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Spiral knights patch notes
Spiral knights patch notes










  1. SPIRAL KNIGHTS PATCH NOTES UPDATE
  2. SPIRAL KNIGHTS PATCH NOTES MODS

SPIRAL KNIGHTS PATCH NOTES MODS

We now print a list of any missing DLC or mods when attempting to load a game, but let you try to load the game anyway.When a Native Uprising starts, they now only get conquer wargoals on states in state regions where the Native country owns land, instead of all adjacent states.Worldwide rebalancing of Arable Land, with land generally reduced in Europe/Asia and generally increased in the Americas.Several claims have been added to colonizable regions where other powers should not be able to start colonies, such as Hokkaido for Japan.It is no longer possible to colonize a state where another country both has a claim and maintains an interest, unless you also have a claim there.Numerous improvements to battle initiation, including picking which units should be involved and how many units each side can bring.

spiral knights patch notes

  • Secondary war goals added in a Diplomatic Play can now be locked in at the cost of Infamy and Maneuvers, causing them to be yielded if the target backs down.
  • Trade routes now cannot be profitable unless the price is lower in the exporting market than in the importing market.
  • Trade Routes now trade using market price, rather than a computed difference between pre- and post-trade prices.
  • Markets now have a Land Trade Capacity, which allows trade routes between adjacent markets to trade a limited number of goods without needing to use convoys.
  • Complete overhaul of the Taiping Rebellion / Heavenly Kingdom event chain, including a new Journal Entry and event, a custom government form, historical characters, unique Interest Groups, new law setup, and plenty of fixes and balance changes.
  • New Journal Entry, Decisions, and events pertaining to Russo-Chinese Border conflicts, the Beijing Treaty, and the Chuguchak Protocol.
  • New Lens interaction and context menu options to reset the Production Methods of a state, building, or building type to national standards.
  • Defeating a Native Uprising no longer instantly annexes them, but instead creates a Colonization Rights pact which speeds up colonization of that country for 5 years.
  • Command Economy now makes it so all private sector buildings have only government shares, and only pay out government dividends.
  • spiral knights patch notes

  • Strategic Objectives that can be designated by the player, encouraging Generals to capture specific states.
  • Added new economic law Cooperative Ownership, which requires Council Republic and now unlocks Workers' Co-ops production methods instead of Council Republic doing so directly.
  • When Command Economy is enacted, all funds in the investment pool are seized for the treasury and all private construction projects are turned into government construction projects.
  • The investment pool is now disabled under Command Economy.
  • Buildings can now have Government Shares, which will pay money (or subtract losses) directly into the treasury relative to building profits and government ownership share.
  • Autonomous Investment: when the game rule is enabled, Pops will automatically start new private construction projects based on available funds in Investment Pool.
  • spiral knights patch notes

    If you're looking for more detail on the biggest changes coming to 1.2, take a look at our previous dev diaries. In practice this means that if you experienced a bug or balance problem in a feature new to the beta build, this document won't explain whether it's been fixed or not. It is worth noting that this changelog reflects only the changes between 1.1.2 and 1.2.3 (which will be the release version of 1.2), and interim changes between beta releases are omitted to avoid confusion. We will of course backup the old 1.1.2 version as a Steam beta branch which you can rollback to if needed (e.g. Our testing shows a promising amount of compatibility with savegames created on 1.1.2, but as usual we cannot guarantee flawless compatibility between versions, so for safety we recommend you start a new campaign on the new build.

    SPIRAL KNIGHTS PATCH NOTES UPDATE

    The planned release date for the update is Monday March 13th, at 10:00 Central European Time. Many of you will have already experienced 1.2 in our Open Beta and will recognize many of these new features, improvements, and bug fixes, but there's a substantial number of things in here that were not in any of the three beta releases (or which were too niche for most to notice), so I expect that even beta players will find a few gems in here! ​Hello and welcome! Today I will be going through, or perhaps more accurately infodumping, everything that has happened for Update 1.2.












    Spiral knights patch notes