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UPDATE #15 - VERSION V.1.0 IS HERE!

It's been a long journey, but finally version 1.0 is here!

This is not the end of the road, as the game will receive regular updates.

This version, now complete, brings a staggering amount of new content.




Here is the changelog v1.0:
ADD
- New technology: Ion Energy (level 3)
- New technology: Re-Education 2.0 (level 3)
- New technology: New Materials (level 4)
- New technology: New Electric Brain (level 4)
- New technology: Androids 2.0 (level 4)
- New technology: Shield 2.0 (level 4)
- New technology: The art of modern war (level 4)
- New technology: Bomb 2.0 (level 4)
- New technology: Robotic Cranes 2.0 (level 4)
- New Secret Society: THE NEW ORDER
- New Secret Society: GENESISTS
- New Secret Society: FREELOVERS
- New Secret Society: MYSTERY SOCIETY
- New punishment: Re-education
- New event: If 'THE MATRIZ' is built, citizens will be able to connect to it voluntarily by becoming DREAMERS
- New event: Some smugglers can now make homemade alcohol and cause some of your citizens to become alcoholics
- New event: A new event can now inform you of enemy spy activity in your complex
- New event: you are now informed when a citizen is being influenced by your subliminal posters
- New event: Freelovers stop your war plans.
- New event: A new event now informs you when a citizen with an alcohol problem becomes addicted
- New task: Re-educate any citizen
- New task: Apply electroshock
- New task: Build a new electric eye
- New task: Build a new lab robot
- New task: Drop the atomic bomb
- New dilemma: Build a new electric eye
- New dilemma: Re-educating citizen HAPPINESS
- New dilemma: Re-educating citizen LIBERTY
- New dilemma: Re-educating citizen LOVE
- New dilemma: Citizen asks for drugged drinks
- New dilemma: Citizen asks for spice
- New dilemma: Information about how many smugglers there are in your complex
- New dilemma: Selling a citizen for 1500 materials
- New dilemma: Building a new combat robot
- New dilemma: Reducing the research
- New dilemma: Genesists ask you to stop your research
- New dilemma: Building a shield

IMPROVEMENTS
- The alert system now takes more parameters into account when alerting the player, making it more accurate and less annoying.
- Improved the system for calculating the science generated.
- Now, a member of the secret society DREAMERS, will always return to the virtual world 'MATRIZ' as soon as possible, reducing his productivity to 0.
- Now if the secret society CULT OF SIRIUS believes that you are their god and you punish one of their members, they stop believing in you.
- A citizen who spends time inside THE MATRIZ will always increase his happiness to 100 and reduce his freedom to 0.
- A new code ensures that DREAMERS cannot increase their productivity in any way.
- Many small improvements in texts, which now look complete, or placement of various objects.
- More phrases for the happy rooms!

CHANGES
- Logan's law becomes a level 4 technology
- Improved materials becomes a level 4 technology
- The cost of the shield has been changed. 3000 -> 2500
- Now when you build subliminal posters, you build 3 in the same action
- Increased the amount of synthetic food you get per action. 100 -> 250
- Reduced the cost of weapons from 300 to 250.
- The symbol of the DREAMERS has changed
- The Gargle drink is called Grog now
- The description of the CLONE CHAMBERS technology has been modified.


BUGFIXES
- Fixed a bug that made security level 3 technologies less expensive to research
- Fixed a bug where if a player was tasked with building a mining robot, and a mining robot was destroyed that turn, the task could not be completed
- Fixed a bug where every turn a citizen destroyed one of your electric eyes
- Fixed a bug where Cult of Sirius traitors would not show their secret society when discovered.
- Fixed an issue that allowed your spy to always reduce enemy power by 20
- Fixed a bug where building 'THE MATRIZ' did not purge crimes from citizens (it worked well with secret societies, happiness and liberty).
- Fixed an issue where the influence of your war spy on the enemy could be calculated twice
- Fixed a bug in the 'prepare atomic bomb' task that would give the task as not completed if the player's preparation was successful in getting the bomb ready that same turn
- Fixed a bug that prevented THE HUMAN BATTERIES from being displayed in the list of discovered technologies
- Fixed a bug where ELECTRIC EYES was not displayed in the list of completed technologies
- Corrected Brain Implant text indicating that the probability of death of a citizen is 20% when it is actually 15%.
- Some typos in texts of the tutorial
- Some typos fixed

Thanks to all the citizens who have helped me in this project! Thank you, thank you very much.

Destroy all traitors!

THE FINAL ROADMAP TO v1.0

Happy New Year, citizens!

I would like to announce that there is a roadmap that will lead us to the release of the game in version 1.0. This release will take place during the end of next month, or in February (if there are no unforeseen events).

Releasing the game outside of its Early Access version does not mean that the game will stop receiving updates, as it may still need to be polished, and of course, it will continue to receive new content periodically.

This is the content that will be included in v1.0:

- Level 4 technologies (9 new technologies).

- Three new secret societies: The Genesists, who long for the times when technology did not exist and will sabotage your research. The Freelovers, who will promulgate free love in your complex and boycott your attack plans by delaying them as long as they can. And finally The New Orde, citizens who do not respect your authority and will retaliate against you if any of their members are punished. In addition, they will hunt down and kill any member of the Five Eyes they encounter.

- New punishment: Re-education. With this new punishment the player can forcibly increase a citizen's happiness, reduce their freedom to zero, or eliminate any love they feel for another citizen.

- New dilemmas and new tasks.

Remember that if you want to turn to Mother for any suggestions or comments, you can do so here, on the forums, or on the official Discord channel.

Thank you for your attention citizen. Remember that betrayal does not pay off.

UPDATE #14 - Level 3 Technologies

If the previous update was WOP's biggest to date, this one is even bigger and more important!

Finally, level 3 technologies are included. And along with these 9 new technologies, a lot of new stuff.

Mention that the game is almost finished, and that the release of v1.0 version will come in the next months. Thank you very much for supporting this project.




Changelog v.0.9.7:

ADD
- New technology (Level 3): LAB ROBOTS
- New technology (Level 3): IMPROVED LABS
- New technology (Level 3): IMPROVED MATERIALS
- New technology (Level 3): ANDROIDS
- New technology (Level 3): SPICE
- New technology (Level 3): NEW MATERIALS II
- New technology (Level 3): COMBAT ROBOTS
- New technology (Level 3): LOGAN'S LAW
- New technology (Level 3): CODE DEBUGGED 2.0
- New Law: Logan's Law
- New Room: Spice Room
- New task: Build more spice
- New task: Build spice room
- New task: Build atomic bomb
- New task: Prepare atomic bomb
- New dilemma: A citizen ask you about making more spice.
- New dilemma: A citizen wants to be a human battery.
- New dilemma: A citizen could incresed the energy by 1 for 350 materials.
- New tutorial entry: FIRST ADVICES

IMPROVEMENTS
- The game code now also checks each turn for any possible errors in the productivity and happiness calculation of each individual citizen.
- Added a new code to prevent the bomb from adding more loads than it needs to be operational.
- Expanded 'Robots are abominations' dilemma. Now includes security robots and laboratory robots.
- Smugglers can now steal Spice.
- The tutorial has been expansed.

CHANGES
- EastAsia starts the game with 3000 extra materals instead of 2500.
- Oceania now has only one android at the start. But it gets a lab robot in return.
- The percentage of anti-robots acting against your robots has been increased.

BUGFIXES
- Fixed an issue that did not activate the Attack button when attack turns reached 0.
- Fixed an event bug that could prevent the player from creating security bots.
- Fixed an issue where it would always indicate that the enemy would lose 20 power even if your spy had previously died.
- Fixed a bug that prevented you from changing music in the options.
- Fixed an issue where the correct number of citizens in the black list was not being displayed if any of them died.
- Fixed a bug that only showed mining robots killing a citizen when the citizen could also be killed by security robots. (Now also by lab robots).
- Fixed some bugs that did not show the correct type of destroyed robot.
- Some powerful PCs could cause a miscalculation in the productivity of citizens when leaving the punishment screen.
- Fixed a dilemma bug where a citizen threatened to join the Cult of Sirius and never did.
- Fixed an issue where the Utopia Report screen was not displaying correctly.
- Fixed an issue where the Game Over screen was not displaying correctly.
- Now the Electroshock technology informs you that it reduces the productivity of the citizen if it is applied.
- Fixed a sound that did not play when you wanted to build a building and did not have enough energy.
- Fixed a typo error in the virus dead citizen message.

UPDATE #13 - ALERT!



This update mainly brings two new features:
- An improved graphical appearance.
- And a system of alerts that warns the player of problems plaguing his complex.

This new alert system, which is optional to comply with but offers rewards, guides players who are lost with so many options, showing them what they can do to improve their Utopia.

This is the complete changelog:

ADD
- 20 Alerts

IMPROVEMENTS
-Many graphical improvements

CHANGES
- The player can attack since the turn #1
- Virus cost has been reduced 500 -> 300
- New Research icon
- New Enemy Attack icon
- New Task icon

BUGFIXES
- Fixed an issue where the build bomb message was displayed even when the mouse was off the button.

UPDATE 12# - DROPPING THE BIG BOMB

This update, the biggest to date, completely changes the combat system by adding new possibilities: Choosing the type of territory to attack, war spies, possibility of dropping bombs on the enemy to weaken him, ...

To this is added a new amount of improvements and changes to make the game even more interesting.

Also remember that this week the game will have a 40% discount and it is the best time to get it.



Here below you have the complete changelog (v 0.9.4):

ADD
- The combat system has been completely revamped.
- You can now choose the type of territory to attack, each with its own benefits.
- New facility: Bomb Shield.
- New build: Atomic Bomb.
- The enemy can drop bombs on you.
- New job: Soldier.
- New job: Spy of War.
- A new event reports new escape plans.
- New Task: Build a new building.
- New Task: Build a shield.
- New Task: free isolated citizens.
- New dilemma: Prepare for an imminent attack.
- New dilemma: Citizens wants to be a soldier.
- New dilemma: Information about how many spies has infiltrated the enemy.
- New dilemma: Information about when the enemy will drop a bomb against you.
- Smugglers can steal weapons too.

IMPROVEMENTS
- New Graphics for some rooms and chambers.
- New message in the report panel to inform you when you are ready to perform an attack in the report panel.

CHANGES
- Allowing Omega citizens to be scientists reduces the happiness of Alpha and Beta citizens to 20 maximum.
- Allowing Zeta citizens to be scientists reduces the happiness of Alpha and Beta citizens to 20 maximum. (40 for Omega citizens).
- Banning interactions, love or cult now further diminishes the happiness of citizens.
- The number of turns to complete a research has been slightly increased.
- The cost of weapons has been increased to 300 materials.
- Security robots increase their combat power to 10.
- Combat robots increase their combat power to 20.
-'Weapons Dilemma' has reduced the weapons offered from 5 to 1.
- Tutorial has been updated with the new features.

BUGFIXES:
- Fixed an issue where a citizen could interact with himself/herself.
- Fixed a problem that could cause smugglers to steal more items than you had.
- Fixed a problem that could cause smugglers to leave SERUM 114 in negative numbers.
- Fixed some typos.