Hey gangsters! We're doing another of our The Chicago News streams TODAY! Join us for a chat about Empire of Sin, while Katie and Maezza continue expanding Goldies empire, at twitch.tv/paradoxinteractive!
Patch Notes 1.04
Hey there, bootleggers! The crew has been hard at work lately, and Chicago has never been a better place to be! We are grateful to all of you for sending us bug reports, suggestions and feedback as we go. As always, do keep that feedback coming! :)
After this patch, your version number should be 1.04.0.41148. See below for a full changelog.
Changelog - Patch 1.04
The Highlights
Autoresolve - The goal of combat auto-resolve for Empire of Sin is to create a reliable and useful source of information for the player that appears before every fight. When the Player initiates a fight or a Faction AI initiates a fight with the player, the combat auto-resolve screen will appear.
This screen presents players with information about the fight, the participants in the fight, their professions, and equipment, as well as a number of options that the player can select.
Players can select the "Fight" option to manually enter combat and manually fight the fight or select the "Auto-Resolve" option to attempt and auto-resolve the fight based on the projected odds at the top of the screen.
A word of warning, your Bosses and Gangsters can and will take damage when using the auto-resolve option. If your Boss dies, it's game over.
The Safehouse healing exploit has now been removed. The passive healing in the Safehouse is now 2x normal passive healing rather than instant heal.
Combat
Fixed Ally Threat being wrongfully applied when you are not at war
Fixed issues with the lifeline ability; one which could cause it to be applied incorrectly to combat actors and one where the bonus could become stuck on a character
Fixed a formatting issue in a combat error message
Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
Doubled the chance of getting healing items in combat and reduced their cost to buy in the shop by 30%
Characters not moving back into cover after an Overwatch miss shot from a step out position should be fixed now
Peeking, switching sides from a 90 degree angle and multiple cover values should now be fixed
Smaller miscellaneous changes and fixes related to cover and peeking have been implemented
Crew members who have been fired or who have quit will now hold a grudge, and can not be instantly rehired
Factions you are invited to war against are now revealed
Double Tap now uses the correct icon on ground tiles when selected
All higher tier doctors now start with the Heal ability
Fixed an issue where dead bodies and civilians would block the mouse when trying to move to squares in combat
Remedy will no longer be absent on the talent tree, if the player had saved the game when Remedy was a consumable item instead of a persistent talent and their current talent tier is greater than 3
Fixed First Aid Kit, no longer applies the Bandaged status effect when used outside of combat.
Standardized how Heal abilities work
Now only showing "Difficulty X/5" on thug owned buildings
Guard Inventory Improvements: Added healing items to all major faction guards, removed short barrelled shotguns from shotgun guards, replaced short barrelled shotguns with primary shotguns
Racket Guard Improvements: Increased the Marksmanship attribute for all tiers of racket guards by +10
Reworked how Bullet Shield behaves
Removed always bleeding out and removed shared damage
Gave law enforcement the subdue action at the start of combat
Unleash Fury and Exhaustion improvements have been made
Changed the effect of the exhaustion debuff and now show an animation at the beginning of Frankie's turn if he's exhausted
Improved the UI for stackable status effects
Reduced Unleash Fury's attack count from 4 to 3 to match its animation
Cover animations and transitions are now faster
Added new double fire animations and transitions
Adjusted starting cash based on difficulty
Fixed selection bug after combat
Hired Gun - Iteration - Sweep - Removed sweep as talent, making it an SMG and machine gun ability, replacing the talent with Can Opener
Added the Can Opener ability, as mentioned above. đ
Unleash Fury Changed: Updated action panel description to mention exhaustion. Slightly reduced the base damage and critical hit chance, but increased critical hit damage modifier
Initiative changes for NPCs and player characters. Improves the layering of characters during combat
Stopped z-fighting on target reticles
Changed the behaviour of Unleash Fury so that it refunds AP instead of costing none
Stopped the AI from throwing too many knives during fan of knives. Apologies to all knife fans.
Reworked Hair Trigger
Added basic combat personalities to bosses and gangsters
Handgun Changes: Added Double Fire Handgun Ability
Fixed issue with melee damage modifiers not working as a percentage
Hitting a target from the back with a Knock Out now puts the target in the Knocked Out state
Applying the Knock Out state on a character not in cover no longer generates a console error and a 1 second freeze on the target
Unleash Fury now plays hit and miss audio correctly
Added a fade after auto resolve
Further weapon balancing
Fixed an issue with animators gettings stuck after auto resolving certain fights
Fixed a softlock that could occur after autoresolving several combats in quick succession
Fix for thugs not attacking after you enter and exit ambush mode before opening a loot crate.
Improved threatProcessor in cases where threat is rapidly gained
Changed color of dice and win percent in combat autoresolve screen to reflect chance
UI
Added hotkey numbers to the combat HUD
Changed the badass bonus for better telegraphing to the player
Gang leader equipped description added
Made cash values in diplomacy dialogs cleaner
Removed held items from AI inventories in the trade screen
Adjusted visuals of learned/unlearned talents so that they look less similar
Added difficulty warning on the "Are you sure?" combat attack popups
Added [GREET] to boss intro pop ups
After the black market tutorial involving the radial menu has been completed, the allowed selectable buttons that were previously disabled from the tutorial's white list now get enabled when the player comes back
Fixed the highlighting on "review" button on Crew screen
Added missing titles to events
Passive scroll now resets properly in the Racket info screen
Added a warning window to sell building dialogue if selling the building may fail or relocate a mission
The default position of the cursor when opening the crew screen with a controller is now the bottom-right element instead of top-left element.
Now showing "0" instead of "-" for characters who are forced hirable
Added titles to hire confirmation windows
Added tooltips to diplomacy tabs
Adjusted tooltip for notifications to use accurate timing
Added modifier name for life lesson
Added notification for when s temporary alliance times out
Ensured that visualization of customers and earnings are up to date
Added extra tab to journal to separate boss/side missions from bridging/empire missions
Now showing info about racket takeover and notoriety gain/loss in post combat screen
Now allowing scrolling on "events" section of post-combat screen
Added "Discuss" option to Diplomacy tab
Added new icons for Can Opener
Updated status effect tooltips to calculate effects based on stacks
Stopped clock icon in resource summary panel from highlighting and playing mouse enter and click sounds
The game now selects the resume button by default when trying to use the game menu on controller with no button selected
Made the mission tutorial open on the correct tab in the tutorial
Made the resource summary buttons non-interactive when ui is blocked
Tooltip polish
Missions
Fixed an issue with marking buildings as mission critical when they are acquired from placements
Delayed mission fails that happen mid combat now wait until combat has finished which should prevent softlocks from characters being deleted mid combat
Fixed Lost and Found where a softlock could happen after interaction with thugs. The game would get stuck on a loading screen trying to enter racket
That issue where some missions would give rewards even when they failed. Itâs gone, boss. It could cause an error with other missions completing if one of the rewards was an item
The Broken Menagerie mission that wouldnât continue if the fight happens before thug fight? Yeah that got whacked.
Mission text fixes
Mission critical NPCs now fall unconscious if they are involved in other combats, rather than dying and getting up when you need to talk to them. If we had zombies, they wouldnât snitch
Mission fixes - Monks quest not completing if you kill Wally without talking to him, converting a derelict to brewery for two brew completes brewery objective, adding the and a to dialogue where derelict building appears, not finding Stanley and Bert in In The Trenches and Red Handed if the building is sold, moving NPCs away from buildings in an attempt to make them easier to select by controllers
Added warning to mole event if making that gangster a mole will fail their personal mission
Adjusted Fail Mission text to mention specific gangsters, fixing small typos, changed mission description text in Cop Bar mission
Fixed issue where blowing up 3rd polling station is sometimes unavailable in DMJâs mission, It Came From The Lake event not showing proper racket name, checking that gangsters aren't injured or sent away before making them a mole
Fixed softlock after upgrading brewery in Whatcha Gonna Do. Fix for npcs stuck in cowering animation when combat ends too early, Fix for instant fail on Izzyâs Been Busy
Fixed Reyna House On Fire failing when someone dies
Fixed gangster personal missions activating with moles
Fixed cash being deducted twice from Hit Em Where It Hurts
Fixed the softlock happening after clicking on NPC quickly after conversation in Mock mission
General
Passive healing now removed for difficulties above Lieutenant
The game now randomly unlocks 1 gangster from each tier every month and makes them hirable on start
Added building textures
Fixed minor inconsistencies between VO and text in sitdowns
Fixed issue with Synergies not disbanding when buildings are taken over by other factions
Fixed missing gun cabinet mesh in Character Select Screen
The traffic that was stopped in place after the Tutorial is now moving again
Fixed an issue with loot screens popping up when other factions find them, removing cash from loot crate drops for 1.03
The Steam overlay no longer causes an error on the console
Found the missing letters on the map for the Municipal Pier
The player won't be able to talk to the bartender during the tutorial anymore
If Hugh and/or Maria are spawned in the world and the player skips the tutorial: they now storm off in a huff if they weren't hired by the player
If tutorial meat packers spawn and the player skips the tutorial without going into combat with them: we automatically just kill them - they deserve it, the dirty rats
Anyone hired in the Tutorial now continues to get the employment loyalty bonus
Added a new line of sight indicator icon to show bleeding out characters
Fixed a potential blocker on the alcohol tutorial when re-enabling the tutorial during the game
Allowed alcohol storage limits for diplomatic actions to be spread across all available storage
Updated localisation
Additional checks by minor faction AI to ensure target faction has requested alcohol before making trade request have been added
Added mouse wheel scrolling to the Alcohol and Finance screens
Fixed an issue with buildings changing racket type too soon when given as a reward causing errors with thugs trying to find space
Fixed issues with the camera when focussing on a character
Made sure the alcohol tutorial only triggers if the player is on the correct tab.
Fixed non-interactive Skip Tutorial prompt
Added miss animations when a player is peeking out
Removed sound effect when AI picks up loot crate
Halved the take floor on Earl Weiss
Explosion vfx updates
Fixed an issue where guards and squad members could have their movement indicators activated
Changed Safehouse discovery chances
Sit-downs can no longer happen at invalid buildings
Fixed an issue where two location loads could be called at the same time, leading to the camera ending up in the wrong location
Slider in trading menu has louder SFX
Button select audio improved
Re-recorded Antonio's voice
Fixed an error when hovering over interactable safehouse objects (blackboard, world map desk etc.) with virtual cursor in combat
Added "begin sitdown" cursor
Fixed Elviraâs evil laugh
Audio added for "You've made a terrible mistake" after declaring war
Stephanie is now as loud as the other bosses
We now trigger an investigation event before launching a FactionMet conversation
Limited alcohol amount setting to prevent going negative
Skip tutorial option now inaccessible if coming from a conversation or sitdown
Fixed text in It Came from the Lake event
Moved all floating lamp posts down to the ground
Implemented the L Train
Standing Orders are removed when one of the factions involved is eliminated
Factions will wait at least 2 minutes in world time before breaking pacts they've formed
Removed unnecessary loading screens for player on accepting a sitdown request
Requesting a sit-down now always focuses on the sitdown building on the world map
Fixed incorrect default camera position when entering interiors
Fixed several issues around combat and location locks and transitions
Fixed slight overshoot on world map camera pans
Long distance pans on the World Map will now take up to 2 seconds to complete (to avoid crazy fast panning
Adjusted decision to ignore rating of war target when determining whether or not to uphold pact
Fixed issue where attacking a building with a gangster while your boss is elsewhere would load the boss's location first
Ensured that the combat grid calculation uses the proper combat bounds
Make boss abilities use a kill cooldown
Fixed Earl Weiss missing ragdoll
Reduced the costs to buy and upgrade rackets by 50%
Updated safehouses and Large Casino environments
Fixed Safehouse chair colliders and Safehouse desk not being interactive
Made tutorial responses consistent, small fixes to text in tutorial
Fixed issue that prevented you from selecting moles
Now displaying the ability cooldown in ability tooltips and on the action information panel description
Fixed camera position in all interiors
Fixed occasional issue on Mac where the game hardlocks on boss selection screen
Updated Frankie Donovanâs Base stats
Lowered bartering value of items/weapons. Better visualization for disguised alcohol. Instant discovery of disguised alcohol bought-back
Removed Kill requirement from boss abilities
Added a delay to the bandage scenario when bandage will revive a character to allow time for the animation to play
Ensured that loans are removed after economy lock is over
Changed the take over option in the investigate introduction to start exterior combat, requiring the player to declare war before attacking
Player is no longer incorrectly notified that police refused to turn a blind eye for another faction
Added new guard combat VO lines
2 new combat songs, Safehouse songs and Racket songs added
Double VO on boss execution fixed
Characters now shut the hell up when the game is paused
Meat Hook / Lion Tamer fixed: character who is the target says "Shit" instead of the attacker
Made sure investigating police spawn at different locations
We no longer show a message when a character is healed of their injury or is released from jail if they are no longer in your faction
Tweaked gear score item rarity contributions
Stopped the extended combat tutorial from triggering outside of full combat
Made sure the equipment tutorials don't fire when the game menu is open
Cancelled the equip ammo tutorial if the player doesn't have a primary weapon equipped when it starts
Changed Black Market health item quantities
Changed Norah Quinn's notoriety gate to 0
Increased loot tables for health items by 10%
Fixed placeholder button prompts showing up when loading a saved controller tutorial step
Fixed callout lines on the controls screen
Fixed restore defaults button showing up on controls screen
Fixed an issue with a specific thug model which caused its ragdoll to begin in a T-pose
Fixed issue where game menu could not be navigated after pressing "start" on combat autoresolve UI
Fixed an issue where pain killers could cause overwatch or suppressing fire to softlock during their trigger
Changed starting cash amounts based on difficulty
Empire of Sin Dev Team Q&A on Discord
It's about time we did another one of those Discord Dev Q&A's, crew. So join us on the official Empire of Sin Discord for a Dev Team Q&A on Tuesday, March 16th, 17:00 CET!
Itâs time for another preview of whatâs to come, gangsters! Today we bring you the Beta Branch of Patch 1.04, giving you a chance to test out some of our upcoming features and fixes, such as the highly anticipated Auto-Resolve.
To join the Beta:
Open Steam.
Go to the Library and right-click on Empire of Sin > Properties > Betas.
Choose the beta branch available in the drop down menu.
You should then be able to download the beta build. No password needed!
As usual, we welcome any and all feedback you might have on this patch! You are all part of Chicago after all, crew.
See below for a full list of Patch Notes for Beta Branch 1.04.
Update Notes - Beta Branch 1.04
The Highlights
Autoresolve - The goal of combat auto-resolve for Empire of Sin is to create a reliable and useful source of information for the player that appears before every fight. When the Player initiates a fight or a Faction AI initiates a fight with the player, the combat auto-resolve screen will appear.
This screen presents players with information about the fight, the participants in the fight, their professions, and equipment, as well as a number of options that the player can select.
Players can select the "Fight" option to manually enter combat and manually fight the fight or select the "Auto-Resolve" option to attempt and auto-resolve the fight based on the projected odds at the top of the screen.
A word of warning, your Bosses and Gangsters can and will take damage when using the auto-resolve option. If your Boss dies, it's game over.
The Safehouse healing exploit has now been removed. The passive healing in the Safehouse is now 2x normal passive healing rather than instant heal.
Combat
Fixed Ally Threat being wrongfully applied when you are not at war
Fixed issues with the lifeline ability; one which could cause it to be applied incorrectly to combat actors and one where the bonus could become stuck on a character
Fixed a formatting issue in a combat error message
Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
Doubled the chance of getting healing items in combat and reduced their cost to buy in the shop by 30%
Characters not moving back into cover after an Overwatch miss shot from a step out position should be fixed now
Peeking, switching sides from a 90 degree angle and multiple cover values should now be fixed
Smaller miscellaneous changes and fixes related to cover and peeking have been implemented
Crew members who have been fired or who have quit will now hold a grudge, and can not be instantly rehired
Factions you are invited to war against are now revealed
Double Tap now uses the correct icon on ground tiles when selected
All higher tier doctors now start with the Heal ability
Fixed an issue where dead bodies and civilians would block the mouse when trying to move to squares in combat
Remedy will no longer be absent on the talent tree, if the player had saved the game when Remedy was a consumable item instead of a persistent talent and their current talent tier is greater than 3
Fixed First Aid Kit, no longer applies the Bandaged status effect when used outside of combat.
Standardized how Heal abilities work
Now only showing "Difficulty X/5" on thug owned buildings
Guard Inventory Improvements: Added healing items to all major faction guards, removed short barrelled shotguns from shotgun guards, replaced short barrelled shotguns with primary shotguns
Racket Guard Improvements: Increased the Marksmanship attribute for all tiers of racket guards by +10
Reworked how Bullet Shield behaves
Removed always bleeding out and removed shared damage
Gave law enforcement the subdue action at the start of combat
Unleash Fury and Exhaustion improvements have been made
Changed the effect of the exhaustion debuff and now show an animation at the beginning of Frankie's turn if he's exhausted
Improved the UI for stackable status effects
Reduced Unleash Fury's attack count from 4 to 3 to match its animation
Cover animations and transitions are now faster
Added new double fire animations and transitions
Adjusted starting cash based on difficulty
Fixed selection bug after combat
Hired Gun - Iteration - Sweep - Removed sweep as talent, making it an SMG and machine gun ability, replacing the talent with Can Opener
Added the Can Opener ability
Unleash Fury Changed: Updated action panel description to mention exhaustion. Slightly reduced the base damage and critical hit chance, but increased critical hit damage modifier
Initiative changes for NPCs and player characters. Improves the layering of characters during combat
Stopped z-fighting on target reticles
Changed the behaviour of Unleash Fury so that it refunds AP instead of costing none
Stopped the AI from throwing too many knives during fan of knives. Apologies to all knife fans.
Reworked Hair Trigger
Added basic combat personalities to bosses and RPCs
Handgun Changes: Added Double Fire Handgun Ability
Fixed issue with melee damage modifiers not working as a percentage
Hitting a target from the back with a Knock Out now puts the target in the Knocked Out state
Applying the Knock Out state on a character not in cover no longer generates a console error and a 1 second freeze on the target
Unleash Fury now plays hit and miss audio correctly
Added a fade after auto resolve
Further weapon balancing
Fixed an issue with animators gettings stuck after auto resolving certain fights
UI
Added hotkey numbers to the combat HUD
Changed the badass bonus for better telegraphing to the player
Gang leader equipped description added
Made cash values in diplomacy dialogs cleaner
Removed held items from AI inventories in the trade screen
Adjusted visuals of learned/unlearned talents so that they look less similar
Added difficulty warning on the "Are you sure?" combat attack popups
Added [GREET] to boss intro pop ups
After the black market tutorial involving the radial menu has been completed, the allowed selectable buttons that were previously disabled from the tutorial's white list now get enabled when the player comes back
Fixed the highlighting on "review" button on Crew screen
Added missing titles to events
Passive scroll now resets properly in the Racket info screen
Added a warning window to sell building dialogue if selling the building may fail or relocate a mission
Now showing "0" instead of "-" for characters who are forced hirable
Added titles to hire confirmation windows
Added tooltips to diplomacy tabs
Adjusted tooltip for notifications to use accurate timing
Added modifier name for life lesson
Added notification for when s temporary alliance times out
Ensured that visualization of customers and earnings are up to date
Added extra tab to journal to separate boss/side missions from bridging/empire missions
Now showing info about racket takeover and notoriety gain/loss in post combat screen
Now allowing scrolling on "events" section of post-combat screen
Added "Discuss" option to Diplomacy tab
Added new icons for Can Opener
Updated status effect tooltips to calculate effects based on stacks
Stopped clock icon in resource summary panel from highlighting and playing mouse enter and click sounds
Made the mission tutorial open on the correct tab in the tutorial
Made the resource summary buttons non-interactive when ui is blocked
Tooltip polish
Missions
Fixed an issue with marking buildings as mission critical when they are acquired from placements
Delayed mission fails that happen mid combat now wait until combat has finished which should prevent softlocks from characters being deleted mid combat
Fixed Lost and Found where a softlock could happen after interaction with thugs. The game would get stuck on a loading screen trying to enter racket
That issue where some missions would give rewards even when they failed. Itâs gone, boss. It could cause an error with other missions completing if one of the rewards was an item
The Broken Menagerie mission that wouldnât continue if the fight happens before thug fight? Yeah that got whacked.
Mission text fixes
Mission critical NPCs now fall unconscious if they are involved in other combats, rather than dying and getting up when you need to talk to them. If we had zombies, they wouldnât snitch
Mission fixes - Monks quest not completing if you kill Wally without talking to him, converting a derelict to brewery for two brew completes brewery objective, adding the and a to dialogue where derelict building appears, not finding Stanley and Bert in In The Trenches and Red Handed if the building is sold, moving NPCs away from buildings in an attempt to make them easier to select by controllers
Added warning to mole event if making that gangster a mole will fail their personal mission
Adjusted Fail Mission text to mention specific gangsters, fixing small typos, changed mission description text in Cop Bar mission
Fixed issue where blowing up 3rd polling station is sometimes unavailable in DMJâs mission, It Came From The Lake event not showing proper racket name, checking that gangsters aren't injured or sent away before making them a mole
Fixed softlock after upgrading brewery in Whatcha Gonna Do. Fix for npcs stuck in cowering animation when combat ends too early, Fix for instant fail on Izzyâs Been Busy
Fixed Reyna House On Fire failing when someone dies
Fixed gangster personal missions activating with moles
Fixed cash being deducted twice from Hit Em Where It Hurts
Fixed the softlock happening after clicking on NPC quickly after conversation in Mock mission
General
Passive healing now removed for difficulties above Lieutenant
The game now randomly unlocks 1 gangster from each tier every month and makes them hirable on start
Added building textures
Fixed minor inconsistencies between VO and text in sitdowns
Fixed issue with Synergies not disbanding when buildings are taken over by other factions
Fixed missing gun cabinet mesh in Character Select Screen
The traffic that was stopped in place after the Tutorial is now moving again
Fixed an issue with loot screens popping up when other factions find them, removing cash from loot crate drops for 1.03
The Steam overlay no longer causes an error on the console
Found the missing letters on the map for the Municipal Pier
The player won't be able to talk to the bartender during the tutorial anymore
If Hugh and/or Maria are spawned in the world and the player skips the tutorial: they now storm off in a huff if they weren't hired by the player
If tutorial meat packers spawn and the player skips the tutorial without going into combat with them: we automatically just kill them - they deserve it, the dirty rats
Anyone hired in the Tutorial now continues to get the employment loyalty bonus
Added a new line of sight indicator icon to show bleeding out characters
Fixed a potential blocker on the alcohol tutorial when re-enabling the tutorial during the game
Allowed alcohol storage limits for diplomatic actions to be spread across all available storage
Updated localisation
Additional checks by minor faction AI to ensure target faction has requested alcohol before making trade request have been added
Added mouse wheel scrolling to the Alcohol and Finance screens
Fixed an issue with buildings changing racket type too soon when given as a reward causing errors with thugs trying to find space
Fixed issues with the camera when focussing on a character
Made sure the alcohol tutorial only triggers if the player is on the correct tab.
Fixed non-interactive Skip Tutorial prompt
Added miss animations when a player is peeking out
Removed sound effect when AI picks up loot crate
Halved the take floor on Earl Weiss
Explosion vfx updates
Fixed an issue where guards and squad members could have their movement indicators activated
Changed Safehouse discovery chances
Sit-downs can no longer happen at invalid buildings
Fixed an issue where two location loads could be called at the same time, leading to the camera ending up in the wrong location
Slider in trading menu has louder SFX
Button select audio improved
Re-recorded Antonio's voice
Fixed an error when hovering over interactable safehouse objects (blackboard, world map desk etc.) with virtual cursor in combat
Added "begin sitdown" cursor
Fixed Elviraâs evil laugh
Audio added for "You've made a terrible mistake" after declaring war
Stephanie is now as loud as the other bosses
We now trigger an investigation event before launching a FactionMet conversation
Limited alcohol amount setting to prevent going negative
Skip tutorial option now inaccessible if coming from a conversation or sitdown
Fixed text in It Came from the Lake event
Moved all floating lamp posts down to the ground
Implemented the L Train
Standing Orders are removed when one of the factions involved is eliminated
Factions will wait at least 2 minutes in world time before breaking pacts they've formed
Removed unnecessary loading screens for player on accepting a sitdown request
Requesting a sit-down now always focuses on the sitdown building on the world map
Fixed incorrect default camera position when entering interiors
Fixed several issues around combat and location locks and transitions
Fixed slight overshoot on world map camera pans
Long distance pans on the World Map will now take up to 2 seconds to complete (to avoid crazy fast panning
Adjusted decision to ignore rating of war target when determining whether or not to uphold pact
Fixed issue where attacking a building with a gangster while your boss is elsewhere would load the boss's location first
Ensured that the combat grid calculation uses the proper combat bounds
Make boss abilities use a kill cooldown
Fixed Earl Weiss missing ragdoll
Reduced the costs to buy and upgrade rackets by 50%
Updated safehouses and Large Casino environments
Fixed Safehouse chair colliders and Safehouse desk not being interactive
Made tutorial responses consistent, small fixes to text in tutorial
Fixed issue that prevented you from selecting moles
Now displaying the ability cooldown in ability tooltips and on the action information panel description
Fixed camera position in all interiors
Fixed occasional issue on Mac where the game hardlocks on boss selection screen
Updated Frankie Donovanâs Base stats
Lowered bartering value of items/weapons. Better visualization for disguised alcohol. Instant discovery of disguised alcohol bought-back
Removed Kill requirement from boss abilities
Added a delay to the bandage scenario when bandage will revive a character to allow time for the animation to play
Ensured that loans are removed after economy lock is over
Changed the take over option in the investigate introduction to start exterior combat, requiring the player to declare war before attacking
Player is no longer incorrectly notified that police refused to turn a blind eye for another faction
Added new guard combat VO lines
2 new combat songs, Safehouse songs and Racket songs added
Double VO on boss execution fixed
Characters now shut the hell up when the game is paused
Meat Hook / Lion Tamer fixed: character who is the target says "Shit" instead of the attacker
Made sure investigating police spawn at different locations
We no longer show a message when a character is healed of their injury or is released from jail if they are no longer in your faction
Tweaked gear score item rarity contributions
Stopped the extended combat tutorial from triggering outside of full combat
Made sure the equipment tutorials don't fire when the game menu is open
Cancelled the equip ammo tutorial if the player doesn't have a primary weapon equipped when it starts
Changed Black Market health item quantities
Changed Norah Quinn's notoriety gate to 0
Increased loot tables for health items by 10%
Fixed placeholder button prompts showing up when loading a saved controller tutorial step
The Chicago News Stream #3
How about a trip to Chicago, boss? Join us tomorrow for another episode of the Chicago News stream series, where we will talk a bit about what's coming in Patch 1.04! Stream starts tomorrow, at 5 PM CET, on twitch.tv/paradoxinteractive!
Dev Diary: Diplomacy & Gangsters changes in 1.03
Whatâs up, bootleggers?
Weâve had our moles and reporters working double time the last month to find another scoop on whatâs been happening in Chicagoâs underworld. They had to grease a lot of palms and call in more than a few favors, but they got the goods and met us at a derelict this morning to hand it over. Hereâs whatâs going down!
DIPLOMACYâ
Expanding your empire and keeping relations sweet with other bosses is a tightrope walk thatâs never going to be easy. Chicago is a competitive market and business is brutal. As it stood, things were a free-for-all with relations usually fraught between capos, and diplomacy suffered. Though they may not agree on much, they knew things had to change.
Firstly, the grab-and-go tactics of stealing rackets out from under each other had to stop. It took too much time that they could better invest in business. After a secret Sitdown with Chris King, senior designer and mob boss mediator, the bosses reached a consensus: attacking a racket is now an act of war. Gone are the days of acquiring a racket through a few rounds of single combat. Now you put your money where your mouth is and let a faction know how you really feel about them. Still think that stealing Salazar Reynaâs speakeasy is worth starting a war over? Go right ahead!
The change has had a positive knock-on effect throughout Chicago. Before, taking over rackets resulted in frequent and repetitive attacks from enemy AI until bosses agreed on some kind of treaty. This has been removed with the war update. Whatâs more, removing this option actually made the AI get better. With less time devoted to planning ambushes on your rackets, enemy AI has become more calculated in how it engages with you outside of war and expands its own business ventures.
Every diplomatic gangster knows a lot is achieved by talking. Sure, you can send your regards across town, but the real business is done face to face and that means Sitdowns. For a boss new to the city, you could have numerous other bosses wanting to size you up and before you know it, youâve got more meetings in a day than barrels in your brewery. Missing a requested Sitdown means starting on the back foot with another faction. So after some coercing, the bosses agreed to let a little more time pass before they take offense. The Sitdown timeout has been moved from 5 minutes to 15, so itâll stop you sweating through your suit or sequins rushing from one end of the neighborhood to the other.
It comes with a compromise though. Things were never going to be sunshine and rainbows between the bosses for that long! Factions are keeping some things even more guarded than before. If guards are patrolling the streets for a boss you havenât met yet, theyâre under strict instructions not to reveal who they are if they get mixed up in combat. Their faction name wonât show up in pre-combat, and youâre not going to find out who theyâre with until after you pull the trigger. Just another way for bosses to find out exactly where your sentiments lie.
So where do George MacDonough and company sit with all these changes to diplomacy? His crew in blue are always in need of more fundraising and turning a blind eye to your rackets is a great way to get fast cash out of you. If you refuse, more power to you, but the higher your notoriety, the lower the faction rating youâre gonna get with the police. It seems the State has Georgeâs back against the wall and keeping him sweet to your notorious criminal empire is going to cost you.
GANGSTERSâ
As for your gangsters, there have been some changes. Low-tier gangsters have all reduced their cost of hiring. Theyâre competing for work with one another and itâs a buyerâs market. This means you can get more bullets for your money when you start out, and once you have a good crew set up, you could still have cash left to invest in your empire.
We heard a lot of feedback from players about the gangster talent tree. Once hired, gangsters should still have to prove their worth before they handle a bunch of fancy moves.
Thanks to this feedback, weâve locked gangster talent trees. Theyâll have to put in some work to earn one talent per tier, one tier at a time. As for hiring top-tier gangsters, thereâs little they donât already know. Theyâll join your crew with all but tier 5 ready to use. Hey, you get what you pay for!
Beyond their talents, how else can they prove theyâre part of your crew? Well, of late they found another way to pledge allegiance to your cause. In combat, if any member of your faction performs an execution, youâre going to get a notoriety boost from it. Itâs your gangsterâs way of giving a little back because if it wasnât for you, they may not be in the back of a racket slicing someoneâs throat. Itâs only fair you get some recognition for it, right?
That about wraps up all the updates we could get you without arousing too much suspicion. Let us know what you think of the changes. Until next time, happy Sinning!
The Chicago News Stream #2
We're fueling up our Whiskey Sixes and getting ready to hit Chicago again for the second The Chicago News stream! Join us on Friday at 17:00 CET, on twitch.tv/paradoxinteractive!
Empire of Sin Dev Team Q&A on Discord
Got questions about Empire of Sin? Join us on the official Empire of Sin Discord for a Dev Team Q&A on Thursday, 17:00 CET!
Hey there, bosses, mobsters and goons! We have a delivery for ya: a big load of patch notes of the highest quality, straight from the brewery! This sure ainât no swill, boss.
We are grateful to all of you for your continued support of Empire of Sin, and for sending us bug reports, suggestions and feedback as we go. As always, please keep that feedback coming! :)
After this patch, your version number should be 1.03.0.39972. See below for a full changelog.
Changelog - Patch 1.03â
The Highlights
Safehouses are now hidden
Combat AI has been improved and provides more challenge
Added a Mini-resolve option to avoid nuisance combat demands. A new system will be implemented in the next update (1.04)
Fast travel has been limited
You can no longer attack an Enemy Faction youâre not at War with
General Changes
The game no longer pauses and minimizes when it loses focus
AI ignores temporary alliances when deciding to break an alliance
Loot crates are now rebalanced
Adjusted racket income filter list to take the prosperity modifier into account
Added separate notoriety gains for raze, ransack, and smash up
Prevented Personality Traits from reapplying every time you save/load
Removed time-free teleporting
Fixed disappearing gangsters
UI polish
Locale polish
Prevented alcohol resource errors when ransacking that could lead to inventory corruption
Fixed instances of disappearing actors when upgrading ambience
Fixed severe issues when a game is loaded where "master hotelier" is in effect
Fixed an issue where actors could be sent to the void if two buildings changed their racket type at the same time
Added more building and colour variety in the neighbourhoods
Gangster Talents now need to be unlocked
Fix boss ability items inheriting incorrect modifiers through weapon stats
Add a wait to the flee action so players can see the characters leave the area
Character model improvements
Fixed an issue where if a player added a space or lowercase letters when editing a building name, the building name would not be displayed correctly
Added more building variety throughout the neighbourhoods
Better telegraphing and delay for Hotels Disbanding
Better notifications for players when hotels are disbanded
Fixed a softlock when assigning Lieutenants
Fixed issue where if a character has more than 9 Status Effects on them, the UI will start to overlap. If they receive 28 or more, the icons will start to go off screen
Empire screen filter lists scroll resets on repopulating
The missing synergy icon has been found and returned to its rightful slot
The Crew screen and Black Market now have no whitespace issues when viewed in 4:3
The issue when switching to Asian languages and switching back would cause text to disappear in the tutorial is now resolved
Updated the hiring costs for the starting gangsters
An issue with Safehouse discovery resetting on load has now been laid to rest
The awkward silences in sitdowns have now been filled with conversation
Cleared the truce/end war sitdowns when war is removed
Missing translations in the Settings window from the Title screen have been replaced
Increased the difficulty of the difficulty levels
Changed Threaten Option in sitdown pop up
Fixed alcohol resource being released twice
Save upgrader to fix older saves not loading from alcohol issue
Saltis issue with rackets being locked fixed
DMJ issue for Thompson not on map in Blues fixed
Capone softlock when talking to Guard fixed
When skipping to Ronnieâs phone call in the tutorial, we didn't have a valid reference to the brewery. This has now been fixed
Increased the tiers for racket guards for all major factions
Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them and the are now back where they belong
The name of the neighborhood is now added to the surrender dialog options
Various UI fixes
Fixed an issue where sitdown and mission icons stayed fixed on screen if the player pressed 'f' to transition to another neighbourhood
Made sure that the tutorial safehouse doesn't spawn exterior guards while the tutorial is active
Added new advertisements, see if you can spot them all!
Fixed Safehouse Discovered Softlock in Tutorial
Friend In Need mission fix for not completing after killing lodge members
Jacques Attacks mission fix for not completing if you upgrade all rackets at once
Fixed crate positions
Increased the sitdown timeout from 5 minutes to 15 minutes
Unknown characters will no longer reveal the faction name if we start pre-combat near them
Mark Target will now work in pre-combat and start combat immediately when activated
Resolved an issue where the AI could initiate combat while a sitdown was beginning. This would result in a soft lock in some cases
Added recruiting time to AI squads
Removed war-free attacks. You want a fight, start a war
Raul was placed so close to a building that his arm was in it
Genna fix for Round The World mission not completing
When the player refuses the police request for cash, their rating with the police is reduced depending on their notoriety. If they pay up, their rating with the police is increased
Fixed a cursor issue when cancelling a load game request
Nicknames should now display how you got them in a pop up
Fixed an issue where all tutorial attacks by player were asking for confirmation
Fixed an issue with safehouse storages being nil
Prevented Moles from being added to selection
Non-tutorial AI Factions now start with a safehouse security level of 2 instead of 1
Fixed bookshelf collisions in bars
Created a Sal's Tips update for 1.03 to advise players in-game as to what the updates are
Updated Large Casino interiors
Different colors for the Explore and the Exterminate Agenda icon outline on the minimap and street view. This change also fixes colors of agenda icons not updating when you encounter a squad from an unknown faction
Fixed Status bar icons overlap with combat status UI
Police now resume patrolling correctly after TurningABlindEye is over in a location
Made all loot in crates uncommon
O'Banion's mission POI not updating if racket becomes invalid is now fixed
Fixed Duarte's mission racket showing 0 cost for buildings after takeover, CMA mission not continuing
Injured Gangsters are now correctly disappearing after taking over a racket when they become injured
Fixed Word on The Street mission not continuing because combat was starting during a conversation
Various save game fixes
Made prosperity only update on weekly events
Fixed issue where character entered into a T-pose if they travel while paused
Fixed issue where players could end up not being able to move long distances
Traffic no longer brought to a standstill on completing the tutorial
Fixed the issue with loot screens popping up when other factions find them
Removed cash from loot crate drops
The Municipal Pier is now properly named on the map screen
Additional checking by minor faction AI to ensure target faction has requested alcohol before making trade request
Combat Fixes/Changes
Issues with the AI not using grenades if they have to step out from cover have been fixed.
Dead combatants can no longer panic during combat
Allowed the boss to gain notoriety if anyone in their faction performs an execution
Ensured that AI squads that are about to attack a building are not using other tactics before they attack
Reduced the OW Angle for Dart Gun from 180 to 130 degrees and reduced the OW Angle for LP08 Pistol from 180 to 150 degrees
Suppressed Fire shot does not deal damage to targets
Ensured that combat can't start during conversations
Fixed issue where player is able to equip regular rounds on dart gun
Tweaked Last Rites as it can deal more damage than it is supposed to: All attacks with more than one shot would always deal crit damage after the first crit shot
Fixed issue where certain conversations couldn't start combat
Stopped heal over time effects being applied when their item is equipped
Fixed a softlock in combat when moving characters who had been revived from bleeding out as the result of an overwatch shot
Fixed Ability & Melee descriptions being truncated during combat
Fixed issue where Gun panel would stay up with no gun icon
Fixed an issue where entering combat during the war tutorial softlocks the game
Remove the drunk animation while in combat to fix characters teleporting across the map
Ensured errors in AI tactics don't block AI behaviour
Fixed softlock related to a primary faction being eliminated in a war
Fixed softlock when a revenge reaction turn was triggered after shooting
Fixed softlock when using batter up on a character that doesn't die
Weapon Balance: Reduced the effectiveness of a number of weapons. Critical hit damage has been reduced across the board. Removed the instant kill modifier from the Funeral Arranger Shotgun and the Deceiver Rifle. Added Knockback and Bleed to the Deceiver
Fixed knife attack animation freezing
Fixed save games with broken melee weapons after using a batter up reaction attack
Fixed an issue where Knocking Out a character with an overwatch shot would softlock the game
Fixed issue where character could be stuck in the knocked out pose after combat ends
Last Rites ability has limited range, which was not implied by the game in any way. This is now fixed
Fixed issue with Remedy not appearing on action bar
Fixed issue with Hair Trigger ability activation popup showing even when character is knocked down
Fixed an issue where certain combat reactions were using stale position / vision data. Could cause an issue where a character would "step out" to an old position several meters away
Time Bomb will now disrupt overwatch when thrown
Characters no longer get up after they have been executed if they were put in the BleedingOut state by a critical hit
Fixed issue where Last Rites didnât indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
AI attacking building exteriors will now attack between 8-15 metres from the building door instead of between 0 - 5 meters
Fixed issue where corpses would block player moving to tiles
Vicekings boss Daniel leaned on us for getting his name wrong in German
The camera will no longer move after the player abandons exterior combat when the attackers are attacking the outside of a building
We have ensured the Run Away option is displayed in surrender dialogue if the character is under attack outside
Added even more variety in the buildings
Made sure characters cant get stuck in the overwatch pose at the end of combat
Characters now rotate back to their overwatch direction after getting attacked
Increased the duration before an AI will declare war without an antagonizing incident
Adjusted weapon ranges and stats
Smooth out the curves for weapon ranges to reduce a number of sharp drop offs.
Lowered a number of critical damage multiplier values for numerous weapon types.
Removed critical hit chance from a number of explosives weapons.
Removed armor damage from rifles
Fixed an issue where the AI would get close to the player
Added new movement parameters that allows the AI to want to move towards the effective range of their weapon
Improved the performance for moving towards enemies and grouping with allies
Fixed an issue with all tiers of Saltis melee racket guard being equipped with Brass Knuckles. Now each tier of Saltis melee racket guard is equipped with appropriate tiers of melee weapon
Wandering thugs and thugs near loot crates will no longer attack the player on sight. They will attack if the player opens a loot crate near them
Guards of major and minor factions will now only attack the player faction characters on sight if they are at war
Melee attacks now trigger the correct animation if the target bleeds out
Fixed that combatants who start a battle while in sitting pose, will no longer stay in that pose for the whole fight
Guards in rackets will no longer sit in chairs
Resolved a UI Overlap in combat with large text settings
Further updates to the combat AI to help them move when no targets are visible and stay put when they can do actions from their current position
Made sure bleeding out targets are prioritised correctly in the chance to hit order
Friendly fire no longer removes non-aggression types of pacts (ceasefires/defense agreements..etc)
Fixed issue where Unleash Fury could fail to activate
Reduce the movement debuff from exhaustion from -2 to -1
Fixed an issue where clicking the "Exit Ambush" button did nothing in combat
Character speed returns to normal if Drunk status wears off during combat
Gut Shot sfx now only plays when someone gets shot in the gut
Fixed issue with the Lifeline ability which could cause it to be applied incorrectly to characters close to the action
Fixed an issue with Lifeline where the bonus could become stuck on a character
Fixed a bug where characters could be warped out of the combat bounds at the beginning of combat if that character had been knocked down or killed by an overwatch shot in a previous combat
Mission Fixes/Changes
Auto focusing missions that come from quest givers and boss missions
Fixed failing Ryley mission when Alfred dies
Fixed Helen being placed in Dyer mission when placement invalidated
Removed repeated objectives failing missions
Fixed alcohol production being stopped forever in CMA mission and Burned Booze and Ruined Barley event
Fixed unclickable option for DMJ's mission
Added placement invalidated to RPC missions so they stop failing when a building is upgraded
Moved Kicking the Habit mission to mid game to stop both Maria missions spawning together
CMA fixes - Stopping All Good Things on Alt time auto-completing, fix for Jacques Attack and They're onto Us
Boss mission fixes - Stopping NPCs from spawning on band stand, buildings taken over by killing boss now count as conquering and progress mission, fix for DMJ mission Down Hearted Blues
Fixed missions not completing in groups
CMA fixes, Auto accepting mission rewards instead of relying on resolution pop up
Persisting mission NPCs that are going to be resurrected to stop them from disappearing, misc boss mission fixes
CMA fixes, body bag removal fix, removing persistent POI over Maria's head, adding do not revive tag to mission NPCs to stop them getting up after combat
Moved any mission NPCs standing on stages in bars off them
Fixed an issue where interior guards could duplicate themselves after winning a defensive fight
Union mission, family business mission and NPC approaching player to talk fixed
Lost and Found: After interaction with thugs, we have fixed the loading freeze when trying to enter racket
Fixed some missions giving rewards even when they are failed
Fixed Broken Menagerie not continuing if fight happens before thug fight
Thug Variants
You should now see 13 variations of thugs
The appearance is randomly selected
Racket Guard Changes
Any old saves that were made before these changes were introduced will keep their previous racket guards until that racket is upgraded or sold and purchased again. Once upgraded or purchased the racket will start using the new guard setup.
With each level of security upgrade the guards will now become much tougher
A new tier of racket guard has been introduced at security upgrade levels 4 and 5
These changes only attribute based. The number of guards has not changed and there has been no changes made to the guard inventories
Fixed issue with racket guards not being replenished
Faction Changes
Allowing the boss to gain notoriety if anyone in their faction performs an execution
Fixing Spiffing Brit minor faction exploit
Faction AI no longer attacks buildings outside of war. Existing attacks outside of war in older saves are cancelled.
The diplomacy option for retribution demands has been removed
Safehouse Changes
Safehouses now start out as hidden (white buildings you can't interact with)
Discovery chance increases by 1% a week from meeting a faction
Once a month a safehouse discovery chance checked and the safehouse is revealed if the check passes
Diplomacy screen shows your current discovery chance
Taking over that faction's rackets further increases the discovery chance and checks (dynamic percentage based on faction rackets remaining)
Event fires on safehouse being discovered
Guards don't show up outside the safehouse until the safehouse is discovered by the player
Ensuring taking over safehouses correctly assigns lieutenants
Fixed issue with gangsters flagged as âawayâ being able to be assigned to a safehouse
The Chicago News Stream
Empire of Sin is back on stream, baby! Join us on Friday for our first Chicago News stream, where we take a closer look at patch 1.03. Stream starts at 17:00 CET, on twitch.tv/paradoxinteractive