It’s been a while since I last wrote a DD, so a quick (re)introduction might be in order. I’m Emil, aka “Servancour”, one of your resident CK3 game designers. I’ve been on the project since way before release, and tend to mostly focus a lot on game mechanics and systemic features. Which, in fact, brings me to why I’m here today. When we settled on Persia as the focus for our upcoming Flavor Pack, we soon came to realize that this would be an excellent opportunity to revisit the Clan Government and give it a much-needed update.
Clans, as you currently know them, are very similar to Feudal. There are only two real points of difference between them. Opinion is a major factor in their obligations, meaning that a vassal’s opinion of their liege affects how much taxes and levies they will give to their liege. Secondly, they have access to and utilize vassal contracts, albeit in a slightly stripped-down version, with less available options than their Feudal counterparts.
This begs the question; How can we make Clan Government stand out? We’ve already identified one aspect above, so our first action and problem to solve is this - How do (or should) Clans manage their vassals? Secondly, and perhaps much more important, is what does a Clan actually represent? What does the name mean for gameplay?
But I’m getting ahead of myself. Let’s start with the first question, shall we? And have a look at Clan obligations.
Tax Jurisdictions and Tax Collectors
While we knew we wanted to add something new to Clan obligations, we had to ask ourselves how we wanted to make it different. As with all things Crusader Kings, adding a new element that makes use of characters felt like a natural fit, to give obligations some personality if you will. Meet the Tax Collector.
You’ll have access to a limited number of Tax Jurisdictions. To which you assign your Clan vassals as Taxpayers, allowing you to gain both taxes and levies from your subjects. A Jurisdiction requires a Tax Collector to function, however. So, before you can collect any taxes, you need to appoint one of your courtiers as a Tax Collector for each Jurisdiction.
With Tax Collectors, you won’t manage the obligations of your vassals directly. Instead, you manage them through your Tax Collector. Similar to a Court Position, a Tax Collector uses their aptitude to set the obligations of the vassals assigned to them. Higher levels of aptitude means that you’ll get more taxes and levies. Aptitude is primarily based on their skills, with Learning being the more important one, but their opinion of you also plays a significant part. To maximize the use of your Tax Collectors, you’ll want to find and appoint a skilled character, and then put the sway scheme to good use in order to squeeze as much gold from your subjects as possible.
While your Tax Collectors act as your intermediaries, you are still able to exact a certain degree of control of how they should manage your vassals. This is where Tax Decrees come into play. A Tax Decree is essentially how you want your vassals to be taxed, changing the obligations and providing an assortment of additional benefits.
With the introduction of Tax Decrees, it made perfect sense to move over some aspects of vassal contracts to this new system instead. For example, this is where you’ll find Iqta, Ghazi, and Jizya to use as you see fit. While you won’t have to bother with decrees if you don’t want to, they do give you opportunities to min-max in different ways. Decrees change the obligations of your vassals, either increasing or reducing them, in exchange for other boons. Take Iqta as an example. Iqta is a great option if you find yourself with vassals who are slightly upset, just enough for you to start taking notice, and if you also find yourself being at war frequently, as Iqta provides you with increased Men-at-Arms Damage based on the number of assigned vassals alongside an opinion bonus.
One thing to consider is that the modifiers applied to the obligations occur on the level as set by your Tax Collector. Which makes Decrees more or less powerful depending on the Tax Collector in question. Again, looking at the effects of Iqta, -20% to both taxes and levies won’t be very noticeable if your Tax Collector has a terrible aptitude. This makes Iqta very rewarding for the price you pay, since the gained benefit is pretty good. If your Tax Collector is excellent on the other hand, you’ll feel the impact of those 20%.
That about sums it up for how Tax Jurisdictions, Collectors, and Decrees work. With obligations out of the way, let’s go back and answer our second question!
House Unity
As the name suggests, Clans should be all about the clan itself and its members. Something that we really don’t represent at the moment. Nor does it have any real impact on how you play the game. To solve this and put a significantly larger emphasis on your House when you are playing as a Clan, we are introducing House Unity.
Unity represents the overall state of a House. Essentially the internal relationships between its members and the attitude they have towards each other. In many ways, Unity is the result of how you choose to interact with your fellow House members. We show everything regarding Unity in each Clans House view, allowing you to easily inspect your own Unity, and the Unity of other Houses.
We measure Unity on a scale between 0 and 200, divided up into five distinct ranges, or levels. Each level comes with a set of impactful rules and tradeoffs that may have a noticeable impact on how you play the game. By default, most Houses start in the middle. Essentially a “neutral” level. From there, they’ll be able to actively increase or decrease their Unity.
The levels are as following, listed from lowest to highest level of Unity:
Antagonistic
Competitive
Impassive
Friendly
Harmonious
Thematically, having a high level of Unity means that you’ll enjoy internal stability and have House members that (generally speaking) adopt a friendly attitude towards each other. But you’ll pay for it with a reduced capability to wage wars as efficiently. CBs become more expensive to use, and you can no longer use the Invasion CB. A low level of Unity provides you with the opposite. You’ll gain a great deal of military might, allowing you to more easily conquer large swathes of land, but pay the price of reduced internal stability. Depending on your playstyle, you might enjoy a particular direction more than the other. Regardless of your own preference, having either low or high levels of Unity is meant to be equally viable.
Instead of having me ramble about the effects of each level, here are some nifty screenshots showing you what they look like:
Other than the passive effects, you also gain access to a set of unique decisions. Most of which are available only to the House Head, as they provide powerful boons for the entirety of a House. The primary currency for these decisions is Piety. Since most Clans belong to an Islamic faith, this felt like a natural fit. Besides, Piety is generally more difficult to get than Prestige, making you consider where and how to spend that hard earned Piety.
Some of these decisions make use of a completely new type of modifier; a modifier that scales on the number of landed House members. If you are like me, and like to utilize nepotism to the fullest, these modifiers can become incredibly powerful. Be mindful that the Piety cost will increase accordingly.
For all you modders out there, you can use scaling modifiers in every place you use regular modifiers. You simply feed it a value for how you want it to scale.
Let’s look at an example. If your House is Antagonistic, you can use the decision “Reinforce Army with Loyal Officers”:
Last, but certainly not least, Unity directly affects the outcome of your succession. Each level has an impact on the outcome of how titles are inherited, and the succession changes automatically as your House’s Unity changes. They all maintain a variant of Partition, meaning that titles will always be split to some extent. When you are Antagonistic, all eligible children inherit equal shares. If you are Harmonious, the primary heir inherits the majority of the titles (at least two thirds). With varying degrees in-between. At worst, this means that you don’t have to deal with Confederate Partition, and at best, you have an easier time accessing a superior version of High Partition. The drawback? While you can try to get a single heir succession law, such as Primogeniture, it will be more difficult and expensive to do so.
Now that we know what Unity does, let’s explore how it’s impacted by gameplay. As mentioned previously, Unity is all about the members of a House and how they interact. This will become apparent as you start interacting with your family members. A lot of existing interactions have been updated to also have an impact on your Unity in different ways. Whenever you are playing as Clan that is. Taking what we call “divisive” actions, such as Revoke Title or Imprison, against fellow House members will naturally reduce your House’s Unity. Meanwhile, “unifying” actions, such as Negotiate Alliance or Offer Ward, will increase Unity. Unity is therefore really a byproduct of how you and your fellow House members interact with each other.
With that said, the House Head enjoys a number of additional actions, giving them a greater degree of control in how they want to direct the Unity of their own House. The foremost of these is a decision in which the Head actively takes a stance and chooses a direction to steer their Unity. Then we also have two new interactions the Head can use on members of their House, both of which act as a double-edged sword and have some clear advantages and drawbacks.
There are of course many more interactions, far too many to list all of them here, which will have an impact on your Unity. Worth mentioning is that the immediate impact of these interactions is fairly small, but they stack up over time, especially when you are not the only one within your House who will be using them.
Rest assured that you’ll have plenty to explore as you get your hands on the updated Clan Government later this year, which will be included with the free update launching alongside Legacy of Persia!
Join the struggle for medieval dominance in Legacy of Persia, the new Flavor Pack for Crusader Kings III, releasing on November 9.
Any information and images are Work In Progress (WIP) and may change drastically before releasing
Dear Phasmophobia Community,
We'd like to express our deepest gratitude for your support and excitement for our console release.
As we still try to adapt to our new remote working life after the fire incident and to establish a new office, we've encountered unforeseen challenges in adapting the game for consoles. These combined factors have affected our development timeline more than we initially anticipated.
Additionally, in preparation for the PlayStation VR2 launch, we have been diligently reviewing the game's performance and optimizing it across all maps to ensure a seamless experience for all of our console players. In this regard, we had to rework Maple Lodge Campsite with a completely new layout (more information below). This decision, though time-consuming for our art team, is essential to provide the best possible gameplay experience.
While we had hoped to present you with a special launch alongside the Halloween event, the complexity of our current challenges means we need more time. We will keep you updated on our progress and provide a revised release date as soon as we have more information to share. We are working diligently to minimize the impact of this delay, and we want to express our sincere gratitude for your continued support.
We promise, when Phasmophobia arrives on consoles, it will be worth the wait.
Maple Lodge Campsite was the first new location added when the team was first expanded. It was made reasonably quickly, and therefore had some issues regarding performance due to long sight lines, forcing the player to render many objects at once.
With this in mind, CJ and our new Artist Zec have worked together to create a brand-new layout! It features a new reception building, more hiding spots, new decorative assets and better performance across the board.
The newly added reception building
Inside the storage area
This year for Halloween we'll be encouraging our ghost hunters to create a potion in their very own cauldron, found in the reworked Maple Lodge Campsite location. Completing the event will reward players with a new ID card badge and a new trophy for their collection!
Players will need to hunt down the recipe cards found in several other locations, then head back to the campsite and create their ghostly concoction. Additionally, both the campsite and lobby have been decorated with newly created spooky decorations for the seasonal period.
The Halloween event will launch on or around the 26th of October, shortly after we return from TwitchCon Las Vegas, to ensure we are available to quickly hotfix any bugs that may arise during the first few days of play.
That's it for Development Preview #15. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
In the Alpha Demo you can try two different weapons, you can fight with Special Force, Half Lycans, and also you can play hide and seek with the Alpha Lycan.
Find your way trough four different levels, escape from the Lycan's lair, and try some of the many upcoming events/interactions and customize Jessica in Her room.
Hello. We are the HEAVEN SEEKER development team. The famous Japanese game center "Takadanobaba Game Center Mikado" has featured HEAVEN SEEKER on their YouTube channel "Gesen Mikado". Our development team's producer, director, and music composer, a total of three members, discuss introductions and behind-the-scenes stories about HEAVEN SEEKER. It's in Japanese only, but if you haven't watched it yet, please do check it out!
ミカド情報局#019 ~HEAVEN SEEKER~特集 2023/09/20
----Quoted from the video description below---- ■Cast Vtuber Mikado-chan Lupin Kojima Ikeda Minorock
Hello everyone from the second announcement of V1.1!
Thank you for giving Mad Miner a chance. I can guess that you have been playing Mad Miner for hours and now you are looking for a new excitement. That's why I'm adding content that will enable you to play much more enjoyable and for much longer hours with V1.1.
Let's take a look at some of the features that will be available very soon.
I mentioned before that fishing rods were included in the game. When you take your fishing rod and throw it towards the water, it looks exactly like the 1st image, while in the 2nd image you see the interface where you can fish.
There have been some drastic changes in our food system. While soups are now included in the game, canned meals have turned into a luxury meal option. You need bowls to produce soups, and cans to produce canned meals. However, since canned food is not as simple as bowls, you will need the "Canning Machine" you see in the image. This machine will allow you to produce canned food professionally. In this way, canned food will be one of your more luxurious and more filling meal options.
When you produce mine ladders and travel to new mines, the statues that you cannot get more than once have landed in the Mad Miner mines. These statues cannot be crafted or collected. In this way, you will be able to obtain them once and display them in your most special corner.
I said that the most important element of this update is "water". Thanks to the water, you will both quench your thirst and use it to grow your crops as you see in the image.
Even though water has made some things harder to produce or directly added a thirst factor, dying will not be as simple as before. As you can see in the image, when you run out of a vital factor, your lives will come into play and you will be able to survive until they run out. These hearts can be increased up to 6 hearts thanks to a skill. In this way, you can postpone dying and enjoy Mad Miner.
Except from the features I have described, new structures accompany the mines. Although I do not share these structures to avoid spoiling the excitement, I announced one of them on our Discord server. In order not to miss these announcements, you can join our Discord server.
-Modify the enemy, turret, and ally extraction mechanism to gradually increase the probability of high rank vehicles appearing as the difficulty increases, rather than extracting within a fixed rank range. -Fix the bug where the reroll result is similar to the previous one, yeah, this is a bug. -Based on player feedback, we have redesigned a more realistic mantlet model for the KV-1. -Further improve the AI pathfinding system.
Tomorrow we are releasing Update 11.10, which will include the final card changes made by us.
This means that moving forward, you will have control over all the changes made to the cards of GWENT.
For that, we have implemented the Balance Council, but more on that below.
Our latest Developer Update explains it in detail while highlighting the most important changes:
New Features Balance Council - With the advent of GWENTFINITY, we are leaving the future balance of GWENT in your hands. Be sure to check out the FAQ, or read the the in-game information sheet in the Balance Council page to learn more.
Changes iPhone and iPad users will now be able to override the default notch area through the Options menu under Screen.
Neutral Ale of the Ancestors - Now has the Alchemy tag.
Ciri: Nova - Added new part of ability:
Ciri: Nova and Golden Nekker are excluded from this condition.
Colossal Ifrit - Corrected the tooltip to reflect the ability (the ability targets 3 adjacent enemy units, not the opposite row).
Golden Nekker - Added new part of ability:
Ciri: Nova and Golden Nekker are excluded from this condition.
Regis: Bloodlust - On the battlefield effect changed to:
Banish the top 3 cards from your deck.
Sangreal - Now has the Alchemy tag.
Tainted Ale - Now has the Alchemy tag.
Can no longer target allied units.
Crow's Eye - Boost changed from 3 to 4.
Thaw - Boost changed from 4 to 5.
Monsters Vereena - Boost restriction now only affects enemy units.
Archespore - Now has the Cursed tag.
Nilfgaard Affan Hillergrand - Ability changed to:
Once all leader Charges are used up, Summon self from your deck to a random allied row. If you control at least 4 units with Flanking, play self instead and gain Zeal.
Order: Boost all allied Soldiers with Armor by 1.
Rosa and Edna var Attre - Updated tooltip to reflect that only unique Aristocrats are counted, and that Spawned copies gain Doomed.
Deithwen Arbalest - Now has Counter: 6
Northern Realms Princess Adda - Ability changed to:
Deploy (Devotion): Gain Immunity.
The first time a Cursed unit enters the battlefield during your turn, boost self by its base power.
Radovid: Judgment - Added new part of ability:
Order: Damage an enemy unit by 0. Increase this value by 1 for each time you used your leader ability this game.
Seltkirk of Gulet - Now has the Cursed tag.
Vandergrift - Now has the Cursed tag.
Scoia'tael Angus Bri Cri - Updated tooltip to reflect that all Elven Deadeyes appearing on your side of the battlefield are boosted (not just those who were Spawned).
Mahakam Pass - Can now Create any bronze Scoia'tael Dwarves (not only Mahakam Dwarves).
Pavko Gale - Now has Harmony.
Skellige Otkell - The Deploy ability is now limited to the Ranged row.
Now damages self by instances of 1.
Svalblod - Damage required to Spawn a Svalblod Fanatic changed from 6 to 8.
Syndicate Ixora - Vice requirement changed from 6 to 8.
Novigrad - Provision cost changed from 10 to 12.
Game Fixes
Recommended cards in the Deck Builder once again display their tooltips.
The Shield VFX should no longer remain on the board in rare cases, after the unit it belonged to leaves play.
Chort is no longer a common Beast, but an epic Relict!
Henry var Attre's Spawned cards are now shown in the preview screen.
Casting Contest no longer disables Grace for bronze units.
Deithwen Arbalest now only damages one unit at a time when multiple statuses are applied simultaneously.
Princess Adda and Svalblod no longer react to units moved between rows on the same side of the battlefield.
Salamandra Mage no longer counts Adrenaline inconsistently when reacting to Tributes.