Force the game to load post process settings. In some cases the game would load without post process settings and effects such as the Sobel edge outline, vignette, and bokeh blur were not showing correctly.
Better camera transitions. In some cases, when transitioning between levels, or when starting a new character, the camera would glitch to a location that is not meant to be seen in the game. We now have a fix for that. This has to be set up manually for each case of a character- or level-transition, so we will keep our eyes open for other places where this happens.
Character customizer menu now fully supports default characters, for one default gender, or for characters who can be changed to a different gender.
Character customizer supports different starting equipment loadouts, different starting character classes, and different starting abilities. This is necessary for the upcoming campaign where different characters start with different equipment and abilities.
While the release notes should look relatively familiar to people who read last week's preliminary changelog, here are the release notes for today's update:
Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.
Improvements
Added notification message when new pop settles in zeya (Gaia planet in azilash)
Added the Seddom system.
Allowed conversion between Sovereign Guardianship and Corporate Protectorate civics
Dimensional Locks now forbid access to countries without communications
Every participant in a war now gets a truce with the others after it ends, even if they were on the same side
If you have a colony in a system when pre-FTLs become space faring you can apologize and annex them
Progenitor Hive speed malus and bonuses now only affect military ships, removing the need of science ship escorts
Technology and Tradition costs are now distinct sliders in galaxy setup
The Anglers civic now swaps to Trawling Operations if you reform your government into a megacorp and vice versa
The Eager Explorers civic now swaps to Privatized Exploration if you reform your government into a megacorp and vice versa
The Eager Explorers, Privatized Exploration and Exploration Protocols civics can be removed and readded after researching Jump Drives. The Stargazers civic cannot be removed as it is linked to the species trait of the same name
The Foreign Consciousness trait is now a destiny trait
When the Khan awakens the event will now properly have a go to button
Added the old AI crisis diplomatic room to the list of selectable diplomatic rooms
Rearranged the room selector priorities so that AI empires shouldn't lose special diplomatic rooms
Set the old AI crisis diplomatic room to be used by Determined Exterminators
Set the "scrappy room" to be used by the Ketlings
Set the "gilded room" to be used the AI overlord for the Imperial Fiefdom origin
Set the "organic room" to be used by Devouring Swarms
¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
Balance
All pop types will now be happy while living on a gaia world.
Added a tier 2 Advanced Bio-Reactor technology and building. Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output
Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin
Ascension Theory is now a Tier 4 technology that requires at least 6 traditions trees to have been completed to be drawn
Balance adjustments to the Knights of the Toxic God to make some of their behavior behave the same way as other economic bonuses in the game, and make more of the choices in the chain potentially relevant.
Event options in the Knights' quest that improve their capital have been significantly buffed to be better balanced compared to the options that improve knight jobs:
Toxic God Deposits
Knight output modifiers now only apply to resources, like other job output modifiers
Knights now correctly inherit production modifiers from researchers and administrators
Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
Squires now increase the resource output of Knights by 2.5% per Squire not 2% per Squire
The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
Luminous Blades
The Order’s X-Calibrator planetary feature on their starting habitat now also provides -10% Pop Upkeep
Knights X-Calibrator
The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per Pop on the habitat, instead each Squire job provides +1 Defensive Army
Bio-Reactors are now a tier 1 rare technology instead of a tier 0 Technology. Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output
Bio-Trophy buildings no longer provide Artisan Drone and Maintenance Drone jobs
Decreased the amount of research produced by unemployed pops with Utopian Abundance
Delegate GalCom focus traits now have a small chance to give favors
Ecclesiastical Arcologies no longer provide Manager jobs for Corporate Death Cults
Ecclesiastical Arcologies now provide Prosperity Preachers for MegaCorps instead of a split between Priests and Managers for regular Spiritualist MegaCorps
First League Offices now provide Prosperity Preacher jobs for Spiritualist MegaCorps
Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
Gospel of the Masses now provides +1 Trade Value to Prosperity Preachers (both inside their empire and those on planet on which they have branch offices)
Increased technology costs, especially those of higher tier technologies
Increased the cost of the Rock Potential special project to 1000 energy to account for Stellaris Inflation
Increased the effects of Empire Size on Technology to match its effect on Traditions
Lost Colony Parents now spawn with more developed colonies to avoid overcrowding on their capital.
Machine Intelligences with a biological secondary species now have a base food income of 10 food/month, and without a secondary species or with a Lithoid secondary species, they now have a base mineral income of 10 minerals/month.
Moved habitat upkeep modifiers from the domination opener to the expansion opener. Available for all, not just void dwellers
Curator leader trait now provides +10% Research Speed (was +15%) with an associated +10% Researcher Upkeep. The Survey Speed bonus remains unchanged
Penal Colonies now provide 10 housing.
Prosperity Preachers are now a specialist strata job
Reduced the amount of Naval Cap granted by technologies
Removed most sources of Ship Cost and Upkeep reductions from the game
Bulwark ship upkeep reductions reduced by 50%
Corporate Crusader Spirit now reduces ship upkeep by 5% instead of 10%
Crusader Spirit civic now improves ship build speed
Fleet Supremacy edict no longer reduces ship upkeep
Grand Fleet ambition now increases power projection instead of reducing ship upkeep
Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked
Mark of the Instrument ship component no longer reduces ship upkeep
Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs
Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%
Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs
Naval Procurement Officer councilor now improves ship build speed
Progress Oriented modifier no longer reduces ship build costs
Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs
Reduced penalty the Irenic trait applies to ship build costs
Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%
Shipwright trait no longer reduces ship build costs
Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%
Rulers now gain 12 XP per month
Temples now provide Prosperity Preachers for Spiritualist MegaCorps instead of a split between Priests and Managers
The Entangled Dark Matter astral rift now completely overwrites the personality of the selected scientist if they are not psionic
The Traumatized trait now negatively impacts Astral Rift Exploration Speed
Tier 2 and Tier 3 Sacrificial Temples no longer provide Manager jobs for Corporate Death Cults
Tweaked the tiers of technologies that increase naval cap and fleet command limit
Warpling armies now have an upkeep of 1 energy and 0.1 astral threads per month
Psychological Infertility and Existential Iteroparity can no longer be taken with the Clone Soldier or Ascended Clone Soldier trait.
Two of the three habitable planets in the Trappist system are now terraforming candidates
The "Tragula's Cross", "Trin's Promise" and "Loh" systems are now mutually exclusive on galaxy generation
The “Science Ship as a Concept” now uses psionic components instead of whichever components your empire has researched
Improvements to Resort Worlds:
Resort Colonies now have Resort Workers and Resort Districts.
Resort Workers provide empire wide bonuses to amenities and trade value from living standards.
Resort World Technology appears sooner and is cheaper.
Added Unity Bonus to resort world designation, lowered housing bonus
¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies
Bugfixes
Added missing class name and icon in the leader upkeep tooltip
Added missing required components to the Marauder Galleon
Added new localization and triggers for Machine Empires exploring the Rift World origin.
Armies now disband instantly instead of waiting for next tick
Cordyceptic Empires that only had Subspace Drives on their ships are now also capable of reanimating space fauna
Corrected draw weight for Shipbreaker trait
Corrected modifiers on Agrarian Upbringing
Corrected some trait names
Corrected the Scout Wing using the wrong 3d entities
Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
Diplo action tooltip now shows why we can't claim any systems
distar.1081 will no longer spawn pops on colonies in progress
Driven Assimilators with the Protected Pre-Sapients policy will no longer purge pre-sapients
Empires with the Mechromancy AP can no longer purge cyborg zombies
Event windows now correctly have no effect after the player has been defeated
Extra trait points for script-generated species are now added correctly
Fix countries created by `create_country` script command not having any leaders in their recruitment pool
Fix duplicate ship role buttons when switching ship templates in ship designer
Fix not being able to exit the game or return to menu when certain other UI windows were open
Fix some leaders (e.g. paragons) getting a trait pick when you hire them even though they should not, how greedy!
Fixed a number of opposite trait pairs not taking into account their leveled versions
Fixed a string being undefined in the ruler designer menu
Fixed an Astral Rift calling the Baol for Boal or was it the other way around?
Fixed an error that prevented some Fallen Empire task events from firing
Fixed cyborg zombies having a 100% chance of spawning instead of 33%
Fixed default weights for pre-sapient policies
Fixed Discoveries tab not being displayed when tabs order has been customized
Fixed gestalt scientists getting research expertise traits when those traits had no effect for them
Fixed heirs being able to have the Planar Theorist trait despite not being capable of exploring astral rifts
Fixed incorrect weapon effect being used for the World Cracker
Fixed invalid scope allowing pre-sapient pops to be turned into cyborg zombies
Fixed issues with leaders assigned to armies or fleet that contain armies
Fixed leaders sometimes getting invalid trait choices on level up
Fixed missing 0 on Collaborator II
Fixed missing message title for Restoring the Balance
Fixed newest achievements not working on MS Store
Fixed Orbital Bombardment planet modifier not having a tooltip if there are no other planet modifiers there
Fixed possibility of leader trait picks including opposites of existing traits
Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
Fixed systems at the bottom of the map spawning at wrong coordinates
Fixed the Shared Burdens tooltip being outdated and mentioning additional unity from the Egalitarian faction
Fixed Unity Ambitions referencing their pre-Unity rework state.
Fixed Urbanist being both a Destiny trait and a Veteran trait (which prevented it from being available as a trait pick)
Fleets of countries without ship_disengagement = yes (e.g. Horde) now correctly cannot use emergency retreat
Former Satrapies of the Khan should no longer be informed twice when the new Horde forms.
Hiring Renowned and Legendary Leaders no longer hires a mysterious clone of them instead
If the Knights Keep is hit with a Pacifier Colossus there will now be unique event text
It now costs 200 influence to abandon planets even if they have pre-sapients living there.
Livestock slaves now inherit farmer and miner modifiers as appropriate.
Making sure the negative situation outliner notifications only happens for negative situations
Modifiers to empire-wide resource production now apply to resources generated through trade policies
Removed reference to a loc key inside of an Under One Rule event.
Renowned and Legendary Leaders no longer lose Council traits when hired by gestalt empires.
Repairing The Black Crown should no longer fire generic gateway repaired events
Replaced all sources of "is_leading_research = x" with "is_head_of_research" fixing numerous broken events and scopes
Replaced one of the descriptions being reused for the Old Gods event chain
Show turrets correctly on the Maven Cruiser and Caravaneer ships
Sobek will no longer be confused and think that they came from your capital
Species habitability for randomized empires is now correctly set for origins like shattered ring
Stellar Culture Shock will now be applied to hive pre-FTLs if you are a hive empire.
Terraforming a Barren World into a Machine or a Hive World will no longer fill that world with blockers
Terraforming straight into a Hive or a Machine World now correctly removes "Terraforming Candidate"
The astral rifts now correctly checks for Chosen One traits in addition to the Psionic trait
The Azizians event can no longer target planets that are under colonization
The chance to gain negative leader traits depending on leader age now takes into account leader lifespan
The Ranger Lodge will now properly produce +2 and +3 additional unity as the higher tier of Environmentalist Galactic Community Resolutions are passed.
The Speed Demon anomaly will no longer show up for Synthetic empires.
Updated the hire_event_leader_effect scripted effect to take account of the the Eternal Throne relic
Updated the tooltip for Universal Prosperity Mandate to mention the Employee Ownership living standard
When the "Prohibit Separate Treaties" federation law is enable it should now correctly remove treaties from both parties and not only the outside one
When transferring ships from one fleet to another, the fleet's leader will now always stay on the old fleet
AI UNE should no longer spawn if there is already an empire using the Sol initializer.
Fixed a rare instance of a possible divide by 0 during rebellions
Fixed orders for jump-drive-only ships being queued in the wrong order.
Fixed Skrand Sharpbeak being unassigned from his ship after you hire him
Fixed Skrand Sharpbeak having an excess of traits
Fixed some issues with the triggers to encounter Skrand Sharpbeak - sorry he's been a bit shy recently
Fixes to leader generation conditions for the leader pool if there are no valid species (such as if you nerve staple your entire population)
If the Prikkiti will now build the most advanced starbase that they can instead of always trying to build a citadel even if they don't have the technology for it.
If you shield the final world of the Contingency you should now receive your relic.
Kaleidoscope event chain: pre-FTL countries won't be able to receive the Kaleidoscope anymore
Newly released vassals now get a leader pool correctly
Research stations will no longer try to go MIA when a revolt occurs.
The Manifesti should no longer show up before you have encountered other alien empires.
¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
¤ Fixed a rare case where the Shard would not turn hostile against the player
¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
¤ Hyperlanes should no longer get attached to sealed systems
¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
¤ The Fleet Maneuvers event can no longer happen in capital systems
¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
¤ The Manifesti event chain will now properly end if you apprehend them early enough
¤ The puddle technician drone job is now properly a drone job
¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
¤ Vultaumar III will now properly have both alloys and mineral deposits
¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases
Performance
Improved speed of AI checking whether it should send subjugation offers
Various performance improvements
Stability
Fixed crash when completing an Astral Rift if the exploring ship no longer exists
Possibly fixed rare crash in galaxy map special project icon tooltip.
Several Out of Sync fixes.
Fixing OOS issue with planets, wormholes etc sometimes being slightly differently positioned between windows and linux.
UX
Add assigned Leader's name and council title to archaeology view and rift view
Additional Content tab text is centered correctly
Clicking on a resource in the top bar now switches to that resource in the market view instead of closing it if it was already open
Clicking on the "capped resource" notification will now take you to the correct tab depending on which resource is capped (correct market tab, relics view for minor artifacts, claims view for influence)
Fix claim buttons being misaligned on partially or fully occupied systems
Fix Outliner tab buttons appearing over the fleet manager sidebar on smaller resolutions
Fixed incorrect speed value in ship designer
Fixed Outliner tab buttons appearing in front of the archaeology window.
Inactive leader trait triggered modifiers are shown in the tooltip along with their trigger conditions
Remove double error message for starbase building tooltips
Use up to 2 decimal places for displaying stability modifiers
Use up to 2 decimal places for production/upkeep in building/district tooltips
If an orbital station build order is selected, its fail text in planet tooltips no longer reveals hidden information.
Tooltips for Galcom sanction resolutions now show the modifiers even if they're inactive.
Tooltips for Galcom resolutions that have both triggered and non-triggered modifiers no longer show the "Modifiers" header twice.
AI
Added better script to evaluate planet and fleet for leaders, and added description of the AI algorithms for leader assignation in the leader_classes/00_base_classes.txt
Awakened Empires can now upgrade their starbases.
Changed leader assignation into a single loop for all location types, sorting locations by priority and leaders by skill, then trying to assign the highest priority leader to locations in order
Fixed AI being able to improve and harm relations at the same time
Fixed another case of the AI assigning Leaders to invalid (empty) fleets
Fixed the AI trying to assign military leaders to science fleets.
Improved AI weights for Ascension Paths
The AI now hires leaders the same way it assigns them. Expect an increased number of generals.
The AI will evaluate a leader for a location based on the `ai_location_weight` scripted value in the leader class
The Fear of the Dark AI empires will be less predictable with what extreme paths they might take.
The weight value for location priority when assigning leaders is now a define. When assigning leaders, there are 2 steps, first steps leader and locations are assigned a priority value, and then each leader calculates a final weight for each location. The leader/location pair with the highest weight is then assigned. This change affects the first step (the priority in the queue), as the second step is already fully scriptable.
Improved AI leader assignment weights
The AI now decides whether to strengthen or undermine the galactic empire based on two new game rules
The AI will no longer build additional Quantum Catapults if they already have one within 25 jumps.
¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
¤ Improved AI logic when it comes to when to use the Strip Mining decision
¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.
Modding
Add `last_resolution_category_changed` trigger
Added a check for the block_homeworld_traits leader flag in all traits that provide additional jobs to the leader's background planet. This flag is not currently used in the vanilla game
Added checked for the following leader flags to leader trait weights and potentials: block_army_traits, block_council_traits, block_federation_traits, block_galcom_traits, block_governor_traits, block_pilot_traits these flags set the selection weight for leader traits in their category to 0 but are ignored if the leader has a subclass specializing in the category. These flags are currently unused in the vanilla game
Added game rule 'can_ai_assign_governor' to let the AI decide if a planet can have a governor or not
Added not_potential_override_text_key parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
Added on_army_disbanded on_action
Added show_if_not_potential parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
Added text_offset variable to buttonType (only used for buttons that have both a sprite and text)
Added the "is_urban_planet" scripted trigger for pc_relic and pc_city planets
leader_class trigger can now appear in tooltips
Renamed LEADER_RULER_MONARCH_EXPERIENCE to LEADER_RULER_EXPERIENCE and LEADER_RULER_HEIR_EXPERIENCE to LEADER_HEIR_EXPERIENCE
Replaced "negative", "subclass_trait", "destiny_trait" and "veteran_class_locked_trait" leader trait variables with "leader_trait_type"
Updated documentation for create_species effect
Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE
Fixed "remove_deposit" effect not working in a deposit scope, fixing orbitals not removing their bonus to habitats when destroyed
Replaced the loc string used to select a background for Paragon portraits with an asset selector.
can_generate_military_leader_from_pop now includes the requirements of can_generate_leader_from_pop, which are now in the can_be_leader scripted trigger.
[/expand] Release notes marked with the ¤ symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Savlor, OldEnt, Harain, and The24thDS for making Stellaris a better game.
Please be aware that as normal with major releases, mods that have not yet been updated are likely to cause unexpected issues. If you wish to continue existing saves, see this thread for how to roll back to earlier versions of Stellaris.
Stellaris Expansion Subscription
Over the years, as more content has been added to Stellaris, we have been hearing an ever-increasing number of requests for a subscription option as an alternative to purchasing them individually.
We’re happy to announce that we are adding a subscription option to Stellaris, allowing players to access all released DLCs for Stellaris at a fixed monthly fee. Future DLC releases will be available to subscribers on day 1.
The Stellaris Expansion Subscription grants access to all of the content for Stellaris, with significant discounts for longer subscription plans:
1 Month: 9.99 USD
3 Months: 19.99 USD
6 Months: 29.99 USD
Subscriptions can be started either directly from Steam or through the Additional Content browser, and may have different prices based on your regional currencies. The Stellaris Expansion Subscription is currently only available on Steam.
Next Week
Next week’s dev diary will be on Thursday March 7th, and will likely be about post-release support for the 3.11 “Eridanus” update.
We’ll also include the dev Q&A transcript and a little hint about what else we’re working on.
Today we're happy to share with you a preview into some of the cities you will be able to visit, and deliver cargo to in our upcoming Nebraska DLC for American Truck Simulator. Each one has their own unique character about them, which our team has worked hard to try best recreate in this map expansion. Let's take a look at some of them, shall we?
Grand Island
Situated in the heart of the state, Grand Island is a vibrant city with a small town charm, home to a variety of cultures and backgrounds. Here you'll find a unique blend of urban amenities, including a marketplace where many folks from neighbouring States travel to visit. From its bustling downtown area filled with shops, restaurants, and cultural attractions to its picturesque parks and scenic riverfront, there is something for everyone here.
Why not take a moment to enjoy the scenery and check out Landmarks such as The Hall County Courthouse, City of Grand Island Townhall and more. You will be also able to visit one of the most famous Truck Stops around, best known for its unique displays featuring a racing car, a tank and more.
Located in the State's Agriculture Region, Grand Island is also known for its fertile soil and production of crops such as corn, soybeans and wheat. Around the city, you'll find a variety of different industries, including a large Food Processing Plant which you'll be able delivery to and from.
Grand Island also has a history with Highways, being the second city in the United States to build a concrete roadway in 1915! With its proximity to the I-80, it surely is a must stop destination for any traveller young or old.
Norfolk
Located in Northeastern Nebraska, Norfolk as a hub for agriculture and manufacturing. One such depot you'll be able to deliver jobs to and from is the Nucor Steel factory, located North of the city.
Here you can also find landmarks like the Elkhorn Valley Museum and the Memorial Park. Norfolk's welcoming atmosphere and diverse attractions make it an ideal stopover for truckers in the area.
Don't forget to stop by the Karl Stefan Memorial Field Airport, named after a Karl Stefan who was originally born in the Czech Republic, who immigrated with his parents to Nebraska in 1885, and eventually moved to Norfolk in 1909.
Columbus
Beckoning truckers with a unique mix of industry and charm, Columbus is known for its robust manufacturing and agricultural sectors. In the east of the city, you'll find a large ADM industrial zone, which is almost as big as another city! Here you'll be able to find several different depots to deliver to and from.
On your travels, you'll surely come across the Platte river, which stretches for over 1,050 miles. Other notetable landmarks in the area include the War Memorial, which honours the men and women who gave their lives.
North Platte
Located North of the River Platte near the I-80, this city is somewhat similar to Grand Island. Here you can find the the largest railroad classification yard in the world! If you want to learn specifically more about this industry, check out our recent blog here.
This city is surrounded by fields, used for agriculture of all kinds. You may even spot quite a few Sandhills on your travels, a region of grass-covered, stabilized sand dunes in the High Plains. They really are quite unique, and make for a certainly interesting drive through the area.
There will also be plenty of Landmarks to discover, from memorials to several significant buildings in the city. Be sure to look out for them!
Our teams hope they have been able to capture the spirit and charm of each city represented here. We hope that you'll take the time to check out all the cities of Nebraska when it is made available to you. We look forward to sharing more on the development of this DLC for American Truck Simulator, in the mean time, if you like what you see, be sure to add Nebraska to your Steam Wishlist!
Dying Light: The Board Game draws 1-4 players into the post-apocalyptic setting of Villedor, the last outpost of civilization on Earth, where they have to work together to survive wave after wave of the unrelenting, zombie-like Infected. The game aspires to provide the ultimate cooperative/solo survival experience with an original, adrenaline-fueled parkour and combat system, making full use of a sprawling city map with gorgeous 3D structures, interactive aids and hazards, and an impactful day and night cycle.
While maintaining an intuitive and easy to learn ruleset, the game offers a variety of playstyles and proposes a fresh approach to the survival genre. Spicing things up is a dynamic narrative that sees the players struggling to stay on the good side of the different factions running the city, forcing them to swiftly adapt to newly revealed threats and rapidly shifting alliances.
Don’t miss out! Become a backer within the first 48 hours and save 90 EUR by claiming an exclusive Kyle Crane Character Pack with its dedicated miniature, standee, character card, personalized weapon, and Stretch Goals box for free!
Hello, everyone! We've curated a comprehensive set of questions and answers, providing insights into what lies ahead in Early Access and beyond. Dive into the details below.
Why Early Access?
In Early Access, your active involvement shapes the development of Gray Zone Warfare. At MADFINGER Games, we are eager to listen to our community's feedback and align with your expectations and preferences. We aim to create an environment that compels you to visit and engage with us daily. Let's make the ultimate tactical FPS experience together.
Approximately how long will this game be in Early Access?
Gray Zone Warfare is a long-term project that will continue to evolve until we deliver the ultimate gaming experience. We will release regular updates featuring new content, expanding world-building, adding new weapons and gear, unveiling new quests and environmental storytelling, as well as optimizing and fixing bugs before concluding the Early Access phase. The approximate timeline may span several years, depending on community feedback and the fulfillment of our shared vision.
How is the full version planned to differ from the Early Access version?
In the full version, expect an immersive tactical FPS sandbox where you must fully adapt to your surroundings and utilize tactics to your advantage.
The planned state of the Full Release includes:
A complete map featuring all locations and diverse biomes
A hazardous Ground Zero area with end-game enemies and new storylines
Different types of AI behaviors based on the enemy type, situation, time, or weather condition
Faction-based AI with its own agenda involving quests, patrolling, scavenging, and attacking others
Factions featuring progression systems and diverse reputations
Immersive environmental storytelling featuring mature and engaging plots
Advanced quest system encompassing both main and side storylines
Game-changing, captivating seasonal events
Resource-intensive and survival-focused crafting
Dynamic weather changing the gameplay experience
An accelerated day and night cycle
Unique skills system based on the player's achievements, not grind
Customizable "hooch" player's base quarters
Enhanced weapon customizations
Fully customizable gear
Complex trading system for players
... and other new features sparked by the input and desires of the community.
What is the current state of the Early Access version?
The Early Access version features an immersive tactical FPS sandbox as its alpha experience, signifying that all core features are included. We plan to continually enhance this foundation with additional content and feature updates.
The planned state of the Early Access release includes:
Three distinct PMC factions supporting up to 48 players in total, with a maximum of 16 players per faction
The expansive 42 km² open world of Lamang, based on a real location, showcasing an unprecedented representation of a jungle
Ruthless AI behavior, with hundreds of enemies reacting to the player's moves through the actions and emotions
Complex external and terminal ballistics simulation for a realistic shooting experience
Comprehensive simulation of realistic firearm recoil based on real-world data
An innovative health system that intricately simulates even bodily cavities and damage effects
A network of six unique vendors offering 150 quests in total
Eight highly customizable weapons with over 400 interchangeable parts
A diverse array of over 80 equipable gear items for tactical advantage.
An engaging, interconnected player progression system
Detailed character creation and extensive apparel customization options
Formidable squads, allowing for up to four members for coordinated gameplay
Integrated social features, including Friends, VOIP, and Messenger, for enhanced player interaction
Will the game be priced differently during and after Early Access?
Yes. The price of the Early Access version will be lower than that of the final release. The final pricing has yet to be determined.
How are you planning on involving the Community in your development process?
All community members are welcome to share feedback, reports, comments, and suggestions on the Gray Zone Warfare Discord: https://discord.gg/grayzonewarfare
As an Early Access member, you have the unique opportunity to help us build an excellent foundation for what we envision as a long-lasting, immersive tactical FPS experience.
---
PS: We know you are all interested in the raw gameplay footage. You will have to wait a bit longer for that, but it's just around the corner. ;) Thank you for being with us!
To celebrate the release of Robin Hood - Sherwood Builders this Thursday on February 29th, you are invited to join us for our second live broadcast on launch day at 8:55 AM EST / 1:55 PM UTC! We'll be playing Sherwood Builders right where the prologue leaves off. The broadcast will appear on the game's Steam page.
Just as we wrote about the ruthless bandits belonging to the Sons of Adam faction in our last devlog, today we present a group with its own brand of ruthlessness – the Forest Spirits.
The Forest Spirits are a numerous group of bandits with unmistakeable characteristics. They're wild men, in many senses of the word. They don animal pelts, wield axes, and have howls for battle cries. This behavior is easily explained by how deeply they draw from their norse berserker heritage.
This faction's members are rarely ever just a nuisance but rather always a notably serious threat. The lawlesness of the land's rulers has been conducive to their own barbaric regression, and so Forest Spirits can be encountered in various Regions, raiding, reaving, and pillaging, much like their Viking ancestors did. Strength and ruthlesness in combat is what determines one's value in their society, so don't ever presume that diplomacy is an option when you run into them.
But absolutely do not ever mistake their primitivism for stupidity. Forest Spirits are close to nature, they have their means and traditions of survival, outside of brutality and taking what they need by force, of course. This often translates to knowing which berries are safe to eat as much as which plants you can stuff in a cauldron to brew what are essentially alchemical grenades. If Robin is ever struck by such concoctions, he not only has to deal with poison damage over time, but also some surprising side effects. Be on your guard.
We hope to see you take on the bandits on February 29th when the full version of Robin Hood - Sherwood Builders is released!
Dying Light: The Board Game draws 1-4 players into the post-apocalyptic setting of Villedor, the last outpost of civilization on Earth, where they have to work together to survive wave after wave of the unrelenting, zombie-like Infected. The game aspires to provide the ultimate cooperative/solo survival experience with an original, adrenaline-fueled parkour and combat system, making full use of a sprawling city map with gorgeous 3D structures, interactive aids and hazards, and an impactful day and night cycle.
While maintaining an intuitive and easy to learn ruleset, the game offers a variety of playstyles and proposes a fresh approach to the survival genre. Spicing things up is a dynamic narrative that sees the players struggling to stay on the good side of the different factions running the city, forcing them to swiftly adapt to newly revealed threats and rapidly shifting alliances.
Don’t miss out! Become a backer within the first 48 hours and save 90 EUR by claiming an exclusive Kyle Crane Character Pack with its dedicated miniature, standee, character card, personalized weapon, and Stretch Goals box for free!
1. Added 3 new maps: Grassland, Forest Ruins, Snowfield. Specific map effects are still in development and will be released soon. 2. Adjusted minion AI for more flexible skill casting. Significant enhancement to combat effectiveness.
Today we have just uploaded episode five of the Flashpoint Campaigns Tutorial Series.
This episode covers airpower and air defenses. Airpower is a very high risk high reward asset to use. On the one hand fixed wing aircraft and helicopter gunships are excellent at killing large numbers of tanks and infantry carriers with bombs, ATGM's, and cluster munitions. On the other hand if your opponent has any significant air defenses covering their troops your aircraft will be quickly destroyed if you try to force the issue.