What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.
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This dev diary is outdated. The game implements staff of intelligence agencies through sections with operatives instead of individual operatives. New iteration of this set of mechanics will be described in a future dev diary.
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There's no spy fiction without sharp characters. Espiocracy, as a character-driven game, leans into this trope and places operatives behind most actions of the player. Operatives are closer to George Smiley than to James Bond - hard workers in the background rather than stars stealing the show, but they won't shy away from rare flashes of entertaining story arcs that we all cherish in spy genre.
Grand Level
Operatives - also known as operators, officers, agents, spies* - are employees of intelligence services in the game. Agencies commonly have hundreds of them and the largest ones (CIA, KGB) can sport tens of thousands. To preserve grand level of the strategy, player interacts only with a group of the most valuable (top) operatives.
Primarily, they exert positive influence: improve outcomes of operations, enrich intelligence collection in a particular country, mentor other operatives, and so on.
Details of their activity depend on the position in two-dimensional map of intelligence expertise, from technological to human intelligence, and from counterintelligence to foreign espionage. This system represents design principle typical for Espiocracy - simple enough to understand at a glance, complex enough to allow emergent strategic situations. Here, by gardening proper roster of top operatives you can steer the agency into the direction of technological surveillance behemoth or into empire of human manipulation.
As the game is focused on interaction with external world, there is no micromanagement of internal affairs. Operatives are fairly autonomous, don't require constant stream of orders, and do their thing wherever they have been posted.
Interaction
Operatives directly perform operations - from infiltration to assassination - which will be covered in a separate dev diary. It suffices to say that their involvement follows macromanagement and autonomy, for instance instead of skill paths, characters grow by doing (or fall into alcoholism after too many murders...).
Operatives can seek new opportunities and bring them to the table if they are interesting enough:
They rarely cause problems, but this game couldn't be called Espiocracy without this (rare) negative event:
Depth
Depth dominates over breadth. There are multiple parameters instead of +X% traits. The actual traits are rare and cover exceptional attributes - such as PTSD.
These parameters are shaped by the world, grounded in events as they happened in the history (before 1946) and in the game (since 1946). If player's country is engaged in a war, you can expect that some veterans will end up as operatives and years later shore up in the group at the top. Local historical tidbits - such as names from the epoch or levels of illiteracy - are further increasing authenticity of characters.
Top operatives form a loose team. They socially interact and can form subgroups. There is synergy effect in like-minded group, but their efficiency can quickly get stale if kept without influx of different perspectives. Moreover, their views matter not only individually but also en masse, where for instance anti-Asian group of top operatives can hinder alliance with an agency from Asia.
Operatives are persistent over many years, also beyond the service. After leaving, they live in the world, either keeping low profile or becoming an influential actor who, say, writes books about espionage like Ian Fleming or... becomes the president like Vladimir Putin.
Behind The Scenes
System of operatives went through many significant iterations. This dev diary presents elements that are well-tested, but it's certainly nowhere near final version.
It turns out that controllable human-like characters are pretty hard to get right in a strategy game. Extent of player's agency, required attention, detail of actions, positive and negative contributions, level of influence on the game world - all of these aspects amount to an intricate subject.
One of the largest - and most surprising - factors that requires subtle balance is... pre-gameplay player's perception. One of the early prototypes leaned more heavily into characters and led to the game being seen as "X-COM clone". Too large focus on management can quickly push the game into vicinity of tycoons. Too many numbers and sRPG players expect the attributes of this genre. As Espiocracy is, first and foremost, historical grand strategy game, the design of operatives aims to strike balance right between fun but not central and important enough.
Final Remarks
All screenshots are obviously early work, as can be inferred from the lack of icons.
The next dev diary "Units" will be posted on November 12th.
There is also a small community around Espiocracy:
--- * - Meaning of terms "agent" and "spy" can vary widely. There are circles which use them to stress the difference between recruited foreign individuals and own operatives employed by the intelligence service. However, it remains semantically controversial, since, for instance, FBI employees are called agents and some services refer to their director as the top spy.
Grab your broomsticks and join the fun with Levelhead's terrifyingly good COMMUNITY on this Halloween Friday! This week GR-18 visited a haunted house, did some tricker treating, and overcame the flames of HELL!
As always, remember to click the level names to bookmark them for later on. Also, don't forget to nominate levels that you think are worthy of the Community Spotlight nomination form. The nomination for next week will be open till next Thursday morning!
Featured Levels
Haunted House
GR-18 is flying through the haunted house in BqlattleDJ mysterious level Escape From The Maze. Will GR-18 make out of this house or will be lost forever?
Witchcraft
GR-18 has to overcome witchcraft in Lex's spooky level Rift Befuddlement. Will GR-18 survive the rift spells?
Trick or Treat
GR-18 is tricker treating in DuckBag's bewitching level Map City Facility. Will GR-18 find the package of treats or be tricked by spikes?
Happy Haunting
GR-18 has to battle past the haunting demons in Tyne Daily's hair-raising level Keycard Jab Jam. Will GR-18 unlock the magic box to overcome the demons?
Enjoy your weekend by viewing some Levelhead on Twitch. Here are this week's featured twitch channels!
Saltbearer
Lexi_Limbo
Techkitty1
Featured Events
Get your spook on
Well, folks, October spookiness is here and I want YOU to get your spook on. Halloween is this weekend & we need to celebrate it with all the boil and bubble! So here is the call to the community to join the celebration by creating the following:
Levels: Themed around Halloween
Tutorial Videos: Themed around building or exploring any scary atmosphere or tricks
Fan Art: Themed around Halloween
You can post levels, artwork, and videos that you think are worthy of the Community Spotlight with the nomination form. The nominations for the Halloween celebration will be open until the end of the month.
Now the only question that remains is: How will you celebrate?
Introducing Alter Ego Packs. Pick up 14 new cards & 14 masked versions of those cards including the Slim Reaper, Kevin Durant. Look for versions of each player wearing a mask that gives him an upgradable Blinders Badge.
Continue building you empire with the likes of Andrei Kirilenko and Dolph Schayes on your way to unlocking the Collection Reward, PD Rip Hamilton.
The Night of All Saints is coming soon. Halloween is a great time to revisit familiar places in the city! Because City Car Driving has a free festive DLC! Choose a car, get behind the wheel, buckle up and step on the gas! Can you spot all the surprises in it? ;)
Also we'd like to please you in honor of this sinister Celtic holiday with an 69% discount on City Car Driving for Steam users! If you could not yet make a decision to purchase the best educational driving simulator, now it is the best time to do that! The discount will be valid from October 29 to November 1.
After a long and incredible journey, we are getting ready to pull House Party out of Early Access!
After our stable build of the latest update goes live in the coming weeks, there will only be one more content update before we officially leave Early Access. Vickie’s finale coming to a close marks the completion of all of the content we have planned for our male protagonist, and the next couple of updates are going to be mostly polish, alongside the long-awaited ability to play as a female main character.
We’re sure you have questions, but we have answers! So strap in. Here we go!
When is House Party leaving Early Access?
We’re glad you asked! Here’s our tentative timeline of what we currently have planned:
November 2021 – Vickie Finale Update December 2021 – Polish Update and Full Controller Support February 2022 – Female Playthrough First Public Look March 2022 – Polish Update and Final Implementation of Female Playthrough March 2022 – House Party Exits Early Access May 2022 – Mystery Guest DLC
That said, we want to thank everyone who has purchased, played, and supported House Party throughout these years of development. We can’t stress enough how none of this would have been possible without you. The biggest thing that kept us going through all of the journalist negativity and attempted censorship we’ve had to deal with over the years, was our overly positive player review scores and feedback. Today, House Party has supportive press reviews, a steady player base, and is accepted in both censored and uncensored forms across various streaming platforms. Additionally, if you’ve been paying any attention to our latest teasers, you’ll know that we’re about to take things to a whole other level, all thanks to your support, feedback and encouragement. House Party’s graphics have been improved. We’ve added globalization and translation. We fleshed out the storyline and even added extra things we never planned for like the combat system, cutscenes and controller support. We’ve taken your suggestions to heart throughout this whole process, and we’re always trying to make House Party the best it can be for all players.
What’s going to change now that House Party is leaving Early Access?
Part of this process involved making changes to the game, the most significant of which, is that we now have a base game with a Steam “Mature” rating, and we have a Steam “Adult Only” rated DLC patch. Initially, the DLC patch’s purpose was simply to uncensor any nudity or sexual content in the game, but since then a lot of the mature content has been moved from the base game to the Explicit DLC patch. We are also now developing bigger, longer, and explicit cutscenes specifically for that content patch.
Because of this, and because we plan to add more content specifically to the Explicit DLC patch, we will soon be adding a small charge for the DLC patch. We wanted to let you know ahead of time, since if you already own the game, you can still (at the time of this writing) download the patch for free, and if you downloaded it at any point while it is free, it will remain free permanently. This price increase will only affect new players, and the base game price will remain unchanged even after we exit Early Access.
We will continue to maintain this optional AO rated patch as a counter to the changes the “powers that be” require us to make to allow the base game to maintain an “M” rating. It’s a necessary thing so that this game and our future games can continue to thrive both in and out of the mainstream, ensuring the stability of our company, which in turn means much more cool stuff to come down the line! House Party is all about choice, and we are committed to delivering the choice of adult content to our 18+ players, and to combat the regulations surrounding this type of content in video games as opposed to gratuitous violence, and exposing the hypocrisy and discrimination of creators of this type of content by the people who make these silly rules.
What happens after House Party leaves Early Access?
Even though we’re ready to call the base game “finished”, this is only the beginning for House Party. We have some wild stuff planned post release! We will continue releasing “quality of life” updates after the game leaves Early Access, and we have plans for exciting DLC packs in the future to add more content to the game, and to give players more options. We’ve already hinted at what the first one will be. Shortly after House Party’s full release and exit from Early Access, we will drop our first-ever DLC pack featuring the “mystery character” we’ve been teasing! We think your minds will be blown when we drop our full reveal on that. It’s coming soon!
Other than that, we will also be working on porting House Party to a VR version, as well as shifting more of our staff to working on our sequel game, Office Party. Expect to see a lot more of Eek! Games in the future!
It’s an exciting time for us and we’re happy to be sharing it with all of you. We’re so thankful you all have come on this development journey with us, and we’re stoked for everything in store for the future!
How are your Halloween costumes? If you are one of those people who wait for Spooktober every year and love to party in a spooky month, we have something special for you in Cooking Simulator VR!
As some of you may have noticed - in Cooking Simulator VR you can customize the look of your kitchen. However, few know that the Halloween kitchen has additional attractions! The cauldron in the kitchen allows you to exchange items. Perhaps you will get something expensive by sacrificing something cheap!
But that's not all that Halloween kitchen has to offer! If you look closely at the posters on the walls, you will discover that they are clues! Follow the instructions and you may be able to get a unique item!
In this weeks update, we add settings for add-on mods! When starting a new game, you can now customize the settings of your add-ons as you wish. If you make add-on mods yourself, this system is entirely lua driven and available for you to use in your own add-ons too!
When starting a game, you can click "add-on settings" to activate and deactivate your add-ons. You can sort your add-ons by active, alphabetical, or date. Clicking any add-on will show the settings in the panel on the right.
With the Weapons DLC AI add-on, we have added plenty of new customization options including 7 sliders that allow to to tweak various game difficulty aspects. This is in response to lots of player feedback on their desires to customize their experience when battling the AI.
If you haven't seen the Questions and Answers video, you can view it below! Thank you again to all the players who submitted questions. After the video we discussed formats and have plans to answer more questions next time. Thanks to MrNJersey for hosting!
As always, we look forward to your thoughts and feedback on this new update!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.9-10
Feature - Addon Script Main Menu Properties Macro-like script functions that can be parsed to provide checkboxes / sliders in the New-Game Addon Selector The default AI / Weapons scripts have been updated to include a few settings
Balance - Slightly lowered default AI spawn amounts
Fix - Only charge for ammo for player vehicles Fix - Extinguishers can no longer hit unlit fires Fix - Halloween red eyes now only show on sharks Fix - Swapped mis-labelled MC timer node descriptions Fix - Tech tree component icons now render without opening the vehicle editor Fix - Parse the vehicle state when using setVehiclePos
For this patch we've added four new events and revised two existing comics with updated visuals and narrative; they will appear in generic and villain campaigns. There's some great interaction between heroes in these, and the Heart of Stone revision will be fresh for seasoned players.
There's also some stellar new art, including a new male face option and an elemental unlock tracking screen.
Then we have a whole horde of bug fixes- our QA team has been busy! These fixes should generally smooth gameplay.
Preorder Wildermyth's Critter Plushie!
We've partnered with Makeship for very first, limited edition plushie release.
They'll only be made if the campaign is 100% funded, so be sure to order and share so this cutie can get home to you! The Critter will be available to order from October 29th-November 18th.
New Event: Bad Mustard New Event: Bones and Crows and Nightly Things New Event: Token of Affection New Event: Flickerings Revised Events: * Hidden Passages * Heart of Stone New Tidings New Wrapups New Achievements dialog art New male face option Research Site and Secure Site events have been updated Thorn lash is now considered a ranged attack Added interface option to skip comic panel animations Splintersalvo now shows on bar if one piece of wood is interfused Import Legacy now lets you select all or none of the heroes Added better logging for failure to login with Multiplayer New particle effect for Usric Raze ability Fix bug where comic text could be different for different players Fix bug where escape zones wouldn't appear for custom maps Fix bug where enemy mystics targeted themselves with splinterblast Fix bug where hoof and horn event would end incorrectly Fix bug where prepared shot wouldn't work with Sharpshooter Fix bug where pinned reduced accuracy by 30% instead of 15% Fix bug where family business history lines would break Fix bug with catching spirits where scenery used to be Fix bug where a hero could use prepared shot while stunned Fix that "waiting for other players" could show up in singleplayer Fix bug where AI pathfinding could get stuck on certain maps Fix bug where dead heroes show up in escape mission events Fix bug where a maiming would cause a hero to lose both weapons Fix some ability text using used first person to reference a hero Fix bug where haunt in specterstep could still be hit by flanking Fix bug where legacy relationship lock button would go off screen Fix bug where hook quest events would restart after finishing Fix bug with the hitbox for the hook quest button on portraits Fix bug where early Cvawn events wouldn't show any text Fix bug where wiki links would lead to generic pages Fix bug where Ecthis ch. 4 capstone had an unreachable area Fix bug where Fenspear heir history would display too much text Fix bug where Vigilance+ would only grant 2 reaction strikes Fix bug with Wolf Price hero images Fix bug where Terrorbird death would reduce accuracy by 1 Fix bug where Indignance would be removed when escaping a mission Fix bug where Redcloak could use Fireball through walls Fix bug where a town recruit story would use a maimed hero Fix bug where Indignance didn't work on tiles with scenery on them Fix bug where Paladin+ would allow for reaction strikes = potency Fix bug with some Cvawn images Fix bug where saving while getting gear would create an empty map Fix bug where Ambush and Rogue would lose greyplane on a kill Fix bug with multiple creatures engaging the same hero Fix bug with the Zealous Leap cooldown Fix bug with the Shieldshear cooldown Fix bug with missing buffed Chosen image on Linux Fix bug with multiplayer where events would loop back to the start Fix some typos Fix a crash bug Tools: save/load/quit enabled for Carved games when cheating Tools: Added greaterThan, lessThan, and EXISTS expressions Tools: Can now see AI ability use score via AI Behavior Inspection Tools: Added SetThreatFlavor Outcome Tools: Added CAN_FORM_ROMANCE expression variable Tools: Added "logs" button to content editor, to view log lines Tools: Plot editor more specific about where errors happen Tools: Added shipWith, rivalOf, friendOf, and loverOf tags
This is a little bigger than a hotfix, but not quite a full update; basically, we've tried to fix the most serious issues reported in the first couple of days after release, as well as a few other things that were very simple and safe to fix. We'll likely be doing one more update similar to this one (but larger), then taking a month or so to put together the first content update (which will have new features in addition to fixes and adjustments.)
Your existing savegames will be compatible with the updated game, but some of the update's fixes may not retroactively correct certain problems in existing saves.
Changes: -fixed problem with pre-set injuries and suspensions that was causing many of them to be ignored -enabled import of FHM7 historical games (note that we've seen some issues with player last names, particularly those that enter the game in later seasons, being wrong; we're working on a fix for that) -fixed potential crash in historical games during waiver draft -fixed missing NHL drafts in some historical games -trading screen no longer resticts KHL transfer offers to a maximum of $4 -the Development Rate attributes for players in a historical game is no longer getting regenerated to something other than what's in the database -ticket prices in custom junior and minor leagues no longer start at $0 -made some preliminary database changes to fix reported issues and complete a few missed things (corrected names for historical farm teams in 2020-21, added some more recent early-round players to historical mode, added missing traded NHL draft picks to the opening night start, etc.) -slightly reduced the NHL baseline salaries (in standard games) at the higher end of the scale - this may help with reported issues of top players not getting signed/re-signed several years into the game, but there are also additional changes coming that should do more in that regard -updated the 20-21 league awards -fixed potential crash late in the 21-22 regular (NHL) season -historical games now have NHL rights to unsigned players assigned correctly in the game's start year (it had been making a lot of the rookies who had been drafted but didn't play in the NHL that year into free agents) -fixed stuck scroll bars (at lower game resolutions) in the middle and right columns on the monthly and annual finances screens -disabling the Iron Curtain rule in the historical setup screen no longer gets reset to enabled when the game is created, forcing you to re-deactivate the seleciton for the rule to be off -the postgame analysis screen is no longer blank and/or shown with NHL team logos after historical international games -adjusted international popularity to limit the maximum amount for players who are in low-level leagues (mainly needed for custom/historical leagues with very few active players) -the crowd background noise should now stay on consistently in 2D, rather than cutting in and out -added tooltip text for "Great Deke" special ability -fixed reversed bonus amounts on first two Player Development options on the Annual Finances screen