Age of Wonders 4 - fangirlcrazily


Welcome to another Age of Wonders 4 Dev Journal! My name is Thom (not to be confused with Tom or Thomas), I’m a gameplay programmer at Triumph Studios and primarily responsible for the Diplomacy systems and related AI.

Today I will take you through some of the changes and additions we’ve made to the Diplomacy systems. There is a lot to go through as we had many objectives when working on the diplomacy system for AoW4:
  • Improving the overall experience of how players interact with each other.
  • Increased player agency while still focusing on how AI players can manage difficulty and pressure in a more proactive manner.
  • Clearer AI behavior and proper foreshadowing of actions and shifts in the AIs attitude.
  • Greater variety in gameplay and the role of personalities.
Together with Jordi, we’ve done a stream highlighting these changes as well:



Trading
We’ll start off the journal by talking about the trading system, which is at the heart of your negotiations and dealings with the other rulers in the realm. Throughout the series we’ve featured Diplomacy in various forms, always trying to improve upon the last iteration, and we hope that the new system is no exception.

With Planetfall we introduced free form trading where you can haggle with AI players to try and achieve specified trade deals, sometimes at a great profit too. The only downside was that you’d have to go back and forth with AI players to broker a deal, which did not always work out since there was no way of knowing which deal would work for the AI beforehand. For AoW4 we have reworked this system entirely, focussing on clarity and providing a more straightforward experience.



When entering the trade screen, players will always be presented with trade options that the AI player will actually consider or would consider if the certain conditions are met. Each trade option can have various conditions, which are shown in the tooltips, when these are met the AI player will always want to make that trade, though they may ask for something in return. Clicking a trade option leads to the close deal screen where the AI will present one or more offers or requests in order to make the deal work, sometimes they will not ask for anything in return if they think the deal is fair. Selecting any of their proposed options will round up the deal. You may sometimes also propose the deal as a gift to the other ruler, which grants a relations bonus. While this takes away the haggling, it offers a much simpler and faster way of making successful trade deals with the AI.



Trading with other human players will still have the free form approach where you can specify the trade items and amounts exactly to your liking.

Treaties and Diplomatic States
For my leader I picked a heavily Diplomacy focused build by going High Culture and also picking Devotees of Good and the Chosen Unitors traits. This gives me permanent good Alignment points which in turn makes dealing with other good aligned rulers easier. As it so happens, the other ruler also has a diplomatic Personality, but we’ll get back to that later.

We have revised the flow of Diplomacy for AoW4, treaties (both diplomatic as well as resources) are permanent and certain diplomatic states as well as treaties depend on you having formed specific agreements with another ruler. Diplomatic treaties are now also shared, so opening borders means both rulers will do so.

The most basic treaty is the Wizard’s Bond, which starts off your diplomatic relations with the other ruler and unlocks the path to better treaties. The other ruler will have to like you first before they will agree to any treaty, hence our alignment boost comes in quite handy here! This also tells the AI that you are now open for conversation and allows them to send you various messages, without it they will mostly leave you be.

Of course you can still break your treaties and pacts later, but it will impact your relations!

Here is a quick overview of everything you can trade:
  • Diplomatic States (Defensive Pact, Alliance)
  • Treaties (Wizard’s Bond, Open Borders, Province-Claims Pact, Teleporter Pact, Shared Vision)
  • Vassalage
  • Resources (Gold, Mana and Magic Materials)
  • Contact Information of other Rulers
  • Equipment for Heroes
  • Captured Heroes in your Prison or Crypt
  • Cities and Provinces
  • Gifts, because good relations are forged with gold!
In order to achieve the ultimate relations goal in diplomacy, an alliance, you’ll have to get a Wizard’s Bond and a Defensive Pact first, which may take some time and bribing gifts, but it’s always worth having another ally on your side when trying to achieve victory. Take heed though, having a defensive pact or alliance will trigger an automatic call to war when a member of the alliance is attacked, so choose your friends wisely! Befriending a Warlord may therefore not always be the best idea, especially if you want to remain on their good side, sometimes the diplomatic approach is to keep a healthy distance. Which brings us to our next topic: Grievances.

Grievances and Wars
Grievances are the fuel for war and you may recognise them as Casus Belli in Planetfall, some of them have even made their way into AoW4 while we have also added many new ones. Grievances are for example triggered by trespassing, ignoring province claims and breaking treaties. Not only do these diminish your relations with other rulers, they are also used to generate War Justification.

War justification is what you use when trying to declare war and it is very important to have enough of it because without any justification, your relations with other rulers and free cities will only worsen as well as your imperium income when you declare war. The biggest change compared to Planetfall is that now your opponents' grievances also do matter as they are subtracted from your own grievances in order to determine your war justification.



Due to my rivalry, my grievances are boosted by +40%!

It’s important to gather grievances if you intend on waging war and to prevent your opponent from getting any grievances on you, but sometimes it cannot be helped. Especially when there’s that valuable province that you just have to have, but it’s right near the other ruler’s borders. Luckily you can still pay the other ruler in those cases to look the other way and forget the grievance, you may even sell your own grievances, but watch out as there is a limit to how much the AI will want to forget at a given time. If you are aiming for good alignment, you may also forgive a grievance, this will not yield you any gold but it gives an alignment bonus.



Settling grievances allows you to sell or forgive them, you can also buy off your opponents grievances.

Another way of gaining grievances is through a Call to War, when you are being called into a war by your ally they will share the grievances they used to declare their war with you, which allows you to (hopefully) declare a justified war yourself. Even if your ally declared an unjustified war, you will always get some grievance points to use.

Finally, another important change to waging wars is the role of vassals. Both vassal cities as well as vassalized rulers will now always automatically be drawn into the wars of their overlord and only exit the war when their overlord resolves it. Vassals can still independently make good relations with others but cannot declare wars or have wars declared on them, these interactions always have to pass through their overlord.

Pronouncements
However, diplomacy is not just about wars, it’s about managing relations and so we arrive at Pronouncements. The pronouncements are a collection of diplomatic interactions which do not require mutual interaction between two rulers, but instead allow you to make a public statement.

These include the newly added declarations, which allow you to declare a player as your Friend or Rival. This will influence the value of newly gained grievances and it will also slowly add a modifier on your relation, which increases every turn to quite a significant modifier. It does cost upkeep to maintain a declaration, but the benefits are worth the costs.

A friendship can add up to 300 relation points and can go even higher, up to 400, if both parties declare their friendship and share multiple treaties. While a rivalry can lower the relation by -300 points and if left unchecked can cause the relation to spiral to war. Friendships lower the value of grievances gained while rivalries increase the value of grievances. AI players will also make use of these declarations, so try to stay on their good side if you can!

You can also fabricate a grievance if you are planning for war but need a little push or you can denounce a ruler for certain grievances, telling other rulers that they are untrustworthy.

Finally, this is also where you can make a call to war and try to include other rulers into your wars. They may also do the same and as mentioned before, having a higher diplomatic state will also automatically trigger a call to war under specific circumstances. A call to war always requires an answer within 3 turns and may even break your diplomatic state if declined.



AI and Personalities
A big part of Diplomacy is the AI, which for AoW4 we have completely revised. For Planetfall we tried to combat AI passivity by introducing a planning system that would give the AI relation goals for each other ruler which they would try to achieve. However, that meant that the AI was very rigid in where you could take your relations with them, with patches and updates we luckily remedied the situation. So for AoW4 we decided to take out this system and try a different approach where your relation value with a Player is leading for how they will behave and tried to focus a lot on player agency. This means that based on how you maintain your relations with an AI player, they will either want to be your ally or enemy.

In order to manage relations, the AI uses the trading system in the same manner as the player and they rely on the trade requirements, which we mentioned earlier in the journal, to determine whether they want/can make a certain trade or not. This means that the same rules that are exposed to you are also applied to how the AI will act on their own when making decisions. An example of this is when you want to create a Wizard’s Bond, if the relation is not good enough, the tooltip will tell you so, but it will also tell you the exact relation value you must reach before the AI will consider the deal. The trade requirements as well as value of a trade option can be modified by the AI player’s Personality.



Yaka will not consider the trade until we have at least a relations value of -100 or higher.

Because just relying on interactions to change the relation value would make the AI too passive, we have introduced several other factors which also have an impact on the relation value and eventually the AI’s behavior. One of those systems is the threat level or what we call the pressure system. At any given time the AI will evaluate all other rulers in the realm and calculate a pressure value for them, this value depends on many factors and effectively determines how well a (AI) player is doing. It looks at things like your relations, armies, cities, income, and many more factors. Things like the AIs personality, difficulty level and game phase also hook into this.

We compare the calculated value with a strive value that the AI thinks you should have and the AI concludes one of seven different threat levels from this. Which means they are either threatened because you are doing very well or they ease up because there’s already enough pressure on you. The threat level is expressed as a relation modifier, where being threatened means you receive a negative relations modifier and being at ease gives a positive relations modifier.



Ham Binger feels threatened by us because we have a substantial empire and several alliances, even though they would like to have an ally of their own.

Next we have built a new version of the Personalities system, which also came out for Planetfall alongside the Invasions eggspansion. Personalities will impact the AI’s behavior both on a strategic- as well as a diplomatic level by hooking into many systems and behaviors. As such they will for example influence how the AI will evolve their cities and empire, the armies they build and the tomes they research. Personalities also hook into diplomacy through trading, pronouncements and also offer you ways to influence the relation through personality preferences; each personality gives an AI ruler 2 things they like other rulers to do and 2 things they will dislike, for example they like it if you make alliances but hate it if you break treaties.

Based on these preferences you can try and influence your relations with an AI player by achieving the things they like and avoiding the things they hate, with 19 different personalities it may not be possible to keep all rulers happy however!

Furthermore we’ve restructured the personalities into 6 different archetypes, with multiple variants on each archetype. The variants determine the specific preferences, but only the 6 archetypes influence strategic and diplomatic behavior. The specific personality an AI player will have depends on their leader’s alignment and affinities at the start of the game and also determine how they will continue to develop these. The archetypes themselves do not hook into a specific affinity as we tried to make a balanced system, but the variants do. Here are the archetypes that we feature:

  • Warlord
    A wardriven personality that favors evil alignment, conquest and expansion.

  • Diplomat
    A diplomatic personality that favors good alignment, alliances, treaties and loyalty.

  • Isolationist
    An isolated personality that favors building their empire defensively and is less inclined to deal with other rulers, which makes trading more expensive.

  • Sage
    A personality that favors research and the use of magic, they also like making treaties and try to avoid unjustified wars.

  • Merchant
    An economically focused personality that likes to trade, but strives for a better deal, trading is more expensive but time requirements may be reduced.

  • Spy
    A research focused personality that likes to gain vassals and prefers smaller alliances over big coalitions.


These are just a few of the personalities in AoW4.

Finally, we’ve also introduced declarations of friendship and rivalry, which were explained in the pronouncements section. The AI will also make use of these declarations to indicate their intent for relations. They will start making declarations quite soon after meeting them, if they can afford the upkeep, so how you greet them does make an important difference. Over time the AI may still reconsider their declarations, so, with some effort, you may be able to have them reconsider their rivalry should things not exactly go your way from the get go.

While the AI does influence the relation value, this does not have to decide the outcome of the relationship as you can mitigate a high threat level with for example a declaration of friendship, by sending gifts or trying to achieve their personality preferences.

AI messages
As you may remember from Planetfall, the AI will talk to you from time to time and they will have messages that they send in response to what is happening in the realm or to foreshadow their intent for the relationship. So keep a good eye on what they are saying! To help you out here, whenever a message has gameplay effects, it will always be accompanied by info text that is shown underneath the message to help explain the meaning of the message.

Also a shout out to our amazing narrative team who have not only written a lot of campaigns, lore and story events, but have also supplied diplomacy with a great database of messages for the AI to use!

With the messages we have, the AI is capable of responding to a great deal of gameplay scenarios as well as having variations on these messages based on personalities. At the same time, we’ve also made a lot of effort to make sure the AI does not overwhelm the player with messages by adding cooldowns and filters on when certain messages and interactions are allowed. An example of this is the wizard’s bond which is also the first treaty you can achieve with another ruler, without it the AI will only send you important messages such as them disapproving of an action or wanting to declare war, but with the wizard’s bond a whole new range of messages opens up.



Conclusion
Some of the things in diplomacy will probably still be familiar if you’ve played Planetfall, other things are completely new but there isn’t a single system that we haven’t touched or updated in one way or another and we hope it is all for the better of course! We’ve learned a lot from making Planetfall and we strive to always keep on improving, so we hope that this is our best version of Diplomacy in the Age of Wonders series yet!

That concludes the diplomacy dev journal, thank you so much for reading! I hope the information overload wasn’t too much and that you enjoyed reading up on all the changes we’ve been making. With only a few weeks till the launch of Age of Wonders 4 we hope you are just as excited as we are!

We're this close to launch! Stay updated on every bit of news:

https://store.steampowered.com/app/1669000/Age_of_Wonders_4/
Die by the Blade - Maddie @ Kwalee
We’re pumped and ready for the start of SuperCombo.GG’s Indie Fighting Games Fest 😤

https://store.steampowered.com/app/1154670/Die_by_the_Blade/

We’ll officially be part of the festival, so keep your eyes peeled to see some of the best FG streamers playing our demo 👀

Head to the official website or event page to find out more about all of the awesome stuff that will be happening during the festival to celebrate indie fighting games.



Want to be the first to know when a major streamer goes live with our demo?

Then join our Discord and follow us on social media at @dbtbgame for the latest updates ⚔️

{LINK REMOVED}


Apr 13, 2023
The Panic Room. House of secrets - dianavoloshanova


Another cloudless night has come and a new constellation favors the inhabitants of the mansion. Answer the call of the Taurus.

Don't let the monotonous pursuit of the stars bother you, be firm in your convictions, and the blessing of the earth sign will be yours!
Apr 13, 2023
Community Announcements - Laura_GOP


Ines and Lily are ready to welcome the Samurai event with poker, quizzes, insane prizes and exciting coupon codes!⛩️🗡️📺 Don't miss tomorrow's live stream at 16pm CEST, for your chance to win big!🎉📆

Also, spread the word by sharing the Live Stream and have the chance to win a FREE piggy token!🎟️🐷

📺 Watch the Live Stream on Youtube, Twitch, Facebook or here on Steam.

The Governor of Poker 3 Team
Ravenswatch - MXiaa


Greetings, Ravens!

The whole Passtech team would like to share their gratitude to the community for their outpouring love toward the release of Ravenswatch in Early Access. THANK YOU! We could not have been happier with your feedback and encouragement for this first version of the game. This motivates us even further and we’re looking forward to sharing new content with the players. It's already been a week since launch but this is only the beginning and more challenges will be brought upon the Ravens of the Ravenswatch!

Our roadmap down below will detail what’s coming in Ravenswatch in the next few months:


Please note that this roadmap isn't final, the content and timing are subject to change.

KNOW ISSUES

We are aware some issues are still remaining and we are actively working on a patch to fix them.

  • If you’ve experienced an issue with Online sessions at the beginning of the Early Access, know that we have pushed a fix on our servers on Friday 7th which resolved the infinite loading loop for 2-4 Co-op runs.
  • We are investigating the issues regarding Codes not being generated for some players and desynch bugs during Co-op sessions.
  • Finally, DX12 errors can still pop up for some players. Try the troubleshooting methods in this link, while the team is working on the patch for those issues: DX12 Errors - How to resolve
Stay updated by following Ravenswatch’s and Passtech Games’ Twitter accounts, as well as by joining our Discord server!

DEVSTREAMS

Every Thursday at 5pm CEST (8am PT - 11am ET), the team at Passtech gathers to answer your questions and play some runs on Twitch! Join us today:
https://www.twitch.tv/passtechgames




LAUNCH DISCOUNT

Our 10% launch discount will be over in just a few hours. Get the game for 10% off while you still can:

https://store.steampowered.com/app/2071280/Ravenswatch/

SOCIAL LINKS
Visit Passtech Games website: https://www.passtechgames.com

Follow the official Ravenswatch Twitter account: https://twitter.com/PlayRavenswatch

Follow Passtech Games on Twitter: https://twitter.com/PasstechGames

Join Ravenswatch’s subreddit: https://www.reddit.com/r/ravenswatch

Watch us on Twitch: https://www.twitch.tv/passtechgames

Follow us on Facebook: https://www.facebook.com/gaming/PasstechGames

Follow us on Instagram: https://www.instagram.com/passtechgames
Victoria 3 - Commissar_roach


Hello. This is Victoria, also known as Pacifica, and today we will be going over the new laws added in 1.3.

By and large, these laws exist to grant an experience that allows for more “modern” forms of states, to represent the changing ideologies of the late nineteenth and early twentieth centuries, and to represent some of the most contentious and important issues of the period - land reform, anti-clericalism, and more modernised systems of governance.



Land Reform

One of the most important political issues within modernising nations was the matter of land reform. Whilst most European nations, by 1836, had abolished formal serfdom, they often still had tenant farming systems which gave landlords an immense amount of power over the peasantry. Within the period of Victoria 3, many political movements throughout developing nations explicitly sought to handle the issue of landlord power even after serfdom was formally abolished.

Under the new Land Reform law category, production methods pertaining to the rural economy have been decoupled from the Economic System law, instead being folded into this category. The ownership production methods available for farms and plantations will be determined through the player’s Land Reform laws.

Previously, the distinction between the system of serfdom and non-serfdom was extremely non-granular. Once serfdom was abolished, the player could safely ignore the issue of land reform for the entirety of the game, only touching this law category again if they wished to implement workers’ protections. With the new Land Reform law category, the issue of who owns land has been separated from the rights of workers, allowing for increased choice within both categories, and options for interesting political setups, such as a highly laissez-faire republic with a modern commercialised agriculture law and a total lack of workers’ rights, or a paternalistic monarchy that maintains serfdom, but considers protections for labourers to be an innate component of its social contract.



The new Land Reform laws represent a variety of land ownership schema, all of which play an important role in affecting the political strength of groups in your nation. Whilst Serfdom and Tenant Farmers greatly benefit the traditional landowning elites, the new Homesteading law both provides a base benefit to the political strength of the Rural Folk, and unlocks the new Homesteading production method, which cuts the proportion of Aristocrats in farms, whilst increasing the amount of Farmer jobs.

Pictured: A wheat farm in Russia with Serfdom active, versus a wheat farm in the USA with Homesteading active. The USA’s starting Homesteading law empowers the Rural Folk in the North, whilst the Southern plantations remain dominated by the Landowners.



Commercialised and Collectivised Agriculture, respectively, represent more “modern” systems of industrial agriculture, with commercialised agriculture treating land as private property and farming as a business like any other, unlocking the Publicly Traded production method. Collectivised agriculture, on the other hand, organises the land into plots worked by agricultural collectives. These collectives can either be owned by the workers themselves, or owned directly by the state, unlocking both the Workers’ Cooperative and Government Run production methods.



As laws that greatly affect the balance of power within nations, land reform is prone to sparking very contentious debate amongst the populace, as well as fierce resistance from those that have interests in the current system - but the opportunity granted to emerging classes by the prospect of land reform will serve as a boon to the player’s efforts to enact them.





State Atheism

Many states within the time frame of Victoria 3 had politics that were dominated by differing attitudes towards religion. Nations such as Mexico, the Spanish Republic, and the socialist states of the early 20th century all practised strong anti-clerical politics, seeking to minimise the political influence of traditional religious institutions within society. These anti-religious policies will be modeled in 1.3 with the new State Atheism law, and with it, the new Atheist “religion”.



State Atheism is the ultimate means to reduce the power of the Devout within a nation, banning religion from public life and making all religions discriminated against. Nations with State Atheism will gain a new Atheist state religion to replace their previous one, and enactment will grant a small group of Atheist pops in your nation.

Pictured: Whilst Mexico’s policy may be State Atheism, Catholics still make up a supermajority of the nation - it has a long way to go to truly eradicate religion from public life.



Whilst this is an immensely effective way of reducing the power of religious institutions within the state, State Atheism will create a massive group of discriminated pops, which will increase turmoil through the nation. With this law, it will be ever more important to both focus on keeping standard of living high, and prioritising national values to quash the remnants of religion within your country.

State Atheism will generally be backed by Nihilists, Communists, and other similar ideologies. The process of enacting State Atheism will ignite conflicts between secular and religious society - but it will also open new opportunities for social experimentation, as traditional institutions are rendered marginalised.





Technocracy and Single-Party States

The final two laws added in 1.3 are the Technocracy and Single-Party State laws, both representing more modern distributions of power that were either implemented or theorised about during the tail end of our time period. Both of these laws grant significant Authority, with Single-Party State granting the highest flat bonus to Authority in the game.



The new Single-Party State law is intended as a late-game replacement to the Autocracy and Oligarchy laws, designed to fit into the era of mass politics and the party-state. Once Single-Party State is enacted, either the ruler’s IG’s political party will become the sole political party in the nation, or a new political party involving the ruler’s IG will form. Elections will be held every four years as normal, with the single legal party always getting 100% of the vote.


Pictured: The modern face of the Empire of Japan, ruled by the firm hand of the Taisei Yokusankai.



Under a monarchial single party state, the head of state will be hereditary as normal, but under another system, whenever the head of state dies or otherwise changes, a new leader will be chosen from the interest groups within the party. A single-party state does permit including non-party interest groups - but they will come at a substantial hit to legitimacy.

Enacting a single-party state will enrage those interest groups not contained within the party - but it will allow a unique political situation where both more “authoritarian” laws like Command Economy and Collectivised Agriculture, and more “democratic” laws such as Women’s Suffrage and Elected Bureaucrats are available.

Pictured: An enactment event that can arise, if the idea of a single-party state is already popular in your country… and one that can arise if the people are not so thrilled about it.





Pictured: A closer look at the Regime. I love the Regime.



Meanwhile, a Technocracy represents rule by the trained and educated, in accordance with the theories of figures such as Henri de Saint-Simon and Howard Scott. The tendencies that technocracy draws from are myriad, but all desire a state primarily ruled by technical experts. A technocratic state will tend to be supported more by the Intelligentsia and Industrialists, and provides benefits to the political strength of the educated class, from academics to officers. Technocracies will dispense with the inefficient and unenlightened notion of “democracy” altogether, removing political parties, cancelling elections, and ruling in a fashion similar to Autocracies, Anarchies, and Oligarchies.



Technocracy can be combined with every set of governance principles in the game [although such combinations may be quite unstable], meaning that both the Platonic ideal of enlightened governance, and the grand dreams of true Vperedist patriots can be realised under this law.



A Technocracy will be greatly beneficial for those that wish to enshrine the rule of the Industrialists and Intelligentsia without worrying about elections - and it, as well, permits the Command Economy law, allowing for a highly centralised, streamlined, and optimised economy under the auspices of stone-faced men in stately grey suits.



Industry Banned

As the final law we will be visiting, we have precisely the opposite of Technocracy, and one of the most drastic changes in playstyle in Victoria 3 - Industry Banned.



The Industry Banned law represents the most radical elements of opposition to the industrialisation of the Victorian Era. Under this law, all heavy industry in your nation - steel mills, motor industries, chemical plants, and more - will be destroyed, and cannot be replaced until the law is replaced. Furthermore, this law forbids all automation technologies for the industries that remain, mandating the economy remain both small-scale and labour intensive. Technology spread and research speed will be sharply reduced, allowing your nation to remain in a pristine pastoral state, unblemished by things such as smog, labour-saving technology, or modern medicine.

Pictured: The machines may threaten to overthrow us, but there is one thing they lack - the unbreakable and universal concordat of Humanity.



Of course, passing this law will be immensely contentious. Any group that has an opinion on the economic system will usually have a low opinion of abolishing the means of production entirely. There are, of course, some proponents of this law that may arise, however - and, under a sufficiently cruel and alienating system, some otherwise reasonable people may see putting an end to industry itself as desirable to the status quo.



Industry Banned will enormously empower the Rural Folk, and through disabling heavy industry, will also harm the influence of the Industrialists, and boost the Landowners. By combining Homesteading and Industry Banned, one can acquire a +75% bonus to the clout of the Rural Folk - creating the rural, idyllic realm within which power lies primarily with smallholding settlers.

As you can see, we are putting significant effort into making both internal politics and ideological variation more interesting and flavourful in 1.3, as well as creating additional laws for both more exotic late game situations and critically important political issues that defined the time.

Also, revolutions now always adopt the most desired governance principles of their most powerful IG. You won’t be seeing any more radical or communist revolutions with monarchs at their heads.

Pictured: One example of a revolutionary government against a monarchy, composed mostly of people who are ambivalent on the question of monarchism versus republicanism.



That is all, and we will see you next week.
Odinfall - Rob_Fireshine
Hey, outcast.

Join the Odinfall Discord HERE - and follow the instructions in the "key-claim" channel to start blasting zombie Vikings straight away!

Got an idea for a new gun or boss? Let us know your feedback and suggestions for the game HERE

Good luck out there outcast. See you on the battlefield!

- Odinfall Team

Can of Wormholes - munted finger games
  • Added Simplified Chinese language option.
  • Slight changes to puzzles to prevent unintended solutions (thanks MartianBlobFish, Kuru, Mountebank, Krakput and Icely).
  • Significant change to puzzle 5-2.
  • Improved some insight puzzles.
  • Slight visual change in the bridge rooms.
  • Updated a monitor panel texture.
  • Reduced the volume of the sigil collection sound.
  • Discovering other unmarked vessels on the map now requires finding the bridge room first.
  • It is now possible to hold down a movement key on the map screen for faster navigation.
  • Added a worm growing music trigger when growing from food as a worm without a body.
  • Reduced the number of worms required to throw the second can across the barrier from 8 to 6.
  • Bug fix: Movement controls during ending scene are now framerate independent.
  • Added rudimentary custom world support. This will be expanded upon in the future.
Apr 13, 2023
Lesson Learned - o.skladowska
Dear students,

You have already learned about all the eras we will visit on our sleepy journey. Now that you know what to expect and how to prepare well to survive, it's time to introduce you to our team!



I think you already know me very well - who wouldn't know Frank? After all, I am the leader of this insanely brave group.

It wasn't easy for us to choose a team leader, but we held a rubber balloon making competition and of course I won! Everyone knows that I am unbeatable at it. I also have other qualities - for example, I'm a great slingshot shooter - I'm a bit less good at shooting on tests....


Our female warriors
You know Amelia, right? She's my best friend and our brains! She looks a bit like the history lady in those glasses, but don't worry - she's a geek, but not as boring as the teachers..

As for Barbara, she's the best scout I could find - and not just because no one else applied... She also brings us strawberry ice-cream and eats my sandwiches when I don’t want them !


Our male warriors
Maybe you had a classmate who dreamed of a career in sport, despite getting an 'F' grade in Physical Education? That's our Mickey. He won't run a marathon, but he's the strongest of our group and he's great at building towers!

Every team needs a strategist, and in our case it is Steven. He always has great ideas and draws well, although he is not very talkative. Sometimes he's absent-minded and looks like he's plotting something... He looks a bit scary then.

And finally, the finances of our gang - Christopher. As they say, a lot of money - not a lot of brains. He may not be very intelligent, but we complement each other very well...and he tells funny jokes.


Close-knit team is essential!
Even if we are very different, everyone has an important role to play in our group. Remember - better together! Invite your friends, create your own gang and try your hand at co-op mode in the demo Lesson Learned.


See you at the next lesson!
Frank & Gaming Factory




War Thunder - magazine2


Soviet fighter pilot Vasily Matsievich was born on April 13th, 1913. As a part of 26th Regiment he defended Leningrad from enemy bombers during the blockade, and by June 1942 had made 196 sorties. In 1943 he was awarded the highest award of the USSR — the Order of Lenin, the Gold Star medal and the title “Hero of the Soviet Union”.

Temporarily on sale - Spitfire Mk IXc

To commemorate Matsievich’s birthday, from April 13th (12:00 GMT) until April 17th (12:00 GMT), the Spitfire Mk IXc from the Soviet research tree — the aircraft that Matsievich himself piloted — will be available for purchase for Golden Eagles. Its camouflage mirrors that of the 26th GvIAP, which Matsievich commanded.


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