A trial version is already available. You can check the basic rules, please try it.
We will consider updating it after the distribution. We have received feedback from people who have already played the game that they would like us to create a "new mode" other than single-player. We would appreciate it if you could add it to your wish list if you are interested so that we can positively consider updating it.
If you have any comments or requests, please feel free to send them to the board. We cannot promise to answer all of your comments, but we will try to be as helpful as possible.
- Fixed a bug where characters would occasionally stop attacking and daze. - Fixed a bug where cooldowns were not taking effect when activating skills stopped activating.
Quest-related:
Instrumental And Vocal: - Fix the bug where helping Frick, after the quest is complete, does not remove the quest logo. Evil With Evil : - Fix bug where choosing to perform a ritual with Odell to lift the curse gets stuck in a dialog box after the conversation ends. - Fix bug where choosing to perform a ritual with Odell to lift the curse and the camera locks up after the dialog ends.
The update is just around the corner and before it’s launched we’d like to give you some heads up about the feature most of you are eagerly waiting for- the modding process. Therefore, this detailed instruction is issued! 👍
To get the process started, first you have to enter the new biome section.
When you open it, a big panel will appear. It has all the details about the biome you create. Let’s take a closer look at each of them, shall we? 🔍
Biome Name
Choose a suitable name for your creation in the center top tile.
Tile Type
This option dictates what type of ground will appear on the biome and consequently, what kind of monsters you will encounter there. 🧟
Biome Type
Once you’ve decided on the type of tiles you have to decide what kind of Underground and Enchanted Dimension appears on your map. Select carefully to ensure the best effect! 💪
Mobs and Objects
Once you’ve decided the looks on your biome we can start putting objects on it. On the biomes, you can put up to one mob and 5 objects. Each of them has a number right to their name. This number represents the percentage chance for appearance of said object/mob.
Let’s take a look at the example below and talk about the math behind it 📝
As you can see, the objects’ chances in the example sum up to 27.5%. What it basically means is that about 27.5% of tiles on that biome will have some kind of object or mob when placed, while the rest of the area will have nothing on it. In the area taken by objects, the chances for each specific one are proportional to the values you’ve set.
Make sure to have the total chances for the objects not exceed 100%, otherwise some objects will not be able to spawn at all. 🙁
And this is how the final effect looks like:
How to disable/enable or remove mods
if you have mods that you don’t want to activate at the moment, you can simply disable or enable the ones you’d like to have again in the mod manager section.
All you have to do is to click on the big round button to the left of the mod’s name and voila, you’ve disabled/enabled the mod. By the way, to the right there is a delete button in case you don’t want to have the mod anymore.
How to add mods
We’d like to allow the community to share their creations with each other hence we introduced a way to add mods created by other people. The procedure is really simple and quick.
All you have to do is download the mod file you’d like to add and place it in the mod folder. Pay attention so that the file has the .json format. To quickly enter this folder, all you have to do is to click the folder button in the Modding window in the game. Don’t forget to restart your game afterwards 🙂
Hopefully you’ll find this instruction helpful and clear. If you’d like us to address any other mechanic in the game with an instruction news like this one don’t hesitate to let us know on our discord 👇 or in the comments/discussions on Steam. We can’t wait to see where creativity takes you once the patch is released.
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Greetings everyone! Today we will take a look into Yemen and the Arabic states, coming back to a more regular type of DD.
Let us start with the content for the Yemeni countries: Note: Mission icons are still WIP.
As you might notice, the first mission tree is for the Rassids while the second one is for all Yemeni countries. The reason for this is that they are one of the two unique tags that follow the Zaidi school of Islam (the other one is Gilan on that note) and even are a Feudal Theocracy, so figured they deserve a bit more attention.
In general, though, the Yemeni tags are relatively similar with a similar focus which is the unification of southern Arabia, expansion into the Horn of Africa, and, of course, trade.
The Yemeni tags won’t have any big gimmicks to play with as you will probably either form the Mamluks / Egypt or Arabia later on. With that being said, they still have some interesting additions and small design experiments. An example is the addition of more age-lasting rewards like in the “Unite Yemen” mission: Note: Completing missions with age-limited modifiers after the age has passed will just give some small monarch power instead.
These kinds of rewards should incentivize you to focus on certain missions and allow us to give impactful rewards without having to worry about them stacking too much indefinitely as this was the case with permanent rewards.
A bit of a theme for the Yemeni mission rewards is to strengthen the Propagate Religion Trade Policy as you can see in the following missions:
And as a trade-focused nation, you will gain the ‘Thalassocracy’ reward when you manage to make the Gulf of Aden the highest-valued trade node and make a monthly income of 300 ducats.
What is a Yemeni country without its focus on coffee?
The “Port of Mukha” requires you to have a workshop, shipyard, and 20 development in the coffee province. The resulting plantation will then pretty much carry your economy while you can focus on “Qahwah Monopoly”.
Now a short insight in the Rassids-specific missions:
And when you are done with the Yemen mission tree then you can form into Arabia to continue your campaign. With “Unite Arabia” you will be able to form Arabia a lot earlier too:
With that being said, let’s take a look at the Arabic content. Before I go into the Arabic mission trees, I should mention that Arabia has received new ideas so they are no longer a drawback to form:
Also forming Arabia will now fire the following flavor event, allowing you to change your capital to one of the important provinces from the Caliphate states:
Now to the mission tree for the Arabic countries and Arabia as a whole:
These missions are available to all Bedouin and Hejazi countries. The mission tree is split into 5 parts, 2 of them are inspired by Hejaz while the other 2 smaller parts are inspired by Najd. The last and biggest part is telling the narrative of the formation of a new Arabic Caliphate, and as such possesses a large number of conquest missions.
Starting with the Hejaz-flavored mission parts which branch from the missions “Promote Shura” and “Protectors of the Two Cities”. Here are some highlights of these missions: Note: Jeddah is a Coastal Desert province. So in total, the province will have a -5% Local Development Cost from mission rewards after completing these missions.
As for the Najd-flavored part, here are the following highlights: Note: Countries which do not have the government mechanic gain +15% Permanent Reinforce Speed instead.
Before moving on to the last part of the mission tree, I should mention a special decision available to Bedouin and Hejazi countries. Near the city of Medina used to be an old gold mine which was virtually exhausted in EU4’s timeframe. However, as your early economy in Arabia is barely sufficient enough to cover your state maintenance, we have added a decision that allows the Medina province to help boost your economy for the early years:
And once gold runs out of its usefulness to you, you can restore Cloth production once more.
At last, we now take a look at the core of the mission tree which is heavily dedicated to expansion to mirror the past achievements of the Islamic conquests. As these missions are quite self-explanatory, I will focus on the big highlights of this part: Note: The mission is significantly easier to complete than the Unify Islam decision.
That was it for this week. Next week @Pavia will present you a feature breakdown of 1.36 as well as new and exciting QoL and modding additions. Until then, I wish you all a great week!
What do you think of these new missions for Yemen and Arabia? Let us know in the comments below or discuss with us on our Discord here: https://pdxint.at/45bfgP4
The power of the mask is beyond limits! This magical feature is coming in the upcoming full release of the game on PC & gaming consoles! Imagine the possibilities.
MX vs ATV Legends introduces top tracks voted by fans and spanning numerous MX vs ATV installments for Season 2 (2023)
Vienna, Austria, October 10th, 2023: THQ Nordic adds more content to MX vs ATV Legends – Season Two with content from the heart of the MX vs ATV community.
The community voted. THQ Nordic answered: 7 fan-favorite tracks are coming to MX vs ATV Legends with the Throwback Tracks Pack releasing today in-game at 9am PDT / 12noon EDT / 4pm GMT/ 5pm BST / 6pm CEST).
The Throwback Tracks Pack is part of the MX vs ATV Legends – Track Pass 2023 and will be released in three bumps (first one later today):
Catapult Canyon (Mx vs ATV Alive) – October 10th Grandview (MX vs ATV Alive) – October 10th Savannah (MX vs ATV Unleashed) – October 24th Capital City (MX vs ATV Untamed) – October 24th Pine Top (MX vs ATV Reflex) – November 7th Sandwick (MX vs ATV Reflex) – November 7th Sugar Ridge (MX vs ATV Reflex) – November 7th