Hey everyone! We appreciate all the feedback yall have been sending to us. We've been listening to that feedback and have another patch for you all. Please keep the feedback coming. If you find any bugs or anything, please report them in our Discord through our ticketing system.
added a progression board when you go to sleep with new documents.
added ending tape played during credits to add more context to the ending.
updated ps5 icons
added asset to indicate miss boismet house door (atop of it)
added post it to first electrical box to help players look up
fixed dreamlike entrance from church that should now properly disappear when the level is completed
It's been on my to do list for some time but I've finally managed to put together a discord server. Anybody is welcome to join...players, prospective players and Patreon subscribers.
At the moment it's mostly an empty shell which I'm hoping to build out with channels when I actually know what people want to see. Let me know if there's anything in particular you would like to see in there!
Patreon subscribers have a few special channels like "Render-Sneak-Peaks" where I upload random renders whilst I'm building the game.
Anyway, HERE is the link to join, I look forward to seeing you all.
After many years of development, we are thrilled to share Terra Invicta with all of you!
Release Trailer
Learning to Play If you'd like to see some materials to help learn some strategies for your own playthrough, you can check out our release stream at the store page of Perun's playthrough, where he goes through each aspect of how to handle both geopolitics on Earth and Solar System colonization, or take a look at the quick start guide on the wiki: https://hoodedhorse.com/wiki/Terra_Invicta/Beginner%27s_Guide
Early Access Plans This is a rough roadmap for what we’ve got planned for Terra Invicta in EA and beyond. This is hugely subject to change based on player feedback and our own judgment, so don’t regard any of this as a promise, just a plan as it exists. We hope that during EA you’ll watch the game get better and better as we work toward a 1.0 release.
Scenario
We’re planning to work on what we’re calling a “2070” scenario during EA. This is essentially a start for players who want to play with a (smallish) space program up-and-running from the get-go. This will show up in a regular update of the game at some point. (See below for the status of the Cold War and Foothold scenarios.)
General UI
Camera operation will get a look. Right now the UI tries to helpfully focus/zoom/pop an information panel when you click something. Sometimes that’s not desired. We’ll look at making mouse-camera interactions consistent so you can, say, get the information panel without moving your camera.
Notification controls. There are a few of these already, but the game generally is coded for notifications pop an alert, add info to the top-center horizontal feed, or just add something to the left-side vertical newsfeed. We remain hopeful we can reach player consensus on what specific events belong where but we’ll look at adding specific controls for alert priority if we can’t.
We will look at scaling UIs for greater accessibility and better Deck support. This may not be trivial to pull off; there’s a lot of information to present.
Nations
Numeric breakdowns of what’s changing certain nation values. Along the lines of “In the last month, GDP in Mexico went up due to the Economy priority by $20M, went down due to environmental damage by $3M, and down by $5M due to warfare.”
Longer term, if we can keep it performant, we’ll record interesting national data for long term performance reviews.
Also this kind of feedback for climate change values.
Nation Policies Add major policies for nations.
Close Borders. Massive hit to economy. Defense bonus. Severely limits which councilors can visit. Essentially how North Korea is now.
Mobilization.
Army Warfare
Army manual pathing and/or destination selection that allows for multiple steps.
A UI breakdown for army combat about all the modifiers going to a battle.
We’ll test an “annex region” option during warfare. This will be a long-duration operation by an army to transfer a claimed and occupied region to its home nation. Right now armies capture a capital and claimed territory transfers as a part of a regime change. This is an alternative mechanism to slowly transfer territory in what is otherwise a stalemate.
Space Combat
AI that works better towards flanks and protects its own flanks better. AI that uses standoff tactics on stations. Greater preference for self-preservation.
Controls for ships to stay in formation with other ships.
Group commands.
A “Pincer” pre-combat option (or some other name like that). Right now, the way to engage fleets that have more Delta-V than you do, and don’t want to fight, is to send two fleets at once so they are forced to engage the second one. We’ll simplify that by letting you split your fleet as the combat starts; the enemy will be forced to fight the weaker of your two fleets.
Habs
A “duplicate hab design” button. This will be limited in some ways because habs in different locations have different power production and requirements.
Shipyards need some work; the higher-tier shipyards aren’t helpful enough.
Need to review antimatter mining. It will never be that much – there is very very little natural antimatter created in the Solar System.
Modding
Our current modding setup doesn’t allow you to add or substitute new text in easily. We’re planning to fix this.
Down the road we’ll start conversing with modders about how we can open up aspects of TI better for modding – like exposing a constant in code to config.
Startup options
Some control of your initial councilors professions, etc.
Difficulty fine tuning
Global research speed multiplier
Space Exploration / Navigation
Aerocapture
Gravity-assist trajectories
Allow fleets to abort planned trajectories while waiting for their launch window (this is in progress.)
Ship propellant-sharing, so they can refuel each other. This should enable tanker-type ship designs.
Large comets. Need VFX.
2 Hab Site space bodies, like Vesta and a few others.
Councilors
We’re going to explore hard stat caps for various councilor classes (below 25) as a balancing mechanism and to make you think a little harder about who you recruit.
Invest in your orgs to upgrade them
Traits or other mechanisms that can lower loyalty of councilors
AI
The late-game human AI needs to get better at building and utilizing fleets and pursuing its victory conditions.
AI peacemaking will get a look. Interstate wars tend to persist longer than they need to.
Human hab AI building still needs some work, particularly with regard to non-required modules. We’ve also seen successful players fill low earth orbits with stations to gain the Earth bonuses. The AI doesn’t do this nearly as much as we’d like.
Translations
Non-English translations of Terra Invicta are still being tested and improved. The game has a couple novels worth of text, and we know there will be some issues remaining – please be patient with us as we work on fixing problems and increasing translation quality.
Performance
The main remaining problem is that the late-game AI has a lot to do and sometimes the game can get pretty choppy while it is considering its options. This includes designing and building ships, organizing fleets and managing orgs.
We made a lot of progress with combat and Earth-UI-related performance issues shortly before release. There might be some UI improvements we can still manage.
There are some large summary UIs (research and nations in particular) that are slow to load.
Content
More event/mission/objective illustrations are on the way
More strategy layer music tracks are in production
Additional faction leader voice files
Probably post-EA: the Cold War and Foothold (far-future) scenarios
These may not be available during the EA period. We’d like to add some additional features to Terra Invicta to better support these, like wet-naval warfare and nation-like polities in space. These are quite a bit more complex to add than some of the things we’ve listed above, so we’ll need to assess what it will take to develop these. Stay tuned.
This is all in addition to the bugfixing and balancing we’ll be doing.
CORSAIR We are also thrilled to announce that Terra Invicta is partnered with CORSAIR and has integrated the iCUE lighting system! CORSAIR users can check out all the lighting effects in-game.
Thank you! You all have been so great in supporting us over these years of development. From the entire development team at Pavonis Interactive and the publishing team at Hooded Horse, thank you, we can't wait to see your reviews and feedback on the game!
As announced recently, soon we are getting to the release of the 1.0! Many of you have been asking what content can you look forward to, and if this means the end of the development for Lords and Villeins. Let's start by addressing that first.
The short answer is: no! We will continue to support this game after the release, fix any missing bugs and release balancing updates for as long as we can, to ensure that our players have a smooth and enjoyable experience with the content we will have on release.
What about additional content? Right now, we are not ready to set any expectations. Since Lords and Villeins is our first game, any future plans to grow it beyond what we've promised in the beginning, are mainly going to depend on the success of the full release.
Official mod support, Steamworks integration, shipyards, trade deals with neighboring towns, and mercenary quests are just some of the current ideas that really speak to us and we are very enthusiastic about the potential to work on them. Rather than promise something we can't deliver on, we stay reserved in setting expectations about the future. If you like our game, and you want to make sure this kind of content will be possible, the best way to do it is to tell about our game to your friends and help us reach as big of an audience as we can! Our community has always been a huge influence to get us where we are today and we are tremendously grateful for it. Thanks to you we have the opportunity to do what we love!
Now, before we get ahead of ourselves too much, let's focus on what is next. The 1.0 version has three main focal points: high council with public hearings, UI with quality of life features, and bugfixes with balancing overhaul. Let's have a look at the first pillar today!
Assemble The Council And Rule!
When the new patch goes live, you will be able to find a new page in the demesne section of your population book - The High Council.
With it, you can recruit your personal advisors and officers to guide you in your effort to rule the land. Each position is designated with unique responsibilities and unlocks abilities to manage your demesne. Many of them you've already had access to from previous updates but by connecting them to the council we want to give them more narrative weight to support you in creating interesting stories.
Master Of Affairs - also known as the right hand of the ruler. They preside with the head of the ruling family during public hearings and recruit the intelligence officer to gather vital information and perform some secret activities.
Master Of Law - with a lawmaker in place, you can hire an executioner and perform public executions.
Marshal - having a marshal is the first step to start training your soldiers and sending them to the war. This position can only be assigned from the ranks of your soldiers, and the more experienced the marshal is, the faster will be training of everyone else!
Master Of Coin - having someone in charge of your treasury grants you the ability to perform tax evasion. Royalty requested something you want to keep? Take the risk and with some clever bookkeeping, nobody will think there was anything wrong.
Bishop and Minister - previously these positions were assigned automatically, but with the high council you now get the option to curate which of the monks will get the honor.
High Council is not just a storytelling flavor. It becomes especially valuable when you want to boost relationships with noble families. Offering them a position at the high council will ensure they remain in your favor and are going to support you in the future. That being said, this decision is not to be taken lightly as removing them from the council has an even more devastating effect on your relationship.
To make ruling even more impactful, people in most of these positions will spend their time walking to the villagers they oversee and motivate them, which can have either positive or negative impact on their mood.
Majestic Town Hall For Public Hearings
Alongside the high council, we have crafted 20+ unique events, that each family and villager are sensitive to and will bring them up to your attention if they become pressing enough. Once you build a Town Hall - a new zone required for the ability to establish your high council - the head of the ruling family together with the Master of Affairs will hold public hearings once a week, the day before the Sunday Service.
During this event, many villagers will gather in the town hall in the audience, and few of them will approach you with a personal request. Naturally, accepting or refusing will have an impact on the relationship with their family.
Information Is Power
Your intelligence officer can be recruited from the ranks of your soldiers, and they are your personal informant and hitman in one. They can perform two main tasks: gather intelligence, and assassinate targets.
In our next post, we will talk about the various improvements to the UI, including the new status monitor HUD, which reveals more information about the causes of bad mood and happiness of your villagers. This is the first way you will be getting more clarity in the situation. To add a little bit of authenticity. we chose for certain things to remain hidden, and Intelligence reports will be your main way to reveal this information.
Pick a family that you want to learn about, and order your intelligence officer to investigate them. For few days, they will follow the family around and finally, prepare a report for you.
In it, you can learn about needs that are serious issue for someone in the family, romantic relationships that may eventually lead to marriages, if there are any families they have a lasting conflict with, wealth status, standing with the clergy, or even their involvement in the revolutionary groups!
Rule Responsibly Or Face The Consequences
An uprising is a new epic event, which can be triggered if your ruling is far too exploitative, villagers are seriously unhappy and all of your efforts to cull the revolution failed. Let's have a look at how this system works!
Whenever villagers are unhappy, they have a chance to become inclined to join an opposition. First villager to do so will become its founder, and every other villager will join it, if they interact with existing members after they became inclined.
This means the opposition grows organically, within families and to people they interact with, but it also takes some time to grow.
With increased members will grow the hierarchical structure within the organization, adding new levels of leadership each time a certain amount of villagers join.
Your goal is to discover the founder and deal with them swiftly, to dismantle the opposition and prevent it from growing further. Though oppositions are like a snake. Cut down its head and new one will soon take its place. As long as the root cause is true, opposition will remain a challenge.
This system is playing out both on the side of peasants, but also nobles - each having their own organization with their own hierarchy. Once a certain percentage of your villagers become part of the opposition, the final event can be triggered.
For peasants, this takes the form of violent uprising. All villagers will gather and march toward the ruling family. If you've been paying your guards well, they will protect you, or join the villagers in their hunt. If you manage to kill enough villagers, the uprising will fail and you may continue your rule, though at a very high cost of losing many innocent lives.
Nobles are far more cunning with their resolution. Beware if a large number of noblemen are suddenly joining your town hall. This can only mean one thing - a unique encounter, in which you are simply given a choice - step down peacefully and go to exile, or fight for your life, person to person with other nobles in the room.
So how do you discover the founder? This is where your intelligence officer comes in handy. The intelligence report will contain information on any involvement in the uprising and give you a lead to another implicated family, higher in the hierarchy. As you continue investigating, you are bound to discover the founding family. Then the only mystery left is the specific person in it. Use your observation skills to get the right answer and then act fast. Throw them in prison, execute them, exile them, or do as you wish!
Disposing of the wrong person may bring you even more trouble, as every execution and exile increases the chances of villagers joining the opposition. So perhaps, you would like to resort to a secretive assassination. This will be performed by your intelligence officer and if successful, your target will be disposed without anyone having the slightest suspicion of your involvement.
You can also prevent the outcome of the revolution by improving the relationships and happiness of everyone who has already joined. When the time to act comes, they may have a change of heart and the uprising event will be over before it fully begins, with its morale seriously hindered and their memberships dwindling.
It should be emphasized, that our goal is to balance this system so that it takes serious efforts and a decent amount of time before any such event occurs, given it's devastating consequences! We have also included notifications that warn players about growing rumors, so they can react and have a chance to turn the situation around.
Word On Customization
We have learned from the feedback in previous updates, that having the ability to customize your game is very important to our players. You may be wondering with these new features, if the game you've signed up for in the past, is still going to be the same you fell in love with. That is not the case! Oppositions will be completely optional, and you can turn them off at the start of a new game, together with many other systems introduced in the previous updates. We will share more about this in our next post, where we will have a look at an overhauled trading experience, zone templates, underground mining, dynamic terrain, new fonts, other customizability features and a significant update to the UI, so stay tuned for more, including the release date announcement!
If you would like to participate in a closed beta and try these features early, please join our Discord for a chance to be invited! We apologize for not extending this option to players outside of the Discord, as we are not set for an efficient way of gathering feedback and bug reports outside of the server, but don't worry, the new update will be soon in your hands either way!
The upcoming Steam Next Fest will be going on from October 3 to October 10, and Primateria will also officially participate in this event that everyone all can play this new and polished demo! If you love the public demo, feel free to apply for a playtest so that you can enjoy the whole new UI and more cards and enemies! BTW, I hope you like our new key art design :)
About the new public DEMO: Optimized some previous inaccurate card descriptions and other known issues, and also added Chinese language support.
About the playtest build: The build now has a whole new in-game UI interface, while some card faces have been redesigned, so we're looking forward to your feedback! Please don't hesitate to apply for Playtest that you can enjoy all the updated game content.
Please feel free to give it a try and let us know your suggestions and feedback!
Thanks again for your support and see you in Steam Next Fest!
The game contains 4 scenarios. The deepest scenario features all Southern China provinces and 9 different factions. You can already play the Eastern Expedition against Chen Jiongming's stronghold and the epic Guangdong-Hong Kong strike against the British Empire.
That's enough to guarantee you hours of fun, playing very different factions facing different challenges.
The content you have not seen in the demo includes Guangdong Province, the cities of Guangzhou (Canton) and Hong Kong, and new mechanisms like the Government management, Komintern actions and mobilization of the peasant masses.
What the final version will look like?
The final version will display also central and northern China, and every faction and important war from 1924 to 1927. The big piece being the Northern Expedition.
Some more important cities will also be added like Hankow.
3 good reasons to jump in now
The price of the final version will be higher
Your voice will have more weight to influence the evolution of the game
This is by far the best way to support my work
Give your opinion : what do you want to see in the game next ?
Welcome to Week III players. I was pleased with last weeks entries, but let's get back work.
I am The Collector, a scholar, a learner. I wish to continue my studies, and I believe you can help with that. I possess what's left of my family's fortune and I'm willing to compensate weekly the player that stands out the most.
At the end of each week expect a prize.
At the end of each month, expect one larger...
As time passes I will reveal a piece of my story. It is one shrouded with mystery..
Last weeks story:
This week, I will be looking for your most interesting mma, realism, or mas replays.
You have a variety of options when it comes to sending your submissions.
You can do /submit on Discord to leave me a replay.