We got quite a few requests in our devlog feedback survey to talk about Fluids! It's a subject we haven't really talked about much before, mostly in passing and progress. So, let's have a look through what we're working with right now!
As always, a lot you’ll see in the devlog is work in progress. The mechanics are there and almost at 100%, but the visuals are in various stages of development.
Fluids are what you’ll use to give shapes different colors. If you’ve played the first shapez, you’ll remember mining colors and transporting them by belt. For shapez 2 though, we wanted something different. Colors have been turned into colored fluids, which you move around through Pipes. This adds some visual variety and a couple of new challenges. In short, coloring shapes should be more exciting!
Gathering & Transporting Fluids
The process of gathering and transporting fluids starts off very similar to regular shapes, though you’ll need the fluid variants of the regular buildings you’d use:
Fluid Miner instead of Shape Miner
Fluid Miner Extension instead of Shape Miner Extension
Pumps instead of Extractors
(Space) Pipes instead of (Space) Belts
Fluid Wagons instead of Shape Wagons
All the specialized fluid variants behave the same as their shape counterpart. Pipes have some differences though.
When placing, Pipes currently behave mostly the same as belts. They have the same placement limitations: They can split off horizontally in every direction. We plan to add more flexibility to the pipes, allowing you to branch them off of vertical parts, but this is planned for later.
To get fluids across a gap, you can place a Fluid Launcher. This version of the Launcher will accumulate fluid to create a blob that it will launch to the other side. It can store two blobs-worth of paint, scaling with painting speed. One fluid launcher will be enough to support one full belt of painters.
Unlike shapes and belts however, there’s currently no limit to throughput for pipes. Pipes do not have capacity of their own: if there’s fluid available in the buffer of the output building, it will show the fluid in the pipes. When this buffer is empty, the pipes will be empty as well. Essentially, any paints used by another building will be taken directly out of the Painter buildings. The pipes determine where the building can get paint from.
We plan to make some improvements for this, like a limit to throughput would be introduced to make pipes behave more realistically. However, there is no advanced fluid simulation planned. Adding flow / pressure-based simulation would add a lot of complexity to the game without major added gameplay value. We want you to be able to focus on solving shapes, instead of having to worry about fluids getting stuck in pipes.
Then there’s the Fluid Tank. This building holds up to 1,800 liters and works as a buffer between out- and inputs to make sure the flow continues to flow for a while when your Painters run dry. They give you room for error, but can be optimized out of the system if you’d like!
Painter
To paint a shape, you have the Painter building. This building can paint any shape you send through it, but only the top layer. To paint multiple layers, you’ll need to paint first, stack later. It has a buffer of 20 liters and has inputs on three sides for extra flexibility. Painting a layer uses 10 liters.
In previous builds, we had a Full Painter building that painted every layer of the shapes you run through it. However, we recently removed it as it was not very useful for the challenges we set.
Mixing
With default world settings, you’ll only be able to find Red, Green and Blue fluids throughout your world. To get the secondary colors and the tertiary, you’ll need to mix the fluids. For this, you have the Color Mixer! This building has two inputs next to each other, and one output on the opposite side. Colors are mixed as followed:
Colorblind: RGB with textures, with additive textures (dots mixed with lines becomes dots with lines)
All three buffers have a capacity of 50 liters each. The ratio is 1:1, so 25 liters of each input fluid makes 50 liters of the output fluid.
Visuals are work in progress
Crystals
Towards the later stages of the game, you’ll start to run into Crystals. We did a deep dive into Crystals last year, though a lot of it is quite outdated by now.
To summarize, Crystals are made by providing fluids to the Crystal Generator. This building will pump the fluid into any Empty or Pin quadrants up until the top layer of the shape you run through it. This paint will then harden into Crystal, matching the color of the fluid used. The problem with Crystals is that when you try to separate two adjacent Crystal quadrants or try to stack it on top of another shape, it will shatter and disappear. You can separate Crystal from a regular shape and stack shapes on top of Crystals, however.
Filling a shape uses 20 liters of fluid, regardless of the amount of quadrants it has to fill.
Both the building and crystals themselves are still work in progress
Other tidbits
The fluids fully support the newly added Color Schemes, including Colorblind RGB!
When generating a new world, you have the option to include secondary and tertiary colors, allowing you to gather them using Pumps. If you choose to include all colors in the world, the Mixer becomes optional. You can also choose to remove primary colors, but some patches of primary color fluids will remain near the Vortex to allow you to progress.
That’s about everything! We hope the new fluids make for a more interesting system than using belts to move colors. Let us know what you think!
We got quite a few requests in our devlog feedback survey to talk about Fluids! It's a subject we haven't really talked about much before, mostly in passing and progress. So, let's have a look through what we're working with right now!
As always, a lot you’ll see in the devlog is work in progress. The mechanics are there and almost at 100%, but the visuals are in various stages of development.
Fluids are what you’ll use to give shapes different colors. If you’ve played the first shapez, you’ll remember mining colors and transporting them by belt. For shapez 2 though, we wanted something different. Colors have been turned into colored fluids, which you move around through Pipes. This adds some visual variety and a couple of new challenges. In short, coloring shapes should be more exciting!
Gathering & Transporting Fluids
The process of gathering and transporting fluids starts off very similar to regular shapes, though you’ll need the fluid variants of the regular buildings you’d use:
Fluid Miner instead of Shape Miner
Fluid Miner Extension instead of Shape Miner Extension
Pumps instead of Extractors
(Space) Pipes instead of (Space) Belts
Fluid Wagons instead of Shape Wagons
All the specialized fluid variants behave the same as their shape counterpart. Pipes have some differences though.
When placing, Pipes currently behave mostly the same as belts. They have the same placement limitations: They can split off horizontally in every direction. We plan to add more flexibility to the pipes, allowing you to branch them off of vertical parts, but this is planned for later.
To get fluids across a gap, you can place a Fluid Launcher. This version of the Launcher will accumulate fluid to create a blob that it will launch to the other side. It can store two blobs-worth of paint, scaling with painting speed. One fluid launcher will be enough to support one full belt of painters.
Unlike shapes and belts however, there’s currently no limit to throughput for pipes. Pipes do not have capacity of their own: if there’s fluid available in the buffer of the output building, it will show the fluid in the pipes. When this buffer is empty, the pipes will be empty as well. Essentially, any paints used by another building will be taken directly out of the Painter buildings. The pipes determine where the building can get paint from.
We plan to make some improvements for this, like a limit to throughput would be introduced to make pipes behave more realistically. However, there is no advanced fluid simulation planned. Adding flow / pressure-based simulation would add a lot of complexity to the game without major added gameplay value. We want you to be able to focus on solving shapes, instead of having to worry about fluids getting stuck in pipes.
Then there’s the Fluid Tank. This building holds up to 1,800 liters and works as a buffer between out- and inputs to make sure the flow continues to flow for a while when your Painters run dry. They give you room for error, but can be optimized out of the system if you’d like!
Painter
To paint a shape, you have the Painter building. This building can paint any shape you send through it, but only the top layer. To paint multiple layers, you’ll need to paint first, stack later. It has a buffer of 20 liters and has inputs on three sides for extra flexibility. Painting a layer uses 10 liters.
In previous builds, we had a Full Painter building that painted every layer of the shapes you run through it. However, we recently removed it as it was not very useful for the challenges we set.
Mixing
With default world settings, you’ll only be able to find Red, Green and Blue fluids throughout your world. To get the secondary colors and the tertiary, you’ll need to mix the fluids. For this, you have the Color Mixer! This building has two inputs next to each other, and one output on the opposite side. Colors are mixed as followed:
Colorblind: RGB with textures, with additive textures (dots mixed with lines becomes dots with lines)
All three buffers have a capacity of 50 liters each. The ratio is 1:1, so 25 liters of each input fluid makes 50 liters of the output fluid.
Visuals are work in progress
Crystals
Towards the later stages of the game, you’ll start to run into Crystals. We did a deep dive into Crystals last year, though a lot of it is quite outdated by now.
To summarize, Crystals are made by providing fluids to the Crystal Generator. This building will pump the fluid into any Empty or Pin quadrants up until the top layer of the shape you run through it. This paint will then harden into Crystal, matching the color of the fluid used. The problem with Crystals is that when you try to separate two adjacent Crystal quadrants or try to stack it on top of another shape, it will shatter and disappear. You can separate Crystal from a regular shape and stack shapes on top of Crystals, however.
Filling a shape uses 20 liters of fluid, regardless of the amount of quadrants it has to fill.
Both the building and crystals themselves are still work in progress
Other tidbits
The fluids fully support the newly added Color Schemes, including Colorblind RGB!
When generating a new world, you have the option to include secondary and tertiary colors, allowing you to gather them using Pumps. If you choose to include all colors in the world, the Mixer becomes optional. You can also choose to remove primary colors, but some patches of primary color fluids will remain near the Vortex to allow you to progress.
That’s about everything! We hope the new fluids make for a more interesting system than using belts to move colors. Let us know what you think!
Welcome to the detailed breakdown of the concluding patch notes for Phase 2 of Hellbreach: Vegas.
Development is progressing steadily, and we hope you’ll particularly like this.
Patch Notes: Hellbreach Updates:
New Map: Penthouse (Beta*)
New game mode: Royale
Adjusted the games difficulty to better match community expectations
New perk: Freeze damage
Major rework on lighting
Improved underperforming textures
New original stickers
New original weapon skins
Improvements to Vegas Chapel
Improvements to Casino
Enemy death effect rework
Added a depth of field and Vsych option in the menu
Improved locomotion for less clunky movement
Added level decals (these will be improved upon in the coming months)
Perk cards have improved effects
Home screen update
*The penthouse map, and Royale gamemode are still in BETA, we have already implemented them because we’re eager to receive your wishes on how to finalise these two elements of the game.
TLDR: Penthouse Map, Royale game mode, Freeze damage perk, new cosmetics, texture and lighting reworks, and much more! What’s next?
Just a little update, with a few improvements. Couple of new messages, stating that pirates are stealing your resources and now a warning of approaching storm. Also a fix for a possible crash when pirates would be stealing scrap in some circumstances.
That's all in this one, as i've spent a couple of days testing an engine update, which fixes custom music loading, but seems to break Ubuntu builds. So still waiting for a further fix here.
Notes:-
Improve: Pirate stealing notification added.
Improve: Add a "storm due at x" notification message.
Fix: Pirate grabbing scrap, make sure exists in draw (something else destroyed it).
"I keep my fangs sharp, and my senses sharper." – Leman Russ
Lead the hunt at the head of the pack by charging into battle with the new "Pale Hunters" tactic! Find it in today's shop and deliver the Emperor's justice against those who disobeyed his command.
Hello fellow Victorians, and happy Thursday! Alex here and it’s my turn to bring you another exciting update on what’s coming with 1.7. This time I’ve been tasked with showing you a selection of certified Cool™ things we’re doing that didn’t really fit in other Dev Diaries. This will be a lot like the proverbial box of chocolates, you never know what you are going to get next!
Religion and Culture map modes
In case you missed it, a few Dev Diaries ago we mentioned in passing that we now have a new highly requested map mode that shows you what religion the Pops in different states follow. This new mapmode functions similarly to the Culture map mode you are already familiar with.
Additionally, while implementing the religion map mode we also took the opportunity to upgrade both of these map modes so they now show if there are significant cultural or religious minorities in those states. The way it works is that, apart from the largest culture or religion, if a second culture’s or religion’s relative population is above a certain threshold, we blend the colors weighted by that relative population. Up to three cultures or religions can be represented this way, each with separate thresholds for each of the map modes. These thresholds are completely moddable and if you just prefer the old look, you can easily revert back to it.
Being able to see the clear divide between Protestants and Catholics in Europe really hits different!
The new upgraded cultural map mode does a much better job at showcasing all the different cultures in Brazil. I like how you can see the lavender haze shifting in tones between the different Northeastern states as the game progresses.
National Migration
For a long time you have all been talking about how it’s awkward that your migration laws also prevent your pops from migrating inside your country, rather than only restricting it when moving out. With 1.7 this will change!
Migration laws will no longer prevent pops moving between states in your country. Instead, your migration laws will only prevent pops from moving out of or into your country, be it through mass migrations or through regular market migration from other countries within your market or power bloc.
These are the 22 laws Japan starts with. Closed Borders and Isolationism in particular make Japan a fairly unique starting country in how isolated they are. Previously this meant no inter-state migration could happen, which severely limited your growth opportunities.
Starting with 1.7 that won’t be a problem anymore as countries with Closed Borders will allow their own pops to migrate between their states, while still being closed to the outside.
Support and Guarantee Independence pacts
As part of our changes to subject mechanics we’ve also introduced two new diplomatic pacts:
Support Independence
Guarantee Independence
As you might imagine, they allow you to signal to a country that you will side with them in a potential war for their independence. Guarantee Independence works essentially as a one-sided defensive pact letting you support a country if they were to be attacked, while Support Independence is for countries that are not currently independent. One particularly cool aspect of this is that subjects can now support the independence of other subjects of the same overlord, potentially leading to a big war for joint independence.
An Indian-Canadian alliance might be somewhat unexpected, but I can appreciate the enthusiasm to stop being under British rule. So long, London!
Must feel reassuring for Belgium to be Guaranteed by Britain, France and Prussia. You have to wonder what it will mean for the development of Europe. I’m sure it will last.
Multiple Active Wars
Another highly requested feature! For a long time you’ve been asking for this and now we were finally able to do it. In the current version of the game you can’t initiate a war if you already have another war in progress. Starting in 1.7, you will be able to initiate as many simultaneous wars as you want. You still need to wait for each diplomatic play to progress to war before starting another one, but other than that if you wish to wage war against the whole world, you’re free to do so.
Pictured: France thinking they can take on Spain while already fighting Prussia (notice the widget at the top). What year do they think it is? 1808? Maybe it’s time for another coalition. Paris is lovely this time of year.
Calling an Ally now gives them a war goal of their choosing
In 1.7 calling an ally will now let that ally pick a war goal of their own. This is done through the regular Add War Goal interface and adds it as a secondary demand. This war goal is subject to a maneuvers limit, but doesn’t cost maneuvers for the war leader.
Of course, now they want help. Maybe don’t start wars you can’t win. I guess we can help for the right price, but this is the last time.
Overlords can now side against their subjects during revolutions
Tired of having to support your subject in a revolution when they get into their Communist phase despite you being a staunch defender of the sanctity of the free market? In 1.7 you’ll be able to support the revolutionary side instead. If you do, when the war breaks out it will make the revolutionary country your subject instead and you can then fight the war and go on as usual.
Come on, Norway. You knew all too well this was going to happen when you tried to pass State Atheism. I’m done.
See? Look what you made me do. Now I have to fight Prussia while siding with the Devout!
Unidirectional Truces
Another requested feature that is coming with 1.7 is the support for unidirectional truces that only prevents one side from starting fights with the other. Unidirectional truces will, at least for now, only be applied after breaking a Guarantee Independence pact and after changing the autonomy of subjects, but let us know if you have any suggestions for other cool places we could use them in.
Well, that didn’t last long. Good thing Europe is at peace and wars are a thing of the past… Right?
Subjects can turn against overlord at high enough liberty desire
With the coming update, at high enough liberty desire levels, a subject might offer to support your enemies in exchange for their support in getting independence from you or simply raising your subject’s autonomy.
Make sure to keep your subjects happy. The treacherous ones might decide to backstab you.
Auto-downsizing for Privately owned buildings
Privately-owned Buildings that are not able to fill all their vacancies will in 1.7 start downsizing on their own under certain conditions. If it becomes relevant, the building will issue a warning that it intends to downsize in 12 months, unless conditions get better. If it starts downsizing it will remove levels one at a time until the number of employees better matches its output and profit potentials.
Finally something is being done about all those abandoned buildings all over the place. Maybe we can clean it up and repurpose old industrial areas into parks or something.
New Character Outfits
We have also added a few more character clothing options. In particular I really like these late game military British and French outfits!
This guy is exactly how I imagine an innocent British lord in the 1800s going on their first field trip to the colonies would look like. “Blimey lads, they have us surrounded!”
This one on the other hand looks like he has some serious bad blood with someone (probably the Prussians)
Nobody expects the Spanish Inquisition! (also look at this guy’s style! I want a hat like that)
New Companies
We have a number of new companies coming for Sphere of Influence owners! Here’s some of my favorite ones:
In addition to these, the following companies will also be introduced with Sphere of Influence:
Perskhlopok
Persshelk
Šerkat-e Eslāmiya
West Ural Petroleum Company, Limited
Kirgizian Mining [Joint Stock] Company
Moscow Irrigation Company
Tashkent Railroad
MM. Nicolas Portalis et Cie.
Anglo-Persian Oil Company
The following companies will be available for all players as part of the 1.7 free update:
Iranian State Railway
Šerkat-e Etteḥādīya-ye Welāyat-e Šemālī
Bongāh-e Enḥeṣār-e Ṣāderāt-e Taryāk
Arthur Guinness Son & Co. Ltd
Oriental Development Company
Turkish Petroleum Company
That’s all for now! Hope you enjoyed this smörgåsbord of assorted changes coming soon. Next week Vicka will be telling you more about modding in 1.7!
Hold on tight, this will be another big one! As we’re steadily progressing through our development roadmap and inching closer to full launch, we’ve made it to another major update. I’m super grateful for your enthusiasm and I’m so proud to constantly be working on Hellbreach: Vegas, and to inch closer to the 1.0 release every day.
[h5]Curious what Phase 2 brings? Check out the trailer here:[/h5]
Before you jump in, I want to point out that both the Royale mode and the Penthouse mode are still work in progress, because I want your input on how to finish them. I trust that this is the best way to polish the two of them.
Additionally, I’m working on an updated demo, though more about that will follow at a later date. We’ve also adjusted the difficulty of the game to address your feedback about the game being perceived as too easy. Curious to hear what you think on this matter as we move forward!
For a more detailed breakdown, please check the patch notes here.
The penthouse is ready survivors. So dress up and get shooting!
Thank [Animal Crusaders] for the positive feedback and suggestions! In this round of updates, we bring new volcano maps & new enhancements,And tons of issue fixes based on everyone's feedback! We are actively collecting and processing the feedback from other partners, so you can come to our live stream to give us feedback & suggestions, Thank you!
In addition, we're energized by your support! We have a lot of new ideas and gameplay that we want to realize and share with you, and we've already started working on future big updates! Stay tuned and we'll be revealing even more exciting and interesting Animal worlds in the future!
Here's what's new in v1.0.11 -
Adjusted some maps and Added new volcano map
Optimized the problem of some players not being able to unlock individual achievements when the network is not smooth, Will be unlocked the next time they are acquired and cleared: [I'll be back!] [Mobile Armory] [Indiana Jones' found] [Blacklight love~]
Added a new setting, [Screen Shake] function buttom
[Oasis] will no longer attract friendly units during the invincibility of the car throws
Fixed [Egg Turret] not prioritizing enemy attacks
Optimized some text descriptions
Fixed an issue where enemies would have a probability of counting towards damage stats
Fixed an issue where AlphaGou's [Armed Force] Deathrattle-generated AlphaPuppys were not affected by talent bonuses
Fixed the issue where Mammoth Bank reinforces 4 [Scrimp] and loses money when destroyed
Fixed a desert 2/3 giant cactus map with air wall issues
Fixed the issue where Enhancement [Thunderbolt] was not unique
Fixed the bug where Enhancement [Diffused Flames] would cause the attack speed to decrease
Fixed the issue where [Mammoth Bank] would not grow passive when attacked by Conjoined Mushrooms
Fixed the issue where the Oasis lifebar wasn't hidden after a one-shot kill on level 15
Welcome to the third installment of our producer's notes, focusing on the UI/UX rework of our game's menu and city map. This update aims to enhance navigation and interactive elements for a seamless gaming experience.
Menu Enhancements
We've introduced categories with dynamic feature icons to simplify navigation. Previously, over 20 features were listed in one view, which was cumbersome. Now, features are grouped by category with icons indicating their state – news, upgrade, progress, or locked. This visual differentiation improves orientation and gameplay efficiency.
Key features like the Legendary Dungeon and Hellevator are now easily accessible in the menu. For mobile users, the bottom menu bar dynamically adjusts based on the selected category, streamlining transitions and interactions within individual feature screens.
City Map Redesign
The city map is redesigned to represent each game feature as a building, adding engagement and providing a comprehensive overview of functionalities. The map also shows the various icon states of each feature, allowing players to quickly assess their progress and updates directly from the map.
These updates create a more organized and visually appealing interface that enhances both aesthetics and usability. Stay tuned for our next note, where we'll explore changes for the character screen and backpack in detail.
Battle Pass Season XIV will take you on an epic journey into the heart of history to honor the 80th anniversary of D-Day. The season will run from June 5 to September 4 and will immerse you in the pivotal events of June 6, 1944, when Allied forces stormed the sandy beaches of Normandy. You can dive into the heroic tale of D-Day and earn lucrative rewards, including three brand-new Tier VI Premium tanks with Normandy-inspired 3D styles.
True heroes deserve excellent rewards. Battle Pass Season XIV offers a wide range of rewards, from bonds and credits to days of WoT Premium Account and equipment, including missions for ×5 XP in the Base Rewards!
Base Rewards
Improved Rewards
New Tanks with themed 3D Styles
M4A3(76)W Sherman in "Liberty-Loving" 3D Style
Char de transition in "Libération" 3D Style
Churchill Crocodile in "King and Country" 3D Style
Join us in honoring real heroes by exploring our Command Center for exciting 80th Anniversary events, including Frontline and PvE modes, daily rewards, historical streams, and the chance to earn D-Day Tokens. Claim a special mission on the Command Center Events Map and complete it within the Battle Pass main Chapters.