Cities: Skylines - TheLetterZ

Good day to you all! Here are the patch notes for the 1.9 patch coming today along with the Green Cities Expansion! Hopefully loaded with a bunch of fixes and tweaks you and your cims will enjoy!

Please remember that a major patch like this will like render some mods incompatible, this is nothing unusual but can of course be annoying, our modders are usually incredibly fast in updating their mods compability however please do practice some patience as the patch launches. For the safest Cities experience we suggest turning off your mods until they have been updated to match the latest version.

Have a great day building Green Cities!

1.9.0-f5

Paid content Green Cities expansion
Green Cities expansion
  • New commercial specialization: Organic and local produce
  • New residential specialization: Self-sufficient buildings
  • New office specialization: IT-cluster
  • New Monument
    • The Ultimate Recycling Plant
  • 6 new Unique Buildings
    • Bird & Bee Haven
    • Climate Research Station
    • Lungs of the City
    • Floating Gardens
    • Ziggurat Garden
    • Central Park
  • 14 new city service buildings
    • Geothermal Power Plant
    • Ocean Thermal Energy Conversion Plant
    • Solar Updraft Tower
    • Eco Water Outlet
    • Eco Water Treatment Plant
    • Recycling Center
    • Floating Garbage Collector
    • Community Pool
    • Sports Hall and Gymnasium
    • Yoga Garden
    • Community School
    • Institute of Creative Arts
    • Modern Technology Institute
    • Biofuel Bus Depot
  • 4 new policies
  • 3 new scenarios
  • 3 new maps
  • New Chirps
  • 6 new Steam achievements
  • New Chirper hats
Additional Concerts mini-expansion content:
Concerts mini-expansion
  • 3 new Concerts unique buildings, each of the buildings improve the effectiveness of the Festival Area in their own way
    • Media Broadcast Building
    • Music Club
    • Fan Zone Park
  • Concert DLC animations for teenagers, young adults, bluecollars, educated adults and tourists
Paid content Content Creator Pack: European Suburbia
European Suburbia DLC
  • Added European Suburbia style with 81 new low-density residential buildings
  • 5 new props
Free update for all players and DLCs owners
Cities Skylines base game
  • Electric cars for citizens
  • Noise Pollution overhaul
  • 3 new parks
    • Tropical Garden
    • Floating Cafe
    • Fishing Island
  • Info view toggling + info view for district painting
  • New trees
  • Asset Editor
    • Road modding tool
    • Floating building creation
  • Train track intersection rules
  • Need icon settings
  • Increased maximum building LOD atlas size because automatic downscaling loses DXT compression
  • Added placeable European theme buildings to other themes & vice versa when European / vanilla style is enabled
  • Added rain effect on glass material
  • Vehicle Info Panel now expand with long vehicle names to some extent
  • Fixed: Noticeable shadow acne glitch on assets within camera view during dusk/dawn
  • Fixed: "Add style" button is hard to use when using DE, FR, PL, PT, ES and RU
  • Fixed: Reset Configuration in MISC menu does not affect display settings
  • Fixed: Paradox login won't accept user's passwords
  • Fixed: Tooltip for Slope Terrain Landscaping tool has primary and secondary mouse reversed
  • Fixed: Mac - Zooming out quickly while moving the view on the city's border causes the view to go out of this border
  • Fixed: Misleading fertile and forest resource placing in Map Editor
  • Fixed: Mechanics of the Weather Probability sliders in the Theme Editor are unclear
  • Fixed: Excessively long messages in Scenario Editor become fragmented when repetitively triggered
  • Fixed: Map DLC requirement is not readable if map is selected in Content Manager
  • Fixed: Cut off text in zone building info view in EN, ES, FR, PL and PT
  • Fixed: Cut off text in district info view in DE, EN, ES, FR, PL, PT and RU
  • Fixed: Overflowing string in Medical Center description in DE
  • Fixed: Land value icon in district panel wrongly positioned
  • Fixed: Text issue in PL Citizen Happiness and Outside Connections infoviews
  • Fixed: Small overflowing text fix for DE Garbage infoview
  • Fixed: Overlapping Hospital and Water Pumping Station description in DE, ES and FR
  • Fixed: EU hospital description missing information about helicopter and helipad
  • Fixed: EU Hospital short description missing information about helipad in all languages
  • Fixed: Overflowing FR color label in transport lines overview panel
  • Fixed: Bottom line of text in Ore and Oil Industry specialization is cut off in EN, ES, FR,
  • Fixed: European Theme buildings text and tooltips are not localized in Chinese
  • Fixed: Overlapping policies text in Big Town Milestone panel in RU
  • Fixed: Cut off new unlocked policies and specialization text in Milestone Panel in DE and RU
  • Fixed: Base game industry specialization description syntax in DE is inconsistent with other languages
  • Fixed: Description of Paint and Erase 'Districts Painting Tools' are cut off in DE
  • Fixed: Typo in lightning storm chirp
  • Fixed: 'All conditions met at the same time' text is cut-off in PL scenario win/lose conditions header
  • Fixed: Some map names are not localized in DE
  • Fixed: Weekly tourist visits info overlaps with other parts of the district info screen in PL and PT
  • Fixed: Uploading an asset to workshop sometimes causing the asset to become corrupted due to wrong format version in package
  • header
  • Fixed: Cathedral of Plenitude requirements text need to be more clear
  • Fixed: Long district names are cut-off at the end while in-game
  • Fixed: There is no confirmation when changing the "Resolution" or the "Aspect Ratio" in the editors
  • Fixed: The text from the Advisor panel flickers when a notification is positioned over it
  • Fixed: The description box when saving an asset is too small preventing the entire text to be displayed and should hold more characters


  • Fixed: Advisor info text for districts is cut off for DE, FR and RU
  • Fixed: Middle points of intersections causing false overlapping detection and preventing placement even if nothing is built there
  • Fixed: Cannot create a new scenario while already inside the Scenario Editor
  • Fixed: Editors do not update load availability immediately when disabling custom assets, themes, scenarios
  • Fixed: When increasing size of Metro Station, the ground texture disappears when placing a tree or prop on the ground
  • Fixed: Pavement Path have misplaced light source on light lamps when built on slope terrain
  • Fixed: Painting Districts in Natural Resources map mode should be allowed
  • Fixed: The user should have the option to toggle between the "white" and the "normal" view when building a new building
  • Fixed: Missing public transport line tooltip preview when switching / hovering over different transport line thumbnail
  • Fixed: Building elevated road and tracks over zoned buildings not highlight removed zone grid
  • Fixed: Unable to easily relocate some of the public transport buildings if parts of it overlap the original location
  • Fixed: Opening Bulldozer while relocating a building causes tooltip to get stuck
  • Fixed: Weather Probabilities percentage number shows 100% despite slider being set at 0%
  • Fixed: Transport tool getting messed up when deleting the line that is currently being edited
  • Fixed: Duplicate prefab errors when having the same pillar in multiple elevations
  • Fixed: Keymapping for Toggle Snapping keys doesn't reset after using "Reset Key Mapping" option
Snowfall expansion
  • Fixed: The Studded Tires policy does not mention its cost in its tooltip
  • Fixed: No tutorial for snow clearing or heating
Natural Disasters expansion
  • Fixed: Users are able to change random disasters settings in the menu, but it has no effect on the game while playing scenario
  • Tsunami buoy uses the new floating building system
  • Fixed: Tank Reservoir long description text overflow the window and cover Water and Electricity usage in ES
  • Fixed: The Disaster Response Unit does not send out helicopters when all other vehicles are in use
  • Fixed: Fire Department Helicopters are pouring out water while moving between trees on fire
Mass Transit expansion
  • Fixed: User can construct steep cable car cables connections resulting with multiple issues
  • Fixed: Elevated Cable Car Cables can overlap slightly when built close to each other
  • Fixed: Inconsistent Mass Transit DLC highways noise pollution and radius values
  • Fixed: Player can snap ferry related assets to underwater canals
Concerts mini-expansion
  • Fixed: Grammar error in premium studio autotune chirp
  • Fixed: Typo in NESTOR earworm chirp
Cities: Skylines - TheLetterZ

Good day to you all! Here are the patch notes for the 1.9 patch coming today along with the Green Cities Expansion! Hopefully loaded with a bunch of fixes and tweaks you and your cims will enjoy!

Please remember that a major patch like this will like render some mods incompatible, this is nothing unusual but can of course be annoying, our modders are usually incredibly fast in updating their mods compability however please do practice some patience as the patch launches. For the safest Cities experience we suggest turning off your mods until they have been updated to match the latest version.

Have a great day building Green Cities!

1.9.0-f5

Paid content Green Cities expansion
Green Cities expansion
  • New commercial specialization: Organic and local produce
  • New residential specialization: Self-sufficient buildings
  • New office specialization: IT-cluster
  • New Monument
    • The Ultimate Recycling Plant
  • 6 new Unique Buildings
    • Bird & Bee Haven
    • Climate Research Station
    • Lungs of the City
    • Floating Gardens
    • Ziggurat Garden
    • Central Park
  • 14 new city service buildings
    • Geothermal Power Plant
    • Ocean Thermal Energy Conversion Plant
    • Solar Updraft Tower
    • Eco Water Outlet
    • Eco Water Treatment Plant
    • Recycling Center
    • Floating Garbage Collector
    • Community Pool
    • Sports Hall and Gymnasium
    • Yoga Garden
    • Community School
    • Institute of Creative Arts
    • Modern Technology Institute
    • Biofuel Bus Depot
  • 4 new policies
  • 3 new scenarios
  • 3 new maps
  • New Chirps
  • 6 new Steam achievements
  • New Chirper hats
Additional Concerts mini-expansion content:
Concerts mini-expansion
  • 3 new Concerts unique buildings, each of the buildings improve the effectiveness of the Festival Area in their own way
    • Media Broadcast Building
    • Music Club
    • Fan Zone Park
  • Concert DLC animations for teenagers, young adults, bluecollars, educated adults and tourists
Paid content Content Creator Pack: European Suburbia
European Suburbia DLC
  • Added European Suburbia style with 81 new low-density residential buildings
  • 5 new props
Free update for all players and DLCs owners
Cities Skylines base game
  • Electric cars for citizens
  • Noise Pollution overhaul
  • 3 new parks
    • Tropical Garden
    • Floating Cafe
    • Fishing Island
  • Info view toggling + info view for district painting
  • New trees
  • Asset Editor
    • Road modding tool
    • Floating building creation
  • Train track intersection rules
  • Need icon settings
  • Increased maximum building LOD atlas size because automatic downscaling loses DXT compression
  • Added placeable European theme buildings to other themes & vice versa when European / vanilla style is enabled
  • Added rain effect on glass material
  • Vehicle Info Panel now expand with long vehicle names to some extent
  • Fixed: Noticeable shadow acne glitch on assets within camera view during dusk/dawn
  • Fixed: "Add style" button is hard to use when using DE, FR, PL, PT, ES and RU
  • Fixed: Reset Configuration in MISC menu does not affect display settings
  • Fixed: Paradox login won't accept user's passwords
  • Fixed: Tooltip for Slope Terrain Landscaping tool has primary and secondary mouse reversed
  • Fixed: Mac - Zooming out quickly while moving the view on the city's border causes the view to go out of this border
  • Fixed: Misleading fertile and forest resource placing in Map Editor
  • Fixed: Mechanics of the Weather Probability sliders in the Theme Editor are unclear
  • Fixed: Excessively long messages in Scenario Editor become fragmented when repetitively triggered
  • Fixed: Map DLC requirement is not readable if map is selected in Content Manager
  • Fixed: Cut off text in zone building info view in EN, ES, FR, PL and PT
  • Fixed: Cut off text in district info view in DE, EN, ES, FR, PL, PT and RU
  • Fixed: Overflowing string in Medical Center description in DE
  • Fixed: Land value icon in district panel wrongly positioned
  • Fixed: Text issue in PL Citizen Happiness and Outside Connections infoviews
  • Fixed: Small overflowing text fix for DE Garbage infoview
  • Fixed: Overlapping Hospital and Water Pumping Station description in DE, ES and FR
  • Fixed: EU hospital description missing information about helicopter and helipad
  • Fixed: EU Hospital short description missing information about helipad in all languages
  • Fixed: Overflowing FR color label in transport lines overview panel
  • Fixed: Bottom line of text in Ore and Oil Industry specialization is cut off in EN, ES, FR,
  • Fixed: European Theme buildings text and tooltips are not localized in Chinese
  • Fixed: Overlapping policies text in Big Town Milestone panel in RU
  • Fixed: Cut off new unlocked policies and specialization text in Milestone Panel in DE and RU
  • Fixed: Base game industry specialization description syntax in DE is inconsistent with other languages
  • Fixed: Description of Paint and Erase 'Districts Painting Tools' are cut off in DE
  • Fixed: Typo in lightning storm chirp
  • Fixed: 'All conditions met at the same time' text is cut-off in PL scenario win/lose conditions header
  • Fixed: Some map names are not localized in DE
  • Fixed: Weekly tourist visits info overlaps with other parts of the district info screen in PL and PT
  • Fixed: Uploading an asset to workshop sometimes causing the asset to become corrupted due to wrong format version in package
  • header
  • Fixed: Cathedral of Plenitude requirements text need to be more clear
  • Fixed: Long district names are cut-off at the end while in-game
  • Fixed: There is no confirmation when changing the "Resolution" or the "Aspect Ratio" in the editors
  • Fixed: The text from the Advisor panel flickers when a notification is positioned over it
  • Fixed: The description box when saving an asset is too small preventing the entire text to be displayed and should hold more characters


  • Fixed: Advisor info text for districts is cut off for DE, FR and RU
  • Fixed: Middle points of intersections causing false overlapping detection and preventing placement even if nothing is built there
  • Fixed: Cannot create a new scenario while already inside the Scenario Editor
  • Fixed: Editors do not update load availability immediately when disabling custom assets, themes, scenarios
  • Fixed: When increasing size of Metro Station, the ground texture disappears when placing a tree or prop on the ground
  • Fixed: Pavement Path have misplaced light source on light lamps when built on slope terrain
  • Fixed: Painting Districts in Natural Resources map mode should be allowed
  • Fixed: The user should have the option to toggle between the "white" and the "normal" view when building a new building
  • Fixed: Missing public transport line tooltip preview when switching / hovering over different transport line thumbnail
  • Fixed: Building elevated road and tracks over zoned buildings not highlight removed zone grid
  • Fixed: Unable to easily relocate some of the public transport buildings if parts of it overlap the original location
  • Fixed: Opening Bulldozer while relocating a building causes tooltip to get stuck
  • Fixed: Weather Probabilities percentage number shows 100% despite slider being set at 0%
  • Fixed: Transport tool getting messed up when deleting the line that is currently being edited
  • Fixed: Duplicate prefab errors when having the same pillar in multiple elevations
  • Fixed: Keymapping for Toggle Snapping keys doesn't reset after using "Reset Key Mapping" option
Snowfall expansion
  • Fixed: The Studded Tires policy does not mention its cost in its tooltip
  • Fixed: No tutorial for snow clearing or heating
Natural Disasters expansion
  • Fixed: Users are able to change random disasters settings in the menu, but it has no effect on the game while playing scenario
  • Tsunami buoy uses the new floating building system
  • Fixed: Tank Reservoir long description text overflow the window and cover Water and Electricity usage in ES
  • Fixed: The Disaster Response Unit does not send out helicopters when all other vehicles are in use
  • Fixed: Fire Department Helicopters are pouring out water while moving between trees on fire
Mass Transit expansion
  • Fixed: User can construct steep cable car cables connections resulting with multiple issues
  • Fixed: Elevated Cable Car Cables can overlap slightly when built close to each other
  • Fixed: Inconsistent Mass Transit DLC highways noise pollution and radius values
  • Fixed: Player can snap ferry related assets to underwater canals
Concerts mini-expansion
  • Fixed: Grammar error in premium studio autotune chirp
  • Fixed: Typo in NESTOR earworm chirp
Oct 19, 2017
Dungeon Of Zaar - Open Beta - DungeonofZaar


Hello Explorers!
Your are welcome to join our official Discord server!

**Join Dungeon of Zaar Discord**

You'll be able to discuss about the game, and find online opponents here. Hope you'll like i!

Thanks!


Oct 19, 2017
Dungeon Of Zaar - Open Beta - DungeonofZaar


Hello Explorers!
Your are welcome to join our official Discord server!

**Join Dungeon of Zaar Discord**

You'll be able to discuss about the game, and find online opponents here. Hope you'll like i!

Thanks!


Community Announcements - Haones


Валькионская Федерация принесла радостную весть! За выполнение Приказов Авангарда появятся новые дополнительные награды, которые позволят героям развиваться и усиливать свою экипировку быстрее.

Многие приказы обзаведутся новой наградой: Свидетельство перемен. Так же другие награды будут добавлены за приказы на победу на аренах.

Подробности читайте в специальной новости на сайте игры.

С уважением, команда TERA Россия.
Sailaway - The Sailing Simulator - TIC_Kay
Hello Pioneers!

We’re excited to share what is becoming Sailaway’s biggest race to date!

Elpatron, one of our most dedicated race creators, has set up a huge race to mirror this year’s Volvo Ocean Race. Since 1973, the Volvo Ocean Race has provided the ultimate challenge to the world’s greatest sailors and is often described as the longest and toughest professional sporting event in the world.

The key details of the race are below but to join the discussion and for information and registration please visit the dedicated race thread on the community races forum. Currently there are over 40 captains registered to take part but you can also drop in on the day!

The Volvo Ocean Race 2017-18 Leg 1
Sunday 22nd October – 14:00 BST / 13:00 CEST / 06:00 PDT / 22:00 JST
Est. Race Distance: 1380NM
Est. Race Time: 9 Days

The first leg of the Volvo Ocean Race takes place from Alicante to Lisbon and the Sailaway race will run parallel to the real race!
You can find the race under Activities/Races/Player Created Races in the in-game menu.

You can also join the race's Discord channel here: https://discordapp.com/invite/QmVDveT


Screenshot credit goes to FrankBlack78

As you may have seen in yesterday’s update, we specifically addressed online stability with large numbers of boat so that this race will be the best it can be! See the full details of yesterday's update here.

Make sure to share your progress on Twitter and Facebook, and the Steam Forums - we'd love to hear what you think and how you got on!

Happy sailing!
The Sailaway Team
Sailaway - The Sailing Simulator - TIC_Kay
Hello Pioneers!

We’re excited to share what is becoming Sailaway’s biggest race to date!

Elpatron, one of our most dedicated race creators, has set up a huge race to mirror this year’s Volvo Ocean Race. Since 1973, the Volvo Ocean Race has provided the ultimate challenge to the world’s greatest sailors and is often described as the longest and toughest professional sporting event in the world.

The key details of the race are below but to join the discussion and for information and registration please visit the dedicated race thread on the community races forum. Currently there are over 40 captains registered to take part but you can also drop in on the day!

The Volvo Ocean Race 2017-18 Leg 1
Sunday 22nd October – 14:00 BST / 13:00 CEST / 06:00 PDT / 22:00 JST
Est. Race Distance: 1380NM
Est. Race Time: 9 Days

The first leg of the Volvo Ocean Race takes place from Alicante to Lisbon and the Sailaway race will run parallel to the real race!
You can find the race under Activities/Races/Player Created Races in the in-game menu.

You can also join the race's Discord channel here: https://discordapp.com/invite/QmVDveT


Screenshot credit goes to FrankBlack78

As you may have seen in yesterday’s update, we specifically addressed online stability with large numbers of boat so that this race will be the best it can be! See the full details of yesterday's update here.

Make sure to share your progress on Twitter and Facebook, and the Steam Forums - we'd love to hear what you think and how you got on!

Happy sailing!
The Sailaway Team
Oct 19, 2017
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir.



As readers have probably guessed, the Battanians are inspired by the Celtic peoples of Western Europe - in particular, the Picts, Irish, and Welsh of the early medieval era. So we'd like to take this chance to discuss how history influences our design. Mount and Blade's Calradia is a low-fantasy setting that we think gains from cleaving fairly closely to history. Our physics-based combat system, for example, gives a well-balanced sword or a hard-hitting axe the characteristics that you'd expect by looking at it. A murderous-looking ascent up a cliffside to assault a fort should be murderous in the game, thanks to an engine that gives defenders the ability to rain down rocks and arrows on attacking forces.

Because of this design philosophy, we try not to introduce any social institutions that would be impossible to find in the technological and economic setting we describe. But we also don't mind borrowing a bit from other times and places outside our core setting, the 10th and 11th centuries. For example, the Dark Age Celts built some mysterious and majestic structures, like massive roundhouses and complex concentric fortresses, but did not build major cities. By then, they'd been pushed back to the margins of Europe, where big cities were hard to sustain. Back in Caesar's day, however, the Celts still lived closer to the economic heart of the continent and created impressive towns known as oppida on key trade routes. So you won't find an exact archaeological antecedent for our Battanian settlements, which mix later Celtic architecture with earlier Celtic town layout. But we think the result will be both visually impressive and credible, sort of an alternate version of how Celtic settlements could have evolved had history been slightly different.



Lots of our characters, too, are based on history - or legends, at least. For example, the Battanian king Caladog is partially inspired by Gruffydd ap Llywellyn, who dominated much of Wales in the 11th century. He was a very colourful figure, ruthless yet possessed of a wicked sense of humour. He is famous for quipping, when accused of having killed off all his competitors for the kingship, "I merely blunt the horns of Wales' sons lest they injure their mother." The charismatic silver-tongued rogue, who'd steal your cattle and then extemporise a poem about it: this was a bit of stereotype of Celts among the English at the time. It's actually a common view that inhabitants of peaceful but despotic kingdoms held of tribal peoples who had a strong oral tradition and enjoyed freedom but little security. Boastful, cunning, resourceful, but perhaps a tad too cussed and individualistic for their own good -- the Battanians aren't an efficient conquering machine like some of their neighbours, but no one makes war with more flair.

Bannerlord gives us some new features to bring out the uniqueness of its cultures, but we're especially excited about minor factions - mercenaries, nomads and outlaw leagues that have their own agendas that aren't part of the struggle for power. One of the Battanian minor factions is the Wolfskins - a society of young warriors who have left their clans to live a life of freedom (and violence) in the woods. So long as they live 'as wolves' - eating no cooked meat, sleeping under no roof, and wearing no woven cloth - they are exempt from the laws of men. The Wolfskins are inspired by the Fianna, a fighting brotherhood who were the stars of a major Irish saga. It treats them as heroes, but they also have a dark side, extorting money from clans who are interested in mundane things like marriage and crops and don't have time to fight all the time. Simon Young, a historian who wrote a brilliantly entertaining reconstruction of "darkest Britain," AD 500, suggests that the Fianna may in reality have given rise to legends of werewolves. The Code of the Wolf however is our own invention.



In next week’s blog we will be talking with Technical Artist, Gökalp Doğan. If you have a question you would like to ask him please leave a reply in the comments and we will pick one out for him to answer.

Discuss this blog post HERE



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Twitter


Website
Facebook
Twitter
YouTube
Twitch
Oct 19, 2017
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir.



As readers have probably guessed, the Battanians are inspired by the Celtic peoples of Western Europe - in particular, the Picts, Irish, and Welsh of the early medieval era. So we'd like to take this chance to discuss how history influences our design. Mount and Blade's Calradia is a low-fantasy setting that we think gains from cleaving fairly closely to history. Our physics-based combat system, for example, gives a well-balanced sword or a hard-hitting axe the characteristics that you'd expect by looking at it. A murderous-looking ascent up a cliffside to assault a fort should be murderous in the game, thanks to an engine that gives defenders the ability to rain down rocks and arrows on attacking forces.

Because of this design philosophy, we try not to introduce any social institutions that would be impossible to find in the technological and economic setting we describe. But we also don't mind borrowing a bit from other times and places outside our core setting, the 10th and 11th centuries. For example, the Dark Age Celts built some mysterious and majestic structures, like massive roundhouses and complex concentric fortresses, but did not build major cities. By then, they'd been pushed back to the margins of Europe, where big cities were hard to sustain. Back in Caesar's day, however, the Celts still lived closer to the economic heart of the continent and created impressive towns known as oppida on key trade routes. So you won't find an exact archaeological antecedent for our Battanian settlements, which mix later Celtic architecture with earlier Celtic town layout. But we think the result will be both visually impressive and credible, sort of an alternate version of how Celtic settlements could have evolved had history been slightly different.



Lots of our characters, too, are based on history - or legends, at least. For example, the Battanian king Caladog is partially inspired by Gruffydd ap Llywellyn, who dominated much of Wales in the 11th century. He was a very colourful figure, ruthless yet possessed of a wicked sense of humour. He is famous for quipping, when accused of having killed off all his competitors for the kingship, "I merely blunt the horns of Wales' sons lest they injure their mother." The charismatic silver-tongued rogue, who'd steal your cattle and then extemporise a poem about it: this was a bit of stereotype of Celts among the English at the time. It's actually a common view that inhabitants of peaceful but despotic kingdoms held of tribal peoples who had a strong oral tradition and enjoyed freedom but little security. Boastful, cunning, resourceful, but perhaps a tad too cussed and individualistic for their own good -- the Battanians aren't an efficient conquering machine like some of their neighbours, but no one makes war with more flair.

Bannerlord gives us some new features to bring out the uniqueness of its cultures, but we're especially excited about minor factions - mercenaries, nomads and outlaw leagues that have their own agendas that aren't part of the struggle for power. One of the Battanian minor factions is the Wolfskins - a society of young warriors who have left their clans to live a life of freedom (and violence) in the woods. So long as they live 'as wolves' - eating no cooked meat, sleeping under no roof, and wearing no woven cloth - they are exempt from the laws of men. The Wolfskins are inspired by the Fianna, a fighting brotherhood who were the stars of a major Irish saga. It treats them as heroes, but they also have a dark side, extorting money from clans who are interested in mundane things like marriage and crops and don't have time to fight all the time. Simon Young, a historian who wrote a brilliantly entertaining reconstruction of "darkest Britain," AD 500, suggests that the Fianna may in reality have given rise to legends of werewolves. The Code of the Wolf however is our own invention.



In next week’s blog we will be talking with Technical Artist, Gökalp Doğan. If you have a question you would like to ask him please leave a reply in the comments and we will pick one out for him to answer.

Discuss this blog post HERE



Facebook
Twitter


Website
Facebook
Twitter
YouTube
Twitch
Devoid of Shadows - Arslogica
Hi folks,

We are happy to inform, that on the next week global update for Devoid of Shadows will be released. We fully replaced pathfinding system for heroes and monsters, added hotkeys, new animations for heroes, updated battle system and fixed a lot of bugs. And we added new English localization too. Now we are completeting testing and preparing to release new build for all of you!

Also, on the occasion of the Devoid of Shadows updated version release, the cost of the game will be reduced by 60%!
...