Victoria 3 - Pelly_PDX


Hello and welcome to another Victoria 3 Dev Diary! Today’s topic will be Political Lobbies, which is a new feature added in the Sphere of Influence expansion with some elements made available for free in the 1.7 update.

So, what is a Political Lobby? Put simply, a Political Lobby is a collection of Interest Groups pushing for the implementation of a specific foreign policy agenda in their country. Superficially, this may appear quite similar to Political Parties, but there a couple key differences in how they function:
Political Lobbies always form for a specific reason, often due to a Diplomatic Catalyst (more on those and the precise conditions for how they can create lobbies in next week’s dev diary) and pursue a specific long-term agenda that does not change over time
Interest Groups can be members of multiple Lobbies, so long as those Lobbies do not have directly contradictory goals

The agenda of a Political Lobby is always in relation to a specific foreign power, and there are four types of Political Lobbies being added in 1.7/Sphere of Influence:
  • Pro-Country Lobby: This Political Lobby seeks to promote and advance the interests of their target country, both in relation to their home country and in a more global sense
  • Anti-Country Lobby: The opposite of the Pro-Country Lobby, this Lobby seeks to hinder the interests of their target country and ‘take it down a peg’ whenever possible
  • Pro-Overlord Lobby: A Pro-Overlord Lobby can only form in a subject country, and will always target the overlord. It seeks to promote loyalty towards and closer integration with the overlord.
  • Anti-Overlord Lobby: The opposite of the Pro-Overlord lobby, this lobby is also only for subject countries and wants to become less dependent on the overlord, and ideally secure independence for their home country if the opportunity arises.

Interest Groups can join Political Lobbies for a variety of reasons, such as ideological alignment with or opposition to the country they target, or in pursuit of an overarching goal, such as the Industrialists joining a Pro-Country Lobby for a wealthier, more advanced country in the hopes of securing foreign investment capital.

Lobbies have an Appeasement score, which goes up when you take actions that the Lobby feels aligns with their goals, and goes down when you take actions that they consider to be contrary to those goals. Appeasement acts as a modifier on the Approval of their constituent Interest Groups, which means that your foreign policy actions can now directly help or hinder your internal political goals.

For example, are those staunchly Anti-French Landowners doing the Landowner thing of blocking those voting rights you want enacted? Simple! Just declare your opposition to France in a Diplomatic Play and humiliate them, and the Landowners will be so busy celebrating their victory over the perfidious Gallics that they will graciously let you have this one little reform.

On the flipside, you might find that the very pro-British Industrialists are not at all pleased with your continued alliance to a British rival, and that your previous plan of working to strengthen them in order to enact Laissez-Faire has now backfired, as they refuse to work with you until you break said alliance, forcing you to choose which of your two goals is more important to you.

Anti-American sentiment is strong among the Armed Forces and Trade Unions of Mexico, and both have been appeased by declaring an embargo on American trade, though of course the Americans aren’t likely to be too pleased with this action…


Lobbies, of course, do not only affect Interest Group approval but have direct diplomatic benefits or drawbacks depending, once again, on whether the actions you take align with their goals. How large these effects are depends on the combined Clout of the Interest Groups that are part of the Lobby.

For example, having a Pro-Country Lobby will make it easier to conduct diplomacy with that country, both by increasing their AI acceptance for proposals and by lowering the Influence cost of any friendly pacts you maintain with them, but increasing the cost of hostile actions (such as Embargos) and lowering the Influence you gain from rivaling them. As you might expect, Anti-Country Lobbies have the opposite effect, making friendly diplomacy harder and hostile actions cheaper. Anti and Pro-Overlord Lobbies also significantly influence Liberty Desire, as mentioned in the previous dev diary.

Lobbies also have a secondary effect on AI behavior, as an AI country with a Pro-Country lobby will be more likely to adopt a friendly attitude towards the target of said lobby, with the opposite effects for an Anti-Country Lobby, with the Clout of said lobbies once again determining how likely the AI is to fall in line with them. All of these effects, as well as the actual creation of Lobbies themselves, will be available to everyone as part of the free 1.7 update.

Although Russia’s government currently has a positive attitude towards Austria and wishes to pursue closer relations, the powerful Anti-Austrian Lobby in Russia makes it more difficult for them to agree to any proposed new Diplomatic Pacts


For those with the Sphere of Influence expansion, Lobbies can also make their will known through an opportunity or a demand. Opportunities generally come in the form of some diplomatic groundwork done by the Lobby that may allow their parent country to sign a diplomatic pact that is otherwise difficult to get, or even out of reach entirely. For Pro-Country Lobbies this usually involves dealing with the target country directly, while Anti-Country Lobbies will instead work to create opportunities to cooperate with the target’s enemies and rivals. Opportunities can be declined without any penalty, and will only result in a loss of Appeasement if accepted but not followed through on. Accepting and following through on the Opportunity will of course increase their Appeasement.

Even though Great Britain is Cautious about France and thus not willing to sign a Trade Agreement under normal circumstances, the acceptance bonus granted by the opportunity created by the Pro-British Lobby should be enough to secure the deal


Demands, conversely, is when a Lobby believes that the government isn’t doing enough to pursue their agenda and well, demands action. A demand generally comes in the form of a specific action that the Lobby wishes to see taken either against the target country, or against a country relevant to them (for example, a rival or ally). A demand can be declined, but doing so will significantly decrease the Appeasement of the Lobby (though not as much as accepting the demand and then failing to follow through on it).

Feeling that the French government isn’t doing enough to foster closer ties with Britain, the pro-British Lobby demands a grand gesture of enmity with Britain’s Russian enemy


Also available for those with the Sphere of Influence expansion is the new Fund Lobbies diplomatic action. This action works in a fairly similar way to Bankroll, in that it transfers money from the treasury of the initiating country, but instead of the money going to the target country’s treasury it is paid out among the target country’s Pops instead, with who gets what share of the money dependent on the target’s political setup and how much power sharing is going on - when trying to Fund Lobbies in an Autocratic country, nobody is going to bother spreading money around to poor laborers who have no say in politics whatsoever.

The precise effects of Fund Lobbies depends on whether a Pro-Country/Pro-Overlord lobby targeting the initiator already exists in the target country. If one does not exist, the money goes towards promoting the creation of such a lobby, with a weekly chance for this to happen. If such a lobby already exists, or once one is created, the pact switches to supporting that Lobby by increasing the Pop Attraction of Interest Groups that belong to the boosted lobby, which over time will increase the combined Clout of the Lobby’s Interest Groups, which in turn translates into greater mechanical effects and impact on AI decision-making.

Seeking to tighten its grip over their junior Personal Union partner, Sweden begins to spread some money around among the politically influential Norwegian Pops


Finally, I want to wrap up this dev diary by talking a little bit about the moddability and extensibility of the Lobbies system. Besides the Pro and Anti Country Lobbies mentioned above, the system also comes with built-in support for ‘neutral’ Foreign lobbies that have a goal relating to another country which is neither directly friendly nor antagonistic, and even for Domestic lobbies that pursue an entirely internal agenda in the country they are created in. The entire system of forming, appeasing and applying mechanical effects from lobbies is completely moddable, and we definitely intend to use this system to create new and interesting types of lobbies in future updates!

That’s all for today! Since this one ended up pretty long, and we actually have a bunch of semi-related things to go over as well, we’ve decided to change the Dev Diary schedule so that next week’s dev diary will be about Diplomatic Catalysts and the Diplomatic AI. We also still want to talk more about Power Blocs, and will find a way to fit that in before release. See you then!
TaleSpire - Baggers
Hi folks, in this post, we’re gonna talk about various money matters, but let’s not bury the lede; we’ll start with seat pricing.

For the purpose of this post, we will use the USD prices as an example. The prices will then be regionalized for each country. This does NOT mean that the USD prices are just converted to local currency. See further down for info on what is actually done.

Seats
The current cost of the full game is $25 USD.

We will be putting a build of TaleSpire on Steam called “TaleSpire - Guest Edition,” which will be free to download. For the purpose of this post, we will call the people using the guest edition “guests.”

For a guest to be able to enter a campaign, a seat must be available. The guest occupies the seat while they are playing, and they release it when they exit or return to the main menu.

Seats can be purchased by any person who owns the full game. Your seats are moved to whichever campaign you most recently played (or are playing), so there is very little to manage. Seats remain usable even if the owner is offline, so the adventure can continue even if someone can’t make a session. [0]

Seats will be sold in packs.

A one seat pack is $15 USD

A pack of four seats is $50 USD. Which is $12.50 USD per seat, or half the price of a full copy.

The guest edition has all the same tools as the full version, except the ability to create campaigns. Your guests can build and even GM if you want them to!

The real power of seats is that they are reusable across many campaigns, so once you have seats, they can be used for as many campaigns with guests as you like.

For you professional GMs out there, that means you only need as many seats as there are players in a single campaign. Your seats automatically move with you between campaigns so your customers never need to buy TaleSpire themselves.

Regional Pricing

Steam actually explains regional pricing pretty well, so I’m gonna quote from their documentation:

#Discussions_QuoteBlock_Author
It’s tempting to treat pricing as a simple problem of foreign exchange rates and tie each currency’s price equivalency to the exchange rate. But that kind of strategy vastly oversimplifies the disparate economic circumstances from one territory to another.



Rather than just pegging prices to foreign exchange rates, our process for price suggestions goes deeper into the nuts and bolts of what players pay for the goods and services in their lives. This includes metrics like purchasing-power parity and consumer price indexes, which help compare prices and costs more broadly across a bunch of different economic sectors.

The TLDR of the above is that the price of a burger in country A, converted to the currency of country B wouldn’t neccessarily be a sensible price for a burger there, as the value of things depends on a lot more than that.

When we put out the Early Access, we set the US price and then used Steam’s regional pricing suggestions to set the prices for the rest of us.

It’s been some years now and so at some point we probably should normalize the prices again to make sure they make sense for different regions. We’ve not got a plan for this yet though. We’ll post more as soon as do so that everyone is in the loop.

Argentina and Turkey

Steam’s regional pricing has not been all sunshine and roses, though. Last November, Steam put out “New USD Pricing For Argentina and Turkey beginning November 20th”, which switched those countries to using USD citing “Exchange rate volatility” as the reason.

Understandably, this made the game impractically expensive for some folks. We quickly updated the prices to a recommended lower rate as suggested by Steam. However, we had hoped there would be more that we could do, but we haven’t found a way.

We’ll keep an eye on things and post again if we hear of any developments.

And that’s all for today

Every day we are testing and bug fixing the seats system. Progress is good and we’re just eager to hit that point where it feels stable enough to ship to all of you.

More news on that coming soon!

Have a lovely week folks.

Disclaimer: This DevLog is from the perspective of one developer. So it doesn’t reflect everything going on with the team

[0] This post explains a little more of how seats behave.
Darkest Hour: A Hearts of Iron Game - JJ
We have published a new Dev Diary about the scripted content in the future Patch 1.06. You can read it here.
For news about the game and for technical support, please check the Paradox forum.
Wigged Out - Outright_Games_Social
Main Menu

· Softlock when deselecting all the three Areas in “Create Game” menu.

o What was happening before:

§ Softlock when deselecting all the three Areas in “Create Game” menu.

o What is happening now:

§ Now the player cannot deselect all the Areas. At least there is always one active

· The match settings in the Locker Room are different from the settings set at the Create Game.

o What was happening before:

§ The match settings in the Locker Room are different from the settings set at the Create Game.

o What is happening now:

§ Now the changes in the Match Settings are reflected in the match.

Tutorial

· Complete unresponsive state if the player presses repeatedly the “A” button during the Tutorial loading screens.

o What was happening before:

§ Complete unresponsive state if the player presses repeatedly the “A” button during the Tutorial loading screens.

o What is happening now:

§ The unresponsive state cannot be prompted anymore

· Misleading texts in some Tutorial sections.

o What was happening before:

§ Misleading texts in some Tutorial sections.

o What is happening now:

§ Now the text is properly displayed.

· Use the “HOLD A” to continue.

o What was happening before:

§ Use the “HOLD A” to continue.

o What is happening now:

§ Now the player must hold the button to progress through the tutorial.

Gameplay

· Boxes overlapping in Multiplayer and Online Menu’s

o What was happening before:

§ Boxes overlapping in Multiplayer and Online Menu’s

o What is happening now:

§ The boxes doesn’t overlap anymore.

· The ranged wig can no longer be used when it bounces off certain objects.

o What was happening before:

§ The ranged wig can no longer be used when it bounces off certain objects

o What is happening now:

§ The wig respawns after a while
GameGuru MAX - Kasseyus
Travel back to the age of brutal hand-to-hand combat with the Medieval Melee Weapons booster pack from awesome artist Mark Blosser, with 14 brand-new, high-quality melee weapons ready to drop into your games for a touch of authentic medieval hack-and-slash.

Never before has visceral combat with the clash of steel on steel ever looked this good!



You can check this out directly on the Steam page here:
https://store.steampowered.com/app/2910660/GameGuru_MAX_Fantasy_Booster_Pack__Medieval_Melee_Weapons/

Dream it! Build it! Play it!
WHAT THE CAR? - Triband
Watch WHAT THE CAR? here!

And then afterwards, head to our page and download our DEMO so you can try out our perfectly normal car racing game.

Go on, PLAY THE DEMO RIGHT NOW!

Alright, if you're still reading.. In our game, you race or swim or jump through a variety of challenges, explore the different worlds, and walk around like a good car would do.

Honk if you're a silly car!
Apr 11, 2024
EmyLiveShow: Dragon & Mistresses Tale - Sad Horse studio
- Added controller support
- Fixed dice rolls being skipped under certain conditions
- Volume settings now are applying while you change them
- Fixed reset progress function, now it shouldn't reset resolution and language settings
- Improved Gallery UI
- Fixed missing and doubling UI sounds
EcoQuest: Explore, Discover, Protect! Playtest - DFT Games Studios
Here's the anonymous form for letting us have your feedback:

https://forms.gle/zQ6CNib2XGuWbtpt7

The feedback is anonymous, and we need it badly! ːsteamhappyː
Apr 11, 2024
Junkyard Simulator - RebeliaGames
  • Speed ​​up Stationary Press movements by 20%

  • When go and put the paint on the wall the colors from the roller are stuck on the screen. The sign also displays as well. As though it is interfering with the roller for paint

  • When renovate an item in the workshop get a white box on the screen. It might be something like ran out of renovations

  • Sandbox mode - when working on the blue car in the workshop, when i used auto renovation, a white empty screen appears

  • Sandbox mode - when going outside of the junk world area, we get a message 'cant go any further. This will be available in the future'. The message is permanently stuck on screen.

  • Added support for the sandbox mode/story mode selection menu from the controller

  • Improved and expanded UI for vehicles and carts to better explain how inputs work

  • Added UI with character selection options for both keyboard and controllers

  • Improve the steering force on the keyboard to make the range smaller by about 20 degrees, the player noticed it and the control works much better as a result

  • Disabling the ability to find body parts in the game world. Now the only place where Painting items appear is the garage where the car found in the game world was transported for renovation

  • Blocking the possibility of selling body parts on the Scrap Exchange. Now Painting items can only be used for the purpose for which they were created. That is, to build a vehicle in the garage at the back of the workshop

  • Removing the Caden character in the game world, located next to the Junkyard that can be purchased by the Player. This NPC confused the player that he had a Task for him, but in fact he didn't

  • Added text information "Keybind already in use" in the Keyboard Shortcuts tab when selecting a key that is already used

  • Add controller support to the lost and found widget

  • Fast travel - connecting to the controller, changing the location, accepting the travel location and exiting the widget via the controller

  • Fix the combo icon - it indicated the wrong input for the controller

  • Fix - Painting walls on the lot from the controller doesn't work

INFO - After Update

New version Key bindings not working or other problems?
Please follow the steps below. In most cases, downloading the settings again will fix the problem.

1. Close the Junkyard Simulator and copy your savegame folder (make backup)
2. Close the Steam app
3. Delete the directory:
C:\Username\AppData\Local\JunkYard
4. Open Steam App

After starting the game, check if everything works. If it's okay, then put your save game folder in place

5. C:\Username\AppData\Local\JunkYard\Saved\SaveGames


If you don't know how to do it, write to me in the Steam app or on the disrord on the Junkyard channel - you will find me / Adrian_RebeliaGames
Chocolate Factory Simulator - Dawid_Gameparic
We’re very thankful to everyone who took part in the 🍫 Chocolate Factory Simulator Playtest thus far!

https://store.steampowered.com/app/2822370/Chocolate_Factory_Simulator/

We're really happy with all the feedback you've given us since the beginning 🤩 - you brought some amazing insight into the game which will undoubtedly help us a lot! 💪 We're even more excited because the Playtest is not over so you can keep trying things out.


👉 For players who still haven't signed up for the Playtest but would like to take part - you can still join us! Simply visit the game's main page on Steam and click the "Requests Access" button which will give you access to the Playtest! 👍





Suggestions and feedback
We'd also like to ask those of you who haven't done so, to give us your feedback, suggestions and information about any bug or problem you’ve encountered. We’ll be happy to hear your opinions and you can leave them in few different ways:

1. Steam Community Hub, where we’ve created 2️⃣ dedicated topics. We also encourage you to create your own ones!

📖 PLAYTEST | SUGGESTIONS & FEEDBACK
🐛 PLAYTEST | BUGS & PROBLEMS

2. On our Discord

3. Google Form

We can’t wait to hear even more of your impressions! 😀



Have fun!
Chocolate Factory Simulator Team
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