- Io added to rotation for Daily Challenge and Ranked Play
- Added Io University scripted tutorial
- Chinese Campaign Subsidy changed to extra starting shares
- Scientific HQs can use ice for building inputs
- Scientific HQs no longer have protection against EMPs and Power Surges
- Robotic HQs now need double electronics to upgrade
- Asynchronously loading audio to shorten load times
- Added global chat window for Ranked Play queue
- 4- and 10-week campaign modes now available in base game
- Geothermal Borehole now available on Mars (replaces Perpetual Motion)
- Nuclear Engine now available on Ceres (replaces Water Engine)
- Better Core Sample/Underground Nukes in chat
- Holding Z now highlights Ice tiles
- Improved Game Event UI
- Added hotkey (“V”) for repairing buildings
- Better, faster AI
- Players can choose the hologram type for a building
- Can transfer patents to a teammate
- Can have two observers even for 8-player games
- Add hotkey for showing potential Core Sample locations (Default: SHIFT+Z)
- Classic VO audio mode added to options for fans of the Early Access voices
- Steam users can upload and subscribe to map collections in Steam Workshop
- Each MULE purchase on the Black Market produces two of them
- Fixed the game crashing on older AMD graphics cards
- Seasons dropdown added to the Ranked Multiplayer leaderboards
- Pagination added to Daily Challenge and Ranked leaderboards
Predict markets, effectively sabotage your opponents, and break monopolies in Blue Chip Ventures! This series of new single-player scenarios is designed by Blues, one of Offworld Trading Company’s top competitors, will your business come out on top, or will you be filing for bankruptcy?
Over a dozen scenarios will require you to play at your very best in order to beat difficult objectives. Specific “Challenge” scenarios will require nearly flawless execution of everything you’ve learned and will make even the most veteran of players work hard for their victories.
Learn valuable management skills and become a better executive by undertaking a unique scenario from one of these different categories:
- Supply and Demand: They want it? You’ve got it. Focus on monopolizing resources and learn the right times to shift your focus to keep yourself ahead of your competition.
- Play Well With Others: Can’t we all just get along? Focus on how best to handle your opponents – and also how to work well on a team with your allies to seal your victory.
- Long-Term Planning: You’re in it for the long haul! Deal with debt strategies and turn around a losing game through careful planning.
- Challenge: Playtime is over! These scenarios will force you to take all of the concepts you’ve learned and execute them flawlessly in order to win.
- Hold the X key to show net revenue of all buildings
- Scavengers are immune to diminishing resources on Ceres
- Fixes for Dry Ice generation and the AI
- Fixed a memory leak
- Fixed an issue that could cause Mars to flash before the intro cinematic
- Fixed an issue that could cause mod subscriptions to not work
At Stardock and Mohawk Games, we appreciate the modding community. Many of us got our start in games through modding in our spare time and we love to see the incredible ideas and designs that you dream up for our titles. To that end, we’re thrilled to introduce Steam Workshop support for Offworld Trading Company!
Modders can look forward to:
- Modding xml data for buildings, units, resources, and more
- Writing your own C# code that can execute alongside the game’s code
- Accessing Steam Workshop easily through the game
- Easy access to your work with a new “Mods” screen on the Start menu
- Downloading other game mods from around the world
If you’re new to modding (or haven’t done it in awhile and would like a refresher), check out these tutorials on Mohawk’s blog about how to get started. Steam Workshop support is now fully integrated and is waiting for you in your Steam client.
For more information on Offworld Trading Company, visit www.offworldgame.com
Also, Offworld is 66% off on Steam through this weekend.
- Campaigns no longer auto-saved on defeat
- HQs are auto-selected after founding
- Added Include Ceres Location option for the campaign
- On Ceres, Chem Labs now give an adjacency bonus to Nuke Plants
- On Ceres, Glass Kilns get a 50% bonus on Salts
- Fixed items causing tutorial progress to be blocked
- Fix for joining a Ceres lobby without owning the DLC
- Fix for popup buttons being oversized
- AI better handles Ceres maps in the campaign
- Menu UI updated to be more consistent
- Featured Items show on the start screen
- News ticker added to main menu for information and updates
The Patron and the Patriot is a DLC pack focused on enhancing the single player campaign mode within Offworld Trading Company.
The campaign mode that shipped with the base game operates like a competitive tournament that lasts for seven games. There are nine characters to play, each with their own set of perks. While playing games, your character earns new perks through victory bonuses, events, and via accumulating income that can be spent on perks of your choice. Your strategy applies not just to each individual game, but to your character’s perk progression, which lets you tailor your strengths and weaknesses for use in later games to be played. Elimination rounds begin at game three, removing the weakest competitor from the tournament each week, until only four remain to compete in the finale, where stock buyouts eliminate the rest, leaving a sole survivor with a monopoly over all of Mars.
Upon this foundation, we have crafted enhancements designed to improve Breadth, Depth, and Immersion for campaign players who purchase The Patron and the Patriot.
- Colony Class – Each colony now specializes in one area of the economy, altering local market conditions in a variety of ways.
- Campaign Length – The campaign tournament can now last for 4, 7, or 10 games. Each length comes with its own balance tweaks and gameplay subtleties.
- Wholesale Orders game mode – Not all colonies want you to build habitats and work modules for them. Now some instead want your company to supply a variety of wholesale goods.
- Two new Characters – New CEOs with new gameplay perks.
- Story-Driven Campaigns – Six interactive short stories about life on Mars, available to experience through playing the new characters on each different length of campaign.
- New Staffing Perks & New Achievements
New Colony Classes
Early colonies on Mars had to be self-sufficient. They consisted only of generic habitat modules, which consume life support resources (and drive up prices on these resources), and workplace modules, which consume certain industrial resources.
Rapid colonization of the planet opens up opportunities for colonies to specialize, creating an interdependent web of trading partners amid a more sophisticated Martian economy. Now in addition to generic Habitat and Workplace modules, many colonies have customized module types, which consume different resources than the default types (driving up prices on a different set of commodities) and even in some cases producing resources (which actually drives prices down on those commodities). Custom module types require different materials for construction, which affects games where the colony desires companies to build more domes for them.
We have added 17 classes of colonies in The Patron and the Patriot. These now provide a wide field of localized market conditions, which you as player must anticipate and manage in order to succeed. There are also gameplay tweaks associated with each colony class, including local price controls on commodities produced by the colony and special rules unique to each class that may affect cost or availability of gameplay options.
Changing the number of games played in the tournament affects perk progression. Since perks are the skeleton that gives shape to the body of a campaign, the new campaign lengths offer new opportunities for player strategy.
The shorter campaign length provides fewer opportunities to gain perks before the finale, so starting capital is increased. Players (and their AI opponents!) have the opportunity to make multiple staffing hires before the first game is played, allowing for a “jump right in” strategic experience that pays dividends quickly. With fewer elimination rounds, the number of opponents is reduced and opponents per game is reduced as well. There are fewer levels from which to choose, though, which may require you to play some more difficult scenarios.
The longer campaign length grants more opportunities for progression, but starts with a lot less cash to spend on perks and does not let you make permanent hires for the first couple of weeks. You must decide whether to spend heavily on temporary perks in the early going or try to save toward bigger purchases later. Any income earned from the early games will carry on longer, so this is no easy choice to make. Every game in the early going will pit you against three of your rivals, making for busier and more difficult games. There is more opportunity to recover from a bad game, though, and still press on toward ultimate victory. Near the end of the tournament, you must face more formidable opponents, who themselves have accumulated a high amount of perk progression and pose more threat to you.
Game Modes: Colony Build vs Wholesale Orders
In Colony Build mode, you know what you’re up against: need lots of Aluminum to build habitat domes and at least one construction resource for building workplace modules. In The Patron and the Patriot, colony class may affect which modules are available to construct, which can vary the resources you will need to provide. (Penal colonies, for instance, use Carbon instead of Aluminum for constructing their Prison modules.) So even for Colony Build mode, your company will need to become more versatile.
Wholesale Orders mode offers a much more dynamic challenge. The colony may request any of the commodity types. You will need to invest less cash than it takes to construct domes in Colony Build mode, but your material investments will be greater. The size of the orders grows throughout the game, requiring an ever-steeper resource cost. Some order types may be fixed, where the colony will want ever-larger orders for the same commodity. Other orders may be dynamic, where a randomly-chosen resource type will be needed for each successive order filled. Even the number of columns that will be fixed or dynamic changes from one game to the next, requiring your strategy to adapt to the individual market conditions of each game played.
Greater depth of strategy will be needed to succeed in this new, more dynamic Martian economy.
In his youth, Doctor Mikhail Nekrasov discovered transparent aluminum, the first clear metal suitable for use in construction. Today he is rich beyond measure, but Mikhail is slowly losing his battle with ALS. A crime committed against him lured him to Mars. Fate may be what keeps him there.
Dr. Nekrasov holds the patent for Transparent Aluminum, which permits him to substitute aluminum for glass in construction. As an indie developer, he can construct any HQ type. His company’s mining, steel-making, and geothermal capabilities are unmatched, but his specializations leave weakness in other areas.
Manuel Valencia was the brightest star in a young group of investors helping to rebuild the global economy. His firm, Icarus Investments, was responsible for establishing Santiago as the financial center of South America. A failed gamble on his biggest trade cost Icarus a quarter of its assets. Clients fled and the firm was forced to shut its doors. Seeking a fresh start, Manuel has accepted an offer from Paulo Rubini to join Seneca and come to Mars.
Manny maintains good relations with many of his former clients. Some are willing to bet on his rise from the ashes, allowing him to maintain a strong bond rating and pay only half the cost (compared to others) for financing his short term debts. Manny has set up a Core Sampling division, which provides him one Core Sample perk per level of his local Headquarters. He has no staffing specializations, instead maintaining a versatile footing, from which he relies on his Core Samples to turn the resource tide in his favor at each colony.
Six short stories have been written about life on Mars during the era of colonial expansion and economic diversification. The new colony class environment serves as the backdrop for these stories, while a fleet of colony ships sent from Earth to Mars during the optimum travel window (when the planets are near each other) explains why there will be a flurry of intense competition over the new colonies, which will culminate at a final game played at the last colony founded by the fleet.
The stories are driven in part by the player’s choices. Interactivity is indirect: you will not face forks in the road where you choose the direct outcome of a story. Instead, the subplots and details of each story will mold themselves around the games that you play: your level selections, opponents faced, staffing perks, and victory or defeat in your games. You will journey with your character through playing the games, immersing yourself in life on Mars as you apply your strategies and struggle to obtain victory.
Play the new CEOs to experience the stories. Each CEO has one story tied to each of the three campaign lengths, so you will need to win each campaign length twice (once for each new CEO) to experience all six stories to completion.
Replays of a story may yield new details not previously experienced, as different subplots or sections of background information are triggered by different player choices and game outcomes.
About the Designer
Bob Thomas, designer of The Patron and the Patriot, worked previously with lead designer Soren Johnson on Sid Meier’s Civilization IV and other projects. Bob specializes in matters of game balance and replayability and has a background in writing. This talent set was well matched to the task of enhancing the campaign experience for our players.
Today, we released the Ceres Initiative DLC, which is a entirely new location to play Offworld, with new terrain and even a new resource tree.
The rule changes are the following:
- Resources diminish over time (a High resource tile becomes Medium and then Low)
- Uranium is a new resource (it’s a metal, like Iron and Aluminum, so it is produced by with the Metal Mine)
- New building: Nuclear Plants, which converts Uranium and Water into Power
New terrain: Salts, which boosts Farm production by 50%
- New terrain: Caves, which gives mines, quarries, and pumps access to resources in adjacent tiles
New patent: Liquid Batteries, which allows Solar Condensers to work at night
Water Ice can be found on all maps
Days are shorter (9 hours), so buildings turn on and off more frequently, and debt can accumulate faster
No Wind Turbines, Geothermal Plant, Dust Storms, or Superconductor
- Added an option to Turn Off Unprofitable Buildings
- You can now speed up Daily Challenge games (if you want!)
- Debt thresholds are higher in games with 5+ players
- Increased effect of Power Shortages and Surpluses
- Lowered starting Offworld prices for Food & Oxygen
- Colony grows faster
- Fix for the bug where you couldn’t name the lobby when you created it
- Better algorithm for holograms
- Better piracy feedback
- Shows resource lines when placing scientific buildings
- More accurate Total Costs text for constructing buildings
- When observing, can now see closest buyout percent for all players
Our community has been running regular tournaments since Offworld released in April, typically on Saturday afternoons. (In fact, there is a new players’ tournament with open slots right now: http://forums.offworldgame.com/478860/page/1/.) The games have been very entertaining and probably no more so than the one played last weekend between Duban and FoxBlazing. If you watch only one Offworld tournament game, this is the one!
If you want to get involved, the best place to follow the community right now is on Discord: https://discord.gg/0pQ0rgV4DDFxO2rD.