The new update for My Escort Company is now online adding a new girl to the game! We also refined a lot of systems to make it way easier next time to add a girl (it was kinda tricky). We also improved a lot of other systems so... I highly recommend to delete your save (from the Settings of the game) to avoid bugs!
What's New?
NEW GIRL - Kanaye is joining the crew! You can now recruit it if you unlocked the Condo Area! NEW AREA - A new area is available, the CONDO. Buy your condo in the upgrade panel to be able to recruit Kanaye but it's also adding 2 new places to your territory! NEW - City Upgrades: Extend your territory, work with the different businesses in the city like The Restaurant and The Clothing Shop in Downtown but also unlock new areas! NEW - Extended tutoriel. We added 8 steps to the tutoriel to include resting and place unlocking and upgrades. We are waiting your feedback on this to see if we need to add more elements. NEW - Help Screen. It will provide information about what you can do in the game if you need a little reminder. Available with the "?" at the top left corner. IMPROVEMENT - Company upgrades, you can now upgrade your number of girl 4 times to have the 4 girls working at the same time! IMPROVEMENT - The Clothing Shop now unlock the Dressing. IMPROVEMENT - Poses are now in better quality (4K). IMPROVEMENT - Reworked some UI (titles, <>buttons, recruit button...) IMPROVEMENT - When you recruit a new girl, she is available directly. You don't need to pass a day. BUG - The first girl profile you check was bugged. Fixed. BUG - Some preview in girl manager were too big. Fixed
This post is also the occasion to announce the vote for the next girl that will be added to the game in March. It's only available on Patreon so if you want to shape the game and help me making it better, join us! https://www.patreon.com/nsfw18games
Anemioapolis is finished and ready to ship. The planned release date of Anemoiapolis: Chapter 1 was Monday, February 27. Unfortunately, Steam's file verification process is taking longer than expected, so the revised date is Friday, March 3. Apologies for this sudden change of scheduling.
This is my first game, and I'm figuring all of this out as I go along. You guys have been anticipating this for ever, and so have I! I hope you have some time this weekend to explore the game and engage with the growing Anemoiapolis community.
Things are progressing smoothly on the next release of Subverse’s Early Access, which will feature the Huntress. Testers are currently helping us polish the two boss fights contained in this patch, and we’re going to announce the release date as soon as we feel ready.
ANIMATION
Moneyshot
Huntress foreplay on the menu!
This was a fun one to make, the dynamic switching tickles the imagination and problem solving to make it work. After the animation was done, making the lighting work for her tricky materials/shaders was really rewarding.
Other than that, I was polishing up more cinematics and the postprocessing for her chapter’s final release!
Manski
I've been working on future storyline cinematics this month, some tasks revolving around animation, others around building or lighting the scenes themselves. Aside from that, I've been doing final animation passes, lip syncing and lighting on Pandora scenes, too.
Massimo Decimo Meridio
This month has been focused on some additional Elaisha content! There are some new very exciting lesbian animations coming up too, to fill that niche. There’s also a solo sexy toy machine animation and moving into new challenging works with the cinematics for the end of the story :D
Yagskie
For this month, I'm doing some premium POV animation scenes to give some already-released girls more content. In one scene, Fortune uses Cap's pipe as a straw to drain his lifeforce.
Mendez
Been doing a lot of hard work to help boost the amount of upcoming Pandora scenes, especially for the final recruitable waifu. Can't wait to have them in the game for your viewing pleasure! It’s been a long time coming!
While we wait, here's a little peek at Taron helping out Lily's all-important research.
PROGRAMMING
Hungry JJ
Hi,
Since the last post, I have been working on several areas of the game now that the game flow of the next release is in place. I have worked on Grid Combat/Space Combat story based missions, integrating the next set of PANDORA scenes and gallery poses and existing Mary Celeste activities associated with the next character.
Samantha Flowers
Hello everyone,
This month I've been submerging my ears into the sound design for this block's batch of cinematics. Let's just say I am a big fan of where this chapter takes place!
In addition, I’ve had the honor of pulling selects for Aria Lynn’s performance for Pandora! She really wowed us with an incredible variety of titillating takes, and handled all of my direction notes tremendously. I’m super excited for all our Huntress' fans, the light at the end of the tunnel is nearly here for this beloved squid girl.
ART & MODELING
WTX
I continued working on the final batch of grid combat maps for the game. It’s really interesting to explore locations other than the usual sci-fi fare. For instance, I got to put together this vile, disgusting, repugnant alien insect hive for a particular devotion quest. It was quite fun actually.
ErinTheSketchy
Hi guys! Here we are again to share our favorite bits of our internal game-making process with you! Before every release, we always devote some time and energy to check the new content and assure that both performance and game-play balance are in place. So, this month is all about testing for me and our dedicated testers. Then, after a good first check, we also welcome our volunteer testers to join the process. We are thankful to say that they are always eager to provide their critical eye and passion for this game!
Fowchan
Hi lovelies!
I just wanted to let you know that for the Fowcade, the first thing we are aiming to get running is the Plexiglass modpack via FTB launcher! It's a little bit of a slow process in terms of setting stuff up, but I can't wait to have it available for you all to come together as a community and play! ♥
Our latest update for Fallout 76 launches today, and it's bringing with it Daily Ops Mutations into Public Events, a new Season, accessibility improvements, the ability to re-roll Challenges and much more to the game. Read on for details.
Update Highlights
Mutation Invasion : At the top of every hour for the next three weeks, Public Events will contain one mutation from our Daily Ops rotations. Completing these events nets you increased rewards and chances at rare plans!
Daily Ops Improvements : We've added in new locations, rewards, enemies, and a new Mutation to encounter!
Season 12 Begins: Rip Daring is on the hunt for Cryptids! Rank up to earn all new rewards, including a new Lite Ally, cryptid themed decor, and more!
Challenge Re-Roll : Not a fan of the Daily Challenge? Now, once per day you can re-roll one Daily or Weekly Challenge, and additional Challenge re-rolls can be claimed on the Season 12 Scoreboard.
Update Size
PC (Steam): 14.4 GB
New Rotational Event: Mutation Invasion
Over the past four years, Appalachia has changed in many ways. While many of these changes are thanks to you (Project Clean Appalachia, anyone?) some of the changes are the results of daily long-lasting radiation exposure to the local inhabitants. Otherwise known as, "A Normal Day in the Wasteland."
Mutations you've grown to know and love from Daily Ops' missions are now spilling over into Public Events! Mutation Invasion will increase the difficulty of Public Events, or challenge you to change your playstyle, but not without hefty rewards.
Until March 21st, a Mutated Public Event will take place every hour at the top of the hour.
These events are marked with a special icon to indicate they are Mutated.
Public Events for the remainder of the hour are normal events with no Mutations.
Completing a Mutated Public Event will grant you a Mutated Package in addition to its base rewards!
The following Public Events can now appear as a Mutated Event during a Mutation Invasion:
Test Your Metal, Moonshine Jamboree, Eviction Notice, Lode Baring, Guided Meditation, Swarm of Suitors, One Violent Night, Uranium Fever, Line in the Sand, and Heart of the Swamp.
After the first 3 weeks of Mutation Invasion, this event will return every other week at the top of the hour for a week straight.
As a reminder, mutations can be:
Volatile: Enemies explode upon death.
Active Camouflage: Enemies are cloaked when not attacking.
Resilient: Enemies can only be slain with a melee attack.
Freezing Touch: Slow targets down upon attack.
Toxic Blood: Enemies leave behind small poisonous hazard upon death.
Group regeneration: Enemies heal each other when within radius.
Swift Footed: Increased movement and attack speed.
[h4]New Reward: Mutated Package[/h4]
Completing a Mutated Public Event will grant you its base event rewards, in addition to bonus currency and a Mutated Package.
Mutated Packages include meds, resources, ammo, a 3* Legendary item, and a chance for rare plans that drop from other quests and events!
[h4]Earn more rewards with Fallout 1 st![/h4]
When participating in a Mutated Public Event with at least 3 Fallout 1st members present, everyone earns more rewards! Regardless of if you are a subscriber or not, all event attendees will earn a Mutated Party Pack, which is similar to a Mutated Package but with increased rewards, and increased chances for rare plans.
Daily Ops
In addition to Mutated Public Events, we've also added new locations, enemies, rewards, and a new mutation into our Daily Ops rotation.
New Mutation: Reflective Skin
Reflective Skin: Enemies periodically enter a Reflective state that reflects back some of the direct damage done to them.
Reflective Skin will also be on our Mutated Public Events list.
New Encounter group: Aliens
New Locations:
Charleston Capitol Building
Garrahan Mining Headquarters
Morgantown High School
New Rewards: We've added new plans to Daily Ops rewards; Floater Tubes (Gnasher, Freezer, and Flamer Variant), Hot Rod Handmade Skin, Flatwoods Monster Tube, Deep-Space Alien Power Armor skin and Jetpack.
Season 12: Rip Daring and the Cryptid Hunt
In the world of Big Game Cryptid Hunting, there is only one-man brave enough, strong enough, and smart enough to hold his own against these mysterious beasts! This Season we follow the daring and dangerous adventures of Rip Daring, Cryptid Hunter Extraordinaire, alongside his loyal Mr. Handy, Percival, and his trusty Nurse Guinevere.
[h4]New Rewards[/h4]
Cryptid Rewards : From floor décor to Power Armor Paints, this new season offers up Cryptid themed goodies for all you cryptozoologists out there.
New Ally: Welcome Brother Steven into your C.A.M.P. and may the blessings of the Mothman be upon you.
New C.A.M.P. Items : Create a cozy Hunter's Cabin fit for Rip Daring himself with the Hunter's Throne or display your favorite Steins with the Taxidermy Bear Stein Display.
Re-Roll Daily and Weekly Challenges!
This Season we're introducing to you a new feature to our Seasons: the Re-Roller!
The Re-Roller gives you the ability to change out a Daily or Weekly Challenge.
Once per day, you can re-roll one Challenge for free.
Fallout 1st members get an additional free re-roll for the day, giving a total of 2 free re-rolls.
Challenge Re-Rolls can also be claimed for free on the Season board or purchased in the Atomic Shop.
Re-Rolled Challenges have a chance to become an Epic Challenge , which offers even better rewards for completing it.
Design Changes and Improvements
In addition to the new content we've added, we have also implemented design changes to better benefit your playstyle.
[h5]Accessibility[/h5]
Settings: Added a "Enable Camera Shaking" setting listed under "Display". By default, this setting will be set to on.
[h5]Design – General[/h5]
Revival : When players are revived by effects such as Mysterious Savior and the Life Savings Legendary armor mod, they're now healed by the item used for the revival.
Rifles: Radium Rifles now have an increase chance to learn mods while scrapping.
[h5]Events[/h5]
Stash Boxes: Added a Stash box to the following Public Events; Radiation Rumble, Scorched Earth, Lode Baring, Guided Meditation, Swarm of Suitors, One Violent Night, Uranium Fever, Line in the Sand, Heart of the Swamp, and A Colossal Problem
Enemies: We've made various improvements to the enemy spawning and pathing during events.
Heart of the Swamp: Various event improvements and difficulty increases to enemy waves.
Line in the Sand: Removed the high frequency part of the alarm sound
One Violent Night: The Emergency broadcast message at the start of One Violent Night is now shorter on repeat playthroughs, and the event now starts after turning on the jukebox, instead of entering the beer house.Additionally, we've added an objective to repair or turn on the jukebox when it is broken or turned off.
Performance : Various improvements to performance during Public Events.
Swarm of Suitors: Added additional enemy waves and appropriately increased the time allotted to complete the waves. Souped up the minibosses and gave them unique names.
Uranium Fever: Fixed an issue causing the highest tier rewards to not drop and surfaced the reward tiers in the objective text. Additionally, we added objective markers for Mole Miner Supervisors.
[h5]Mutations[/h5]
Freezing Touch: Increased magnitude of the initial slow effect and decreased its duration. Removed stacking tiers. This makes Freezing Touch feel more responsive (applies immediately and wears off more quickly once you're out of the line of fire), as well as making it viable for melee enemies. Previously only ranged enemies would attack fast enough for this mutation to apply effectively.
Resilient: Throwing Weapons and Pain Train can now finish off enemies with the Resilient Mutation.
Volatile: Destructible objects are now affected by Volatile explosions.
[h5]NPCs[/h5]
Vendors : Some wandering merchants will now sell Healing Salve Recipes based on the region they are in.
[h5]Seasons[/h5]
Challenges : The Daily Gold Star Challenge SCORE award has been increased from 500 SCORE to 1000 SCORE.
Challenges : The number of completed Daily Challenges required to complete the Daily Gold Star Challenge has increased from 5 to 6.
Challenges : The number of completed Daily Gold Star Challenges required to earn the Weekly Gold Star Challenge has increased from 1 to 3.
SCORE: All Daily and Weekly Challenges have been adjusted to award SCORE more consistently.
[h5]Wallet[/h5]
Daily Scrip: Increased the Daily Scrip Limit from 300 to 500
Scrip Wallet: Increased the maximum amount of Scrip that can be held from 5000 to 6000.
Bug Fixes & Improvements
[h5]Art & Animation[/h5]
Chainsaw: Fixed the texture on the Chainsaw while the Flamer mod is equipped.
[h5]Audio:[/h5]
Shelters: Players no longer hear unexpected water sound effects inside the Neighborhood Square Shelter.
[h5]Daily Ops[/h5]
Teams: Fixed an issue where teammates appear as "(In Daily Ops") after Daily Op completion.
Blood Eagles: Removed Dogs from Daily Ops Blood Eagle waves.
[h5]C.A.M.P., Workshops, & Shelters[/h5]
Décor: Players can no longer receive a "Wanted" status by using the Shooting Target.
Decor: Kwanzaa corn no longer floats when placed on top one another.
Blueprints: Mounted Animal Wall Décor now saves in the correct position it was placed in when Blueprinted.
Budget: Shelters will no longer show the budget being partially filled even when nothing has been built.
Items: Various fixes to the Slocum's Joe Bar Counter Set.
Kits: The Abandoned Mine Kit Half Walls are now the same height as other half walls.
Shelters: Players can now correctly place the Ring of Fire Pit and Antler Chandelier in their Shelters.
Shelters: Fixed an issue that allowed players to view out of world while using photomode in Shelters.
Workbenches: Created a new build menu icon for the Pegasus Weapons Workbench.
[h5]Challenges[/h5]
Craft or Scrap: The Jack-O-Lantern helmet now correctly counts towards Craft or Scrap Challenges.
Consume: Drinking a Nuka-Twist now correctly counts toward any Consume Nuka-Cola Challenges.
[h5]Enemies[/h5]
Super Mutant Behemoth: Various adjustments to the Behemoth's resistances. Behemoths now correctly have cold and fire resistance.
[h5]Gameplay[/h5]
Player Level: Fixed an issue causing XP value awarded to be displayed incorrectly at very high levels. High levels will now be displayed correctly for others, and the maximum player level is now 32767.
[h5]Items[/h5]
Apparel: The Junkyard Cultist Helmet now correctly prevents airborne disease.
Apparel: The Deathclaw Mascot Helmet now correctly provides damage and disease resistance from airborne hazards.
Apparel: The Brotherhood of Steel Recon Helmet now shines in the right direction.
Consumables: Fixed an issue that could result in a crash after eating Nuka Quantum candies.
Décor: The Hot Rod on Blocks now requires Steel instead of Wood to craft.
Mannequins: Power Armor Mannequins no longer have an apparel tab in the transfer menu.
Power Armor: Blackbird Elite Power Armor headlamps now display correctly.
[h5]Localization[/h5]
All languages: Numerous localization fixes.
Japanese : Revisited and retranslated over 400 strings of translations.
[h5]Perks[/h5]
Perks: Fixed an issue that could sometimes cause some Perk Cards to become unequipped while loading into the game.
Perks: The Tenderizer Perk now correctly stacks up to 40%.
Perks: Butchers Bounty now applies to Tick Blood.
Power Armor: Union Power armor now benefits from Sizzling Style.
Weapons: Bows cannot benefit from +250 Damage Resistance from the Reloading Legendary Perk and can no longer drop with that mod.
[h5]Quests & Events[/h5]
Events: Fixed an issue that could prevent some players from hearing the NPC dialogue at the start of the event.
Heart of the Swamp: Fixed an issue that could cause the objective to find the Strangler Heart to become stuck.
New Arrivals: Players no longer can become stuck inside the Biometric Scanner.
[h5]Stability[/h5]
Heart of the Swamp: Various performance improvements.
Test Your Metal: Various performance improvements.
[h5]Weapons[/h5]
Auto-Axe: It is no longer possible to roll the Faster Swing Speed Legendary mod on Auto-Axes.
Energy Weapons: The Ultracite Laser Gun now has slightly increased base damage.
Crusader Pistol: The Cyro and Pyro receiver mods for the crusader Pistol now correctly use Cryo Cell and Fuel respectively.
Heavy Weapons : Adjusted the 1st person view while in the Midnight Watch Power Armor with a Heavy Weapon equipped.
[h5]World[/h5]
Fort Defiance: Fixed an issue where turrets could disappear after fast traveling.Turrets will always be present in Fort Defiance.
[h5]User Interface[/h5]
Fanfare: Players will no longer continue to receive the Fanfare and tutorial pop up after encountering items such as Treasury Notes, Holiday Gifts, Mole Miner Pails, and more.
Notifications: Players will no longer receive the "Pacifist is Enabled" notification while in an event and team.
Menu: Items that cannot be sold to NPC vendors no longer show a value in the Inspect menu.
Hey all! Thank you for purchasing Elephantasy: Flipside so close to launch, and for all of the support! I know it's still very early on, but I have a few (minor) bugfixes to push through today! I may have more later in the day, so stay tuned!
ELEPHANTASY: FLIPSIDE v1.1 PATCHNOTES
Fixed bug where the player could "continue" a game before having started a new game, putting them in the void. I could have made this a joke, but it really was a bug, so I just fixed the associated code. You should now be unable to select "continue" before starting a new game.
Fixed bug where the player could decapitate Ludos with another prop. Please don't do this. He's a good boy. Can You Pet The Dog? will take away my gaming license. Ludos' head should now stay fixed to his body, except when bouncing.
Hopefully(?) fixed a bug concerning time trials with an NPC. Also added indicators for where to go next in the race, to prevent confusion on the part of the player.
UPDATE: Also tweaked control rebinding so that:
No two controls can be bound to the same button at once.
Controls can now be reset to the defaults by pressing the Inventory button (Default TAB or Y) while not rebinding.
UPDATE #2: Fixed an issue with collision in one room the Volcano area. This change will only affect newly started games, so if you've started a game and you find an out of bounds area, know that it's been fixed for future playthroughs.
Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35.
So, let’s get started!
[center]
These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.[/center]
The mission tree is split into several themes: - The internal affairs and issues of England, which were the War of the Roses, the English Reformation, and of course the English Civil War - The classic conquest of the British Isles - Trade Dominance in Europe - Colonizing the New World - The conquest of India - Internal development
Starting with the classic missions, the British Isles conquest missions are what their name suggests: unifying the British Isles under your banner. The highlight of these missions is the ability to unlock the “Act of Union” which is a unique parliament issue to form Great Britain - more on it later. Also a ,QoL addition has been added to these conquest missions: if you conquer Scotland you can get the following event if Norway did not sell Orkney to Scotland yet.
[center] The AI is very likely to accept as long as they don’t have any negative opinion of you.[/center]
The missions regarding colonizing the New World are also quite self-explanatory. However, these missions do have some unique rewards which make colonization a little bit more interesting. The mission “Found the Royal Navy” grants you +33% Colonial Range and the ability to recruit explorers and conquistadors for 25 years. It also unlocks a parliament issue that gives you the same modifiers once the mission reward runs out.
“Discover the Americas” unlocks another Parliament issue with a rather experimental and unique effect:
[center]
As long this modifier is active and you fully colonize a colony you get the following event:
[/center]
You get a selection of trade goods to choose from. The province will then start producing the selected trade goods. The first option keeps the current trade good if you don’t want to select any new production.
Keep in mind that the trade goods you can choose from have the same requirements as they would normally have when you colonize a province. In other words: you cannot select every province in North America to be a gold province out of nowhere.
Speaking of gold: selecting a certain trade good to be produced has a price that is calculated by the following formula: (1 + <the times you selected the trade good>) * 5 * <base cost of trade good without any modifications from events>.
In this example, we decide to create our own Fish & Chips monopoly, so we choose fish for every colonized province:
[center]
Some trade goods are inherently more valuable than others. If a trade good has a higher base cost than 2.5 then it will also have an Administrative cost in order to be produced:
Note: The admin cost will be rounded down to 7.[/center]
Again, the formula for this is also rather simple: (<base trade good price> - 2.5) * 25 * <the times you selected the trade good>.
Now of course I have to address the elephant in the room: Gold. In order to avoid a world where a Great Britain player would put a gold province in every single eligible province of the New World, I decided to give Gold an “estimated value” of 10 Ducats base cost. This is reflected in the price you have to pay for a Gold province in the new world:
[center][/center]
The only limit for how many gold provinces you want in the end is not any hard block but your tolerance for pain in paying for the establishment of another gold province.
Of course there is a decision which toggles this off if you are not interested in micromanaging every single colony you create:
[center][/center]
The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:
[center] Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.[/center]
Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.
[center] Note: The Trade Efficiency might look weird considering that you siphon the trade from the New World, but Tariffs in their current iteration are calculated from the production income + trade income. As such, this bonus is an indirect bonus to how much tariff you receive from your colonies.[/center]
Of course a British mission tree would not be complete without a trip to India. The mission “East India Company” gives you an early choice of how you want to manage your territory in India.
[center][/center]
The first option will release a unique subject in the form of the East India Company and it gives all permanent claims you get in India to your subject. The second option lets you keep the claims, but you won’t have access to your new subject, while the third option is for the purpose of role-playing where you can play as the company yourself, which might be an interesting campaign for some people.
The East India Company starts with a unique version of the Merchant Republic:
This trade company subject has some special properties which aim to make it competitive to the trade companies we already know and love. A trade company behaves in many ways like a colony, which means it is able to declare its own wars, it will pay tariffs to its overlord and you can use the “Modify Subject Relationship” on them (modifications for Self-Governing Colonies are applied here). However, when an external nation attacks your Trade Company you are called into war. There are also some additional subject interactions which are not available to normal colonies such as “Siphon Income” and “Fortify Subject” (in the past it was March, but it has been renamed now).
“Masters of India”, which requires you to own or have a subject own 200 provinces in India, gives an additional bonus to your trade company subject:
[center][/center]
These were the colonial missions. Now we move on to the internal missions.
The missions of the “War of the Roses” path are all about your religious internal affairs. Depending on what is your stance towards the clergy, you unlock one of the two government reforms for the 4th tier:
[center][/center]
The missions “Strengthen the Kingdom” and “Acts of the Parliament” play heavily into the conflict between the monarch and the parliament during the Age of Absolutism, which eventually led to the English Civil War.
Completing both missions give you access to both mutually exclusive government reforms:
[center][/center]
Speaking of, in order to properly represent the struggle between crown and constitution, you will eventually receive the following event as you enter the Age of Absolutism:
[center] Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.[/center]
Resetting Debates, letting debates fail and revoking parliament seats increase your Absolute Power while giving away seats and letting debates win decrease Absolute Power. There are two ways of handling the mechanic altogether: you either juggle with the Absolute Power until the Age of Revolution starts or you try to reach either direction as fast as possible in order to trigger the following event:
[center]
If this event fires then the conditions to fire the English Civil War change to the following:
[/center]
The disaster itself has seen little change per se. Pretender rebels on the parliament side have been replaced with a new, Parliamentarian rebel type which are basically Pretenders, but republican versions of them. The big change for the disaster is the end reward when you go through them.
[center]If you side with the Royalists and end the Civil War without breaking to rebels you get the following reform:
Letting the Parliamentarian win and choosing to become a republic will unlock the following reform:
And finally, if you let the Parliamentarians win, but decide to become a monarchy after Cromwell’s death:
[/center]
If you complete the mission “The Three Kingdom Wars” (which really should have been called “Wars of the Three Kingdoms”, but there was no space for it) by going through the hassle of the English Civil War, you unlock the following reward:
[center][/center]
These parliament issues are unlocked as you also unlock your national ideas. You have up to three issues which negate one of your national ideas in order to introduce a new strength.
[center][/center]
These issues are, however, limited to three national idea groups in total though - they do not cover you if you form a nation which would not be typical in your England run like, let’s say France or Spain.
Of course you can toggle them off with a decision in order to have the space of your parliament issues not be occupied with them anymore, and you can revoke all of the adjustments - though at a heavy cost:
[center] Note: Forming a different country will automatically revoke these modifiers. I am also considering making this cost a lot less severe though in order to promote flexibility. Maybe 75 ADM cost per adjusted idea is more manageable.[/center]
While these were the internal disasters and issues, there is more to the mission tree. The mission “Issue the Royal Warrant” goes more into the economical direction of your country. While the mission itself can be completed rather early, its big reward is more something you will unlock later on as you get the following reform unlocked for tier 8:
[center] Note: Numbers are not final, as usual.[/center]
As it is somewhat of a running theme with 1.35, another mechanic of the old EU4 has returned once again, though this time it is a little bit different. Trade Protectorates are a voluntary relationship between you and the target country, and some AIs might even request to become such a subject in order to be protected from foreign forces. The Trade Protectorate and the overlord are free to annul the treaty, though they have to pay with 1 Stability unless the liberty desire is 100.
Only countries whose capitals are within your trade range are eligible to become your protectorates.
I should also mention that these Protectorates are not Great Britain only as any country which “Confirms Thalassocracy” unlocks the following government reform, which is part of the free update:
[center][/center]
The missions following “A House Divided” (which is more a reference to how the “House of the Parliament” is split into the House of Common and the House of Lords) are more internally related missions. Highlights here are “Expand the Royal Navy” which unlocks the special unit of your country:
[center] Note: The color should be actually green as a reduced Engagement Width means more ships are in combat at the same time. You have 20% of your Naval Force Limit available for constructing Man of War.[/center]
The mission “The Royal Marines” makes your marine units to be the “special land unit” of your country as it gives -10% Shock Damage Received and +5% Discipline while “The Redcoats” is a flat +10% Infantry Combat Ability until the end of the game.
Now that was the British Mission Tree. As you have seen, it is relying heavily on colonization and overseas ambitions. But not everyone might enjoy this kind of playstyle. Because of that there is a second path of the mission tree which is unlocked as soon as the Hundred Years’ War goes into its final phase. The mission “The Hundred Years’ War” fires an event which gives you the choice to play England in a new way which focuses a lot more on the continent:
[center]
This will of course update your mission tree accordingly:
[/center]
All of the colonial missions are replaced with missions which nudge you into conquering vast territories of Europe. Of course, your first target is France and securing the personal union over it. In order to complete the mission “Shatter French Nobility” you will have to enact a unique Parliament Action which might cause pain in the short run, but ensures France’s loyalty to the English throne:
[center][/center]
I mentioned earlier about the Acts of Union. For players, the Acts of Union will be an actual parliament issue which is available to you when you complete this mission “Unify the Isles” and have reached Administrative Technology 10.
[center] The AI will keep its decision though.[/center]
For the Angevin path we have something similar. The mission “The Angevin Kingdom” unlocks the English-French Acts of Union parliament issue which allows you to form a new tag:
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Note: Historically speaking, it would make more sense to have it as a name change as the “Angevin Empire” was mostly a name for the possessions of the Plantagenet dynasty and not a real political entity per se. For the sake of gameplay, however, I decided to make a new tag for it with unique ideas, colors and, most importantly, the flag.
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You might have noticed that the Angevin flag is already included in the already used English flag. We are aware that it can feel kinda weird when you form the Angevin Kingdom and your flag, which was previously a combination of the Angevin and the French flag, just returns to being the Angevin one. Because of that we request your opinion on that matter, and want to know what you guys prefer:
Keep the way it is presented here (same flag for England, three lions for the Angevin Kingdom).
Give the Angevin Kingdom the current English flag and give England the three lions as starting flag.
Give the Angevin Kingdom the current English flag and give England the St. George cross as flag.
Other ideas / suggestions.
With that being said, let's take a look at the ideas:
Note: England and Great Britain too received a +1 Number of possible Parliament Issues. The Horde Unity and Meritocracy (as well as Devotion / Legitimacy / Republican Tradition) have been added to all ideas which give one of the 5 government measurements in order to promote more variety in campaigns where you can switch your governments without feeling at a disadvantage because of it.
From here on out your path is set to conquer Iberia and Italy, as well as pushing into the Lowlands and the HRE. Each of these regions unlocks a “Crown of <Region>” Parliament issue which lets you decide how to properly deal with your newly conquered territory:
[center] Note: There will be a tooltip saying that you unlock HRE related parliament issues.[/center]
These issues will affect the HRE as a whole and not just your country.
Another highlight would be the ability to adapt the British culture group into the French culture group with the mission “The Angevin Culture”:
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A final highlight would be “Claim the Empire Title” which gives your country a name fitting to your situation.
And if you, somehow, manage to fall from grace…
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That was it for mission tree content. However, there is still a lot more to talk about. As you might have noticed, the parliament plays a large role in the content. As such, it was only natural to improve the parliament mechanics in general and then to add something special to the parliament of England / GB / Angevin to make it stand out from the other parliaments.
So, let us take a look at the general improvements for the parliaments. First thing first, parliaments have now the ability to reset a debate.
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You can reset a debate only every 20 years and it brings some penalties with it. Still, it can be a nice QoL addition when you accidentally select the wrong debate.
Secondly, parliament bribes will no longer spawn for an issue which would give this resource as an effect when the issue gets passed. Example: the parliament issue “The Draft” which gives manpower scaled to the seats will never have any parliament bribe which requests you to pay with manpower.
Thirdly, the prices of bribes have been revisited and have been tuned down to a manageable number.
Fourthly, parliaments of a size of 40 seats unlock new bribes which have “National” in their name. These bribes are more expensive than their local version, but have the bundled effect to automatically flip all seats with this kind of bribe in favor of the bribe. This way parliaments of big nations with many seats are not as annoying anymore as they were in the past.
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Finally, manually placing a parliament seat no longer reduces absolutism. Getting seats assigned automatically, on the other hand, does cost absolutism.
All of these parliament updates are available if you have Common Sense (the original DLC which unlocks Parliaments) or the new DLC (which unlocks Parliaments too in case you don’t have Common Sense).
Now back to England / GB which have a bit more refined version of their parliament. Most issues they have access to now scale in their effect power with the influence of one of their estates:
[center] Note: I consider to push this all one level up, so that the 100% of the normal effect would be achieved between 20% and 40% already.[/center]
This has not an effect on the modifiers from the issues themselves though, only on the instant effects, so keep this in mind.
Bribes, on the other hand, scale with the loyalty of the estate:
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If an estate is disloyal, the cost of the bribe increases by 100%. However, if the estate is loyal then the bribe gets reduced by 50%. This stacks with the government mechanic of halved parliament issue costs, so it is possible that a single bribe might be as cheap as 1 Monarch Power.
Now with that all being said, let’s end this dev diary with the additional events England / GB / Angevin receives:
[center] Note: This event is the starting point of 8 events in total which depict the different ways of how the English monarchs handled the reformation. Each option leads to different events. The AI always picks the one option which fits their ruler’s religion - even if it is against their country’s religion.
Note: the conditions for this event to happen are similar to the ones for its Reformed equivalent.
And of course, this week's comic:
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And that was it for this week. Next week Pavía will present content for the minor Great Powers, unique government reforms and additional estate privileges.
Another update coming your way. See all changes and fixes below:
Added
Added info for pad controls in pad map menu.
Updated
Proper label for the German voice over in sound options menu.
Credits updated.
Polish language updated.
Proper localization translation for colour sliders when repainting a vehicle.
Switched to a proper system font for 100% compatibility across system versions and player system rights.
Reformatted some menus, info, prompts etc for better text fit.
Optimised terrain GPU resources and display (cut down to ~25% vertices) This should also fix bugs where lower and less densw terrain surface was intersecting with normal terrain, like in steep slopes.
Player can exit vehicles inside the OSB factory and area between pallet dryers.
Added a more precise terrain shadow (doesn't render for lowest shadow setting). This should avoid dark (shadowy) places in small terrain spots due to low shadow mesh precision.
More smooth transition between terrain texture layers.
No gaps between terrain tessellation levels should be visible now.
The quest info now displays full quest description instead of just title and following quip. Also reformatted a bit.
Increased the running speed a bit.
Coffee affects player's running speed, but not walking speed.
Increased shadow distances and object detection angles (at no performance loss)
Contained Avira's possible false-positive PUA messages.
The custom video options menu features only 2 environmental reflection modes now (fast and detailed), intermediate is no more. Detailed is now more optimised than intermediate was.
Properly calculated the water specular dispersion on shallow waters, which should look more natural now. In general water specular was all the same on the water surface, cutting off rapidly where the surface intersected with the shore.
Moved the Level of Detail transition for some bushes for improved visuals.
Fixed
In some cases, the full screen mode of the game could veer to windowed mode and continue with its incorrect behaviour from there. Fixed - the game should now switch between full screen and the defocused state correctly.
The new forklift was not fond of picking up pallets lying flat on the ground. Fixed.
Fixed wrong text in the gamma correction (in the options) that appeared in a few languages.
Fixes to several trees & bushes across the world.
Fixed normal, albedo and dirt masks for old tractor - both old version and after renewal.
Some terrain places were overlapping at different LoD level, causing flickering due to Z-fighting. Those should all be fixed now.
Fixed the quest info overlapping with the calendar/cash bar.
Skill menu was cutting down description text in several languages. Reformatted and fixed.
Fixed incorrectly placed tire prints in the ground that resulted in deep ridges outside the tire. Tire prints in terrain now depend on vehicle size and weight plus tire shape.
Several vehicles (like old tractor, old timberjack etc.) had an unused light click to turn lights off (since assuming they had working/back lights which they didn't). Fixed.
Stump grinder wasn't blocking movement while grinding a stump - fixed.
Ponsse Scorpion lacked a prompt about the saw crane movement - fixed.
Wood selected from pallets bought from store was black - fixed.
Fixed the NPCs clothing Z-Fighting when nearby, after rare animation occurrences for example Auntie’s pants.