Hello and welcome to the first Victoria 3 dev diary after the release of update 1.2! With this update now out, we feel that it’s a good time to return to the Post-Release Plans we outlined in Dev Diary #64, check what’s already been done and go over what further changes and improvements we have planned for the game in future free updates such as 1.3, 1.4 and beyond. In the Post-Release Plans Dev Diary we outlined three key areas of improvement for the game: Military, Historical Immersion and Diplomacy and these are very much still our main targets, but are now being joined by an Internal Politics section. The Other section is also still there for anything that doesn’t fall neatly into one of the four categories.
For this dev diary, I’ll be aiming to give you an overview of where we stand and where we’re heading by going through each of these four categories and marking on each one with one of the below statuses:
Done: This is a part of the game that we now consider to be in good shape. Something being Done of course doesn’t mean we’re never going to expand or improve on it in the future, just that it’s no longer a high priority for us.
Updated: This is a part of the game where we have made some of the improvements and changes that we want to make, but aren’t yet satisfied with where it stands and plan to make further improvements to it in future updates such as 1.3, 1.4 and so on.
Not Updated: This is a part of the game where we haven’t yet released any of our planned changes/improvements in either 1.1 or 1.2 but still plan to do so for future updates.
New: This is a planned change or improvement that is newly added, ie wasn’t present on the list in Dev Diary #64.
Just like in the original Post-Release Plans dev diary, we will only be talking about improvements, changes and new features that are part of planned free updates in this dev diary. So then, let’s get to the categories and see where we stand! For each point in each category that isn’t new to this update there will be a sub-point detailing our progress on the point so far.
Military
Done:
Adding the ability for countries to set strategic objectives for their generals
The ability to designate Strategic Objectives were added to the game in update 1.2
Addressing some of the rough edges in how generals function at the moment, such as improving unit selection for battles and balancing the overall progression along fronts
While there are still rough edges in the military system and we undoubtedly will continue to tweak the precise balancing here, we consider the specific issues with front progression and unit selection for battles largely resolved in update 1.2
Updated:
Improving the ability of players to get an overview of their military situation and exposing more data, like the underlying numbers behind battle sizes
We have made a number of improvements to army visualization in 1.2 and added breakdowns for factors such as battle sizes, but we have more work to do when it comes to giving players a good overview of wars and making multi-front wars easier to manage
Increasing the visibility of navies and making admirals easier to work with
Some improvements have been made here, such as removing the restriction on naval invasions using Generals from different HQs, but we still consider navies an area of the game in need of improvement from a visibility and usability standpoint
Finding solutions for the issue where theaters can split into multiple (sometimes even dozens) of tiny fronts as pockets are created
We have mitigated this issue in update 1.2 by auto-closing small pockets and improving battle province selection but the issue still persists (particularly in wars with a large number of small countries) so further improvements are needed here
Not Updated:
Experimenting with controlled front-splitting for longer fronts
Some internal design work has been done on this, but it’s very tricky to get right without worsening the front splitting issues - it’s still very much a high priority for us nonetheless!
New:
Adding a system for limited wars to reduce the number of early-game total wars between Great Powers
Solving the issue of armies going home after Generals die during a war by adding a system for field promotion
Historical Immersion
Done:
Ensuring the American Civil War has a decent chance to happen, happens in a way that makes sense (slave states rising up to defend slavery, etc), and isn’t easily avoidable by the player.
The ACW is now more difficult to avoid, and when sparked over the issue of slavery, should now create a historically plausible CSA (note that there may still be unintended cases of a ‘fake CSA’ appearing due to a non slavery related landowner revolt, which isn’t covered by the above fixes)
Working to expose and improve content such as expeditions and journal entries that is currently too difficult for players to find or complete
The Journal Entries that we wanted to make easier to complete and/or more visible have been tweaked in the intended way (though we will undoubtedly continue to make minor balance adjustments to them)
Updated:
Tweaking content such as the Meiji Restoration, Alaska purchase and so on in a way that they can more frequently be successfully performed by the AI, through a mix of AI improvements and content tweaks
Significant improvements have been made to the AI’s ability to complete Journal Entries such as Tanzimat, Manifest Destiny and so on, though it still struggles with others like the Meiji Restoration and so further work is needed.
Ensuring unifications such as Italy, Germany and Canada doesn’t constantly happen decades ahead of the historical schedule, and increasing the challenge of unifying Italy and Germany in particular
The Unifications now occur in a way that is more ‘on schedule’, but we still want to change them so that they mechanically behave in a more historically plausible way
General AI tweaks to have AI countries play in a more believable, immersive way
Significant changes have been made to the diplomatic AI in both 1.1 and 1.2 but this is an area that is going to continue receiving attention from us for some time, particularly when it comes to making the AI less opaque in its reasoning (for example, explaining why they sided against you in a diplomatic play despite good relations)
New:
Adding more country, state and region-specific content to enhance historical flavor of different countries
Diplomacy
Done:
The ability to expand your primary demands in a diplomatic play beyond just one wargoal (though this has to be done in such a way that there’s still a reason for countries to actually back down)
Adding additional primary demands was added to the game in update 1.2
Not Updated:
‘Reverse-swaying’, ie the ability to offer to join a side in a play in exchange for something
More things to offer in diplomatic plays, like giving away your own land for support
Trading (or at least giving away) states
Foreign investment and some form of construction in other countries, at least if they’re part of your market
Improving and expanding on interactions with and from subjects, such as being able to grant and ask for more autonomy through a diplomatic action
New:
Allowing peace deals to be negotiated during a Diplomatic Play instead of only having the option to give in
Internal Politics
Updated:
(Moved from ‘Other’) Making it more interesting and ‘competitive’ but also more challenging to play in a more conservative and autocratic style
We have made some changes here, such as locking laws behind regressive distributions of power and changing GDP to not unfairly favor manufacturing economies but this is still an area where we want to do more
New:
Improving the mechanics of law enactment and revolutions to be more engaging for the player to interact with
Adding more mechanics for characters and giving the player more reason to care about individual characters in your country:
Adding laws that expand on diversity of countries and introduce new ways to play the game
Other
Done:
Making it easier to get an overview of your Pops and Pop factors such as Needs, Standard of Living and Radicals/Loyalists
Update 1.2 added new overviews for Pop Needs and better explanations for the reasons behind radicals and loyalists
Experimenting with autonomous private-sector construction and increasing the differences in gameplay between different economic systems (though as I’ve said many times, we are never going to take construction entirely out of the hands of the player)
Autonomous private-sector construction was added to the game in update 1.2
Ironing out some of the kinks with the late-game economy and the AI’s ability to develop key resources such as oil and rubbe
While the economic AI is definitely going to continue to receive improvements, the specific issue of the AI never developing these key resources should be fixed
New:
Improving Alerts and the Current Situation widget to provide more useful and actionable information.
Just as last time we shared these plans, the above is not an exhaustive list of everything we want to do, and I can’t give an exact timeline for any of the individual points or which precise future update they will be a part of. This list also still only covers changes and additions that will be part of free updates! We are planning to continue releasing dev diaries like this updating you on our progress after each major update to the game.
That’s all for today’s update, I hope you found it informative! Next week we’ll dive right back into regular dev diaries as we start going over the details of what we have in the works for Update 1.3, though I’ll note that we won’t be ready to talk about the release date for that update. See you then!
Ines and Lily are BACK for another week with a spectacular Live Stream!🎉📺 Will there be any surprises!?🎆 Don't miss it to find out! Join us tomorrow, Friday at 4pm CEST, mark it on your calendar!📆
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Fortune’s having a bonanza in NosTale! Between 31st March (11 AM) and 3rd April (11 AM CEST), you can really rake in the goodies in NosTale with the following drop events:
Double Gold Drops: Defeat monsters during the event and receive twice the amount of Gold to spend on all those nice and shiny things!
Double Item Drops: Defeat monsters and potentially pick up twice as much loot as normal.
Polish up your armour, grab your weapon, summon your NosMate and scoop up these great rewards.
Today, we are happy to announce that Bus Simulator 21 Next Stop will be released one week earlier than expected. The huge Next Stop update, the free Official Map Extension, the dedicated versions for PS5 and Xbox Series X|S as well as the Bus Simulator 21 Next Stop – Gold Edition will become available on May 16, 2023!
Welcome to the third development preview, our way of keeping you all up to date with development of the next major update. This time we’re introducing another Arcade mode, “Wobble Run”.
Note: All of this content is still in active development and so isn’t final and could change!
Wobble Run
Wobble Run is a race through colorful obstacle courses. Players will need to jump, dodge, grab and wobble their way to victory. The first Wobbly over the finish line wins!
Wobble Run courses are made up of different obstacles each with their own challenges. Compete against your friends to see who can get the best time!
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To keep things fair Wobblies cannot grab each other in Wobble Run. Also a lot of the obstacles in Wobble Run cannot be grabbed unless they require grabbing to get past them.
Once the first player has passed the finish line, a countdown timer starts. Any players who haven’t passed the finish line when the countdown reaches 0 are eliminated.
Checkpoints
If you fall or get knocked off the course don’t panic! You will respawn at the last checkpoint you reached.
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Progress Bar
Want to know who’s just behind you? Or see how far away the Wobbly ahead is? We’ve got you covered. The Progress Bar shows how far you and your competitors are along the course so you can keep track of what's going on.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ The Progress Bar
Courses
Wobble Run will have multiple courses for you to compete in. Below are screenshots of some of our favorites! The courses vary in difficulty and each one will have unique challenges.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ A couple of Wobble Run courses
Merch
Don’t forget we’ve got merch!
We have more stuff coming to the store very soon so keep an eye out for that.
After many months of work, a new demo is ready for you to play. I release it now so I can get as much feedback as possible, in order to get the early access version ready. The only difference between those 2 version is that in the demo, saving is not available.
So please give positive and negative feedback so I can change or fix what you don't like.
There are so many changes compared to the last demo, I won't write all of them, but let me show you the most important ones:
NEW:
1. Weapon inventor: now you can create your own weapons by building and mixing different weapon properties. 2. Exploration job: this new exploration job gives you a reward after exploring a number of specific sectors. 3. Sound FX: added new sound effects. 4. Story Events: when you explore, you can encounter story events. In them you can do actions which have positive or negative effects. 5. Needs research: added a small sprite to the resources that need research, to make them popup and give them more importance. 6. Day progress: added a visual bar that shows the progress of the day when you move your robot on the planet map screen. 7. Log: added the log to the exploration screen, it shows you some of the things that happen while you explore in case you miss something. 8. New jobs system: it allows for many different types of jobs and activities in different sector. When a job is complete, it gives a reward. 9. Dead explorer tutorial: when the explorer dies, there is a new tutorial explaining that you need a new employee to fill that role in order to keep exploring. 10. Unconscious: when a person's health goes to 0, he gets unconscious, which is a new property. He won't be able to do any activities until he recovers after a few days. 11. Vitality: a new property that tells you how many times a person can recover from near death experiences. 12. Lab icon: an icon for the research lab, it matches with another small icon that refer to items that must be researched in the lab. 13. Pilot role: the person assigned in the pilot role will use the property "pilot" to determine the speed of travel on the planet map. 14. Tiles discovered bar: a new visual bar that indicates how many tiles are left to discover in a sector. 15. News Day indicator: added a new entry in the news section to show what day it is. That way the news will be separated by day and will be easier to navigate. 16. Enemy item drops: now some enemies drop items like health, oxygen, energy and repair to the terrain protective tool. 17. Menu buttons: added a new game and credits button to the menu. 18. Danger levels: now there are higher danger levels, when a sector is higher than 8, the danger bar turns red to convey an extreme difficulty. 19. Market: new items in the market. 20. Enemy HP: next to the danger level you can see the health points of all enemies in the present enemy wave. 21. Weapon upgrades: now the upgrades box will show options that are between 0,5 and 1 in value, so there will be a lot more variation and the decision about which option to choose will be a bit more interesting. 22. Map Events: events now also appear in the planet map when you travel, here you can also choose which person's properties to use, where in the sector events, only the explorer's are used. 23. Faces: new employee faces.
IMPROVED:
1. Current effects: improved the display of the current active effects when you explore, so its clearer what is the source of each effect. 2. Enemy's speed: increased the small enemy's speed to make the combat more exciting. 3. Market pistol: added the pistol to the market, so when you run out of weapons, you can still buy the most basic one. 4. Effects with timer: changed the label for some terrain effects so its easier to understand that they get activated each x number of seconds. 5. Robot movement: the robot movement on the planet map is now smoother. 6. Explorer UI: the exploration screen will show the face of the assigned explorer, and some icons to explain the different colored bars at the top. The explorer face will also indicate the state of the explorer if he gets unconscious, if he dies, and if there is no employee with the explorer role assigned. 7. Shooting enemies: balanced the amount of shooting enemies depending on the danger of the sector. 8. Terrain damage: Now the terrain damages a protective tool instead of the health of the player. When the tool reaches a value of 0, the terrain damages the health directly. 9. Market protective tools: the tools that protect your from various effects (like poison) are cheaper to buy in the base's market. 10. Terrain damage and oxygen consumption: is now more balanced, it does not kill you so quickly, instead, if you are not careful, in the long term it can become a problem. 11. Explorer inventory list: can be scrolled up and down in the exploration screen. 12. Short term goals: now there are goals active at the same time in the planet map, so you have a bit more options to choose where is best to move your robot. 13. Weapons reset: now, instead of loosing all your equipped weapons when going back to a base, you just un-equip them and return them to your robot storage, ready to be used again when you explore. 14. Explorer sprite collisions: the explorer collision box was reduced to better match its sprite. 15. Terrain detection: the place in the sprite of the explorer that detects the terrain he is walking on is now placed at the bottom of the sprite and not its center. 16. Saving: now the game saves on the map screen too (not in demo). 17. Lab and workshop: now they show the amount of unlockables, but do not reveal what they actually are, that's a surprise. 18. Terrain types: now, lower danger sectors have only 1 type of terrain, this makes things simpler for the player to survive there. 19. FPS: when exploring a sector, now there are more fps when there are lots of aliens on screen. 20. Weapons: weapons tweaks and balancing. 21. Enemies: now there are enemies as soon as the explorer goes down the ladder to explore a sector, this makes the exploration more exciting from the start. 22. Tutorials: now they are shorter, more optional (just click the ? sign if you want to see one) and include animated arrows to point to important things.
FIXED:
1. Enemy's paths: small enemies did not want to go trough narrows spaces, now they will follow the explorer wherever he goes. 2. Knowledge: the "knowledge" property appeared as if it needed research in the lab, but it should not need that. 3. Terrain effects: the effects activated when an explored touched a terrain where not working correctly. 4. Explorer Tutorial: when the explorer made an evasion movement and a tutorial appeared at the same time, the explorer kept moving when he should have stopped, sometimes making him go outside of the screen and turning the game unplayable. 5. Weapons reset: when returning to base, some powerups did not reset. 6. Market weapons: buying weapons and transferring them directly to people is now forbidden. 7. Market selling: fixed a glitch that appeared when trying to see the robot storage when in selling mode. 8. Market buying: you could buy a bigger amount than the maximum allowed of certain items, now the excess is sent to the storage of the robot. 9. Sector walk speed: in the exploration screen, each time you entered a tile the speed of walk changed a different amount when it should have been constant. 10. Planet map movement: sometimes the path-finding of the robot did not work correctly, making the robot leave the map, or take weird paths towards the desired destiny. 11. Floor resource UI: when taking a floor resource, it showed +0 when it should show the real quantity of taken resources. 12. Glitched projectiles: fixed the melee punch and flamethrower remaining on screen after firing. 13. Evasion movement: fixed an issue that made the evasion movement jump too far ahead. Also small attackers cannot harm you anymore when doing this move. 14. Invisible rewards: the resource that dropped an attacker after being killed was invisible.