Add a cute pink pig. If you have built a pig airport, the pig can come and visit bunnies. Add more playgrounds so the pig can stay longer time. Thanks for the sweet comment. That warmed my heart. So happy that someone loves my game.
If you encounter any bugs or want to leave any feedback, please message me by email/message/steam forum. I do want to improve my game. Love to hear from you. Thank you.
Change log: - Fixed random crash when generating a new hero - Fixed random crash when reloading saves made in Riga1944 (and other saves containing Partisan unit on the map) - Updated Editor EXE so it can open Case Orange and Shanderovka scenarios
Hi, my friends! Let's see the content of this update.
Gameplay improvement:
1. When the Imperial foe event happens, the relationship between imperial factions and the Imperial foe will be reduced to 0. 2. The AI's path finding logic to the enemy in the asteroid belt has been adjusted. Now AI ships will be smarter to bypass obstacles. 3. When we are selecting a fleet, the list of faction buttons in the upper left corner will be hidden. 4. Greatly improve the effect of the strategy skill Surprise Attack, Plunder Supplies and Sabotage Defense. Increase the effect of Incite Riot, Pacify People and Reinforce Defense. Increase the success rate of Internal Conflict, and if the Internal Conflict is successful, the two enemy target fleets get the status Fake Order. 5. The besieged planets will display a red sign Besieged in the planet management UI. 6. When the AI fleet is finding enemies, it will no longer stay near the enemy planets that have been sieged by neutral fleets. 7. Some text descriptions are adjusted.
Bug Fixed:
1. Fixed the problem that when the Imperial foe event happens, if the Imperial foe has an Imperial suzerain, the suzerain will lose the vassal, but the vassal still keep the suzerain. 2. Fixed the problem of wrong dialogue in the event New Prime Minister. 3. Fixed the problem that mercenary and assassin's available task list was cleared after any faction was destroyed. 4. Fixed the problem that the relationship between players and Mozi's Ark is sometimes incorrect. 5. Fixed the problem that if a fleet was provoked and destroyed the target enemy fleet after being provoked, its status of being provoked does not been cleared. 6. Fixed the problem that the provoked AI fleet can call reinforcements to join its battle. 7. Fixed the problem that some AI strategy skills do not work on players. 8. Fixed the problem that the tactical points of reinforcements are incorrect after the battle refights. 9. Fixed the problem that the ram weapons did not consume energy in counter attack. 10. Fixed the problem that the ram weapons triggering Chase ablity under incorrect conditions. 11. Fixed the problem that the talent Liberty Girl did not work correctly. 12. Fixed the problem that the custom commanders with same faction talents may cause game stuck in some UI.
Now I am starting to develop the last big content Custom Faction, which is expected to be updated in early December. See you next time!
Next month promises to be an important one for Supremacy 1914. A big update is coming to the live version of the game that is going to significantly improve game mechanics. At the same time it’s great news for Frontline Pioneers - you can already test it in Beta games.
We made the game mechanics easier to understand by players of all levels in terms of unit capabilities, numbers and calculations. We also paid great attention to your feedback and implemented the most requested features as well as those that will enhance user experience. The first category of important changes we would like to present are affecting units and the combat system.
Here you will find a detailed list of aspects that were improved. The list is not full - we will describe other changes in detail with a separate post.
As you know, we put a great value on feedback and suggestions from our players, especially Frontline Pioneers. We will highly appreciate it if you could share them with us. What do you like most about the update? What do you like least? How has your game experience improved with the update?
You can share your thoughts on a dedicated forum thread and on our official Discord server. Simply join the server if you haven’t already and proceed to the section ‘mech-update’. To access the channel please give yourself 'Frontline Pioneer' role in the #roles channel. We will carefully examine all comments from you.
To those who love VOIDCRISIS and those who’re considering whether to buy VOIDCRISIS, Your advice, and encouragement through the Steam community, SNS and Discord have come as a great impetus to our progress.
Your constant support over the past few days is highly appreciated.
The official version was rolled out on October 27. Then it was upgraded to Ver.1.0.1 on November 2 and to Ver.1.0.2 on November 9.
Some insignificant bugs have been solved. But here we’d like to listen to more advice from you so 「so that we can improve the game user experience to a higher level」.
After experiencing Ver.1.0.2, you’re expected to give us some valuable advice through Steam store comments, SNS, or the official website inquiry page.
Your continuous support of VOIDCRISIS will be highly appreciated.
Hello players, we're happy to be part #TabletopGathering.
Tabletop Gathering celebrates tabletop, board and related games! With more than 100 developers worldwide participating, get ready for lots of great titles and many attractions!
Check out all the amazing games here:
As part of the showcase the current Singleplayer demo for US UNITED will be available a bit longer over the weekend. So if you haven't been able to check it out yet, you still have a chance.
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