Northgard - Shiro_Steven
Ohoï warchiefs!
After a month of beta testing, it is now time for the Rivals and Allies update to be available to everyone!
This content has been made to answer the community’s expectations after the lobby finder update, but it includes other content as well! Be sure to read the news entirely.



Rival and Allies - Out Now

Since this is a community update, a lot of the additions are demands from the community that were left unanswered. For that reasons it include a lot of changes, here is the highlight

Multiplayer - an enhanced experience

Answering the feedback of the community, a lot of additions have been made to the multiplayer and the lobby finder. This goes from a new ready button to avoid AFK players to adding the lore tree in the clan selection page!



QoL - UI and Visuals reworked

Whenever we can, we keep on improving the visuals and UI of the game to make them as clear and as shiny as we can.

For that reason, we added new visuals for the victories (and the defeat). We’ll let you discover most of them in-game! We also reworked the camera to give you a closer look at your settlement as well as your clans!



Bug report - help us help you

If a problem arises during your gametime, you’ll be able to inform us directly by using the bug report button from everywhere in the game. If the issue results in a major issue, an alert message will be displayed for you to send a custom report as well as the long code that you previously had.



Any other things?

If you want more information on the complete content of this community updates, you can find the full content, the balancing, and the bugfixes on the complete patch notes

Check the complete patch notes



For the next update

On the Public beta branch

There have been more than 8000 games launched between the start of the beta and the release of the Community Update!

Sadly, we realized most of our players launched the conquest mode, leaving us with only a few people to give their opinion on the changes in multiplayer. If you face any problem with the new updates, feel free to send us your feedback on the forums or on discord!

What to expect

The next beta update will come with incoming content for the next update, Claws & Jaw
After the multiplayer, we’ll focus on the global experience with the game. Adding things to change the experience of the game itself, but you will have to experience this by yourself…

The beta will be fragmented on different content depending on the weeks, and will share everything planned for the update. This includes the AI which you’ll be able to challenge in the beta. We heard the complaints about the current AI situation, and we can’t wait to share the work that was done on it since December



Rivals and Allies focused on the demands around the multiplayer, we’ll wait for your feedback on the changes but the next update will also soon arrive for you all to see!
thank you all for following us after all those years and see you in a future patch

-Shiro Community Team

To celebrate the release, Northgard and its content is up to 70% off their original price!

https://store.steampowered.com/app/466560/Northgard/



Northgard - Shiro_Steven
Hello Vikings!!

After the open beta period, we are now ready to release all the changes and new additions we wanted to bring to the game with this new release!

The main focus of this update is to make playing Ranked Multiplayer more fair and balanced, and playing Conquest with your friends easier and more enjoyable.
As well as to bring shiny new animations, UI improvements and more.

This patch contains new features for the Ranked Multiplayer, Conquest, the UI, Clans balancing, and many bug fixes.

v3.4.3.36866

Ranked Multiplayer

Since we’ve reworked the Ranked Multiplayer with the addition of the lobby finder, we’ve seen a lot of feedback and requests for improvements and new possibilities to be added. Although we cannot do everything and not all at once, we still want to develop and grow the feature in the long term, and with this update comes the first batch of improvements we wanted to add based on your feedback:

[expand=detail]
  • Gains and Loss of GPs have been adjusted to be more fair.
  • Multi-queue (looking for different types of games) is now possible.
  • A Join pop-up now appears when finding a lobby to ensure players joining are not AFK.
  • Ranks - New players no longer start at 300 GPs and in Stone league, but as unranked until they play 5 Ranked multiplayer games.
  • Ready Button has been added to the lobby. (The game will launch when all players are ready or when the timer ends)
  • Disconnection - In team games, if a player fails to connect or loses connection during the game, their teammates will be allowed to concede without losing GPs after some time.
[/expand]



Conquest

We’ve reworked the Conquest menu to make it easier to play co-op with your friends, and we’ve buffed the general bonuses to make them more interesting. Also to avoid, especially on extreme difficulty having only some bonuses being chosen above all others.

Bonus

[expand=detail]
  • All general conquest bonus values have been buffed to be more impactful.
  • Some Conquest bonuses have been reworked to be more useful:
    • Bonus allowing a specific building to take no building slot now functions for all buildings producing a specific resource.
    • Bonus allowing for free updates of a specific building now functions for all buildings producing a specific resource.
[/expand]

Co-op

[expand=detail]
  • Co-op bonuses - When playing Co-op Conquest, each player now has their own pool of bonuses to choose from.
  • Conquest Co-op flow has been reworked for more simplicity.
  • Conquest Map - When playing Co-op Conquest, a new visual indication has been added to highlight what Battle is selected by each player.
[/expand]




UI

Whenever we can, we keep on improving the visuals and UI of the game to make them as clear and as shiny as we can.

Improvements

Menus

[Expand=details]
  • Background Illustrations - Perspective effect added on illustration animations.
  • Clan Selection - It is now possible to open the Lore-Tree of each clan from the selection screen.
  • Clan Selection - You can collapse start-with descriptions of clans.
  • Multiplayer Leaderboard and Multiplayer Profile have a new tab highlighting the Cosmetic Rewards that can be obtained at the end of the season.
  • Multiplayer Leaderboard screen now displays up to the top 8 players in each category, but no longer lets you search through all ranked players. (Following new changes and limitations on multiplayer rankings)
  • Custom Lobby - it is now possible to invite and join a custom lobby with a Lobby ID (just like for co-op Conquest)
  • Treasures Skins - Hovering a unit skin now triggers a preview of its victory animation.
  • Treasures Ornaments - Season Ornaments will now be available in the shop after a year. Before this they will remain available only to players who obtained them as end of season reward.
[/expand]
In-Game

[expand=detail]
  • Victory/ Defeat - New end-game animations for each type of victory and defeat have been added.
  • Pop-ups - In-game pop-up UI has been reworked to be more consistent.
  • Camera - In-game camera has been improved to allow for closer zoom-in.
  • Units now have icons next to their stats highlighting the categories they belong to (Military unit, Specialized worker, Animal, Draconic unit, etc…)
  • In-game UI - you can now check clans Fame titles by hovering the fame icon and no longer the icon of the clan. (Start-with bonuses are still accessible by hovering the clan icon)
[/expand]

Additions

Stoat Clan

We’ve received feedback about Stoat Clan duchies and levies sometimes being difficult to keep track of, so we’ve designed a new clan-specific UI to hopefully address this problem.

[expand=detail]
  • Duchies and Levies custom UI is now displayed when playing the clan, highlighting the state of different duchies and levies and allowing for direct trigger of levies.
[/expand]

Bug Report

We’ve added a button to report an issue directly from the game. Using it will automatically send data and information about your game settings, the version of the game you’re playing on and more to help us identify the problem as quickly as possible.

[expand=detail]
  • The bug report button is accessible from the main menu, lobbies, and the in-game pause menu.
  • Alert messages are now displayed in a custom report window that let you describe the issue in more detail and send the report.
[/expand]




Balancing

Reworks

Most answers to the survey pointed out Lynx and Ox as underperforming clans currently, so we’ve dedicated some time during the beta to both reaffirm their identity and make them easier to play and more powerful.

Ox

Since our rework of military unit camp bonuses, Ox was weakened by the change on the Warriors, so we want to give it this strength back. We also globally want to reward a more aggressive playstyle, making earnings like Warcraft stronger, but only rewarding fighting and no longer passive XP production.

[Expand=detail]
  • Start-with

    • Torfin recruitment cost has been reduced from 250 to 150 Kröwns.
  • Military Training

    • Each camp upgrade provides an additional +5% Attack Power to the associated unit. (in addition to existing bonuses)
  • Ferocious Charge

    • Has been changed to only focus on Warriors but make their weapon forge entirely free.
  • Warcraft

    • Lore and Fame are now only gained on kills, but the values have been increased.
    • 50% of Military XP converted into Lore - instead of 30% previously.
    • 20% of Military XP converted into Fame - instead of 10% previously.
[/expand]

Lynx

With those changes we tried to make Lynx start a bit more comfortable, especially its early clearing, giving it more ways to remain outside its territory without being penalized for it. We also wanted to reaffirm Mielikki’s role as master huntress, making her less related to managing the clan economy and being inside your territory, and giving her instead more reasons to be outside in the wild hunting with her lynxes.

[Expand=detail]
  • Start-with

    • Hunters have a native +10% production bonus.
    • Mieliki recruitment cost has been reduced from 150 to 100 Kröwns.
  • Trackers

    • Trackers no longer lose some of their buffs when using non-ranged attacks.
  • Spoils of Plenty

    • The lures can now be placed from the building menu and no longer require Mielikki to do it.
    • The +10% production bonus to Hunters on Lures is removed because it is now a global start-with
  • Fame 200

    • The mythical lure can now be placed from the building menu and no longer requires Mielikki to do it.
    • Each animal kill decreases the next Feast cost by -7.5% - instead of -5% previously.
    • Waves of the mythical lure now spawn +25% faster.
  • Caring Sibling

    • The heal on Brundr and Kaelinn now triggers outside your territory if Mielikki is in the zone with them.
    • Mieliki is also healed when she is with at least one of the Lynx.
  • Sibling Rivalry

    • Brundr food production now works everywhere and no longer just inside your territory
  • The Wise One

    • Mielikki Lore production is no longer restricted to your territory only.
[/expand]

Buffs

We’ve slightly readjusted some effects and values to make them more impactful and make sure they are useful in more situations.

Bear

[expand=detail]
  • Start-With

    • Delay on Kaija recruitment has been removed.

  • Winter Festival

    • Now replaces Freya’s Blessing.
  • Fame 500

    • Attack Power gain bonus has been increased from 1 to 1.5%.
[/expand]

Raven

[expand=detail]
  • Start-With

    • Lore production when scouting has been buffed from +1.5 to +2.
  • Fame 200

    • Trade-routes with Homeland prices have been reduced from 1.5 to 1 Kröwns
[/expand]

Global

[expand=detail]
  • Mjolnir (Relic) damages have been multiplied by x2.
  • Shield Bearer Camps upgrade now grants +3.5% Def (instead of 2.5% before).
[/expand]

Nerfs

We’ve seen feedback on passive heal abilities being very strong on big armies as they always heal the same value no matter the warband size. We agree with this sentiment and have made some adjustments to correct this

Eagle

[expand=detail]
  • Boneyard heal effect is now divided among the wounded units in the zone (With a minimum and maximum heal value per unit) and triggers only if the zone is not in combat.
[/expand]

Snake

[expand=detail]
  • Rapacious Exploitation heal effect on scorched-earth zones is now divided among the wounded units in the zone (With a minimum and maximum heal value per unit) and only triggers outside of combat.
[/expand]


Bugfix

[expand=detail]
  • Owl - Fixed loot pouch with wood not giving lore
  • Owl - Fixed “null” displayed in the lore tree if all lore was unlocked
  • Owl - Fixed warning message for upgrade a zone after relic is built
  • Stoat - Fixed “Everything the light touches” achievement not unlocking with duchies
  • Stoat - Fixed levy shared without the lore
  • Snake - Fixed Signy details depending of her age in game info
  • Snake - Stolen Lore fixed “Field Ration” giving a positive food upkeep
  • Boar - Sheeps can no longer be tamed
  • Squirrel - Rumor Mongering no longer improves relations with other clans
  • Goat - Fixed second conquest bonuses not allowing to unlock lore after “Defensive strategy”
  • Eagle - Fixed number of scout that can spy while another are exploring a cache on the same tile
  • Lion - Fixed Monument of God not counted as a religious building
  • Conquest - Gold rush fixed trade event being proposed
  • Conquest - Gold Rush fixed tile with 2 different deposit on it
  • Conquest - Land of Oblivion fixed Scorched earth activation
  • Conquest - Land of Oblivion fixed military unit not transforming in the fog
  • Conquest - Rising from the Abyss fixed scout going under water when assigned to Marmenil’s camp
  • Conquest - Rough Sea fixed raid being launched in Longship Dock
  • Conquest - Newfound Knowledge fixed AI unlock lore SFX played for the player
  • Rig’s Saga - Mission 8 hide a text that should not be displayed
  • Rig’s Saga - Mission 11 fixed issue when starting after the cutscene (villagers couldn’t be assigned to TH and Defense Towers couldn’t be destroyed)
  • Lobby Finder - Fixed research not possible if no custom lobby was created ever
  • Lobby finder - Fixed pop up text when Gp difference is to big
  • Added security for lobby finder
  • Fixed leaving a lobby not leading to GP loss
  • Fixed a crash when trying to access conquest while a save is corrupted
  • Fixed Scout scouting without scout camp
  • Fixed Scout being blocked when scouting a tile that gets colonized mid-way through the scouting
  • Fixed some generation map issue on Ragnarok
  • Added security to avoid loading screen to stay displayed when a game start
  • Fixed Draugr event spawning draugr on Town Hall tile
  • Fixed SFX unit played on movement from AI
  • Fixed relation notification not showing the correct associated neutral faction
  • Fixed Monument of god displaying that a villager can be assigned
  • Fixed Town Hall skin “Svadilfari” and “Slidrugtani” displaying a transparent flag
  • Fixed GP displayed in premade
  • Fixed Warchief name
  • Fixed some text issues
  • Fixed some UI issues
[/expand]



Known issues

[expand=detail]
  • GOG/ EGS players can see “P2P servers” as an option for Conquest and Multiplayer lobbies but they cannot be accessed. (An error message will appear tried)
  • Some UI issues
  • Some text issues might still be present
[/expand]

https://store.steampowered.com/app/466560/Northgard/


Conan Exiles - Andy B


Known Issues
  • Using the Burning Siege Boulder Trebuchet Ammo at the new Luxur Camp on Isle of Siptah may cause a server crash
  • Items may vanish when moving them to the inventory
    * This is due to desync between client and server. Logging out/back in will resolve the missing issues and they will be back where they belong
  • Placing items into Thrall-pet inventories causes them to vanish
    * Resolved, but the fix didn’t make it into the public beta build

    Controller Functionality
  • If disconnected from the server, you will need to close/reopen your client to regain controller functionality
  • The controller will not function/navigate in the thrall equipment panel


New Additions
Seasonal Event: “The Sacred Hunt”
  • Players are ambushed at night by followers of Jhebbal Sag
  • Ambush enemies can drop a Map leading to the new event hub
  • A large beam of light can also be seen shooting into the sky signifying the camps position
  • The hub has a Vendor and Quest NPC to interact with, as well as a crafting table (Altar of Jhebbal Sag) to craft Grand Champion Lures
  • Purchase Champion Lures at the Vendor NPC using the Gnarled Fangs dropped from Ambush NPCs
  • Use Champion Lures at a small number of locations around the map (exact locations are hinted to by camp NPCs) to summon a champion to defeat
  • Champions (including the final boss) take minimal damage unless the player is naked and wearing the bodypaint purchased at the hub vendor
  • Use materials acquired from Champions found on the map to craft the Grand Champion Lure at the hub Altar of Jhebbal Sag after speaking to the Bloody Tongue of Jhebbal Sag NPC
  • Purchase and drink the Potion of the Hunt from Vendor to teleport to the Boss Arena
  • Use Grand Champion Boss Lure to summon the Werebear final boss

Fatalities
  • Chance for enemy humanoids to go into a “Dazed State” upon death strike
  • Once dazed, the player can perform a fatality if facing the front of the dazed enemy and attacking using a melee weapon
  • Performing a fatality adds a buff that stacks

Follower Overhaul
  • Control over follower behavior has been removed from the follower radial and replaced with a new menu in the follower's inventory panel
  • Follower Command Radial has been reworked for ease of input, it now makes selections on release rather than requiring a second click/button tap
  • New "Flee" command will instruct your followers to run from combat and regroup with you
  • New "Wait/Defend Here" command will instruct your followers to stand in the indicated location until instructed otherwise. Aggressive and Defensive followers will fight to defend the location while Passive and Pacifist followers (such as mounts) will avoid combat while staying near the location.
  • "Attack" and "Return" commands have been reworked to be more reliable when the follower is already in combat
  • "Stop" command has been removed

Destructible Camps in Siptah
  • Small camps that are destructible at X’Chotl and New Luxur in Siptah
  • Enemies do not respawn until base reset
  • Base reset occurs on timer if no one is nearby as well as after the boss is defeated and all players leave the vicinity

New Purge Encounters
  • Thieves, Champions, Golems, Starcaller
  • These encounters are aimed at higher difficulty purges and offer the purge new ways to counter your defenses. Good luck!
  • Purges above difficulty 9 no longer have Prisoner waves

New Buildable Siege Weapon - the Ballista!
  • Ballista is unlocked via the knowledge menu tab at level 30
  • Built on a Siege Weapon Base, which is built on top of a Siege Foundation. The Siege Weapon Base can then be upgraded into either the Trebuchet, or the Ballista
  • Interact with the front of the Ballista to open its inventory, and the back (where the cranks are) to operate it.
  • Hold down secondary/heavy attack to charge up the ballista
  • Fire with primary attack
  • Ballista ammunition is crafted inside the Ballista
  • Two different kinds of ammunition, each with 3 tiers: Bolts and Balls.
  • Bolts are excellent against living targets, and have a particular effectiveness against avatars
  • Balls deal good point-based siege damage
  • Ammunition can be selected in the Ballista's inventory, just like the Trebuchet



Quality of Life Improvements
Inventory Management Overhaul
  • Welcome to an all new Inventory Experience! We’ve been hard at work making the inventory and inventory management a better experience for all Exiles. Here are some of the changes you’ll find in the public beta:
  • Updated sorting and item filters
  • There are now 13 unique item filters which you can use to sort and filter your inventory based on associated item tags/identifiers
  • Added Quick Stack and Quick Split functionality
  • Quick Stack: Interacting with a container will now display a button to grab/offload all matching item types in the container and your inventory.
  • Pressing the button a second time will place all/grab all non-matching items as well
  • Quick Split: Right Click/Right-Bumper will now halve the selected stack of items
  • Several clicks will split the stack into the same stack
  • Better present the available inventory actions
  • Buttons at the bottom of the inventory will now always be in the same location
  • Buttons will no longer be hidden in a sub-menu
  • Dye Changes
  • The dye functionality has been moved to the dyer’s bench, with a new inventory slot where you place your armor and then press the “dye” button to open up the available options.
  • Added several new icons
  • Cleaned up the interface of several windows
  • Introduced more visual consistency between crafting and inventory windows
  • Added new default keybindings
  • Select: A / No keyboard binding
  • Back: B
  • Use/Equip: X / F
  • Split: RB / Right click
  • Give: RT / R
  • Give all/take all/quick stack/restock: LT / Q
  • Info: A (long press) / no keyboard binding
  • Drop: Y / Space
  • Start crafting station: LT (long press)
  • Cycle sort: R3


Bugfixes
General Fixes and Tweaks
  • Fixed a crash in the Black Galleon on Single Player for lower-spec PCs
  • Fixed an issue causing hunting-chests to have unintended loot
  • Fixed an issue prevent hatch-frames from being placed next to wedge ceiling pieces
  • Fixed an issue which allowed characters to use tools on nodes that are intended to be picked up by hand
  • Exception: Sickles can still be used on bushes
  • Fixed an issue which would teleport players inside of the Wolf Cave outside
  • NPCs at Mek-Kamoses spire will no longer stop spawning due to nearby landclaim
  • Siege foundations now follow overlapping rules better, and cannot be placed halfway into other building pieces
  • The White Tiger and nearby NPCs can now properly navigate their terrain
  • Fish Traps and Shellfish Traps have had their bait values adjusted to properly reflect their chances of catching specific fish with a given bait type
  • The cheer emote is now usable in the radial wheel after learning it
  • Characters will no longer hold dual axes incorrectly when in the relaxed combat pose.
  • Players may now target-lock limbs of Apes, Rocknose Kings, and the Kryllandian
  • The Scorpion Queen now has a 100% drop rate for a Scorpion egg sack
  • Tinkerer Journey step text has been updated to correctly identify the “Apprentice Armorsmith Knowledge” as the required knowledge to progress the journey
  • The last step of the Thrall Taker’s Journey will now properly complete when placing a thrall from the bench’s inventory
  • Fixed an issue where some epic weapons did not trigger the "Craft an Epic Weapon" Warsmith journey step
  • Finding a language dictionary will no longer notify the player that they have found a relic fragment
  • Repainted several transparent stones at the Mounds of the Dead
  • Adjusted collision detection for fish trophies so that they cannot be placed in unintended locations
  • It is now possible to dye all of the armor pieces from the Champion’s armor set
  • Craft and Craft-All no longer share a default key binding
  • Stormglass pieces no longer have rain pass through them
  • Thralls placed too close to one another no longer struggle to find their home-location after a fight
  • Several Avatars on Xbox have had their Potion of Invisibility revoked, and are now visible as intended
  • Items behind the Aesir wall can no longer be plundered from the outside
  • Dying in the Kurak dungeon no longer prevents the player’s corpse from being summoned
  • Followers now receive XP when killing an enemy with weapons that have the Execution effect
  • Isscar the Sellsword will now properly despawn (after 10 minutes) when freed from his cage in the Purge
  • He will also realize that he has been freed, and stop asking to be let out of the cage he is no longer trapped in
  • Hyborian Fighters in the Well of Skelos will no longer fight the Serpent mini-boss in the same area
  • Removed floating flooring at Muriela’s Hope
  • Conan can no longer be target-locked, as he is ~~too~~ exactly as powerful as he should be

Items and Equipment Fixes
  • The King Below will once again drop the Diadem of Kings
  • The Sword of Crom now properly deals damage to all enemy types, even when held by Thralls
  • Eldarium Cache and Bag of Essences now have updated icons
  • Camel Mount and Camel Saddles no longer mention horses in their long descriptions
  • Adjusted the HP value of the Forlorn Crypt Iron Doorframe
  • The Training Dummy can now be spawned from the admin panel
  • Corrected a spelling error in Unholy Communion Armor
  • Updated the placement of several weapons in Weapon Display Racks
  • Spears with the Sweeping Property can now be used while mounted
  • Re-positioned Thrall placement for the Improved Stove to prevent clipping
  • The Wine Cellar boss Thag now correctly drops Khari Steel
  • Standardizing nomenclature
  • War Torn items now have the same spelling/notation
  • Beds building category is now Bedroom
  • Shelves category is now Cabinets and Shelves
  • Adjusted placement of several items in the Construction Hammer menus
  • Nemedian Peasant and Decadence sets have had their crafting requirements updated to match other cloth-based sets
  • Characters who entered the “Quick-Draw” stance after interacting with Smart Objects have had their gun and spurs revoked, and will no longer act like a wild west gunslinger
  • Purified Water no longer indicates that it has durability
  • Fixed a Typo with the Potion of Invisibility
  • Rolling with a drawn bow will no longer result in the bowstring remaining stuck in the drawn state
  • Fixed an issue where several armor sets could not be delved
  • Heroic Treasures can once again be placed near coffers
  • Fixed the missing audio on spears' heavy third attack
Mar 7, 2024
this morning I decided to die - Nikita Kryukov
Added Kivi as a second Turkish translator in the game's credits.
Mar 7, 2024
Mushy Score - Paahtimo Games
Mushy Score is released! 

Defeat enemies and upgrade your character with elemental powers while protecting you home! 

In the release of Mushy Score you can expect three different elementals and three different elemental combos. There are three different levels and three difficulty levels. If this is not enough, you can also try to get high score in the endless mode. Many prerelease tested completed all levels with first run but that was because of bug that prevented player from taking damage from some enemies. Challenge of the game should be now much better!

Game will have minor patches after the release. I am already working on adding more elemental powers to add variety to the game.

Super exited for the release! If you enjoy the game write a review for the game. It really helps other people to discover the game!

Victoria 3 - Commissar_roach


Hello to the last Dev Diary on 1.6! A little of a mash up between 1.6, Sphere of Influence and the Train Pack!

It is I, Pelly, here to be the voice of Victoria! (Read in the voice of the mysterons voice, old 1960’s references are always relevant)

We released a hotfix (1.6.1) this morning addressing the Mac crash related to sea nodes, one of the issues mentioned in the 1.6 Known Issues post.

Otherwise for 1.6, we are looking to address a number of issues in upcoming patches including, but not limited to:
  • A crash in the Census panel
  • The Radicals and Loyalists in the Census Panel being reversed
  • Embargo not being allowed below Poor Relations
  • Script errors that may cause large error logs

We are looking into addressing these issues as soon as we can and will update people further when we have more information, within the next week.

There are also reports of performance being affected on certain machines, for example on AMD CPUs. This is unconfirmed by us as of writing but being investigated. If you are currently experiencing stability or performance issues with version 1.6.1, as always we ask you ensure all your mods are turned off (even mods marked by their authors as compatible with 1.6) and that you aren't loading a save from an old build (such as 1.5.13).

As for the surprise announcements yesterday, first up on Sphere of Influence!

It has been very nice to see the response to Sphere of Influence, including the fun people are having with the trailer (Read, people joking around in R’lyehian and how the octopuses in the trailer are actually Old Ones. Which they aren’t, we promise.). The nice comments about the trailer have been passed on to our lovely Creative Producer!

Otherwise, I have been looking at all the threads, comments, posts and all the interest in how features could work! Particularly, how everyone is analyzing the screenshots on Steam and speculation on them! We’ll have more information on said features over the upcoming dev diaries, starting next week (as mentioned in the announcement post of Sphere of Influence).

Then, we have the surprise release of the Train Bonus Pack!

I have been looking forward to this being released ever since we first started talking about it internally, seeing them actually come into being (I was so happy seeing them clatter along and have smoke coming out of them) and then doing the cool video discussion with Mike - Mike is a professional doing videos in one take.

The work the art and audio team have done is so, so cool and I am so happy to see other people also like them.

Speaking of Mike, behold the prophet of steam, the maniacal mechanic himself!

Talking about the background of making the pack!

---

THEY ASKED ME ABOUT TRAINS! THE FOOLS ACTUALLY ASKED ME ABOUT TRAINS!

Hello, yes, I'm Mike, and I am partial to railroading history and trains and suchlike. I've been working on Victoria 3 for years now, and way back in the early days I compiled a matrix of locomotives that would fit in the game, based on historical period and country so I could pitch some number of appropriate locomotives whenever the opportunity presented itself. That matrix looked a little something like this:



So when I got approached a little while back and asked if I could recommend any trains that the art team on V3 could add to the game, I cackled like a goddamn maniac, opened up the matrix, and sort of just gestured at the screen as I continued to laugh for a few more minutes.

…then I got a little nervous. Trains are serious business. Train People have serious opinions on trains. We had to pick only one locomotive per country per period, and there were so many trains. In some cases, there are also so many countries. The German trains are supposed to cover all the Germanies—would a Prussian locomotive be appropriate for Baden? Would a Bavarian engine work for Hanover? I am sure everyone has their own opinions about which locomotives are most emblematic of German locomotive design in the Victorian era. Ultimately I picked an Austrian locomotive because I once visited a museum near Vienna that actually had one around and that was a neat museum, you should go visit the Eisenbahnmuseum "Das Heizhaus", it's cool and fun.


This is my picture! I also went to the museum and really enjoyed seeing the trains! I have over 100 pictures just of trains from that visit. - Pelly

The majority of my work was on this front—I got to pick out designs, supply references to art, and then sit back and opine at length about why these trains were neat while the art team did the real work of modeling them and getting them working in the game. I got to tell you folks, being asked to give opinions about trains and have that count as work felt amazing.

A fun one to baffle the artists with was the John Bull. It's explained a lot more in the video (Pelly Note: It is a fun video, go watch it!) for the pack, but the John Bull is such an awful mess of a locomotive. Originally it was a nice and tidy British export, an early 1830s engine designed and built by the distinguished Robert Stephenson & Company, a classic 0-4-0 design.

It did not last long in this state.

Turns out, American tracks in the 1830s sucked! They sucked a lot! The routes were windy, the rail quality was awful, quality was just awful. In order to operate under such conditions, the locomotive's crew began making modifications, and then more modifications, and then more modifications. By the time it fully left service, it looked nothing like the original machine.

So, then, what should it look like in Victoria 3? Its recorded appearance changed several times over the years, but one of the biggest considerations here was to make the trains distinctive from each other, so you can easily see that an American train isn't a German one, and a British train isn't a French one. That led to the choice to use the current form that the locomotive's found in, preserved at the Smithsonian. There's enough modifications to make it weird, but not so many that it looks like it did in its sordid state at retirement. It makes it look distinct—that's the key consideration here.


God, what a weird little machine.

Ultimately though, it's been fun and terrifying work putting together the basics for this pack. It's been fun, because oh boy trains! It's also been terrifying, because I could only pick two trains for these nations and their hangers-on, to represent all their rich railway heritage over much of the Victorian era. What we have is but an introduction to all the real-life locomotives and railroading history of the 19th century. Learning more is a cinch—there's a plethora of books available in your local libraries, bookstores, and points online, and museums are all over the place.

Trains!

----

Thanks Mike! Very informative and engaging! It is always a joy talking about trains with you, and finally seeing some more trains in the game!


Now is the correct train sound Choo Choo or Chugga Chugga? I’m on team Choo Choo.

Stay tuned into radio Victoria, as next week (March 14th), we join Martin! With an overview of Sphere of Influence, its accompanying free update, thoughts behind the Expansion and the dev diaries to come between now until release!

See you there Victorians!
Clutter Evolution: Beyond Xtreme - Helen


The wait is almost over!

Clutter Puzzle Magazine Vol. 15 No. 1 is packed with over 1700 puzzles to keep you playing for days and days. So many new Clutter variations mixed in with old favorites for a Quest you'll never forget. The biggest treat though, is the never before seen, fully replayable, Spot The Differences Puzzles. Just like regular Clutter levels, they are highly addicting too.

https://store.steampowered.com/app/2671440/Clutter_Puzzle_Magazine_Vol_15_No_1_Collectors_Edition/
Mar 7, 2024
Hospital 666 - Lokin_YouTube
(multiplayer) improve floor 113 wheelchair trap animation
Advanced Tactics Gold - Severus Lupus
Hello everyone, today we have a bit of a surprise for you classic wargame fans out there.

Advanced Tactics Gold has gotten its first update in nearly five years, and it's a big one. ATG is also a whopping 70% off on Steam, so now is a great time to pick it up.

Almost all the credits for this huge update go to Erich Ormand. More than a year of his hard work has fixed many issues and has added plenty of new features. VR Designs looks forward to continue working with Erich on the Advanced Tactics series.

A brief rundown of new features includes...


A new randomized map system with climate zones and random regimes

Our new visual pathing system shows you exactly where your units are advancing

Raising new units allows you to assign an HQ and/or TOE model

Our new system allows to select regimes and gives you many aesthetic options for your opponents

World generation now includes more climate model options spanning all the regions around globe
The full changelog is posted below.

New Game Features:1. Random Games
a. Added ability for random games to select regime people, colors, and flags.
b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games, including the Southern Hemishpere.
2. Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost.
3. Added features to help streamline game play:
a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move
with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is
possible to move multiple units without having to re-enter the movement mode.
b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model.
c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements.
d. Added Production Overview Window accessible from the main play window.
4. AI Enhancements
a. Improved AI combat decisions to conduct better attacks by utilizing the stacking rules, not conduct very low-odds attacks, and to
advance after combat.
b. Improved AI airstrike decisions to also consider hexes that might be attacked during the AI's turn.
c. Constrained AI units to better comply with stack limits
d. Added constraints to AI movemement to help reduce instances of AI the overstacking
5. Anti-supply Improvements:
a. Made TOE transfers subject to anti-supply losses.
b. Modified anti-supply kills so that they can be displayed in the round they occur.
d. Added capability to make resouces accounted for with a RegimeSlot to be subject to anti-supply interdiction. Activated with Rulevar(938).
e. Added alternative, and improved anti-supply system that allows subformations to intercept anti-supply and implements a fuel cost
for anti-supply. Activated with a Rulevar(940)
6. Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers.
7. Introduced auto-naming for screenshots and auto-saves.
8. Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots. Added
Preferences window to the opening screen
9. Added capability to make aircraft subformations specific for aircraft carrier operations.
10. Added an alternative strategic movement system where costs are calculated only from the unit to the destination.
11. Significant improvement in the performance of the autoreinforcement algorithm used for the TO&E system. Up to three times faster for large
games with many transfers. Introduced option to have TOE transfers occur in multiple rounds

Masterfile PhoenixGame.at2 for creating random games:1. Selection of regime people, colors, and flags
2. Three Variants: 1) Use NATO counters on units, 2) Delayed War, 3) Apply Anti-supply to resources, 4) nultiple rounds for autoreinforcements
3. Map labels for resource hexes are updated when the locations are upgraded
4. Added map labels for the cities of the hidden AI regime
5. Introduced algorithm to slow AI factory production as it builds factories.
6. Shipyards are allowed on maps with more than 25% water. The AI can build shipyards.
7. Introduced a prioritization algorithm for AI building of factories
8. Implemented new anti-supply system.
9. Aircraft must be CV capable to operate from aircraft carriers.
10. Low-fuel warning message when fuel stockpiles are low.

Bug Fixes:1. TOE transfers where HQ would continue transfers despite anti-supply losses. HQ will transfer only the initial request for troops.
2. Fixed zoom in and out feature to correctly center on the map.
3. Fixed bug where clicking on units in the hex info window would not be selected for the TOE Change Model Window.
4. Fixed bug where changing a TOE model name would reset the names for all units with the TOE assigned to them.
5. Fixed TOE import/export feature to utilize all four NATO graphics.
6. Fixed display of an HQ without an officer where subformations are shown in list when selecting this HQ following the selection of an HQ with
an officer.
7. Fixed issues where units were not correctly mobilized when sufficient mobilizers were present in the unit.
8. Fixed bug where preview AP cost for building roads/bridges was incorrect for mobilized Engineer units.
9. Fixed bug where resources and PP production are not updated when giving a city to an ally or setting the city to "No HQ".
10. Fixed bug where production of an obsolete item would be disallowed despite the location having remainders for the item in its queue.
11. Changed production display to not show items with a cost < 0.
12. Fixed bug displaying medium National icon in full zoom mode on big unit counters.
13. Fixed confusing message in Transfer Window when a naval unit is selected. Displays "Naval Unitsa cannot use Navy Cap".
14. Fixed confusing language for paratroops ordered to paradrop/air transfer.
15. Added information to history display when an AI unit has surprise land attack. Added attack arrow showing where attack occurred and
indicating it was an "Ambush Attack".
16. Fixed bug in transfers where the wrong unit was used to apply anti-supply losses to transporters when transferring to an HQ and using
the Cap of the receiving HQ.
17. Fixed bug in editor where event numbers for Location Types for AI building were not properly switched when moving events in the event editor.
18. Fixed CTD in editor when using the TOE designer and SFType Designer and either canceling or entering a regime out of range.
19. Fixed bug when using the zoom wheel and the selected hex changed. If the original selected hex was a production center, the production
button was still active and a CTD would occur if clicked.
20. Fixed "Change Sort Name" in the "Change TOE Model" window so that it also changes the name that is displayed on the unit counter.
21. Fixed uncommon problem where an HQ could be set to a non-HQ TOE model.
22. Fixed text when assigning officer to an HQ with TOE model so that when no officer is present, it says “Appoint” rather than “Swap”.
Similarly, when an officer is present, the text “Selected HQ has no officer” is displayed, as it is for a non-TOE HQ with no officer.
23. Fixed issue where changing the name of a model in the event used to create a model didn’t change the item name after the model was
fully created.
24. Fixed bug where users could not set and save custom colors. These are saved in the file MyATGCustomColors.txt in R,G,B format in the
main directory). Note custom colors are added in the ColorDialog only when clicking OK.
25. Fixed bug in event function to change the name of an SFType model inside the event that creates the model.
26. Fixed bug with aircraft and CV capacity for individual CVs. It was possible to load an aircraft that was too heavy for a single CV if
more CVs were present to cover the total weight.
27. Fixed several refresh problems in the editor.
28. Fixed a round off display problem with the prognosis of the concentric bonus display. If the bonus was 1.10 and the penalty was 1/2, it
would display a bonus of 4% instead of 5%.
29. Fixed bug in recon system where the unit counter would have the correct recon level, but the subformation display had 100% recon.
Modified recon algorithm to be centrally peaked about a most probable value.
30. Fixed bug where clicking on a unit’s HQ in the Unit window would bring up the HQ but the Officer button was inactive.
31. Fixed problem when adding an HQ with leader from an event that is executed using ExecCallFunction. In this case, the TempVar and
TempString variables could be altered.
32. Fixed an issue that can lead to confusion after transfers to units in the same hex by returning the transferring unit to be displayed
at the top of the stack in the hex. When transferring to units into the same hex and selecting the unit by clicking on the map, the
receiving unit is at the top of the pile. When exiting the transfer window, the transferring unit is the selected unit, but is under the
receiving unit, which is displayed at the top of the map. This can lead to some confusion about which unit is selected.
33. Fixed bug where it was possible to unload a unit onto a non-highlighted hex. For example, a hex where an amphibious invasion is not possible
34. Fixed bug where the AP displayed in the unit info window was incorrect for naval units that conducted air operations. It showed 0 AP in
the AP box, but the units still had + AP, which was correctly displayed for each SFType
35. Fixed bug in editor function ExecSFTypeStat that wouldn’t change stats for SFTypes with index 0 and SFTypeCount.
36. Fixed issue with units that have a TOE assigned but have a subformation in the unit that does not have a reinforcement type assigned to it.
This led to incorrect transfers being made, and in some cases a CTD
37. Fixed potential issue in ExecUnitAPModifier where a cap is put in place for existing AP <= 100 + Modifier. This can conflict with the
ActionPointMod for the SFType, which can be greater than 1, and units could start with more than 100 AP.
Capped at 100*ActionPointMod + Modifier.
38. Fixed bug where the map was not correctly centered in all zoom modes following actions in the Production Overview window; in
particular, select a different production location and exit the Production Overview window to the standard production window by clicking
the “Close Production Overview” button
39. Fixed bug when selecting all units to participate in an attack when an allied unit is present in the hex and at the top of the stack.
Units of the current regime in this hex were not added to the attack.
40. Fixed bug in message for troops lost during transfer due to enemy interdiction. The first subformation type in the scenario was omitted
from the message
41. Fixed bug with air lift of unit. There was an inconsistency in the move calculation in the set up and execution, which led to a huge
fuel expenditure for air lifts beyond 50% of the air transport range.
42. Fixed bug in how the event called specified by rulevar(480) for random game setups was being called. It was being executed before the map
was fully set up, which led to potential errors if the event queried regime names, hex ownership, and terrain around small islands.
43. Fixed issue with strategic movement and mouse over where a message was displayed that strategic movement to a hex was impossible even
though the transfer wouldn’t use all the cap. Also, fixed the hex shading in the strategic transfer window to highlight only allowed
transfer hexes.
44, Fixed issue for paradrops on friendly territory where the paratroops were shown as defenders in the battle screen following the drop.
45. Fixed bug in random games where raw was used for constructing airbases and factories when the “No Resources” option was selected.
46. Fixed bug with scrolling the map in the SelectUnit and SelectMap pop-up windows where the map wouldn’t scroll when at the edges of the map.
47. Fixed bug in the Officer Pool where the “Relieve” button was active for HQs without an officer but had a TOE assigned to them
48. Changed swapping commanders so that commanders kept their historical units. This allows scenario designers the ability to track a
commander throughout the game.
49. Fixed CTDs in the editor when selecting the TOE and SFType Model Designers in the and either canceling or giving a regime out of range.
50. Fixed CTD when trying to access the SFType Model Designer in the editor and the model names are set for the regime people
51. Fixed "flashing" that occurred when a windows element, such as Listbox, was closed after getting input from the player.
52. Fixed potential bug where EP for a unit became negative, and doesn’t get zeroed out.
53. Fixed CTD when trying to give a naval unit to an ally while the naval unit is at sea.
54. Fixed bug gifting units to an ally where one could create a unit in the territory of an allied regime and then gift it to another
allied regime despite that regime not being allied to the regime where the unit was created.
55. Fixed bug in DoTransfer routine where fuel for rail transfers would not be charged to rail transfers, but instead would be added to
land transfers.
56. Fixed bug in the editor where adding lines of code to an event would alter the event ID number.
57. Added an option in the Preferences window to have a unique file name for the autosave feature.
58. Fixed bug in the TOE transfer system where the no return feature assigned to the TOE was not being respected.
59. Fixed CTD in the TOE transfer routine that can be caused when an HQ is loaded onto a transport ship.
60. Fixed unit logs set up in the TOE transfer system.
61. Fixed CTD occurring when surrendering in games with officers
62. Fixed bug where it wasn’t possible to upgrade a subformation in a unit from the unit subformation info window if there are 8 subformations
in the unit even if the upgraded subformation was already present in the unit due to a previous upgrade or transfer and wouldn’t exceed
the subformation maximum limit.
63. Fixed bug causing a CTD in subroutine forcing the AI to be resource compliant.
64. Fixed bug causing a CTD when interdicting resources and a regime has lost its destination hex.
65. Fixed bug in new anti-supply routine that occasionally caused a CTD.
66. Fixed bug where the AP cost for engineers to construct a road/bridge was calculated incorrectly when the engineers are mobilized.

Editor Enhancements:1. Added ability to move data elements in the editor to different positions in their respective lists. subformations, Landscape, items, research, roads, rivers, locations, etc.
2. Added ID tags to each element so that they can be tracked with an ID number after they have been moved. Provided a check function to find the index of an element from the ID number.
3. Made changes to ensure that when data items are moved, other data items listed in the editor dependent on the item being moved are updated.
4. Added feature in editor to allow a scenario variant, if selected, to disable another scenario variant. Only one variant can be selected to disable a variant.
5. Unit Editor: Added prompt when placing a predefined unit on the map asking to set the people for all the subformations in the unit to the people of the owning regime.
6. Unit editor: Added a button to set the people for all the subformations in the selected unit.
7. Unit Editor: Removed ability to assign leaders to non-HQ units.
8. Unit Editor: Added buttons to add copy of selected unit in the selected hex.
9. Unit Editor: Added button to add a copy of a unit (with unit #) in the selected hex.
10. Unit Editor: Made cancel button work properly when copying a UnitNr into a unit as well as adding a copy of a UnitNr into a hex. Previously, canceling would copy unitNr=0 into the unit.
11. People Editor: Modified Add People function to set PeopleGroup mods similar to the default in Rising Dawn.
12. People Editor: Modified Changing PeopleGroup to exchange PeopleGroup mods between old and new PeopleGroup.
13. Landscape Editor: Added capability to copy Move Costs from one Landscape type to another.
14. Landscape Editor: Added capability to copy entrenchment stats from one landscape to another.
15. Landscape Editor: Added ability to copy a Landscape sprite (in addition to adding one).
16. Landscape Editor: Added ability to copy sprites, artistic picture, and sideways sprites from on Landscape to another. Select landscape and sprite to be copied.
17. Landscape Editor: Modified screen so that clicking on the property sheet list will center the property sheet list on the selected item.
18. SFType Editor: Added warning message when deleting an SFType when that SFType is linked to an ItemType.
19. SFType Editor: Added capability to copy combat mods from one Subformation Type to another.
20. SFType Editor: Fixed text associated with FirstRoundPenaltyMod.
21. SFType Editor: Added button to set peoplegroups for the selected SFType to all TRUE/FALSE.
22. SFType Editor: Clarified button to set peoplegroups for all SFTypes. Rearranged the set peoplegroup buttons.
23. Item Editor: Modified displays in the item editor window to show names of elements, such as UseSFTypeGraphic rather than just the index.
24. Item Editor: Added buttons to make PeopleGroups all True or all False, which determines which people group can produce the item.
25. Item Editor: Fixed bug where deleting an item that is being produced at a Location will incorrectly reset some production lines rather than setting production to none.
26. Modified display and input for data that is part of the obj, e.g., SFType, that points to another data element, the name is used, and selected from a list of options, rather than relying on just the index of the data element.
27. Modified looper so that if the endpoint is less than the starting point, the loop is NOT executed at least once.
28. Added undo last draw button for drawing landscapes, area slots, regimes, and special sprites on the map. Includes undoing a draw in fill mode.
29. Changed Graphic overrides for LandscapeTypes so that multiple ovveride landscapes can selected at the same time, instead of adding them one-by-one as was previously done.
30. With exec functions it is possible to load a TOE for a regime with an event as well as to create SFType models for a regime.
31. Added ExecStartTimer() and ExecStopTimer("String") to give designers a mechanism to determine how much time a specific event takes via a pop-up message.
32. Added 17 new check functions
33. Added 22 new exec functions
DREAMIO: AI-Powered Adventures - Oleg Skutte
I've adjusted how tokens work.
Starting today, if your token balance is below 10000, it will reset back to 10000 each day.

This is a very risky move to take, as I'm essentially giving away compute power for free now. If this puts me in the red in the future, I will have to adjust the strategy again.

Safe travels!

- Oleg

https://store.steampowered.com/app/2795060/

Discord: https://discord.gg/ZmWvM49cd6
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