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Precipice News

Precipice Update 1.13 (Khrushchev)

* Can no longer click on map settings not visible in the window.
* Turn history now broken up with turn markers.
* Achievement "Annihilation" now triggers as intended.
* Countries that are the subject of a dispute will not lose loyalty based on decisions made in that dispute.
* Can no longer coup a country with enemy troops stationed.

Precipice Update 1.12 (Khrushchev)

* We swung the AI pendulum too far in the other direction, now the AI isn't afraid to annihilate you, but won't do it on a whim. Decision-making when it comes to coups and destabilization greatly improved. Frankly, there's about twenty or thirty micro-changes to the AI decision-matrix that, when combined, should be a major improvement to your experience.

* The challenge UI has been updated to more clearly show the consequences of each decision.

* Babrak Karmal achievement fixed.

* Invaders cannot leave a country in the turn they invade.

* Foreign aid success rate is now guaranteed for countries in anarchy, 90% at one stability, 75% at two stability and 60% at three stability. It's easy to pull them out of being a complete train-wreck, but difficult to secure their safety.

* Stability icons have had filtering removed and should look a little more sharp now when zoomed in.

Precipice Update 1.11 (Khrushchev)

* AI is a little more brave when being challenged on an action.
* Network fix for connectivity issues when the host network is slow and the host player is running a comparatively fast computer. This fix is anticipated to solve a large number of connectivity problems.

Precipice Update 1.10 (Khrushchev)

1.10 (Khrushchev Update)

AI

* AI is less likely to attack random countries.
* AI rarely if ever commits a single troop to an invasion.
* AI behaves more conservatively in the early game.
* AI less likely to challenge minor actions in countries that it considers of modest importance.
* AI is less likely to risk a nuclear war.
* AI more likely to challenge if the player attacks a country that it considers strategically important for it's long-term goals.
* AI takes the cost of escalation into account in its decision-making process.

* Ending where a nuclear launch is aborted and you are removed from power by your own generals has been removed completely from the game. While this was intended to give pause to those who would escalate every action, the new escalation mechanics perform the same function better, and nobody wants to win/lose on the basis of a low-probability outcome.

* Escalating a challenge beyond a certain point now has an immediate cost of country loyalties associated with it.

* Doomsday Perk now altered to affect the loyalty cost associated with escalation.

* Country resource demands now range from needing anything between 20 and 50 of a given resource. The exact number is mentioned by the leader upon clicking on the country.

* In cases where there are both zero local troops and zero invading troops, the country stays in a state of anarchy.

* Baseline insurgency detection dropped to 20%. Tutorial figures also updated to reflect this.

* Local troop quantities are now a little more realistic, based on a combination of chance and historical data, rather than complete chance.

* Bugfix: Certain rare cases where a player's country collapses into anarchy yet they are able to still win the game have been resolved.

* Bugfix: Resolved diplomacy edge case crash.

* Bugfix: Flag button in the endgame now points to the correct nation.

* Bugfix: Backing down from stationing troops in a friendly country wasn't removing the troops from the country in question.

* Bugfix: Troop deployments in friendly countries weren't being mentioned in the newspaper.

* Players are instructed to wait until both players have selected their perk before the game begins.

* Map selection arrows made more visible.

Short-Term Roadmap

Hey everyone!

We wanted to share what we've been working on in an update that will be coming later tomorrow.

First, thank you so much for your support and constructive feedback. We know this game can't be all things to all people, but we think we're steering it in a positive direction and we hope you like the changes that are coming.

We've been working with a few players still experiencing connectivity issues with debug builds of the game to help isolate where the issues are occurring. We're ruled out a lot and it's clear that in many of these cases, when the connection fails, it fails after joining the Steam lobby. We are investigating whether there is something going on in our code that affects the connection in a minority of networks, or if there exists a bug in the game's engine that again only affects certain networks. In many cases, however, resolutions could be found on the network side. We will continue to do all we can.

Mechanically, we are changing things so that escalating a situation past a given threshold will have a guaranteed cost in country loyalty. While these costs are always lesser than the cost of backing down from an escalation, we hope this will give players pause as to whether an issue that is caught is truly important enough to dig one's heels in on. This will likely change player strategies significantly.

Also, we agree it's kind of weird to face a 6-army resistance in Greenland. In the new update, the randomness of local army strengths has been softened significantly. Local army strengths will be calculated as a range between two reasonable figures based on historical data.

And most importantly, the AI is getting a major behavioral update that is going to push us into the weekend. We've heard a lot of your feedback about the AI, and we'll be ensuring that the cost of escalating a challenge is also built into the new AI decision-matrix.

There will also be many bugfixes and quality of life improvements coming tomorrow.

Again, thank you for your patience and for being a supportive fanbase.