Did you think we would leave you without an update this month? Not at all!
This time, we’ll be showing new art content that has been recently added to the game and hopefully you’ll appreciate it! Let’s jump into the new cinematic and outfit final illustrations:
New cinematic first fragment
Our friends from Alkimia Animation Studio have accompanied us since the beginning of the development of Mika and the Witch's Mountain to create the incredible animated scenes that you can see in the trailer.
Since December, we have get together again to create a new additional cinematic that you will be able to see when you play the full version and that we hope will make your gaming experience even better.
We can't wait to have it complete, but we can show you today a first fragment where we see Andros and his twins Ilse and Han. All of them belong to the Elit race, which we introduced for the first time in Summer in Mara, and which are characterized by being quite…mean.
Mika outfits: final illustrations
One of the promises we made during the Kickstarter campaign was to create new skins for Mika to collect and give, somehow, some more customization and variety to the adventure.
These outfits are already modeled and successfully implemented in the game, but we've gone a step further and taken that feature down to the smallest detail: This means that every time you change the skin, Mika's appearance will change in the dialogues to match the outfit. A 100% match!
*Remember that some outfits are exclusive to some campaign rewards and cannot currently be obtained, but most of them are obtained naturally by completing the game's story.
Amazing Deliveries mailbox
Although this feature is exclusive to some of the people who supported us in the Kickstarter campaign, maybe some of them will want to share it with the rest of the community when the time comes!
Next to the Amazing Deliveries building, the company Mika works for delivering packages, there is a friendly mailbox where you can enter codes to get unexpected surprises.
Some of them will be personalized packages that the backers themselves have designed, and each of them will have a private code. We wanted to show you how it works as we are very proud of the result, but maybe you can experience it for yourself when you play Mika and the Witch's Mountain!
A new update is on the way with more info about the development, so stay tuned!
Supersonic Bridge Racing Playtest - michael.stucki
During the last month I focused a lot on the new acceleration and breaking feature for the builder. The Builder visual has also evolved, now feeling much faster and in line with the Racer.
Features:
New Builder Model (big thanks to @gher)
Acceleration and Breaking for Builder
Racer and Builder time are added together for a new level time
Return of the Stars
New target times for all levels have been created
Gain up to 5 stars with a fast run
Local Multiplayer 1v1 chase race prototype
Currently not well balanced
Gain up to 5 stars with a fast run
Bug fixes and other improvements:
Removed health bar of the Racer in Single-player
Better Racer and Builder Ghosts
Holding acceleration on Restart should now work
Pause Menu now shows the controls and allows to restart a level
I am looking forward to hear form you guys how you like the new feeling of the Builder! This is something I want to improve further and will be a focus for the next month. Additionally, I am thinking about new game-modes for the local multiplayer as I am not happy with the balance of the current chase race.
* achievements fix * notifications fix * pH and chlorine meter won't teleport back from drowning in swimming pools fix * tutorial glitch where player's can skip some tasks in tutorial mission fix * ladder in Oceanarium level fix
We are thrilled to introduce you to Wizdom Academy, a school builder sandbox!
As the Headmaster, you build and manage your wizarding school your way, making meaningful strategic decisions, customizing your castle and progressing through a comprehensive tech tree.
Our team is a passionate and young Swiss indie studio, eager to deliver the best possible experience to you : our community.
Prepare yourself to build, manage and thrive!
Drawing inspiration from beloved titles like Spellcaster University, Timberborn, Ixion, Harry Potter and many more, we've carefully selected a distinctive mix of inspirations and brewed it all in our magical cauldron to provide you with an extraordinary experience!
We're planning to summon our first demo on Steam later this year, and we'd like to invite you to follow our endeavor on discord: be among the first to play the game and help us shape it as you see fit: Playtests, demos, giveaways, and much more await you. We can’t wait to get your feedback!
Add Wizdom Academy to your Steam Wishlist and connect with us today through our community channels listed below. We deeply appreciate your enthusiasm and support!
Hello Victorians! Today's dev diary will be a rundown of all the changes you can expect in free Update 1.6, codenamed "Blackcurrant".
As we mentioned in our first teaser for Update 1.6, this update focuses almost entirely on polish - bug fixes, performance work, UX and AI improvements - rather than major new features. Our aim here is simply to make the game feel better to play. Nevertheless, we're sure there will be many lines in the sections below that are cause for excitement!
As we mentioned last week, Update 1.6 is due to be released sometime next Wednesday, March 6th. Make sure to keep an eye out on our forums, Discord, or social media channels on that day!
New Features in Update 1.6
Free: Migration system rework with Cultural Communities limiting which states pops might consider moving to, as a measure to improve UX and late-game performance
Free: Filterable and sortable fullscreen Census Data panel, to give you more insight into your population than you ever thought you needed
Voice of the People: Implemented additional content for abdicating during revolutions
Voice of the People: Added resign from Office character interaction
Voice of the People: Implemented additional character interactions for countries with Secret Police, allowing for the assassination of troublesome characters
Improvements
A newly spawned country that inherits a war goal from a war in progress will now be automatically targeted with a new war for those war goals by the holder of that war goal, at no additional infamy. A common issue addressed by this change is that revolutions no longer invalidate war goals.
It is now possible to merge the entirety of a formation (A) that is itself the target of a merge into a different formation (B). This will retarget the formations that are traveling to merge with A so that they will instead travel to merge into B. Previously, this kind of merge was forbidden.
The Art pop need category has been replaced with a new Leisure category, letting the very wealthiest among your people self-actualize in style. This need consists mostly of Fine Arts but also an assortment of other goods such as Clippers, Small Arms, Wine, Aeroplanes, etc. Services act as a low-weighted fallback if these other goods are exceptionally rare in your market.
When a subject starts an Independence or Increase Autonomy diplomatic play, that play now takes place in the subject's capital rather than in the overlord's
Overlords taking control of a play no longer get the option to switch sides
Native Uprisings now have the native country as attacker rather than defender, and so no longer prevent the colonizing country from starting their own plays
Added button to upgrade all units in a unit group
The game will now warn you if you launch with mods that aren't marked as compatible with your current version. Pressing "ignore" will ignore this warning for the current version of the game.
Added offense, defense and occupation modifiers for unit types
Garibaldi will no longer show up to defend countries against autocratic revolutions (e.g. Garibaldi should not be getting involved in Indian Peasant uprisings)
Garibaldi will no longer show up to defend democratic countries against significantly weaker autocratic ones (e.g. Garibaldi should not be defending the USA against Native Americans)
Garibaldi can now show up to fight for democratically inclined revolutions and secessions against autocratic countries
Only fully occupied states now contribute towards war exhaustion, occupation progress has no effect
Added new Mass Migration Attraction concept
Updated migration concepts to be more representative of the current state of the game and be more interconnected
Added mobilization and movement speed modifiers for formations and unit modifiers for formations
Added a button to upgrade all upgradable units in a Military Formation, and one for all Military Formations owned by the player
It is now possible for subjects to switch sides in a play if the other side has a Liberate Subject wargoal targeting them and haven't added any additional wargoals against them (the AI will do only do this if they are Rebellious)
It is now possible to attempt to sway rebellious and human-controlled subjects by offering them Independence or Increase Autonomy as a wargoal. Reverse-swaying is also supported, so the subject can offer to side against their overlord in exchange for one of these wargoals.
The effects of breaking manually vs auto-breaking a pact can now differ, auto-breaking an Alliance won't cause a relations hit but still creates a truce, for example
Added more URLs for Historical Characters
Canals now provide a bonus to migration attraction
Mandatory baldness is no longer enforced on non-Buddhist Devout IG leaders
The Pampas state trait now gives a bonus to ranching as well
Mongolia is now only released in Outer Mongolia. A Greater Mongolian state will take some additional effort.
Japan, Korea, Siam, Vietnam, Tibet, and Cambodia now start with the Sericulture technology
Adjusted the population/arable land of Inner and Outer Mongolia to better reflect the situation in 1836
Replaced the 'Gobi Desert' trait in Monan with 'Eastern Steppe'
Renamed the 'Tianshan' state region to 'Tarim Basin'
Added a Mongolian homeland to Dzungaria
Updated the demographic data of Dzungaria and the Tarim Basin to better reflect the situation in 1836
Revised Bulgarian and Corsican namelists
Enacting Free Trade will now remove opium ban if you have it active as China
Improved tooltips and performance in the Diplomatic Actions lens
Decentralized nations now have their own logic for which attitude they display based on tension and whether there is an ongoing native uprising, and won't randomly display a friendly attitude that doesn't actually have mechanical significance
Taiping states now require turmoil to be selected
Baluchistan now requires Nationalism rather than Pan-Nationalism to form
Moved a Dutch general from the character pool to the Dutch East Indies, where he will serve as a general and an IG leader.
AI
The military AI is now much better at organizing its formations in HQs, and will create, merge, split and rearrange its formations to have more balanced sizes
The military AI can now split off temporary formations during wars in order to defend or advance on fronts it would not otherwise be able to properly cover. The temporary formations are merged back into their parent formation after the war is over.
The AI is now less interested in subjugating themselves to foreign powers they do not have a good relationship with in diplomatic plays
The military AI will now create explicit garrison formations in important HQs that will focus on defending that HQ and not travel too far away from it. Garrisons have their own separate mobilization logic and will usually be mobilized during war if there is a perceived threat to their HQ.
The AI is now more reluctant to give up its subjects in diplomatic plays, particularly if they are of significant value
The AI now places greater emphasis on defending their capital state, especially against backdoor naval invasions
The AI now tends to use defensive orders for their generals if those generals are commanding below-average quality troops on the front, so as not to reverse the overall progress with failed attacks
The AI now considers qualifications to be more of a factor when determining what buildings to build and PMs to change to
Balance
Capped the amount of of interests you can receive from Naval Power Projection
Technologies can now increase the amount of max Interests
Added another canning Production Method to Food Industries that allows you to pick between Fish or Meat as a consumption good
Lowered Farm output of Grain from 30/50/90/140 to 20/40/80/120
Removed South Africa's starting navy.
Added a cooldown to establishing and disbanding companies. A recently established company cannot be immediately disbanded and a recently disbanded one cannot be reestablished right away.
Pops will now consider their job satisfaction during employment updates.
Reduced penalties on decentralized nations to prevent mass starvation
Rebalanced the starting situations for most countries with Military Formations in the History files
Hardwood Production and Focused Hardwood Production, Production Methods reduced Hardwood output to 10 and 20
Lowered the requirement on Companies that affect Oil Rigs to only need 5 or more Building Levels
Public Trams and Public Motor Carriages Production Methods for Urban Centers now produce Transportation
Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
Improved the starting situation for Spain, Austria, Russia, Netherlands and Egypt by adjusting their buildings and Production Methods
Agitators may now only participate in an election once every six months.
Edited the starting Spanish, Hanseatic, East Indies, Luxembourgish, Portuguese, Prussian and Russian armies to better reflect the historical situation.
Greener Grass Campaign has been rebalanced and now provides a flat migration attraction bonus along a lower multiplicative bonus.
Downsizing a building level that isn't fully staffed now only generates a proportional number of radicals to its staffing, and no radicals at all if the level was not staffed at all
Researching Paved Roads no longer adds any infrastructure from Pops
Pop Consumption of Automobiles in a state now adds a small amount of infrastructure, which is increased when Paved Roads is researched
Converting to State Atheism now gives you a larger number of immediate 'converts' in incorporated states
Added combat penalties to Panicked Retreat
Added morale damage penalties to Controlled and Panicked Retreat
Added Straits between: Sumatra and Java, Java and Bali, Zealand and Jutland, and New Zealand
Citrus Orchard Production Methods now don't consume all wheat
Barbed Wire is now unlocked by Field Works
Removed Serfdom and swapped Slave Trade for Legacy Slavery in Grao Para
Companies that required 10 levels of Buildings now only require 3 levels
Changed unlocking technologies for some Cavalry units
Consumer Goods Tutorial now looks at local prices instead of market prices for goods
Travel time for formations through different terrains has been lowered
Stormtroopers Technology now gives Offense bonus to Trench, Squad and Mechanized Infantry
The Brazilian monarchy now benefits from Great Power status
China now starts with the Closed Borders law
Drastically increased the naval power projection requirement for Brazilian slave trade events.
Job Satisfaction from being able to afford expenses now scales with the income / expenses ratio instead of being a flat value
When a country is Cut Down to Size, it now receives a decaying prestige penalty and is unable to start any aggressive diplomatic plays for 5years
Pop need rebalancing between categories, especially in the Wealth 20+ range
Hanyang Company now gives 20% attack bonus for Shrapnel Artillery
Removed Impassable Terrain from Islands and other areas where it is blocking combat for no reason
Reduced Rubber input for Elastics to 10
Lowered Rubber input, and Tools output for Machined Steel Tools
Reduced Engines input of Reinforced Wooden Ships Production Methods
Increased Steamers output in Steam Ships Production method
Lowered the modifier for Metropolitian Railway
Lowered the Interception chance of Admirals on Convoy Escort missions
Added Submarine Offense Modifier to Experienced and Expert Convoy Raider
Balanced many Companies Prosperity modifiers to not be as powerful and made them more diverse
Added a Farm to Piratini, Warsangali and Isaaq
Explosives factories now consume Fertilizer and Paper instead of Coal and Iron
Reduced the amount of workers removed from Automation Production Methods in Livestock Ranches
Gone through and balanced some Companies to make Properity bonuses more valuable
Reduced the amount of Infrastructure from Streetlights Production Methods by 50%
Increased the attraction of middle/upper strata pops in military industries to the Armed Forces.
Slightly reduced the military penalties from the Lost the Opium Wars modifier.
Reduced radical gain from losing the Opium Wars.
The Taiping Heavenly Kingdom will now be much more of a credible threat
Added Dye potentials to South Carolina, Georgia, and Florida.
Mass Migration now consistently checks for turmoil or SoL specifically in the relevant states (e.g. homelands) and not as much in the whole country
Removed Strait between Svealand and Åland
Publicly Traded is now available at all levels of Motor Industry
Removed the Artillery Foundry in Mexico because they have no consumption
Pollution is now on Meat Production Methods instead of Fabric Production Methods
"Socialist Demagogue" will now spawn less often
Puppeting Bolivia now makes the Peru-Bolivia journal entry fail
Increased the requirements needed to form the Confederation of the Rhine
Characters that basically agree with the government can no longer be exiled.
Increased the chance of wealthy lower-strata pops joining the Petit-Bourgeoisie
The Strike event no longer reduces the productivity of the entire country
Shopkeepers pops in resource buildings now may join the Petit-Bourgeoisie.
Increased the chance of wealthy lower-strata pops joining the Petit-Bourgeoisie.
The Strike event no longer reduces the productivity of the entire country.
Elected Bureaucrats law now makes Bureaucrats more inclined to join the Petit-Bourgeoisie, rather than boosting raw PB political strength.
Hereditary Bureaucrats law now increases Aristocrats political strength rather than raw Landowners political strength.
Appointed Bureaucrats law now increases Bureaucrats political strength rather than raw Intelligentsia political strength.
Subsistence buildings under Collectivised Agriculture now employ fewer Clergymen.
The Monarchy law now increases the political strength of Aristocrats, rather than providing a flat bonus to Landowners clout.
Council Republics are now more inclined to enact progressive laws and develop industrially.
Agitators no longer interfere in the enactment of laws they have no stance for.
Few states penalty to mass migration chance now works through a multiplicative modifier rather than division
Rebalanced the value of the population factor for migration.
Gave Montenegro and Nejd a Grain Import Trade Route
Compañía Sudamericana de Vapores now targets Shipyards instead of Ports so that it can be Prosperous
Exiling interest group leaders now angers their interest group.
Patronise Realism no longer requires so many Arts Academies
Reduced Bureaucracy penalty for Greece restoring the Olympics.
Vineyards are now in the Agricultural Building Group and instead of the Plantation Building group
Art
Tanks and Artillery now explode when defeated
Added a representation of the Chemical Warfare mobilization option to battle dioramas when attacking
Locomotive types are now spawned based on culture, political connections and market connections
Added visuals to city buildings which to represent the Standards of Living in the area
Added new first aid cart and field hospital 3D models to frontline graphics
Fixed an issue with revolution flags appearing black, they are now correctly colored as the revolutionary interest group color
Japanese characters and pops will transition to more European fashions after the Meiji Restoration is completed
Added new Flamethrower effects
Added Maxim machinegun visual and audio effects
Ships now splash when sunk
Added new Vfx when battles end
Fixed a bug where some of the Asian buildings would clip with each other
Fixed a bug that causes the military flags to not be visible if the player did not have the Voice of The People DLC turned on
Enhanced details on map units weaponry
Reduced the range of the torpedo fired by the Submarine and Torpedo Boat
Fixed lightmask on navy ships Frigate, Monitor and Submarine 3D model
Interface
Added manpower, organization, and morale bars to the Military Formation tooltip
Added quick action buttons to move all or half of the units and commanders from one side to the other side in the Transfer Popup
Added info about tariffs and consumption taxes to the Goods tooltip, and also added buttons to change them there directly
Added a table of Undecided Countries in the "Start a Diplomatic Play" confirmation, showing Military Strength and how likely they are to join either side of the Play
When there are multiple enemy/allied formations in the same location, they are now consolidated into a single map marker which shows a summarized view instead of forming a 'tower' of map markers. Clicking the consolidated map marker will open a selection list to let you select any one of the formations it contains. The player's formations still always get their own individual map markers.
Building expansion tooltip now takes into account the impact of understaffed buildings and queued constructions and so no longer displays overly optimistic revenue estimates for a building that's mostly empty or which has a bunch of queued levels already
Added current + expected number of a default unit type's units to their selection menu buttons.
Added number of current + expected units in a Unit Type to the Unit Type tooltips in a Formation.
Added a more detailed list item in the Construction Interaction list, showing Employment, State Traits, Production Methods and Local Prices
!' is now removed from the production method after mouse hovers over it
The tooltip for changing production methods should now show much more accurate information as to the building's production, consumption, revenue and employment immediately after the change takes effect
The tooltip for showing an active production method now properly takes into account throughput, input and output multipliers such as economy of scale
Revised the way qualifications are displayed so that for each pop type, qualifications are only shown if the qualifying pop would have a reasonable chance of actually taking the job, based on factors such as job satisfaction and pop type wage, meaning that the qualification numbers can now actually be trusted to tell you whether you have Pops that both qualify and would consider actually doing the job in question
Added new Migration map mode that displays amount of migration to and from states
Added new Mass Migration Attraction map mode that gives a rough idea of what countries mass migrations are likely to target
Added new Mass Migration Potential Targets map mode that shows the migration attraction among the states that are eligible for mass migrations
Added customize button for a Formation's name/icon to their right-click menu.
Added groups for journal entries
Added a short "label" and a "status" for a Country, describing who they are to you and your relationship.
AI Strategies are now shown in the tooltip for a Country
Character Interaction cooldown duration now shows as preview before interaction is triggered
Buildings that are unwilling or unable to hire now show more detailed tooltips with the exact reason they are unwilling/unable
Reworked the layout of formations on the Military Panel
Reworked Migration Attraction map mode to only show states in your market to better indicate how intra-market migration works and better indicate where pops move in your market
Migration tooltips now indicate if a state is eligible for mass migrations or not
Cleaned up and sorted the interest group tooltip
Added Infamy value to the topbar.
Exposed a Country's preference for each side in the Diplomatic Play directly in the Sway panel without having to dig through several layers of nested tooltips
The Government Interest Groups are now added to the tooltip for a Country
The current direction (up/down) of your Relations in the tooltip for a Country is now visible
Replaced "State Taxation Revenue" text list in with the same information as a table
Removed the Ongoing Diplomatic Pacts Outliner section (replaced with pinnable Countries)
When Fleets are zero, they will no longer appear in the Diplomatic Play Sway panel
When Mobilization is zero, it will no longer appear in the Diplomatic Play Sway panel
Lists within the panels on the left side of the UI no longer reset their position back to the top when you close the window and then reopen it. They also retain their old positions when switching between tabs.
Added the companies icon to the sidebar button
Fixed issue where NO_ORIGIN_FORMATION_SELECTED was shown as tooltip text in Transfer Popup.
An army or fleet without a commanding officer can now be merged with another formation
The tooltip for changing production methods now warns you if changing a PM would result in other PMs (such as ownership PMs) would be changed as a result, and includes the effects of those changes in its calculations of production, revenue etc
Migration values are now displayed as weekly values rather than annual ones (with a few exceptions)
Added a small Price graph to each Goods item in the Market panel
The number of Conscripts is now visible in the Diplomatic Play Sway panel
Added new icon for electric companies
Map notification for Grant Independence shows valid text
Fixed Slave pops mentioned in Slave State tooltip not having a tooltip
The warning for insufficient qualifications now provides more information, such as how many months of current qualification growth the missing qualifications represent for the relevant pop types
Alerts that a diplomatic pact is about to break now only show up if relations are actively trending towards the break point due to ongoing actions/pacts, not if they're just close to the break point but have no reason to up/go down further
When a pact breaks or is about to break, the interface will now provide much clearer and more readable information about the reason for the break
Devastation and Turmoil Effect Map Markers are now visible on mid zoom level if State is being highlighted
Tweaked the layout for the Country Details panel to show AI Strategies without having to scroll
Reordered things in the tooltip for countries to more closely reflect the order of importance
The Subject Types a Country has is now shown in the tooltip for a country
Exposed the Ranking Number for the stats on the Country details panel
Replaced "Members" text list in the tooltip for parties with a table
The "Attitude towards you" icon is now shown on each Country item in the Diplomatic Play Sway panel
Sorted all lanes based on total Power Projection of the Country in the Diplomatic Play Sway panel
Agitator number on hover shows tooltip on where the Agitator Slots comes from
Tooltip for political strength shows reason for slaves not having political strength
Generals who used to Advance on a front but have switched to Defend no longer contribute their old Advancement progress to the front side's combined Advancement meter (visual bug only)
Added tooltips for the sort header buttons on the Local Price tab for a Good.
Optimized the performance of the Outliner by flattening the layout hierarchy
Made it possible to unpin Diplomatic Plays from the Outliner
Made it possible to unpin Political Movements from the Outliner
Added a Country Map Marker to the Diplomacy Map Mode, showing Attitude and Relations
Cleaned up the layout on the Diplomatic Play Sway panel, generally made things more compact to give a better overview
Added a setting for having the Notification Feed show up the left of the Outliner
Added colors to Notifications (good/neutral/bad)
Transfer formation popup now supports state and unit filters
Added Military Formation breakdowns in Country battalion tooltips.
Fixed issue where unit type icons would sometimes not show up in nested tooltips
Added historically accurate company icons
Will now show the reason for Commanders not being able to transfer sides in Transfer Pop up
The text for loading game in both main menu & in-game menu now says 'Load Game' for consistency
Fixed long country names in various places
Fixed overlapping text in Lenses for different languages
Increased time allowance for players to answer sway offers from 7 to 14 days. The AI should still answer them within a few days.
Tooltip when attempting to Disband Formation with too many commanders is now more intelligible
Tooltip for Diplomatic Actions that improve or damage relations have been reworded to be less confusing
Added better tooltips for commander orders
Added keyboard shortcuts for "Zoom to" (z) and "Pin in Outliner" (x)
Hooked in "Go to details" keyboard shortcut in all Information Panel headers
The Religion texture is now visible in the tooltip for Religion
Made it possible to pin Countries to the Outliner
Reworked all Outliner items to have more, and better, information
Market Goods Shortage is no longer duplicated in the Notification settings panel.
Combat Unit unlocks in the tech tree now has frame around it
If Load game is not available, an in-game menu with show 'Load Game' text in italic for consistency will appear
Changed Judaism's color to light blue
Fixed an issue where an empty army's mobilization status failed to display correctly.
Changed the "Never" label for permanent Modifiers to "Permanent"
Cultural turmoil now displays with consistent number rounding.
Release subject option will be default option in Release-Subject tab in Diplomacy panel
Added localization to sea node names
Updated Attrition concept
Performance
Reworked how pops migrate to reduce the overall number of pops in the world, in order to improve late game performance
Shortened load times when starting a new game
Made AI spending updates more performant
Reduced the size of several of the particle textures to improve performance
Resolved a performance issue with the revolution update toggling all mesh objects off each frame even when unnecessary
Reduced performance impacts of Diplomatic Plays by having the AI calculate when it wants to declare neutrality once per diplomatic play instead of checking each tick
Optimized battle code to prevent unnecessary modifier recalculations
Parallelize checks for battle condition updates
Improved performance when iterating pops by reducing the object's memory footprint, leading to better cache utilization
Improved the performance of unit morale calculations
Modding
Several migration defines have been renamed, restructured or removed
Production Methods can now specify that they require access to particular goods to be able to be selected
New trigger (num_cultural_communities) to check how many cultural communities are present in a state implemented
Added new trigger that checks if a given state is eligible for mass migrations
Added functionality to create and add tables to tooltips
Added script links for migration attraction to be able to check what a state or country's migration attraction is
New event target links for formation to home_hq, formation to current_hq, hq to strategic region
country_army_unit_type_fraction and formation_army_unit_type_fraction triggers check the fraction of a specific unit type in a country's army or in a specific formation
country_navy_unit_type_fraction and formation_navy_unit_type_fraction triggers check the fraction of a specific unit type in a country's navy or in a specific formation
army_mobilization_option_fraction trigger checks the fraction of units having a specific mobilization option in a country's army
Thank you for spending this Haven community week with us! We had a lot of fun with our Haven Geoguessr, and a beautiful new Nest wallpaper to share with you. And it's time to announce the winners of our fan art contest and our Haven Geoguessr!
This community week's fan art contest theme was Date night on Source, and boy did you deliver! We received 28 beautiful artworks, and it was incredibly hard to pick winners. Up until yesterday, we had an 8-way tie for the coup de coeur and a 3-way tie for first place. Thank you so much to all of you incredible artists who submitted work!
Here are our 4 winners, take a look at their work:
First prize - Night Camp, by Aurora - we just love the sky and the bloofs!
The official Source tour guide and winner of our Haven Geoguessr is Mykeelay! They not only got all of the answers right, but they also did so in record time.
Out of all the participants, 16 of you got all five screenshots right! That is better than our in studio performance, and we're impressed. It came down to how quick the answers were, and our top 3 were almost tied, with only 60 minutes between their answers.
We’re excited to reveal that the Blood & Sand DLC is now available, alongside Patch 1.2.0 and the Assembly Kit!
Patch 1.2.0 brings various stability improvements and performance optimisations, some bug fixes, and quality-of-life improvements, the full details you can find further down this post.
Check out the Blood & Sand DLC below and get ready to make the Nile run red with the blood of your enemies!
The Assembly Kit is a modding toolkit which enables users to modify and generate new experiences within the game, including crafting new characters, factions, battle maps, and more. Find out more in our Total War: PHARAOH FAQ.
With that sorted, here's a rundown of what to expect in Patch 1.2.0:
Resolved a potential crash that could occur when trying to save a replay file.
Fixed a crash that could happen when closing a panel while the horde building browser was open.
Fixed a potential crash issue that occurred when the player opened the ‘Change Army Type’ dialog from the Units panel while the selected character was moving towards an attacked target.
Resolved a potential softlock issue occurring when engaging in battles near Nuraghe camps.
Using Domination alongside the campaign customization option 'Generals at Max Rank' no longer results in game freezes.
The message for completed ambition events now incorporates the unique artwork for all ambitions.
Addressed an armour intersection issue and camera clipping occurring during the after-battle matched combat.
Implemented further UI enhancements, tackling some text inconsistencies, bugs and more.
Fixed an issue where faction colours were not displaying accurately in the character details screen and portraits.
My Face Your Music has released today in Early Access, so now you can start making silly videos with my face!
Play your own compositions with MIDI files or even MIDI devices like piano's and electronic wind instruments! But why should you stick to my face? You can now finally mod in your own (or your friend's for that matter)!
The coming months I will add more functionality in every update, so keep an eye on here and find out!
Age of Empires II: Definitive Edition - Lady Eridani
Hidden Cup V is an Age of Empires II: Definitive Edition tournament hosted by T90Official. Hidden Cup showcases the best players in the world - and no one knows who they are! Players play with the names of in-game Hero units, mostly named after historical figures from the campaigns, but with a few clever exceptions.
The bracket for the main event is completely random and the maps are INSANE! Be sure to check it out and play a role in Age of Empires history! Hidden Cup V will be streamed live on T90Official’s Twitch and YouTube, February 25th through March 3rd. Go cheer on your favorite hero, try to guess your favorite player, and most importantly enjoy some epic Age of Empires II games!
Looking for more?
Check out the Hidden Cup V Hero Showdown! If you ever wondered which units would win in a head-to-head battle, look no further!