![]() ![]() Martin has already discussed some of the changes regarding Construction in DD #71, and in addition to these changes we have improved the user experience of the gameplay loop by providing better contextual information in several places. We also exposed the top five Goods a Pop spends money on in this list, inspired by the Visible Pop Needs mod by Apprehensive-Tank213 They should now surface more of the relevant information higher up in the information hierarchy. In addition to creating this new panel, we have exposed more information in the Pop Lists used throughout the game, and improved a few of the Pop Need tooltips. When adding this new system also made a pass and added a few more shortcuts, as well as hooked in a few existing ones in more places.Īnother fully reworked panel is the Population overview, which now gives you more information about who your Pops are, how many they are, how much money they make, what they spend it on, and how much that goes to increasing/decreasing their Standard of Living (the last one not included in the screenshot, but visible without scrolling when the Taxes and Needs sections are collapsed). Our shortcut system has been replaced by a new system that can leverage rebindable keys. ![]() In addition to this, we have also tweaked the animations for the Notification feed, so the overall user experience of the entire system should be much improved. Only show resource related Notifications if they happen in your Market (previously Strategic Regions in which you have an Interest in)Īll of these changes should, according to our benchmarks, reduce the number of Notifications by roughly 50% for most Countries. Only show “Mobilization” and “Declare Neutrality” Notifications if you are committed to the Diplomatic Play in question Splitting up Trade Routes Notifications into significant and less significant versions (Significant is turned on by default, less significant is not) Moving the Price Report to the Market Panel (turned off by default, can be turned on in the Message Settings panel) Make the “Interest Activated/Deactivated” Notification into a “You can now conduct Diplomacy with X” Notification that only triggers if the activated/deactivated Interest is the first/last one that overlaps with any of your Interests Parallel to adding Message Settings, we also made a pass on making sure that the Notifications we post to the player are informative and have a reasonable default setting for how to present them. In future updates, we are planning on expanding this to cover more functionality, like the Current Situation panel, Alerts etc. Our new Message Settings window lets you decide how you want a specific Notification to be displayed, and if you want the game to automatically pause when it gets triggered. The Country grouping is especially useful when setting up Embargos or Trade Agreements. All of these lists can also be filtered to exclude any Routes not owned by you. In addition to the current view of grouping Trade Routes by Goods, you can now get a sortable list of all Trade Routes in the Market, or get a view where they are grouped by Country. ![]() One of the first things we started with immediately after 1.1.2 was improving the usability of the Trade Routes panel. Your feedback, ideas, and discussions have all been instrumental in helping the team prioritize our time and efforts for this update. Before we go into the details of what has been worked on for this update, I want to give a special thanks to the community, all the modders, and anyone who posted feedback here on the forum, Discord, Reddit, Youtube, or any of our other communication channels. For 1.2 I have been fully focused on improving the user experience of the game. Hello, my name is Henrik, and I am one of the UX Designers on Victoria 3. ![]()
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