Game Updates & Steam Summer Sale

Both Emperor of the Fading Suns Enhanced and Machiavelli the Prince Enhanced are on sale June 25 – July 8 as part of the Steam Summer sale. Both games also received updates to add important features players have requested, improve player quality of life, and fix bugs.

The new update for Machiavelli the Prince adds a number of important features players have requested, most of which you can access via the new “Settings” button at the Start Screen and in the Venice Guild Hall. 

  • Sound and Music Volume. Players can now adjust the volume for the game’s music and sound effects, or turn them off altogether.
  • Music Selection. Players can now select the original MIDI music for the game, some of which only plays at specific screens, or the new music. They can also use this setting to change their music selection during the game.
  • Animation Speed. Players can now choose between the Normal animation speed or Fast animation speed. This impacts the Buy/Sell screen, movement on the main map, trade routes and more.
  • Font Selection. Players can now choose between our original font and a more modern font. Please note that certain fonts are graphically included on some screens, and those will not change.
  • Auto Save can now be selected in the start menu.
  • The game now includes tooltips to clarify the functions of almost 20 buttons 

Bug Fixes

  • Fixed issues when players were not allowed to burn opponents’ villas, or burned the wrong villa.
  • Fixed misspellings.
  • Corrected the message the Council Head receives when accusing senators.

Map Editor Fixes

  • City configs saved as .csv files now allow modders to adjust chance of a city to be open to trade at game start
  • Implements bump scrolling for map editor

Please note that these updates also require modders to update their work, especially if they have modified .res files. Details are at the end of this changelog.

Quality-of-Life Improvements

  1. One of the most requested quality-of-life improvements has been for build queues in your cities. You can access this new feature via a specific city or the archives. First add a queue – give it a name, select units in the order in which you want them built, and close the window to save it. Now that queue shows up in every city that can build all of its units. Select the queue and the city will build those units, in order, as long as you have enough resources available.
  2. Another QoL improvement involves reordering messages. Players had concerns when a longer series of “Resource Missing” messages would cause more important messages to be missed. Messages now appear in order of general importance, with “Resource Missing” messages at the bottom of the message window
  3. The third QoL improvement involves adding more hotkeys and shortcuts.
  • Corrected behavior for the number pad Enter key, allowing it to mimic the regular Enter key
  • Corrected hotkey implementation for shortcuts in the Build menu and messaging, 
  • Pressing “X” will eXit from planet-view to the star-map
  • Left and Right buttons now allow players to navigate the group finder screen.

Bug Fixes

  • Corrected dialog boxes incorrectly responding to number pad input
  • Fixed various shortcuts
  • Fixed a problem with sync behavior in the launcher
  • updated the league loan behaviour
  • Fixed Plague Bomb function configuration

For Modders

  • New spotting algorithm allows you to choose between 8 different profiles that changes how detection works
  • Maximum loan amount for league
  • Starting wealth is now moddable per faction

Information for modders regarding altered data

DAT

  1. EFS.INI
  • Addition of “maximum_loan_amount” for the League
  • new “spot_algorithm” with several presets
  • “starting_credits” removed and put into PlayerTable as PlayerStartingCredits 
  1. PlayerTable.DAT
  • PlayerStartingCredits
  1. UNIT.DAT
  • Plague Bomb function fix

json

  1. diplo.res/.json  (5 lines)
  • Various data tunings for screen navigation UI/UX
  1. efs.res (around 26+ sections altered)
  • FileMenu split to Starmenu and HexMenu
  • Implemented dummy hotkeys through static UI elements
  • Changed some hotkeys
  • Queue system support
  1. strings.res (3 sections)
  • Added confirmation of League loan and more information
  • Added missing resources and tech info to queue messaging and queue system support

Important Notice for Modders: Update Your Mods for the New Patch

With the release of the new patch, all modders should make sure their mods are updated before launching the game.

If your mod changes any .res files, you may encounter a black screen on startup unless your files have been properly updated. To avoid this, please export your JSON files back into .res format using the provided Python script included with the modding tools.

TLDR:

Update your mods, re-export your JSONs into .res files, and make sure you are using the latest patch-compatible files before playing.

Phoenix Mod Changelog

Graphics

  • Added new unit artwork. Most units now have unique art.
  • Added new button artwork.

UI, UX, Documentation & Organization

  • Reworked the main screen buttons. They are now graphical buttons using bitmasks.
  • Updated names and hotkeys for better synergy, speed, and WASD accessibility across multiple screens.
  • Added queue support.
    • Queues are accessible in two clicks, like vanilla.
    • To use the hotkey, click Realm with the mouse first, then press Q, or use the corresponding file menu option.
    • Pressing Q without first selecting Realm will open Quartermaster instead.
  • Clicking End Turn now automatically rejects diplomacy requests, unless the diplomacy message involves war.
  • Changed descriptions for some technologies.
  • Organized files into folders.
  • Established the foundation for a documentation system:
    • INFO corresponds to MECHANICS
    • DATA corresponds to ASSETS
  • Added the first visual information chart: Engineer Overview.
  • Categories with entries are now marked with an asterisk at the end, for example: WORLD*.
  • Reorganized graphics into folders corresponding to movement type archetypes

Fixes

  • Fixed clergy tithe skim being far too powerful.
  • Fixed structure build offset error.
  • Fixed structure technology offset issue.
  • Updated technology descriptions and corrected erroneous technology offsets.
  • Renamed files for Linux compatibility.
    • Linux support has not yet been fully verified.

Units

  • Made several light combat balance and tuning adjustments.
  • Increased base movement for motorized and mechanized units to 11.
  • City Builders now have 2 movement and are amphibious.
  • Some entrenched elements now have 2 movement instead of 1.
  • Logistics Trucks can now be built anywhere, but require Line Infantry. This matches the Infantry → APC progression.
  • Star Command Cruiser now has the Officer Flag.
  • Updated Sceptor movement:
    • Imperial Sceptor uses tread movement.
    • Royal Sceptor uses wheeled movement and has 3 movement.
    • Planetary Sceptor uses hover movement and has 4 movement.
  • Altered several resource costs across the board. There are too many individual changes to list.

New Units

Added several new units. All of these units have unique small artwork.

  • Star Corvette
    • Similar to the Frigate, but slightly worse in combat.
    • Has the same spotting and stealth profile as the Frigate.
    • Has higher agility, but less armor.
    • Cannot carry units.
  • Assault Transport
    • Larger version of the Assault Lander.
  • Assault Shuttle
    • Smaller, boarding-focused Assault Lander variant.
  • Personnel Shuttle
    • Small 1-cargo shuttle.
  • Light Shuttle
    • Small 2-cargo shuttle.
  • Exploration Craft
    • Rare 3-movement, 1-cargo craft.
    • Requires a Scientist.
  • Orbital Support Vessel
    • Cargo and orbital bombardment support vessel.
  • Naval Landing Craft / LCAC
    • Producible in Castles, not factories.
  • Line Infantry
    • District-based infantry.
    • Includes an entrenched version.
  • Machine Gun
    • Includes an emplaced version, similar to ATG, Artillery, and AA units.

Cargo Logistics

This is one of the largest changes in this update. Units now have cargo portage costs. This affects a wide range of unit transportation and logistics behavior.

General cargo portage values:

  • Infantry: 1
  • Tanks: 2
  • Fighters: 3
  • Waystation: 16, requiring bulk haulers
  • Cargo: 8, meaning Freighters and larger ships now have transport capacity

Global

  • Reduced clergy tithe skim income, as it was previously far too high.
  • Adjusted starting Firebirds for Houses to 300k.

Galaxy

  • Reworked Symbiot jump routes.
    • The Symbiots should now gain more routes into the Known Worlds as the game progresses.
  • Added Lyssar.
    • A custom-built shared starting planet with excellent infrastructure.
    • Inaccessible by starship in the early game.
  • Added Enik.
    • A custom-built rebel-controlled planet.
  • Slightly altered the New Mariana start, including both terrain and starting units.
  • Rebalanced starting homeworlds in terms of available resources and infrastructure.
    • Some asymmetry should still be expected.
    • Overall differences should generally be imperceptible during normal play.
  • Made minor jump route adjustments.

DreamHack Sale & Game Updates

Both Emperor of the Fading Suns Enhanced and Machiavelli the Prince Enhanced are on sale this week as part of the DreamHack Atlanta Steam sale. Both games also received updates to add more features, improve player quality of life and fix bugs.

The latest update to Emperor of the Fading Suns primarily expands capabilities for our modders. It also fixes some reported bugs, so thanks to those of you who report!

  • The patch fixes a problem were Pathing behaved incorrectly if an unit was unable to move to a selected hex
  • Correctly addresses sect bonuses set to 0
  • Crash fix with transports
  • Fixed a problem with single-unit stacks sometimes not working correctly
  • Fixed a problem causing invulnerable transports
  • Incorporated nested cargo support for modders, allowing them to put cargo inside of cargo inside of cargo inside of …
  • Improved the cargo display to show both how many slots a unit can take as well as carry
  • Updated unit.dat for nested cargo

Machiavelli the Prince also has its first formal patch, including a number of improvements to the map editor!

  • Prompt “Save Game” when players end turns with PBEM security on
  • Add sound effect when a player uses a playtest (cheat) code in multiplayer
  • Permanently destroy goods in a warehouse that gets burned down
  • Add a red “X” in a multi-turn unit path to show how far it can go each turn

Map Editor:

  • Dramatically improve usability of CSV files
  • Add “New” option for map editor menu
  • Prompt user to save when exiting map editor

Machiavelli 1.11: Quick Fixes and Improvements

Thanks to everyone for their great feedback on the game, as well as for all the time you have already been playing! It is heartening to see such a strong average playtime only a week since the game launched!

We are releasing this hot fix to address two specific bugs players found, but it is also a great chance to incorporate some of the Quality-of-Life improvements you requested. Please keep letting us know what would make the game even better for you, and we will see what we can do.

On GOG and Steam

Bug Fixes

  • Clicking the “Match” button repeatedly while in the process of selling goods could cause the game to lock up. Now you can spam that button all you please, but we still don’t know why you would want to J
  • The game would crash when you tried to remove an active unit, like mercenaries, from your payroll. Now the mercenaries go away like they were supposed to. If they become brigands, that is your fault for not paying them J

Quality of Life

  • Pressing ESC on the main screen opens the load/save/quit menu
  • Pressing “V” while on the main play screen now opens the Venice screen
  • Subscreens accessed from the Venice Screen, like St. Marc’s Cathedral and the Doge’s Palace, should now return the player to the Venice screen when closed
  • Added ability to disable storms and pirates while setting up the game
  • Added a “Store All” button to move goods to your warehouse on the Bazaar screen
  • The header on the Commodities screen is pinned while scrolling
  • Automatic scrolling stops if mouse leaves the game window
  • Added tooltips to the graphical buttons, like “Build Roads,” on the main play screen

Please check out those tool tips and let us know what other tool tips you would like to see in the game

Machiavelli the Prince Enhanced Now in Stores

Check it out on GOG and Steam

If we tried to write up a changelog of everything that has changed with this game line since we first released “Merchant Prince” with QQP in 1993, it would take almost as long as it took us to actually implement these latest changes 🙂 

“Merchant Prince,” which won a strategy game of the year award from Computer Game Review, set the tone for everything that was to come. After American Laser Games bought QQP, we took the game to Microprose and upgraded it to “Machiavelli the Prince,” the name under which most people know the series. We upgraded it again with Merchant Prince 2, published by Take Two Interactive. Unfortunately, we have not been able to contact anyone at Take Two about bringing that game back onto the market, and thus we turned our attention to “Machiavelli the Prince Enhanced.”

Strategy

We learned a lot from “Emperor of the Fading Suns Enhanced,” which may have been the most ambitious game patch in PC gaming history. As with EFSe, we had to migrate our old code over to work in Microsoft’s Visual Studio development environment, which was first released the year we made the original EFS, and well after we made Machiavelli 🙂

We had several key goals for the Enhanced game:

  1. Make the game playable under modern Windows systems;
  2. Upgrade the game to run on Linux and in Steam;
  3. Incorporate APIs for things like Steam achievements, and port these to GOG;
  4. Give players greater control of the windowed environment; and
  5. Incorporate feedback from players to remove old gameplay annoyances, like the old soundtrack.

Overview

In working on EFSe, we learned that after fixing the key player concerns, we needed to listen to players about what else matters. We have incorporated a number of new patches for that game, primarily responding to quality-of-life issues the players have raised. Many of the things we thought would be important paled in comparison to these. PLEASE continue to let us know what improvements matter to you, and we will look to incorporate them in future patches. Nothing teaches you what makes a game better than thousands of smart players trying it and letting you know.

Windowed Mode

After the new soundtrack, this was probably the second-most common request. Not only can you press Alt+Enter to enter and exit windowed mode, but you can click and drag the borders to resize the window to your choosing! I know, it sounds like a small thing, but not for code from 1995 🙂 Yes, you can also use the minimize and maximize buttons, just like apps originally designed for a Windows environment.

Other Fixes

  • Numerous spelling corrections – sorry about those
  • Fix letters overflowing text boxes
  • Added the game icon to windowed mode
  • Fix issue with commodity list when prices get over 1,000 florins
  • Fix inability to exit a multiplayer game if you forgot password

The New Soundtrack

Thanks to Paul Mercer, who has worked on other games with us, for these songs. The soundtrack was the most common annoyance we heard when discussing how to improve the game. Apparently very few of you played the game with the old soundtrack still on. We think Paul’s music captures the flavor of the age with a modern twist, while providing a great background for a contemplative, strategic experience like MPe.

Since releasing the demo, however, we have heard from defenders of the old soundtrack. Please let us know your thoughts. Would it be worth it to include both with the game?

Song List

  1. TANTO NOMINI NVLLM PAR ELOGIVM –  composed and performed by Paul Mercer
  2. Arnos Vale – composed and performed by Paul MercerMercer and Sheryl L Bielewski
  3. The Bloody Eye Gang – composed and performed by Paul Mercer
  4. Ghost Ship Gang – composed and performed by Paul Mercer
  5. Orphan Kings Return I – composed and performed by Paul Mercer and Sheryl L Bielewski
  6. Orphan Kings Return II – composed and performed by Paul Mercer and Sheryl L Bielewski
  7. Rouse the Beasts of War I – composed and performed by Paul Mercer
  8. Rouse the Beasts of War II – composed and performed by Paul Mercer

HDI Newsletter!

Check out the newsletter HERE

We have an old HDI email list that we have not used in a while, but we are going to dust off and restart. We will try to never send more than two newsletters a month (barring some really unforeseen issue), and we really expect it to be more like quarterly. We will send out a blast the week of March30 with news about the Machiavelli the Prince launch for April 2. If you would like to be on the newsletter, go to the below link. There are about a minute’s worth of questions, but all we really need is your email address. https://docs.google.com/forms/d/e/1FAIpQLSdzAojW90EZ_H0Mw_T3Nn6xlhbPuMkjfeRhcHi9FcVwOGLJzg/viewform?usp=publish-editor