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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Why are people willing to die for an idea? What makes the idea of a "nation" so powerful? How do nations form?
Espiocracy embarks on a journey to answer these big questions. Starting on January 1, 1946, the game launches you into a world recovering from the Second World War and into the long shadow this war cast on the concept of statehood.
Countries once described as empires, proud conquerors of the world, were themselves conquered or economically crippled. Even after victorious war-time counteroffensives, they were no longer in a position to retain their power over colonies. Some nations even owed part of their hard-won liberty to conscripted colonial subjects, who, for their part, had seen first-hand that Europeans were not as civilized as they had been led to believe.
At the same time, two anti-colonialist powerhouses were emerging from the ashes of WWII. United States and Soviet Union, eager to make a case for their opposing ideologies, armed freedom fighters and promised economic miracles to potential new countries.
And so, the era of decolonization begins - Petri dish of nation forming.
Transcript: 19XX year of independence for majority of decolonized countries in the real world history.
The Cold War precipitated decolonization of dozens of countries. In the game, decolonization powers multiple ways in which events could have come to pass, mixing diverse interactions to create different alternate history every time you play.
Anatomy of a colony
In Espiocracy, colonization shares features with occupation. Colonies and occupation zones fall into the wider category of proto-states: separate ecosystems of actors (influential people, organizations, and sectors) controlled and exploited by another country through a set of external actors (colonial administration, military forces). Subtypes and power of the latter define details of proto-state's dependence, ranging from indirect rule through indigenous leaders (the British model) to de jure incorporation (e.g., French Algeria).
Colonies are populated by groups divided along ethnic, linguistic, and religious lines; for instance a white minority and indigenous majority, Tutsi and Hutu, or major ethnic groups of Indonesia. In this model, there is no inherent anti-colonial conflict (besides the usual anti-settler tensions). Instead, there are conflicts (and cooperation) between groups and actors that can be exacerbated by a colonial/anti-colonial divide but that also extend to tensions around settlement, economic exploitation, indigenous clashes, secession from colonial rule, and many more.
Populations and actors are mutable. They are modified by the wheel of history: migration, urbanization, green revolution in agriculture, new forms of media, lack of environmental resources, and supranational institutions.
This is where establishment dynamics kick in. Seeds of national identity reside in population groups, whereas physical countries are formed by concrete actors, such as political leaders and social movements. Delicate dance between these forces differentiates one colonyâs fate from anotherâs. Two extreme examples of this phenomenon can be seen in trajectories taken by two neighboring countries: Guinea (whose anti-French movement under Ahmed SĂŠkou TourĂŠ led to dramatic departure of colonists who literally unscrewed lightbulbs when leaving) and Senegal (where pro-French rule under Leopold Senghor saw Senegalese troops sent to crack down on rebellion in another French colony).
Playing in a colony
Espiocracy leverages its unique approach to the grand strategy genre - playing below the level of nation spirit - in decolonization gameplay. Here, you can start as a part of potentially-nation-forming organization in a colonial proto-state and work from the shadows towards independence.
This part of gameplay is vastly different from the usual international spy intrigue. Instead of heading governmental intelligence agency with numerous employees, you guide a small group of fixers without diplomatic immunity or ability to form robust surveillance groups. This is where the system of contacts can shine. A few properly developed contacts can provide substantial support and result in deals that can mean the difference between successful decolonization and failure of your movement.
In addition to contacts, other ways to play direct role in decolonization include:
Undermining colonial government
Organizing popular resistance
Cooperating with other independence movements
Harnessing external support
Infiltrating state actors
Protecting actors (think: Gandhi)
Promoting pan-continental ideas
Essentially, this element of gameplay is a twist on the diagram presented in the first dev diary, moving the center of gravity towards characters: Transcript: On a spectrum from playing as a nation to playing as a character, middle position of an intelligence agency moves towards characters in the decolonization phase. It is partially inspired by real-world examples, such as highly active intelligence components of Vietnamese independence organizations or members of Polish anti-communist opposition forming counterintelligence cells.
Playing in an empire
Colonial empires, famously, have taken very different paths in the decolonization process, often on a case-by-case basis. In-game differences between these trajectories depend on economics, use as a political and military outpost in the region, governmentâs views on colonialism, views on goals and race (e.g., difference between British racism and Franceâs âcivilizing missionâ), ability to project the power, schemes such as a second colonial occupation, and direct relationships between actors in the homeland and those in dependent territories. In gameplay, these factors are complemented by external factors such as events (such as Suez crisis accelerating decolonization) or international pressure (like the formation of the UN, signing of the Geneva Accords, and emergence of global superpowers).
As a player, you are asked for advice and can proactively recommend action on a spectrum ranging from all-out military intervention (e.g., the Dutch in Indonesia) to fleeing the scene (e.g., the British in Palestine), all of which have far-reaching consequences. Repression is handled by military and separate secret police, but you can also choose to directly engage in the process as an imperial state actor following, for instance, the Portuguese approach in Mozambique, where PIDE allegedly assassinated Eduardo Mondlane, leader of local independence movement.
In some territories, you can nurture close cooperation with the white minority, which may be profitable not only for the country but also for your organization. Colonies can also influence homelands via actors (e.g., Jacques Soustelle, the French Governor-General of Algeria who planned a coup to overthrow government in Paris) and population (primarily through migration).
Moreover, decolonization gameplay includes the option to interfere in other colonies. The Cold War was very much a conflict between proxies of proxies with France supporting anti-colonial movements in British dominions, the US backing apartheid anti-communist governments, Cuba exporting revolution to Angola, and alleged conflict between Soviet and Chinese intelligence services spilling over into Africa.
Independence
There's more than one way to skin a cat:
Unilateral declaration of independence
Autonomy granted by the empire
Diplomatic negotiations and subsequent transfer of rule
Victory of local actors in a civil war
Violent overthrow of the colonial administration
Flight of the colonial administration followed by a brief stateless period
Referendum (fair or... rigged)
Policy (e.g., British majority rule, French union)
Legal pressure within the empire (e.g., FĂŠlix HouphouĂŤt-Boigny)
Secession of the colonial administration (e.g., Rhodesia)
Borders of newly-formed country are defined by actors in power: practical control (loyal boots on the ground), location of populations, neighboring countries, and natural barriers. In some cases, decolonized countries at first have fluid borders which remain an issue to be resolved through diplomatic means. This very important topic will likely get a separate dev diary in the future.
After independence, the fate of the new country is decided by international recognition, access to the UN, and the establishment of state structures. Often, new countries are overflowing with competing factions, such as population groups that value local patriotism over loyalty to the whole country. They must also deal with neighbors who try to exploit their vulnerabilities and often undeveloped economy. In some cases, civil war is inevitable. Gameplay at this stage transforms from a local faction-related affair to international gameplay involving the acquisition of much-needed technology, knowledge, and alliances, all of which must be achieved while avoiding neo-colonization.
Final remarks
With this dev diary, we finished initial sequence of articles focused on nations in Espiocracy. Next up - science and technology!
If you're not already wishlisting Espiocracy, consider doing it:
We've already blown past our first submission goal for the fan art competition, so it's time for the promised Q&A with our cast of characters. It'll take place on our Twitter (@blacktabbygames) today, starting at 4pm Eastern, and you can start submitting questions NOW through our CuriousCat.
These few days were filled with fishing excitement and passion, as anglers competed for the opportunity to advance to the semifinal of the first bottom fishing tournament in the history of Fishing Planet, World Cats Cup! Finally, itâs time to announce the results of the third and final qualifier. These are the top 20 anglers who grasped their last chance to advance to the semifinals, which will take place on March 19! Congratulations to all who have succeeded and will soon set off for the vast expanses of the Marron River in Bolivia! If you didnât pass the qualifiers, donât worry! There are many interesting tournaments waiting for you in the near future. Tight lines!
Weâre coming up for air one more time as weâre deep into our development cycle. We have some really cool news to share with you on whatâs going on with Shattle and how 5 Fortress as a company is growing. So without further ado, letâs get into it.
You've probably seen glimpses of our new and upcoming assets and cover art if youâve been following us on our social media channels. Weâve mentioned before that weâre getting a new look and feel, and our art department has really stepped it up. This new cover art you can see above, created by our talented Lead Game Artist Patrik, shows off our characters, what to expect from the game and even hints at some of our future features for those with a keen eye. Weâll go into more details on the changes down the line, but expect more of the same as development continues.
Speaking of our teams, we have recently begun to scale up our dev teams in the programming and UI/UX departments. One of the first challenges we have them tackling is completely re-doing our inventory system.
Our old system was outdated, generic and did not fit our gameplay and early testers felt it was clunky. It got the job done for our initial build, but we know we can do better. So now weâre building it from scratch and creating something unique to our game that actually works as intended. Look for more updates on that as we go forward.
Next up, our new FPS mode is shaping up nicely. While weâre still early in the process and a lot of work still needs to be done to make it look and feel great for players, our external QA company has come back saying they really like it from their first impressions. Weâve explained in earlier devlogs why this change is important to Shattle, so the development team is committed to nailing this feature.
Our newest map Vargen is continuing to come together, as you can see in our latest WIP pictures above (more on that in a future blog). But itâs not the only thing weâre building at 5 Fortress.
While weâve created the game mostly remotely, thatâs soon to change as we move into a new office next month. Located in Boden, Sweden, the new space will allow us to work closely with each other again, collaborate more on game development as we move forward with Shattle and potentially give you more opportunities to learn more about us and our team. So look for new office news in the future!
Thatâs it for this week. As always, you can catch up with us on our social channels, and if you want to learn more about Shattle or ask the devs questions, make sure to join our Discord channel as well.
While some of the old 2D battlegrounds still wait their turn to get a makeover, our Desert battleground just got its new look.
Located all over the vast, barren continent of the Pyrelian Wasteland, the desert regions are filled with many dangers. Some nomadic tribes travel to the desert but they never stay around for too long. While the scorching sun and searing sands make the conditions almost unbearable, real peril hides behind those who are attracted to this place: mercenaries, assassins, fools, and those who are desperate.
Check out the Desert battleground Sneak Peek and its clickables on YouTube: YouTube.
What are your impressions of the Desert battleground? Feel free to comment below or join our Discord channel (Discord)! Who knows, you might even be able to play on it sooner than you think...
Features: Added official support for multiple building pieces on the same tile. In the future, when support mechanics are implemented, the building system will add the weight of all pieces but only the highest support will be provided. - You can place as many building pieces on the same tile as you want, so long they are different pieces or different rotation or different flip state. - Right clicking with the hammer used to destroy whatever piece was on the current type/slot you are hovering. Now it will only delete the same pieces you have selected and with the same flip/rotation. Ctrl+right click deletes everything in the selected tile. This works on both the hammer and the maul. Implemented the workshop popup when the user needs to accept the Steam's workshop user agreement.
Bugfixes: Fixed an issue with equipping the hammer too quickly after loading a save/starting a new game.
Changes: The game don't automatically send exceptions on modded clients. Completely rewrote how building pieces work, currently saved structures will still load and look the same, but some of the new methods to delete individual pieces don't work on some of them. You can still destroy them with the maul if you need to modify old buildings.
Known Issues: The stone gate meshes were inverted. This will not be automatically fixed on load, so you will need to destroy and build them again if you used them.
Translation: UIDoNotOpenWorkshopPopup;Do not automatically open Workshop agreement popup
In case this patch have some big breaking bug, the previous version is available under the beta branch.
Today we would like to present to you all balance changes that are currently planned for the upcoming update. All changes and new features can be tested on a special server. First, letâs figure out what is going to change.
We remind you that all the new features described in the âDeveloper blogâ are not final and may be changed before they are introduced into the game or may not be implemented into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!
Built-in scopes
We have taken your feedback from the previous testing of built-in scopes into account and are ready to present you with the final version of this feature:
All armoured vehicles in the game will receive a built-in scope. Itâs not as efficient as the module scopes, but still allows you to zoom the camera on the target and lowers the point of view, which can be useful when shooting at medium range, as well as to compensate for the parallax effect.
The built-in scope has two magnification modes.
You can activate the scope with the default key or reconfigure it in your deviceâs layout settings (gamepad or keyboard). It is no longer necessary to assign a separate group of weapons for a scope.
The existing module scopes are still much more efficient than the built-in ones.
Along with the built-in scopes, we reviewed some of the features of the module scopes:
Now they donât drain any energy. Only 1 scope-module can be mounted on an armoured car. Each scope-module transfers the viewpoint into itself.
The parameters of the âTS-1 Horizonâ have been changed:
Durability increased from 36 pts. to 118 pts.
Mass increased from 36 kg to 90 kg.
The scope now has a second zoom mode (with minor magnification).
The parameters of the âNeutrinoâ scope have been changed:
Durability increased from 72 pts. to 135 pts.
Mass increased from 40 kg to 90 kg.
Now the scopes do not increase the enemy detection range (they donât perform the function of a radar).
Now âNeutrinoâ will show the explosive parts of the enemyâs armored vehicle only if the enemy is detected by the cabinâs radar, module radar or by an ally.
Added new settings to the âInterfaceâ section:
âScope activationâ: allows you to choose how the scope will be activated:
âBy pressingâ â the scope is switched on and off by separate button presses.
âBy holdingâ â the scope is switched on when the corresponding key is pressed and held, and is switched off when the key is not pressed.
âActivating the scope by the mouse wheelâ: the ability to switch on and change the scopeâs magnification by using the mouse wheel. Works only if the scope is activated âBy pressingâ.
âChange the magnification by pressing the button twiceâ: if this option is active, you can immediately turn on the the scopes second magnification mode by pressing the corresponding key.
Changes to physical models of parts
Passive melee weapons
A number of physical models for certain melee weapons were improved. Now the sharpness of the angles of the physical models is not as sharp as it was before.
Most of these changes will affect the so-called âwedgesâ â the vehicles, the design features of which allow you to easily pick the enemy up, depriving him of the ability to move around. Now it should be more difficult to pull off such actions on the battlefield.
List of the parts that have been improved:
âTwin BladeWingâ
âHatchetâ;
âIncisorâ;
âRight flailâ and âLeft flailâ;
âPole-positionâ;
âSmall plowâ;
âThe Omenâ.
Physical models of weapons
Many of you already know that physical models of some weapons in the game may not correspond to their visual models and, as a result:
the weapons with a physical model that is too big inevitably receive more damage in battle, and the ability to cover them with armor can be severely limited. on the contrary, the weapons with a physical model that is too small, are too easily covered with other parts; they are more difficult to hit with a targeted shot or hit with a blast wave. Many players rightly pointed out that this gives an unfair advantage when assembling cars and in battles, and we agree with them.
We have refined the physical models of a number of weapons, and now they correspond to their visual models. The full list of changed weapons:
AC43 Rapier
AC50 Storm
AC72 Whirlwind
Whirl
Cyclone
Vector
Sinus-0
Spectre-2
Aspect
Punisher
Synthesis
Prometheus
Helios
MG13 Equalizer
MG14 Arbiter
Reaper
Aurora
Blockchain
Breaker
M-37 Piercer
M-38 Fidget
M-39 Imp
Important change!
Weâve taken your concerns about the effectiveness and survivability of âMG14 Arbiterâ into account. Its durability will be increased from 186 to 218 pts.
Changes for structural parts and cabins
Structural parts
We have changed the parameters of common structural parts: we have reduced the PS and increased the durability of heavier parts. These changes will affect all armoured vehicles, but, according to our calculations, the heavy cabins will receive the biggest benefit from this. Now heavy assemblies that use these cabins as their base will be able to become significantly more durable, fully realizing their weight limit and tonnage. Itâs important to note that you donât have to remove parts in order to reduce the PS of the entire build.
Cabins
As for the cabins, itâs no secret that now most battles happen rather quickly, and players prefer to fight in close combat with appropriate weapons. We believe that one of the reasons for this behavior is the overstated maximum speed of many cabins.
The main purpose of these changes is to diversify the cabins in terms of maximum speed. This mostly concerns the medium cabins. Now their speed is not close to the one of lightweight cabins as it used to be. The speed of lightweight cabins and some heavy cabins has also been slightly adjusted (in km/h):
Sprinter: 80 instead of 90;
Huntsman: 75 instead of 70;
Growl: 95 instead of 100;
Hot Rod: 80 instead of 85;
Bear: 70 instead of 75;
Fury: 75 instead of 80;
Jockey: 70 instead of 70;
Bat: 95 instead of 100;
Aggressor: 100 instead of 105;
Quantum: 80 instead of 90;
Photon: 70 instead of 80;
Cerberus: 95 instead of 100;
Werewolf: 95 instead of 100;
Harpy: 95 instead of 100;
Omnibox: 68 instead of 70;
Deadman: 95 instead of 100;
Jannabi: 95 instead of 100;
Icebox: 63 instead of 65;
Tusk: 95 instead of 100;
Ghost: 76 instead of 80;
Torrero: 85 instead of 100;
Favorite: 80 instead of 90;
Echo: 65 instead of 70;
The Call: 77 instead of 85;
Blight: 95 instead of 100;
Howl: 80 instead of 90;
Cockpit: 100 instead of 105;
Dusk: 95 instead of 100;
Beholder: 80 instead of 85;
Hadron: 73 instead of 80;
Nova: 70 instead of 75;
Griffin: 95 instead of 100;
Master: 95 instead of 100.
The time before the automatic car jack is activated decreased from 20 to 15 sec. for all cabins.
Other
In addition to the changes mentioned above:
You will be able to see how the model of the âGhostâ cabin will be changed;
âIcarus VIIâ speed has been reduced from 80 to 75 km/h;
The most attentive ones will also notice a number of other new features and changes.
We remind you that on the test server, a lot of features may not be presented in their final form and can receive additional improvements.
How to get to the test server?
If you have already participated in testing on a special server, then it will be enough to start the Launcher from the folder with the test client and wait for the update to complete.
Create a new folder for the game on your hard drive.
Download the Launcher from this link. The file name should not contain numbers indicating that the file is a duplicate. Please note that you should launch the file that does not contain any digits (1), (2), etc. in its name. If, when starting the installed launcher, you get to the live game servers, you need to delete all downloaded launchers from the download folder and try again.
Start the Launcher and install the game to the folder you created (for example: D:\Public test\Crossout).
After the installation is complete, start the Launcher and enter the game with your username and password.
The whole progress of your main account will be transferred to the main server (including parts in storage and levels of reputation in factions).
After logging into the server, to transfer progress from your account, press the âEscâ key and select âCopy account dataâ.
Please note the schedule of the test server:
Friday, March 18, 2022 from 13:00 to 19:00 (GMT time)
Saturday, March 19, 2022 from 13:00 to 19:00 (GMT time)
Sunday, March 20, 2022 from 13:00 to 19:00 (GMT time)
Any progress you make on the test server will not be transferred to the live game servers (INCLUDING ATTEMPTS TO BUY PACKS).
After testing the changes, we invite you to leave your constructive feedback on the planned rework in THIS THREAD (it will open a bit later after the launch of the test server).
You can report all issues found on the test server here.
The public test server is intended only for testing of the upcoming update, and may not accommodate all players without exception. However, absolutely anyone can join the server, as long as there are free spots.
For more information on Crossout, follow these channels: