We are extremely excited to announce that GOO2 is now available for download! It's been a long journey and we're happy to make this available to everyone. We truly hope you enjoy this FREE update.
[ACCOUNT INFORMATION] • All purchases transfer to GOO2. • All characters transfer to GOO2. • All Inventory & Gear transfer to GOO2. • All Skills transfer to GOO2. • All Ion & Credits transfer to GOO2.
[BETA] • This is an open beta so issues are to be expected. • Should you have any issues please reach out to us directly via Discord, Twitter or Support Email.
[ORION'S BIRTHDAY] We are also celebrating the 21st birthday for Orion, and what better way to celebrate than getting GOO2 into your hands to play.
[CHANGELOG] • Too immense to share here. • If interested we have the majority of the 2021 changelog on the Dankie Discord server: https://discord.gg/cY5XHC3
[KNOWN ISSUES] These include some of the most notable areas to be aware of: • FIX: Offline mode not working at the moment. • FIX: Chat breaking mouse inputs in TopDown mode. • FIX: Enemies dropping incorrect item level drops for Clients. • FIX: Health computation needs to be updated to r3. • FIX: Manual revives not currently working (only regen). • FIX: Some SFX missing parental (not affected by settings) • FIX: Various Store/UI updates are still needed.
[NEXT STEPS] We have additional patches planned for known issues. We will also be investigating any new reported issues during this time.
[DANK AMA] We'll be hosting an AMA on the Dankie Discord this weekend. We encourage everyone to join to ask any questions and discuss GOO2:
Sunday, August 29, 2021 https://discord.gg/cY5XHC • 10am US Pacific • Noon US Central • 1pm US Eastern • 6pm London
Welcome to 1st INTERASTRA’s devlog. Today I will tell you a little bit about ruins which you can find in the game.
Every planet will ultimately have its own ruins which are the legacy of other civilizations. Who were they? I can’t tell you now but they are part of the story line. The ruins are mostly hidden so your job will be to find them. Sometimes it can be not so easy but soon or later you will see that you are close.
Inside you can find not only many different supplies but also mysteries and challenges which solving will lead you to the answers of questions like “Who built it? Why? And what does this have to do with you?”. At the end of every ruin you will find an artefact or a part of it which will be necessary to win this game.
You can feel a little bit overwhelmed by these places but be aware, because danger lurks in every corner. There’re traps and enemies which can hurt you badly so have your eyes wide open. Otherwise you will become a new part of the interior design of ruins.
Soon I will tell you more about enemies but that's all for today. Let us know in the comments if you like it or if you have any questions and join our Discord!
Hello and welcome to another Europa Universalis IV development diary. We’ve not had one since the start of the summer. Mostly because the team has been on holidays, and there is only so many times you can write “we are busy fixing bugs”. From September though, we’ll be able to start with development diaries for new missions and other content that the content designers are working on.
Two weeks ago we celebrated 8 years since the release of EU4, and it is about 11 years since we started working on the design. It has been a long journey, since me, [USER=1559]@Besuchov[/user] and [USER=6723]@King[/user] had our first brainstorming discussions, on how we could build upon EU3. Our goal was to take all that was in EU3 with all expansions, remove the bad features & make a polished game. It is kind of interesting to see how it turned out, and also fun for me personally to see how many people have been working on the game during the last decade.
Metrics
As we tend to do for our games at times, when we do not have much new content to talk about, we like to delve into metrics of the game, on what is most popular and how you guys are playing the game.
First of all, what type of games do you people play every day?
By the amount of games played in a single day, 51% are regular single player games, 44% are ironman games, and 5% are multiplayer games. However, this does not tell the entire story, as one of the game-types include a fair bit more players. On any given day, about 13.7% of all players play multiplayer games, about 39,7% play an ironman game, and 62.3% play a normal single player game. This of course adds up to far more than 100%, but many people play more than 1 game mode in a single day.
Secondly, what nations do people play? Here are the top 20 most played nations, by the fraction of users who play them in a given day. As you can see, some formable nations like Russia, Prussia, Spain and Great Britain are rather popular to continue playing as..
England 11.17%
Ottomans 9.65%
France 9.58%
Castille 7.91%
Byzantium 6.60%
Austria 6.43%
Custom Nation 6.41%
Brandenburg 5.81%
Ming 4.93%
Muscowy 4.78%
Portugal 4.62%
Poland 3.83%
Spain 3.71%
Prussia 3.44%
Great Britain 3.29%
Russia 3.24%
Sweden 3.24%
Venice 2.38%
Holland 2.10%
Timurids 2.06%
Thirdly, what are the most popular modifications for the game?
While, here are the top 10 most popular modifications, how many of the total users that use these mods in any given day. About 52% of all players use a mod at any point during a week.
Graphical Map Improvements 11.8%
Chinese Language Mod for 1.31 11.3%
Extended Timeline 6.4%
Missions Expanded 4.3%
The Great Exhibition 3.5%
Governments Expanded 1.31 3.4%
EU4 Russian localisation LITE by GEKS 3.3%
Anbennar: A Fantasy Total Conversion Mod 2.8%
Flavour and Events Expanded 2.7%
Ages and Splendor Expanded 2.4%
As we can see, chinese and russian localisations are popular, and if we had known, we probably should hadlocalised the game from the start, as we did with later games. It is also great to see an overhaul mod like Anbennar get into the top 10.
State of the game
When we left in June with 1.31.5, we felt that we were in a pretty decent situation when coming to functionality and had taken Leviathan to a decent enough state (except for concentrate development). As we mentioned earlier, back in April, one of the goals with this new studio was to change how we handle bugs longterm for our projects and focus on addressing older issues, and fixing problems that had been hanging around for years. Back then as a team had reduced the open bug count by over 600 bugs. Now I can proudly say that those numbers have further improved, even after fixing all new Leviathan bugs we had introduced, and now the total amount of open bugs has been reduced by a total of 1083 since September 1st, and we have fixed a total of 2117 bugs in that time period.
We still have over 500 open bugs to work with for EU4, but that is by far the best shape the project has ever been. With this progress we hope to be even lower when we release 1.32
To repeat what I said in April on how Tinto will handle further development of EU4.
Paid Features should be standalone, and easy to maintain.
No major feature reworks while we still have lots of bugs
Reducing the bug-count as much as possible.
Add more content, like missions, graphics and music
Flesh out the parts of the map that have not gotten attention the last few years.
What does that mean for us right now? Well, we’ll soon be talking about the missions that will come in the next paid update. Speaking of that, the next paid update will be missions, graphics and music, while the coders will be spending their time fixing bugs, doing quality of life improvements, balancing and improving the AI.
Speaking of balance, we will rework Concentrate Development for 1.32, and we will have more information on how later this autumn.
The next patch that comes, 1.31.6, will only be a compatibility patch that we need to release, and 1.32 with all further bug fixes, balance changes is planned to be released in the last quarter of this year.
We are creating various designs with a fantasy theme, based on our imagination, representing the god with a dark body, a golden eagle helmet, a shiny mirror of gold dangling on his chest, orned with white feathers.
Can you think of the powers this character would have?
What would you like to see?
Your comments are immensely important to us, as well as your support in launching our Kickstarter campaign, which requires a minimum of 20K backers.
Booster power-ups: When only 30 seconds remaining OR 70% of the players are qualified the Booster power-ups are showing up at the beginning platform. Pick up one by running through and use the one-time Super Dive with the Dive button to reach the end of the map.
Minor Optimization: At the Dizzy Castle map no longer get frame stutters and lags when the Cannon trap is activated.
Annoying Bugfixes
Fixed an issue when the Intro video is played twice in a row
Fixed an issue where the segment display of the Turmix displayed oddly the letters
Fixed an issue that could cause an error during the payment
Fixed some typo that occurred in Spanish and Bosniak languages.
We are throwing a GIFT ONE AND GET ONE FOR FREE event for Steam players. Basically if you buy one Steam key of HA:L for a friend, we will give you one Steam key of HA:L for free for another friend so you can play TRIO MODE with them!
Here's how you can participate.
1. Purchase Hunter’s Arena: Legends on Steam as a gift for a friend and take a screenshot that looks something like this.(Screenshot Number 1)
2. Take a screenshot that can prove that your friend has played HA:L over 3 hours. So we need a screenshot that looks something like this. (Screenshot Number 2)
4. We will send you one more Steam key of HA:L if everything looks alright.
5. This event will end on. October 1st 00:00 KST
PLEASE NOTE! **** Screenshot Number 1 should include both you and your friends' player IDs **** Screenshot Number 2 should include your friend's ID so we know it's him
It's gamescom time and it means we've got a lot to show off! Lately, it was all about showcasing a new mech, a new camera, refreshed visuals, and plenty of content from the Hong Kong biome. Time to change the scenery and this time we take you to the Barcelona biome!
The video is almost 18 minutes long and we managed to squeeze a full arena walkthrough (just a small part of the whole Barcelona biome) with lots of action and a boss fight. Two walkthroughs actually - with two different weapon sets. And yes... there's a lot of boomerang action!
We are also a part of Indie Arena Booth this year so if you log in to this virtual show floor, be sure to find us there! Our cozy booth is located in the Arcade Village (Floor 2 / Action 2), so just teleport there, walk a bit and look for the Uragun poster. We can't wait to show you more in the future. Stay tuned!
There are a few new items that are slowly being introduced. Alterd Zombies AI to track noises more accurately. Adressed clipping issues that have been affecting some items.
🌻 Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
This update is the first of our 0.2 cycle, finally bringing you the creative mode and unlimited savegames along with many performance improvements and more. Keep in mind that we will keep on iterating and improving these features, so be sure to leave us your feedback and suggestions on Discord or in the Steam Community Hub.
Creative Mode
new game mode with infinite tile stack
option to skip unwanted tiles
creative mode configuration menu giving you control of spawn probabilities of different element types
options to switch individual biomes on or off in creative mode
🌻 possibility to continue your classic mode session in creative mode after the session is over
🌻 added delete tile functionality: press ui button or rebindable hotkey (Alt by default) to enter "deletion mode" - when active, click on any tile to delete it
new creative mode sessions start without a starting tile
Save Load System
🌻 support for an unlimited amount of savegames in both classic and creative mode
one autosave slot each for classic mode and creative mode
every saveslot behaves like an autosave slot as well as soon as it has been saved once
store a screenshot for each savegame, which is displayed in the savegame selection menu and on savegame related confirmation screens
reworked game mode and savegame selection screen
Performance
fixed issues causing huge memory usage when loading or quitting a game - this should reduce loading and quitting times by up to 75%
reworked the rendering system - this should significantly improve the rendering performance for trees, houses and decoration
changed biome transition zones for trees: instead of blending their colors, trees between biomes are scattered to create mixed forests
toggling decoration on and off should now be almost instant and decoration costs much less performance in general
reduced particle effect memory usage
enabled incremental garbage collection to reduce performance spikes
Bugfixes
🌻 prevent tile placement while over an ui element (sometimes causing accidental placements when clicking a button)
🌻 fixed scroll view in settings menu, allowing all players to reach parts of the menu being cut off in widescreen resolutions
fixed game getting stuck when reaching GameOver in tutorial
Localization
🌻 updated localization for most languages
🌻 fixed typos in Simplified Chinese and Polish
🌻 added missing character to Ukrainian font
Other
switched to a custom build pipeline, which allows us to build for all target platforms and stores simultaneously
added tooltips for new features
🌻 added previously missing tile presets: 3A-2B and 3A-2B-1A
🌻 removed tile placement animation for tiles being loaded from a savegame (this could cause faulty screenshots with gaps between tiles)
added information about the specific build number to the credits screen
Note: Not all languages are completely localized, there might be missing texts in Brazilian Portuguese, Russian, Polish, Turkish, Hungarian and Norwegian. We will update the translations as soon as they're completed!
💛 Screenshots by lediandary & WitchyCraft via Discord