Welcome to a forty-seventh DevLog for Alaska Gold Fever!
Hello travelers!
Are there any wildlife enthusiasts? Today, we're delving into the untamed world of Alaska's animal kingdom in Alaska Gold Fever. Join us as we explore the diverse cast of creatures that roam the wild!
Wild Encounters
Generally we splited animals into 3 different "types". A dangerous ones who live in the wild (wolfs, bears) A not so dangerous who also live in wild (mooses, birds) A domestic types - live near humans (dogs, cows, chickens)
Dangerous ones
In the depths of the Alaskan wilderness, danger lurks around every corner in the form of apex predators – bears and wolves. With their keen senses and razor-sharp instincts, encountering them will put your survival skills to the test!
Yes, those are textures for a wolf. He can't made it today :( but his FUR made it to the devlog!! :D
A not so dangerous ones
The mighty moose, with its towering antlers and imposing stature, roams the wilderness, offering a tantalizing challenge for skilled hunters. He is not dangerous but still can be a challenge to hunt him for materials!
Steady...Aim... and shoot!
A domestic types
A "Man's Best Friend". Alaskan dogs come back again! Hell yeah , there is like they can sneak up into some devlogs from time to time :D
Embracing the Wild
From the fierce predators to the noble hunters and faithful companions, the wildlife of Alaska Gold Fever adds depth, challenge, and excitement to your gold-hunting journey!!
Keep your eyes peeled ! Look forward for a next episode of Alaskan Devlogs!
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----- Making a game is such a journey and you can be a part of it! Join our playtests on Steam Store Page! You can also use our Discord server to send some feedback!
When the call comes, nothing is more important than how fast you react. In this new Creator DLC, fast decisions with small squads are key. Reaction Forces offers new weapons, vehicles, gear, and more to rapidly react to a multitude of situations in new single and multiplayer scenarios, and to enhance your overall experience in the Arma 3 sandbox. Fight fires from above in the Cougar medium-utility helicopter or swerve from the beaten track in the MOOSE pickup truck to take on operations with new weapons and equipment, from rifles and pistols to remote-controlled mortars and micro-drones.
The Arma 3 Creator DLC: Reaction Forces is available now on Steam for $7.99 USD (€7.99 EUR / £6.99 GBP).
Developer Rotators Collective will be sharing further development insights on their project via their social media accounts on Facebook, X (formerly Twitter), and YouTube.
To keep track of all the latest Arma 3 news, be sure to follow the game on Facebook, X, YouTube, and Steam.
Frequently Asked Questions
What is Arma 3 Creator DLC? Creator DLC is a label for original Arma 3 projects made by third-party developers and published by Bohemia Interactive. This program enables external talent to earn a financial reward for their work, while players get to enjoy more new quality content. For more information, please visit the Arma 3 website.
Why is Creator DLC optional to install? We have decided to make it optional to have the Creator DLC data installed. This is mainly to avoid regular Arma 3 installations from requiring a lot more additional hard-drive storage, even for those who have not purchased Creator DLC. The second reason is that a Creator DLC's theme or setting might be very different from regular Arma 3 and not everyone might want it to be visible in their game.
How do I launch Reaction Forces? You will need to visit the DLC section in the Arma 3 Launcher, make sure Reaction Forces is owned and loaded, then launch the game by clicking the PLAY button.
Can I still play together with people who do not own the CDLC in multiplayer? To enable non-owners to still play on multiplayer servers that make use of Reaction Forces content, Rotators Collective has published a "compatibility data for non-owners" via the Steam Workshop. Restrictions on in-game use of CDLC assets by non-owners will apply. More information can be found on the Community Wiki.
The mod maker will support upgrading non-code plugins to v1.10 after the update, just open the old version of the mod through the mod maker.
All mods that need to be modified
Modify the version number
Open Info.lps and change the version number `gamever#109:|` to 11000.
Animation/Working mod
Modify default pet names
(Optional: the game has added auto-compatibility for these in the code, but it would be nice to change it) If you're animating Lolis and working on a mod, you'll need to change the id '默认虚拟桌宠' to vup
New feature: Tag
Add tags to pets, they are used to determine and differentiate speech, as long as they meet a tag (intersection > 1), they will be enabled. The default tag for all speech is `all`, which can be modified.
Work data adjustment
If you are not sure, you can refer to Core's job data, or use a mod maker.
Get/Spend Recommended less than 1.25. Limit less than 1.3
Other Limits
Minimum working time is 10 minutes Maximum multiplier is (2+1) times Level limit cannot exceed 200 levels (in-game pull multiplier will not exceed 4000 levels)
If not added, the default image is displayed Work images are placed in the image\work folder First level (image\work): If no image can be found, the default image will be displayed. Second level (image\work\pet skin id): the image of the pet that corresponds to the work. For major categories (play/study/work), you need to add the 't' prefix in front.
Incidentally, in the VPet filesystem, each folder is automatically converted to '_'. For example "work\vpet\t\play.png" = "work_vpet_t_play.png"
Themes and fonts
Themes
Theme is put under theme folder, LPS structure, specific format can refer to Core module files, mainly color table and replacement pictures.
Fonts
Fonts are placed under theme/fonts folder, ttf format is enough.
After installation, right-click the project that needs to be upgraded, and select Update. Choose to upgrade to the latest .net version Keep the default In-place project upgrade, and select Next. Select .net 8, and choose Next. Then click Upgrade selection to upgrade to .net 8 Once the upgrade is complete, It is recommended to restart VisualStudio and refresh the cache to avoid vs bug. Finally, go to nuget and upgrade to the latest version. If you have any problems with the code, feel free to raise an issue on github, or if your mod is open-sourced on github, ask me to upgrade the code via @LorisYounger
Update 7.48 is already available! Here's the changelog:
Based on players' requests, a 10 minute landing ban is now applied to ships upon attacking any settlement
The number of books appearing in bastions is now proportional to the number of times a bastion has been successfully defended
The number of Landlord points is now also proportional to the number of times a bastion has been successfully defended, as well as the size of its territory
In case of manual demolition of the settlement, 80% of the license price is refunded now
Increased the range of cargo pickup when using the Elven Net
Red has been added to the list of colors of the crosshair
Coming off the beta branch now, a variety of traders offering to buy and sell different types of goods on an in-game weekly loot schedule can now be found scattered throughout the world. The "world" is actually an infinite plane by the way, if you were wondering... Complete with head tracking and dialogue bubbles.
I want to create custom buildings for each of the different types of traders, but I'd like to do so with building textures that are more fitting to their biomes. So, as an in-between step I'm going to start working on new building textures on the beta branch tomorrow.
As always, there are a number of bug fixes and small improvements to go with the new content as well.
v 1.0.5.4 2024.03.26 - Added Trader "General Store" to wild towns (random spawn) that will buy and sell basic resource on a weekly (in-game) rotation - Added Trader variations: Weaponsmith, Alchemist, Herbalist, Fletcher, Arcanist, Armorsmith, Leatherworker, Tailor - Fixed the ivy shader that seemed to have broken - Added randomly generated NPC towns - Added head tracking for friendly NPCs - Added chat bubbles for friendly NPCs - Added random animation logic to friendly NPCs - Removed enchant stats decaying based on player level - Resources attempting to respawn near player built objects will now check a 10m radius sphere instead of only a vertical line directly through their position, not respawning if anything player built is touched - Fixed the proper harvesting tool not always showing when harvesting - Fixed standard Cloth Armor English translations - Fixed a typo for Smithing Melee Speed - Fixed harvesting profession level up achievements decreasing swing speed instead of increasing it - Harvesting profession level up achievements now reward 2% speed increase per achievement - Fixed some facility interfaces overlapping when a new one is interacted with while one is already open - Fixed the near terrain draw distance setting button in the main menu - Fixed Strong Harvest skills not displaying a hotbar cooldown
You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.
Meshes of the trees in the Jungle area are not distorted anymore.
Updates
Gamepad support
You can now use a gamepad to play Meadow!
Grab your gamepad and run through the Meadow with all the animals in the world!
Please check the detailed gamepad control instructions in Settings > Controls page.
Steamdeck support
With the release of gamepad support, we no longer need to map the Steamdeck's keys to keyboard keys to enjoy Meadow as well!
Please ensure that you are using Valve’s default gamepad input mapping in the Steamdeck control settings
New UI design
All user interfaces for the whole game have been redesigned.
Not only does it have a more uniform appearance and smoother animation and responsiveness, but it can also be controlled well via gamepad.
If you are using a gamepad, just press D-Pad arrows to navigate and select an emote in game, and press B button to escape from UI input. It is more convenient to use the quick selection wheel to send emotes.
Emote quick selection wheel
The customised favourite emotes have been moved to quick selection wheel.
For keyboard & mouse players: Hold C key to open quick selection wheel, select one emote and click to send it. You can still use 0-9 number keys to send them. Customise them by pressing X key.
For gamepad players: Hold Left shoulder button (LB) to open quick selection wheel, select one emote by right joystick and release the joystick to send it. Customise them by pressing X button.
Minimap & map
You can find a minimap in the bottom right corner of the screen. It will now show the marker of the nearest other player who is more than 10 metres away from you. Also, it will show the marker of the Big Tree, Home and Landmark you set in the world.
Click on the minimap with the mouse, or press the M key [for keyboard]/Left function button (Selection) [for gamepad] to open the map.
Others
Due to the redesign of the UI and improvements to the saving system, you will need to re-modify the game settings if you have ever personalised them.
Players on the production build and the beta build can once again play together.
Known Issues
Some of the texts in game are still being translated, and they will be displayed in English temporarily.
Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last week’s Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, let’s take a look at what has changed since then, thanks to this feedback:
Hungary is now a (re)formable nation for tags with Hungarian or Transylvanian primary cultures.
Hungarian conquest missions no longer require Hungary to be an independent nation, which should make them a much more attractive subject.
The 'Serbian Despotate' Tier 1 government reform now grants access to the Order of the Dragon.
We have added the 'Bohemian Commonwealth' optional cosmetic country rename as a reward of the namesake mission.
The decision to form Romania was updated to account for the map changes introduced in Emperor. It now correctly requires the province of Tolcu instead of Silistria.
The Aztec ‘Blood’ mechanic is now named ‘Tonalli’.
The 'Tēlpochcalli' Academy Local Organization now gives a +5 Governing Cost Increase instead of -1 Building Slots in the entire area.
The Personal Union Casus Belli on Poland for Austria requires them to have less than 400 development instead of less than 300, making it less harsh on the player.
The 'Universal Empire' incident can now be acquired by a Spanish Emperor as well, and it should have harsher penalties.
To address the concerns regarding the weakness of the Hussite HRE path and the princes converting to Protestantism, we have tweaked the event which will now make them less likely to convert if the player manages to convert a sizeable portion of the HRE to Hussite.
That said, let’s move into today’s new content, which is centered on very different Middle Eastern nations.
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Hisn Kayfa
One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, let’s take a deep dive at what’s in store!
Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted.
Note: As usual, all Art in the Developer Diary is placeholder.
Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the “Ayyubids“ cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings.
The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia.
In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal.
The Ayyubids after recovering their hegemony over the Middle East!
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Hormuz & Oman
Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Let’s take a closer look!
Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations.
The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest:
The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups.
As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences:
On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region:
For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps:
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Trebizond
Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries‘ opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian.
While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures.
The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power.
The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group:
Some more highlights around the mission tree revolve around:
Hellenization of Anatolia. Trebizond will be able to convert the Anatolian region to Hellenic cultures – Greek, Pontic, and Cappadocian through events.
Referencing the historically close ties between the Komnenian dynasty and the Crusader states of the Levant, a small mission branch has been added. This branch involves liberating Cilicia, resulting in the local culture shifting to Armenian and excluding Armenian provinces from Hellenization events. The culmination of this branch is the liberation of the Holy Land, unlocking a Tier 2 ¡Crusader Nobility' reform with beneficial modifiers and allowing players to release Jerusalem as a vassal regardless of age and religion.
Another branch of the mission tree focuses on Genoa and the recovery of Perateia, the Trapezuntine Black Sea colonies. Initially burdened with an estate privilege symbolizing Latin dominance over the Black Sea trade routes, Trebizond must either forge an alliance with Genoa or expel them from the region to rid itself of this constraint. Similarly, the mission tree presents various options for dealing with Theodoro, offering the chance to vassalize them through an event or to seize the province by force, unlocking a permanent local modifier.
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Theodoro
The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive.
The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'.
Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them.
Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically.
Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways.
The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset.
The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro.
Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm.
Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only.
Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week Markus will discuss and showcase new content around the Hordes of Asia!
And of course, today's diary wouldn't be complete without a Father Lorris comic: