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Diplomacy is Not an Option News

Large May update


Diplomacy is Not an Option was released in Early Access on February 9th. Before going on a short vacation a month ago, we've been actively supporting the game, releasing hotfixes and patches. Lately we shared our plans for the future. As for today, we want to reveal the details about what changed in Diplomacy is Not an Option with the latest update. Besides fixing bugs and solving a lot of crash cases, we've prepared tons of features and improvements. But first things first.

To begin with, an exceptional visual metamorphosis happened to the game. It became possible thanks to the new render core implementation (the technology known as Universal Render Pipeline). Instead of talking about the wonders of modern graphics processing, we'll show you how this technical solution affects the perception of what is happening on the screen.
From now on the grass is greener and the light is brighter (metaphorically), or, to put it directly, the grass grows thicker and seems much prettier. The light actually has not changed, but we made the shadows more believable. Lakes and rivers shine in new colours. The sharpness of image increased by an order of magnitude, which is especially noticeable when camera zooms in on objects on the map, no matter buildings or people. Naturally, there may be legitimate concerns: whether all this pleasant, yet redundant glamour affects the performance. The answer is yes. The performance of the game is increased. Of course we added antialiasing, rendering, and other graphical options to the settings menu. So those, for example, who will be distracted by our beautiful updated grass, can turn it off. With that, let's move on to the second package of changes related with endless mode.
[previewyoutube][/previewyoutube]

We created four new endless mode versions. The first one was designed according to a lot of user requests. It's called 'Troublesome valley', and it is a bit harder than 'Born to chill' but easier than 'Labyrinth of Pain'. There is more. Previously, versions of Endless Mode differed from each other solely by their difficulty. You always fought against rebellious peasants, and the key factors were the amount of resources and, obviously, the number of enemies. In the May update we offer you two endless mode versions in which you play against royal forces and another one with zombies as your main enemy. We also experimented a little with landscapes. In 'Of lakes and hulks', besides common troubles, players will have to deal with the problem of rugged terrain. In addition to a brief description, users will see an infographic that gives an impression of the size of the procedurally generated map and of enemy types they are to fight. The personal record also shows up, indicating how many days the player managed to survive in a particular endless mode version. For certain, this will raise your sporting interest.


There is also a whole list of other improvements. In this article, we dwell only on the main ones, focusing on the changes, which fans of 'Diplomacy is Not an Option' especially asked for. It happened occasionally that players could not realize which workers were attached to the selected building. From now on, this problem is a matter of the past. After selecting a building, all the workers assigned to it will be highlighted.

We took a responsible approach to the burdens of newcomers to the genre as well. To help them get acclimated, we've provided the loading screen with useful tips on basic mechanics.

We also simplified economic planning by adding information on the amount of production and consumption for each type of resource.


Requests from more experienced players were also not left unheeded. Previously, you had to spend a lot of time placing troops on defensive structures. With the May update, you'll be able to deploy squads on multiple walls at once with a single mouse click.

In addition, you can place Rebel catapults under your control on Towers. We also improved Tavern and Workshop: from now on the strength of their effects depends on the number of workers assigned to them.
Changes also affected troop management: "Hold" order now works as a mode that can be toggled on or off. This innovation significantly eases the relocation of forces from one front to another, and also allows you to temporarily "forget" about the problems in this or that section of your lines of defense. In case you did miss enemy units, a notification would appear for each enemy strike. Pressing Enter will automatically focus camera on the location of the attack.

This concludes the story of the May update. After all, we want to say that we keep on supporting and refining the game. Adjusting the balance, improving the interface, polishing the visual part, so the big update after the team vacation is just the first step. There is a lot more to be made before "Diplomacy is Not an Option" leaves Early Access.

Yours, dev team.

Version 0.9.39 patch note:

[expand]
[h3]Features[/h3]
  • Major graphics and performance improvements due to the new render core implementation
  • New graphics settings to change (SSAO, Anti-aliasing, fidelityfx super resolution, image sharpening - render scale setting)
  • 4 new endless mode versions: now you can choose to fight peasants, royal army, zombies and lake hulks in the endless modes. Various difficulty layouts has been added.
  • Workers highlighting added (you can see all the workers attached to the selected building)
  • Improved troop deployment: you'll be able to place soldiers on multiple walls at once with a single mouse click
  • 'Loading screen' tips added
  • Improved interface: you can tell from info-graphics about the attributes of endless mode versions; personal record shows up.

[h3]General[/h3]
  • Detailed resource extraction statistics added
  • From now on rebel catapults can be placed on Towers
  • From now on Tavern and Workshop work as intended to. In particular: their effects depend on number of workers; Workshop speeds up foresters)
  • Camera can be quickly focused on the location of the attack by clicking on the poped-up notification or by pressing [Enter] hotkey
  • Major group control improvement
  • Hold order works as a mode (can be toggled on/off)

[h3]Improvements[/h3]
  • 'Close' option added to the Tutorial pop-up screen
  • Improved map generation (no more isolated isles, no more overlaying for different resource extraction points)
  • Orientate camera to the North works more smoothly and rotates faster. Also, a hotkey [\] has been added for this action.
  • UX improvements (double-click, cursor)
  • Minor UI fixes
  • Visual improvements
  • Sound system improvements
  • Selection system improvements
  • Hotkey sytem improvements (Alt can be reassigned; right Ctrl, Shift, Alt work just fine)
  • Localization improvements
  • Order response improvements
  • Balance improvements (E.G. Some of 2nd and 3rd tier buildings cost increased; farms and lumbermill productivity reduced; Between a rock and a hard place medium difficulty decreased; Feat of the resistance's late game became harder)
  • From now on, training troops management is available via the mouse button holding

[h3]Bug Fixes[/h3]
  • Impossible to win a mission bug (false wave counter)
  • Negative wave timer bug
  • 70% on loading screen freeze
  • Inability to deploy troops on towers (especially wooden ones)
  • Incorrect work of 'Some of your workers can't reach the building' indicator
  • Cursor stuck when auto-placing walls (with the whole inability to build as a consequence)
  • Workers aren't doing a thing after being cured from disease (didn't become free workers without a reason)
  • After-match stats screen bug in endless modes (some waves didn't count before the fix)
  • Incorrect 'Esc' key work on the Research screen
  • No iron in 'Children of the revolution' and 'Between a rock and a hard place' missions
  • Game crashes when building in certain spots
  • Unexpected hunger amongst newcomers to the settlement bug
  • Workers fear the enemy in a proper way (Unseen enemies don't frighten them anymore)
  • The disappearance of arrow that reduces the number of buildings/ troops in selection
  • Game freezes when saving to an existent slot
  • Multiple crash fixes
  • Indication system bugs (like false appearance of “No builders nearby”)
  • Workers slow down after loading a game
  • Construction menu glitch (spontaneous reset to the previous menu state)
  • Sick people bug: (when they stand still instead of going to Hospital)

[/expand]

Of plans for the future


Greetings, friends. Today we'll tell you about the improvements of Diplomacy is Not an Option that we are currently working on. Some of them will be presented in the very next update which should arrive within a month at max. So, apart from fixed bugs and solved crash cases, you're going to get:

- New endless mode layouts, with which we hope to bring some diversity to the gameplay
- A brand-new "single wave" mode, designed to help you experiment with defensive tactics
- New render core implementation to improve the game's performance
- Improved troop deployment: you'll be able to place soldiers to multiple walls at once with a single mouse click
- 'Hold' order will work as a mode that can be switched on or off
- Indication system will warn player about enemy attacks, the camera can be quickly focused on the location of the attack
- Amount of resources extracted during the day will be displayed for players to judge the efficiency of their economics
- Workers will be highlighted to show their belonging to the selected building
- Tips on the loading screen to help newcomers to get the hang of the core mechanics
- The effect of the Tavern and the Workshop buffs will depend on the number of their workers
- Major UI improvements

There is more to come. As usual, each update will be published alongside with a detailed patchnote. See you soon!

Ta-da!


Come one, come all! Diplomacy is Not an Option has made it to the Top 20 games of February on Steam! It came as some surprise for us, although we are more than happy that our desire to make a true strategy game is already paying off at the EA stage.
This achievement would be impossible to unlock without your support, without your ideas, without your positive feedback on the Steam page. We are deeply grateful to all of our fans and to the community. Thank you so much for being with us!
We won't rest on our laurels. Together we can make Diplomacy is Not an Option even better. Ladies and gentlemen, after a short and emotionally stressful vacation, the Door 407 team is back on track. The development continues.

Update 0.9.38

Despite recent events, the entire Door 407 team has been working on a major update. Still, we must say that we are against war. We hope that the people responsible for today's nightmare will come to reason, guns will be quieted, and peace will prevail.

[h2]Patch note[/h2]

[h3]General[/h3]
- To dismiss units or destroy more than one building you have to hold the related button for a few seconds now (so you won't do it accidentally);
- “Select display” option is added to the settings menu;
- Working radii are limited in order to maintain good performance;
- Storage restriction buttons are added to the Townhall interface;
- Workers experiencing problems of not being able to work in a building have indicators above them now.
[previewyoutube][/previewyoutube]

[h3]Features[/h3]
- New endless mode "City of Joy" with no attacking waves at all;
- Ballistae pierce several targets with one shot now!
[previewyoutube][/previewyoutube]
- Rebels have their own ballistae too.
[previewyoutube][/previewyoutube]

[h3]Balance changes[/h3]
- For all the endless mode layouts (specifically, more enemy siege weapons and tough enemies present in the late game attacking waves);
- Storages' durability increased;
- Trebuchets' cost increased;
- Ballistae cost increased and damage reduced.

[h3]Improvements[/h3]
- Control response is improved (including Ctrl+key, Ctrl+Shift+key, and double-clicking);
- Selection box work is improved;
- Camera control via the mini-map improved;
- Map generator doesn't create the enclosed spaces for resources
- Map generator doesn't create an overlaying building spots for different resources extraction points.

[h3]Fixed bugs[/h3]
- Bug with victory window not appearing after the mission objectives have actually been completed (broken wave counter after loading a save);
- Blank screen instead of cutscenes bug (only main cases);
- Shadow glitch that caused half the screen go dark on medium shadows settings;
- Rally point flag sticking during Barracks or Engineer Guild construction;
- Ranged troops are no more walking towards the enemy while following the “attack and move” order if there are closer targets within their firing range;
- Bug with ranged units not firing from a closed perimeter on targets outside of the perimeter;
- Bug that let players upgrade buildings that require a higher level of Townhall without having the proper Townhall level;
- Esc button doesn't open the main menu during cutscene anymore;
- Bug that made sick citizens homeless, preventing them from settling in existing houses;
- Double-click on Stone Walls II no longer selects Berry Picker's Houses and vice versa;
- Incorrect models for empty veins and deposits in the second campaign mission;
- Bug that let players build walls in areas covered with fog of war;
- Bug that prevented health bars of damaged units and buildings from being displayed after loading a save;
- Bug that caused incorrect displaying of the deposits' and veins' progress bars after loading a save;
- Bug that caused troops to jam on towers, which also led to the game crash when the tower was destroyed;
- Crash caused by sending troops to towers;
- Multiple crash fixes;
- Multiple UI fixes;
- Multiple localization fixes.

Market forces

[previewyoutube][/previewyoutube]

Welcome! As most of you might know, the market in Diplomacy is Not an Option is for exchanging resources. You may also have noticed some zeppelins involved in the trade chain. As for zeppelins, especially damaged ones, they tend to explode. Which leads us to the most spectacular part of the market mechanisms, that turn zeppelins into time bombs for your enemies.