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Diplomacy is Not an Option News

Another post-release patch!


Pupultas!

We are back with a new round of fixes and improvements. So, what has changed?

First of all, we’ve greatly improved the performance of cutscenes — now there should be less issues.
We’ve also made it easier to find stuck workers. Red lines connecting stuck workers to the building they work in were added.

“Burrdam Chimera” now can perform a weak melee attack. Its main purpose is to improve control over the unit, allowing it to be sent directly at an enemy — no need to press RMB behind enemy lines anymore!

This time balancing changes affected the Temple of Joy mission. There are now more resources on the map and your castle is surrounded by more mountains. Some intervals between attacking waves were also increased!

Many changes and improvements were made in multiple localisations. Don’t forget to leave your feedback on the translations too!

Meanwhile, we continue working on the Undead branch. See you soon with more news!

P.S. The complete list of changes, as always, is under the cut.
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Small Update 1.0.24

General
  • Seriously improved playback of the in-game cinematics in the Campaign mode. Fixed cases of desynchronization between bubbles and video, improved stability of playback speed;
  • Improved the indication of blocked workers to make them easier to track. When selecting a building, a red dotted line is drawn between it and assigned workers who can't reach it.
Improvements
  • “Burrdam Chimera" can deal damage without exploding. We've added spikes to its barrel so that an “operator” can engage enemies in close combat;
  • Added the visualization of an area of effect for the Ozzy's “Forced Intermission” ability;
  • Faster troop regeneration has become a separate passive skill of melee troops;
  • Troops executing the “Attack and Move” order on an enemy building ignore enemies that are encountered on their way. In other cases, the "Attack and Move" order works the same way as before: your troops fight other enemies while approaching their main target;
  • Some UI and UX improvements;
  • Some SFX improvements and fixes;
  • Some visual improvements;
  • Slightly increased the game’s performance.
Balance
  • The “Construction of the Century” mission:
    1. Increased the time intervals between attacking waves (starting with the 4th one);
    2. Weakened the 3rd attacking wave;
    3. More resource sources on the map. Sources of Stone and Iron appear more often on the sides of the mountains close to the Townhall;
    4. More mountains protecting the Townhall;
  • A large number of Soul Crystals can now be obtained by killing extremely powerful enemies (Nightmare General, Emperor Crab, Bug Queen, Ancient Heffalump, Defiled Father of Heffalumps, Feisty Lizard). Completing the “Soul steal” research is not required!;
  • On the “Challenge Accepted” difficulty, in some cases the duration of the countdown for attacking waves has been increased (200 → 300 sec).
Bug Fixes
  • A bug that could prevent some enemies from taking damage from arrows in certain situations. (This was most often noticeable when facing tall enemies, such as Grim Pilgrim);
  • A bug that made it impossible to complete the tutorial step related to magic. (When players have spent their Soul Crystals before this step);
  • Severe localization fixes and improvements.
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Yours, the Door 407 dev team

Development Diary (Part 27)


Good Lords, Fair Ladies!

Finally, our valiant characters, Archer and Swordsman, arrived at the end of the Sarranga story branch. As usual, there are two possible endings. What is not so usual is that each ending has its own mission! And today we’ll look at one of them.

This time Archer and Swordsman stood (for some time) against forces of tyranny, defending the last Sarranga bastion. The brutal and horrifying fight certainly couldn’t be won without these brave ‘heroes’ — and, of course, a little bit of help from Sarranga.

Well, at least that’s their side of the story. And to find out how it really went — watch the video!

▶️Courageous warriors

Yours, the Door 407 dev team

Metacritic — and a “thank you”!


Pupultas!

Diplomacy is Not an Option has a long history. Over two years ago, releasing the game in early access, we couldn’t even imagine that it’ll receive so much attention and gather such an amazing community! Just recently DiNaO has got its own Metacritic score - an 82! Check it yourself and leave your own review for people to see!

And we can’t leave unmentioned the fact that we wouldn’t be able to reach this point without your support. Greatest thanks to you all!

Yours, the Door 407 dev team

Major post-release patch!


Pupultas!

As we mentioned, we don’t stop improving the game. This patch brings some requested changes. So, what’s in there?

Well, let’s start with something you’ve been waiting for: balance. We’ve changed a bunch of the most infamous missions. As such, in the mission Off We Go, My Lord! you won’t meet the constant stream of drunkards from the nearby beer festival anymore. Ozzy missions have also been changed - waves there are now a bit easier.

We’ve also made some quality of life improvements. As such, now resources received from trading and exploring (by any means that don't involve workers hauling them physically) are being distributed between all storages and granaries equally (somewhat).

And of course there are some bug fixes. Achievement hunters will be glad to know that One Rabbit Stew Comin’ Right Up achievement should now work properly!

And as always, the full list of changes is under the cut!
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Small Update 1.0.22

Improvements
  • Resources received automatically (e.g. bought at the Market or collected from Carts) are distributed equally among your Storages or Granaries. Resources are also expensed evenly (with some accuracy);
  • We’ve changed the Attack order. Now it is called Attack and move. Previously, when receiving the order your troops did not engage in combat with enemies they faced on their way to the target. From now on, in a similar situation they will fight. The order can be given using a button on the control panel or by pressing the “F” key and then clicking LMB on an enemy. You can give the old Attack order by pressing RMB on an enemy (your troops will ignore other hostiles in this case);
  • Autosaves are disabled when exiting to the main menu, as well as if the paused game is minimized;
  • Improved Twitch integration. The interface became more illustrative, in addition, the minimum number of subscribers for a raid has been reduced to 10;
  • Some UI and UX improvements;
  • SFX improvements and fixes.
Balance
  • “Off we go, My Lord!” mission:
    1. We canceled the beer fest near Rothglen, accordingly, its visitors will no longer disturb you (there will be no permanent attacks on your settlement from now on);
    2. Enemy attacks (starting from the 6th) became a bit weaker;
    3. There are more resource sources on the map;
  • “The Fleet of the Resistance” mission:
    1. Time intervals between attacks has been increased;
    2. Attacking waves are slightly rebalanced;
    3. More resource sources on the map;
  • "From the fire into the frying pan", "How do we get to the Cutthroat Castle?" missions:
    1. Changed map generation settings: there are more mountains in the South, which makes defending a settlement a bit easier;
  • "Saving private the Bloody" mission:
    1. More carts appeared on the map;
    2. More Soul Crystals can now be obtained;
    3. Time intervals between attacks have been increased on Ultra-hardcore, Pure insanity, and Your worst nightmare difficulty levels;
  • “Assimilation process” mission:
    1. Bug nests spawn significantly fewer enemies on the A Walk in the Park and Challenge Accepted difficulty levels;
    2. The number of reputation points required to win has been reduced on the A Walk in the Park difficulty level;
    3. The resistance to ranged attacks of Messengers of the Gods no longer increases with each new ritual. (From now on, when a mob of archers or crossbowmen shoots at Messengers, you will get reputation points faster);
  • "What the heck are you?", "Something's wrong down here" missions:
    1. Simplified attacking waves;
    2. Increased time intervals between attacking waves (starting from the 6th);
    3. Changed map generation settings: there are more mountains, which simplifies defense, also resource sources are no longer generated where Ozzy lives;
  • “Monster slayer” mission:
    1. Significantly simplified attacking waves;
    2. Increased time intervals between attacking waves (starting from the 6th);
    3. Changed map generation settings: where Ozzy lives, there is more room for maneuvering;
  • “The Long Walk" mission:
    1. Strengthened attacking waves on Ultra-hardcore and higher difficulty levels;
    2. More enemies on the map (especially on the approach to Niniende);
    3. More wood lying freely on the A Walk in the Park difficulty level;
  • Ozzy Boss (on Pure Insanity and Your Worst Nightmare difficulty levels):
    1. Health Reduced;
    2. Damage and maximum number of targets reduced for the Forced Intermission ability (while Ozzy cocooned);
  • Nightmare General:
    1. Enemy detect range: 8 → 7 cells;
  • Healer, Priestess of the Bombus cult:
    1. Training time: 25 → 12 seconds;
  • Soul Crystals:
    1. Changed the hitbox size. Crystals are now easier to pick up.
Bug Fixes
  • Bug that may prevent the unlocking of the "One Rabbit Stew Comin’ Right Up" achievement for some players. (Unfortunately, if you didn't get the achievement, you will have to fulfill the conditions to unlock it again);
  • Bug that caused very large enemies (such as Messengers of the Gods, Defiled Father of Heffalumps) to not attack closer targets when chasing an enemy;
  • Bug that caused Ozzy to take no damage when using the Fan Support skill or when casting a Meteor;
  • Canceling the Attack Point order with Troop Stop button no longer changes the priority from Attack the Strongest Target to Attack the Nearest Target for War machines;
  • Multiple localization fixes.
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Yours, the Door 407 dev team

Development Diary (Part 26)


Good Lords, Fair Ladies!

The campaign has been released, but Archer’s and Swordsman’s adventures continue! We still have the Undead branch coming in future, but first let’s finish with the Sarranga story!

This time our unlucky Archer and Swordsman faced Father of Heffalumps, and, being overly curious, they approached it a bit too closely. A chase has started. With Father on their tails nothing better came to their minds than to lead it to the castle… Watch the video to learn what happened next!

▶️Uninvited guest

Yours, the Door 407 dev team