more than 70 international awards and nominations the studio has gathered a big loyal community with their quirky pixel art RPGs along the years.

https://store.steampowered.com/app/1172180/Mahou_Senshi_Cosplay_Club/
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