Victoria 3 - Commissar_roach


Good day Victorians!

Update 1.6 “Blackcurrant” is now live! Featuring a variety of quality of life changes, balancing, bugfixes and a number of new features! For Known Issues please look at this post!

Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!

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.
  • 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
  • Decreased the amount of food from Subsistence Farms from 2.5 per level to 2
  • 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 5 years
  • 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
  • Added a Farm to Piratini, Warsangali and Isaaq
  • Gone through and balanced some Companies to make Prosperity 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.
  • 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.
  • 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.

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
  • 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
  • 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
  • Added console command `enactment_checkpoint <type>`
  • Removed `is_repairing` trigger, because it was untruthful

This is such a big post that we ran into the character limit on steam! you can see the patchnotes in full on our forum >HERE<
Septaroad Voyager - Nameless3W
Today we fixed/added the following:

  • Fixed a game-breaking bug that could stop the game when recruiting a new character into your party.
  • Some spells will now dim the world's light and start a slow-motion effect.
  • Fixed particle collision. Particles effects for the druid's lightning storm ability and the warlock's fire storm ability depended on detecting the ground level, and they did not work before. Now the particle effects for those abilities display correctly.
  • Bigger and brighter lights for all abilities. Reworked particle effects for fire bolt 1-3, lightning bolt 1-3, nightmare 1-3, healing 1-3, fire storm, lightning storm, meteor strike, immolate, heaven's wrath.

We are trying to get the right look and feel for various abilities in the game, to make the game more fun and attractive. We would love to hear your feedback on the updated visual effects.
House Flipper 2 - Reczberg
⭐ Time for our first major House Flipper 2 update!


Thanks to all the suggestions from our community, we recently managed to plan everything out and come up with a roadmap that contains all the content we want you to have!

Today we're bringing you the first big chunk of it!



Also today, the first major House Flipper 2 sale (a 20% discount!) hits the Steam Store:

https://store.steampowered.com/app/1190970/House_Flipper_2/


🗒️ Take a look at the patch notes


New:
  • "Healthier lifestyle for a change" - a brand new job!
  • "House left behind" - a new house you can buy after completing the job!
  • 240 new items (details below) 📋
  • Resizing - now available in Story Mode for certain items! Look for it in the Flipper Tool's “Change style” panel. Resizable items can be recognized in the store by looking at the icon with two arrows, shown in the top left corner of the item preview in the store.
  • Resizeable items from the “Sandbox only” category were moved to “Architectural elements/Other” and are also available in Story Mode. Say hello to columns and floor mouldings!
  • Sell roofs and stairs in Story Mode (hold LMB)! Also works in the Sandbox “Play” and “Test property” modes.
  • Certain items like fireplaces and candles can now light up! 🔥
  • Textiles are now available as surface finish options in Sandbox Mode!
  • A new perk - "Well deserved rest" - which will let you sleep in beds.
  • 4 new special buyers (for a total of 11)
  • Two new assemblies - a hanging and a standing kitchen cabinet.
  • Toy trains placed on tracks are now interactive! Choo choo!
  • A new sound for window cleaning.
  • Flower petals - a new vacuumable dirt.
  • [UI] Progress bar for jobs with a fancy animation when all 3 stars are obtained.
  • [UI] You can now complete jobs with a button in the Quest tab.

    New items include:
    - Step ladder
    - 10 cute plant pots 🦊
    - 5 new types of plants
    - 12 new spring-themed patterns - can be used on items or as wallpapers!
    - More green vines
    - Backpacks, bags, shoes, gloves, and hats 🧢
    - Thermostats, air purifiers, and a vacuum-cleaning robot
    - Pillows!
    - Curtains and window blinds!
    - A smaller version of the ceiling spotlight “Knicknacks”
    - 2 new spotlights
    - Poster “Oddities” for your custom poster needs
    - A resizable cube called “Building molding Jungfrau”
    - 12 new toys for kids
    - Sports equipment - badminton, golf, and for the gym
    - Accessories for painters 🧑‍🎨
    - Accessories for taking care of hair
    - Valenti dinner set
    - Valenti bathroom accessories
    - Valenti hallway set
    - Extravaganza office set 👁️ 👄 👁️
    - Skadi living room set
    - The Cent shelving unit

Changes:
  • The game now stops responding to inputs when you minimize it.
  • The store sorting option for dates are now less confusingly called “Date: from newest” and “Date: from oldest”. Useful for seeing what’s new in the update 👀
  • Clothes will now be easier to hang on hangers.
  • The auction fee is now lower for cheaper houses and higher for more expensive ones.
  • Fixes to the trampoline! (Say goodbye to unwanted space trips and hello to dynamic diagonal dives - I'm sure this won't come in handy 🌋)
  • Textiles such as carpet tiles have been moved to the right category in the store (Surface finishes) and have been fully translated.
  • Reworked some buttons in the “Change style” panel to make them easier to understand (e.g., for plants - "Soil" - "Yes/No").
  • Items from the "Sandbox Only" category can no longer be used in a “To Buy” quest in jobs.
  • Stains placed in Sandbox Mode will now disappear automatically if they're small enough.
  • We've optimized stain highlights while using the "Dirt management" tool.
  • The new perk - “Well deserved rest” lets you control the time of day in a house you own. You’ll do this by sleeping in a bed, changing the time to morning or night. Important! Changing the “Game time” option in the settings will only have a visual effect on clocks.
  • Changing the time in the “Property settings” tab in Sandbox mode now also changes the time while making a level as well. No more going in and out of the “Test property” mode to see if the sun is high enough!
  • The progression of the Mount Everest achievement now properly scales with the size of your paint roller
  • [UI] Added an animation when hovering over the series or name of an item, and the company logo in the store. This shows you can click on them for easy searching.
  • [UI] The auction fee is now shown on the button for putting a house up for auction
  • When building walls in Sandbox Mode, the preview of the chosen material is now bigger.
  • The "unstuck" and "reset-to-spawn-position" commands are now visible in the console (F11).

Fixes:
  • Further advancements with our war on corrupted save files (we're winning, aren't we?)
  • Improved recognition of presets when switching between them in the “Change style” panel
  • Pool balls are now arranged in the correct order in the “Change style” panel
  • Building walls on stains should now clean the stains
  • The game now correctly calculates the amount of money paid for the auction immediately after putting a house up for auction
  • Fixed the spray VFX
  • The "Spray" tooltip shows up only when the "Cleaning spray" perk is active
  • Removed the Confounded Face emoji from the bottom right corner of the screen 😖. Bye friend!

⚠️⚠️⚠️
Some of you may be disappointed with the lack of a Before/After feature. Overall, this has been one of the most popular requests since House Flipper 2 came out, so we fully understand that!
To be frank, we already had something ready, a bit more than a prototype of this feature, but we felt that instead of releasing it now, we wanna take our time and bring it to you once we're fully happy with the results! From the development perspective, this feature isn't as simple as it may seem, and considering how many players are interested in it, we aim to bring it to a higher standard!





It's a big one for us, and we'd love to hear from you regarding all the new content!

If you have any suggestions, make sure to let us know! - our Steam Discussions or the House Flipper Discord are probably your best bets!
You're also welcome to visit our https://houseflipper2.canny.io/!

Last but not least, check out this brand new bundle!
Hairdresser Simulator just came out, and if it's something you might enjoy, go show them some love! 🤗

https://store.steampowered.com/bundle/38867/Hairdresser_Simulator__House_Flipper_2/



Have lots of fun with the Spring Update, and make sure to celebrate the upcoming spring season! 🌼
- Many hugs from the Frozen District team! 🐻





WARSAW RISING: City of Heroes - RVSergey
Hey everyone,

Thank you for all the feedback you’ve been sharing with us since the release of WARSAW RISING: City of Heroes. We’d like to use this opportunity to let you know what the next steps are and at the same time answer some of the most frequent questions that arose on Steam after WARSAW RISING: City of Heroes launched.

On August 23, 2023 WARSAW was updated to WARSAW RISING: City of Heroes and became available on Steam as a free game featuring:
  • New playable hero
  • Two new enemy units
  • New storyline, complete with animated and voiced cutscenes
  • New, fully voiced Polish narrator (with complete subtitles)
  • New soundtrack
  • New location type to interact with on the map
  • Tons of new entries for the codex including photos, posters and newspapers
Alongside there have been two beta branches with older versions of the game available to all the players. That beta has run its course and will close in 30 days. On April 5th, 2024, we will retire all the beta branches from WARSAW RISING: City of Heroes. Players who had the game in their library before August 23, 2023, will receive an update that adds a special launcher. This launcher will allow you to choose which version of the game you want to play - WARSAW RISING: City of Heroes or the older version of the game (with improved controller support, optimization, balance updates, bug fixes, and other quality-of-life changes).

Those of you who did not purchase the previous version of the game and did not have it in their library prior to the WARSAW RISING: City of Heroes launch will retain access to that version only.

Q: Why did you remove a strategic element from the game, making the gameplay too linear?
A: The removal of the “momentum” system was required to follow for historical accuracy - this means that Rising cannot falter based on the player’s choices that are not true to the historical facts. Currently the linear mission progression requires the player to undertake a mix of both the actual missions that happened in real life, as well as a degree of random missions to make each gameplay that much different but it does not affect the historical milestones of the actual Rising.
The second thing altered was the omission of three missions to choose from - what now remains is a random mission that propels the story forward in linear fashion, although the random missions are still chosen from a pool of available ones.

WARSAW RISING: City of Heroes remains a tactical turn-based RPG with a wide roster of playable characters with their own unique skills, that tells the story of Warsaw Rising - now presented in more accurate chronological order. When playing the game you will experience:
  • Tactical turn-based gameplay with rpg elements and resource management
  • Extensive roster of characters with their own unique skills
  • Collection of weapons that players can find on different missions
  • Numerous enemies and enemy vehicles with their own sets of skills and strategies
  • The events of the Warsaw Rising accompanied by historical characters, places and documents
Q: Game became a visual novel now.
A: WARSAW RISING’S gameplay remains the same as in the older version and now players also have the opportunity to learn more about the events, people, and places of the Warsaw Rising. WARSAW RISING: City of Heroes is a turn-based rpg that has an extensive, tactical combat system where players can develop their characters that have their own playstyle, weapons and story. It portrays the events of the 1944 Warsaw Rising, one of the most tragic chapters in the city’s long history.

Q: Game is not historically accurate.
A: We partnered with Institute of Polish Remembrance to expand on the historical aspect of the game, to enrich WARSAW RISING with the addition of authentic events, characters, missions, cutscenes and Warsaw Rising day by day diary. Warsaw Rising Museum and Institute of Polish Remembrance supplied us with the materials that contributed to the historical accuracy of the game - photos of people and places, notes, and newspaper clippings.

Q: I lost access to the game that I paid for. How do I get it back?
A: Access to the older version of the game was never removed - it required you to access the beta branch to play it. Starting from April 5th 2024 we will introduce a launcher that allows owners of the older version of the game to choose which version they want to play.

We greatly appreciate your support, comments and feedback for WARSAW RISING: City of Heroes.

UPDATE:

We decided to postpone the beta branch deactivation by two weeks into the second half of April.

Mar 6, 2024
Rappelz - Julia
On March 7, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 17:00 to 17:30 Moscow time.

Please note that completion times are indicative and subject to change.

Please apologize for the temporary inconvenience.
Zet Zillions - MarielaRF
Hey there! This is Ota Imon from... well, Ota Imon Studio. Let's chat a bit about the journey from Wolfstride to Zet Zillions!

Going from the Black & White Mecha Wolfstride Universe to the colorful chaotic card battle that is Zet Zillions was really hard. We had to get out of our comfort zone, and to deliver the best experience we could, we brought our art style, the infamous dialogues and story, to a more “gameplay focused” environment.



You probably know it by now, but Zet Zillions is very different from Wolfstride, though they share the same DNA. Experimenting with different card combinations, fusions, and effects was a real blast. However, the most difficult part for us was working with colors! We had lots of help until we could settle on the right color palette. Yup, at first we were only painting things with any colors we wanted, like throwing a very colorful spaghetti to a wall. Took us several meetings to make the colors fit our vibrant chaotic universe.



Wolfstride was also very linear and story-focused. For Zet Zillions, being a roguelite in nature, we had to find a way to tell the game’s story without constraining gameplay too much. I think we found a sweet spot; hopefully you all will be able to enjoy the game in many different ways, either for the deckbuilding aspect or the crazy story of this universe. Zet Zillions allowed us to work with new mechanics we’re not used to, and to work closely with our community by listening to their comments —we really appreciate the amazing feedback you shared with us during the playtest! We've learned a lot from it and we had much fun making this game.

Let's show off some concept art



This was the first concept art for FOAM GUN in this universe. I knew that I wanted her to wear a military outfit and an eye patch from the start. If you know her from her Wolfstride days, you will notice her hair color has been switched. In our previous game, the back of her hair was white, and the front black; now in Zet Zillions, it’s the opposite. Also, the arrows pointing to her eyes are now outward.

I had this idea of General Foam Gun in my head for a while, and in fact, I was saving it for a board game! But I’m glad we were able to bring her as the main character for Zet Zillions.



DOK has lots of concept arts, but this is the one I like the most. There are lots of details we couldn’t bring to the final game. In the end, we chose a more "punk rock language" for him, a bit less serious than this first concept.

We knew from the very beginning DOK was gonna be a mad engineer or scientist, but he ended up being both. We also wanted to create a mutant or a furry of some sort. Rolo, our lead programmer, was obsessed with crocodiles at the time, so we decided DOK would be a crocodile, though in his final version, it is often referred to as a dinosaur.



KID ZIGGY! Where’s kid Ziggy in Zet Zillions?! I don’t know, we forgot to add him to the game, but there’s still hope (wink).

Truth be told, the first concepts for Ziggy were a disaster. He was just a simple human, very unlikable. He was supposed to look like a villain and a bad person but would be the best member of your crew. So in the end we decided to switch gears and make him cool from the start. We love aliens, ufos and grays, so it was a great fit.

You can see that the final Ziggy changed a bit from his first form. He seemed a lot more serious in this first concept: now his eyes are bigger and he is friendlier!

The idea behind Kid Ziggy and Graywolf Ziggy is that he changes forms when in contact with different area auras; so he will have different personalities depending on which of these two forms he's at. By the way, I never knew what's on the shoulders of soldiers and stuff, and I was too lazy and dumb to research, so that's why Ziggy ended up with a cleaning brush on his shoulder.

What happened to the Wolfstride characters in the Zet Zillions Universe?



To all of you who played Wolfstride, keep this in mind: This Foam Gun is different from Wolfstride’s Foam Gun. She is our first step into the Foamgunverse. After all, she is an entity; one could almost say she's a force of nature...

In Zet Zillions, Foam Gun will be your right arm, your faithful general. Together, you will be part of an army responsible for keeping the universe on the right track. Having Foam Gun as our protagonist has allowed us to dive-deep into her story. You will find out that this version of Foam Gun is a bit less mysterious than her Wolfstride counterpart.

As for what happened to Wolfstride characters in the Zet Zillions Universe, buckle up. THEY’RE ALL DEAD.

... I mean, Wolfstride takes place in 2017 and Zet Zillions in 2476. Although the Earth we refer to in Wolfstride is the same for Zet Zillions, it’s not the same Earth we live in right now.

Nah, you know what, I lied. Not all characters are dead. Some of them can’t die, they’re not even organic lifeforms, so… You might find some folks from Wolfstride in Zet Zillions. Keep in mind a long time has gone by though, and they might not be the same ones you remember.

But I’ll give you this: Shade is dead. Like very very dead, and he didn’t die of any diseases or old age.
As for Pineapples, Alban Liege, aka Knife Leopard, I’d say he had a great life. He changed quite a bit from what he was before, but it was all worth it in the end. He died with no regrets.

Well, this is it for today! Hope you have enjoyed this retrospective on Zet Zillions. We'll bring you more exciting news very soon so keep your eyes peeled!

https://store.steampowered.com/app/2229560

Kakele Online - MMORPG - viva-kakele
Hello, brave adventurers of Kakele!

We are thrilled to announce an electrifying new event that is set to sweep across the lands of Kakele Online - the "Invasion of the Golden Dragons"! This event promises to be a test of courage, strength, and strategy for all our players. Are you ready to face the might of the Golden Dragons?

🌟 Event Details:

Date: 21st of March
Time: Check out the in-game announcement soon
Boosts: We will apply the Loot and Gold boost throughout the weekend!
Event Location: The skies of Kakele have turned a fiery gold, and it's not just the sunset! Golden Dragons have descended in the Kakelium, offering epic rewards.

🔥 Highlights:

Fierce Dragon Battles: Engage in epic battles against the majestic Golden Dragons. Each dragon boasts unique abilities and requires different strategies to defeat.
Exclusive Loot: Victory against these dragons yields rare and valuable loot.
Special Achievements: Complete event-specific challenges and earn unique achievements that showcase your bravery and skill.

💡 Pro Tips:

Form teams with fellow adventurers for a better chance at defeating these powerful foes.
Study the dragons' patterns and prepare your best gear and potions.
Participate every day to maximize your rewards and experience the full excitement of the event.

🌐 Community Engagement:

Join the conversation in our forums and share your strategies, experiences, and glorious victories. We love hearing your stories and seeing your in-game screenshots!

🛡️ Prepare Yourselves:

This event is a golden opportunity (pun intended!) to test your limits and earn bragging rights as a true Dragon Slayer of Kakele. Make sure your weapons are sharpened, your armor is polished, and your potions are stocked.

We can't wait to see how you fare against the mighty Golden Dragons. Good luck, heroes, and may the winds of fortune guide your journey!

Stay adventurous,
ViVa Games

P.S. Don't forget to follow us for more updates, events, and Kakele news!
Mar 6, 2024
我来自江湖 From Jianghu - GameElem
V0.5.04
新增:
•增加触发器功能:【地图实体的ID】、【尸体实体生前的地图实体】。

调整:
•调整高声望时上门拜师弟子的数量与质量。
•可招募NPC的声望要求调整为根据四维属性和九项知识等级动态计算。

修复:
•修复触发器功能【增加游戏时间】运行不正确的问题。
•修复伤势对气血上限的影响不正确的问题。
•修复其它已知bug。
ManaSoul - Aesthetic
Hi again everyone!

For those of you who are not aware, ManaSoul has been in a minor development hiatus as we worked on the core engine to add new functionality and address some of the core concerns we got from a lot of players. We also wanted to step back early in the game's Early Access period to analyze what players liked, what they didnt, what was working, and what needed to be fixed. So here we are with over 1,000 individual changes. We hope these changes flesh out our ideas into something that can grow far bigger. Now please enjoy my thesis the Patch Notes.



CHARACTER PROGRESSION
  • The maximum Character Level has been raised from 20 to 50
  • The First Main Story Arc is fully completed and ready for players
  • The Sapphire Path is now a Level 1 - 15 zone
  • The Ruby Crag is now a Level 15 - 30 zone
  • The Jadewood is now a Level 30 - 40 zone
  • The Topaz Rise is now a Level 40-50 zone
  • Rebirth reward tiers have been lowered from (1,5,10,25,50,100) to (1,3,5,10,15,20,25,50)
  • All Delves are now designed to be soloable but can be more rewarding and faster with a group
  • Trials are now solo-instanced content and have become more difficult
  • Trials now offer greater rewards for their increased difficulty
  • The Levelling experience has become more streamlined and easier to understand, but longer


LOOT & MEMORIES
  • Armor, Off-hand, and Helmet gear have been removed from the game
  • Characters now have a Weapon slot, Accessory slot, and 5 Runestone Slots
  • Heartune, Soulrune, Magickrune, Bodyrune, and Mindrunes can now be acquired
  • Each Runestone slot can only slot its own individual type of rune listed above
  • A plethora of new character cosmetics have been added to replace the lost gear cosmetics
  • Weapons and Accessories are now unique and no longer randomly roll stats
  • Weapons and Accessories have become more difficult to acquire to compensate
  • Faded, Profound, and Legendary Memories have been discontinued
  • There are now a plethora of new memories unique to different types of content and areas
  • Memories now have unique and compact loot tables.
  • You can no longer acquire unwanted crafting materials in Gear Specific memories
  • Players can now craft a large variety of Weapons, Accessories, and Runestones
  • Players can now salvage all Runestones for Runedust to be used to craft new rolls of specific Runes
  • All monsters now drop at least 1 unique crafting material
  • Overall looting during testing has felt much more fufilling and fun!


GAMEPLAY CHANGES
  • Pixel-Based movement has been implemented and now players can freely move in all directions
  • A new hitbox/hurtbox system is planned for this update to expand upon combat possibilities
  • Players now have access to a Mini-Map featuring enemy locations, other players, and more
  • Players now have access to an interactive world map featuring pins and tool-tips
  • Players now have access to a second hotbar for storing useful items such as Flasks or Scrolls
  • Scrolls have been added. Scrolls act as powerful consumable Buffs that last for a limited time
  • All Scroll cooldowns are shared so you can only have one active at a time
  • Scrolls can drop from memories, enemies, or be crafted
  • Hundreds of minor changes


VISUAL CHANGES
  • ManaSoul has gotten a fresh coat of paint by taking on the "Leafling" art style
  • By migrating to this art style we gain a massive back catalogue of high quality art
  • ManaSoul has received a brand new User Interface. The UI is now much more clean and polished
  • Many areas have had slight visual touch ups
  • More base character skins are now available



There is many many more minor changes as well that we want you to experience live in game! We hope to see you in Valeyra later on this month for Patch 0.3! Stay tuned for more announcements and a release date! Thank you all so much and enjoy this amazing year of gaming :)
DYING UNDER NIGHTFALL - Glitch
* add 5 new levels
* add a new trap tag in unity and in the code logic
* add a new trap "Hammerspiked"

* fixed a bug, dash animation got stuck

...