Nearly there! It’s been a lot of work, but finally Tropico 6 is ready for release on March 29, 2019.
As owner and CEO of Kalypso Media, the hugely positive feedback from the Tropico community has been truly overwhelming for me, and I can promise you that everyone on Team Tropico will keep working hard all the way to launch and beyond in order to incorporate and realize as many of your requests as possible.
Since the start of the beta last fall, we’ve already implemented a lot of the features and improvements you’ve been looking for into the game, and as a fan of El Presidente, I must say that I now consider Tropico 6 to be the best and most comprehensive game in the series.
Along with the island archipelagos, world wonders, bridges and tunnels and new transport options planned from the very beginning, we have been really focusing on player feedback, improving and adding features like more extensive tool tips, better balancing, expanded hotkey and keybinding options, a completely redesigned trading menu, warfare and additional content (such as maps, buildings and edicts) over recent months.
For a sandbox player like me, these quality-of-life improvements make it so much easier to build a large Caribbean state on several islands – and I can even adapt the maximum population density to my hardware setup.
I’m continually amazed at just how complex Tropico 6 is. Every single citizen is individually simulated, and it requires a high degree of technical know-how to program the artificial intelligence behind this so that it runs smoothly on standard computers with average processors and graphics cards.
I would like to give a quick shout out at this point to our partners at Intel, AMD and Nvidia, who have supported us greatly during development.
But, we also have to be honest. Even though we think the game has now become very good, we will not be able to consider every single suggestion and wish before release.
We’ve already developed a long-term plan beyond the initial release to add new features to make Tropico 6 even better. Especially in multiplayer mode there will be many improvements like lobbies, savegames and an expanded diplomacy system. We are also working on improving the RMG map editor for endless sandbox map creation and more variety (e.g. volcanos). In addition, we are developing an in-game map editor to support user-built maps. An extended bus-route system and improved superpower options are also planned, along with many other small improvements.
One thing we unfortunately won’t be able to deliver at release on March 29th is a 100% working version for Mac OS. During performance tests, we noticed that the game doesn’t run smoothly enough on a few older Macs. Since I play Tropico 6 on an older MacBook Pro myself (and it does run), I have now insisted that we provide a preview version for Mac OS with all the features of the full game on Steam on launch day – with the full version available soon for the Mac App Store as well.
I know it’s not perfect, and we promised a simultaneous release on PC and Mac, but it wouldn’t be fair to deliver the current version as the “final” Tropico 6 on Mac if it doesn’t work or suffers from poor performance on a few systems, especially if they meet our specified system requirements.
In just a few days, you can see our new vision of Tropico for yourself. We’re all very excited – but we also know that we will continue to work on the game to make it perfect. Please don’t hesitate to send us your feedback and suggestions, we listen to each and every one.
We wish you lots of fun on your (mis)adventures in Tropico 6, and hope you will continue to support us (and El Presidente) on our journey!
Yours sincerely and thankfully, Simon Hellwig – Owner and Managing Director of Kalypso Media Group
Nearly there! It’s been a lot of work, but finally Tropico 6 is ready for release on March 29, 2019.
As owner and CEO of Kalypso Media, the hugely positive feedback from the Tropico community has been truly overwhelming for me, and I can promise you that everyone on Team Tropico will keep working hard all the way to launch and beyond in order to incorporate and realize as many of your requests as possible.
Since the start of the beta last fall, we’ve already implemented a lot of the features and improvements you’ve been looking for into the game, and as a fan of El Presidente, I must say that I now consider Tropico 6 to be the best and most comprehensive game in the series.
Along with the island archipelagos, world wonders, bridges and tunnels and new transport options planned from the very beginning, we have been really focusing on player feedback, improving and adding features like more extensive tool tips, better balancing, expanded hotkey and keybinding options, a completely redesigned trading menu, warfare and additional content (such as maps, buildings and edicts) over recent months.
For a sandbox player like me, these quality-of-life improvements make it so much easier to build a large Caribbean state on several islands – and I can even adapt the maximum population density to my hardware setup.
I’m continually amazed at just how complex Tropico 6 is. Every single citizen is individually simulated, and it requires a high degree of technical know-how to program the artificial intelligence behind this so that it runs smoothly on standard computers with average processors and graphics cards.
I would like to give a quick shout out at this point to our partners at Intel, AMD and Nvidia, who have supported us greatly during development.
But, we also have to be honest. Even though we think the game has now become very good, we will not be able to consider every single suggestion and wish before release.
We’ve already developed a long-term plan beyond the initial release to add new features to make Tropico 6 even better. Especially in multiplayer mode there will be many improvements like lobbies, savegames and an expanded diplomacy system. We are also working on improving the RMG map editor for endless sandbox map creation and more variety (e.g. volcanos). In addition, we are developing an in-game map editor to support user-built maps. An extended bus-route system and improved superpower options are also planned, along with many other small improvements.
One thing we unfortunately won’t be able to deliver at release on March 29th is a 100% working version for Mac OS. During performance tests, we noticed that the game doesn’t run smoothly enough on a few older Macs. Since I play Tropico 6 on an older MacBook Pro myself (and it does run), I have now insisted that we provide a preview version for Mac OS with all the features of the full game on Steam on launch day – with the full version available soon for the Mac App Store as well.
I know it’s not perfect, and we promised a simultaneous release on PC and Mac, but it wouldn’t be fair to deliver the current version as the “final” Tropico 6 on Mac if it doesn’t work or suffers from poor performance on a few systems, especially if they meet our specified system requirements.
In just a few days, you can see our new vision of Tropico for yourself. We’re all very excited – but we also know that we will continue to work on the game to make it perfect. Please don’t hesitate to send us your feedback and suggestions, we listen to each and every one.
We wish you lots of fun on your (mis)adventures in Tropico 6, and hope you will continue to support us (and El Presidente) on our journey!
Yours sincerely and thankfully, Simon Hellwig – Owner and Managing Director of Kalypso Media Group
👍 I am grateful to everyone who wrote me comments, I write down all of them in the TODO list and will do it as soon as possible. And I am grateful to everyone who support me, thanks to you, I can made a lot of free updates.
🎯 I just uploaded the following improvements:
☑ Clothing menu was changed ☑ Hard strap dressing ☑ Little Secret III dressing ☑ French Maid Costume
I am still working on new levels and improvements:
📌 more sex acts 📌 more clothing 📌 attack, defend, and hp boost pick ups 📌 things to collect as well like notes when u break a certain item telling about the girls lives and how they got to where they are now 📌 shift and ctrl for addition attacks 📌 VSync 📌 Physics for male organs 📌 Belts, straps...
💬I am doing my best to make a good game, with nice graphic and interesting functionality and I really need your help and feedback, I need help of my community. Only you know what exactly you would like to have in this game. May be some functions are not enough good or are missing something important. I would appreciate your feedback and advises. Feel free to create new discussions and post comments )
We’re happy to share some fresh news about Police Stories development.
Level Editor
Right now we’re working on the Level Editor. It will be available for Windows as a separate free application and will feature Steam Workshop integration. We really hope you will have a lot of fun sharing your creations and playing community created levels!
The plan is to ship the editor with the base game on release, but we don’t have any hard release date just yet.
Nintendo Switch
We’re almost done with the Nintendo Switch port! It took us a bit more time to polish everything and make some final changes. But we’ve made sure to provide the best portable experience. The Nintendo Switch version will be slightly different from the PC version of the game: it will feature only a couch co-op, but you’ll be able to play with just one Joy-Con.
We will make an official announcement once we have an eShop page and a new trailer ready.
What’s next?
Now we need to add sprint animations for suspects
Apart from the Level Editor we’ve finalized all the main parts of the game. What we have to do now is put them all together. Currently we’re working on implementing tutorial tips and story cutscenes. Police Stories will not only provide a tactical action, but will also keep you engaged till the very end with a detective story full of twists! We’ve also listened to your feedback and added more depth to AI behaviour. Suspects might now try to avoid open confrontation and leave the room to find a more advantageous position for the firefight.
We’re expecting that we will need 2 more months to implement all the features and finish language localization.
P. S.
Thanks to everyone who played Police Stories during PAX South this January. It was a great deal of fun!
Patch Updates: Currently, the plan is to release a Hotfix today (March 22nd), Open Beta update on March 27th and Stable Release April 3rd. We will let you know if this changes further, thanks all for your patience!
Hey! Thanks for dropping by on the steam page, I'm Pascal from Orangepixel and this is just a quick first message to announce that I'm working towards doing a public-beta somewhere in the coming weeks.
If you want in on that Public Beta, then please drop by on http://discord.gg/orangepixel and idle around a bit (or chat!) and I'll do the beta info there once I have it.
I'm still sorting out a bunch of things for it and figure out the best way of handling the beta and the feedback, so be a little patient, but it's coming!
There are also video devlogs and updates over at my youtube channel, so if you want to read some more on what's going on behind the scenes of creating this game, then drop by on Youtube!
After reading your feedback from our earlier announcement of the upcoming ED Miles loyalty program, we have modified our plans to better support our clients with Bonus Program points. Rather than have Bonus Program points expire at the launch of the ED Miles, we will allow Bonus Program points to expire one year from their earning or until March 31st, 2020, whichever comes first. This will allow all clients to use their Bonus Program points for up to one year since the points were earned. Additionally, you can get up to 30% off DCS World e-Shop purchases using your Bonus Points during the week before the launch of ED Miles. This will include all developers taking part in the Bonus Program.
Crash Reporting Tool As some of you may have experienced already, we have added a function to the core of DCS World to submit information directly the Eagle Dynamics Team. When a crash occurs in DCS World, a window will pop up, and allow you to send the required logs and associated files to the team, as well as a message describing the issue.
Why should you take part? This is a great way to add another layer of support to DCS World in order to catch and fix major blocking issues, especially those that take part in Open Beta Testing. DCS World will recognize that a crash has occurred, and collect the required files and logs needed for the ED Team to identify and fix the issue. These files can be logs, tracks and crash files.
What do I need to do to use this feature? In the unfortunate event that you do experience a crash, DCS World will collect all the files on its own, in the window that pops up, you will see a comment box. To the best of your knowledge, try to describe, or give steps to repeat the crash you experienced, if you are using any modifications (ranging from custom aircraft to a simple LUA edit). Once you have fully described the issue you experienced, just hit submit. That's it. No collecting the files yourself, posting on the forums, etc.
What is ED collecting from me? You can see for yourself what you are sending to ED, by clicking on the "Open in Explorer" you will see the files being submitted to us.
After submitting, what is next? For you, really nothing. If you want to open a support ticket or a forum thread about the issue, you can, but it shouldn't be needed. For us, we will examine everything given, and try to decide what the best course of action is for DCS World, whether it's a hotfix or information about other issues, such as a bad modification.
While this isn't as exciting as a new aircraft, or new gameplay feature, it's a very important and powerful tool to make sure that DCS World remains as stable and playable as possible. Being able to act on major issues as those reported by this feature, make the turnaround time for an action to fix major issues much less. For those of you that take the time to report and provide information on DCS World, we appreciate all that you do to try and help make DCS World better. We hope that a feature like this helps you help DCS World grow and improve going forward.
Patch Updates Currently, the plan is to release a Hotfix today (March 22nd), Open Beta update on March 27th and Stable Release April 3rd. We will let you know if this changes further, thanks all for your patience!
what do you know, it’s Friday already and it’s time for our weekly Weekend patch! One of our main focuses during Early Access is to constantly improve the gameplay. We want matches to feel action-packed and balanced, and we want mechanics that allow players to improve their strategy and show their skills.
To do that we’ve focused on improving the Lane Tower and Nexus mechanics. Towers can now no longer reload while there are enemy troops nearby. This allows players to effectively lay siege to towers by having a long-term plan of attack and allows for a lot more interesting strategies. The Nexus has double ammo and is now much stronger at holding off an initial push, but it lost its reload ability and so cannot save you from a losing position forever.
Besides these main gameplay changes we’ve also added some visual indicators to Towers and Nexus and improved the readability of energy and ammo bars with some visual effects. Check out the full changelist here:
Balancing
Base Buildings
* “Nexus” does not reload ammo anymore * “Nexus” ammo increased by 200% across the board * “Nexus” stage 3 multi-shot ability removed * “Lane Tower” does not reload ammo while under siege anymore * “Lane Tower” and “Nexus” no longer interact with unit energy system * "Lane Tower" recapture cooldown time reduced by 30%
Base Buildings (Stone)
* Stage 1 & 2 “Nexus” splash damage increased from 8 to 30 * Stage 1 & 2 “Nexus” single target damage increased from 60 to 110 * Stage 1 “Nexus” splash radius increased from 1.0 to 1.25 * Stage 2 “Nexus” splash radius increased from 1.25 to 1.5 * Stage 1 “Lane Tower” single target damage increased from 70 to 100 * Stage 2 “Lane Tower” single target damage increased from 80 to 100 * Stage 1 “Lane Tower” splash damage increased from 5 to 25 * Stage 2 “Lane Tower” splash damage increased from 5 to 25 * Stage 1 “Lane Tower” splash radius increased from 1.0 to 1.25 * Stage 2 “Lane Tower” splash radius increased from 1.25 to 1.5 * Stage 1 & 2 “Lane Tower” maximum ammo reduced from 9 to 6
Miscellaneous
* Changed the unit’s energy bar color to yellow * Added visual feedback for gaining and losing energy in the energy bar * Reduced likelihood of matching against bots in Stone and Bronze tiers * Added an icon that indicates Lane Tower or Nexus is out of ammo * Added an Icon that indicates that Towers don’t reload ammo while under siege * Fixed a bug that prevented “Skeleton Archers” echoing shot
Also, because many players are wondering: We’re constantly working on other major features (like 2v2) behind the scenes and we are super excited about adding these as well. We don’t have a fixed date yet but we will definitely have more information on that next week!
We think this week’s gameplay changes will lead to much more exciting and fun games and we’re really curious to hear how you guys like it, so please give it a whirl and let us know what you think!