1. Empire of Sin
  2. News

Empire of Sin News

Public Beta of Patch 1.03 - get in on the action!

Welcome Bosses, Chicagoans and all! Today we bring you great news, crew. See here, we have decided to let the public in on the operation: we are now doing public betas of new patches!

This means that if you play Empire of Sin on Steam, you can now choose to opt into playing the latest stable beta build of the game. Here is how to do it:

  1. Open Steam.
  2. Go to the Library and right-click on Empire of Sin > Manage > Betas.
  3. Choose the beta branch available in the drop down menu.
  4. You should then be able to download the beta build. No password needed!


And that’s it, you’re good to go, boss! Of course, we would love to hear your feedback on the beta patch. Feel free to let us know in the comments below, in the Empire of Sin Discord or in the Empire of Sin Beta sub-forum.

Discord: https://discord.gg/qX2PTYK
Forum: http://pdxint.at/3tflvQ6

See below for a full list of Patch Notes for Beta Branch 1.03.


Update Notes - Beta Branch 1.03


[h3]Please Remember:[/h3]
  • Back up your game save folder to ensure any issues during this test do not affect your main game saves
  • When reporting issues, please include the build version number in the report. You can find the version number on the main menu, or by dropping down the developer console.
  • You may be asked to attach a game save or log to a report. You can find your save games at C:\Users[username]\AppData\LocalLow\RomeroGames\EmpireOfSin\GameSaves
  • Player logs can be found at C:\Users[username]\AppData\LocalLow\RomeroGames\EmpireOfSin\.... Look for the folder that matches the time the game crashed
  • If a build update happens while you are playing the game you will need to restart Steam to get the update


[h3]Known Issues:[/h3]
  • We're aware of an issue where you can receive notifications & loot regarding Big Jims Stash incorrectly. The team is working on a fix for this.
  • We're aware of some stability issues around the tutorial. The team is working on a fix.
  • We're aware of a rare issue where buildings in the world can occasionally disappear. If you encounter this issue any additional Information you can provide would be very helpful.


[h2]Changelog[/h2]
[h3]The Highlights[/h3]
  • Safehouses are now hidden
  • Combat AI has been improved and provides more challenge
  • An option to avoid nuisance combat demands has been added, 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 you’re not at War with


[h3]General Changes[/h3]
  • 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
  • Fix 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
  • Player cannot scroll the claim list without using virtual cursor mode when using a controller
  • Gangster Talents 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
  • When editing a building name, if player adds a space or lowercase letters, the building name will not be displayed correctly
  • Adding 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
  • We have 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. We 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
  • Change 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 Ronnie’s phone call in the tutorial, we didn't have a valid reference to the brewery
  • Increased the tiers for racket guards for all major factions
  • The issue with gangster talents not needed to be unlocked has been whacked
  • Multiple tooltips were missing in the Empire Overview, Finances and Alcohol info screen. We found them
  • 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
  • Jaqcues 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 display how you got them in pop up
  • Fixed issue where all tutorial attacks by player were asking for confirmation
  • Fixed 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
  • 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
  • Fix for Word on The Street mission not continuing because of combat 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


[h3]Combat Fixes/Changes[/h3]
  • 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
  • Ensure AI squads that are about to attack a building are not used by other tactics before they have attacked
  • Reduce 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 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
  • Stop 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
  • Fix 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
  • Fix for 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 can 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
  • 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 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 didn't indicate that DMJ's Mauser has 10 shots leading people to believe it is bugged
  • Characters no longer get stuck in the overwatch pose at the end of combat
  • Characters rotate back to their overwatch direction after getting attacked
  • Run Away option is displayed in surrender dialogue if gangster is under attack outside
  • 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 Donovan 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
  • If a gangster or boss will be affected by the exterior combat, the dialogue offering surrender now shows their name
  • We have ensured that 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
  • Smoothed 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 allow 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
  • That combatant who started 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
  • Only play Gut Shot sfx when someone is hit


[h3]Mission Fixes/Changes[/h3]
  • 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 Bozze 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 Jaques Attack and They're on to 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


[h3]Thug Variants[/h3]
  • You should now see 13 different thugs
  • The appearance is randomly selected


[h3]Racket Guard Changes [/h3]
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 configs.

  • 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 are attribute based only. 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


[h3]Faction Changes[/h3]
  • 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


[h3]Safehouse Changes[/h3]
  • Gameplay change to safehouses hiding has been pushed.
  • Safehouses 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 “away” being able to be assigned to a safehouse




Empire of Sin is making it tougher to find rivals' safehouses

Bootlegging in the Windy City is about to get a bit tougher for wannabe gang leaders. Empire of Sin is getting an update in early February that will add a new mechanic around safehouses. Rather than knowing where enemy safehouses are located immediately, you'll have to discover their locations by... ehh, let's call it applying pressure to the faction's bottom line.


Empire of Sin director Brenda Romero says update 1.03 for the strategy game will arrive early in February, and the marquee feature for this patch is the aforementioned safehouse mechanic. When you encounter a new faction, its safehouse will look exactly like the other white buildings in the neighborhood, and if you want to attack the rival boss, you'll have to figure out where it is.


You can uncover clues as you explore the city that can lead you closer to the location of a safehouse, and there's always the old fashioned method: busting up rival gangs' rackets. That tends to irritate the bosses, who in turn will potentially give away their location in order to seek revenge. You'll also be able to plant moles in enemy organisations that can feed information back to you.


Read the rest of the story...


RELATED LINKS:

Empire of Sin mods - everything you need to know

Empire of Sin developer says bug fixes and DLC are on the way

Empire of Sin reviews - our roundup of the scores

Dev Diary: A sneak peek at 1.03

Hey bootleggers!

Word on the street says things are shaking up in Chicago’s underworld. Luckily, we’ve got sources very close to the action, and they’ve got the whole scoop. We ain’t no rats, but this information is too good not to share.

[h2]Safehouse Changes
[/h2]
Information is harder to come by these days. Something spooked the bosses around the city, and they’re not taking any more chances. They’ve hidden their Safehouses, and are making extra efforts to keep the location well guarded. On game start, a Safehouse is just another white building somewhere in the neighborhood that can only be revealed by the most shrewd gangsters. They’re not even letting their guards stand out front.



Sitdowns with other bosses can still go ahead, but you’re only invited to talk in the backroom of one of their rackets as opposed to the fancy office in their Safehouse. If the sitdown doesn’t end well, the enemy boss is still well protected, and there’s a lot of brawling to get through before they reveal their Safehouse location.

To find out how close you are to finding where another boss is hiding, check your diplomacy screen. As you can see in the pictures below, your Discovery Chance is a Safehouse icon and progress wheel shown on the enemy boss’s profile. Once you meet a new faction, your chance of finding them increases by 1% each in-game week.



So how do you find out where a boss is hiding? We’re so glad you asked!

There’s always the old fashioned way of attacking their rackets. This is prohibition Chicago we’re talking about, where anything goes, and enemy bosses are easily pissed off. The chance of them revealing their location increases with each one of their rackets you attack (though that’s a lot easier said than done, more on that later!) There is potential to find clues in their rackets that can lead you to their location, so keep your eyes peeled. Planting a mole amongst their ranks is another way to gain information on their whereabouts. They feed you information as and when they find it.

Your discovery chance is checked every month, and if you pass the threshold, the enemy’s Safehouse is revealed. Once they’ve been rumbled, an event pop-up will tell you where the Safehouse is. As the below image shows, you can decide to view it straight away or wait until you’re good and ready.



What you do with this information is entirely up to you, but as you know, Chicago’s not built for sharing. The boss knows this too, and once they’re discovered, you’ll notice their guards patrolling out front in preparation for your next move.

[h2]Combat changes[/h2]

Let’s start with exterior combat. Thugs have wised up and are deciding to pick their battles. They don’t just start fighting with anyone in the street anymore, least of all a gang boss. The only way they can be tempted into a brawl is if you try to steal their loot crates.

As for security upgrades with major factions, there must be something in the hooch they’re drinking because security guards have gotten stronger. Tiers have increased so that with each security upgrade, they get much tougher. They have a higher HP and better armor and their attributes have also been seen to – so you can count on them having a better aim for one thing. Their inventories have remained the same, but the gear available to them has gotten better too. Security guards now have access to a stash of uncommon and rare weapons that they’re only itching to use against any opportunistic gang bosses. At security levels 4 and 5, there’s a whole new tier of racket guards on shift, and they are bigger and better than what has come before. In the picture below, you’ll see Goldie giving up the ghost. Take that as a fair warning not to arrive to combat unprepared.


If that wasn’t enough to contend with, weapons have lost some of their bite. Critical Damage has been brought down across the board, along with some other attributes. Rifles, for instance, have had their armor damage removed, and the range for sub-machine guns has also been trimmed. As of 1.03, the functionality for armor has been revamped. As utility items, they haven’t changed, but you no longer lose your armor when it’s been riddled with lead. Now, armor gets repaired after combat and over time it gets better and rejuvenates to full protection.

Combat AI has gotten smarter too. Guards are far more likely to calculate their moves as carefully as you do during a fight. Some of the more cowardly guards, known for running around a lot, have had a stern talking-to from the Capos. They’ve grown nerves of steel and now prefer to stand their ground and empty their weapons on you.



[h2]Mini-Auto-Resolve[/h2]

Something we’ve been seeing a lot from player’s feedback is the desire for an auto-resolve in combat. The city is a volatile place, and sometimes it’s better to let skirmishes settle themselves without getting involved. Auto-resolve is a feature that’s coming up soon on our roadmap, though the road to full functionality will happen incrementally. Changes will appear in stages and combat designer Ian O’ Neill has shared what to expect from each one. The first stage, included in 1.03, is a mini-resolve feature. Any external combat that doesn’t include a boss or a gangster will have a pop-up where you can choose to fight, or surrender.



Following that, the next stage of implementation will have a very simple version of auto-resolve with an option to fight, abandon, or auto-resolve. The final steps will come to fruition over three stages with full UI, full features, and full auto-resolve for combat. But it’s coming!

[h2]General Changes[/h2]

In addition to everything above, there are a number of other tweaks here and there that you’re going to notice around Chicago. There’s been a host of improvements to make your playing experience better. We’ve added some building variation, UI and locale polish, as well as an auto-focusing feature that makes any new mission from boss missions or quest givers the top priority.

Also, remember fast travel? It’s now a thing of the past! Sal’s cabs have undergone a mass exodus of staff – probably from the fear of taxiing around bloodthirsty gangsters all the time – and most of the city’s taxi routes are cut. Bosses and gangsters alike can only travel by taxi to their Safehouse or from one taxi-point to another. Anything beyond that and you’re walking, pal.



Thugs have started expressing their individuality! Giving up on copying each other’s appearance, they now have thirteen variations in appearance, all of which are randomly selected. Get a load of their new look in the picture below.



That’s all the information we could squeeze from the streets of Chicago for this round. We’ll be sure to report back as soon as we have more. Are you excited to see the new changes? Let us know in the comments below. Until next time gangsters, Happy Sinning!

Boss Spotlight: Salazar Reyna

The jury’s still out on Salazar Reyna. Actually, there are many juries, judges, law enforcers, and gangs still looking for him. He ignores the rumors and hearsay that people say about him, then stokes the fire now and then with a lesson in brutality. With a background that’s murkier than a dark alley puddle, his reputation touches near-mythic heights around the streets of Chicago. The more God-fearing folks of the city believe he is not of this world. Some say he leaves footprints in blood wherever he goes. More say they have seen him scalp a man with little more than brute force and a fingernail. Others say the only time you hear him speak is right before you die.

Whether any of this is to be believed or not depends on the individual, but there’s no denying the menacing aura that Reyna carries around with him. He uses his prowess to cut his way through the city’s roughest and toughest criminal entrepreneurs with unflinching savagery, taking the best parts of the streets for himself. His penchant for gruesome ends complements Chicago’s sensibilities, in fact, there are a few things the city’s try-hards could learn from his methods.

All that is known about him is he came from out West, and left a hell of a mess behind him in L.A. The rest can only be guessed at by his boxers build, the south of the border mannerisms, and the eerie legends that follow him. One thing is for sure, Salazar has the stare of a predatory animal who’s used to being top of the food chain, and he’s got no reason to think any differently now that he’s come to Chicago.

SALAZAR REYNA’S PAPER TRAIL ACROSS AMERICA

[h2]WANTED By Los Angeles Police Department[/h2]


[h3]DESCRIPTION[/h3]
Born: Unknown
Birthplace: Oaxaca, Mexico
Height: 5’9”
Weight: 190lb
Hair: Black
Eyes: Brown
Complexion: Sallow, visible scarring, partially obscured by mustache.

[h3]REMARKS[/h3]

Fugitive from justice, Salazar Reyna, formerly of Oaxaca, Mexico, currently residing in Los Angeles, is being sought by the HOMICIDE DIVISION of the Los Angeles Police Department on counts of first-degree murder, aggravated assault, and robbery.

[h3]CAUTION[/h3]

Salazar Reyna is the prime suspect in a triple homicide in the Silver Lake district. He is said to be ARMED AND EXTREMELY DANGEROUS. If seen, do not approach. Seek out law enforcers immediately.

Issued & Authorised by: George K. Home
Dated: August 24th, 1919




A clipping from the ‘Denver Daily’ newspaper in Colorado reporting on an isolated incident with an unidentified man now believed to be Salazar Reyna…

BOARDING HOUSE BRAWL

[h3]Leaves Two Slain, One Critically Wounded[/h3]

Denver, CO.– A night of terror ensued on Tuesday last, at a roadside boarding house in the shadow of the Rocky Mountains. Two men have been fatally wounded, with a third currently residing at Denver General hospital with a gunshot wound. Police have identified the wounded as Jacob Mathers, a local and night porter at Wither’s boarding house where the incident occured. The dead – associates of Mr. Mathers – have yet to be identified. One witness alleges that the three men were orchestrating the robbery of a guest who was passing through the city. Police have yet to confirm this statement.

[h3]“The one with the mustache”[/h3]

Shortly after midnight, witnesses state they heard sounds of a scuffle from one of the rooms, followed by a series of shouts. Moments later, a gunshot followed. One witness who woke to the mayhem describes what he saw in the hallway: “The walls were shaking and I heard glass breaking…Once I got to the hallway, a man staggered out from the room next door. The one with the mustache appeared and stuck him right through the eye. I ain’t seen anything like it.”

Witnesses outside the boarding house recall seeing a man crash through the window, right into the street. He succumbed to the wounds inflicted by the glass and was pronounced dead at the scene.

[h3]Still At Large[/h3]

Law enforcers are still searching for the unidentified man responsible for disturbing the peace, resulting in the deaths of two men. Police describe the man as having a strong build, dark eyes, hair, and a large mustache. With the only survivor of the incident unconscious and critically injured, police are appealing to any witnesses with further information to come forward and aid in the investigation.




A witness statement taken by SLCPD in Utah. Mr. John Roberts was witness to an incident of grievous bodily harm at a men’s club where he works. The description of the man matches that of Salazar Reyna…

SALT LAKE CITY POLICE DEPARTMENT

[h2]WITNESS STATEMENT[/h2]
Statement for: Salt Lake City Police Department
Statement number: #002
Date: 10th October 1919
Witness: Mr. John Roberts
Occupation of Witness: Club Attendant
Attending Officer: Det. Rooney
Stenographer: A. Miller

I started my shift at nine-thirty. By then, Taylor and a couple of others were at a table playing cards. There was some gambling involved. Whatever Taylor’s secret was, he was on a real heater; winning every hand, letting everyone know about it. A real loudmouth too, but sort of funny with it. Expect nothing less from a Texan, I guess. An hour later, he was even getting bored. He’d a stack of cash beside him like one of those big-city skyscrapers.

He played a guy off the table, that’s when the other fella took his seat. Waltzed right over, sat down without a word to anyone. He was tough-looking and just put his money on the table, waiting to be dealt in. Taylor tried joshing him a bit but got no answer. He kept smiling though, hungry for fresh meat.

Only thing bigger than Taylor’s mouth is his ego. He bet big every time. The new fella worked him quick, took Taylor’s heat right out from under him. It was a spectacle, the other guys was even rooting for him, I bet. He was finally shutting Taylor the hell up. Still, not one word passed his lips, and he was winning big. I mean real big. He just stared around the table, eyes meaner than a jail hound. Almost looked like winning annoyed him.

So it got to about twelve-thirty. There was me, a guy at the table hanging on by a couple of dollars, Taylor, and the quiet man. Taylor decided to go all in, must’ve fancied his hand. So he threw in, put up two middle fingers, and said to the quiet man, “I’ll raise ya two of these.” I tried shouting over to remind him this was a Gentleman’s Club, but the quiet man cut me off. The only thing he said all night: “It’s a free country. He’s free to lose them if he wants.”

Taylor put down three queens. The quiet man showed him a full house and scooped the pot. That’s when he done what he did. He stood and came around the table. Taylor was starting to crack wise with him, but The quiet man just punched him hard. Then he grabbed his hand, put the middle finger in his mouth, and bit down.

The sound…it was ghastly. That’s what I remember most, this wet crunching noise, and Taylor screaming to high heaven.

He went sheet white, staring at the mess of his hand when the quiet man moved onto the other one, staring into Taylor’s crying eyes the whole damn time. I don’t recall much after that. There was blood all over the table, the floor, Taylor’s Stetson. I didn’t want to get too close to that barbarian so I just sent for you guys. He turned and walked out as soon as he did it. Not another word. Worst part is, I didn’t see him spit the fingers out, and they was nowhere to be found when y’all arrived. But he must’ve, right? He must have.

This statement signed by John Roberts is true to the best of my knowledge and belief. I consent to it being tendered in evidence and do so willingly under the eyes of state law.

An update on the future of Empire of Sin


Hello Gangsters!

We are so grateful for the feedback we have received from you, and we are already hard at work actively crushing bugs, improving game mechanics, and overall balancing to make Empire of Sin the game you want it to be. We have a couple of great things brewing.

Following on from the recently released console patch, our next release is a big patch coming early in Q1 2021. Internally labelled as 1.03, this patch will focus on improving combat and mission-related issues based on the feedback we have received from our community.

In addition, the mission team has been working through the issues that you raised, and these fixes and improvements will be in the same patch.

We will also be working closely with our newly-formed Community Council (aka The Family) to introduce new features and improvements, and we look forward to their feedback as we work to expand all you can do in Empire of Sin.

You are core to Empire of Sin, and we look forward to your continued feedback!