

We’ll see if 1.03 improves things a lot when it arrives in February. I still think Empire of Sin on paper has some good ideas and it just needs a lot more polish and improvements. Which is one of the reasons why I decided not to review the game.

My save game stalled constantly at specific spots, combat wouldn’t fire and yes the tactical battles were not that well balanced and interesting. When I played it at launch Empire of Sin was mired with bugs. You can read the complete list of changes on the official forum post here.ġ.03 seems to be a step in the right direction, but I believe there’s still lots to improve with the game. Take for instance, a decision to put more pressure on your underboss to make more money for you. Stronger Bonds: +1 passive faction while in a defensive pact. The AoE lasts until the next turn or until Al Capone takes damage. Thugs on the road won’t immediately engage with you now, unless you steal something from their loot crate. It’s a dramatic moment that underscores what Empire of Sin does best: Well-written, complex personal relationships, both positive and negative, that develop between your crew of criminal. Events fall into one of six categories: Event Modifiers It’s important to know that each decision you make in an event will have an impact on your empire. Rain of Fire: Fire bullets within an AoE that will damage and suppress enemies within that area. Security Guards have more health, better accuracy, and they get better with higher security levels. This is the main gut of the game and they’ve made it a bit more challenging. There’s also been a bunch of improvements on UI and the building in strategy view with more variety. Not game-changing but a nice little thing that will make the tactical battles look a lot better.
