Here comes the first anniversary of Paper Dolls: Original. To celebrate the memorable moment the game will be 50% off from 7:00am Apr 23 PST, and the sale will last for two weeks.
Thank you for your love and support. Hope you enjoy Paper Dolls!
We are super excited to announce that Black Book is coming to Kickstarter on May 5th. Furthermore, it’s coming with a playable Prologue available on Steam the same day!
The Prologue is a full-fledged chapter that depicts Vasilisa becoming a sorceress. It lets you follow Black Book’s storyline from the very beginning and dive into the gameplay before full release — core mechanics remain the same.
Begin your adventure, collect and combine cards to create unique devastating spells and fight infernal creatures from Slavic folktales: various demons and devils. Will you subdue or submit to the evil? That depends on how wisely you choose your weapon.
Looking forward to this dangerous adventure filled with mysteries? Then follow us on social media and stay updated: in that case we can guarantee you don’t miss anything!
Added values to Globes/Bar on the UI.Added Resistance to all endgame enemies.Added a Resistance Tooltip to enemies.Reduced volume on Phoenix Fireballs.Reduced volume on Goblin Shaman Icestorm.Reduced volume on Goblin Gladiator Attacks.Removed Portal to Sanctum Sanctorum from Domum Port.Added Endless Floor current level to World Map.Skills on your hotbar gain some xp on kill. Updated the Shrine system. Improved Lighting and some assets in most zones. Baked Production Lighting in every zone.Updated minimaps. Added a Tab Overlay Map.Added a Transparency Slider for Tab Overlay Map in Gameplay Options.Passive Tree Icon flashes when you have points to spend.Added ilvl to item tooltip.Doubled HP of all Bosses (excluding Act 1).
Bug Fixes
Updated Crescent Kick animation to be more fluid.Unique Items no longer retain their effect upon being unequipped.Fireball Passive can no longer be bugged to hit multiple times.Changed "Lightning Storm" to Thunderstorm on tooltip.Phoenix no longer has a melee "dead zone".Hardcore tag persists.Cosmetic Pets shouldn't get in the way anymore.Cannot name characters the same as a current save game name.Passive Tree correctly "saves" node state. Passive Tree nodes cannot be taken prematurely. On hit stats (mana shield on hit etc.) has been fixed.Dragons Touch can now be crafted.New stats persist between zones.Hexlord shows up properly in Character Stats.
- New hidden rooms in early game areas - New Enemy that scales heavily with the mode difficulties - InGame mod room for game mechanic adjustments - InGame Acrophobia mod to remove fall damage for -10% energy - InGame Nav-Gear PSI Shield mod to show Uplink and Portal direction for -20% energy - InGame Challenger mod to increase difficulty for +10% energy (scales with NG+/++) - InGame Pirate Orb PSI Shield mod to loot direction and mimics for -30% energy - Warning at final encounter entrance to complete open tasks before entering. - New item and enemy placements - Additional story clou signs and messages
Audio & Visuals:
- New progression hints and messages - Improved crafting requirement visibility - New bullet impact and enemey destruction effects - New blaster and laser audio fx - More audio fx variety - Charger skill and crafting highlight - New Ninja area high agility requirement warning - Office mail arrows lowered - Use PSI Shield to avoid fall damage message - Cryomod map sign added - Gamepad hint added to use R-Stick to fire - Oxygen refill station hint bubbles added - New world display animations added - Improved audio fx volume balancing - Improved decent screenshake for near explosions - Reduced screenshake for incoming damage
Controls:
- B Button to Exit inventory and menus - Y Button in Inventory to store & drop items - Improved mouse item selection
Balancing:
- Auto destroy charger blocks to Casual mode area after the third death - Improved overall difficulty balancing - Low level crafting requirements lowered - Default Lungh capacity increased - Faster oxygen refill
Bugfixes:
- Dialogue pause item movement fix - Completion percentage fix - Typo fix and improved translations - Items float into walls fix - Improved open door bullet collisions - Improved bottom line inventory selection - Display Energy Hub Boss display fix - Display Energy Hub Arena display fix - User defined screenshot key
If we choose to stimulate employment, POPs will hire more people than needed to do the job, such as specialists in the field of "facilitation."
If we facilitate layoffs, POPs will fire more people as needed.
We will forbid dismissal!
In real life, layoffs will still occur: for absenteeism, lateness, and the like. But the number of layoffs will be significantly reduced.
Will the number of employees decrease, especially during the crisis? Yes, for various reasons, including retirement the number of employees will gradually decrease.
And once a year after graduation, new unemployed, former schoolchildren and students in large numbers will be added.
In the Game
after the ban on layoffs, their number will drop sharply. Once a year, in accordance with this schedule, the game will calculate how many people leave the pop, including retiring. (that's about 3%) Then the game will calculate how many people graduate from school and add them to the unemployed. When hiring, those POPs who pay a large salary hire workers earlier than others.
Also, according to this schedule, the number of pensioners is calculated every year.
Politics in the economic simulator plays a decorative role
From this graph we can estimate the number of rich and poor people. communists correspond to the poor. Аnd liberals are half as many as rich citizens.
That's all for today! Next time we will learn about the differences between POPs.
What’s the first thought that crosses your mind when you find a lonely settlement with no affiliation to a particular state? Easy target, right? Well, you might think twice if you play Imperiums: Greek Wars.
Autonomous cities are not soulless entities. Their people live in peace and do not care for the world outside their city boundaries. Truly, they live by the motto “live and let live”. They cultivate the surrounding tiles, build roads and improve their city as anyone would do. They develop and grow as any other human society. But don’t be fooled by their peaceful behavior, they are far from being weak and defenseless. They are capable of spawning defenders when foreign units appear nearby or step into their territory, and these defenders can be a tough nut to crack.
If you think that you can just roll right over them, you might be caught out with a nasty surprise. These autonomous cities have no government that you can send envoys to, but the AI recognizes a threat when it sees one. Foreign troops closing in on its city is one good example. The moment you take any action against them, you make them to break their oath of a non-violent life and they will fight until the last breath – theirs or yours. Poking your finger into a wasps nest is likely to get you badly stung, so be warned!
P.S. We have some good news for those who like to take it easy though. This whole feature is fully optional. If you would rather have a world where autonomous cities do not fight back, you can make it so.
Changes: - upgrade from the Unreal Engine 4.20 to 4.24 - fixed sound/video desynchronization (lag) in the movies in the PAT songs (fixed by the new engine)