WARNING: This update will reset ongoing roguelike runs due to the major changes to the traits system!!!It's available for all platforms, with Pico to follow soon.
Hi Hellsweepers,
Coming in hot from the Wrath Update earlier this year, we’ve got a bag of new goodies to keep your sweeps in hell frantic, formidable and FRESH!
The Ascension Update delivers the community-requested overhaul of the traits system, more elemental variants of Wrath, new ways to play melee and more! We’re able to keep updates coming because of your support. So, if you enjoy Hellsweeper, tell your friends, leave a positive review and most of all, have fun Hellsweeping!
Watch the highlights here:
P.S. We're also working on a new roadmap which we plan to unveil soon.
UPDATED TRAIT SYSTEM
Let’s start with the big one. We’ve heard your pleas and by popular demand, equipping traits has been streamlined to make them more accessible yet impactful. This overhaul essentially -
Reduces the need to memorize more complex recipes for forging stronger traits.
Streamlines the number of UI panels during forging.
Shifts some of the more fun traits into a new category so they can be equipped at the start of the run instead of having to forge them later or relying on RNG.
Traits are now also divided into four categories:
Normal & Rare: Both types can be equipped at the start of the run but Rare traits are more powerful and sell for more obols.
Forged: Functionality remains the same, but the recipes have been simplified.
Special: Reserved for traits with conflicting effects (e.g. Pump Action and Lever Action for the Shotgun). These significantly modify skills, are not stackable, and have their own specified slot. They can be brought into the run if equipped.
We’ve also removed the trait limit because… there’s always room for chaos.
Lastly, you can now sell unwanted traits for Obols. There’s a lot you can do with a couple extra Obols in your pocket. ;)
TWO-HANDING BONUSES
With great power comes great responsibility, great enough to need both your hands to carry the sheer weight. We’ve made the Sword and Axe more deadly with some new two-handing bonuses!
Sword
Holding the Sword with both hands will increase the hit range of your blade, perfect for those enemies that are just a little out of reach.
Axe
Nothing strikes fear into demons like a spinning blade of death! Holding the Axe with both hands will now conjure a buzzsaw to cut through your foes.
NEW Elemental Variants: Wrath
We introduced Wrath in our previous update to round off the seven deadly sins. Now, it’s back with a vengeance! With new Frost and Volt variants, they’re deadlier than ever and seeking to throw a wrench into your runs.
bHaptics Integration
Get ready for some next-level immersion! With the integration of bHaptics on Meta Quest, as well as improved integration on Steam, your dangerous encounters with the demons of Hell are about to feel more real than ever before!
Patch 1.5 Ascension Update Patch Notes
⭐ Means this update was a Community Suggestion!
Main Gameplay Additions / Updates:
Two-Handing Bonus for Axe and Sword --- Holding the Sword with both hands increases the hit range of the blade. --- Holding the Axe with both hands conjures a buzzsaw above the Axe.
Added bHaptics Integration for Quest 2 & 3.
Improved bHaptics Integration for PC.
ENEMY UPDATES:
Added Frost and Volt variants of Wrath.
TRAIT SYSTEM UPDATES:
⭐ Forging Traits has been streamlined.
⭐ Infinite Traits are now allowed.
⭐ Added a new category of traits called Special Traits to allow more unique skill customization.
Players can sell unwanted traits in the Shop for Obols.
NEW GUN TRAITS:
Split Barrel (Guns) - Increases the damage of the gun but doubles the ammo per shot.
Burst Trigger (Pistol) - Fires the Pistol in a short burst.
Barrel Under Barrel (Pistol) - Attaches additional barrels to the Pistol.
Secret Powder (Bullets) - Guns are repaired when manually reloaded.
Cooling Agent (Tempest) - Tempest is immediately cooled with Frost when it overheats.
Water-Colored Palette (Tempest) - Increases the damage of the Tempest during overheat.
NEW MELEE TRAITS:
Blood Thirst (Axe) - Increases damage and life leech.
Knight Strike (Mace) - Enemies are knocked into the air when hit by a two-handed mace attack.
Batter's Pride (Mace) - Increases size of two-handed attack AOE.
NEW MAGIC TRAITS:
Chaos Unleashed - Further increases AOE damage.
Feeding Chaos - Further reduces AOE mana cost.
Time Warden's Kiss - Further increases magic infusion duration.
NEW BOW TRAITS:
Overdraw - Increases arrow damage but increases mana cost per shot.
NEW COMPANION TRAITS:
Hefty Meal - Further increases the health of the companion.
NEW SUPPORT TRAITS:
Disciplined Fists (Unarmed) - Increases combo duration and damage.
Gentle Fist (Unarmed) - Open-hand strikes will knock back enemies.
Paranoia (Blast) - Moving the hand in the opposite direction when performing Concussive or Radial Blast will reverse the forces.
Boom Da Beat Box (Blast) - Increases size of AOE and push force.
White Cicada (Blast) - Reduces mana cost of Radial Blast.
Little More Juice (Unholy) - Increase the number of projectiles conjured when using certain enemy weapons or limbs.
General Gameplay Updates:
Added a slider to adjust the strength of Small Jump.
⭐ Added a slider to adjust the dash/jump indicator's distance.
⭐ Added a panel for Trophies at the Profile Canvas. [PSVR Only]
⭐ Added a panel for Achievements at the Profile Canvas. [Non PSVR and Pico Only]
Added a Lore Codex page to the codex altar in the hub map.
Increased the damage of the Rifle.
⭐ Reduced recoil of the Rifle.
⭐ Mana cost for each trait is now displayed with the trait's info.
Moved the Training Room to the Tutorials section.
⭐ Option for Bladewave's aim-assist now affects weapons like Stone Fist and enemy weapons.
⭐ Raised the style points cap from 45000 to 60000.
Reduced the conjuration cost of Melee weapons.
Updated the center of mass for all objects for better handling.
Updates & Changes to Player Progression, Skills and Abilities:
Haze Magic - Mirage Dragons now increases the chain count of the Haze Serpent's projectiles.
Charge Magic - Healing Ward now increases the healing range of Magic Ward.
Bullets - Smooth Rounds now repairs the gun's durability per shot.
Bullets - Liberty now reduces the gun buff by a certain amount when equipped.
Guns - Stacking Laser Sights now increases damage.
Guns - Stacking Sweat & Iron now reduces mana cost.
Levitation - Stacking King's Grave now increases the number of rocks created.
Mace - Stacking Sight Guidance now increases damage.
Unarmed - Gorilla God now only affects Stone Fists.
Max blessings have been increased to 12.
Hang Time is now activated by raising both hands above the player's head, replacing Somersault but retaining its bonuses.
Bug Fixes and Optimization:
Fixed bug with the "Monster Hunter" Achievement not unlocking on the Oculus Quest. [QUEST Only]
Fixed bug where "Secrets of Suffering" and "A Bloody Sweep" are not tracked properly. [Non Pico Only]
Fixed bug where the objective indicator on the HUD keeps appearing despite the option being disabled.
Fixed bug where the timer for the style points is not resetting when enemies are hit.
Fixed bug where Healing Ward does not heal companions.
Fixed infusing the staff once in multiplayer being counted as infusing twice.
Fixed casting Mega Laser burning the non-caster's mana.
Do you have Questions?
For those who might have questions regarding Hellsweeper VR, we have an FAQ section.
If you have a report or a bug you’d like to send us, Join our Discord: Please select the Hellsweeper role and open a thread under #support.
For broken saves, game breaking bugs, and any other similar issues, please send your save file to http://support@mixedrealms.com. Your save file is located here:
We’re really happy to see that you’re satisfied with the teaser trailer and waiting for more. In case some of you haven’t seen it, take a look:
There's been a lot going on in the studio since we started the works and we’ve decided to share with you some behind the scenes so that you could see how we bring to life your beloved card game created by LockMe and Board&Dice! 🤗 In the first Dev Diary we’d like to focus on the process of that you would see in the final product.
How did it all start? 🤔
🃏 At the very beginning, our graphics team had carefully studied the location cards in order to be able to put it 1:1 from the physical version of the game to the digital one. Both location cards were joined to create the whole basement and the sections were divided into squares to see what elements fit which space. Then, the whole location looked like this:
🃏 Later, the standard version of the location cards was exported and the team prepared the whole location so that it would not include the interactive elements. Next, all of these elements were separated from the location to bring it as a whole to the digital dimension. Square by square, the graphics team paid attention to every detail to transfer all the interactive elements visible on the location cards, such as the safe, tools or chest. 🛠️ They separated the elements from the basement location and transferred it to the digital realm.
Why the fisheye perspective? 👁️
🐟 In the paper version of the game, the location is shown with two cards, each showing half of the room. To see the whole room, you have to line up the bottom edges of these cards. This can look a bit strange because one half of the picture is flipped upside down, which can make it hard to understand the room's shape, where things are, or what you need to do in the game based on the pictures. 🚪
🐟 To fix this problem, our team used a fisheye perspective, which makes the whole room look balanced and unified, no matter where objects are. This gives the player the feeling of looking down at the room from above, making it easy to see everything clearly, even the walls that are at different angles.
🐟 Also, changing straight lines into curved ones makes the picture look softer and easier on the eyes. This helps the player’s eyes move smoothly over the image without hitting any sharp edges. It makes the game feel more smooth and flexible.
🐟 Since this perspective doesn't happen naturally and is made by bending light in a special way, it looks unique and interesting. This makes the picture (and the game) more memorable and less ordinary. 🧠
🐟 Labeling objects is also important with the fisheye perspective. Since it looks like a camera lens effect, the labels get distorted too. The final effect can be seen below:
And for the final part...
We’ve prepared for you a little fun fact: 😎 The height of the camera above the room is of no small importance here - the lower it is, the more pronounced and surreal the curves become. 😎
We hope that this piece of info will introduce you better to the digital world of Escape Tales: The Awakening. 😃 Stay tuned for more info and the next part of the Dev Diary coming in two weeks! 😍
Bluekey Games Team
PS In the meantime, don’t forget to Add the game to your Wishlist and Follow it to stay up to date. 😏
Skogul, a Content Creator and one of the first to play Persist Online, will be streaming live on YouTube for everyone interested in the game. The stream starts on Friday, June 21st at 6 PM CEST, so make sure to tune in here: https://www.youtube.com/@SkogulTheGiant.
One of the main topics will be: Is it worth grinding for skills early in the game? Can I survive using only skills and no weapons?
Skogul has been with us since the very beginning of our development. While he can answer many questions, he might not be able to cover everything during the stream. If you have any unanswered questions afterward, join our Discord or start a discussion here on Steam and we will address them as soon as possible.
Please note: We are still in the pre-alpha phase, so everything you see is subject to change as we balance and refine the game's content for optimal playability.
Subjects now need at least 75 Liberty Desire to Expel Diplomats
Changed the required techs to research Gantry Cranes to include Screw Frigates
Added employment of 200 Clerks and 50 Bureaucrats to base Trade Center PM
Officers now take only half the brunt of casualties compared to Servicemen
Added adjacencies to the southern Chilean Islands so that they are all connected
British and Japanese Intelligentsia are now Constitutionalist by default, rather than Republican
Removed Infrastructure cost from Gold Fields
Increased farm sizes in some parts of Qing China to prevent immediate famines.
Easier than the norm to impose laws on Puppets and Personal Unions
Great Hunger Journal entry can no longer appear until at least 1837 and grain prices for the Journal Entry have been increase to 70%
Increased the amount of academics and decreased the amount of clerks when bourgeoisie patronage production method is active on Art Academies
You can no longer build Fishing Wharfs in the states Ob or Upper Yeniseysk
Fixed the starting Military Formations for Greece, Serbia, Two Sicilies, Papal States, Tuscany, Spain, and Portugal so that they no longer start with unit types they can not recruit.
Taking states from your subjects (even to give to other subjects) now create diplomatic incidents
Reduced Police Institution reduction of Turmoil effects from 15% per level to 10%
Vanguardism is now unlocked by Political Agitation rather than Socialism
Reduced the Sick Man of Europe modifier's prestige malus from -33% to -25%
Changed the progressiveness score of Theocracy law to -25 instead of -50
Reduced the size of USA's navy slightly
Lowered the amount of convoys needed to complete Improve Supply Network Tutorial
Art
New Manor House and Financial District building model for each of the different cultural styles
Added social button links on Main Menu (Youtube link, Victoria 3 Wiki link, Victoria 3 player resources link)
Added 85 new distinct appearances for historical characters, including rulers and generals
Implemented 56 historic character appearances for existing characters in the Americas (courtesy of Galactic Cactus)
Added new clothes for power bloc members
Adult characters with the hedonist, grifter, and/or expensive tastes traits can be smokers now
Added distinct appearance and assets for Empress Dowager Cixi
Added Financial District buildings 3D asset for Foreign Investment
Adjusted 'Waving Flag' icon for Journal Entries to fit in the Journal Entry frame better
Added icons for Prestige, Leverage and Cohesion
Added background art for Pro and Anti Lobbies
Adjusted Diplomatic Action "Personal Union" icons
Added headgear for Catholic clergy
Fixed some clipping issues on the infantry units map models
Reworked factory smoke VFX
Art Academy icon now shows the 'Fine Art' good
Adjusted some provinces in Florida, Nevada, and Western Australia
Improved Bundle of Flowers 3d asset for characters
Improved Ottawa river shape improved on the map
Improved Rio Uruguai river position and shape on the map
Added Kolyma river on the map
Improved Puget sound shore for the 3d map
Buildings in the Caucasus region now use European graphics
Fixed texture brightness for the African Academy
Audio
Fixed a voice stacking bug for the Naval Carrier that caused performance issues
Made weapon reload sounds less repetitive
Remixed all war sound effects
Fixed sail transport ship oddity upon zooming out and back in
Fixed inconsistent sound filter effect upon entering a Map Mode
Interface
Added a fullscreen Building Registry screen
Added functionality to create and add tables to tooltips
Reordered things in the Country tooltip to more closely reflect the order of importance
Added breakdown details for the Ahead of Time Research Penalty
Added a new religion overview mapmode that displays the most prevalent religion in each state and additionally through color blending visualizes the second and potentially third most prevalent religions
Upgraded the culture overview mapmode to visualize the second and third most prevalent cultures through color blending
Added a new "Subjects" tab in the Diplomacy panel listing all your Subjects
Reworked the Country & State right-click menu to be more compact and be less "scrolly"
Added notifications for subject interactions
Added bar charts for a Pop's needs to their tooltip and info panel
Added easy access to the construction queue to the Building Registry
Improved the layout and readability of the Peace Deal tab
Added the option to have custom icons as divider on double-sided scripted progress bars
Added alerts related to a subject's ability to increase its autonomy or have its autonomy decreased
Moved Decisions from a second tab in the Journal Panel into the first tab, and Potential Journal Entries are now in the second tab
Cleaned up the layout of the Journal Entry page
Added a new layout for Interest Group Tooltips
Outliner is now sorting Interest Groups by clout
Event options marked as show_as_unavailable will now print the trigger conditions that failed in order to make them unavailable
Country diplomacy infopanel now shows relevant tooltip info for Pacts rather than just repeat their names
Added explanation in war support tooltip when countries are unable to capitulate, for instance due to being a subject
The player list in the outliner has been changed to a dropdown
Ongoing Diplomatic Actions (bankroll, improve/damage relations) in the outliner are now found in the collapsible section
Show the AI Strategies in the Country tooltip
Reworked all Outliner items to have more, and better, information
It is now possible to pin Countries to the Outliner
The amount of debt that is owed to buildings that you own is now shown in the debt tooltip
Changed so Diplomatic ties/gained lost and declaring neutrality notifications are hidden by default
Changed the total time for your Construction Queue to be displayed in months, years, etc instead of only weeks
Convoy breakdown now lists contribution from market members first, with breakdown to see who contributes what, and the remainder of the convoy production breakdown in descending order
New map mode displaying the percentage of your GDP that is directly or indirectly controlled by another country
gdp_ownership_ratio trigger lets you measure how much of a country's economy another country controls, directly or through investors
Changed the map list panel displayed for the Culture Overview mapmode to display more general state information
Added "break" names like "Stop doing ActionName" for diplo actions to their tooltips, buttons and confirmation window headers
Made the Improve/Damage relations effects description a bit more digestible
Added imposable laws as a dropdown directly under each Subject in the Subjects tab
Added Overlord/Subject/Bloc actions to the Country panel - Interaction tab
Show the Employment Indicator icon in more places
Added a short "label" and a "status" for a Country, describing who they are to you and your relationship to them
Show the Government Interest Groups in the Country tooltip
Improved the Party tooltip to display member Interest Groups in a table
State Taxation Revenue text list now display its information as a table
Implemented right-click menu for privatization and nationalization
Moved the Party Icons on Interest Group entries in the Outliner so they would not interfere with the player moving the mouse into the Interest Group tooltip
Fixed diplomatic action influence cost to accurately display base cost when looking at a potential action, and actual cost when looking at an action with full target data
Removed superfluous "Yes" statement from tooltips describing "boolean" modifiers, replaced with a symbol corresponding with if the modifier type is considered Good, Neutral, or Bad
Added State Traits to the State tooltip
Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
Sound effect improvements to some parts of the UI
On-Map Notifications can now play sounds and use alternate GUI widgets when displayed
Tweaks to the map modes on the specific country details panels diplomacy tab
Show the influence maintenance cost of Diplomatic Actions more directly in the interface
Improved tooltip formatting for Diplomatic Actions
Added your Overlord to the Diplomacy panel Overview tab if you are a Subject
Show the Religion icon in the Religion tooltip
Show the current direction (up/down) of your Relations in Country tooltip
It is now possible to unpin Diplomatic Plays from the Outliner
It is now possible to unpin Political Movements from the Outliner
Split construction panel from the building panel, now it's opened by clicking on the construction button on the topbar and arrow from the buildings panel
Set a minimum size on scrollbar handles so they do not get tiny in large lists such as the Census Data
Added a game concept for "Busy" Characters to explain what it means
Updated the religion colors for Catholicism, Orthodox and Hinduism to better work with the new religion mapmode
Improved the responsiveness of the scrollarea for the game objectives on the new game screen
Added a Subject Types Visualization table to better visualize how Subject Types work on the Diplomacy panel
Show a country's Subject Type in its tooltip
Expose the Ranking Number for the stats on the Country details panel
Removed misleading Total Occupation number in the Occupation breakdown tooltip for Battles
Hid axis labels on trend charts if there is no trend data
Performance
Complete rewrite of the modifier system to improve performance
Improved performance of several tick tasks
Minimized unnecessary counter updates
Improved the performance of AI's journal entry interactions by reducing extraneous trigger checks
Reduced memory consumption by Coat of Arms flag definitions
Optimized the calculation of the current flag definition for each country
Optimized the frequency of Coat of Arms updates which led to less total execution time
Optimized scripts for some flag definitions
Reworked the outliner system to improve performance
On-Map Notifications no longer spawn when off-screen
Modding
Enabled scripted_widget support for Victoria 3 (usage pattern same as in Crusader Kings III)
AI will now consider taking actions defined in a scripted_gui based on its ai_is_valid (trigger) / ai_chance (1-100) / ai_frequency (months) parameters
Diplomatic Pacts can now contain an actor_modifier and/or target_modifier that is applied to the country while pact is active
The conditions under which a country may impose laws on another are now entirely moddable, including making special rules for each specific law
Diplomatic Pacts can declare one or several auto_support_type diplomatic play types. It forces the initiator of the pact to join any diplomatic play of the auto_support_type that the target initiates.
Individual Professions can now be blocked from Internal or Mass Migration based on state modifiers (see Serfdom and Land Reform laws for examples)
Added new modifiers country_bolster/suppression_cost_mult to the cost of Interest Group bolstering and suppressing
Split the create_truce effect into create_bidirectional_truce and create_unidirectional_truce
end_truce effect no longer takes a months parameter
Added new modifier country_leader_has_law_enactment_success_mult that increases the enactment success for laws the power bloc leader already has
Added new trigger for power_bloc_rank
Added scripted rules for unlocking power bloc principle slots
Added new add_cohesion and set_cohesion console commands
Added add_progress and set_progress effects for scripted progress bars
Added modifier power_bloc_allow_foreign_invest_lower_rank to allow foreign investment in lower ranked members
Added new trigger play_participant_has_war_goal_of_type_against
Added new trigger play_side_has_war_goal_of_type_against
Added new trigger war_participant_has_war_goal_of_type_against
Added new trigger war_side_has_war_goal_of_type_against
Added country_disable_privatization_bool, country_force_privatization_bool, and country_disable_nationalization_bool modifiers to regulate privatization
Production Method property replacement_if_valid lets you replace a PM under given circumstances
Added country_nationalization_cost_non_members_mult modifier that modifies the penalty for nationalizing buildings owned by foreign countries.
Added country_legitimacy_min_add that set a lower limit on a governments legitimacy level
Added political_movement_preserve_support_mult, political_movement_enact_support_mult and political_movement_restore_support_mult that multiplies the support of political movement by type
economic_dependence compare trigger for determining a country's economic dependence on another
Added new modifiers on country and country pact scope for adding leverage generation
Added new modifier power_bloc_leverage_generation_mult for leverage generation
Added new modifier power_bloc_mandate_progress_mult for mandate progress
Added power_bloc_disallow_war_bool modifier to prevent wars within Power Blocs
Added power_bloc_income_transfer_to_leader_factor modifier to make non-leader members of a power bloc pay a portion of their income to the power bloc leader
Added power_bloc_allow_wider_migration_area_bool modifier which allows economic migration within a power bloc even without a unique shared market
Added fraction_of_levels_owned_by_country and levels_owned_by_country building ownership compare trigger
Added country_innovation compare trigger
Added gdp_per_capita_ranking and sol_ranking triggers
Added a scripted_bar_progress trigger that checks the progress
Removed deprecated error_check trigger and replaced it with explicit visible triggers, where applicable
New modifier state_migration_quota_mult allows for fine-tuning how much migration a state permits
Added trigger can_break_diplomatic_pact
Added trigger can_send_diplomatic_action
Added trigger can_create_diplomatic_pact
Added trigger would_accept_diplomatic_action
Added a country_overlord_income_transfer_mult modifier type to modify the amount of money a subject has to pay their overlord each week
Added an income_transfer compare trigger for diplomatic pact scopes
enactment_chance_for_law complex compare trigger added to measure the chance a country would currently have to enact a certain law type
New modifier country_port_connection_cost_mult, modifying the convoy cost of port connections
New modifiers tariff_import/export_outside_power_bloc_mult, modifying countries' tariffs with non-power bloc members
New modifiers country_join_power_bloc_member_in_(defensive_)plays_bool
New modifier power_bloc_leader_can_add_wargoal_bool, lets the leader of a Power Bloc add a free wargoal in any play where a bloc member is a primary participant without issuing an Offer for Support
Added new modifier country_subject_income_transfer_heathen_mult that changes how much income subjects that don't follow the same state religion as the overlord pay
Added new modifier power_bloc_religion_trade_route_competitiveness_mult for trade routes targeting countries with the same state religion as the power bloc leader
Added new triggers for checking ownership type fractions in a building: private_ownership_fraction, country_ownership_fraction, self_ownership_fraction
Implemented Liberty Desire levels with modifiers that propagate to country
create_building effect can now specify ownership assignments
Added remove_principle effect for power blocs
Added free_principle_slots compare trigger for power blocs
Added modifier allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes even where they don’t have interests
New effect disband_political_lobby
New scriptlist diplomatically_relevant_country
Added effect create_diplomatic_catalyst
Added effect create_political_lobby
Added trigger num_political_lobbies
Added type scope switch for lobbies/catalysts
Added new compare trigger potential_diplomatic_play_power_ratio
Convoy Contribution is now a country modifier (country_convoy_contribution_to_market_owner_add) that shares the country's convoys directly with the market owner, rather than tied specifically to subjects/overlords
Regime Change can now be executed from script using the regime_change effect
New modifier type country_leverage_generation_mult affecting how much Leverage a country generates as Power Bloc leader
New modifier type country_leverage_lobby_generation_mult affecting how much positively inclined lobbies in another country contribute to the Leverage they impose on them as Power Bloc leader
New modifier type country_pact_leverage_generation_mult affecting how much a pact influences the Leverage generated by the senior/initiator part in the pact on the junior/target part in the pact, when the senior is Power Bloc leader
Added a current_cohesion_percentage compare trigger for Power Bloc scopes
Added add_cohesion_percent and add_cohesion_number effects for Power Bloc scopes
New trigger can_trigger_event that can check e.g. if an event is on cooldown for a country in scope
New compare trigger liberty_desire_weekly_progress
Renamed remaining uses of Interest Group promotion to bolstering to be coherent with the current name
Added new trigger for used_principles_slots
Added new trigger total_used_principle_levels
Made sure all boolean modifier types have a _bool suffix
Added allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes towards countries that lie outside the range of their interests
Added state_migration_quota_mult modifier that affects the amount of people that emigrate from or immigrate to a state
Added num_power_bloc_members compare trigger. Returns the number of member countries in the scoped power bloc
Added num_power_bloc_states compare trigger. Returns the total number of states of the scoped power bloc.
Added neighbors_power_bloc compare trigger. Returns true if the scoped country neighbors the specified power bloc. Note
Added neighbors_any_power_bloc compare trigger. Returns true if the scoped country neighbors any power bloc.
Added neighbors_member_of_same_power_bloc trigger. Returns true if the scoped country neighbors any other member of their own power bloc.
Added trigger is_member_of_lobby
Added trigger is_member_of_any_lobby"
New script list lobby_member
Added new trigger can_add_wargoal_against
New add_leverage effect added for power bloc scopes
New country_leverage_resistance_add modifier type
New progressiveness and law_progressiveness_difference compare triggers added, to compare the progressiveness of a law type or the difference in progressiveness between two law types
Added country_law_enactment_imposition_success_add and country_cannot_be_target_for_law_imposition_bool modifier types
Added cancel_imposition effect to cancel the imposition status of a country's law
Adds imposed_law and imposer_of_law links to be used in country scope
country_cannot_cancel_law_enactment_bool modifier type added to prevent a country from manually canceling enactment of laws
journal_entry_age compare trigger added for measuring the duration since the Journal Entry was activated
Added tenure_in_current_power_bloc_days/weeks/months/years compare triggers for Country scopes
New compare triggers power_bloc_share_prestige and power_bloc_share_power_projection in Power Bloc scope
New compare triggers power_bloc_worst_liberty_desire, power_bloc_worst_infamy, power_bloc_worst_leader_relations in Power Bloc scope
New trigger is_forced_to_join_plays
Added console command fastlobbies to make lobbies bypass its chance to spawn, letting them always spawn if possible
New console command Logging.GameStateGenerators can be used to display a list of gamestate init functions in the order they are executed, to troubleshoot initialization issues
Added new rank based power bloc invite acceptance modifiers power_bloc_invite_acceptance_{rank}_add (need to be accessed in script)
Added new country_leverage_resistance_per_population_add modifier that scales with population size
Added new country_leverage_resistance_mult modifier
Added new market_number_goods_shortage that gives how many goods in a market have a shortage
Added new power_bloc_worst_leader_religion_population_fraction which returns the lowest fraction of population that follows the religion of the bloc leader
Added new power_bloc_worst_economic_dependence which returns the lowest economic dependence on the leader among the bloc's members
Added new power_bloc_share_gdp trigger which returns the share of the total GDP in a bloc a country has
Added new power_bloc_total_leading_goods_producer trigger which calculates a score for a power bloc based on how many goods its members are the leading producers of. The number 1 producer gives 3 points, number 2 gives 2 and number 3 gives 1
Added GetParticipantWithLowestEconomicDependenceOnLeader data function
Added GetParticipantWithLowestLeaderReligionPercentage data function
Added GetLeaderReligionPercentage data function to retrieve the percentage of the population in a country that follows the religion of the bloc leader
Bugfixes
Wargoals targeting subjects not being contested now prevents overlord from dropping below 0 war support
Improved the stability of the multiplayer game by fixing several Out of Sync issues
Fixed a bug where an Interest Group could pick the Ruler or Heir of a monarchy to be their next leader, if they were a general
All straight apostrophes (') in city, state, hub name loc replaced with typographic/curly apostrophes (’) to address issue where tooltips broke or bloated error log
Fixed a bug where the 'Revoke Claim' wargoal could only be used once for each country against each enemy per play
Fixed a bug where battles that end inconclusively would display a placeholder text
Fixed a bug where the cost of reverse pacts was incorrect in the interface
Fixed a bug where reverse pacts could be activated several times and stacked.
Fixed a bug that would cause Bismarck to be available as a Landowner leader for every single country in the game
Fixed a bug where countries in a diplomatic play could simultaneously be on someone's side and undecided
Fixed a bug where it was possible to join diplomatic plays against power bloc members when you should not be able to
Reworked the way random events are fired, fixing an issue where certain events would almost never fire. As a result, it's now more common that several events fire simultaneously, this is not a bug.
Fixed a crash related to finding a combat unit type's primary culture
Fixed a bug that disallowed intra-country migration when inter-country migration was disallowed (i.e. people can now move from a state in a country to a different state in the same country even if the country has closed borders)
Fixed a crash that could happen when countries that are part of the same customs union would end up on opposite sides of a war
Officers no longer bear the burden of increased ratio of casualties due to rounding errors
B.Grimm company now has 10% infrastructure from population instead of 0.1
Fixed a bug when the main theme was not playing on startup
Fixed the country formation panel to show the correct status for split states
Updated conditions for granting and removing command from ruler to prevent strange situations
Artillery commander traits are now correctly applied to artillery units
Fixed a bug where the revolution map marker could spawn in an incorrect State, with an incorrect Interest Group icon
Fixed broken localization in naval invasion stalled tooltip
Fixed a bug when after colonizing a province with frontier colonization player could colonize states it didn't have access to
It's no longer possible to exceed (if only visually) the commander limit of formations by using the "move all" and "move half" buttons in the formation transfer UI
Diplomatic Victory achievement now properly requires the player be a Great Power
Fixed a bug that would cause some lens options / map interactions to not be updated when they should have, leading to the displayed information being out of date compared to the actual economic or geopolitical situation
Added missing info in the combat unit type tooltip about modifiers that units provide their formations with
Diplomatic Plays against your indirect subjects are now disallowed
Commanders who are on expeditions are now correctly blocked from doing most of their job as commander
While in a Diplomatic Play or at war you can no longer form or expand Colonial Administrations in order to prevent wargoals from being invalidated
Empresas Eléctricas Asociadas Company now gives 5% infrastructure from population instead of 0.05
C.A. LA Electricidad de Caracas now gives 5 infrastructure per 100k pops instead of 0.05
Improved the performance of the Red Scare Journal Entry
Added horizontal scrollbars when elements goes off screen in the Census Data & Building Registry fullscreen windows
Revolution events and Coups can no longer spawn in communists and council republics before socialism has been researched
Should a Bonapartist, Orleanist, or Legitimist non-monarchical ruler die, they no longer automatically generate a same-dynasty heir
Nicholas I of Russia dying or abdicating before 1843 will no longer result in the generation of an heir with a negative age
Fixed error spam issue with Brazilian agitator clothing
Trade States will now be unavailable to select when no valid state options exist
Added missing Legitimacy label and value to country tooltip
Fixed an issue where dead Interest Group leaders could be targeted by the Kingmaker Caudillo event
Seek Royal Marriage can no longer target junior members of a personal union
The Positive Stage Journal Entry now requires you to either be Catholic or have state atheism enacted
Custom tooltip fixes "The country does not have the variable in question" in tooltip for Ban the Opium Trade button
Fixed a bug where the National Self-Defense event may refer to a Politically Unaligned IG
Horizontal Filing Cabinets Boost now uses the correct color for the modifier
Fragile Unity Journal Entry fail requirements corrected in text and tooltips
Fixed a lot of typos across the game
Fix bug where sorting countries by AI Attitude wasn't working
The Banana Republic achievement now requires the construction of fruit plantations specifically, not any plantations
Fixed two more ways in which it was possible to exceed the commander limit in a formation
Fixed null_obj appearing in notification for HRE formation
The Cholera event will now fire properly
Fragile Unity points being gained or lost will now fire the correct notifications
The Republic of San Marco will no longer throw errors
The agitator_legal_events.5 now displays their correct event image
Remaned Farm hub on Åland from Eckerö to Strandgård
The Opium Wars now invalidate if their target ceases to exist
Fixed a couple of typos in Czech cities
Fixed the birth date of Alexander II of Russia
Fixed an unlocalized modifier in the event "Obstruction in [state]"
Removed duplicate icons for Influence costs for certain Diplomatic Actions
To those of you who have followed our changelogs for a while, you might be surprised at the relatively small size of this one. This is because most of the content in this update is brand new and far reaching, and due to that many of the additions and changes we've made would not make a lot of sense if spelled out on their own. It is safe to say that Update 1.7 "Kahwah" is massive and will introduce a whole new dimension to your Victoria 3 experience, and once you get your hands on it you will see what I mean! In the meantime, I will be happy to answer any of your questions in the official comments section[a].
Next week Martin "Wiz" Anward will return to say a few words about his take on Sphere of Influence post-launch, and I hope you join us again then! Please pop in and say hi on Discord, and let us know what you think of Update 1.7 "Kahwah" and Sphere of Influence!