Today I’ll talk about some of the many AI updates coming in the next patch, 1.33. At the end I’ll also mention some minor but impactful changes to the rules of land combat.
Our last major update, we shipped some AI improvements, but a few new issues slipped through as well. Two of those in particular (advisors and forts) were too complex to make it into any of the hotfixes. For 1.33, we have not only addressed those issues, but done a range of further AI fixes/improvements as well. Because of the large number of changes, some new AI issues will probably slip through this time as well. Our goal is to have a public beta for 1.33, which could help a lot with early feedback and time to address it before the final release.
Forts The issue introduced (or at least worsened) in 1.32 was that the AI deletes many of its forts, and seldom builds new. This was likely triggered by changes we did to tighten the AI’s budget, as it had had serious budget issues for a number of versions before that. Clearly we couldn't just revert the changes blindly. Instead I wanted to dig deeper and fix underlying issues with the AI's handling of forts.
For example, there has for a long time been a bug that caused large countries to only build level 2 forts. In simplified terms: When the AI "defense minister" considered upgrading a fort, it wanted to make sure it could afford upgrading all its forts to the same level, or it would only upgrade to a lower level. So it asked the AI "finance minister" if it can afford maintaining e.g. 10 level 4 forts, but the finance minister says no, reasoning that "you shouldn't need this much money for building one fort". So the AI was in a stalemate, where it could only build the lowest level of forts.
Another issue was fort mothballing. The AI would often mothball forts in a way that allowed players to blitz them.
The result after spending some time with this is an AI that seldom deletes any forts, often upgrades forts to higher levels, sometimes builds new forts (especially in strategic locations with good terrain), and is much more careful/intelligent with mothballing. Of course, the AI will still delete forts it really can't afford (such as QQ at game start), and it doesn't have human-level tactical or strategic understanding of fort positioning. But overall, I hope you will find it a big improvement :).
(All of these are level 8 forts, in an 1821 AI-only game. Maybe it’s a bit front-heavy…)
Advisors In 1.32 the AI rarely hires advisors, and often fires them as soon as they're at war. This too was the result of code intended to tighten the budget. Like with forts though, it turned out that there were other issues worsening the problem.
One such bug was that when deciding which mana it needed the most, two of them could tie for first place - causing the AI to pick the third (worst) type instead. This made the AI hire diplo advisors way too often. Another obscure bug was that if it took the AI too long to save up the money for the initial advisor cost, it could lose track of it, making the money "earmarked" but ever used.
In 1.33, the AI will usually keep a reasonable amount of advisors, often prioritizing military or admin. A reworked threshold system makes it not hire-and-fire advisors frivolously. AIs with Meritocracy will realize the importance of having enough advisors to keep it growing. With these improvements, and considering how it stacks with some Monuments and Estate Privileges, we've decided to remove the -20% Advisor Cost modifier for Lucky Nations. Most of them are doing more than fine.
Other budgeting Other areas where the AI sometimes didn't spend enough include colonists and missionaries. Colonial Nations and AIs with Colonialist personality in particular will spend a larger amount on colonization. One neat addition is that Colonial Nation subjects will now direct all received subsidies towards colonization, in addition to what they would otherwise have spent, unless they have loans. This lets their overlord (or anyone else ;)) make sure they put their colonists to work.
Peace-time armies are now also a greater priority for small nations, especially for those without powerful allies/guarantors. You should find for example uniting Ireland to be more challenging.
Now of course you may wonder, if all these things get more spending, won't the AI go into debt spirals again? It turns out there were a couple of places where spending could be cut: - Drilling armies: The AI now only does this only if it has a large budget surplus - Corruption: Sometimes it makes sense to get "free money" for corruption, but the AI overused that, and then found itself rooting it out at several times the cost. - Navy Force Limit: It makes sense for some AIs to go above Naval FL, but this has been reduced somewhat. - Consolidate Regiments: When the AI finds itself with troops it doesn't need at the moment, usually after a war or a battle with rebels, it will consolidate regiments. - Fort maintenance: Wait, didn't I say the AI is better at maintaining, building and upgrading forts? Sure. But in some cases, in particular poor OPMs with an expensive capital fort, mothballing it really can be worth it. - Inflation: By giving a higher prio to reducing inflation, many AIs reduce all expenses by several percent.
If these measures are not enough, when the AI goes into longterm deficits and debt, it will implement progressive austerity measures. Firing advisors, reducing army size, and even deleting forts. As far as I've observed, this only happens during/after severe crises, and works fairly well.
The budget is also significantly helped by increased crownland, which we'll get to later.
(16’th century Ethiopian budget, recouping after an expensive war. They’ll soon lower army maintenance and mothball a couple of forts to get a better surplus)
Monarch Power (mana) At release of 1.32, there was a major issue with AI mana spending, causing the AI to often fall behind in tech and/or ideas. This was made worse by how it interacted with the new institution tech cost, and by the issues with advisors mentioned above. Although a hotfix was issued including a fix to the main issue, we've spent more time looking at the AI's mana economy. The AI now: - better understands when to buy tech vs. ideas vs. other things. - uses more advisors (as mentioned before). - uses Estate Privileges for free mana. - better understands when to prioritize a certain mana, in terms of National Focus, Advisors, and Estate Privileges.
It also turns out that if you play a Republic, and especially with Plutocratic ideas, choosing randomly between the event options of those events can cause you to spend a majority of your ADM on boosting stability. We've gone through many of the events affecting Stability and/or Republican Tradition, and made the AI pick the better/safer option. Estates
When the Estates system was last redesigned, AI was written to interact with it. But that AI wasn't necessarily written/tested too carefully, and years of design changes and lack of proper attention have made it worse. It turns out that by making the AI play a fairly simple estates meta, but play it consistently, it gets quite a nice set of bonuses; from tax income and autonomy reduction, to mana; at very small cost. The AI will: - Seize Land even when it causes revolts (but only after maintaining troops and forts) - Occasionally Call Diet to temporarily increase Loyalty, although it doesn't usually try to complete it - Prioritize Privileges that give loyalty and mana - Sell Titles only when crownland is high and/or the money is badly needed
Naval Invasions 1.32 saw some fixes in this area. 1.33 will have a couple of further small improvements/fixes that should reduce friction for multi-continent empires in particular. For example: - Armies that have nothing to do are less likely to refuse an invasion mission - Invasions will no longer wait for faraway ships to help out, unless they are necessary
In one game, I actually saw AI Portugal conquering a third of India by 1700 or so, while also having colonies in the Americas and Africa. But in fairness, that is not a common sight. AI naval invasions will remain an Achilles’ heel.
Army Quality This is a major one. And huge thanks to [USER=1294106]@Tempscire[/user], who has helped me with running simulations, with mathematical analysis, and schooling me on how EU4 land combat actually works.
The question the AI is trying to answer here is whether to start a battle, or even a war. To do so, it must estimate the quality of troops. Basically: how many Swedish soldiers does it take to equal 1 Prussian soldier? Until 1.32, the AI did this by applying a series of modifiers, based on Discipline, Morale, etc., that were tuned on gut feeling. From 1.33 (and somewhat already from 1.32) we have proper math and simulations to back them up.
The AI now appreciates the value of morale more than before. It understands how a general’s impact on a battle depends on the terrain. It understands the interplay between e.g. Infantry Fire, Fire Pips of the Unit Type, Fire Damage, and Infantry Combat Ability. It also understands combat width and flanking, but it doesn’t yet understand army composition between infantry/cavalry/artillery. That is definitely something to continue working on.
With this improved confidence in its understanding of army strength, the AI’s safety margin for starting attacks has been reduced somewhat. It has also been made more aware of nearby armies on both sides. You will find the AI starting more winning battles, and hopefully fewer losing battles. Although the reduced safety margin combined with bad understanding of army composition can make the AI fail in this regard.
Changes to Land Combat The thought that went into the army quality AI made us realize (again, with @tempscire’s guidance) we should change some things about how combat works. As mentioned in last week’s DD; Unit Type Fire and Shock pips now affect morale damage as well strength damage. This makes the choice between Unit Types less imbalanced. Contrary to what was said last week, and in part because of feedback on that post, this will also apply to morale defense from backrow. The fact that this makes artillery more powerful and battles longer is counteracted by some more important changes we decided to do:
Infantry and Cavalry can no longer deploy/reinforce to the backrow.
Backrow regiments will now retreat when reaching 0% morale (same as frontrow regiments).
Constant 0.03 morale damage per day is now only applied to reserves, and not to regiments on the battlefield.
I’m sure many of you (just as myself not too long ago) do not understand how this affects the combat meta in practice. Without making this DD much longer than it already is, some important effects are:
It’s no longer critically important to have a full combat width of artillery in the battle on day 1.
An army of 2x combat width infantry is now superior to an army of 1x combat width infantry. Previously they were roughly equal.
You’ll need more artillery than just the combat width to last a long battle.
That’s it for this week, hope you’re as excited for 1.33 as I am! Next week @pavia will make a Dev Diary on the subject of “Script Debt”.
Thanks again to @Tempscire, but also to @xorme whose AI mod inspired some of the improvements. And thanks to everyone who provides great feedback on this forum and elsewhere!
Oh, and here is a full list of AI-related changes from the in-progress changelog:
*** AI Changelog in 1.33 ***
- Fixed Celestial Emperor advisor budgeting issue.
- Rewrote AI savings logic.
- Colonial nations spend more money on colonists.
- Increased AI minimum colonization budget.
- Reworked AI fort mothballing forts.
- Fixed issue that AIs in debt didn't convert provinces.
- Made AI consider flanking.
- AI better understands importance of generals' pips.
- AI now considers units' drill before starting a battle.
- Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die.
- Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command.
- The AI now makes smarter decisions regarding Patriarchal Authority in events.
- AI better at consolidating regiments before battle.
- AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything.
- AI considers nearby units more when considering a battle.
- AI will now seize land from estates more often, but raise army/fort maintenance.
- Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions.
- Better at taking home troops overseas (instead of disbanding).
- Build a bit more universities.
- Made AI Care about beijing, nanjing, canton for mandate.
- Made AI Care about corruption for mandate.
- Celestial Emperor more aggressive towards countries that refuse to pay tribute.
- Colonial Nations without debt are now likely to spend all subsidies they get on colonists.
- Colonial subjects will care more about wars against countries in their colonial region.
- Coordinated offensives will now focus on committed sieges.
- Fixed AI army ignoring terrain for some threat evaluation.
- Fixed bug that AI sometimes ignored armies with insufficient troops for siege.
- Fixed bug that caused exiled armies to behave erratically.
- Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies.
- Fixed bug that made AI not declare easy wars as often.
- Fixed bug that made colonial nations not colonize islands in their own colonial region.
- Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away.
- Fixed issue with colonists not being recalled when they should be.
- Fixed issues sometimes preventing AI upgrading forts to higher level.
- Fixed issues with colonial budgeting (causing bankruptcy spirals).
- Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort.
- Improved AI understanding of native uprising risks (less africans getting stackwiped taking a shortcut).
- Improved AI handling of estate privileges.
- Improved army quality calculations.
- Improved handling of corruption.
- Improved handling of inflation.
- Improved logic for where to build forts.
- Improved national focus (mana) handling.
- Improved the AI decision making for Orthodox events.
- Increased budget priority for saving money.
- Made AI less eager to demand return core treaty unless it likes the benefactor.
- Made AI less eager to go over naval forcelimit.
- Made AI less likely to mothball forts when risky.
- Lowered AI priority on building great projects over other buildings.
- Lowered AI safety margin when attacking to compensate for other fixes.
- Made AI aware of risk of rebels spawning in a province.
- Made AI chase your small armies in more cases.
- Made all chinese countries want to conquer the 3 Mandate cities, if they have 1 already.
- Made AI armies which are afraid of enemies, prefer safe terrain even more.
- Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so.
- Made AI more likely to promote cultures (with large development).
- Reduced maximum budget for subsidies to 10% of income.
- Several fixes and improvements regarding advisors.
- Somewhat more competent at naval invasions for large empires.
- Subjects with loans will keep a standing army again (although it will be small).
- The Ethopian AI will no longer move its capital while being at war.
- Tweaked AI siege priorities.
- Very small countries with scary neighbors will now keep a larger army when at peace.
- Made AI less likely to split armies in threatening places.
- Made AI more happy to hunt nearby armies.
- Army AI only takes its own armies on fleets.
- Fixed small AIs militarizing also when Rights of Man DLC disabled.
- Improved Strong Duchies AI.
- AI can handle reassigning merchants.
- AI no longer sells provinces to charter cheaply, and added new malus for presence of great projects in the province too.
- AI no longer uses pillage capital state when it has nothing to gain from it.
We hope you like the new face of Winkeltje as this update marks the point where Winkeltje gets a new logo and icon for a fresh new in-game and online presence. This update once again appears light on the surface as work on the full release of Winkeltje is still very much progressing steadily. Some of the keen fans on Discord may have noticed some hints of what is to come. Unfortunately, we can't share this with you just yet until everything is ready and the time is right.
New Logo!
New
Art - Winkeltje now has a fresh new logo and icon!
Changes
Art - Updated the Winkeltje logo.
Art - Updated the game icon.
Art - Updated the cursor icons.
Balance - Community - Reduced the appeal of the Table Candlestick, Wall Candlestick, Lantern Stand, and Wall Lantern.
Balance - Community - Lowered the amount required to complete the Master tailor, Master smith, Master chef, and Master alchemist objectives from 70 to 65.
Objectives - Community - 'The smith' objective will now activate when the shop opens after having completed 'Sickle smith'. This will require some effort to complete but it will enable specialized blacksmiths to obtain the coveted sword before it naturally unlocks at shop level 38.
UI - Split up the New Game Menu to have difficulty & scenario separated.
Fixes
Items - Community - Not all displays had some default rotation applied causing the random item rotation option in the game settings to do nothing.
Items - Community - Enabling the item rotation setting would exit the loop early if an item slot was empty.
Lights - Community - Reduced the light radius of the Table Lantern by half a unit to reduce overlapping light artifacts from showing.
UI - The specialization histories group in the specialization menu was not visible.
UI - Community - Loading a shop would incorrectly clamp the shop level to 39 instead of 40.
UI - Community - Unlocking new items will now update the counter items so they may be purchased in the same day.
UI - The planter menu would show a 'Craft' prompt when using a PlayStation controller.
UI - It's now possible to close confirmation windows that have a single button by pressing any of the return keys on the keyboard.
Hotfix
Achievements - Achievements would only unlock in creative mode, instead of the other way around.
Code - Changed converter 6414 to 6415.
Code - Old converter would be triggered at the wrong time, causing a critical error.
Customers - Moved the un-reserving of an access point to a slightly earlier point in the code when searching for a random place to move to.
Employees - Fixed typo in the employee pool causing an error.
Objectives - The stockpiler objectives were not updated when crafting which could result in the objective overview showing incorrect values.
UI - Fixed a string that wasn't being translated.
UI - In the load menu, added a check to ensure a saved variable exists before trying to use it.
UI - Customers and traders should no longer sometimes have a red ring over their head.
UI - Unlocking more than one piece of furniture will now show the notification: "You Unlocked - New Furniture" which should speed up the notifications.
UI - The very hard description in the difficulty select would not fit in the description box.
Language - Updated the English and Dutch translations to have more informative descriptions in the scenario select menu.
Scenarios - Scenario constructor wasn't called, causing the payment objective to be enabled in relaxed mode.
Scenarios - Creative mode did not have free shop building.
Did you know we have a series of awesome development blogs up on our website? In these devblogs we chat about some cool behind-the-scenes stuff with our team, and you can read what we've been up to and learn about some of the fun features of Paleo Pines! I'll list them here for easy access to whatever floats your boat (but we recommend you check them all out!). 🦕
🌳 Dino Diaries #1 | Veridian Valley - Our very firs Dino Diaries! Here we discuss the development of the environment of Veridian Valley - the first wild area you can find in Paleo Pines!
👕 Dino Diaries #2 | Valley Clothing - an even deeper look into some of the features of Veridian Valley. We look at the clothing items available from this area, learn a bit more about Mari's animation and have a technical talk about how we created our water.
💬 Dino Diaries #4 | Quests - A look into our quest system and narrative design - with a little rare dino surprise at the end...
🍀 Dino Diaries #5 | Lucky - Learn everything you've always wanted to know about your trusty steed and friend Lucky! We look into her backstory and bringing her to life with animation.
🌼 Dino Diaries #6 | Seasons - In the last blog to date, we talk about the three (!) seasons of Paleo Pines and how we implemented the differences between those seasons.
And that's it for now! We have more Development Blogs coming, so keep your eyes peeled - they'll be posted to this page as they're released. What would you like to read about in our next Dino Diaries? Let us know in the reactions!
Developing a game is like building a house. When you add walls and roof, you really want to add some beautiful furniture and accessories. We hope you enjoy our game after its release :)
We’ve spent the last 2 years working on Merek’s Market, a game about running a medieval shop and I thought it might be fun to do a deep dive on the development of the haggling mechanic and how that mechanic changed over the course of development. We’ll be looking at it from a design perspective so don’t worry, this won’t get too technical.
This post is also available in video format here:
Let’s look at haggling from a high level. What should this mechanic be? It should start with an introductory chat with a customer. There should be an element of reading the customer, either what they’ve said or what they’re wearing before you pick a price. It would be fun to get strong responses too. Perhaps a customer starts shouting if you try to overcharge them before they counter with a lower offer.
And if we convert this into some sort of rule set we’d get:
A customer comes in and requests an item. Either directly or by talking some silly mumbo jumbo around the topic.
You decide what item to pick for them and tell them the price you want.
The customer can accept your price or counter offer.
The longer a negotiation keeps going, the more upset a customer gets and they will eventually storm out.
Once you agree on a price, the customer hands over the money and everyone is happy.
Little disclaimer: The below videos are development footage. You may see things which offend your eyes.
Version 1
We started with this basic but clunky set up. There’s a log of what the customer has said on the left, a menu for picking different items and a slider to set a price.
It works, it’s a good start but there’s so much information on screen at once it’s hard to tell what you should be looking at. There’s also a lot of clicks to get through and menus to open. On the whole, we can do better.
To Do:
Camerawork. A static camera shot of the customer is drab, we can frame Merek and the customer better.
Lead the player through the negotiation. Focus on what is happening at the minute and make it obvious what to do next.
At the moment this is obviously PC only. There’s far too many menus and things to click on. Let’s look at trying to make it controller friendly.
Version 2
Straight away you can notice the difference with dialogue displayed as speech bubbles at the top of the screen. A lot of the UI that’s not needed when chatting has been stripped away leaving just the element we want the player to focus on. Something we deliberated on was only showing the current spoken dialogue and not everything the customer had ever said. It was the right choice to keep the UI clean and gameplay focused.
We’ve also pulled out the camera to frame Merek and the customer. This gives a little more context to what is happening letting the user know we’re haggling.
Selecting an item for the customer is now automatically brought up as part of the flow. It’s highlighted by removing other UI and shown in a simple layout that’s easily navigated with a controller.
The final big change here was to remove the ability to explicitly set a cash price and instead choose from a number of predefined options. It’s another step towards simplification and gives the player an impression of what’s a cheap price and an expensive price so much better. As a piece of UI it’s also using the width of the screen much better.
Once the customer comes back to you with a counter offer you’re given the opportunity to accept it or reject it. Everything is nicely laid out with your offer and the customers are shown clearly.
So that’s a lot of improvements. We’ve made a nice multi stage flow to shepherd the player through haggling but there’s still a lot we can improve on.
To Do:
More camerawork! We can see Merek and the customer but it’s still quite static and underwhelming.
Who’s Talking? Can it be made more obvious? A name and an arrow in the bubble aren’t the most revealing.
At the moment item selection is just floating bits of UI. How can we improve this?
The current set up shows price and separately profit. Let’s combine these, keep it simple and only give the player 1 figure to think about.
It’s slow to decide whether to accept or reject after each round of negotiation. It takes the player out of the action. Let’s see what we can do about the offer confirm screen.
Before we look at the next round of improvements, I’ve fished this video out of the archives. This is a mock up our artist put together. The cuts between customer and Merek are great to show who’s currently negotiating. That’s definitely going in version 3!
Version 3
Aside from the lighting looking as if it was powered by a single candle, we made a lot of improvements here.
When someone is talking, there’s a nice live image of their face on the UI. This was a bit of a trick, there’s a copy of the customer floating in space with nice lighting and a camera stuck in front of their face. This gets rendered onto a render texture and used here. Anyway….
This next section is a little work in progress, the items should be on the shelves in the background but the camera zoom is a nice effect to show how it will look and tie into the environment nicely.
The UI on the whole is starting to look in keeping with the theme but the coin in particular is nicely contextual. It implies you’re setting a price without having to put a label saying ‘price’. The multiple numbers for price and profit have also disappeared leaving one easy to understand value.
Continuing with our theme of relentlessly stripping out and streamlining, the offer confirm screen has been merged into price selection. There’s no explicit additional step, you can choose to accept the price or keep negotiating from the same screen. Nice.
A huge leap since last time but as development went on, we kept seeing rough edges to smooth over and more things we thought we could improve upon.
To Do:
You can charge 1000 crowns for a pencil and the customer keeps a straight face. Merek is also stood staring into space. Not quite the expert salesman you’d expect. We can improve these areas with animation.
Cutting to the customer shows the shop from an angle we never intended. We might have to think a way around that.
At this point I got distracted and started to play with adding a little animation of Merek lifting an item onto the counter to show what they’re haggling over. Anyway, on to version 4.
Version 4
How shiny! When haggling Merek now has a set of conversation anims that give a little bit of polish and energy to a negotiation. The customer plays an anim based on how upset they are at your ludicrous prices. At this stage, our customer anims are a free asset store asset until the artist can build out our own set.
And the elephant in the room, the beautiful environment. We chose to create a custom environment that is loaded just for haggling. That meant we could optimize it to look great from the angles we know are going to be used. This was around the time we were starting to create different shops for Merek to own. Using the same haggling environment cuts the design complexity when building a new shop. We aren’t restricted by having to include haggling elements in all environments.
At this point, it’s starting to look really good and close to what we wanted.
To Do:
Show the mood of the customer in a smarter way. Having an emoji to represent mood feels like a missed opportunity.
Version 5
We’ve now got custom facial animations for the live image to represent mood. This tidies up the UI but is also so much more visually pleasing.
The style of the UI has also been overhauled one last time. Once the designs had stabilized we got a specialist UI artist to spruce up the haggling flow.
We can’t see it here but there’s also a heap of quality of life improvements behind the scenes like the ability to fast forward or skip lines of dialogue.
A huge feature that I really really wanted was voice acting. It’s not something that many indie games have but a chatting and haggling mechanic benefits hugely from it. We sourced some great actors for the main and recurring customers and had about 20 voice actors who worked on the game in total. There’s lots of talent on Fivver and it doesn’t have to break the bank. Voice recording really helps bring this feature and the game as a whole to life.
Aaand that’s how we reached the final result. There’s no way we’d have been able to jump to version 5 on the first try. It took a lot of trial and error to find out what worked nicely and what areas needed to be improved.
If you want to see this mechanic in action, check out Merek's Market.
Thank you for your patience while we investigate the issues behind some gameplay issues you have been experiencing.
Following our previous update, we are now performing some backend changes for Overcooked! 2. This should help us to resolve matchmaking issues in Arcade & Versus in a public lobby. While this is taking place, there will be downtime for backend stability improvements. This is scheduled for 2pm GMT. This update is for the Steam Crossplay Branch.
As always, please report to our customer support here if you encounter any issues with the game: help@team17support.com
How have you been? Hopefully, all is well with you and, just as we, you can't for new devlogs! And so, we bring one to you today. 🙂
In this instalment we focus somewhat on the tools that will allow the player to restore old buildings to a usable state (and perhaps even their former glory 😉 ).
conceptart
As we get to work and select our first jobs, we'll need to bring along some basic tools such as the: - hammer, - drill, - paint roller, - broom, - and spackle.
It might not seem like much for a start, but if you take into account the small size of the beginner venues, it'll be more than enough. Thanks to these implements the player will be able to create a brand new interior – set up the furnishing and product shelves as well as engage in some minor repairs. It will also be the perfect opportunity to get used to the game's keybinds. And as we well know, that's always the kind of practice pays off in the later stages of a game.
Of course with the coming of bigger shopping centers the player faces more challenges and obtains new types of equipment that helps to meet these challenges. We're planning to include in the gameplay bigger devices that accommodate greater surfaces. Among those will be the paint gun or the floor cleaning machine that will allow for efficient tidying of halls and food courts.
As always, we're open to all your suggestions for the game. We want it to meet all of your expectations. We eagerly await suggestions you submit here on Steam and on our Discord!
You can receive a unique role there in our #roles channel! By choosing this reaction – 🛒 – you'll be updated regularly on all developments in Shopping Mall! Join and receive your unique role today!
Investigations are ongoing for the crashes related to audio issues on Xbox and it's suspected to be related to sound data corruption.
Today's patch aims to help limit the number of crashes related to these issues and will allow the team to collect data from active cases to help further investigations.
A new icon (see below) has been introduced and will appear in-game when a related audio issue is identified on your end.
If you see this audio icon, rebooting the console at your earliest convenience should help avoid the issue and minimize the chance of crashing.
The team will continue to share progress updates via the Siege Twitter account as a more extensive fix for this issue is worked on.
BALANCING CHANGES
ARUNI
Muzzle Brake attachment can be equipped on the MK14.
ELA
FO-12
Reduced damage to 25 (from 35).
Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
ELA & ZOFIA
Concussion effect of Grzmot Mine and KS79 no longer affects movement speed.
BUG FIXES
GAMEPLAY
FIXED – Camera goes out of bounds for an Attacker that's watching a death replay when the end of round replay begins. FIXED – Bulletproof cam remains visually present when the deploy animation is interrupted. FIXED – Fuze's Cluster charge cannot be deployed on Mira's Black Mirror. FIXED – Razorbloom and Grzmot mine can be activated through a soft wall if the wall is shot with a small caliber weapon. FIXED – Ping doesn't function when looking at a lower angle with Twitch's Shock Drone.
LEVEL DESIGN
FIXED – Destruction, clipping, and lighting issues on various maps. FIXED – LOD issues on various maps. FIXED – Some devices can be hidden behind the bookshelf in 2F CEO Office on Bank map.
OPERATORS
FIXED – While using a controller, player cannot lean and hold Ying's Candela at the same time. FIXED – Animation is missing for the Victory Celebration of Ash's Black Viper elite.
USER EXPERIENCE
FIXED – Crash occurs when players shoot a certain locations on some maps. FIXED – Various UI issues. FIXED – Various BattlePass issues. FIXED – Various shop issues. FIXED – The game soft locks when changing the mouse sensibility while eliminated. FIXED – Various audio and SFX issues. FIXED – Various localization issues. FIXED – Various customization issues. FIXED – Players is removed for inactivity on Xbox after disconnecting and reconnecting a controller during a match. FIXED – Missing text on 3D preview in Packs after previewing items from different categories. FIXED – Player gets redirected to the home screen after interrupting a Pack opening by pressing ESC. FIXED – Compass Location and Orientation doesn't update for a caster when switching from one player in first person to another in third person. FIXED – Various HUD issues.