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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...


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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!

The Empire of Sin website Community section: short stories and more!


Welcome, mobsters and all, to a brand new section of our website! In the Community section of the Empire of Sin website, we will be showcasing some of the finest creations our community has to offer. First up, we have the 10 finalists from the short story contest we held earlier this year. Just in time for the holidays, boss!

Check them out in our brand new Community section here: https://www.empireofsingame.com/community