Hello everyone, happy Thursday! Did you know it is our 6th Early Access anniversary? Let's celebrate that with a hefty hotfix!
Fixed the issue where you could not use the cargo drop command more than once.
Fixed the issue where squad mates messing with blueprints would sometimes crash the game.
Fixed the issue where some animations would look broken.
Fixed the issue where players could spawn outside of custom borders.
Fixed the issue where Halloween emotes required Supporter pack #1.
Fixed the issue where taking a chest in hands after leaving an event would cause a crash.
Fixed the issue where players would get stuck inside vehicles after relogging.
Fixed the issue where a random crash would occur after a vehicle got deleted.
Fixed the issue where some weapon attachments would clip through weapons.
Fixed the issue where some items would have wrong grips.
Fixed the issue where dropships would sometimes cause a crash.
Fixed another issue that caused a random server crash.
Fixed the issues concerning new BB element blueprints such as incorrect meshes, incorrect blockage etc.
Fixed the issue where in some cases liquid containers would not spill correctly.
Fixed the issue with RIS light emission was not centered properly.
Fixed the issue where AK15 would still have head bobbing on even if turned off in settings.
Fixed the issue where explosion effects would not show unless the player was close to it.
Fixed the issue where locked chests would sometimes disappear in Single Player.
Fixed the issue where trader car lift would sometimes break down when other players are inside the trader zone.
Fixed the issue where on some angles you could still see through censor filter.
Fixed the issue where some items were not listed in parameters.json file.
Fixed the issue where destroying small stairs would destroy other BB elements that were attached to it.
Fixed the issue where players would sometimes get stuck after looting containers.
Fixed the issue where some lockers did not have loot assigned to it.
Fixed the issue where BB elements did not have a direction arrow showing.
Fixed the issue where weapons would get stuck on full auto fire animation.
Added new dropship sounds.
Removed the craftable holsters from trader inventory.
Improvised shotgun and handgun can now use more caliber types, making them more viable.
Reduced the crafting materials needed for improvised shotgun and handgun.
Implemented plough and spikes attachments for RIS vehicle.
Removed outdated items from the spawning pool.
Added new admin commands to admins:
#ForceBBEncounterOnNearbyOwnedBase --> will spawn dropship + sentry if it's enabled in sentrys and if it meets requirements of basebuilding elements #ForceDropshipEncounter --> will spawn dropship on your location #DestroyEncountersAtPlayerLocation --> will end all encounters on your location #SpawnRazor --> spawns a razor #DestroyAllRazorsWithinRadius --> #DestroyAllRazorsWithinRadius 50, will destroy all razors within 50m range #Spawnitem2 --> better way of spawning items
Added new server settings:
[World] - In game under - WORLD in subcategory NPC
scum.BaseBuildingEncounterTriggerChance=-1.000000 Values for this setting are expressed in percentages. This setting determines the chance for the base buiding encounter to be triggered. Default value is 7.5, the min value is 0.1, and the max value is 100.
scum.BaseBuildingEncounterTriggerTimeMultiplier=1.000000 This setting determines the time needed for the base building encounter to be triggered. Default value is 1, min value is 0,1, max value is 100. Multiplier will affect 3 different timers that determine how long the player needs to be active in the base to trigger the event, how much time it passes between the checks after failed spawn for the BB encounter, and on cooldown after the encounter has been finished. If multiplier was set to 10, all values shown bellow would be multiplied by 10. The default value for player activity is 900 seconds (15 minutes), multiplied by 10 would end in 9000 seconds (150 minutes). The default value to spawn BB encounter after encounter failed to be spawned is between 1800 and 2700 seconds (30 - 45 minutes), multiplied by 10 would end in 18000 and 27000 seconds (300 - 450 minutes). The default value for cooldown after BB encounter was finished and before new check can be triggered is between 28800 - 36000 seconds (480 - 600 minutes), multiplied by 10 would end in 288000 - 360000 seconds (4,800 - 6000 minutes).
scum.DropshipAbandonedBunkerEncounterTriggerChance=-1.000000 Values for this setting are expressed in percentages. This setting determines the chance for the dropship encounter activation by abandoned bunker alarms. The default value is 50, the min value is 0.1, and the max value is 100.
Happy Thursday and welcome back to another Victoria 3 development diary. This week we’re going to take a bird’s eye view of the headline features of update 1.8, which is of course the next free update for the game, planned to be released sometime later this year. However, before we start on the dev diary proper I should tell you about a slight change of plans in our release schedule. Back in Dev Diary #124 I told you that update 1.8 would be a smaller update, focused almost entirely on bug fixing and general polish.
This was indeed the plan, with update 1.9 intended as a larger update following relatively closely on the heels of 1.8, but when we sat down to work out the details we realized that our intended timeline simply didn’t work out, as we would either have to work on the two updates in too close proximity (creating major challenges for 1.8 post-release support among other things), or delay update 1.9 all the way to next year, which we didn’t want to do. So we decided to combine the two updates, with the result that 1.8 is now going to be a single update with the combined scope of both 1.8 and 1.9, meaning it will contain not just bug fixes and polish but also some juicy new free features.
But enough about update planning, let’s get into those headline features I just mentioned! As I said, this is just an overview dev diary, so we’re not going to go into any great detail today, but we have plenty more dev diaries planned in the upcoming weeks where we will fill in the blanks. One final thing before I start: All of the features mentioned are still in early stages of development, so any screenshots, numbers and art shown are going to be very, very, very (very) work in progress.
Ideological Forces (Political Movement Rework)
A frequent complaint about Victoria 3’s political system is the highly random nature of leader and character ideologies. The way in which you build up support for certain laws among your Interest Groups can be frustratingly opaque and reliant on using certain pieces of content (Corn Laws, anyone?) in a way that is neither immersive nor feels particularly rewarding.
In update 1.8, we are taking aim at this problem, alongside a number of other issues with a feature that we have dubbed ‘Ideological Forces’, but which can be more accurately called ‘Political Movement Rework’. The plan is to transform Political Movements from spontaneous and temporary demands for a single legal reform into longer-term ideological movements with a broader political agenda. For example, instead of a movement popping up to abolish slavery, you will have an actual Abolitionist movement with a long-term legal agenda, which will attract supporters from your Pops and influence the politics of the Interest Groups that those Pops are backing. Political Movements will also include religious and cultural minority (and majority!) movements, with some corresponding changes to civil war and secession mechanics.
One of the major aims of the Political Movement Rework is to make the mechanics around how we assign ideologies to Interest Group leaders much more transparent to the player
Discrimination Rework
Another issue straight off the future update plans that we’re tackling in 1.8 is the way pop discrimination works. Ever since release, we’ve said multiple times that the overly simplistic nature of discrimination is something we want to improve on in the future, and now that future is finally here! This feature is still in the ‘figuring it out’ stage, so I’ll eschew the details, but our principal goals with are as follows:
To introduce multiple ‘levels’ to discrimination instead of it just being a binary state
To have the level of discrimination faced by a Pop be determined by factors other than just what the law says
To turn assimilation into a properly useful feature that isn’t only available to fully accepted pops
UX mockup of what discrimination/acceptance of a particular culture might look like in 1.8. Note that everything here is just placeholder/example data and not necessarily planned features (sadly there will be no ‘let them eat fish’ law).
Food Availability, Famines and Harvest Incidents
In update 1.8, we’re also planning to expand on the gameplay around agriculture and food availability, which of course was an issue of great importance to governments at the time. After all, the 19th century saw events such as the Irish Potato Famine, the repeated famines in British-controlled India and the world-wide famines in the wake of the Krakatoa explosion.
To do this, we are going to introduce the concept of food availability for Pops, which is a factor that is separate from, but intrinsically linked to a Pop’s standard of living. Currently, we’re thinking that food availability for a Pop will be determined by how much of their buy package goes towards feeding themselves, how expensive the food goods they’re purchasing is, and whether there are any shortages among those goods. Low food availability will increase pop mortality and radicalism and may trigger a state-wide famine if it’s widespread enough.
Food production at the time was highly dependent on the weather and climate, and many peasant families were only one or two bad harvests away from the brink of ruin. To simulate this unpredictability, we’re also adding something called ‘Harvest Incidents’, which can increase or decrease agricultural output in different regions over a longer timeframe.
Early development mapmode showing harvest incidents. Korea is experiencing a period of bountiful harvests, while the situation is less rosy in the East African interior (ignore the colored sea zones, as that is just a bug from the feature being WIP).
These are the ‘big ones’ for update 1.8, but of course it is by no means all we’re planning to do in this update. A few honorable mentions of other changes and improvements you can expect in 1.8, all of which we’ll explain in detail over in the upcoming weeks:
Companies owning and investing in buildings
Bulk Nationalization tool
Multi-select and right-click orders for formations
Adding wargoals on behalf of subjects
Along with, of course, many bug fixes, balance changes and other miscellaneous improvements.
That’s all for today! More details on all of these features will of course follow, starting with Bulk Nationalization and Companies Owning Buildings, which Lino will tell you all about next week. See you then!
Patch Notes V0.2 -- Fixed some bugs, when the player marked an anomaly by clicking on the wall, where previously stood a painting that moved to another place and the player had to start the game again. -- Changed the volume of some sounds / Added new sounds. -- It is no longer possible to fall off the map at the introductory level. -- Added some hints in the introductory level. -- Added Spot Light to a bonus level with a monster that points in his direction. -- Cut the time between turning off the light and moving to the bonus location.
After the Great Storm passed, taking back the frostland and its vast resources became one of humanity’s top priorities. Watch the latest episode of City Unbound and learn more about the dangers and challenges you’ll face while exploring and reclaiming the frostland in #Frostpunk 2.
Panzer Corps 2: War Stories - Fall of Poland is out now, bringing a unique and refreshing perspective to the beloved World War II strategy series. This DLC departs from the usual focus on the Wehrmacht, instead centering on the Polish defenders during the 1939 invasion of Poland.
Players will take command of the Polish forces, tasked with resisting the German onslaught through a series of historically grounded scenarios. The campaign promises a deeply immersive experience, highlighting the courage and resilience of Poland in the face of overwhelming odds. With narrative-driven gameplay, "Fall of Poland" offers a compelling portrayal of one of the most significant early conflicts of World War II.
Fall of Poland is a must-play for strategy enthusiasts and history buffs, providing a new angle on the war by showcasing the struggle of the defenders rather than the invaders
New Gameplay features coming in Fall of Poland
All new support for displaying images during mid-scenario messages
A new ‘Key Character’ system to track the fate of unique individuals across the campaign
Additional support for the Polish faction, including General’s Portraits, Hero Portraits, and Unit Award Medals
21 new units for Poland and Germany, ranging from modifications of existing vehicles such as the Panzer IID and TKS 20mm to unique Polish equipment of Uhlan Cavalry and even some ultra rare prototype aircraft
With improved road traffic simulation, your vehicles will now experience less congestion and more evenly distributed traffic across all lanes. On country roads and highways, slower vehicles stay in the right lane, letting faster ones overtake smoothly. Keep your city moving efficiently!
The public beta of the Autumn Update is now available for Steam and GOG! More details in our Wiki.
What? This Puppeteer wants us to work on Labor Day? Unthinkable! Down with arbitrariness! We are going on strike!
The inhabitants of the mansion are divided into two camps: some want to arrange a peaceful demonstration, others - a pogrom! It's up to you to decide which side you take! What do you need to make the protest successful?
To begin with, the “voice” of the strike is the workers. For the passage of any rooms you will receive figures of workers. Gathering enough workers will give you the Strike you've been waiting for.
The next step is campaigning. Find Torn Leaflets or Anarchy Stickers in the rooms, but remember, once you start the test in the room and choose one, you will not be able to choose another until the end of the test!
And finally, you have to prove that you have worked hard all year and are entitled to a well-deserved rest! The proof will be Labor badges, collect them in the daytime modes of the rooms.
🍖 When everything is ready, declare your rights publicly and go to rest. The best solution would be to have a barbecue, because now you have a brand new grill, donated personally by the Puppeteer. He was ready for anything, if only you would stop this chaos.🍹
We’re a matter of weeks away from the launch of DEATHSPRINT 66, and to make sure you’re prepared, we’re pleased to introduce “Episodes.”
Clone Jockeys can win rewards by completing 3-5 stage tournaments, both solo and against the network’s bot opponents, with added mechanical twists and objectives thrown in for good measure.
Get ready to run, jump, and drift through Time Gates in Killing Time as you race against the clock to complete our courses and avoid painful (and messy) head explosions if the timer hits zero.
For those adrenaline junkies who want to test their execution alongside their speed, compete against the Bachman-bots in Five Lives, where anything less than first place is failure, and the clones available to you are limited. It’s a no-holds-barred fight for survival!
Still not enough? Then partake in our Bloodbath Circuits and Sprints, where everything is trying to kill you, and we mean EVERYTHING. These sadistic tracks have double the traps and double the brutality with abilities that are massively weighted to attacking your rivals. Who needs a Mag Shield anyway?
There are nine mini tournaments to conquer, designed to challenge the very best Clone Jockeys. Will you rise to the challenge or make a generous contribution to the clone recycling program?
Want to stay up to date on the latest DEATHSPRINT 66 news? Wishlist us on Steam and find us on Tiktok, Instagram and Twitter alongside our website. Don’t forget to join our Discord for further updates and sneak peeks.
We have some exciting news regarding the development of our game!
Our plan is to launch the game in Early Access right after the final playtest. This upcoming final playtest is crucial for us. It will help us identify any remaining bugs and evaluate whether the game loop truly delivers the experience we want.
We have decided to add the missing content for Early Access, including the overworld.
Another focus is the complete overhaul of the classes. Our goal is to make them more unique and diverse. At the same time, we want to add a wider variety of abilities and talents to allow for more individual builds.
We look forward to your participation in the final playtest and are eager to hear your feedback!
Thank you for your support and stay tuned for more updates!