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Livy Update and Punic Wars Pack Release December 3!



Our development team has been working hard and went the extra mile for the Livy Update and the Free Punic Wars Content Pack. We humbly present you a release date for them: December 3! Make sure to try the game and see all the changes for yourselves in December!

Livy Update Changes:

  • Character Experience System: The more characters are asked to do, the better they become. Cultivate young talent as they climb the ranks, with new events for experienced statesmen.
  • Family System Reworked: Fewer families to track, but great families are more important. Watch their fortunes rise and fall as they accumulate prestige.
  • Procedurally Generated Missions: New mission system produces contextual goals and rewards that reflect your current situation.
  • Improved Map: Greater detail for some map locations including Sicily, the British Isles, parts of Greece and the Baltic region.
  • Map Mode Manager: New map mode manager lets you customize the manager menu so it emphasizes maps you rely on.
  • Inferno Graphics: The drama of war is now illustrated on map, as cities burn while under attack.
  • And much more: The Livy add-on will include other changes that will be announced in coming weeks.


Free Punic Wars Content Pack:

  • Roman Mission Pack: Ten unique mission trees for the star of Imperator: Rome to guide your conquest of Italy and neighboring regions.
  • Carthaginian Mission Pack: Ten unique mission trees for the children of Tyre to help you plan your mercantile and military dominance of Africa, Spain and the rest of the west.
  • Numidian Unit Model: New army model for the Numidians, North Africans often hired as mercenaries by larger powers.
  • Carthaginian Ship Model: A unique ship design for Carthaginian navies.
  • New Music: Three additional music tracks to soothe your conquering soul.

Development Diary #71 - Conquest Mission


Hello again, and welcome to this week's dev diary.

As powerful as the new mission system is, producing unique and exciting missions for more than a few countries in the space of one update cycle was not something we felt we would be able to achieve. As a result, we felt it would be worth spending some time creating some varied mission templates that could occur for every nation, and that would be capable of targeting different regions or areas depending on position.

We have initially produced two main archetypes that any nation can pick; one focusing on conquest, and the other on infrastructure and internal development.

Conquest Mission:​

The conquest mission will select a region that feels appropriate to your current map borders, and guide you through the conquest thereof.


(One example of the conquest mission)​

Some branches will be chosen randomly, and others on a situational level. For example, a nation bordering uncolonized land may receive a task to colonize it, or a republic or monarchy bordering a tribe may receive a mission task to fortify the border. We've tried to make the tasks you'll see within this mission as varied as possible while retaining the overall structure - all whilst basing it off the same script structure.


(another instance of the same conquest mission, which this time has generated a different type of tree)​

You'll find that families and governorships take a role in some of these tasks, accentuating the importance of favoring the right people. In a similar vein, I took a look at prototyping something we intend to work and build on in the future: namely, the conversion of national decisions into short, story-focused mission chains. In this example, I've converted the decision to reform from a tribal government form into a bespoke mission tree. The mission selects a family to represent those amongst your nation that favor a republican ideal, and another to represent the nascent monarchists.


(the tribal reformation mission that becomes available once you take the Tribal Reform Decision)​

The mission framework allows this decision to become a short, paced story; guiding the player through a period of instability and political chicanery, ultimately (and hopefully) resulting in attaining the government form of your choice.

The capacity for telling stories in this way should not be understated, and we've elected to include this prototype mission in the upcoming Livy update as bit of a taster of possibilities for the future.

Development Mission:​


Once you have a large enough country for the infrastructure mission to be able to deduce meaningful tasks it will become available and offer a number of branches for how to improve the infrastructure in a particular region. What these branches will actually entail, and even the name of the mission itself will depend largely on what the specific region is like.

This means that while the mission itself will repeat (up to once per region under your control) its content will vary in part or in total, but the overall structure will remain similar.

Starting Branches:


Starting branches are dependent on the resources of the provinces you control in the region. They may relate to things like:

Building up an agricultural focused province.
Facilitating maritime trade and naval matters in a province with many ports.
Turning a particularly populous territory into a city, and building up its infrastructure a bit.
Building up a Mining Region.


Sometimes there is more than one way to progress through these branches, the agriculture focused path for instance let’s you decide what to use the newfound surplus for (spend it to increase pop happiness or build up a local Food Depot for your armies to stock up from in the province).

Optional Side Branches:


In addition to there being more than one way to progress through branches there are also optional side branches to the development mission. Things that may or may not be available (depending on what the provinces are like) and that you can go for if you want to spend the resources to get extra things. Some examples here are:

Prospecting for more minable trade goods.
Building up a shipbuilding industry in a naval town.
Importing horses to set up a Military breeding program.


Main Branch, the center of the Governorship:​


The main branch of the Infrastructure Mission is devoted to the growth and development of the Regional center. What this means will again differ depending on the circumstances, if it is a foreign culture region then the mission will focus on building up a center of loyal pops of your own culture and religion, for instance. If the region is that of your capital it will instead focus on the embellishment of the capital city itself, and acquiring resources to create suitable monumental architecture there for an Empire such as yours.

The theme of the main branch will also decide what the mission itself is named. Making it clear from the mission selection screen what type of mission you can expect and what the branches in it might be.



There is also an optional side branch to the main branch which will only show up if the region contains a particularly holy place to your religion, such as the Oracle of Delphi for the Hellenistic faith, or the Anu Temple of Uruk for a Chaldean country. This branch will let you embellish the shrine itself and eventually decide on a way to fund the priesthood there in the future, with options ranging from setting up enough religious endowments, to setting up a religious subject state under a scion of one of your great families.



Overall the various tasks in the Development Mission makes use of a number of tasks, with some focusing on very concrete actions such as constructing buildings or making provincial investments, while others are timed tasks that require an initial investment and will then let you react to events over time that pertain to how you want to solve particular problems.



To conclude, we've been working on a little extra for the Livy update, which I'll just leave here...
→ https://forum.paradoxplaza.com/forum/index.php?attachments/burningcity-gif.526573/

You can also read this Dev Diary and comment in the forums.

Development Diary #70 - Roman Exclusive Missions



Ave imperatores!

Today we will be having a look at the Roman exclusive missions coming with our free Content Pack: The Punic Wars.

To give Roma’s inevitable ascendency some direction, each mission concentrates on expanding into a different part of the world, starting with the Italian peninsula itself and spanning the Mediterranean from Hispania to Syria.

Roman Italia
Rome has ascended swiftly in the wake of her victories over the Samnites and Etruscans, and a desire for control of the entire Italic world has already taken root. Senator’s vie to stir Rome to war and win glory, with the Latin’s oldest rivals being prime targets.



Rome may also defy Mars and expand peacefully, organizing a Pan-Italic Congress which can offer opportunities for making allies and feudatories of Italic states, while Approach Greeks and Adriatic Adventures may establish Hellenic tributaries. However, creating subjects will bypass the associated area’s conquest tasks and their colonial rewards (see below).



Most Roman missions provide a selection of territories in which to establish a Roman Colonia after completing a conquest task, instantly assimilating a portion of the population, granting a permanent bonus to Pop Assimilation and Migration Attraction, as well as moving the Provincial Capital and instantly promoting the territory to a City - or, if one already, creating some Roman Freemen pops.



After subduing the peninsula, Rome will be able to choose one of four specializations for the Roman Colonia; pursuing enviable cities, bolstering recruitment, encouraging trade, or enhancing conversion and assimilation. This bonus will be applied to all prior and future colonia.

Finally, Rome can either offer Roman citizenship to all Italics, defying Roman mores and upsetting the ancient aristocratic families, or maintain Roman hegemony at the cost of agitating non-Roman Italic pops and subjects.

The First Provincia
Expansion into Corsica, Sardinia, and Sicily offered Rome her first so-called ‘Provincia’, foreign lands administered by an appointed governor - usually prioritising their own profit - far from the politics and oversight of Rome.



After staking claims across the sea, the three island’s branches can be completed in any order. Annexing Sardinia and Sicily will put Rome at odds with tyrants of Syracuse and the Carthaginian empire. Corsica is an easier target, but Rome must be swift to ensure the old Greek and Punic colonizers do not take advantage of Etruscan weakness first.



Settling Corsica will allow Rome to quickly colonize unclaimed parts of the island, Unruly Populace will explore the problems of governing Sardinia, and The Bread Basket will grant bonuses to tax and pop growth across Sicily once it is fully controlled.

With the islands dominated, Rome will be able to choose between a policy of metropolitan Romanization or economic exploitation, affecting output and assimilation across the islands.

Cisalpine Gaul
Northern Italy is still considered part of Gaul, differentiated from modern France as Cisalpine Gaul, or ‘Gaul on this side of the Alps’. Conquering this rich region on Italia’s doorstep is of course necessary to safeguard Rome’s northern borders...



Granting lands in the Senones’ territory will upset the Gallic tribes of Cisalpine Gaul, but give Rome claims on them. Attempting to befriend neighboring Gallic and Ligurian tribes opens the possibility of receiving a Vassal Tribe or Feudatory respectively.


Securing all land south of the Padus river (now known as the Po) will allow Rome to fortify a chosen location and grants a temporary bonus to Local Defensiveness and Supply Limit for all owned forts in the area.



Once all Cisalpine Gaul is under Roman control, Rome can encourage settlers to kick-start Romanization, before choosing between boni to assimilation or output across the region.

A few of the Roman missions will also add successive Triumphal Arch modifiers to the Roman capital after conquering a region, each adding +2.50% Primary Culture Happiness.

Punic Rivals
Once Rome has secured Italy and the islands, she may take the fight to Carthage directly. This mission will focus on undermining the Punic empire, culminating in the destruction or subjection of Carthage.



Rome must first force Carthage out of Hispania to deprive her of the rich colonies, and may approach the local tribes to turn them against the Punic barbarians.



Weakening the Carthaginians sufficiently, by taking their land and undermining their subjects and allies, will allow Rome to demand tribute from her old rival. Depending on their response, and the sustainability of the situation, war may eventually break out once again, or else permanent friends may be made of the Carthaginians as a client state.

Hispanian Ambition
The rich lands of Hispania are a prime target for Mediterranean expansion, but the vastness of the task may deter even the most ambitious consul. This mission will grant claims to help Rome expand quickly, and offer opportunities for gaining vassals in the area.



Due to the large size of this mission, you can drop out once the main tasks are completed, but bonuses will be granted to all Hispanian lands you acquire before finishing.

The Conquest of Africa
Whether Carthago has been delenda ested, or Rome just wants a place in the sun, this mission offers opportunities for further expansion into rich Africa.



The Numidians may be befriended or subdued depending on preference, while approaching Cyrenaica will allow the settling of Syrtica if not already colonized. Along with Eastern Glory, befriend tasks in this mission allow Rome to inherit client states from ailing monarchs.

Subduing Gaul
This mission focuses on the conquest of Gaul, allowing two main axes of expansion; west through the Massalian coast, or north to the great river Rhenus.


Both routes grant claims to expedite the conquest of such a great number of tribes, culminating in the pacification of Gaul as a province of Rome.

Subduing Greece
This mission will grant opportunities for diplomatic and military expansion into Greece, Illyria, and Macedonia. Will Rome liberate the dominated city states from Diadochi fetters, or just replace one overlord with another?



Once Greece is mastered, Rome will be able to release certain Greek city states as Client States, or integrate the old Greek lands into Rome.

Eastern Glory
Finally, this mission will concentrate on the rich lands that lay to the east, beyond Greece.



Rome will have opportunities to create subjects, inherit eastern kingdoms, and befriend diadochi dynasts, but beware the vainglory the east can inspire in those who are enriched by it.

Thanks for reading and stay tuned; next week we will look at some dynamic generic mission trees which will be available for all countries!

You can read the full diary on our forums here!

Development Diary #69 - Characters and Families in Livy



Hello and welcome to this weeks development diary!

Today we will be talking about changes coming to Characters and Families in the Livy Update.

Ever since the release of the game it has been a concern that while you have a great number of characters in your country that matter for things like office output, and civil wars, it is hard to develop an attachment to, and knowledge of, most characters in your country. Often enough you just end up picking the character with the best stat for any given job.

Some things that we have already introduced to make job assignments a trickier decision is Power Base system of the Pompey update, the way Political Influence is generated from loyal officers in Cicero and in Livy the introduction of Statesmanship.

While these changes all make the decision of who to put in a certain job a bit trickier it does not address the fact that most characters can be quite anonymous, and that has been of very little relevance to you what family they belong to.

To address this, and to make Family an important part of the game, we are completely revamping how Families work and interact with your country and its characters in the game.


Great Families​

In Livy we are doing away with the idea of an unlimited number of families in a country and instead adopt having limited number for the country as a whole. This number will generally be much lower than is currently the case in 1.2 and will be directly related to your country rank. Families will also tend to be bigger and wield more Power Base than is currently the case and will become scorned if they are not given enough of the jobs in your country.


A country will never have less than 3 potential families, and will gain an additional family when it becomes a Regional Power and a fifth Family once it becomes a Great Power.



In all interfaces each family will also be assigned a color, to make it easy to quickly distinguish what family they belong to.

Family Prestige & Power Base


Family Prestige is a value that is mainly increased over time by a family hold positions in your country, up until now it has not been used for much. In Livy family prestige it will be used to add power base to the head of family.
Since Families are now fewer and more important, 120 power base will be distributed between the families in a country in accordance with how prestigious their family is compared to other Great Families in the country.

At the start of the game most families will have a Prestige Value of 300 to ensure they all already have a power base, though this may differ in specific cases.

What this means is that over time any family that is bestowed a lot of responsibility over the state will also become more powerful, with a higher prestige rating and a larger part of the 120 Familial Power Base tied to its head of family.

An exception to these rules are Tribes, where Families will coincide with Clans and get their inherent power base from their retinues as before. Family Prestige will instead bestow Prominence on Tribal Head of Families.

Family Members​

Most characters in your country at any given time will be Family Members, these are generally the result of natural procreation, adoption (more on that below) and marriage.

Minor Characters


Not all characters in a country will belong to a Great Family. Minor Characters are characters that do not. A fair number of these exist at start and more will be generated if you have too few characters in your country to hold jobs, most characters generated from script will also be a minor characters.

A minor character will:
  1. Not belong to any of the families.
  2. Be unable to marry or have children (unless they marry a member of a Great Family).
  3. Have a last name, but they will not actually be considered to belong to a family and won’t have any family prestige.
  4. Generally they will also be adult and of a gender that can hold offices in your country, though exceptions from this can exist, both at start and as a result of event content.

As a rule Minor Characters are ambitious characters that have risen from obscure families because of their abilities. When a minor character is very successful one of the big families might adopt this character through script (see the section on adoption).

There is nothing to stop a Minor Character from holding office, even the Consulship in a Republic, but relying on Minor Characters to a large degree does risk your Great Families becoming scorned.

Scorned & Grateful Families
(Yes, even though your ruler is always loyal his family will still expect offices from a member in power)

Instead of expecting to hold a certain wage as in previous version, Great Families will be scorned if they do not hold what they consider their share of jobs and titles in the country.

Since this is an age of Aristocracy families will expect to share 80% of all possible jobs in your country between them. Any Great Family holding less than its share of jobs will be considered scorned, and all members will lose substantial loyalty over time.

This includes: All Governorships, all Offices and any Armies or Navies that have a commander (leaderless armies or navies do not factor into these expectations).

Likewise any family that gets double the share of work in the state that it expects will be “Grateful”, increasing loyalty, lowering the wages and facilitating Statesmanship buildup among all members.

(note: the minor_mac family shown here is not a proper family but extra information that I see because this screenshot was taken in debug mode)

Adoption:
(This particular character is cheaper to adopt since it is my ruler's bastard son)​

Heads of family may adopt successful minor characters to increase their family power and to ensure their survival. At all times families will strive to have slightly more characters that are able to hold offices than they would require to not be scorned.

Every time a family performs an adoption the prestige of that family will be decreased slightly, hurting their power base in the short term.

(Stubborn characters may resist adoption)​

If playing a monarchy the player can use a character interaction to adopt minor characters. Something a Minor Character will generally agree to unless they have a particularly stubborn or proud disposition.


Falling from Grace & Rising from Obscurity​


As country rank increases or decreases the number of allowed families in a country may change.

Falling from Grace




If a country has a higher number of families than it is allowed to have then the least prestigious family will be removed. This will not be immediate but will happen through an event firing and removing the family from all members of the appropriate family (they will turn into minor characters and eventually die since they cannot have children).

Rising from Obscurity

If a country has a lower number of families than it is allowed to have then an event will pop to let you pick a successful Minor Character to found a new family. The selection of characters will depend on your government type, in a Republic the senate will propose candidates, in a Monarchy the most powerful characters will be selected, and in a Tribe Clans are going to be Great Families.


Another example of major vs minor characters. In this case as shown when selecting a candidate for a job.​

All in all this creates a game in which families are a lot more present and a lot more relevant. Heads of families now wield considerable power and scorning a family will be a big deal.

Together with Statesmanship this makes the choice of who to assign to a particular job harder.

We feel that focusing on Families and the role of character's within them rather than all individual characters is both relevant to our era and something that will give Imperator: Rome a more unique take on characters going forward, different from what Crusader Kings II (and III) yet more involved than in the pure country level games such as Europa Universalis.
As we move forward we hope to build more on this system and incorporate families in new mechanics we add, make them relevant in missions, etc.

That was all for this week! :)

Next week we will be back to talk about Roman Missions.

You can read and discuss this diary on our forums here.

Development Diary #68 - Missions



Hello there!

Today I have the pleasure of telling you about the Punic missions, and give you a deeper look into the mission system.

For Carthage, we have split the missions into two categories, conquest and infrastructure, for the sake of simplicity. In the conquest based missions we have focused on the Punic spheres of influence like Sicily, Africa, Iberia, Rome, and even Phoenicia. Whereas for the infrastructure ones, we have looked at some of their strengths, i.e their navies and their commerce.

It should be noted that most of these missions would become active for any Punic country of some size, not just Carthage themselves.

NB: Apologies for the small pictures, Steam does not like large files. You can view full size pictures on our forum thread linked at the bottom of this post.


Aegis of Africa (Conquest)

Africa is the heart of the Carthaginian might, with its rich fertile farms and many Punic settlements. At the start your have a lot of small feudatories as well as the two large tribal vassals in Musulamia and Massylia. Historically the latter would go on to defect to Rome during the Second Punic War, and form a large kingdom threatening their weakened Punic neighbor.



For the mission tasks in this mission, you will mainly focus on integrating your many feudatories, and put an end to the tribal vassals at your borders. As for your larger Feudatories in Emporia and Tripolitania, their integration is set aside as optional mission tasks, giving the player the choice if you want to keep them as feudatories or not. As for the final task, you will be given the choice of two permanent bonuses.


An End to Sicillian Warfare (Conquest)

Sicily was a thorn in the side of Carthage, as the Greco-Punic wars for the island had already been an on-going thing for close to 200 years at this point. Just before the start date of Imperator Agathokles, the Greek Tyrant of Syracuse, had brought the war all the way to Africa and ravaged the Punic heartland.



The mission tasks for this mission is focused around completely conquering the island, and building up the ancient Phoenician cities on the island. In addition, early on you have a choice if you want to liberate or… “liberate” Akragas.



In the second half of the mission we have set aside some optional mission tasks to build some heavy ships, and for the player to be able to improve the wine and grain trade goods across the island. When finishing up the mission, you will be able to focus your efforts on integrating the area or to make a Feudatory that will be put in charge of the island.


The Iberian Struggle (Conquest)

The Phoenicians settled in southern Iberia several centuries before our start date, and by the time of the 3rd century BCE these areas had mostly fallen under Carthaginian influence. The Carthaginians would go on to take control of the rich silver mines of south-eastern Iberia, and the Roman occupation of the area played a decisive role in turning the tide of the Second Punic War.



For the mission tasks in the mission, you will focus on taking control of the silver mines in south-east Iberia, as well as setting up defenses in the nearby area. You will be able to move down two separate routes to either the mission task ‘Hispanic Overlord’ or ‘Rise of Carthago Nova’. The former will quell the unrest in the area, and the latter will make a new Colony subject named Carthago Nova who will gain control of your holdings in Iberia.




Aftermath of the Revolution (Infrastructure):

During the war with Agathokles Bomilcar was a leading commander, and some say a Suffete of Carthage, and one of the strongmen in charge of the state. It is said he was willing to let the Greeks run wild, in the hopes that he could overthrow the Carthaginian government and become a tyrant in his own right. Though his coup failed, the Carthaginian state was still shook for a long time by this unbecoming little revolt.



At the start of the game you will be able to pick up the pieces of the failed coup, and try to make your own mark on the Carthaginian government. You could either try to ally up with the Council of the 104 and turn the state more oligarchic, find like-minded among those who once took part in the revolution and turn more plutocratic, or strengthen the current system. The old “Mercenary Patron” decision has also been implemented as part of this mission, and removed as a decision.


Trade Investments (Infrastructure):

The Phoenicians were known as avid traders through most of the Antiquity, bringing goods from one end of the Mediterranean to the other, making quite a fortune while doing so. With the rise of Carthage in the west, they became the new overlords of the western trade routes, growing wealthy on the mines of Iberia and Sardinia.



The Trade Investments mission is fairly split up, with a lot of optional tasks you can choose to do. You can choose to build up your riches in Sardinia, set up another journey to explore the borders of Africa, or settle the Libyan desert. The main mission tasks include improving trade relations with Egypt or the Seleucids, and to improve the city of Carthage.


Naval Supremacy (Infrastructure):

The Phoenicians, and later on their Punic descendants, grew a certain reputation for dominating naval warfare. Unfounded or not, it is clear they had a lot of expertise at sea after setting up trade routes all across the Mediterranean.



The mission will focus on improving your navies, dominating the ports in Africa and expand the Cothon in Carthage (the old decision have been removed). An optional task will let you try to buy a port in Gaul, if you want to start looking that way. One of the benefits of the mission is that you can set a focus for all your ports in Africa, giving them a permanent military, commerce or assimilation bonus. There’s also an optional task to set up relations with your Phoenician ancestors to gain access to the great cedars of Phoenicia, to improve your ships.


Entering Magna Graecia (Conquest):

Magna Graecia was a patchwork of alliances, wars, and treaties between the Greek settlers, the locals, and the Italics coming down from the north. Though we never saw the Punics ever enter Magna Graecia with the exception of Hannibal’s campaigns, it made sense to give them a mission in the area if they were to take control of Sicily.


For the Magna Graecia mission you have an optional path all the way to the left, where you can choose to take a more… hands-on approach. Whereas for the rest of the missions, you can mostly do with increasing relations with the major port-owners in the area, and take specific cities. For the final missions, you can choose if you want to focus on approaching the Greeks, the Italics or simply focus on your own territories in the area.


End the Roman Wolf (Conquest):

Though Carthage and Rome were on friendly terms before the First Punic War, they ended up as the two major players in the western Mediterranean. As neither was willing to back down, they eventually up confronting one another, and after three brutal long wars, Rome was the only power left standing.



After you start the mission to beat Rome, you will have a main path to follow as well as one optional path. The optional path on the left will be based around beating the Roman navy, and potentially giving you access to the Rome-exclusive Corvus invention.

For the main path, you will be able to decide if you want to try and enter Italy from the north through Cisalpine Gaul or through Magna Graecia in the south.



In either case, you will be able to release cities in the area you focus on to fight Rome as well. And after you have finally subjugated or conquered Rome, you will be able to do with it as you see fit.


Liberating Phoenicia (Conquest):

The Phoenicians played an important role in bringing trade, inventions and ideas all across the Mediterranean, as well as settling colonies all across the southern and western parts of it. But in-spite of this, they were rarely independent, and often had to pay tribute to one overlord or another. If Carthage were to grow into a strong empire of their own, they might be able to return to their ancient homeland and liberate it from foreign forces.



For the mission, there is an optional path for taking and improving Cyprus to become a copper trade hub. Whereas the main path will focus on retaking core Phoenician lands, and the great cedar trees situated across Phoenicia. At the end of it, you will be able to release Phoenicia as a feudatory, or to take control of the area as a hegemon of the Phoenician cities.


Iberian Investments (Infrastructure):

After the Carthaginian conquest and subjugation of the Iberian tribes, a strong faction grew up around the city that would later be known as Carthago Nova. Particularly Hamilcar Barca and his sons took control of Iberia and made it their power-base, one that would later go on to attack Rome itself.



If you have finished up the Iberian Struggle mission, you will potentially be given the option of building up the infrastructure of Iberia to secure the wealthy lands. The mission is based around the Barcid family’s rise to fame, and you will see Hamilcar and his sons play an important role in it.


I hope you enjoyed this little preview into the Carthaginian missions! Next week we’ll take a look at the savages in Rome, and what kind of missions they’ll be getting.

To discuss this diary further or to see full size pictures, you can view the thread on our forums here.

Unfortunately last week we had some technical difficulties with Steam posts, but the development diary for last week can still be read on our forums here!