Aug 21, 2023
AI War 2 - x-4000 (Chris McElligott Park)
New A War 2 build! https://wiki.arcengames.com/index.php?title=AI_War_2:Post_Completion_Part_II#5.561_Have_At_Thee

This one is pretty giant. The bulk of it is from Dismiss, except for some of the mods. There are a couple of performance improvements and other fixes. There are also a lot of improvements to the lobby to make options clearer, the faction list prettier and also more informative, and so on. There are also a number of improvements that are more focused on ease of use of the codebase for coders and modders.

There's a new mod by first-time modder (but longtime Youtube instructor) Strategic Sage, who has made a mod called "Simple Options," that simplifies the lobby quite a bit.

Another new mod by a new modder is Radiant Maps, by RadiantPhoenix. These range from interesting topologies, to hair-tearing topologies, to a few humor-focused topologies.

Points of Interest, Generator, and Necro Party have also all seen updates from Dismiss, ranging from a new AI type -- contributed by Arphar, along with info for some of the fixes -- to various smaller fixes and improvements.

You can wishlist our upcoming title Heart of the Machine! Steam page is more up to date than it was, but a lot is still to-be-revealed. https://store.steampowered.com/app/2001070/Heart_of_the_Machine/ We'll be resuming having alpha testers... at some point in the near future? To be honest, I hit the milestone where I had planned to bring in testers, but I find I am just not ready for them; specifically, I have plenty of things to work on, I don't have any questions that testers could answer at the moment, and I want to stay focused on pushing things further fast. It will change at some point in the coming weeks to where I start wanting to have feedback, but I no longer have an exact milestone. I mainly just need to be at a point where I need more testing than what I can do on my own. It won't take too long, in the grand scheme. Feel free to go to our discord (https://discord.gg/arcengames) and post here: https://discordapp.com/channels/240637654717300736/1086679572373848244 if you're interested in being a part of either the early alpha or a later phase. There is now a direct signup form here: https://forms.gle/sYj9hH3Bh2TJ2Hbx5
Aug 21, 2023
Dying Light 2 Stay Human: Reloaded Edition - magdalena.marcinkowska
Our community means a whole lot to us. We want you at the forefront of our decisions and to shape the future of the Dying Light franchise.

This is why back in June, we launched the beta for the Community Ideas section on Pilgrim Outpost. Since then, we’ve received thousands of your suggestions letting us know what new features, mechanics, weapons, and more you want to see in Dying Light 2 Stay Human.

Today, we are revealing the first wave of those ideas to kick off the community vote. And that’s only the beginning! We will be regularly updating the catalog with new entries. The ten highest-rated ideas at the end of each month will be sent to our developers for review. Anyone with a Pilgrim Outpost account can vote. We cannot wait to start implementing your suggestions.

Vote for your ideas and submit your own here: https://pilgrimoutpost.techlandgg.com/goodies/community-ideas.

Be sure to also check out Community Maps. Every Wednesday, our developers spotlight one custom map that was created by you, the community. It’s the least we can do to honor our ambitious architects. So, if you wish to load up a community map in the game but you’re not sure which one, head back to Pilgrim Outpost for a developer recommendation.

Finally, we decided to create a new section on the website dedicated solely to you called Community. It will contain both of the already mentioned community pillars — Community Ideas and Community Maps. Our team will continue to expand it in the future. Your passion motivates us every day!

If you have any other bright community ideas, you know where to go. Pilgrim Outpost will always have its doors open.

--
https://store.steampowered.com/app/534380/Dying_Light_2_Stay_Human/
Stellaris - PDX_ladydzra

by MrFreake, chirumirushiroz​, rodahtnov​, gordon_cmb​, and idm7449​

Hello Stellaris Community, and chad-mod-enjoyers the world over!

Today we’re here to highlight some overhaul mods. From technologies, to government types, the galactic imperium, and traditions, this collection of mods might just have something that speaks to your inner swolefin!

Too much reading for a Monday? We’re also proud to feature Michael~ for the first time on Stellaris Official on YouTube, with a video highlighting these four mods:


Like this content? Subscribe to Michael~ on YouTube!

Without further ado, this first mod needs no introduction to just over 140 thousand of you, but in order to stop the ACOT fans yelling at us, we’re proud to present:

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Ancient Cache of Technologies by chirumirushiroz​



Features:
  • New Technology Tiers
  • New Ship Types Based on Fallen Empires
  • New Planet Types
  • New Neutral Faction that doubles as mini-crisis
  • New Megastructures
  • New Origins
  • Reworked Armies
  • New stories and lore

Summary:
Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies many great secrets yet to be rediscovered.

The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible?

This mod introduces a large variety of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale)

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them." I always liked how the Fallen Empire ships looked and the mystery behind them, but the base content and story of the Fallen Empires in the vanilla game left much to be desired, so I started by giving them more unique building looks, unique armies, then the mod gets larger until it reaches the current version.









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This next mod adds a little bit of everything, new authorities, civics, ascension perks, megastructures, all while going for the vanilla-like feel and balance:

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Stellaris Evolved by rodahtnov​



Features:
  • 6 new authorities, with 3 more on the works
  • More than 100+ new civics, including all playstyles and new types of civics (Origin civics, origin exclusive civics tied to your origin!)
  • Expanded and customizable ethics for normal and gestalt empires
  • Several new traits for al type of species archetypes
  • Several reworks and adjustments to base features keeping the original appeal (reworked Arcologies, Habitats, Branch offices, Naval capacity, etc)
  • Several additions to DLCs, filling the missing fantasy gaps (example: aquatic trait/civic for machines)
  • New and expanded features in line with the original appeal and experience (Ai authorities processing capacity, hivemind rework, machine rework, etc)
  • 6 new Tradition paths, built as an upgrade of some of the base game paths.
  • Some new ascension perks expanding generally lackluster features (example: A starbase path to make starbases more feasible economically or as defense!)
  • 8 new expanded ascension paths, including advanced versions of normal paths, mixed paths and more, with subpaths inside each path and unique mechanics, traits and lore for each one.
  • New mid game megastructures and planet types.
  • A lot of custom art in all features in line with the base game.
  • And more coming soon!

Summary:

With Stellaris Evolved we intended to create a new set of tools to fill the gaps in the fantasy-creation agency process of players; a big emphasis has been put on empire creation and early game, and we are slowly expanding our horizon towards mid and late game.

  • Readability and accessibility: We enhance features visually so they are easier to understand/read and there is no need to relearn the game; all is done in line with vanilla design.
  • Diversity and variety: We try to provide all the tools possible to create diverse fantasies outside the stellaris reach, and we are constantly asking people, searching media, etc to enrich and expand! But always taking in mind player agency is priority, so we avoid bee-lining a fantasy!
  • Compatibility: As a soft-overhaul we try to allow the maximum compatibility possible, and as such we design evolved as a foundation mod, adding some external code internally for compatibility and openly collaborating with other modders for it!
  • Fun and accomplishment: This is a game and as such, having fun is a priority! We try to make all players feel satisfied and accomplished after a game, with also some balance in mind, so all type of sessions are enjoyable"

Inspiration
Originally this mod was gonna be a "gestalt only" mod; I love stellaris and my initial experience was playing gestalts, specially hives, and after some time detected they were a bit stale, so decided to start modding! And, with a non coding background, the start was pretty rough, but over time knowledge was gained, new techniques and wisdom were discovered and overall, a good experience was generated with the joy of creating people's love.

Has been a lot since then, more than two years, and features got expanded, things got reestructured and all goals needed to organise, but now we are a team of two (MrRoAdd, you are amazing!) and we are doing a lot of amazing things you will see now, and in the future!

####

Ever just.. See an idea and go: “Wow, that is really cool.” Well, this next mod did that to me, and I suspect you might just have the same reaction, because it’s just that cool.

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Superstates by gordon_cmb​



Features
  • Ability to form Superstates:
  • * The Galactic Republic
  • * Union of Socialist Stars
  • * Galactic Processing Unit
  • * Everlasting Hive
  • * GalactiCORP
  • * Universal Union
  • Several new civics, events and unique flags for each

Summary
The Superstates are your go-to alternatives for the Galactic Imperium. If you want to expand your reach even further, but want to remain the Galactic Custodian, you can instead form a Superstate. Each one has its own set of civics, unique flags, events and even a set of resolutions will be available in future updates! The primary goal of this mod is to bring more variety and roleplaying potential to the game. Not every Custodian will want to proclaim an authoritarian Imperium, some will want to remain democratic, or strengthen their grip on the Galaxy further. The mod doesn't tell the entire story behind the formation of a Superstate or its possible dissolution later down the road, it leaves those details to the player's interpretation, making games more fun and enjoyable to play if you love democracy! On topic of loving democracy, you will still be able to form the Imperium, provided you want to and your Superstate is not as despotic (eg. The Universal Union). There can't be two or more Superstates at the same time, since a Superstate is a Galactic Hegemon. This empire is a diplomatic mastermind that brings the Galaxy ever so slightly towards total unification.

Inspiration
The inspiration behind this mod was the Imperium itself, or rather, how limited it was. Even if you play as a xenophilic democratic guardian of the galaxy - you MUST leave these values behind and become a dictatorial militarist if you want to lead the Galaxy. The game needs more variety on all fronts, and that's when the modders can help. That's why I create those mods, to promote variety, to promote roleplay and replay value.

This game is not merely a 4X strategy, it's a story generator, and a good story needs good tools to be made. Stellaris in itself is a great game already, it serves as a perfect platform for modding, and I'm extremely glad the developers are as kind as they are, they give us tools, they give us easy to understand code, and they constantly support not just the playerbase, but the modders as well.

Overall, I think, since the modding potential is so great, we need to take matters into our own hands and create the best roleplaying experience out of this game. This is exactly what I'm trying to achieve, this mod and Resolutions Expanded are basically a cross-compatible series of mods to improve on the Galactic Community, and I hope to see more mods like this in the future.
To all newcoming modders: Be yourself, and be the change you want to see!



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Our final mod for this month’s mod highlights takes a different approach to traditions, splitting the vanilla traditions up into sections, and allowing you to choose part or all of traditions, and combine them to best fit your playstyle:

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Features:
  • Forerunner overhauls all Traditions in the game with more compelling perks and choices, supporting unique bonuses for standard empires, machine empires, hive empires, Lithoids, Necrophages, and much more. Adding in total 11 Tradition categories, 60 Paths, and 198 new Traditions!
  • A new way to gain Ascension Perks. Instead of gaining Ascension Perks from finishing a Tradition, gain them by pairing Paths. Choose the bonuses that are relevant to you and your playstyle!
  • Redesigned layout and icons for each Tradition category, featuring the beautiful artwork found in Stellaris!
  • Lightweight and compatibility friendly. Forerunner was designed with compatibility in mind.
  • Clean implementation. No game errors.

Summary
Forerunner - A Traditions Overhaul is a complete overhaul of the game’s tradition system, designed to mirror the balance of the base game while introducing new gameplay options. It reworks existing Tradition trees with more compelling perks and choices in order to reinforce existing playstyles or create entirely new ones. Forerunner attempts to make every choice as meaningful as possible by focusing on a smaller selection of Tradition categories as opposed to a larger number with a varying degree of game balancing.

The new Path mechanic gives players increased freedom when it comes to pursuing Ascension Perks, by allowing Paths to be paired within a Tradition category or in between Tradition categories, letting the player define how their Ascension Perks should be obtained.

Will you remember your Heritage or will you Ascend? Forerunner introduces a brand new tradition called Heritage that serves as an alternative to Ascension Paths centered around remaining true to the empire’s identity (Ethics, Civics) instead of forging a new one.









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That’s it for this month’s mod highlights! I hope you’ve found something that will add some spice to your next playthrough, and thanks to Michael~ (subscribe to him on YouTube!) for doing the feature video this month.

Are you a modder who wants your mod featured in a future mod highlight? Fill out the signup sheet here!
Aug 21, 2023
Cities: Skylines II - CO_Avanya
Welcome! It’s time for another Cities: Skylines II development diary. Today is all about game progression, which has two layers: Milestones and Development Trees. As you might expect, Milestones unlock new services, policies, and infoviews, but the process of unlocking them is different in Cities: Skylines II. Development Trees, an entirely new feature, exist for each service and bring a new level of customization to game progression. Both systems are tied together as Milestones give you points to spend in your Development Trees, allowing you to unlock more advanced services.

Our goal with this approach was to give you the freedom to create the city you want without requiring you to reach high population numbers or using the Unlock All function. If you want to build just a small town next to the International Airport or the ChirpX Space Center, then you’re able to do just that. So, let’s dive into Milestones and Development Trees!




MILESTONES
In Cities: Skylines, Milestones were unlocked by reaching certain population thresholds which varied depending on the buildable land of the map and gave you one path to the next Milestone: Build more residential areas. With Cities: Skylines II we have taken a different approach. Each Milestone is unlocked by reaching a specific amount of Expansion Points (XP), which are accumulated both passively and actively through building your city.

Passive Expansion Points are awarded 16 times throughout an in-game day as a result of increases in both Population and Happiness, giving a well-functioning city steady progress towards the next Milestone. Meanwhile, active Expansion Points are granted immediately as a result of actions you take, such as placing or upgrading a service building, constructing a signature building, or expanding the city’s road network.


Each milestone comes with several rewards and new options for your city

MILESTONE REWARDS
There are 20 Milestones to unlock, from Tiny Village all the way to Megapolis, and each one grants you a mix of Monetary rewards, Development Points, and Expansion Permits, as well as access to new City Services, Policies, and Management Options. As your city grows you will need to answer more of your citizens’ needs by providing them with additional services, such as Public Transportation and Communication. You also gain access to Districts and can customize areas of the city using Policies. You can find more about those topics in the City Services development diary.

Milestones also unlock new zone types to help your village grow into a thriving city, as well as more ways to control your city’s economy through increased Loan limits, Taxation, and Service Fees. If you missed it, we covered these options in the previous development diary Economy & Production.

The number of Monetary rewards, Development Points, and Expansion Permits increases with each Milestone, enabling you to respond to your city’s growing needs. We discussed Expansion Permits in Maps & Themes, which just leaves Development Points, so let’s get into how they work.


See the rewards you’ve earned when you reach a Milestone and go straight to the Progression Panel to spend your Development Points right away


DEVELOPMENT TREES
When you unlock a new service through a Milestone, you only unlock its basic buildings and features along with its corresponding Development Tree, which can be found in the Progressions interface. Here you can spend your Development Points to unlock more options, including more advanced and unique service buildings. Points can be spent as soon as you receive them or saved for later if you are not sure what you want to expand next.

You may want to unlock the Wastewater Treatment Plant to avoid polluting your surface water sources as soon as possible, maybe you want access to Harbors to benefit from the map’s seaways, or perhaps you want to provide your citizens with more sources of leisure with Sports Parks. As you unlock all Milestones you receive enough Development Points to unlock everything, but you choose the order depending on what your city needs the most.

Each Development Tree is divided into different Tiers and has a varying number of Nodes to unlock. The first Tier includes the basic buildings and functions of the service and this Node is automatically unlocked when you gain access to the service. As an example, when you first unlock Public Transportation, you have access to both Buses and Taxis as well as things like Stops and the Line Tool. The subsequent Tiers offer more advanced options which cost more Development Points to unlock, but provide you with new options.

Some services, such as Public Transportation, have multiple Branches with different options, and while you need to purchase the previous Nodes on a branch to unlock the next one, you do not need to purchase everything in a Tier to move on. For example, you can gain access to the International Airport without needing to unlock Water, Tram, or Subway transportation - as long as you have enough Development Points to afford it.


Development trees allow you to unlock new and more advanced options

How you choose to spend your Development Points shapes your city. Unlocking more transportation options early on allows you to integrate them as your city grows, while advanced power plants can provide your citizens with cheap and reliable electricity. We’re excited to hear which options you prioritize and how that differs from city to city. Next week we focus on the citizens of your city with the Citizen Simulation and Lifepath.


Pizza Possum - RawFuryCee
While perhaps not the most chipper of stops in the village, the Graveyard District is still lush and quite beautiful despite its gloomy purpose. In fact, it is likely the greenest of the districts, with chiseled mausoleums, plenty of bushes and a lovely view of the water below.

On top of this, a common tradition among the villagers is to leave fresh fruit scattered around the district, especially beside the tombs, as a token of respect. Lucky for our Possum and Raccoon, they are fresh enough to eat, making the whole district a veritable smorgasbord of treats.

Aug 21, 2023
Fort Solis - Terry_Dear Villagers (Com Dev)


1 DAY TO GO!

BE READY!

Check out the updated FAQ to see all about it! (price, editions, release time & system requirements)





Subscribe to the Village Diary to get the latest wallpapers on launch day.



https://store.steampowered.com/app/1931730/Fort_Solis/
ENDLESS™ Dungeon - Definitive Edition - Daarkarr0w
Hey!

Today we are happy to announce something you have been asking about these past months: When will we have the next Beta?!

We already teased that it would be around 1 month before release and that's precisely what will happen :P

Closed Beta Announcement and Dates



We are happy to say that the Closed Beta will start on September 7th at 18:00 CEST and will last until September 18th at the same hour.

Who can access the beta?

This Closed Beta is part of the Digital "Last Wish Edition" and will be available on Steam. No consoles this time around, but we are excited for console players to join us at release.

Content and focus of this Closed Beta

As you know the game releases in almost a month, on the 19th of October. 

That is why our main focus will be that you are having a nice moment with your friends (sneak peek for the Buddy Pass below). Of course, any additional feedback you provide during that period will be taken into consideration for the release or after (depending on the feedback).  

Small note: As some of you have been asking about this, we will keep supporting the game after the release with patches and new content. 

Okay, let's get into what you will be able to play on this Closed Beta:
  • Play alone or co-op with up to 3 players.
  • Up to 4 different heroes to play: Bunker, Zed, and Shroom will be unlocked from the beginning, and you will be able to unlock Blaze
    Each of the heroes will have some quest for you to fulfill which will unlock more slots to improve your heroes, and additional elements. 
  • Access to 5 Districts: Some districts will need a key to get access to, but that's something you will need to look for during your runs.
  • Encounter 3 families of monsters; Bugs, Bots, and Blobs: Be careful with all of them, even the smaller ones can be quite annoying, so do not forget to prepare your defenses and check the map to see their patterns.
  • 2 Bosses, Shelldiver and Bug Momma: if you have played a previous OpenDev you might recognise them. But the team has made some changes to each of them. Be prepared!
  • And More content...
Buddy Pass



We know that many of you want to play and try the game with friends. After some checking, we found this was the best solution for most of you. 

What is it and how will it work?

The Buddy Pass works for owners of the digital "Last Wish Edition" on Steam only. It will give you extra accesses to share/gift to friends. To be more precise, you will get +2 copies in your Steam inventory, to share.

That key that your friends will redeem will give them access to a specific version of the game with ONLY the multiplayer mode, so they can play with you or search for other users to play with. 

We will activate this on the day the Beta starts (September 7th). Therefore, if you already own that version (Last Wish Edition), you will get those extra access on Steam that day. 

Also, we will be working alongside some Content Creators, so keep an eye on the different social media, and make sure your Twitch and Amplifiers accounts are [url=https://account.community.amplitude-studios.com/account/link-account
] linked[/url], as perhaps there are some surprises in that sense. 

----


If you are at Gamescom (Hall 8.1) , do not hesitate to come over, play the game and say Hi ^-^

The Team cannot wait for you to try the game after all the changes and improvements they have made in the past months. Here is a recap of some of the most important topics from the previous OpenDev.



Get Involved!
Folk Hero - PR Targem Games


And let not the appearance deceive you! This long-eared creature is driven by one thing only — the instinct of extermination. Therefore, when you see the beast, prepare your sword, not a carrot 🗡

Aug 21, 2023
Heartless & Dreadful : Return by 72 Hours - Kirillian
Hi! This is a patch for the small patch.

Just as a fair note, I am trying to resolve any possible animation issues as soon as possible. As that is the main criticism I've been seeing after all. Hence why another small quick update. Don't expect them to be as frequent as they are today.

General:
Shamir's animation layers no longer switch instantly, instead they are lerping (smoothing) from Normal Animations to Combat Animations smoothly.
This should reduce the amount of "snapping" between the animations that don't end with full combo in most scenarios.

D.Magnum - fixed an issue where Firey Uppercaut didn't aim at the enemy correctly when activated.
Toothpick - Spin To Win - No longer has a 1 frame looping issue.
Toothpick - Fixed an error where trying to pull empty space caused an error in the log. (It didn't affect the gameplay before but it bothered me.)
Toothpick - No longer tries to pull walls or objects. (It had no effect and didn't affect the gameplay before but it bothered me.)

Dodge Style:
Dodge mode - Restored directional leaning (visual only.)
Pressing the Dodge style action without an enemy nearby will no longer make Shamir look at the center of the universe. (0,0,0)
Wartales - Dynamo [Shiro CM]
Greetings mercenaries!

Welcome to the first Update Preview, giving you a sneak peek of some of the upcoming changes to the Path system.

Stay tuned for more of these articles as we share in-depth details the new features & changes coming your way in Community Update #2.

Overview
We’ve been working on giving Paths a proper ending for quite some time now. We’ve explored several options before deciding that each Path deserved a distinctive new feature. Our goal with the upcoming update is to give you access to new content as you get further into the game, rewarding your investment not only with more power, but also with more gameplay (don’t worry though, there’ll be plenty of power too).



When you reach level 8 of a Path, you will gain access to a new activity.
  • Each Path has its own unique activity, and you can complete all 4.
    • Power and Glory Path: The Ordeal of Legends
    • Trade and Craftsmanship Path: The Trade Routes
    • Crime and Chaos Path: Burglary
    • Mysteries and Knowledge Path: Archeology
  • As you continue to progress from level 8 to 12, you will unlock new, harder steps for the Path’s activity.
  • Upon completing one of these steps, you will be rewarded with a unique item AND a unique title for your troop (yes, you read that right). For example, by completing the 4th step of The Ordeal of Legends, you will obtain:
    • The “Heroic Fighters” title, which grants your units a 4% damage bonus for the current battle each time one of them uses action points.
    • The “Helmet of Legends”, which, when worn, applies Frailty to all adjacent enemies.



  • That’s a total of 25 items and titles. There was actually a hesitation at some point: should it be items or should it be titles? But the answer was simple: why couldn’t you have both?
  • Once you complete the 5th and last stage of an activity, you’ll reach the end of the Path.

The Paths

Power and Glory: The Ordeal of Legends
An ultimate arena in which you will fight bosses from every region.



This one called for something epic. Something that would remind you of all the challenges you & your troop have faced, while also surpassing them all. Something that would make use of all the battle knowledge you’ve accumulated, while also making familiar rules surprising again. Something that would seem too hard to beat. Once all these intentions were lined up, our destiny had become quite clear: we had to make a Boss Rush.

  • This Ordeal of Legends must be completed in a single fight:
    • When a boss is defeated, another takes their place immediately.
    • Each new boss comes with a new arena rule that adds up to the previous ones. Beware: this can lead to unexpected combinations.
    • You can regain some energy by fulfilling the audience’s requirements.



  • There are 4 leagues comprised of 3 bosses each:
    • After being defeated once, they can be fought again as many times as you like.
    • For the 5th fight, a boss to rule them all will make its appearance.

Trade and Craftsmanship: The Trade routes
You can now connect two trading posts with a paved route.



This one is unique. After designing a few propositions for actual trading mini-games or craftsmanship challenges, we felt that this wasn’t Wartales enough, and didn’t fit the spirit of the Path. It’s about expanding your influence, not winning the village fair’s smithing contest. So we decided to take an entirely different direction, and give you the opportunity to transform Wartales’ environment, adding a whole new dimension to the game’s economy. To achieve this, you won’t have to beat one specific mini-game. You’ll “just” have to become extremely rich.

  • You can build paved Trade Routes to connect all major cities, granting you several advantages:
    • Your walking speed between the connected cities will be increased.
    • Once two trading posts are connected, it will no longer cost money to transfer resources from one’s chest to the other (there’ll still be a tax on trade merchandise, of course).
    • It will become a lot easier to obtain resources from all the connected regions thanks to the peddlers



  • Who are the peddlers?
    • As you already know, most resources are linked to a specific region. For example: Gosenberg is famous for its wine, and its market offers a large variety of fish. Meanwhile, Ludern’s main activity is hunting, but it can also offer marsh parsley and beer.
    • Peddlers will appear in every trading post to offer a selection of resources from all the regions they are connected to.
    • This means that if you built a road between New Asthel and Marheim, and another between Marheim and Garussa, you can actually buy snow iris in the middle of the marshlands.
    • A roaming peddler will also appear on the roads, for even more resource availability.

Crime and Chaos: Burglary
Mysterious caves are scattered across the land, waiting to be pillaged.



This one has been in the pipeline for a long time. Ever since development started on Gosenberg, we looked for a way to give thieves their big moment. The moment has finally come, except it won’t be limited to Gosenberg: it will be a round-the-world thievery experience. You will be able to steal from different major factions, in very different places, using a combination of lockpicking mastery and deduction skills to crack increasingly difficult puzzles.

  • Informants will entrust you with enigmatic keys:
    • You will have to find the hatches they open.
    • Each of them leads to a unique treasure.



  • A new kind of puzzle:
    • A man from Gosenberg has sold his security system to all kinds of people. And you will be the one to crack it.
    • Each room is filled with chests. One of them contains the treasure. Some contain keys and clues, others are booby trapped.
    • You will need to identify the treasure chest and find the key to open it.
    • If you make too much noise, guards will hear you and a fight will ensue.
    • With each successful burglary you perform, people will come up with increasingly difficult versions of the puzzle.

Mysteries and Knowledge: Archeology
We’ve discovered a new way to unearth ancient artefacts.



This one will have an impact outside the Path features. We really felt that this old land, filled with history, tombs and codexes, should also be filled with forgotten artefacts and treasures, and that archeology could become part of how you discover more about Wartales. So we decided to introduce a new mechanic that would not only be at the centre of a compelling quest, but also be a permanent addition to regular exploration.

  • Fragments of a journal from the time of the Ancients have been found:
    • They were written by a man who tried to protect engineering masterpieces from plundering during the war.
    • They describe the places where the man buried these pieces of History.
    • Once found, these objects can be placed in your camp and grant bonuses to all adjacent companions.



  • How to find the treasures?
    • When you obtain a fragment of the journal, you first have to decipher it, using the runes you’ve discovered in the tombs.
    • Once deciphered, it gives a vague description of an existing place.
    • Once you find that place, you will have to use a new tool: the magnetic pendulum. Its mini-game will allow you to determine the exact location of the treasure.
    • The pendulum can be used anywhere in the world to unearth pretty much anything, from antiquities to angry mole rats.

Extra Path challenges
Just one more thing about paths. As you may remember, Wartales begins with a choice: who are your companions? Because this game is all about freedom, we never intended to give this destiny choice too much weight in the long run: you start as starving peasants, failed mercenaries or endangered thieves, but you can become whatever you like. Nonetheless, we felt that giving that choice a little bit more influence could be a nice touch. Something to remind you of how things started and where you came from. Something that would give you a little nudge in the chosen direction without giving you the feeling that you’ve closed any doors.

So this is what we came up with: the destiny choice you make when starting your game unlocks an additional Path challenge. This should make it easier for you to level up in this specific Path, without affecting your progression in the 3 others.



That’s all for today!

As always, let us know what you think of the upcoming features & changes here and on the roadmap. Don’t forget to join our awesome (and passionate) Wartales community on our Discord server, Reddit page as well as Twitter & Facebook.

- Shiro Games
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