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Empire of Sin at PDXCON Remixed!


[h2]Hey Crew!, welcome to PDX Con Remixed![/h2]

It's finally here, PDXCON Remixed! We have lots of panels and exciting things scheduled for you this weekend so let's jump straight into it; the events:

Friday May 21st
15:55 CEST - DRESSED TO THE 1930S - Twitch Hey Cosplayers, lookin’ to win some slick prizes? Well, lucky for you, pal, that we’re here to help! Trust us when we say that when it comes to copyin’ their style, we can walk the walk and talk the talk. So join us as we share our insights on how to make your threads look good. So good that no one will want to mess with you, Boss!

16:40 CEST - EMPIRE OF SIN QUIZ- Twitch Are you married to the mob? Let’s see how well you know your Empire of Sin trivia and gangster knowledge! Have you got what it takes to come out on top?

23:00 CEST - BUILDING A BESPOKE BRAWLER - Twitch Work alongside John Romero and Ian O’Neill in an interactive workshop in character design!They will walk you through the process of creating a new character profession in Empire of Sin with YOUR input on the final design. This new profession will be included in the game later this year!

Saturday May 22nd
19:00 CEST - INQUIRE OF SIN: Q&A WITH ROMERO GAMES - Discord The Romero Games mob are waiting to take your questions about Empire of Sin! Join us on Discord and find out everything you’ve ever wanted to know about our favorite bootlegging bosses – and about what’s coming up next.

Sunday May 23rd
10:30 CEST - MAKING A MOBSTER: CREATING CHARACTERS FOR EMPIRE OF SIN - Twitch Watch an underworld criminal come to life from the masters behind the mobsters! The Empire of Sin creative team walk you step-by-step through the process of character creation, from building their backgrounds all the way to final concept art.

11:30 CEST - FROM GALWAY TO CHICAGO: MAKING EMPIRE OF SIN - Twitch Join Romero Games and Paradox for a look at how Empire of Sin came to be, and where the journey leads next! See all of the changes that have come to the game since its launch, and which ones are coming next.

See you soon, bootleggers!

Dev Diary: The Precinct Update Sneak Peek



[h3]Hey bootleggers![/h3]
We’ve got something you might wanna see. One of our moles has been working double-time and has some exclusive information that few people have laid eyes on. It was just too good to keep quiet, so we had to pass it along. You didn’t hear it from us, but here are some things you can expect to see in The Precinct update!

[h3]Precincts - Painting the Map[/h3]

Bosses are planning to get a lot more territorial within their neighborhoods. It’s no longer a case of setting up shop wherever you damn well please. Borders of blood have been drawn and those willing to cross them better come equipped because neighborhoods aren’t what they used to be. In The Precinct, each neighborhood will be split into smaller precincts that are controlled by you and other major factions. Some precincts will be held by thugs, much in the same way some rackets are now. Take the depot and clear the thugs, and the precinct is yours.



Like the bosses that run them, precincts can be friendly, neutral, or hostile. You are free to move about precincts, but if you like the look of one and want it for yourself, you must declare war on the faction who owns it. When it comes to faction relations and precincts, it’s all duck or no dinner, so choose your battles wisely.

Each precinct has set boundaries, so they stay the same every game. When you own a precinct, it’s painted in your boss’s colors to let everyone know who’s running the show in that part of town. Precincts have rackets as they do now, but ownership of them flips entirely to whomever owns the precinct depot.



What’s the depot? This is the precinct control building: own the depot, own the precinct. You can still attack rackets within the precinct, but it doesn’t result in you taking over the precinct. That being said, if you attack the depot, open rackets will send in reinforcements, so it could be worth your while taking out a few rackets before setting your sights on the depot.

Major factions still have their Safehouse within a neighborhood and as always, this is where you fight the enemy boss. Take them out and the war is over.

Not only that but after hearing feedback from you, our dedicated Sinners, we are happy to say that you will no longer automatically acquire rackets when you take out an enemy boss. Their remaining precincts and rackets crumble and fall under thug control.

[h3]Supply Lines[/h3]

Beyond marking your territory lines and painting the neighborhood in your colors, precincts serve another very important purpose. They set you up with supply lines, which if not managed strategically, can have adverse effects that ripple throughout your empire. Adjoin two or more of your precincts and you set up a supply line. This provides all the rackets in your precincts with booze, while also ensuring your money has a safe path to get back to you. No supply line between your precincts and your rackets are in trouble, and in prohibition Chicago, that’s not something you want to happen for too long.

Supply lines must form an unbroken line of contact back to your Safehouse for them to work, so you’ll have to think carefully about which precincts deserve your attention, and which ones are worth starting wars over. Of course, you can play this to your advantage too. There’s nothing to stop you from claiming a precinct between two of another boss’s to break their supply line. This is still Empire of Sin we’re talking about. If you see an advantage for yourself, take it.

[h3]Precinct Screen[/h3]

With all this radical change coming to Chicago, you’re going to need somewhere to get acquainted with your new precinct layout. Thankfully, you’ll have to look no further than your precinct screen. Things have been streamlined!

Everything you need to know about your precincts is gathered in one place: precinct name, the number of rackets, their type, police presence, and all your financial information. You can also do all your upgrades in one place; there’s no need to individually upgrade every racket in a precinct.

What’s more, you’ll notice there are improvement slots. Every precinct has improvement slots for virtual buildings that enhance certain aspects of your empire. Improvements work a bit like hotels do now and will always better the state of the precinct they are in, though they don’t come easy. Many improvements are gated by rackets, neighborhoods, or factions, so you will have to put in some work to reap the benefits.

Another thing to remember is that there are more improvements available than there are slots. So, you’ll have to carefully consider how you improve parts of your empire.

[h3]Police[/h3]

You may be wondering how George MacDonough and his law enforcers are reacting to the news of precincts. Well, there are many factors that influence how active police are in a precinct. The more rackets there are in a precinct, the harder it is for them to turn a blind eye. Similarly, if there have been a lot of recent ‘unexplained’ deaths in a precinct, the police simply cannot ignore it. Still, as a precinct owner, you can build improvements that can blunt the effectiveness of Chicago’s crew in blue.

Another big factor is your relationship with the police. Unlike the other factors, this affects all the precincts in your criminal empire. Send a generous donation to the chief of police’s retirement fund and his officers will make sure their vision gets poorer when they walk the beat through your part of town.



[h3]One last thing...[/h3]

For many of you out there, we’ve reached a moment you have been waiting for: we have begun preparations on introducing modding to Empire of Sin. It’s early days for this particular racket, but starting from The Precinct, we will be gradually rolling out modding support starting with phase 1.

You will be able to subscribe to mods through the Steam workshop and Paradox Mods and manage them through the Paradox launcher. In the initial stages planned, the modders among you can work on text-based assets like Lua gameplay scripts, with more modding capabilities planned for the future.

So, that’s all our source could bring us on The Precinct for now. The good news is that while you’re still wrapping your head around all the new features, you won’t have to wait long before you hear more. Word on the street is that Capos and Dons are eyeing up PDXCON as the next Sit-Down location to share even more news about future updates. Make sure you don’t miss out, it’s going to be big!

Until next time, Happy Sinning.

Empire of Sin will get a free 'Precinct Update' this year that adds mod support

Since it initially launched in December, gangster-based strategy game Empire of Sin has seen a steady stream of updates and patches - including the one that arrives today, the Gangster Update. As that patch moves from the beta to the main branch, Paradox Interactive and developer Romero Games have announced that they are ready to start working on new content, and that a free content update will be arriving sometime this year.


The Precinct Update, as it's called, looks poised to shake things up substantially for Empire of Sin. It's adding new win conditions for 'moguls' who want to expand their business empires and for 'the buyout,' for those who prefer the diplomatic approach to conquest. It's also introducing the new precincts system, which is a whole new management layer that lets you 'paint the town' with control over the map and build efficient supply lines to and from your rackets.


The new precinct menu unifies a lot of the existing management screens, which Romero Games says is aimed at "streamlining gameplay mechanics and making it easier for the common criminal to break bad, at scale."


Read the rest of the story...


RELATED LINKS:

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The next Empire of Sin patch is in beta, and finally gives us auto-resolve

Empire of Sin mods - everything you need to know

Empire Of Sin adding mod support in 'The Precinct' update this year

Mobster strategy game Empire Of Sin will add mod support later this year as part of an update named 'The Precinct', publishers Paradox Interactive announced today. That will also introduce new ways to streamline running your criminal empire. This future news comes alongside the launch of a more bug-focused patch today.


Read more

"The Gangster Update" - Patch Notes

Hey there, bootleggers! Hey Crew, it's 1920 and changes have been made to the streets of Chicago! 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! :)

The best juice joints to spill feedback in:
Discord: https://discord.gg/qX2PTYK
Forum: http://pdxint.at/3tflvQ6

Please note that this patch in open beta was titled 1.05.

Changelog - "The Gangster Update"

[h3]The Highlights[/h3]
  • New weapon proficiency system introduced
  • Controller overhaul and improvements
  • Major mission improvements
  • Maria Rodriguez and Grover Monks have realized their value and raised their prices and notoriety requirements. They still welcome your business.  
  • More gangsters are available to you at the start of the game.
  • The bug which allowed you to hire people that a current crew member hated has been fixed. You cannot hire a new person unless you fire the person who hates them.

[h3]Combat[/h3]
  • Animation speed improvements when peeking/leaning
  • Added a fade after auto resolve 
  • Fixed an issue in Basic Move that could cause a softlock
  • Resolved issue with console logs and action bar prompt showing up in combat when they shouldn't
  • Added chance for gangsters to escape combat if they lose when attacking in autoresolve
  • Fixed a softlock that could occur after autoresolving several combats in quick succession
  • When there are multiple different targets you can execute, the system will now order them by distance, so it auto-targets the closest one and will then cycle through
  • Fixed thugs not attacking after you enter and exit ambush mode before opening a loot crate
  • Change color of dice and win percent in combat autoresolve screen to reflect chance
  • Fixed an issue where pain killers could cause overwatch or suppressing fire to softlock during their trigger
  • The AI has been asked to stop throwing grenades through walls
  • Ensure the correct amount of damage is applied to the defenders when the defenders win in an autoresolve
  • Armor damage now gets applied once per ability activation, not once per attack (burst fire weapons have between 3 and 5 attacks when shooting.)
  • Selecting a target, whether they are valid or not, will now always select the first action in the action bar. If the target is not valid, the info panel will telegraph why
  • The Melee ability is only valid as a first action if the character does not have a primary or secondary weapon equipped
  • Healing items and actions should now target the active character as default
  • Fixed issue with starting position of vehicle combat tween sometimes being incorrect
  • Fixed issue where a car on curb was on world map and got pulled into street combat
  • Ensure guards who hate the player do not start combat outside of max combat range
  • Strike and Move should work with all abilities. Updated ability description
  • Rapid Reload now affects all guns, not just handguns. Any gun will cost zero AP to reload
  • Break Shot no longer breaks melee weapons
  • Fixed "Exit Ambush Mode" prompt button showing up in combat in tutorial
  • Allowed highlighting characters while in combat
  • Fixing Break Shot and weapon repair at end of combat, so old saves where melee weapons could have been broken now load those weapons correctly
  • Preventing displaying possible combat effects on character HUDs when outside the player's turn
  • NPCs not attacking independant npcs who are fighting on the player's side and vice versa
  • Fixed issues with Unleash Fury's AP usage and cooldown reset
  • Fixed an issue with Melee NPCs having the Doctor's Heal ability
  • Fixed an issue with Tier 1 Melee characters having no equipped weapon
  • Fixed an issue where the Meat Hook weapon used in the Meat Hook ability did not have a valid critMod value
  • Made characters affected by Knockback to trigger other combat-cell-aware abilities like Overwatch or Poison from Death Blossom Bombs
  • Stampede and Bull Rush ability rework, stampede and bull rush now move along a movement path to their targets and are melee selection abilities
  • Fixed execution blood splatter not appearing on camera
  • Allowed the player to take two single pistol shots against different targets again
  • Shooting a pistol doesn't end the player turn anymore but after the player has shot their pistol they can't change weapon until their next turn.
  • Fixed error thrown when opening and closing pause menu on combat auto resolve screen
  • Fixed bug where weapon proficiency requirement was ignored and gangsters could equip higher tier weapons
  • Fixed an issue that could cause cover to disappear in the middle of combat
  • Camera now lingers on characters that are dying from the Bleeding Out or Deep Wounds states
  • Stop the player from spawning in the middle of interiors
  • Fixed issue with Genna dying and throwing an error
  • Increased strength of Faction AI squads
  • Removed duplicate gangster death responses
  • Fixed an issue where an error would be thrown when trying to deselect certain area of effect abilities
  • Fixed an issue where combat could fail to start when a group of moving guards tried to initiate combat
  • Fixed issue with bosses stepping out to shoot someone, then if  they were hit by overwatch and put into the bleeding out state, they could still finish their attack and re-enter cover
  • Fixed softlock with the Action bar when player left clicks after using a hotkey to select an ability
  • Shoot First should now only work if Overwatch has not been selected manually in ambush mode
  • We now stop melee weapon damage types being added to the player's primary weapon when they use an execution.
  • Extra thugs will no longer spawn if the player loses combat or flees from a derelict building without leaving the world map. Thugs will replenish after a certain amount of time
  • Added a new target filter applied to all AI to give them at least some baseline desire to target enemies. Fix a situation where the AI could decide not to attack a valid target
  • Fixed a situation where an AI might not move from their current position and continuously pass their turn
  • Fixed a softlock when using flush against a character who has no valid moves
  • Ensured Faction AI attackers do not start a building attack too far away from the door position
  • Fixed issue with moles that were told to leave the location and could stay in the location if combat was started while they were nearby
  • Updated Stampede to use the bull rush animation for 1.05
  • Changed all Boss abilities to cost 1AP and end the character's turn when used. This will help to keep boss abilities consistent across the board
  • Fixed softlock in combat after timebomb explodes
  • Increased the range within which the AI cannot spawn when attacking safehouses. Better randomize the starting positions of enemy safehouse guards
  • Increased the speed and add transitions to rain of fire and sweep to stop a timeout error
  • NPCs were healing too frequently in combat. Reduced the amount of healing items equipped to NPC characters
  • Enemy characters should no longer peek the wrong way, when targeted by a character that is not their current primary focus

[h3]UI[/h3]
  • Action Bar highlighting boss abilities
  • Full refactor of Action Bar
  • Made sure the equipment tutorials don't fire when the game menu is open
  • Made the resource summary buttons non-interactive when ui is blocked
  • Various new tooltips
  • Existing tooltip improvements
  • Fixed highlight not deselecting on Action Bar
  • Fixed callout lines on controls screen
  • Fixed restore defaults button showing up on controls screen
  • Prevented shop UI from breaking when item doesn't have an owner
  • Adjusted highlighting on Purchase Racket UI
  • Fixed issue where game menu could not be navigated after pressing "start" on combat autoresolve UI
  • Show "A" button next to combat action when using controller
  • Fixed issue with showing event outcomes above options in event window
  • Fixed issue where sometimes certain ammo would not be visible when equipping in the character screen
  • Hide movement indicators when moving characters with the left analog stick
  • Refactored Game Alerts
  • We now hide income button for hotels in racket overview screen
  • Prevented switching to sell mode if the player inventory is empty
  • Character attributes will now no longer be shown as over a 100 on the character sheet
  • Prevented Cinematics from blocking notifications
  • HUD improvements
  • UI marker improvements
  • Show the size of the racket on world map and on popup
  • Show player hp/max hp on new character tooltip
  • Select first button in conversations, as well as in a few tutorial steps
  • Owner portrait on Ward Info panels now refreshes correctly
  • Made neighborhood owner name truncate with ellipsis to prevent overflow, uses last name instead of full name
  • Stop mission resolution screen, alerts and game alerts from showing on the End Game screen
  • Merged hiring notifications, enemy killed notifications
  • Adjusted placement of notifications
  • Adjusted the command cursor to accurately reflect whether or not a command is valid
  • Character sheet relationships will always show the real name of other gangsters rather than unknown character
  • Fixed UI audio for notifications
  • Rapid Reload description was outdated on the talent tree screen
  • Made all morale notifications proper case and in the past tense
  • Weapon proficiency screen
  • Upgrade cost now in red when the player can't afford the upgrade
  • Implement gangster tier colors on crew screen and rap sheet
  • RemovedFire and Call from the command wheel
  • Fixed an issue where the interactable highlighting could get stuck enabled
  • Fixed a performance issue when interactable highlighting is enabled
  • Added right click to unequip item
  • Added a confirm dialog to selling in the shop
  • Show why weapons can't be used when you don't have the relevant proficiency trait yet
  • Mission POI tooltip and Wandering Gangster tooltip updated to provide more information
  • Replaced Out-Of-Combat Character HUD with new Combat Character HUD
  • Added setting for virtual cursor sensitivity
  • Hire button on character sheet is greyed out if you're missing the notoriety or the character is angry
  • Added wraparound to pause menu and combat action bar
  • Show building size in racket attack confirmation
  • Stopped showing underboss notifications
  • Patch Message from Sal is shown in a loaded save
  • Fixed Main Menu buttons not displaying button bullets
  • Fixed case where relationship lines on crew screen could get misaligned
  • Fixed character management highlighting issue
  • Added new street cursor and map cursor sprites
  • We now only show a single POI over a building despite multiple POIs being inside
  • Show warning on Characters who have their weapons unequpped as a result of the weapon proficiency change
  • Made UI navigation with shoulder triggers work better at lower framerates
  • Added "Babies of Empire of Sin" to credits

[h3]Missions[/h3]
  • Stopped bodybag prop from being a navmesh obstacle so it doesn't block players from reaching an NPC
  • Fixed issue with jumping from alt CMA line to main 
  • Added in checks to help improve mission pacing
  • Fixed softlock happening after clicking on NPC quickly after conversation in Mock mission
  • Fixed mission marker not reappearing for POI targets who leave a location with the "LeaveBuilding" scenario
  • Fixed O’Banion mission not completing if you kill Yale and not the squad
  • Some characters in Tommy Biscuits' mission "Fate" were not displayed correctly on PS4
  • Rigged tables now has penalty for removing tables
  • Fixed Charitable Donations event not firing 
  • Fixed Bernie Barnes mission throwing error if you attend a sitdown during it
  • Mission journal is now split into into 3 tabs
  • CMA are considered main missions now
  • Fix for ensuring derelict buildings are no longer gifted
  • Dyer mission fixes for issues highlighted by autoresolve
  • CMA missions will fire only after completing/failing boss mission
  • Remove the range requirement from the Begin Sitdown command
  • Missions now give out rare weapons at a minimum
  • Mission NPCs should no longer cower out of combat
  • Made the set focus mission appear as the first mission rather than obtain 5 rackets in the tutorial
  • Romy mission fixes, stopping multiple Romys from appearing, allowing player to select faction to improve relationship 
  • Fix for getting 2 wallets from Stolen Wallet mission
  • High Class house boss will now ask you about the money regardless if he lends it to you or not
  • Setting mission to complete if you upgrade by 1 instead of fully, changing time limit from 1 to 2 months
  • Fix for unresponsive button in StClairs first mission, Bumpy fights with StClair in Queenie Says mission
  • Time between boss missions for Mock, Ragen Capone and Donovan have been shortened
  • Fix for unlocking mission building after it is invalidated for Frankie's First Step mission
  • Fixed issue with Booker Jones and Police interrogator for CMA mission
  • Take over racket screen now waits until combat is resolved before opening in St Clair mission.
  • Rosie appears in a set location in Nosey Nellie, rather than appearing close to the player once they are far enough away from Jacques
  • Giving the player more time before being ambushed in Bloody Brew mission
  • Fix for Taking The Bait mission ending early
  • Fix for Same Game Different Team completing during combat
  • Fix for POI not moving when mission racket changes in To Your Health
  • Wrong dialogue fix for Maria Dish Best Served mission
  • Fixed Trashed Room modifier not being removed after Who Care's mission
  • Added Protestor modifiers at the beginning of Protestor mission instead of after and removing at the end of the mission
  • Fixed to deal with player taking over the Two Brew racket early
  • Changed first mission shown to be Sowing Seeds instead of Brick By Brick if player has no focus set
  • Fixed gangster still fading to void if you free them from jail immediately after combat
  • Fixed the doctor not appearing in the right location in The Doctor's In mission
  • Fixed error appearing when combat happened before Bruno was spawned in Genna mission
  • Fixed issue with POI not updating when derelict racket is taken over in Who Cares mission
  • Fixed issue where both Sowing The Seeds and Brick By Brick with start in tutorial
  • Fixed A Sticky Situation getting softlocked if it couldn't find a brothel placement
  • Updated objective text when building is changed during To Your Health mission
  • Added code to get a new building if stolen syrup derelict gets taken over
  • Set base mission NPCs to be the hired gun profession rather than citizen
  • Fixed killing Dutch first in Round The World softlocking the game
  • Fixed Zee leaving a location after it was deactivated throwing multiple errors
  • Fixed Two Brew 
  • Fixed High Class House autocompleting without returning to worker
  • Updated objective name in To Your Health when the mission is moved to another racket
  • Fixed combat softlock in Bon Fortuna mission combat against Dutch
  • Fixed David and other customers appearing out of bounds in Paid In Gold
  • Fixed Son I Never Had mission breaking if you don't own any rackets for Raul to go to
  • Fixed Better To Have Loved And Lost not completing Clear Out The Derelict objective when racket is taken over before talking to Bumpy
  • Fixed Grover mission auto failing if casino for mission is upgraded
  • Fixed In The Trenches mission not updating bar name and not completing enter racket objective if building with mission in it changed
  • Removed building lock from Lawmaker mission
  • Fix for player not being able to enter racket for Lawmaker mission and removing the auto equipping of the gun which can cause a softlock
  • Fix for player not getting correct reward in Pineapple Primary after passing persuasion check
  • Replaced Candace and Brittny in brothel after take over in In The Trenches mission

[h3]General[/h3]
  • World map visual improvements
  • Memory improvements on the PS4
  • Cancel the equip ammo tutorial if the player doesn't have a primary weapon equipped when it starts
  • Fixed issue with assigning to safehouse with group selected
  • Changed Black Market health item quantities to 6
  • ChangedNorah Quinn's notoriety gate to 0
  • Increased loot tables for health items by 10%
  • Fixed issue with triggering the Neighborhood Summary tutorial
  • Updated localisation
  • Taxi use polish
  • Ensured Diplomatic states are removed if not removed through proper channels
  • Don't show tutorials for equipping items if the player's already equipped those types of items
  • Fixed an issue with a specific thug model which caused its ragdoll to begin in a T-pose
  • Reworking Synergy to make it  less abstract and more manageable
  • Changed starting cash amounts based on difficulty
  • NPCs stop moving when you click to talk to them
  • Fixed bureau models t-posing while ragdolling
  • Fixed hair clipping with hat on Mission NPC
  • Fixed P looking like an F in Police Patrol on Police Wagon
  • Safehouses use name to prevent accidentally using the wrong faction name
  • Stopped characters from getting stuck in the swap weapon animation when pre-combat is cancelled
  • Prevented moving squad actors from skipping path destinations
  • Ensured that "Load Latest Save" on Game Over screen can only load moments from this current session
  • Fixed game paused movement clicks
  • Fixed issue with the controller where zooming out limits the space the controller cursor can be moved
  • Fixed a truck spawned driving across sidewalk
  • Disposed of unnecessary loading screen after taking over a racket and turning it into a safehouse
  • Updated bar interior art
  • Updated brothel art
  • Updated safehouse art
  • Fixed issue with camera angle getting too horizontal when talking to NPCs underbridges
  • Added 40 seconds time to the sitdown warning
  • Derelict buildings are no longer able to be added to weekly income/expenses. Income/Expenses set to 0 value are cleared
  • Factions will improve their alcohol types being served, even if they can't quite hit the preferred target
  • We now make sure minor factions pay expenses correctly, allowing protection treaties to time out
  • Change movement speed
  • Genna's move audio needed more variety
  • Fixed characters making move sound too often
  • Added specific VO for thugs
  • Remixed the volume of West Loop Gate underscore
  • Adjusted character talent unlock duration
  • Fixed issue where you would be unable to close virtual cursor
  • Moles accuse screen no longer corrupts the player's faction data
  • Moles can be used by AI multiple times
  • Fixed issue with pausing the game and calling moles after assignment
  • Remove the rush option from racket upgrade
  • Automatically demote crew member from lieutenant if arrested without the frustration penalty at losing rank
  • Ragdolls tint correctly, characters clothes don't change to white on dying
  • Adjust take floors for gangsters
  • Made all tier 5 gangsters have 0 notoriety
  • Adjusted starting talents to match gangster tiers
  • Various blinking fixes in select screen & sit downs
  • Saltis hat tip issue fixed
  • Fixed foot mispositioning in shot miss anims
  • Fixed the one-armed effect which sometimes occurs in combat Idle due to IK snapping
  • Replaced boss-sitdown with a new song, see if you can spot it
  • Gangster rebalance - made Norah start with the Heal talent already learned.
  • Lowered the machine guns to hip height, and raising the hip height idle to avoid half cover collisions
  • Made sure that stampede and bull rush work correctly with cover and step out
  • Doubled the amount of time it takes for gangsters to form relationships
  • Healing outside of combat feature improvement
  • A bug preventing some modifiers from updating was resolved. "A Penny Saved" trait works correctly now
  • Minor factions accurately reflect what they can afford when setting up standing orders
  • Fixed missing Animator transition for certain machine guns to use the Sweep ability
  • Made sure crit damage never goes below a weapon's base max damage
  • Added  sitdown Skip Prompt. Any key presses will show a skip prompt, which on pressing will skip that portion of dialog
  • Gave most gangsters primary weapons, adjusted take floor for all gangsters, changed relationships for gangsters so that all gangsters hate two other gangsters
  • Time limit added between "end war with" requests, so the AI doesn't keep bothering you about it
  • Updated remove building sequence to ensure the income and expenses are removed correctly, resolving money exploit
  • Fixed softlock in accuse screen
  • Updated the Radial Menu so that LB closes the UI. Moved Wars/Notifications to LT/RT
  • Exterior safehouse guards should no longer respawn on top of each other after saving from a new game
  • Fixed Madeline Dunbar not saying a line 
  • Fixed alert SFX playing every time player moves between menu screens
  • Added a new time bomb landing sound so it doesn't make a grenade explosion when it lands
  • Fixed police baton out of sync + all other melee weapons that were out of sync
  • Fixed Rain of Fire SFX being too loud
  • All selected characters are teleported to the sitdown location
  • Allow talent re-speccing from the talents tab
  • Fixed error thrown when character leaves due to lack of loyalty
  • Made injured gangsters not take wages
  • Fixed audio errors sometimes thrown when declaring a War on an enemy faction with a boss
  • We now allow players on controller to switch between nearby interactable objects using DPAD Up and Down
  • Removed  "Switch Character" prompt from action bar when using controller
  • Reset patron walk speed when moving between locations and correctly reset the speed of patrons after their drunk status wears off
  • Adjusted the cost of Deflect Level 5 on Brothels and Casinos
  • Added a common shotgun and rifle to the black market store
  • Hide tall world map buildings when camera is zoomed in
  • Applied discount to the number of kills required by higher tier gangsters to reach the next tier
  • Adjusted required kills for each weapon proficiency tier
  • Fixed issue where the crew screen mini tutorial couldn’t be skipped using a controller
  • Autosaves now wait until all characters enter or exit the building before saving
  • Fixed a Nullrefrence error thrown if the player loads a game while in a sitdown cinematic
  • Made Bosses adhere to new weapon proficiency system
  • Showed weapon proficiency trait names in new tooltip
  • Updated controls screens to reflect new input mappings

[h3]Known Issues[/h3]
  • In order to fix an issue with moles and the sabotage events (send a mole after a faction, save/load then that event is reset to default)we have had to cancel Mole missions for any moles on older saves as their data was corrupted. You can just send them off again and it will all work just fine.