As Season Six continues, the team have been working on the next time-limited Adventure along with additional fixes based on feedback from the community. We’re introducing more of this content to the game in today’s release, update 2.5.2.1.
For more information on the last batch of improvements and May’s Pirate Emporium offerings, see the previous release notes. For a refresher on all the new content that arrived back at the start of Season Six, check out the launch release notes!
Adventures
The seas have settled following the successful recovery of the Veil of the Ancients. However, Golden Sands Outpost remains on the verge of being lost forever as our Adventures continue. It will take everyone working together to save it... if that’s what they choose to do!
‘Lost Sands’ (May 26th – June 9th)
Merrick has returned to Golden Sands to lead the rebuilding effort, recruiting its former inhabitants along with any other pirates willing to help. Meanwhile, sinister figures have been spotted lurking in the shadows of the Outpost’s surrounding islands…
Speak to Larinna to begin this Adventure and join in the global community effort, as the fate of Golden Sands Outpost is left in players’ hands! Will you follow the Hunter’s Path or the Servant’s Path? Are you team #SaveGoldenSands or #RuinGoldenSands?
Choose to either help Merrick track down precious supplies to restore Golden Sands to its former Outpost glory, or side with the Servant of the Flame and use Relic Caches to keep this once thriving island enshrouded by the fog.
Even when not directly taking part in the Adventure, players can tip the balance by delivering useful supplies to Merrick or diverting them to the Servant of the Flame. All viable actions can influence the outcome until the Adventure ends on June 9th.
Separate cosmetic rewards are available for completing the Hunter’s Path and the Servant’s Path, serving as Mementos of the time players helped decide the fate of Golden Sands. An exclusive Title can also be earned for completing all Deeds in this Adventure.
Soulflame Rowboats
During this Adventure, pirates can discover Soulflame Rowboats emergently across the seas, crafted by The Reaper’s Bones for the purposes of causing mayhem.
Soulflame Rowboats come with a reinforced explosive keg strapped to the rear, allowing pirates to light the fuse before reaching their target and detonating. The keg is resistant to small arms fire, but repeated attacks will eventually cause it to explode.
Fixed Issues
Gameplay
Improved the experience when bailing a full bucket of water, reducing scenarios where water would still be left in the bucket after bailing.
Players lighting the Flames of Fate and placing a Ritual Skull within the Fort of the Damned will now consistently begin the encounter.
Players should now encounter a more consistent rotation of World Events across the seas.
Pirate Emporium
While wearing the Lionfish Costume, attempting to perform the emote from the radial menu will now display the correct iconography.
Performance and Stability
Optimised retrieval of player models for players joining a server to improve server performance and reduce black screen load times.
Known Issues
Reduced Server Performance
Players may experience scenarios where they encounter ping spikes at random while playing, resulting in rubberbanding or client stutters. While improvements have been released in update 2.5.2.1, the team continue to work on further improvements for future updates.
Steam Achievement Unlocking Issues
Some Steam players may find that after an achievement is unlocked in the game, it is not unlocked within Steam.
Ranged and Melee Weapon Hit Detection
In areas of intense action, players may find themselves firing shots or landing strikes that do not cause damage to their targets. While small improvements continue to be delivered during our regular updates, we are continuing to investigate and identify further improvements to the player combat experience.
To learn more about known issues in Sea of Thieves currently being tracked and their status, head over to our Known Issues support site article.
As you already know, we're constantly trying to improve our brand new DLC, according to your feedback. Since our last patch notes, we've managed to fix some additional issues reported by our community, but most importantly, we added a teleport mechanic that helps your pets move around stairs. Most of you (if not every one of you, yikes) have been asking for it, so we're more than happy to implement it into the game! Like the previous patch notes, we've prepared a separate list for general issues and house/order-related fixes.
Quick disclaimer: Read till the end because we might have some surprises for you! But for now, let's get the bugs out of our house!
General fixes and changes:
Dogs, cats, and bunnies will now move between floors on their own via internal staircases, with no need to carry them up or down.
You can now put up to two guinea pigs inside one enclosure, instead of only one.
Improved pet randomization in Morgan’s Pet Care and fixed the issue with new pets not generating in the next refresh cycle if all of them were taken by the player.
Cat hairballs are produced much less frequently now.
Adjusted mouth position of held dog toys and held paint cans to better fit each dog.
Your dogs will now drop held toys when you open their interaction menu, in a similar fashion to dropping held paint.
Your dogs can no longer carry paint when holding a toy in their mouth and vice versa.
Fixed paint cans having collision when carried by dogs, as well as randomly disappearing when carried in rare instances.
Fixed the issue with turtles getting stuck spinning indefinitely.
Fixed issues regarding feeding the turtle, the food will no longer disappear and interaction will properly fill out the bowl without the need for multiple feedings.
Fixed positions of cats laying on objects.
Rebalanced the timing of the pet needs and their behavior on jobs.
Fixed pets changing their colors when the game is reloaded.
Fixed some doors with little pet doors not having their intended functionality.
Fixed an issue with being unable to feed the hamster.
Fixed hamster’s cage keytips.
Fixed house recognition issues when the player is on the roof.
House/Job specific fixes and changes:
The AnimalCaretaker: Fixed the issue with door frame deletion causing the wall to be filled out despite another door frame being present. Fixed issues related to selling the bathtub and its mounting point.
Lets Rock Right Meow (House) - Fixed wall near the balcony on the second floor being unpaintable.
KameHouse: Adjusted walking for pets, preventing them from floating in the air.
Okay now... How about the magic trick? From now on, you don't need to carry your doggos, kitties, and bunnies anymore! We gave them a pinch of magic so that everyone could feel a little Harry Potter vibes! As mentioned above, teleportation is a real thing. It's a kind of magic, isn't it?
Some while ago, we’ve shown you that you’ll be able to have two guinea pigs in one cage. Unfortunately, due to dozens of things we had to do before the release, we didn’t manage to prepare it on time. Today everything changes, though. Two guinea pigs in one cage? Hold my beer!
The sound of drumrolls echoes through basements and pipes, and you already know something is coming! Suddenly, you realize that below this message, you can find a long-awaited friend that will come with a future update.
If house flipping wasn't enough, we have fantastic news for you! Frozen Way, as a co-producer of Builder Simulator, gives you a once-in-a-lifetime chance to create your own house from scratch! Get to grips with construction and feel like Bob the Builder!
Additionally, before you go, we have a little survey about your favorite (and least favorite) House Flipper NPCs. If you'd like to share your opinion with us, just click on the image below:
That would be it for today’s development update, flippers. If you have any questions or ideas regarding House Flipper – Pets DLC or Builder Simulator, feel free to let us know in the comments below or on our discord channel.
Hello and welcome to yet another Dev Diary for Victoria 3! Today’s topic will be Unification, aka the process of turning one nation into another, ‘greater’ nation, such as the historical example of the Kingdom of Prussia turning into the German Empire in 1871.
When talking about Unification, there’s two distinct types of Unifications - regular Unifications and Major Unifications, the latter of which have some special mechanics associated with them. We’ll go over the former first.
The Unifications you’re able to form range from small one-region nations like Baluchistan to vast ones like India.
A Regular Unification is, plain and simple, a particular country that can be formed by other countries. These may be countries that have existed in the past (such as Poland), came into being after 1836 (such as Italy), are alt-history countries that we have deemed plausible or interesting enough to include (such as Arabia) or may even be countries that already exist on the map in 1836 but can be re-formed if they were to break up or be conquered (such as the United Provinces of Central America).
In order for one country to become another, there’s a few conditions that must be met:
The forming country must share at least one Primary Culture with the Unification country. For example, any country with either South German or North German Primary Culture can form Germany, which has both.
The forming country must have a lower country tier than the Unification country. Country tier is an inherent ‘status’ assigned to each country based on how it was historically perceived, and gives Prestige based on how high the tier is. For example, a country that was historically regarded as a Kingdom gets a bit more Prestige than one that was a mere County. This is a fairly weak effect, as the idea that some countries/titles are simply more inherently prestigious than others was falling out of fashion in the game’s era, but serves as a useful way to determine which countries would realistically strive to change their identities, as it’s quite unlikely that Poland would want to turn itself into just Galicia-Volhynia, while Krakow might jump at that opportunity. There is one exception to this rule - a country may form a Major Unification of the same tier, if they are themselves not already a country that counts as a Major Unification. For example, the Empire of Austria can become the Empire of Germany despite not increasing their tier in the process.
The forming country must own or be the suzerain of the owner of a sufficient number of the integral State Regions of the Unification Country. Usually, what a Unification country considers to be its integral State Regions maps directly to the Cultural Homelands of its Primary Cultures - so the integral State Regions of Italy is any State Region that is considered to be the Cultural Homeland of either North Italian or South Italian culture.
Certain Unifications may require you to research technologies such as Nationalism or Pan-Nationalism to be available.
Once these conditions are achieved, unification is as simple as the press of a button. Once that button is pressed, the forming country will immediately turn into the Unification country, annexing any subjects of theirs that share a primary culture with the Unification country and own land in its integral State Regions in the process. For this reason, it isn’t necessarily required (or even desirable) to outright conquer other countries that are standing in the way of your unification dreams - subjugating them lets you count their land towards the required goal, and allows you to integrate them into your unified country with less Infamy than you would otherwise get.
With seven of the nine integral Australian State Regions under their control, New South Wales are ready to proclaim themselves as the united Dominion of Australia
That’s about all there is to know about regular Unifications. So then, how do Major Unifications differ? Quite a bit, actually! Major Unifications are countries such as Germany and Italy, which historically had strong nationalist movements agitating for their creation from the disparate polities they were divided into. At the start of the game, these differ little from regular Unifications, but once any country sharing a primary culture with the Unification Country researches the Nationalism Society tech, new mechanics called Unification Candidates and Unification Diplomatic Plays come into effect.
Unification Candidates are, quite simply, countries that aspire to unify the aforementioned disparate polities under a single flag, the clear historical example here being the Kingdom of Prussia’s ambition to unify Germany. In order for a country to be a Unification Candidate, the country must be at least a Major Power. However, if there are other (potential or current) Unification Candidates that are Great Powers, then Major Powers are not considered to be valid Unification Candidates as they are simply seen as too weak by comparison.
There can be up to 3 Unification Candidates at any given time, and if there are more potential candidates than this, then the 3 with the highest Prestige are chosen. It is also possible for there to simply be no Unification Candidates at all if no potential formant is at least a Major Power. As power rankings change, so do the candidates - any candidate which falls below the rank threshold ceases being a candidate, and any potential candidate that achieves it becomes a candidate (assuming there is a free slot or they can beat out an existing candidate in raw prestige).
Prussia and Austria each have a handful of supporters for their bid to unify Germany, but most of the minor German countries remain uncommitted.
So then, now that I’ve told you all about how to become a Unification Candidate, what do you do once you actually are one? Well, most importantly, you can now begin to receive the support of non-candidate countries sharing a primary culture with the Unification Country - aka, any country which has the potential to be a candidate but doesn’t make the cut. These countries can instead choose to throw their weight behind one of the existing Candidates, effectively telling the world that they would like to become part of something greater than themselves.
For the purposes of holding the necessary number of integral State Regions, any Unification Candidate gets to hold the land held by countries supporting them, so if both the Mecklenburgian Duchies back Prussia’s candidacy, this means that Prussia gets to count Mecklenburg towards the number of North/South German State Regions they need.
Furthermore, Unification Candidates get access to two special Diplomatic Plays, which can be launched from the Nation Formation panel. These are called ‘National Leadership’ and ‘Unification’, and are modelled largely on the historical process by which Germany came into being.
National Leadership is only relevant if there are multiple Unification Candidates, and is effectively one candidate challenging another for supremacy, as happened in the Austro-Prussian War of 1866. This play always targets another Unification Candidate with both sides having as a primary wargoal to force the other to renounce their candidacy. Supporters come into play here, as any country pledged to support one candidate or the other will automatically back them in the play, and fight on their side should things escalate into war.
Having amassed a large number of supporters, Prussia is poised to challenge Austria for German Leadership and become the sole Unification Candidate remaining
When a Leadership wargoal is enforced, the defeated party will become permanently disqualified as a Unification Candidate, which also lowers the maximum number of candidates for that Unification Country by 1 (to ensure that there is not simply an endless number of new candidates rising up to challenge the dominant candidate). In other words, if Prussia defeats Austria as happened historically, then Austria will no longer be a Unification candidate, and unless another German country such as Bavaria has been able to rise to Great Power status, Prussia will be left as the sole candidate standing.
It’s important to note that Austria being disqualified from candidacy for Germany, does not actually prevent them from ever forming Germany, but it does mean they can no longer use the tools available to candidates and so would have to rely on brute force to achieve that end.
When there is only one Candidate (either because there was only one to begin with, or all others have been defeated), the Unification play can be used. This is a special play that involves every non-Great Power country that shares a primary culture with the Unification Country and owns land in its integral State Regions. As before, any of these countries that support the candidate will automatically be on their side in the play, while all others (regardless of who they might have supported or not supported in the past) will be on the opposing side, with the strongest among them as war leader. Just as with any other Diplomatic Play (including National Leadership) any country with an interest in the region where it’s taking place may butt in.
In a Unification Play, the attacker is angling for no less than the full annexation of all other (non Great Power) countries on the potential target list, including their own supporters (who may end up fighting to be annexed). As such, it may seem like there is little reason for a player country who isn’t a Unification candidate themselves to support a candidate, but (assuming your goal isn't annexation of your own country) there is one valid reason to do so: To play for time. Supporting a unification candidate is very likely to make them friendlier towards you, which means that if you’re playing as Anhalt, surrounded on all sides by Prussia, it can be a valid strategy to throw your support behind them to avoid an ‘intervention’ in your country, and abandon that support once you’ve secured some strong allies.
With Austria now out of the contest, German unification seems within Prussia’s grasp… if they can find a way to avoid or overcome French and Russian intervention
That’s all for today! Join us next week as we turn to the topic of Characters with another dev diary by our lead content designer and AAR aficionado, neondt.
Some of you were struggling with figuring out how some of Painting VR's many features work. That should not be a problem anymore because Painting VR now has in-game tutorials! Those are several videos that teach you the ins and outs of Painting VR. You can access them by selecting the "i" icon next to your canvas. You can follow along while they're playing.
👨🎨Display Your Works👨🎨
Did you ever want to display your paintings and turn your virtual studio into a gallery? Now you can! Go to your in game portfolio, select a painting, press the button in the bottom right corner of the window and hang it on your wall!
⏩Quick Access Menu⏩
We added a quick access menu that you can use to Redo, Undo, Open Brush Settings, and Lock/Unlock All Objects. Much simpler than having to remember a bunch of buttons, right?
➕And more...➕
This update is not just about new features, but also about bug fixes and QOL changes!
Smudging is here: in brush settings you can tweak how much the brush will smudge/smear the paint
Reorganized settings in 3 tabs. General Settings, Left Controller, Right Controller
Improved collisions on the edge of the canvas
Increased friction on brushes
Color picking now happens on a button press instead of a button hold
Several bugfixes and changes to the movement system and the controllers
The reference and saved paintings folder moved to the "My Pictures" folder on windows C:\Users*username*\Pictures\PaintingVr
General bugfixes
Did you find any bugs? Stuck with something? Do you need a silly challenge or a vat of inspiration?
Using the Animaze app has just become easier than ever as Animaze is now available on our website, https://www.animaze.us/pricing!
Our new and improved website will now offer users the opportunity to create accounts, purchase, or download for free the Animaze app!
Animaze’s pricing plans have remained the same ones that our community has gotten used to. If you want to see all the perks and decide which one is right for you, we recommend you visit our breakdown right here. Until then, here’s a preview of what you can choose from:
Are you looking to spice up your video calls? You can use Animaze for free! Forget bad hair days on Zoom and go on your video calls with a fun and creative digital character. You can choose from over 80 original avatars, build your own human-looking avatar by using our in-app character creator or the Ready Player Me creator which transforms your selfie into an avatar in a matter of clicks. If you already have a custom avatar, you can import it and play around with it in Animaze free of charge!
Want to advance your streaming career? Try out Animaze Plus or Animaze Pro! Round up your Twitch subscribers and stream as your favorite character! After an initial setup, that will give you the opportunity to choose from multiple advanced face, body, and audio trackers, you’ll be able to let your avatar’s emotions run free or even do a celebratory dance to welcome your new subscribers. You can use Animaze’s advanced settings and more with the Animaze Plus subscription ($3.99/month). Commercial streaming* with Animaze is possible with the Animaze Pro subscription ($9.99/month) *Animaze Pro subscription is only needed if you already earn more than $6000 USD per year from Animaze powered content (or $500 USD per month).
As always, we love to hear your feedback on Animaze!! Tell us what you think on our Discord server, email us at support[@]animaze[.]us, message us on Twitter, or drop a line on the Animaze website!
Since the first game in our Freakpocalypse trilogy released just over a year ago, we thought now would be a good time to update you on the next game. We know many of you have been waiting to hear what the status on Freakpocalypse Episode 2 is, so we thought you all might enjoy some details and a sneak peek at what we’ve been working on for the second game.
What’s To Come in Freakpocalypse Episode 2?
Longer Gameplay Overall – Expect a much larger main quest with more fun to explore along the way
We’re in the apocalypse now, mothafuckas! – Coop is no longer stuck in his humdrum teenage life, as he’s now thrust into a post-apocalyptic world, fighting for his survival amidst total chaos
Much more puzzle diversity – New puzzles and mechanics that span from mini-games to boss fights and more
Speaking of New Mechanics – Powers, mini-games, companions, environment effects, and even Grandma will help you survive the ever-changing, dangerous Netherton landscape
Boss Fights – We’ve been working on some fun ways to include boss fights into the storyline. It’s still a point-and-click adventure game, but now with some exciting new twists
Multiple Solutions – Have fun trying out different ways to solve puzzles and potentially discover secrets, easter eggs, and other interesting results along the way!
More legacy characters – How will Ted Bear survive the apocalypse? Is The Purple Shirted Eye Stabber still alive? How will Fart In A Jar Martin manage to stay alive in this hellscape? Tons of characters you know from Cyanide & Happiness have arrived to help make long lasting memories and unbridled chaos
Company For Coop – Coop isn't alone as he interacts with the world, flirts with objects, and more (while still being an unpopular weirdo) - this time he has new companions who are along for the ride
More Ways to Die – We had only a few ways for Coop to die in the first game, but things have taken a far deadlier turn now that he’s in the post-apocalypse. Expect more blood, gore, corpses, and general horror for poor ol’ Coop to deal with. School is out, death is in!
Merchants – An in-game shop and economy (NOT micro-transactions or NFTs), for more in-universe fun and bonuses
Callbacks to the first game – You'll learn all about not just what has happened to Coop, but other characters and how they're dealing with post-apocalyptic life
Beyond Quests - More to do outside of active quests, replayable mini-games to top your best score, deeper character interactions, and reactive environments
More Music – Having so many new locations to explore in the post-apocalypse, we’ll naturally have a wider variety of music to reflect the mood
Pick Up From Where You Left Off - We plan on Items and Costumes from the first game to be carried over to Freakpocalypse 2
Secrets - We can’t tell you what they are... but there’s a lot more of ‘em!
While we can’t announce a set release date for Freakpocalypse Episode 2 just yet, you can see we’ve been quite busy with it. We’re working nonstop on it, but we’re not going to rush the release when we have so much fun stuff planned for this next game. We’ll be sure to keep you posted whenever we have more updates regarding the release date, second game title, and more later on down the road.
What's up Rockers! It is a pleasure to announce the collaboration with our friends from Until You Fall from Schell Games. This collaboration includes a new playeable cover song and skins,
New Song:
Kneon Knightmare - Until You Fall
New Customization Assets:
Until You Fall Hands
Until You Fall Drums Sticks
Until You Fall Drums Set
In the game store, you can buy the song and customization assets with the game currency for free!
We have more exciting collaborations to announce in the future, so stay tuned!
Remember to add Drums Rock to your wishlist on steam, so you do miss the game launch on 2 Jun, 2022
As many of you will know from our debrief on the importance of using vehicles, any hunter hoping to survive the SoNS onslaught must be continuously looking to improve their ride.
Relying on a vehicle's basic equipment may get a hunter from A to B, but standard issue won't cut it if you're hoping to take down the more ferocious SoNS out there. Each tank or transport you add to your garage can be modified extensively!
Under the Hood
All modifications and hardware can be installed back at Iron Base by PO-M and the rest of the survivors using the Terminal.
Individual pieces of equipment have weight and durability stats that contribute towards a vehicle's overall weight load and defensive capabilities. You can reinforce the chassis to make a vehicle sturdier, or reduce its weight to make it more manoeuvrable.
The bulk of what determines a vehicle's load capacity is its engine. By far the most integral piece of the machine, the engine is also upgradable or can be swapped out for a more specialized model. Improving the stats of the engine will allow for greater improvements for the vehicle as a whole. For example, an upgraded engine will increase overall load capacity, allowing for heavier armaments and thus increasing overall firepower.
Maximum Firepower
Every vehicle type will have a different configuration of weapon slots. Weapon mounts can be installed in each available slot, and you can freely swap out mounts whenever you're at Iron Base. Weapon mounts come in three types:
Cannons - Conventional damage dealers out in the wastes. While they may be slow to reload and have limited ammunition, cannons deal heavy damage, with several having the chance to pass through several targets at once. Some cannons can also deal elemental damage such as Fire, Ice, or Shock.
Machine guns - With their infinite ammunition and lighting fast reload times, machine guns are perfect for facing down large swarms of low level enemies, just don't expect them to pack much of a punch against larger foes.
Special Equipment (S-E) - Extremely specialized weaponry that can be deployed with devastating effect! S-E weapons can come in the form of anti-tank missiles, sonic blasters, mortars, and more! Having one of these versatile slots on a vehicle can truly give you the extra edge in battle.
TOP TIP: Remember to stock up on anti-air weaponry as well to avoid having death rained from above!
Hot Chips
Once you've fully customized your vehicle's weapons loadout, it's time to look at Trait Chips. These handy chips act as special abilities that can alter the behaviour of certain weapons. Some chips will allow a weapon to be fired twice in quick succession while others may allow for two separate weapons to be fired simultaneously.
Experiment with different combinations of vehicles, weapons, trait chips and engines to create the ultimate fighting machine!