Swashbuckling, open-world sandbox Sea of Thieves has changed considerably since its debut in 2018, and its release on Steam is the perfect excuse to pay it another visit.
Adventures now come in all sorts of shapes and sizes in Sea of Thieves' sandbox; there are bite-sized voyages, big cinematic quests, tough optional challenges such as the Skeleton Forts and Skeleton Fleet battles found by sailing to a skull or ship cloud - and others that evolve emergently while out in the world. You can even do a spot of fishing.
Your first port of call, however, should be the Maiden Voyage tutorial, which provides basic hands-on experience with the likes of sailing and ship repairs. Even then, you might have questions about what to do from there - once the entire ocean is yours for plundering.
Sea of Thieves has finally cast off the shackles of Windows Store exclusivity on PC and is now available on Steam - and to usher in this new era of piracy on the seas, Rare is currently running a slightly unwieldy array of special events and limited-time challenges.
Event number one actually kicked off yesterday, and promises a new cosmetic treat - including emotes, ship parts, and items - every day for the next two weeks. All you need do each day is watch a partnered Sea of Thieves Twitch streamer complete a Daily Bounty or simply view their stream for 30 minutes, and you'll get a new reward.
Yesterday gave away the Mutinous Fist Wheel ship cosmetic, and the Mystical Divination Emote is still up for grabs today - and you can see what's new each morning over on Sea of Thieves' Twitch Drops page. The event, incidentally, comes to a close at 10am in the UK on 17th June.
GOG’s Summer Sale is in full swing at the moment, but just in case you needed another reason to dive back in to their big sack o’ deals, they’ve just added a new Witcher collection that gets you all five games for £20 / $27, plus a bunch of free games, including Thimbleweed Park’s Delores Mini-Adventure, so grab ’em while you can until June 15th.
DayZ and Arma 3 developer Bohemia Interactive has moved to quash recent reports claiming Chinese conglomerate Tencent had purchased a majority share of the studio.
News of the acquisition first surfaced in a story by tech industry website The Information, which reported that Tencent had acquired a 70-80% stake in Bohemia Interactive for around $260m USD, citing "a person familiar with the matter" as its source.
However, in a new statement released to press, a Bohemia Interactive spokesperson has refuted the website's claims. "The information in that article is incorrect," they said, "Tencent has not purchased a stake in Bohemia Interactive and it remains an independent studio."
If you've played Fallout 4, you'll know its setting is pretty different to the one you'll see in Bethesda's other RPG behemoth, Skyrim. Where The Elder Scrolls V is all about forests, fauna, and colossal mountains full of shouty monks, Fallout 4's Commonwealth is a post-apocalyptic wasteland littered with wreckages and Nuka-Cola bottles. However, if you'd like to bring the two a little closer together, a new Fallout 4 mod might be just the thing - it turns the RPG game's map into a "dense and overgrown forest landscape".
The mod - simply titled 'A Forest' and created by Oynlen and DeathByKitty - adds trees, grass, and plants to Fallout 4's Commonwealth, using "two separate frameworks combined for a very dense population of trees". The mod brings together a bunch of different creators' models and previous works, and has been "balanced with visuals". From the images shared on the mod page, the result is very pretty.
The good news is the mod won't get in the way of immersion, either - "grass density has been restricted to places it should be seen naturally, so no grass should be seen growing on roads or in buildings", the page says. Sweet.
Destiny 2 looks like it's heading to Europa for its next big expansion.
Jupiter's icy moon is the setting for a quickly-deleted teaser trailer, uploaded to Bungie's Instagram account.
The video shows fan-favourite character Eris Morn crossing the frozen wastes of the planet to find... something. Bungie's teaser concludes by promising more next week.
############################################################ ######################### 126.96.36.199 ######################### ############################################################ ################### # Expansion Features ################### - Added Golden Bulls that let's the Curia Controller affect the entire faith. - Pope can now appoint cardinals in other countries or within his own. - The catholic faith collect tithe from it's adherents to be spent on new features. - New Council of Trent mechanics to let Catholics to stem the tide of the Protestant Reformation. - Added Imperial Incident system for HRE that will make Central Europe feel more alive and dynamic. - Added two paths for Imperial Reforms for the HRE, Decentralized and Centralized. - Added Hegemony status mechanics for the greatest of the Great Powers. - There are now tiers of Defender of the Faith dependent on the strength of the Faith. - You can now introduce a new heir if you currently have none in a monarchy! - Added 10 new Defender of the Faith events, including Jihads for Muslim holy cities and opportunities for Catholics to repair relations with rivals. - Added 13 new events about the Papal Tithe and Curia Trasury. - Added Hussite Church Aspects - Added Institutionalized Black Army government reform, available near the start of the Age of Reformation. Also available to Dharma owners. - Added a Revolutionary Satellite State government reform that the Revolutionary Target can impose on its client states and enemies. It has some of the characteristics of a Revolutionary Republic but a lower max revolutionary zeal and none of the benefits of being the Revolutionary Target. - Added an Imperial Incident that triggers once the League War concludes if the majority of the HRE's provinces are owned by Reformed princes, forcing the Emperor to address their demands. - Added events adding flavour to the spread of revolutionary ideas in Europe and the colonies. - Added expanded mission tree for France - Added mission tree for Brandenburg/Prussia - Added mission tree for Germany and the Holy Roman Empire, with unique branches for both tags - Added mission tree for Provence - Added mission tree for Switzerland - Added mission tree for the Crusader states (The Knights, Epirus, Cyprus, Athens, and Jerusalem) - Added missions for Naples and the Two Sicilies - Added new Bohemian mission tree - Added new Papal State missions - The ideals of the Revolution now spreads over provinces and incurs harsh penalties on absolutist countries. - Allowed you to choose to support or oppose the Revolutionaries in the Revolution and French Revolution disasters. Picking a side and winning will leave you stronger; picking it and losing is not however advised. - Players can now provoke rebels into revolting immediately with extra strength - Revolutionary Zeal replaces Absolutism mechanics for Revolutionary countries - Added several new unique reforms for Revolutionary countries, both Republic and Empire. - Added unique Revolutionary Guard special unit for Revolutionary countries - Revolutionary Countries can now take over the torch of the Revolution from the Revolutionary Target. - Added Decline of the Hanseatic League Incident - Added King in Prussia Imperial Incident - Added PU Subject Joins the Empire Incident - Added Pope and the Empire imperial incident - Added Question of Holstein Imperial Incident - Added Switzerland and the Empire Imperial Incident - Added an incident for Burgundy joining the Empire - The Bugdundian inheritance is now an Imperial Incident - Added 21 new missions for Lübeck - New peace treaty to spread the Revolution - Added Saxon mission tree with 16 missions (available for Saxony and Thuringia). - Added a Savoyard mission tree. - Added an extended Genoese mission tree. - Added estate agendas to the game. - Added an expanded Bavarian mission tree, with 15 new missions. - Added new Milanese mission tree. - Added an extended Hungarian mission tree. - Added several 18th century events e.g. The Flour Wars that enhance the build-up to the Revolution and make it more likely to happen in the country where they take place. - Added Netherlands Mission tree - Added Austrian mission tree - Added new mission tree for Serbia - Added Florence mission tree. - Added Italy Mission tree - Added Genoa Mission Tree - Added Venice Mission Tree - Added Burgundy missions - Added Provence Mission tree ################### # Free Features ################### - Reworked Mercenary system that uses Mercenary Companies instead of individual Mercenary Regiments. - Overhauled and better integrated Estates mechanics with Privileges & Agendas. - Removed Corruption from Territories and made a whole new Government Capacity mechanic. States, TC's & Territories have different weights on this. - Expand administraion mechanic that let's you spend government reform progres for increased governing capacity. - Added an indication of who views you as a rival when picking a rival! - Added new option to allow people to change countries multiple times, must be off for achievements. - Free cities are now enabled in the base game. - Government Reform Mechanics is now baseline, while Dharma and Emperor unlocks a fair amount of unique reforms. - Reworked Dutch Revolt to include a Disaster - Add 3 missions for Bulgaria - Added 10 missions for Franconia (of which available for Franconian minors, depending on the tag). - Added 4 new missions for French Duchies - Added 5 missions for Albania - Added 5 missions for Hannover, Brunswick, Luneburg and Calenberg and 4 further missions for Hannover. - Added 6 new events about Mercenary Companies - Added 8 free missions for minor Italian states - Added 8 new missions for Brittany. - Added 8 new missions for Flanders and Brabant - Added 9 missions for the Palatinate. - Added Bonfire of the Vanities disaster that adapts and adds to the old Savonarola event chain for Florence. - Added Chinese, Hindustan/Bharat and Mughal Revolution flavour. - Added Crusader State government for Jerusalem - Added Golden Ambrosian Republic disaster for Milan, incorporating the existing event and adding 8 new events, including events about the rise of Sforza and a potential military dictatorship. - Added Hussite religion and associated flavour events - Added Italian Wars dynamic historical event, beginning when a major power is at war with an Italian nation. Enables special mercenary companies and a triggered modifier for around 50 years for active participants. - Added Junker Stratocracy government reform and legacy government. Available for Prussia if it becomes a republic. Generals become rulers. - Added Military Dictatorship government reform and legacy government. Rulers reign for life, and the best General succeeds on ruler death. - Added Pazzi Conspiracy event for Florence/Tuscany - Added Protectorate Parliament government reform and legacy government for the English Commonwealth under Cromwell. - Added Signoria government reform, available to Italian Republics. Florence, Bologna, and Pisa begin with this reform. Allows dynastic candidates in elections without any monarch skill penalties. Also allows Royal Marriage. - Added a mission tree for Swabian minors and an expanded tree for the Swabian formable (11 missions in all). - Added a new event chain concerning the succession to the Neapolitan throne in the 15th century. - Added a non-OP starting government reform (and legacy government) for Austria. - Added an Industrialization institution, which hits from 1750 onwards. - Added an event chain surrounding the attempted Serene Neapolitan Republic (S.P.Q.N.) in the 17th century. - Added better colours for most countries' Revolutionary flags. - Added estate privileges to the game. - Added event for France that spawns the Duchy of Alencon after reconquering the province. - Added mission tree for Croatia and Ragusa - Added mission tree for Dithmarschen. Break the chains! - Added several events surrounding the breakup between Saxony and Thuringia. - Added the Borgia Papacy event chain, covering the election of Rodrigo Borgia and the career of his son Ceasare - Added three new missions for HRE Republics to replace the ones to become Emperor (which is impossible for republics). - Added two dynamic historical events about the Jews of Selanik - Reworked the Black Army so that it is now a mercenary company with reduced cost and extra discipline - The Observer can now access information in the ledger when it is locked or limited - Unlocked 15 event pictures that were previously only for owners of Art of War. - Optimised the performance of Hindu monarch events (1-day MTTHs were eradicated). - Added subject interactions for Golden Century users to block or allow AI subjects from using settlement growth. - Added "marines" type of infantry, that unloads much faster, but you can only have a fraction of in your forcelimit. REQUIRES Golden Century or Rule Britannia. - Custom nations can now setup how they want their units to look from the players purchased sprite packs. - Added a States Macro Builder that should make States micro a lot nicer. - Added Go to buttons in Events. - War Taxes is now a toggle that costs 2 Mil points a month if you are at war ################### # Gamebalance ################### # Economy - Added State House Manufactory that gives lowered state wide governance cost and lowered minimum cap on autonomy. Can only have one per state. - Added Impressement Offices manufactory that gives a flat 250 sailors boost and an extra 250 in provinces with salt, naval supplies, tropical wood or fish. Available at Naval Ambition Dip tech (7) - Added Ramparts manufactory that gives +1 hostile attrition and 15% Local Defensiveness. Available at Workshop Adm tech (6) - Added Soldier's Households manufactory that gives a flat 750 manpower boost and an extra 750 in food provinces. Available at Military Experimentation Adm tech (15) - Expelling minorities in colonies is now using the expel_minorities_cost modifier only, and no extra define on the colonial maintenance. - Coring cost can no longer be below 1 power. - All created countries should now start with proper states setup. - War reparation expenses is now taken into account in the balance estimation. - Tradecompany bonus on production in the trade node is now clearer to see, and they are now only applied to non-tc provinces, and is stronger in the end game. - Siphoning money from a subject will not count subsidies. - Pirates no longer are considered to be monopoly in a tradenode. - Looting and Blockades are now actual expenses for the target country. - Added 2 new buildings for coastal provinces. Coastal Defence and Naval Battery. - Trade Company Investments are made a bit cheaper. - Trade Company Investment Tier 1 & 2 got buffed to +50% & 100% - Trade Company Investment Tier 3 now gives +2% Marines FL and lowered local autonomy cap in entire region - Can now only build one Tier 3 Investment in every region. # Governments - Remove cap on Reform Progress - Removed tech requirement for War Against the World CB - Revolutionary Empires no longer have access to Estates - A country that takes the Mandate of Heaven will now start at 60 Meritocracy (rather than 0). - Republics can now get +100% reform progress with 100% RT. - Prussian republic & Prussian Monarchy reforms now gives -50% governing capacity. - Pirate Republics now have +75% more governing cost. - Penalty to Militarised Society now ticks in from being over governing capacity. - Merchant Republics no longer has a hardcoded limit of 20 province. Instead they have a higher governing cost for their provinces. - Changed the effects of the Council of Indies to be something more appropriate. - - Added an event for Pirate Republics and Revolutionary Satellites that has a Mutineer Council / Caretaker Committee regency (2/2/2) take over if Republican Tradition is below 20. It will block elections from happening until RT rises above 50 again. # Religion - Centers of Reformation conversion speed is now affected by Reform Desire. - Christian Centers of Reformation base conversion lowered to 2 from 5. # Units - Added scaling -50% Regiment Drill Loss to Professionalism - All engaged ships will now fire each day, instead of behing randomly selected - Increased Regiment Drill modifiers for Shock/Fire damage taken to -25% from -10%. - Reduced yearly drill decay from -2.5 to -2 - Ships now have a base chance of disengaging when demoralized - Revolts can now get fractions of regiment contributions from their provinces instead of forced always minimum 1. - Mercenaries can no longer be recruited during bankruptcy. - Made attrition modifers apply after supply limit checks, and supply limit attrition is a bit more forgiving. - Arrival Attrition is now applied always when out of range and on open seas both for the navy and any loaded armies. - Amount of ships to blockade each development is now reduced to 50% of before. - All non-supply related sources of attrition is ignored on friendly territory. - Force march now only applies penalty if the unit is actually moving so you don't have to micro it on and off. # War & Peace - Small changes to revolutionary wargoals. - All countries can now crush revolutions, even if republics or theocrats. - You can no longer support the independence of a subject of one of your alllies. - You can no longer stackwipe an army through overrun mechanic if they have enough men to fill a full combat width (30k), even if you have more than 10 times as many. - You can no longer adapt to template to remove shattered retreat. - Wars declared on a colonial nation will now make the overlord of the colonial nation automaitcally discover your capital. - The Emperor only needs positive relation with target to enforce peace within the empire. - Subjects of allies occupying or being electors will no longer block dismantling hre. - Replaced Blockade percent sort with a economical impact from war column in the war overview. - AI Desire to peace from threathened mandate is now halved - Subjects will now get reduced Liberty Desire from being given land in a peace deal. They'll be extra happy if you give them one of their cores back. - Fabricate Claim should be 50% more expensive inside the HRE. - Naval Combat under the hood have been overhauled and ships can now flee the combat. Combat shouldn't be anymore "all or nothing". # AI - AI will now get -15% missionary maintenance cost on Hard difficulty. - AI will now get -30% missionary maintenance cost on Very Hard difficulty. - Lucky Nations will now get -10% Missionary maintenance cost - Trading cities in trade-leagues will not intiiate alliances and are very much against that concept. (-100 acceptance) # Other - Added Nordic Rulers Legacy as first idea which gives 10% Shock Damage - Added cost based on distance to target to move capital. - Age now affects leaders chance to die slightly, however this is now ignored by monarchs meaning they don't double dip as much in the "Death by just hanging around" like they did before. - All instances of possible_manpower modifiers have now been replaced with manpower_modifier - As we now have TC's everywhere, Propagate Religion is now limited to only outside of Europe. - Attacking HRE prince as the Emperor under Ewiger Landfriede now counts as attacking a Free City with -3 stab hit and AE penalty added. - Banners now start at full strength - Buffed Korean idea Geobukseon to give +10% ship durability like the similarly themed Japanese idea does, since Korea should definitely not have less durable ships than Japan. Increase the requirements for mission "Set Sail the Turtle Ships" to reflect this. - Can now build streltsy through macro builder, costs manpower and money. The streltsy spawned from russian government is still free though. - Changing Government Reforms now cost 50 Reform Progress instead. - Cost for Development difference between current and new capital lowered - Estate Loyalty and Influence have now been integrated more into different mechanics in the game - Estate disasters will now tick up a lot slower, as it is easier to encounter them and harder to deal with them in the new estates system. - Ewiger Landfride will no longer lock you out from declaring war entirely. - Generals are now taught courage and will be in the first wave when using automatic transports. - Governor General's Mansion now also gives 2% Marine Force Limit - Granadan Succession War now requires a Nasarid heir to not happen - Halved attrition from Monsoons - Halved the Yearly DrillDecay of armies not drilling - Hindu events giving monarch points are now far less frequent, making being a Hindu less of a monarch point farming scheme. - Leaving the Empire reduces Imperial Authority. - Marathas and Rajputs now have a base of 10 influence. - Mercenary regiments no longer disband when taking damage at 0 strength. - Merchant Republics may now only form trade leagues with OPMs that are in a trade node they have at least 1% trade share in (i.e. Genoa may no longer form a trade league with Hamburg). - Missionary maintenance is now a lot cheaper - Morale Recovery penalty of Forced March now only applies while actually moving. No need anymore to micro to toggle it for monthly tick. - No longer restricted by 50% dev must be on continent to move capital - Provinces belonging to Trade Companies now have 80% Local Autonomy. - Rebalanced various spread modifiers in Institutions from Printing Press onwards (especially Manufactories and Enlightenment) to try and allow for more of a technological rift in the late game. - Reduced Coastline development cost penalty to 15% - Reduced arid and tropical development cost penalty to 10% - Regiments being transported in open sea now takes 10% attrition - Set the cap for the reduction of mana points gained for razing a province due to higher mil tech levels to 80% (i.e. gain 5 mana per dev razed) rather than 20% (gain 20 mana per dev razed). The cap will now be reached at tech 23 rather than tech 8. - Subjects part of HRE can now add provinces if they or overlord is already part of empire. - Swapping government type via event will now cost 4 reform tiers if you are a Republic, and otherwise 2 tiers. - Switched out Max States with a new Mechanic called Governing Capacity. Each province development becomes a weight upon the Government to manage which it needs to deal with. - Territories no longer cause corruption - Territories now limited to 90% Local Autonomy - The ability of the Shogun to have a Pirate Daimyo is now unique to So: Other Pirate Republics will now become regular Daimyos. - The special units Cossacks, Rajputs, Marines & Revolutionary Guard are now built through constructions in a province meaning they take a little bit of time. - There are now Trade Companies for the entire old world - Tier 1 and Tier 2 Trade Company Investments now cost 200 & 400 ducats respectivley. - Tier 3 Trade Company Investments can now only have one built in a region, you can no longer build all 5 in a single Trade Company. - Trade Companies now take 50% Governing Capacity - Trade Companies upgraded to work with Local Autonomy instead of having their penalties hacked into a local modifier. - War Taxes Modifier for Custom nation now limited to two levels of -50% and -100%. - War Taxes is now a toggle that costs 2 Military Mana a month. It is only enabled if you are at war and will only cost mana if at war. No longer need to deal with a popup every second year. - War of the Roses now requires a Plantanget, York or Lancaster to be heir to not happen - When attaching to your own armies the army will now walk with the slowest movement speed of your units. This does not apply to if an ally attaches to you to avoid where AI screws over your movement speed. - You can now get the Revolution or French Revolution disaster by having a larger army or higher development than everyone else in Europe. - Demand unlawfull territory is now sent to overlord of a subject. - you now get passive spynetwork effects on colonial nations as well. - Removed power_cost from expelling minorities - Rebels now scale much linearly with player POSSIBLE forcelimit in a province. - A province added to a trade company is now immediately removed from the Empire. - Monopoly share will now actually impact privateers. - Colonising adjacent to home area will now convert religion/culture even if TC. Lex Siberia! - The elected Emperor can always join the empire. - The Empire is now dismantled if it no longer a monarchy after being inheritable. - Subjects can no longer have their VC's progress. - Recruiting act policy now gives marines - Portugal get marines through their naval doctrines. - Pioneer Policy is now also +5% colonist placement chance - Fixed so decay can not be negative for traditions - Expelled Minorities are now far harder to convert. - Expel Minorities no longer change the religion and culture of the origin, but instead moves the development gained in the target away from the origin. - Decreasing Autonomy now removed the recent uprising modifier from the province. - Buffed yearly absolutism gain across the board - Administrative Efficiency is capped at 90% - Absolutism is now only providing up to 30% Admin Eff, down from 40%. - A province in a trade company can NOT be added to the Holy Roman Empire. - Added Trade Companies to the entire world, minus colonial regions. - Trade Companies can now be created anywhere as long as it's now your super region, no continent switching anymore for TC's. - Trade Companies now have 90% autonomy penalty but reduced effect on trade things. ################### # AI ################### # Diplomacy - Made AI less likely to accept trade charters in some super-regions. - AI Emperor will now always attempt to make all who wants to be free cities free cities. - AI will now respond to diplomatic actions immediately the same day, instead of you waiting a day (and circumstances changing causing problems etc..) # Government - Added AI weighting to government reforms, so that the AI will be more likely to pick unique reforms it is eligible for and in some cases will not pick reforms that will give it little benefit. # Economy - Made AI more likely to budget money for upgrading CoT. - Made AI more likely to upgrade CoTs in profitable trade nodes. - Only colonizers (nations with at least one colonist, ie. mainly historical colonizers) will try to charter company - AI is now much better at understanding benefits of manufactories, especially those of other types. - AI will no longer debase currency if it has >10k gold. # War - AI will now reduce war exhaustion when at war as well. # Other - AI will boost the hell out of those states when all reforms are enacted. - Increased the priority the AI assigns to protecting its own lands. - Large AI nations no longer voluntarily implode by reforming into merchant republics (and releasing an unrealistic amount of vassals afterwards). - Added Manage Estates AI setting ################### # Interface ################### # Country - Add rebel army size in handle rebels interface - Add rebel army size in outliner - Button in the military view to detach a general from the unit he is attached to - Continue displaying the reform progress after enacting the last reform. - In the Declare War window, a warning will appear if you have ships out of port. - When declaring war you will now get a detailed list on the two sides forces. If playing with locked/limited ledger you need to infiltrate administration. - The reform progress label inside the progress bar will show the current amount of reform progress even if all the reforms are enacted. - Add boost state button - Added Core All button to Stability view. - Can now review other countries military in the diplomacy interface instead of having to go through the ledger. - Can now view your subjects mission trees - Covert interactions are now ordered based on when they get unlocked by dip tech - Will no longer show local minimum autonomy in the country modifier screen - Will now show province development in fabricate claim interface # Icons/Art - There's now a little drill icon in the general selection interface for generals who are drilling their armies. - In Declare war interface, allies of the target that are in a coalition against the player are highlighted with an icon next to the entry. - Battle Prediction Icon now will also consider the order that units are updated to see if units will be in same province at same time. # Mapmodes - Add military access mapmode - Altered the superregion setup by splitting Africa and South America, moving some regions between superregions, and renaming some superregions - Cardinals will now be shown on the religious mapmode - Selecting a province in the trade goods mapmode now hides all the icons of the other trade goods and only show the selected one - Trade goods mapmode now fades out the icons when zooming out to be able to clearly see the colors on the provinces - Added Revolutionary Mapmode - Clicking revolution target now centers the map on the center and switches mapmode to the revolution. - Imperial mapmode no longer breaks if no valid emperor. # Tooltips - Made Tooltip a bit better for that you can only have one specific trade company investment in a region. - Prepare for War now describes it's exact effect. - Yearly Change of Opinion is now summarized in Opinion tooltip. - Now shows hire date and age of general/admirals in their tooltip. - Trying to join the Empire will now list all reasons why you can't join - The build to unit buttons will always show force limit now. - Added a tooltip and highlight for the option "executing the bailiff" in event 710 for republics and the emperor of China. - Improved tooltip for when at war and trying to charter a trade company. - Forts on borders with rivals with cost reduction now has correct tooltip in buldings UI. - Fixed sell ship tooltip talking about send gifts when target is bankrupt or in debt. - Fixed a tooltip issue with flipping into a New World nation - Country Effects on Garrison Growth is now shown in tooltips. # Unitmodels - Inuit sprites now use guns as technology advances. - The Catholic League Unit Pack now directly enables tier 2 artillery sprites for the Papal State, using the pack's tier 2 Papal Infantry sprite. - Becoming a Pirate Republic via the decision will apply appropriate pirate unit models # Other - Add Reform Desire in Curia view - Added Grant Free city Diplomatic Action to Macro Builder - Added unique startup screens to Byzantium, Naples, Genoa. - Added unique startup screens to various countries. - Banner state interface will now allow you to raise as many banners as the country can support - Can now ask for Gold up until Accpetance of AI in peace view using Shift + LMB. Shift + RMB now does maximum amount - Can now click on map to select provinces for Threathen War action - Can now click on map to select provinces for fabricate claim action. - Can now pick what unit you will attach your army to - HRE League Members now have a scrollbar if there are enough of them - Offer Loan can now be set to better numbers in the interface. Decimal increment and durations lasting hundreds of years are now possible. - Renamed Promote Military Recruitment to Increased Enlistment to get it a little bit smaller - Revised startup screen for France. - Show engaged, disengaged, demoralized and reserve ships in naval battle UI - Special regiments are now built through macrobuilder with other land units - You now get warning for cap at mana when you are 3 monhts away from cap, when you hit cap the alert goes red. - Can now click on map to select provinces for subject interactions - The Claims alert now shows when claims will expire as well - Added alert for when you can use a Muslim piety action - Tech and Idea alert will now turn red if you are in the grace period of where innovativeness gain might expire. - Can now mass build units using shift/ctrl when clicking out units. - Made the Diplomat Anti-Coalition Macro Builder a little bit smarter - siege chance is now same display in all UI - Now shows other countries corruption in ledger - You can now detach the leader as well when detaching a siege force, by holding shift. - Revoking a Free City now warns you that it will reduce IA by 5. - Fixed occupation text clipping - Fixed color of discipline <100% in military screen. - Economical Ledger data should now always use this months data from province incomes. - Coal is now hidden in the ledger until discovered. - Clarified that base tax income is the yearly tax income - Improved the dialog for offering loans to antoher nation. ################### # Usermodding ################### # Commands # Effects - Add override_country_name effect, to change the name of a country without having to change the tag. Requires localization for the country name. The new name is persisted. - Add restore_country_name effect, to restore the name of a country to the original value. - add_curia_treasury effect to add cash to the Curia Treasury - Added 'add_revolutionary_zeal' - Added add_company_manpower effect - Added add_years_of_estate_land_income which scales yearly income with how much land the estates own. - Added kill_mercenary_leader - Added num_of_owned_areas trigger which works like a combined num_of_states & num_of_territories - Added random_hired_mercenary_company - Added set_revolution_in_province effect - Added spawn_center_of_revolution and remove_center_of_revolution effetcts - Can now script succession crisis using create_succession_crisis effect - added 'support_independence_of' and 'add_power_projection' effects - Added 'join_trade_league = tag' effect to join the tag to the scopes trade league. - Added 'transfer_trade_power = tag' effect. - Added 'add_rival' && 'remove_rival' effects. - Added ' use_monarch_as_leader = yes' to spawn_rebels # Logging # Modifiers - Added 'is_mercenary_modifier' flag for static modifiers targeting mercenary company regiments - Rajput will now proeprly apply it's drill loss modifier on casulties - Renamed Drill Decay modifier to Regiment Drill Loss to more clearly communicate it also protects against the drill loss from when the regiment has lost strength. - There is now a cap of at least 10% loss of drill - female_advisor_chance now affects how likely your heir is female. - split religious_conversion_resistance into two seperate modifiers. - local missionary cost will no longer clutter the country o
final update, Journey’s End, is just the beginning. Developers Re-Logic have pulled off one final trick for their huge fanbase, making popular community mod manager tModloader officially supported. It’s a lovely gesture that means the players will have easy access to the bewildering amount of fan-made items, monsters, total conversions, and more, even if development has ceased.
I had to editorialise a lot when looking around for mods for Terraria: there’s a bewildering amount. I didn’t want to overwhelm things with content mods, because there’s an issue of balance with some of the larger mods. As much as I love OTT boss battles, I generally prefer Terraria’s mods to feel like part of the original game. The rest are QoL addons, because there’s nothing better than wrangling the vasy, unwieldy systems of Terraria into something just a tad more manageable. That’s what we’ll be working with, so let’s get to it.
Paradox Interactive today announced the opening of Paradox Tinto, a new Spanish studio who will focus primarily on grand strategy games. Led by a Paradox veteran with two decades of gran estrategia under his belt, the studio based in Barcelona will initially help out with ongoing work on Europa Universalis IV then later start making new grand strategies of their own. No hints yet at what they might have in mind.
Always acting, but never quite seen. It seems one of Destiny 2‘s most elusive antagonists is preparing to finally play its hand. Lurking in the shadows of Bungie’s space-knight loot shooter, The Darkness have finally put voice to their long-awaited return by broadcasting an ominous hum on the Destiny 2 Twitter account. Whether as another season or as the game’s next expansion, it may soon be time to work out what, exactly, The Traveller’s been running away from all this time.
It has been a long time coming - nearly six years, in fact - but it finally looks like The Darkness is coming to the world of Destiny.
Developer Bungie signalled the Destiny universe's pantomime villain is on its way via a tweet that included a mysterious audio clip. But it is the background to this audio clip that has set Destiny fan tongues wagging - and speculation is running rampant.
At first glance the background simply looks like the waveform of the audio. It is not. Rather, it reveals the outline of a number of pyramids.