We hope you have started the New Year in style as a new season of the Cold War is brewing. With 2020 behind us, here is a short review of accomplishments:
A full release of the game in Q3 2020
Terminal Conflict Community has surpassed 1300 members
We started new partnerships and launched the intelligence focused Eyes Only DLC with the Hearts Of Iron: Road to 56 Modding Team
Completed 20 Live Streams hosted by strategy master extraordinaire Lemuel Sora
Achieved our desired game quality and stability. A testament to the remarkable QA team that has worked on a lot of content and optimized the game with 239 bug fixes over the past year thanks to input from the community. Thank you so much! Top reporters in the community without particular order: Python-079, Bojack_Horsefly, and sjgold will be gifted two copies of Terminal Conflict and be promoted to an honorary Masterful Member in the Community Discord (https://discord.gg/VQusSWF).
With the team back at work since the 7th of January, we thought we would devote some time to Decisions in this Development Diary. Played a few games and made a few choices, but what are the inner workings of this part of your terminal?
Decisions
You and your opponent gain, if available, one decision on each Turn (two on the first Turn of each new TIMELINE). Players do not share a decision, and each decision offers up to three options to select between.
There are two distinct types of decisions:
Default Decisions (with ‘DECIDE LATER’ button) - Allow postponing a decision until the end of the FOCUS, at the end of which you lose all remaining undecided default decisions without effect.
Urgent Decisions (without the ‘DECIDE LATER’ button) - If you cannot make a choice by the end of the Turn, your administration will select an option for you, with its effects applied.
AI
These decision rules don’t just apply to you. This also applies to the choices made by the AI.
Remember that a good leader cares about making the right decisions, a great leader on the other hand also take into account when they make those choices. Consider your decision making and you will see your scores much approved.
I) Weapons Program decision chain in final testing. II) Development has started of an event chain built around the Contras in Latin America. III) Policies are getting rolled out with each new patch. IV) Updates and improvements continue to be made for the Grand Campaign.
CHANGELOG
GAME
Fixed an issue where the description text of Leaders would not be shown when the PRESS + HOLD 2 sec function was used over their portrait
Fixed an issue where The Balance of Power scenario did not match the other Wargames
Fixed an issue where if you selected a fighter command and change the theater before returning to it, the attack icons became incorrectly invisible
Updated Eyes Only success and failure decisions to trigger upon launching the decisions
Fixed unit deploying when starting deployment, canceling, using quick access to navigate to another theater and clicking to a region
Fixed an issue where some of the policies where missing from Balance of Power
Expanded MIRVIN’s storytelling - Reach him by selecting the MIRVIN button in the Main Menu to get more information about the functions in your terminal and to find out some of your predecessors ‘secrets’
MULTIPLAYER
In-editor matches no longer counted in profile
POLICIES
Ascending Titan policy triggers changed to: 1) USSR INFLUENCE, FALSE FLAG, ASSASSINATE LAUNCHED during the game at least 3 OR 2) USSR INFLUENCE, FALSE FLAG, ASSASSINATE SUCCESS during the game at least 1
USSR Ascending Titan Policy now has the following effect: Place 2 USSR INFLUENCE in EASTERN EUROPE and gain 2 VP.
Fixed a typo in Ideological Sympathizers Policy
DECISIONS
Updated Encyclopedia description for Decisions
Updated notification text for Urgent Decisions, clarifying that should you fail to make a choice at the end of the Turn, your administration will select an option for you.
Updated the documentation for People's interests
Added meta data for Paralyzing Strikes and fixed an issue where the Decision text for Paralyzing Strikes was too long
STEAM ACHIEVEMENTS
Added Steam Achievement for Reconnecting the Department of Defense
Steam achievements no longer unlocked in editor matches
Fixed Bites The Dust achievement being incorrectly set as Deep Cover name
Fixed Assured Destruction achievement not firing
Fixed Wasn't Me, Deep Cover, Grapevine achievements not firing
Fixed Minutes To Midnight incorrectly considering current doomsday clock
EDITOR
Fixed an issue where the Leader Abilities editor would cause an error when accessed.
Added the ability to adjust Interests Alignment from the Cheat Menu when running a game from the in-game editor.
LEADER
Added Meta data for the default leader imagery
Fixed an issue where some Leaders had incorrect ability setup
Added imagery for default Leaders Male/Female
UI
Fixed interest background animation not playing when previewing depleted resource
Fixed wrongly colored notifications
Fixed an issue where the Bottom Field text is too long
Fixed interest animation warning text not updating correctly
Implemented better reflections
OTHERS
Fixed an issue where winning a game in Wargames Mode would bring you to the main menu instead of back to the Wargames Menu.
Fixed an issue where the Encyclopedia for Intel missions was showing the incorrect descriptions
In the spirit of the season, we send you our sincerest appreciation for the support you have awarded us with brand new content. We teamed up once more with our Terminal Christmas Santa and bring you 33% off on Terminal Conflict and all DLCs during this Steam Winter Sale. Ho ho ho!
MIRVIN BACKGROUND STORY
It was all smoke and mirrors. They knew, now access the background of MIRVIN from the Main menu and find out how it all began. And what about the Soviets? Well... He might not reveal it all in the first conversation but try a second time and you might find him more inclined.
Find secret codes hidden all over the game, and in this message, decrypt them with the key and the FALCON PAWNCH decoder and unlock game elements, and more.
GRAND CAMPAIGN: THE BIG PICTURE
I've you've never played Terminal Conflict before, or you would like to learn more about how to use your terminal, this is where you should start. Discover new policies, decisions, and Cold War archive material, duel to expand your sphere of influence over the globe.
With the in-game Encyclopedia further enhanced, explore buttons and functions in your terminal. When in doubt, contact MIRVIN by pressing his button in-game! He can explain and unlock the game function for you.
With all the magnificent content rolled out this year, a growing community passing 1300+ players and a remarkable year for our team, we wish you all the best. Enjoy your festive holidays and we will see you back here on January the 7th!
Thank you all and Mighty Cheers! The Tinker Toy elves at Strategy Mill
I) Weapons Program decision chain in final testing. II) Development has started of an event chain built around the Contras in Latin America. III) Policies are getting rolled out with each new patch. IV) Updates and improvements continue to be made for the Grand Campaign.
CHANGELOG
AI
Fixed MIRVIN btn being accessible during scripted setup in tutorial
GAME
NEW Story-line created for the Big Picture Grand Campaign
NEW Decision chains added to the Big Picture Grand Campaign
Updated to a newer version of the game engine
Removed already used parts of MIRVIN controller
Moved MIRVIN main story back Main Menu and updated the story-line and removed unneeded storytelling elements
Fixed issues where the options would be too numerous in MIRVIN Controller
Rearranged the order of operations for a better flow
Fixed an issue where the last MIRIVN option in Encyclopedia was incorrectly positioned
Removed MIRVIN's interaction in the early part of The Big Picture
Mirvin button no longer an exception in scripted highlighting
Fixed an issue when deploying units where quick switching to another theater would incorrectly remove the deployment
FOCUS
Implemented the ability to set the minimum amount of focuses launched each timeline for a faction
POLICIES
NEW USA - RECONCILIATION OF SPAIN: Gain 2 USA INFLUENCE in the CANARY ISLANDS ZONE and 1 VP.
NEW USA - NORTHEAST PASSAGE: Gain 1 MILITARY and 2 VP.
Alignment Policies fully integrated with the Big Picture to allow for Grand Campaign
Fixed an issue where new policies sometimes weren't listed immediately upon activation
Selecting a policy in focus menu prints out effects description instantly
Reconnecting to the Department of Defense no longer provides VP
Fixed an issue where if you avoided reconnecting the Department of Defense, the game could not properly continue
Fixed an issue where the icon for Policy Reconnect the Department of Defense incorrectly looked like a seagull
Updated Enabled policies for The Big Picture
Added Icon for Reconciliation of Spain
Policy interests animation fix
Marshall Plan Now has a custom description
DECISIONS
Updated the Dutch Emergency Protocol decision image
Moved Doomsday Clock decision to fire after the player opens the relevant policy
Updated Decision about US Strategy and Tactics given by General Curtis LeMay
US Strategy and Tactics now activates the Interests for proper costs to be calculated and visualized
Removal of unlocking Doomsday clock with decision 41008
Fixed an issue where the USSR would incorrectly mismanage Elites right from the start due to forced Focus selection
Fixed a text relating to Rising Discontentment
Victory Points Decision now correctly activates the UI Space Race button
Suspended tutorial launches for Doomsday Clock and Victory Conditions
Fixed Conflicts And Wars Combat Preview trigger event invalid decision
Fixed an issue where Command Reserve would not be properly initiated
Command Reserve properly fires Encyclopedia post when launched for the first time
Command Reserve now activates Interests when activated to represent the costs involved
STEAM ACHIEVEMENTS
Fixed an issue where Full House achievement would not trigger correctly
Catch Em All achievement now correctly counts leaders that have been activated
UI
Fixed MIRVIN button being activated too late into THE BIG PICTURE
Updated printing animations
Updated combat animations
Implemented a better reflection mechanism for the terminal
EDITOR
Fixed Change Influence To Region for Distribute
OTHERS
Fixed various typos
Fixed an issue where sorting in the data files was incorrect
“The supreme art of war is to subdue your enemy without fighting”, Sun Tzu writes in the Art of War. This is a central pillar of the Cold War, but how do you go about making the choices that set you up for victory without war? Today we will look at how you can achieve superiority by managing your resources.
Planning your Strategy
With up to 10 timelines, each with 9 randomized focuses to choose from in a set of hundreds, the total number of combinations is enormous. Though excellent for replay-ability, you got to narrow it down to one path. How can you decide on a winning selection of Focuses through the timelines?
The first major factor that is going to influence your strategy making is how long you expect the game to last. At the start of each timeline, you produce resources as domestic interests according to your alignment value as shown below.
If a game lasts only 4 timelines, even if you take no action, you will end up producing half as much resources from alignment as you would in a game lasting 8 timelines. The cost, however, for most actions, like securing influence, researching, or intelligence remains the same.
Therefore, if the game is going to be short, then you don’t want to waste too much of your starting resources on generating more alignment as the time allowed will probably not be worth the investment. Building up quick victory points and using your interests to wage war or rush a few early Space Race research will grant you a better immediate return.
If the game is going to be long, without alignment you will most likely fall behind in resource generation as those that invest in alignment will, in the long run, produce more and will have sufficient timelines to gain value for their investment.
Guessing how long a game will last, right at the beginning, is a skill and the main factors you should consider are:
The opponent you are facing - If you are familiar with the AI or the person or you are challenging and their play style, you might get a clue about how they might act.
The faction of your opponent - Though weaker influence wise, the Soviets start with a lot more alignment and always have first turn advantage as long as they have equal or lower victory points, which means they can keep the initiative.
The focuses available - Depending on what focuses you have access to and what theaters your opponents focus on will give you a clue. For example, if your opponent plays the USA and has a lot of focuses far away from their logistical reach, or focuses that provide fewer turns, they are more likely to invest into a longer game rather than rushing for an early victory.
Building Alignment
It is important to state that you don’t have to build alignment with either faction to win, as alignment is not a factor when calculating the final score. Yet, here is what you should consider when building alignment.
1. You enact alignment policies in your home theater and each faction has one of each (North America for the USA, Eastern Europe for USSR). These policies are repeatable and they stand out from the others having their interest type as an icon. Select a policy to enact it.
2. All alignment except for Government costs 4 in total to enact and breaks even after 4 timelines. Government instead, costs 6 in total and requires 6 timelines to break even.
Domestic Political Considerations
Too much alignment can open up any faction for mismanagement of their interests by providing too many resources at the timeline start. This can lead to a path of destruction if a faction cannot spend them leading to mismanagement. It can even be beneficial to select Focuses that grant your opponent a certain type of alignment with the purpose of intentionally causing them mismanagement.
Should this happen to you, it can be beneficial if you find yourself in a game with an enemy known for such overtures to select focuses that activate policies that can convert Alignment into Victory Points.
In closing, remember to make good use of policy blocking intelligence missions as well, and keep an eye out for clues of your opponents’ intentions based on what focuses they select and what alignment granting policies they enact. In the end, the one quietly collecting interests is likely to make use of that.
Mighty Cheers
For more details on the NEW content release walk-through and multiplayer stream hosted by Lemuel Sora, lead game designer Gellert Keresztes, developer William Bois d'Enghien and community challenger Bojack_Horsefly.
I) Development has started of an event chain built around the Contras in Latin America. II) Policies are getting rolled out with each new patch. III) Updates and improvements are being made to the Grand Campaign.
CHANGELOG
Version: AN/GSQ-235(V)930 AI
Now tries to balance Alignment much more efficiently
Handles resources more efficiently
Warzone declaration sound during AI simulation will no longer occur
GAME
Fixed compiler error
The China Card Scenario can now be played all the way to 1991-
FOCUS
FOCUS Updated ENEMIES WITHIN to 'USA: Gain 1 ELITES ALIGNMENT and set GOVERNMENT ALIGNMENT to 0.'
Fixed exception when selecting focus in case player is in focus screen while transitioning focus
Fixed an issue where a focus would be incorrectly timed out
POLICIES
NEW Added 5 Expansion policies for both factions that grant ALIGNMENT in their respective home theaters (North America for the USA, Eastern Europe for the USSR)
Added POLICIES USSR ANTI-IMPERIALIST AGREEMENT: Reduce FINANCE ALIGNMENT by 1 to gain 1 USSR INFLUENCE in the MIDDLE EAST for each USSR GOVERNMENT.
Policies now correctly show interest alignment animation
Updated the Wargames to house the new rebalanced polices
INTELLIGENCE
Basic intelligence missions no longer grant alignment
INFILTRATION: Cost reduced from 2 to 1 ELITES and now grants 1 MILITARY if successful
COUNTER-INTELLIGENCE: Cost reduced from 2 to 1 ELITES and now grants 1 GOVERNMENT if successful
ESPIONAGE: Cost reduced from 3 to 1 ELITES and now grants 1 FINANCE and +1 to your ARSENAL
FALSE FLAG: Cost reduced from 4 to 2 ELITES and still grants 2 INFLUENCE in target region.
Updated intelligence mission notifications
LEADER
Fixed an issue where Lech Walesa was causing an error
MIRVIN
Adjusted the setup of MirvinStateMenu.controller to match the settings without transition time
STEAM ACHIEVEMENTS
NEW Steam achievements can fire in tutorials too
Fixed an issue where several achievements would not be gained despite having been completed
UI
Fixed interests bars not being updated correctly when switching between intel missions
Fixed interests preview UI on switching between different intel missions
OTHERS
Removed unused Music file from SCN 10
Sorted old text edited files with editor text sorter
Every year we try to mentor one student as part of our development process to support young adults in bringing their passion for games to work, as we set to learn and to teach through our small but influential "new generation tester" position. It is a part time program that runs a couple of hours a week with education about the video game development process and with the aim to provide valuable insights, create lasting relationships and meaningful experiences with students. An opportunity usually open for college, university or non-degree students, last year we were blown away by a young man applying as a High School Junior and this year, we have the pleasure to announce and publish the extraordinary work by Niklas.
His Story
Hello! My name is Niklas Rimbach and I am a High School Junior from the Bay Area in California. I’ve been interested in the Terminal Conflict for a long time, considering good Cold War strategy is extremely rare, and I decided to attempt to play-test the game, apply and to my surprise, I was accepted onto the team as a student!
I have been working on Terminal Conflict for around a year at this point and so far, it has been fantastic for learning overall better game development skills, and has been a great experience itself. I first began playing strategy games with Sid Meier’s Civilization Revolution on the iPad, and while it was fun at the time, I quickly found it very easy. Eventually, I moved onto Civilization IV and later VI on the Mac VI but now I mainly play Paradox Grand Strategy Games, which I assume most are familiar with. My personal favorite is Crusader Kings 2 and the Hearts of Iron series.
For other interests, I have always been a very avid reader since a young age, normally preferring Fantasy novels, however in the past years I have enjoyed reading and writing Alternate History. I also enjoy playing DnD with a group of friends or sporty activities, like Shaolin Martial Arts, which keeps me healthy and is overall something that I’ve enjoyed for over half of my life.
Game development, has always been something that has interested me along with writing. I’ve started and ended work on many different prototypes, a common genre being a Cold War Strategy game. It has been something I’ve been interested in for quite a long time now, and in my view, nothing had really got it right for quite a long time. Games covering the Cold War were either too linear, buggy, or just not for Mac.
I found Terminal Conflict, and when I saw that a testing position was open for Mac users, I applied. Now, here we are! As for my work on Terminal Conflict itself, I started off as a Tester, but more recently I have worked on something with the development team that I personally am very excited about to see released: the Korean War Chain.
Research and Design
It is a decision chain with the possibility for an alternate history and with a multitude of diverse endings. Having learned the process for development over the year, I researched and designed it, getting feedback and editing it along the way. It has become something that I am very happy to share with you and thrilled to see releasing. I’m excited to continue on the game and I hope you all have brilliant days (or nights, depending on your time zone), and I hope to see you around on the Discord server (https://discord.gg/VQusSWF) sometime.
For more details on the NEW Korean War content release walk-through and strategy, check out our stream hosted by Lemuel Sora and lead game designer Gellert Keresztes, for Terminal Conflict.
I) Development has started of an event chain built around the Contras in Latin America.
II) Policies are getting rolled out with each new patch.
CHANGELOG
AI
Various minor tweaks to improve the way the AI handles military units
GAME
Fixed an issue where player would fail to connect to multiplayer and would cause an exception
Fixed UI exception with selecting policy menu when in the Arctic
Fixed issues with entering/exiting Options menu
LEADERS
NEW Leader ability for Kim Il-sung - JUCHE(Ends Turn): Spend 2 POWER to gain 1 MILITARY and 1 PEOPLE.
Fixed an issue where leader abilities added via Decisions were not added correctly.
Fixed an issue where Lech Walesa was causing an error
HISTORICAL CHARACTERS
NEW Historical character Cho Man-sik that provides a historically plausible path without Kim Il-sung for the USSR
FOCUSES
Updated 2 Focuses with an emphasis on Korea
Updated focuses 851 Jeju Uprising and 853 A Nation Divided, now only available in timeline 1 to 3
POLICIES
NEW Several Policies to activate and complete for East Asia like - HARMONIZATION OF IDEAS KOREA: Set USSR INFLUENCE to 1 and declare a WAR ZONE in SOUTH KOREA.
Fixed incorrect color tag in policy #29645
DECISIONS
NEW 25+ decisions for the USSR and 3+ decisions for the USA
AUDIO
Added Audio slots in the Audio Manager for top right buttons
OTHERS
Adjusted the positioning of the buttons in the top bar to keep an even 16pxl distance
Greetings strategists! We promised we were working on something substantial. Today we are proud to announce that we sought to improve the way the AI operates and give new powers to MIRVIN for situational awareness.
While before the AI responds and defends when attacked, this could lead to the AI getting trapped by clever play into combat conditions it could not win.
For example, when before defending off a US land invasion into North Korea, the AI would respond by deploying more USSR Army Commands into the North Korean region to counterbalance the attack. Though such a move is initially effective in stemming the tide of US troops heading North and is deceptively historically plausible, this narrow focus has built-in flaws. The main one is that the AI this way has to surrender the initiative, and that is crucial in maintaining the balance of power. Not to mention, it leaves that large concentration of units open for attacks by Bomber Commands.
MIRVIN’s Initiative
You’ve doubtlessly heard the saying that “a good offensive is the best defense”, and is what this development diary is all about. As a human player, you try to seek, find, and exploit vulnerabilities of your opponent on and off the battlefield.
We have so done away with the first narrow view and widened it. The AI now to a much higher degree looks for opportunities to turn the table and to keep the initiative when possible, through not only defensive but offensive actions. It also to a much higher degree uses Intelligence to get a better situational awareness.
With an updated notion, US Air Force General Curtis LeMay championed the main metric now make use of. Focusing on the friendly loss per unit of target destruction, we aim to make each AI decisions taken more efficient. Not in the sense of killing more, but more efficient in weakening the adversary by any means.
As we continue to tweak the AI we hope you enjoy the updates and look out as we set our sights to finally deliver the Korean War in the next Development Diary.
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets.
II) Development has started of an event chain built around the CONTRAS in Latin America.
III) Policies are getting rolled out with each new patch.
CHANGELOG
AI
REWORKED the AI setup
AI tries to gain the initiative with air units in case of attacks instead of reinforcing with more of the same units.
AI only recruits a historical Charac if necessary
GAME
Fixed carrier fleet strike not clearing click move for regions where carrier fleet strike is not available
Fixed scripted scenarios Sea Combat, Air Combat, Leader Combat
Fixed some decisions that would give incorrect and premature outcomes
Fixed victory screen not showing up in certain cases when defeating the opponent
ORDER OF BATTLE
Updated OOB switch elements
NUCLEAR WAR
We update unit special positioning before using it for nuclear combat
Synced sub special position with world overview
UI
Fixed a diamond showing in tooltip in incorrect contexts
Updated coloring on region unit tooltip
MODS
Mods with no file ID will be ignored instead of causing exception
Mods with special characters are no longer allowed
Other
Expanded logging for UI units
Fixed various typos
Fixed most cases where certain tooltips would linger on
You have come at the right moment! It is with great pleasure we present the latest developments in strategy-making Cold War technology, featuring:
NEW Policies for the Middle East (details in the change-log)
Updated and improved AI
NEW Improved tool-tips
Terminal Conflict Community
Policies for the Middle East
A brand new set of policies have been produced and implemented both for the United States and for the Soviet Union. Working incredibly hard to encompass historically plausible outcomes, we created a good mix for a balance between the competing support for the establishment of Israel and supporting Pan-Arabism. Consider what your immediate and long-term priority will be and your strategy will flourish. You will most likely not be able to please both at the same time, but will you lay the foundation for the flame that risks burning so many regions?
As the USSR, you also have the option to recruit Nasser in Egypt. He not only provides much-needed Power in covering the essential strait at Suez, but opens great opportunities to expand the Soviet sphere of influence.
Updated and improved AI
Advances are not limited to policies. MIRVIN received further updates, and we eliminated a cheat that would allow him to deploy more units than the maximum allowed by exploiting disembarking units. Clever, clever MIRVIN, but we saw what you did there!
Improved tool-tips
Our engineers have also been busy with improving the tools at your disposal. Getting information on elements in your terminal has never been easier. Moving your marker over objects will now automatically display detailed information.
This enhanced tool also enables military unit preview displaying both friendly and enemy units.
It also includes unknown units, but can also display Army Commands embarked on Surface Fleets.
The more advanced and skilled you become, the less you will need the tool-tips. For this purpose, our engineers have included the ability in the Options to set the delay time for them to appear.
Terminal Conflict Community
In closing, we would like to celebrate the passing of the 1100 Steam community members milestones! We are incredibly grateful, and humble to have such a fantastic community. Thank you all for your dedication and the all the wonderful congratulatory messages and kind words you sent out way.
Mighty Cheers
Gellert Keresztes ******************************************************
Upcoming Development
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing.
II) Policies are getting rolled out with each new patch.
III) CONTRAS: TOP SECRET!
CHANGELOG
AI
AI now properly differentiates between Army Command deployment on Surface Fleet or LAND when checking if the deployment is valid.
The Doomsday clock no longer jumps up and down during AI simulation
Fixed AI not ending a turn in certain Wargames start
Fixed MIRVIN coloring in scripted Wargames
GAME
Fixed Starting Play notification queuing up
Updated unit OOBs (Order Of Battle) to better reflect the units present.
Added Fog of War to Conflict and War section in Encyclopedia.
Updated Army Command, Fighter Command, Bomber Command, and Carrier Fleet notifications, and wording in Encyclopedia.
Added a missing a) to Nuclear decision for the Encyclopedia
Fixed scripted scenarios Sea Combat, Air Combat, Leader Combat where the wrong unit would be referenced in the battle
Fixed exception when clicking focuses on focus management when timeline transitioning
Fixed UI exception in Wargames with pre-selected focuses for timelines
Fixed victory screen not showing up in certain cases when defeating the opponent
Updated Combat simulator name from Combat Warning to Combat Simulator
Main menu mods split from Wargames so they can be viewed separately
Fixed ability to enter recruitment/enactment dialog directly in policy/allies/research/space race menu when accessing such dialogs during opponent's turn and coming back to such menu during own turn (also solves one related exception)
POLICIES
Fixed issue with policy conditions being shown relative to the local player and not to the policy owner
Fixed exception with certain policies like Oil Concessions
Fixed Pan-Arabism policy to function and trigger properly
Policies may have block-specific effects
Added for USA Sub-Saharan Africa - POLITICAL REALIGNMENT(once per timeline): Set GOVERNMENT to 5. Chance +20% for Religious Conflict (INFLUENCE set to 0 in one USA CONTROLLED region).
Added for USSR Eastern Europe - BREAK PASSIVE CONTAINMENT: Reduce GOVERNMENT ALIGNMENT by 1.
MIDDLE EAST USA
OIL FOR SECURITY: Gain 2 FINANCE and 1 VP for each USA INFLUENCE in IRAN, IRAQ, SAUDI-KUWAITI ZONE, EMIRI-OMANI ZONE, and YEMENI ZONE.
STATE OF ISRAEL: Spend 1 GOVERNMENT to gain 5 VP. WAR ZONE in LEVANTIAN ZONE and if available suspend USA Oil for Security policy in the MIDDLE EAST.
FREEDOM GUARANTORS: Gain 4 USA INFLUENCE in the MIDDLE EAST and 3 VP. Set DOOMSDAY to MAXIMUM.
RAMADAN REVOLUTION: Set INFLUENCE to 3 USSR in EGYPT, LEVANTIAN ZONE, or IRAQ.
MIDDLE EAST USSR
NATIONALIZATION OF WEALTH: Gain 2 FINANCE and 1 VP for each USSR INFLUENCE in NORTHERN ALGERIA, SOUTHERN ALGERIA, LIBYA, IRAN, or YEMENI ZONE.
PAN-ARABISM (Ends if NASSER is lost): Place 4 USSR INFLUENCE in EGYPT, LEVANTIAN ZONE, or IRAQ. Gain 1 VP.
STRATEGIC STRANGULATION: Gain 9 VP.
POLITICAL REALIGNMENT: Reduce FINANCE ALIGNMENT by 1 to gain 1 USSR INFLUENCE in the MIDDLE EAST for each USSR GOVERNMENT.
DECISIONS
Fixed SetChance triggering exception when referencing non-existing decisions
Decision condition coloring switched to show fulfilled conditions in lit coloring
Fixed an issue where Soviet Finance Mismanagement decision text would overflow into the options
Adjusted decision chain for USA People Mismanagement to handle correctly after bonuses have been selected
Fixed an issue where Existential Threat was incorrectly adding People instead of Finance
Updated decision chain for the Red Scare of USA
Updated text for Grand Campaign
Updated text for China Card Scenario
Updated text for Land Combat Scenario
LEADERS
NEW Passive abilities for Leaders and historical Characters
Fixed an issue where Western European leaders had the incorrect icon for Support
Fixed an issue where Ho Chi Minh was incorrectly flying a Maoist flag
MAP
Fixed an issue where the Quick map buttons were too narrow that would sometimes lead to it being hard to select
EDITOR
There is an issue when trying to improve the softcoding appearance resulting in an error message
Fixed an issue where incorrect game and mods would be copied in the editor
Fixed game always quitting to editor menu once a game is started from the editor
OTHER
Updated Mouse Markers to better suit tooltips
Fixed wrong cursor on hovering unit buttons in regions
Fixed buttons getting multiple on hold notifications
Tool-tips more aware of what their screen boundaries are
Fixed LogisticsNoPathfindingAvailable iconry
Fixed error when launching save the game in certain instances
In the twilight's shadow dawn, we have the distinguished pleasure to announce today the latest upgrade to all terminals by the engineering department containing the following features:
NEW Single Player Campaign - with a dynamic starting guide
NEW in-game Encyclopedia - the MIRVIN button
Improved game rules
Updated and improved AI
and last but not least, the Ranked Play and ranking system implemented and unlocked for play - for details see the past week's development diary here.
NEW Single Player Campaign
The Cold War is a historically rich era, and what particularly stands out are the impacts of the bravery of single individuals with enormous responsibility on their shoulders. What we wanted, is to share their story while creating a new type of Grand Campaign not found in many strategy games. Instead of facing just facing the traditional series of point and click scenarios (which we have created outside of the Grand Campaign and that explaining the very basics), we decided on a novel approach. The new Grand Campaign: The Big Picture is not a scenario or linear tutorial; instead what we have created is a system where you are playing the regular single player game and anchored to it are story elements that you can trigger as you play to win the Cold War.
This kind of storytelling is more difficult to design, but we felt it would be a lot more rewarding. Train as you fight - Fight like you train. Once you pass your mandatory presidential assessment, your terminal starts presenting you with information depending on what you select and as you encounter game elements for the first time.
Selecting Mainland Spain for the first time, for example, will bring up information about Regional Influence, and about Straits. The former for you selecting a region and encountering Influence for the first time and the latter as Mainland Spain has a Strait, and that is unique information tied to that region. You can thus focus on the strategy and MIRVIN can focus on teaching you how to play to your fullest.
NEW in-game Encyclopedia
Just like presidents and general secretaries of the era, all the game information you will find as you explore The Big Picture and unlock all the features of your terminal you can find through your trusted companion MIRVIN.
Access his knowledge through this memory bank by selecting the MIRVIN button and knowledge is at your fingertips. Structured and divided the same way as the game manual you can browse through the in-game Encyclopedia.
Covering the entire game, note that, any part you ask MIRVIN about in the Encyclopedia while playing the Big Picture he also automatically unlocks for you, preventing it from popping up again when selected. For example, should you read up on straits in the Encyclopedia before having selected a region with a strait for the first time in the grand campaign, he will not bother you again with that information when you finally do select Mainland Spain. Improved game rules
There have been various minor changes, but the big change in this field is the streamlining of Arms Race posture. Previously Arms Race only allowed for declaration of War Zones in your Focus theater. Though this meant that action would be limited to one theater at a time, this was also creating an unfair drawback for certain styles of play in particular for the United States, feedback that the community also voiced. Analyzing the data and crunching the numbers; we have rebalanced the game and both Arms Race and Disarmament postures are now global instead of local to the selected focus theater.
If you discover a large buildup of Soviet Bombers in Iran but the Pacific is the Focus? Well, it’s time to visit Teheran and we love to see you do so.
Updated and improved AI
MIRVIN not only provides better information, but he has also gotten an upgrade when considering unit deployment and uses Intelligence much better to gage where he puts out units on the map. Though still possible, it will be much more difficult to Ambush his units going forward. Not that you would do that to a friend? Right?
Ranked Play
In closing, we have unlocked the Ranked Play ahead of time. Mentioned in last week's development diary, the feature has been fully play-tested during months of production and as we saw that we have gotten so good stability; we rolled it out for you to play. It’s our way of giving back to the quickly growing almost 1100 individuals strong Early Access community for supporting our project and development.
You, the unnamed and unsung heroes who make this happen and whom we meet through Discord messages, posts in Steam forums and not to mention all the emails, Facebook posts, and tweets sent to us. We are very grateful, and very privileged, to have such a fantastic community. A big thanks to you all!
Mighty Cheers
Gellert Keresztes, Lennart Berg and Davide Benedetti ******************************************************
Upcoming Development
I) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets.
II) Policies are getting rolled out with each new patch.
III) CONTRAS: TOP SECRET!
CHANGELOG
AI
AI much better in judging unit deployment
Further improvements made on how AI handles Ambushes
Fixed an issue where the MRIVIN state would not play the sound
Fixed AI simulation not being correctly stopped by Mirvin's skip turn
GAME
Ranked Play enabled - First-ever Ranked Play Season started
Updated Ranked Play ranks
Implemented shared decision system and imagery for Encyclopedia
Implemented a state machine for the Encyclopedia
China Card now also works with Encyclopedia
MIRVIN button enabled in non-scripted wargames
Mirvin conversation now with proper transitions
Tutorial Fixes and the start of Lore
Disembark order in non-focus theater can now be issued.
Fighter Commands and Bombers Command now allow non-focus action
Fixed ability to launch apocalypse when not in focus
Updated all the Theaters descriptions for Policies and Allies menus
Fixed test game faction overrides not being cleared on normal games
Fixed UI lagging behind logic when starting wargame
Fixed a typo that would cause an error message to be given when launching Balance of Power
Removed a file that was no longer used
JSON error notification reported has been fixed
Wargames can select to load the main game's decisions/policies as well
Fixed an issue where the game would display a series of 9s instead of the turn counter
FOCUSES
Exception fix in focus management
POLICIES
Fixed an issue where policy description coloring would be incorrect
Updated three Policies for Grand Campaign: The Big Picture
Reconnect the West Wing: Increase DOOMSDAY to 5 to gain 3 VICTORY POINTS. Enables new policy 'Reconnect Congress'. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the DOOMSDAY clock.
Reconnect Congress: It will be a challenge but increase either your GOVERNMENT or your ELITES' interest ALIGNMENT to 2 to gain 9 VICTORY POINTS. Might take several timelines. Enables new policy 'Reconnect the National Security Council'. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the INTERESTS.
Reconnect the National Security Council: Land on the MOON before the USSR does so to gain 12 VICTORY POINTS. HINT: Use MIRVIN's ENCYCLOPEDIA to unlock and learn more about the concepts related to the SPACE RACE.
Encyclopedia decisions enable UI elements
Fixed an issue where the policy menu scroller was cutting off 3rd row's names
Wargames now have StartingPolicies - all other policies deactivated on startup
NUCLEAR WAR
Fixed an issue where Nuclear Apocalypse would crash due to UI order change
New border traces for nuclear world wrap around
Fixed an issue there the Apocalypse would cause the screen to fill with hostile nuclear icons
DECISIONS
Fixed image references in SCN1
Added missing image for A Swift Response
China Card possible breakdown fix
Decisions grammar fixes
Duplicate ID fix
MAP
Updated Naming and Notifications for Global Maps
Updated an issue where Spain had an incorrectly sized overlay
CHARACS
Characs now correctly lose 1 POWER each timeline
Favoring characs hurt mutually exclusive characs by 1 power
MULTIPLAYER
Fixed cross-OS OOS due to Directory.GetFiles() retrieving files in different order between *nix and Windows implementations
OTHER
Updated name displaying the UI to COMMAND USER INTERFACE
Updated the definition the TRANSIT unit ability
Updated definition for cross theater maneuvers
Fixed small UI bug with space race research dialog
Added missing audio and updated sound clip for Theater map buttons
Added tooltip notification for Focus Objective
Fixed footer bar not resizing in the world overview
With a steadily growing player base, we wanted to upgrade your terminals with a simple system for multi-player games. Coming to you at release on the 24th of September, we are announcing the development of Ranked Play.
Matchmaking
Ranked Play is a seasonal tournament system where you select your faction to be automatically match made with an opponent within two (2) ranks of your level. Should none be available within 180 seconds, you will be able to connect to play against an AI in tournament mode instead.
Ranked Play
Unlike Challenge Mode, this tournament mode features time management and timed turns. This means that games are snappier as we introduce a format that takes about 45-90 minutes to play for you to test your Cold War terminal skills.
Also noteworthy is that in this mode, the amount of GOVERNEMNT interest you keep, as in real life, affects your frame of action. For each GOVERNMENT below or above five (5), your timer decreases or increases respectively by 10 seconds. User your time wisely!
Seasons
Ranked Play is seasonal, each season will lasts three (3) months and your rank will not decay once attained.
Ranks
See you on the battlefield!
Mighty cheers!
****************************************************** Upcoming Development
I) NEW tutorials are in productions!
II) NEW Ranked Play Mode is in Beta testing!
III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing.
Boot up your terminals strategy fan! With a rollout planned for September, we are today presenting a brand new combat screen, updates to the Nuclear Launch system, and for the modders in the community, we are announcing brand new additions to the Game Editor.
NEW Combat Screen and unit movement
Having a top-notch retro terminal, masses of conventional forces at the touch of your fingertips, and the threat of nuclear annihilation, we wanted to improve your ability to make the right choices. Selecting a friendly unit, now shows the full range of that unit's movement also across theater boundaries - displayed with a lit-up theater name on the map.
Having a friendly military unit selected also indicates potential enemies within range, blinking to indicate which enemy unit they would most likely combat if issued with an attack order. Once an attack order has been given, an animation plays indicating the current status and the projected end result.
US units are always shown on the left and USSR units on the right and naturally, you can enable/disable the combat screen from the Options menu.
Unknown units are also simulated but to bring clarity in the outcome make sure to use intelligence, Recon or Infiltration will do the trick!
Nuclear Annihilation
What would a Cold War game be without the potential of a nuclear twilight, but to avoid a fate of needles desolation, we have improved the information at your disposal. The nuclear map mode now lights up potential targets your nuclear forces will hit, in the order, they are prioritized for an attack while at the same time estimating potential targets your military suspects the enemy will target - indicated by an enemy faction colored nuclear symbol.
The projected results shown at the bottom account for the current victory points accumulated so far in the game; the difference in surviving influence, the backlash of your people for launching a first strike, and the difference in military casualties. Thus this attack on the face of it seems doomed to failure.
Worth to mention is that we have re-balanced the impact of the PEOPLE as the VP backlash is now directly proportional to your PEOPLE interest level. If at MAX level the backlash is 0 VP, though having an interest level that high carries its own risks. If you on the other hand disregard the interest of the people and the level is at nothing, the backlash is -90 VP - one for each missing PEOPLE interest level. Thus, your domestic politics has a bigger impact than before so make sure to account for that if you are planning a first strike.
Modding Service
In closing, we hope you enjoy the changes and updates our hard-working team has made to the game editor. With the UI/UX update and many other easy to use features implemented feel free to create your own mods, test out making your own decisions, focuses or policies, or just swing by and play some Tic-Tac-Toe with MIRVIN.
We hope you enjoy the updates to the interface and the improved functions both for editing files and the improved search function to find decisions or elements you are looking for or creating.
II) NEW Ranked Play Mode is in production and Beta testing!
III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets.
IV) Policies are getting rolled out with each new patch.
CHANGELOG
AI
AI will now handle Ambushes much better
AI checks next move instead of current location when evaluating possible moves
GAME
Added Quick Access buttons on all theater maps - Arms arrows disabled as they are now obsolete
Transiting military units through friendly regions should properly show combat estimate
Transit now show all possible movements for a selected military unit
Transit blocked through regions with leaders (ARMY COMMANDS only) and where max number of units is reached
Military units with blocked movement and destination not adjacent to source region (due to Transit) will bounce back
Movement animations will not show unit's own region as possible choice
Enemy target units now blink to indicate conventional attack target
Combat preview blinks the correct unit types
Added elements for CombatWarnDialogue
Fixed an issue where the mockup for CombatWarn was incorrectly set to "Victory" instead of "Success"
Air attacks are correctly simulated
Combat simulation takes into account all unit types (sea & land) in case of air attacks
Combat simulation properly simulates unit vs leader combat
Combat warn menu checkbox can be enabled/disabled in Options menu
Withdrawn military units do not blink when showing combat estimates on map
Fixed an issue where the Victory Conditions needed to be clarified further
Fix for GetCurrentName() exception
NUCLEAR
Nuclear Authorization Screen Rework and Nuclear warning screen update
Interests enabled while in nuclear mapmode
Nuclear mapmode button color now matches nuclear button in theater com
Nuclear mapmode button uses same notification as nuclear button in theater com when press + held 2 seconds
Fixed projected estimate calculations in nuclear mapmode
Nuke Simulation added showing target priority and added nuclear opponent icons for estimated enemy strike
Fixed World overview exception when > 144 estimated nukes apply
Nuclear range circle fix no longer causes ranges to mismatch
Fixed estimate for surviving influence for nuclear apocalypse
Various fixes for nuclear combat to prevent out of sync
Nuclear warning now says minor defeat instead of incorrectly displaying a draw
MILITARY UNITS
Unit ability buttons should now print out reason when clicked & unavailable
Ability DisembarkTransportedNotCombatReady tag fixed
Fixed an issue where an exception could results in the game ending when a unit gets deployed
Blinking combat previews now stops when selecting Rebase
Fixed deployment positioning offset for maneuvering circle displaying unit movement
INTELLIGENCE
Updated Operation Cylinder to match Softcoding
Operation Cylinder no longer targets submarine fleets and updated the wording for Eyes Only Cylinder and Gold Intel Missions to convey that Submarine Fleets are exempt
MAP
Added unique names to all Ocean regions
Identified reorganizing and engaged military units stay visible for the duration of their status
Fixed an issue where backgrounds were not correctly shown
Updated all Theater maps and added missing elements where needed
Theater borders no longer disabled in logistics mode
ARCTIC
Exception fixes when adding movement animations to Arctic from theater not adjacent to Arctic
Small optimization when selecting unit that can move to Arctic
Fixed exception on clicking Allies button in the Arctic
Combat warning properly disabled when a unit enters the Arctic
FOCUSES
Fixed a typo in Berlin Blockade focus
POLICIES
Added cool-down function to UI for policies in policy menu
Updated policies activated by Red Dragon Rising
DECISIONS
Fixed that narrative decision could be triggered during the apocalypse
Fixed an issue where the Clifford Elsey Report had the incorrect Focus wording
USA People mismanagement decisions Priority set to 100
Creating a new decision in the Editor sets its priority to 100 by default
LEADERS
Fixed Leader supply ability Out of Sync due to taking into account local faction's adjacent units and not leader's faction
Added ability to Ho Chi Minh - The Great Pillar of Asian Communism
MAO ZEDONG no longer has leader ability Consolidate
Fixed an issue where the image size of some Leader abilities was incorrect
CHARACS
Inactive historical characters no longer shown in allies menu
GAME EDITOR
Fixed an issue where the wrong header image was used and the font size was incorrect for Audio Select
Option button added in editor
Beautifier can now handle different data types that implement the IJsonFile interface
Beautifier now displays name of file being processed
Focus menu no longer beautifies json when pressing BACK button
Beautifier now beautifies focus file
Focuses.FocusTimeLines is now correctly processed by beautifier
Filter texts pixel nudging
Filter text placeholders now say "Type to filter"
Theater/region selection dialog now takes up the whole screen
Media selection dialog buttons coloring fix
Game editor decision option menu Description field takes up two rows now
Editor dialog screens pixel nudging
Editor focus menu color update on faction update
Deleting a focus now prompts a confirmation dialog first
Leader abilities menu standardized button design
Updated various UI elements in the Editor
RANKED PLAY IMPLEMENTATION
Added a printout of Opponents name and rank when game begins in Ranked Play
Player v Pplayer notification now includes faction icons and names
OTHER
Added Game Version to screens with official JETDS designation and versioning for the correct AN system
Standardize the colors of the message log entries
Fixed an issue where the background line would not properly cover the background
Fixed savegame UI exception
Savegame/load now takes into account correct timer
Set the save list in an inverted date list so the last one appears first and savegame list takes into account last date modified
Fixed an issue where the divider would be incorrectly placed
Build date included in game logs
MediaSelectionBtn btns font size set to 40
Fixed various smaller audio issue for MIRVIN
Removed race condition check flag on game end + added logging
We are happy to announce that Terminal Conflict is officially set towards release as scheduled this September. Expect an announcement of the release date, events and more in the coming weeks.
We could not have done it without the hard work of our veteran team and the wonderful feedback from all of you in the growing Terminal Conflict community. As of today, that community on Steam has passed 1 000 members and in honor of that, we will be presenting an updated set of Focuses and Policies.
Focuses
Much of the success of a good Cold War strategy game is about the proper balance between paranoia and excitement. Be it domestic policy or foreign policy, you are playing a set of historically plausible struggles where factions alternate choosing a focus. Each has a particular set of circumstances it will provide. This keeps your opponent second guessing what situation you will be focusing on.
With this update a lot of previously general and repeatable focuses have become unique as we felt we wanted to make the choices even more distinct. These Focuses are now unique and once played cannot be repeated that game allowing for a lot more variation:
South Asia
Mujahideen - USA: Gain 3 ELITES. Increase success chance of RECONNAISSANCE, FALSE FLAG and IN-Q-TEL PROGRAM by 15% during this focus.
Khmer Rouge - USSR: Set INFLUENCE in INDOCHINESE ZONE to 0. Gain 2 MILITARY.
Middle East
American Aid - USA: Gain 1 FINANCE and at the end of this focus, if USA CONTROLS IRAN, IRAQ, SAUDI-KUWAITI ZONE, EMIRI-OMANI ZONE or YEMENI ZONE, gain 1 USA INFLUENCE for each in the Middle East.
Israel Defense Forces - USA: Gain 2 ELITES and increase success chance of ASSASSINATE by 5%.
Popular Baa'th Party - USA: Gain 5 USA INFLUENCE in Middle East and 1 GOVERNMENT. | USSR: Gain 3 GOVERNMENT.
Tudeh Party of Iran - USSR: Set INFLUENCE in IRAN to 3. Gain 2 PEOPLE. | USA: Gain 1 ELITES.
Mapam of Israel - USSR: Gain 1 ELITES and at the end of this focus, if USSR CONTROLS the LEVANTIAN ZONE gain 5 USSR INFLUENCE in the Middle East.
Free Officers Movement - USSR: GAMAL ABDEL NASSER spends 1 POWER. Gain 2 GOVERNMENT and at the end of this focus, if USSR CONTROLS EGYPT gain 7 USSR INFLUENCE in the Middle East.</color>
Socialist Ba'ath Party - USSR: Gain 3 USSR INFLUENCE in EGYPT, 1 USSR INFLUENCE in LEVANTIAN ZONE and gain 1 GOVERNMENT. | USA: Gain 3 GOVERNMENT.
Polisario Front - USSR: Set INFLUENCE in MOROCCAN-WESTERN SAHARIAN ZONE to 0. Chance +20% for Islamist Jihad (INFLUENCE set to 0 in one USSR CONTROLLED region in the Middle East). | USA: Reduce GOVERNMENT ALIGNMENT by 1.
Being an essential part of your strategy, all focus effects are permanent unless stated otherwise and making the most of their bonuses is one path to victory.
Policies
With this patch we have also put a lot of focus on expanding the policy side of the game. These are activated unique policy ideas usually attached to your or your opponents focuses. They are objectives to achieve and usually grant you Influence or Victory Points when completed. Here we put specific emphasis on Western and Eastern European policies updating and adding 20 in depth policies for you to achieve. Let’s look at five of these and how strategies can be built up with them:
Western Europe
Marshall Plan (USA Conditions: Doomsday at least 3 AND USA FINANCE at least 7) - USA Effect: Spend 2 FINANCE, 2 PEOPLE and 1 GOVERNMENT, gain up to 8 USA INFLUENCE in WESTERN EUROPE, restricted to regions without USSR PRESENCE.
This is a way to quickly establish a US foothold in Western Europe by laying down some much needed influence in the theater.
Founding of NATO (USA Conditions: Available from game start) - USA Effect: Set all USA CONTROLLED regions in WESTERN EUROPE to USA DOMINATED.
Combined with Marshall Plan, this can be a good way to convert the US CONTROLLED regions you can gain by making use of the extra influence from Marshall to convert those regions into dominated ones.
Finlandization (USSR Conditions: INFLUENCE is 0 in SWEDISH-FINNISH ZONE, with peace and no USA/USSR LAND/AIR units deployed there) - USSR Effect: Gain 1 VP for each USSR LAND/AIR unit deployed in MAINLAND NORWAY and NORTHWESTERN RUSSIA.
With power projection towards the Swedes and Finns, we can hold them up as an example of good neighborly cooperation.
Molotov Plan West (USSR Conditions: Doomsday at least 3 AND MOLOTOV’s Power at least 1) - USSR Effect: Spend 2 PEOPLE and 1 GOVERNMENT, gain up to 7 USSR INFLUENCE in WESTERN EUROPE restricted to regions with USSR PRESENCE.
The Soviet equivalent of the Marshall Plan devised by Foreign Minister Molotov. The USSR doesn’t require finance investment but in turn provides a smaller influence bonus and only in regions where the USSR is already established. Yet, don’t underestimate it’s impact.
COMINFORM (USSR Conditions: USSR at least 1 region with PRESENCE in WESTERN EUROPE AND ELITES at least 7 AND USA MARSHALL PLAN not enacted) - USSR Effect: Gain 3 VP and 1 USSR INFLUENCE in each region with USSR PRESENCE in WESTERN EUROPE.
As long as the Marshall Plan is not enacted, the USSR can combine the COMINFORM with the Molotov Plan West for maximum effect. French, Italian and Spanish communists unite!
Eyes Only DLC Terminal!
Our engineers have been busy adding a brand new Eyes Only suitcase terminal. To enable your Intelligence bragging rights, (1) start the game and select Options in the top right corner, then (2) Switch the Terminal Screen to the M-103X-Suitcase.
In summary, we hope you grab a few awesome focuses and policies with this update and remember the words of John F. Kennedy - "Domestic Policy can only defeat us; foreign policy can kill us". Enjoy!
II) NEW Ranked Play Mode is in production and alpha testing!
III) KIM IL-SUNG: A Communist Ideologue and Supreme Leader will rise to power like the living Sun to establish a People's Republic like never seen before and the first Communist dynasty. Or will his life be cut short and his reign curtailed by US regional power? The rise of North Korea is in final BETA testing and receiving its finalized graphical assets.
IV) Policies are getting rolled out with each new patch.
CHANGELOG
AI - MIRVIN
Fixed an issue where an error would sometimes be shown at AI focus selection
Fixed an issue where the AI would score 0 for theater selection
AI now favors slightly more policies when making choices
Fixed options being covered by MIRVIN by changing the visual hierarchy
AI logs are now more detailed to identify AI action taken for those that want to track AI behavior
Get AI Score will no longer stall the AI
GAME
Decision or Policies that block opponent's next policy are not shown when enabled for desired effect
Updated the wording for Technology and Research
Policy enactment dialog conditions now printout instantly
Policy conditions automatically are shown when entering to enact a policy
Current Focuses Description is now correctly displayed when selected and now shows local faction posture
Fixed an issue where interests icons would be missing from the mismanagement warning
Influence value displayed for Central Turkey has been repositioning
MULTIPLAYER
Network log no longer sends false positive due to disconnecting from Photon when quitting the game even in offline mode
FOCUSES
Updated the focuses text to better clarify where INFLUENCE was changed when selected
Red Telephone now has the correct effect wording
Fixed an issue where the Grandma Yacht Expedition did not correctly activate Castro
Fixed an issue where Mau Mau rebellion had the incorrect Interest icon
Updated USA focus Red Dragon Dancing from Military to Government to better reflect the relations
with Chiang Kai-shek
Turkish Straits Crisis is no longer a Government supported focus and instead is supported by the Military
Mujahideen is now Unique
Khmer Rouge is Unique
American Aid is now Unique
MAAG Vietnam was correctly set to Indochina
Clarified the description for Guddo Thermal Plant
Israel Defense Forces is now Unique
Popular Baa'th Party is now Unique
Socialist Ba'ath Party is now Unique
Free Officers Movement is now Unique
Polisario Front is now Unique
USSR Focus Tudeh Party of Iran is now Unique and fixed an issue where the wrong Region was references instead of IRAN
Mapam of Israel is now Unique and fixed an issue where this focus would rarely be triggered
Corrective Revolution is no longer a Finance supported focus and instead is supported by the Elites
POLICIES
Fixed an issue where Hellenic Resistance Policy was incorrectly set up and wouldn't fire
Added, updated and fixed: Rehabilitation of Germany, Marshall Plan, American Culturalization, Founding of NATO, European Communities, Molotov Plan West, Fifth International, Finlandization, COMINFORM, Conventional Superiority, COMECON, Eastern Rapproachment, Venona Project, Sierra-India-Oscar-Papa, Rollback, Purging the Apparatchiks, Molotov Plan East, Conventional Superiority and Regime Of Peace And Love
DECISIONS
Fixed an issue where VP loss in mismanagement notification would incorrectly have a # in the decisions
LEADERS
Fixed an issue where Tito had four abilities instead of three
GAME EDITOR
Fixed an exception given when trigger groups are deleted
Disabled NONE and ALL options for Faction in Policies editing
Policies will automatically have a DisplayTheater
Policies without display image will display a placeholder image instead of nothing
Fixed Leaders not taking into account custom timeline in case of starting timeline is set via the editor
Fixed exception due to ending turn with having used the debug menu
NEW ArgumentType InfluenceInTheater added
NEW ArgumentType UnitTypesInTheater added
OTHER
Added NEW Terminal-M-103X-Suitcase Eyes Only DLC Terminal (cosmetic)
Added in-game description of the DLCs
Added in-game DLC imagery
Updated the DLC screen
Updated the test decisions suspending a test decision blocking policies
Policy buttons in menu have the VP outlined
Fixed the wording for LOGISTICS notification
Updated the wording for Global Map
Updated Victory Point notifications
Added nuclear apocalypse logging message
Logger is now thread safe
Log files report timestamp once again - both global and current match's if available; compatible with Out Of Sync checker
Fixed a rare exception caused by the Audio manager